# File : draco_ii.bush

    #!/usr/local/bin/bush

    -- Draco II
    --
    -- Originally written in AppleSoft BASIC
    -- by Ken O. Burtch circa 1980
    --
    -- Adapted to BUSH in April 2003
    -- by Ken O. Burtch

    pragma ada_95;                               -- enforce Ada 95 rules and style

    procedure draco_ii is

      -- Terminal Control
      --
      -- Linux/UNIX tput returns a string to control the terminal display

      tty_inverse : constant string := `tput( "smso" );`;  -- inverse print
      tty_normal  : constant string := `tput( "rmso" );`;  -- normal print

      pragma restriction( no_external_commands );
      -- tput was only O/S command we needed--no more past this point

      -- General Player Info

      LOGNAME : string;                             -- Linux/UNIX user login name
      pragma import( shell, LOGNAME );              -- get it from the environment

      damage_to_creature : integer;                 -- inflicted on creature (E)
      damage_to_player   : integer;                 -- inflicted on player (D)

      type a_status is (no_status, alive, dead);
      status : a_status := alive;                   -- player's current status

      score : integer := 0;                         -- the socre
      quest_bonus : natural;                        -- quest bonus for level

      specter_paralysis : boolean := false;         -- specter can paralyze player

      type an_attribute is new float;               -- attributes are a unique type

      dex : an_attribute;                           -- player dexterity
      str : an_attribute;                           -- player strength

      hit_points     : integer;                     -- hit points
      level_distance : integer;                     -- total level distance
      distance       : integer;                     -- distance left (DT)
      water          : float;                       -- water left (W)

      -- Player Weapon
      --
      -- There are 4 weapons: the cursed club, the bow (dexterity), the mace
      -- (dexterity+strength) and the sword (strength).

      type a_weapon is (no_weapon, club, bow, mace, sword);

      weapon             : a_weapon;                -- player weapon
      weapon_name        : string;                  -- name as text
      weapon_damage      : float;                   -- damage (attribute adjusted)

      -- Creatures
      --
      -- There are 6 creatures: a giant, a wolf, a serpent, a druid, a dragon and
      -- a specter.

      type a_creature is (no_creature, dork, wolf, serpent, druid, draco, specter );

      creature             : a_creature; -- current creature (C)
      creature_here        : boolean;    -- true if creature present (C1)
      creature_hp          : integer;    -- creature hit points (CP)
      creature_max         : integer;    -- creature's maximum hit poins (C2)
      creature_description : string;     -- description when creature here (CN)
      creature_name        : string;     -- the creature name as text
      creature_evade       : string;     -- message when creature evades (CV)
      creature_attack1     : string;     -- message for light attack (CA(0))
      creature_attack2     : string;     -- message for medium attack (CA(1))
      creature_attack3     : string;     -- message for fierce attack (CA(2))
      creature_damage1     : positive;   -- damage for light attack (CD(0))
      creature_damage2     : positive;   -- damage for medium attack (CD(1))
      creature_damage3     : positive;   -- damage for fierce attack (CD(2))

      -- Items
      --
      -- There are 4 magic items: a lightning staff, a magic spear, a potion of
      -- healing and a ring of fire resistance.

      type an_item is (no_item, staff, spear, potion, ring );
      has_item : array( staff..ring ) of boolean;

      staff_charge : integer; -- number of staff uses left (CH)
      spear_damage : integer; -- amount of damage from spear (SD)

      -- Game variables

      round      : natural;                 -- round or turn (SP)
      level      : natural := 0;            -- current level (L)
      high_name  : string := "nobody";      -- high score player
      high_score : integer := 0;            -- high score (HS)
      high_level : integer := 0;            -- high score level
      cmd        : character;               -- player's last command (CM)

      -- get high score: retrieve high score from file (if the file exists).

      procedure get_high_score is
        f : file_type;
      begin
        if files.exists( "./draco_score.txt" ) then
           open( f, in_file, "./draco_score.txt" );
           high_name  := get_line( f );
           high_score := numerics.value( get_line( f ) );
           high_level := numerics.value( get_line( f ) );
           close( f );
        end if;
      end get_high_score;

      -- set high score: write new high score to file.  If file doesn't exist,
      -- create it.

      procedure set_high_score is
        f : file_type;
      begin
        create( f, out_file, "./draco_score.txt" );
        put_line( f, LOGNAME );
        put_line( f, high_score );
        put_line( f, level );
        close( f );
      end set_high_score;

