Esempio n. 1
0
 private void talk(int p, final Thing t) {
   int subtype = getStat("SubType");
   Thing h = Game.hero();
   try {
     switch (p) {
       case CHATTER:
         t.incStat("ChatCount", 1);
         handleChatter(subtype, t.getStat("ChatCount"), t);
         return;
       case TEACHER:
         if (h.getStat(RPG.ST_SKILLPOINTS) > 0) {
           Game.message("\"I see you have potential\"");
           Game.message("\"I can teach you for a small fee...\"");
         } else {
           Game.message("\"There is nothing more I can teach you now.\"");
         }
         return;
         // added by ppirrip
       case BLACKSMITH:
         Game.message("\"I can repair your gear for a small fee...\"");
         return;
       default:
         Game.message("You get no response.");
     }
   } catch (Exception e) {
     e.printStackTrace();
     Game.message("\"Mumble mumble mumble\"");
   }
 }
Esempio n. 2
0
  // called to check for random encounters
  public static void encounter(Map map, int x, int y) {
    if (Rand.d(20) > 1) return;

    Thing h = Game.hero();

    // don't have encounters on location squares
    Thing[] ts = map.getPortals(x, y);
    if (ts.length > 0) return;

    int tile = map.getTile(x, y);
    if (tile == Tile.SEA) {
      return;
    }

    switch (Rand.d(8)) {
      case 1:
        {
          Game.message("You see somebody in the distance");
          break;
        }

      case 2:
        {
          Thing c = Lib.createType("IsHostile", Game.hero().getStat(RPG.ST_LEVEL) + Rand.r(6));
          Game.message("You see " + c.getAName() + " waiting to ambush travellers");
          Game.message("Do you want to attack? (y/n)");

          if (Game.getOption("yn") == 'y') {
            Game.message("");

            // create location map
            Map nm = createArea(map, x, y);

            nm.addThing(Game.hero(), 32, 32);
            nm.addThing(c, 32, 25);

            // companions
            if (Rand.d(2) == 1) {
              for (int i = Rand.d(6); i > 0; i--) {
                int gx = 28 + Rand.r(9);
                int gy = 18 + Rand.r(7);
                if (!nm.isBlocked(gx, gy)) {
                  nm.addThing(c.cloneType(), gx, gy);
                }
              }
              if ((Rand.d(2) == 1) && (!nm.isBlocked(32, 20))) {
                nm.addThing(Lib.createFoe(Game.hero().getStat(RPG.ST_LEVEL) + 1), 32, 20);
              }
            }
          } else {
            Game.message("You avoid the encounter");
          }
          break;
        }

      case 3:
        {
          Thing c = Lib.createFoe(Game.hero().getStat(RPG.ST_LEVEL) + 2);
          Game.message("You see some villagers being attacked by " + c.getPluralName());
          Game.message("Do you want to aid them? (y/n)");

          if (Game.getOption("yn") == 'y') {
            // create location map
            Map nm = createArea(map, x, y);

            nm.addThing(Game.hero(), 32, 32);

            // villages
            for (int i = Rand.d(2, 3); i > 0; i--) {
              int gx = 29 + Rand.r(7);
              int gy = 28 + Rand.r(7);
              if (!nm.isBlocked(gx, gy))
                switch (Rand.d(3)) {
                  case 1:
                    nm.addThing(Lib.create("farmer"), gx, gy);
                    break;
                  case 2:
                    nm.addThing(Lib.create("village girl"), gx, gy);
                    break;
                  case 3:
                    nm.addThing(Lib.create("townswoman"), gx, gy);
                    break;
                }
            }

            // critters
            for (int i = Rand.d(2, 6); i > 0; i--) {
              int gx = 28 + Rand.r(9);
              int gy = 21 + Rand.r(7);
              if (!nm.isBlocked(gx, gy)) {
                nm.addThing(c.cloneType(), gx, gy);
              }
            }
            // boss critter
            nm.addThing(Lib.createFoe(Game.hero().getStat(RPG.ST_LEVEL) + 4), 32, 20);
          } else {
            Game.message("You leave them to their fate");
          }
          break;
        }

      case 4:
        {
          Game.message("You are slowed by bad weather conditions.");
          h.incStat("APS", -1000);
          break;
        }

      case 5:
        {
          int level = h.getLevel();
          if (level <= 2) break;

          Game.message("You are ambushed by a horde of fearsome monsters!");
          Game.message("[Press space to continue]");
          Game.getOption(" ");

          Map nm = createArea(map, x, y);
          nm.set("IsHostile", 1);

          nm.addThing(Game.hero(), 32, 32);

          for (int i = 0; i < 40 + 3 * level; i++) {
            nm.addThing(Lib.createType("IsMonster", level));
          }

          break;
        }

      case 6:
        {
          Thing[] its = h.getItems();
          Thing it = (its.length > 0) ? its[Rand.r(its.length)] : null;
          if ((it != null) && !it.getFlag("IsCursed") && (Item.value(it) > 0)) {

            Game.message("You encounter a band of nasty goblinoids!");
            Game.message("They demand " + it.getYourName() + " as 'tax'");
            Game.message("Do you want to fight them? (y/n)");
            char c = Game.getOption("yn");
            while (!((c == 'y') || (c == 'n'))) c = Game.getOption("yn");

            if (c == 'n') {
              it.remove();
              if (Rand.d(50) <= h.getLevel()) {
                Game.message("They decide to attack you anyway!");
                c = 'y';
              } else {
                Game.message("They take " + it.getYourName() + " and run away gleefully");
              }
            } else {
              // don't lose an item
              it = null;
            }

            if (c == 'y') {
              Map nm = createArea(map, x, y);
              nm.set("IsHostile", 1);

              nm.addThing(Game.hero(), 32, 32);
              nm.addThing(it, 32, 36);
              int level = h.getLevel();

              for (int i = 0; i < (2 + level); i++) {
                nm.addThing(
                    Lib.createType("IsGoblinoid", level), h.x - 3, h.y + 1, h.x + 3, h.y + 4);
              }
            }
          }

          break;
        }
    }
  }