      -- set attributes: generate a new set of player attributes.  Where did this
      -- formula come from?  I don't remember...

      procedure set_attributes is
      begin
        str := -3;
        dex := -3;
        while dex < -2 and str < -2 loop
          dex := (9.5 - numerics.rnd(14)+2 ) / 2;
          str := (9.5 - numerics.rnd(14)+2 ) / 2;
        end loop;
      end set_attributes;

      -- chose weapon:  allow the player to chose a weapon at the start of the
      -- game or after his weapon was replaced with the cursed club.

      procedure choose_weapon is
        ch : character;
      begin
        put_line( "Strength  =" & strings.image( numerics.rounding( str*2 ) ) );
        put_line( "Dexterity =" & strings.image( numerics.rounding( dex*2 ) ) );
        new_line;
        put_line( "Chose a weapon:" );
        weapon := no_weapon;
        while weapon = no_weapon loop
          put( "Bow, Mace or Sword? (B/M/S) *" & ASCII.BS );
          ch := inkey;
          put_line( ch );
          case ch is
          when 'b'|'B' =>
             weapon := bow;
             weapon_name := "bow";
             weapon_damage := 4 + dex;
          when 'm'|'M' =>
             weapon := mace;
             weapon_name := "mace";
             weapon_damage := 6+ (str + dex)/2;
          when 's'|'S' =>
             weapon := sword;
             weapon_name := "sword";
             weapon_damage := 8 + str;
          when others =>
             put_line( "Pardon?" );
          end case;
        end loop;
      end choose_weapon;

      -- new level: start a new level, chose a creature.

      procedure new_level is
      begin
        level := level + 1;
        hit_points := 20;
        water := 20;
        creature_here := false;
        quest_bonus := 0;

        round := 0;

        case level is
        when 1 => creature := dork;
        when 2 => creature := wolf;
        when 3 => creature := serpent;
        when 4 => creature := druid;
        when 5 => creature := draco;
        when others => creature := specter;
        end case;
        case creature is
        when dork =>
             creature_description := "Dork the Witless stalks you.";
             creature_name := "giant";
             creature_evade := "It bounces harmlessly off his armor.";
             creature_attack1 := "Dork the Witless tries to stomp you.";
             creature_damage1 := 3;
             creature_attack2 := "He pounds you with his mighty fists!";
             creature_damage2 := 4;
             creature_attack3 := "He heaves a rock at your miniscule body!!";
             creature_damage3 := 5;
        when wolf =>
             creature_description := "Something lurks in the shadows.";
             creature_name := "wolf";
             creature_evade := "It dodges your attack.";
             creature_attack1 := "It lashes out with its claws.";
             creature_damage1 := 3;
             creature_attack2 := "The wolf snaps at your arm!";
             creature_damage2 := 4;
             creature_attack3 := "It leaps at your chest, eyes gleaming brightly!!";
             creature_damage3 := 6;
        when serpent =>
             creature_description := "Something lurks in the shadows.";
             creature_name := "giant serpent";
             creature_evade := "It dodges you attack.";
             creature_evade := "It slithers away.";
             creature_attack1 := "It coils around you and squeezes!";
             creature_damage1 := 5;
             creature_attack2 := "You trip and fall, uncoordinated oaf.";
             creature_damage2 := 3;
             creature_attack3 := "The serpent attacks, venom burning holes in the earth!!";
             creature_damage3 := 7;
        when druid =>
             creature_description := "An evil druid smiles.";
             creature_name := "druid";
             creature_evade := "The druid forms a magic barrier and laughs menacingly!";
             creature_attack1 := "He lashes out with his dagger.";
             creature_damage1 := 4;
             creature_attack2 := "With a sudden gesture, a fireball hurls towards you!";
             creature_damage2 := 5;
             creature_attack3 := "He raises his scepter and a bolt of power erupts!!";
             creature_damage3 := 7;
        when draco =>
             creature_description := "Draco the Red circles overhead.";
             creature_name := "dragon";
             creature_evade := "Your weapon bounces harmlessly off its scales.";
             creature_attack1 := "It lashes out with its claws.";
             creature_damage1 := 4;
             creature_attack2 := "Draco rains fireballs down upon you!";
             creature_damage2 := 6;
             creature_attack3 := "A river of deadly fire descends!!";
             creature_damage3 := 9;
        when others =>
             creature_description := "A grim specter materializes. Poof!";
             creature_name := "specter";
             creature_evade := "He dissolves before your eyes!";
             creature_attack1 := "A ghostly blade lashes out.";
             creature_damage1 := 4;
             creature_attack2 := "YOU ARE PETRIFIED WITH HORROR!";
             creature_damage2 := 1;
             creature_attack3 := "A cold hand reaches out for your life!!";
             creature_damage3 := 4;
        end case;
        creature_hp  := 25 + (level-1) * 9;
        creature_max := creature_hp;
        level_distance := 50 * integer( level );
        distance := level_distance;
      end new_level;

      -- show status: show the player's statistics (review stats).

      procedure show_status is
      begin
        put_line( "You have:" );
        put_line( strings.image( numerics.rounding( str * 2 ) ) & " points of strength" );
        put_line( strings.image( numerics.rounding( dex * 2 ) ) & " points of dexterity" );
        put_line( " carrying a " & weapon_name );
        new_line;
        put_line( "with" & strings.image( numerics.rounding( water/2*10 ) ) & "% of water in your bottle" );
        put_line( "and" & strings.image( hit_points / 2 * 10 ) & "% of full health" );
      end show_status;

    -- Main Script begins

    begin

      -- Initialize Draco II

      clear;
      put_line( tty_inverse & "Draco II" & tty_normal );
      new_line;
      put_line( "Survive a hostile wilderness and slay monsters." );
      put_line( "Originally written by Ken O. Burtch circa 1980" );
      new_line;

      get_high_score;
      put( "Top Dragon Slayer:" & strings.image( high_score ) );
      put( "  level" & strings.image( high_level ) );
      put_line( "  by " & high_name );
      new_line;

      set_attributes;
      choose_weapon;

      -- Player has no magic items

      for i in staff..ring loop
          has_item( i ) := false;
      end loop;

      put( "Press any key to begin *" & ASCII.BS );
      ch := inkey;

      -- Game loop: loop for each level

      loop

      -- Start a new level.  Player's weapon the club?  Let 'im change it.

      new_level;
      if weapon = club then
         new_line;
         choose_weapon;
      end if;

      -- Main loop: loop for each round

      loop

         -- clear damage from monster and player

         damage_to_player := 0;
         damage_to_creature := 0;

        -- check to see if the creature appears every 4 rounds

        if creature /= no_creature then
           if float(round)/4.0 = numerics.truncation(round/4) then
              creature_here := numerics.rnd(2)=1;
           end if;
        end if;

        -- display menu

        clear;
        put_line( tty_inverse & "Draco II" & tty_normal );
        new_line;
        put_line( "1) Evade            2) Strike with " & weapon_name );
        put_line( "3) Search for water 4) Run like crazy" );
        put_line( "5) Proceed          6) Surrender          R) Review stats" );
        if has_item( staff ) then
           put_line( "7) Wave staff" );
        end if;
        if has_item( spear ) then
           put_line( "8) Throw spear" );
        end if;
        if has_item( potion ) then
           put_line( "9) Drink potion" );
        end if;
        if has_item( ring ) then
           put_line( "The anti-fire ring magic is automatic." );
        end if;

        new_line;
        put( "(Level" & strings.image( level ) & ")" );
        put_line( " There are" & strings.image( distance ) & " miles to go." );
        new_line;

        -- Creature not around?  Then it slowly heals...

        if not creature_here then
           creature_hp := creature_hp + 1;
           if creature_hp > creature_max then
              creature_hp := creature_max;
           end if;
           put_line( "There is no danger to be seen." );
        end if;

        -- Basic stat changes that happen every round

        round := round + 1;
        water := water - 0.5;
        hit_points := hit_points + 0.2;

        -- Basic Stats check

        if water > 0 and water < 7 then
           put_line( tty_inverse & "Water's Low" & tty_normal );
        end if;

        if hit_points < 5 then
           put_line( tty_inverse & "You're badly wounded" & tty_normal );
        elsif hit_points < 10 then
           put_line( tty_inverse & "You're in rough shape" & tty_normal );
        end if;

        if creature_here then
           put_line( creature_description );
           if creature_hp < 10 then
              put_line( tty_inverse & "Blood gushes from its wounds" & tty_normal );
           end if;

           -- Creature attack

           declare
             attack : positive := numerics.rnd( 5 );
           begin
             case attack is
             when 1|2 =>
                put_line( creature_attack1 );
                damage_to_player := integer( numerics.rnd( creature_damage1 ) );
             when 3 =>
                put_line( creature_attack2 );
                damage_to_player := integer( numerics.rnd( creature_damage2 ) );
                if (creature = druid or creature = draco) and has_item( ring ) then
                   damage_to_player := damage_to_player/2;
                elsif creature = specter then
                   damage_to_player := 0;
                   damage_to_creature := damage_to_creature/2;
                   hit_points := hit_points - damage_to_player;
                   creature_hp := creature_hp + damage_to_creature;
                   specter_paralysis := true;
                end if;
             when 4 =>
                put_line( creature_attack3 );
                damage_to_player := integer( numerics.rnd( creature_damage3 ) );
                if creature = draco and has_item( ring ) then
                   damage_to_player := damage_to_player/2;
                end if;
                if creature = specter and numerics.rnd(20) = 1 then
                   put( tty_inverse );
                   put( "You scream, and your lifeless soul becomes a specter!!!" );
                   put_line( tty_normal );
                elsif creature = draco then
                   damage_to_player := damage_to_player/2;
                end if;
             when others =>
                null;
             end case;
           end;
        else
           declare
              scene : positive := numerics.rnd( 100 );
              maybe : constant boolean := numerics.rnd(2)=1;
           begin
              if scene <= 5 then -- rare scenes
                 case scene is
                 when 1 =>
                     declare
                        gypsie_distance : positive := numerics.rnd(7)+2;
                     begin
                        put( "You travel" );
                        put( gypsie_distance );
                        put( " miles with a band of gypsies!" );
                        distance := distance - integer(gypsie_distance);
                     end;
                 when 2 =>
                     put_line( "A Ty Fighter soars through the air leaving" );
                     put_line( "a blaze of incadescent destruction." );
                     put_line( "It promptly vanishes into hyperspace!!" );
                     -- graphics effects
                     put_line( "WOW!" );
                 when 3 =>
                     put_line( "You drink from a magic spring that restores you!" );
                     water := 20;
                     hit_points := hit_points + integer(numerics.rnd(8))+3;
                     if hit_points > 20 then
                        hit_points := 20;
                     end if;
                 when 4 =>
                     declare
                        ch : character;
                        door : integer;
                        reward : positive;
                        reward_bonus : natural;
                     begin
                        put_line( "From the turret of a dark castle you hear a terrified scream" );
                        put_line( "for help!  A strong hero is required!  What will you do?" );
                        put_line( "1) Check it out    2) Keep going" );
                        ch := inkey;
                        if ch /= "1" then
                           put_line( "Fine, you gutless swine." );
                        else
                           door := integer(numerics.rnd(15))+hit_points/8+(str+dex)/2;
                           if door < 10 then
                              new_line;
                              put_line( "The evil lord of the castle feeds you to his pet tiger!" );
                              status := dead;
                              exit;
                           else
                              new_line;
                              put_line( "You attack the castle, storming through the gates." );
                              put_line( "You rescue the beautiful princess!!" );
                              reward := numerics.rnd( 10 );
                              new_line;
                              put( "Her father awards you with " );
                              case reward is
                              when 1 =>
                                put_line( "a priceless ancient crown." );
                                reward_bonus := 99;
                              when 2 =>
                                put_line( "a rare gold scepter." );
                                reward_bonus := 70;
                              when 3 =>
                                put_line( "bags of brilliant perls." );
                                reward_bonus := 50;
                              when 4 =>
                                put_line( "a gorgeous furs." );
                                reward_bonus := 40;
                              when 5 =>
                                put_line( "a beautiful ruby." );
                                reward_bonus := 30;
                              when 6 =>
                                put_line( "a dazzling emerald." );
                                reward_bonus := 25;
                              when 7 =>
                                put_line( "gold coins." );
                                reward_bonus := 20;
                              when 8 =>
                                put_line( "a sliver ring." );
                                reward_bonus := 10;
                              when 9 =>
                                put_line( "a splendid lute." );
                                reward_bonus := 5;
                              when others =>
                                put_line( "his thanks." );
                                reward_bonus := 0;
                              end case;
                              quest_bonus := quest_bonus + reward_bonus;
                              delay 1.0;
                              put( tty_inverse & "BONUS: " & tty_normal );
                              put_line( reward_bonus );
                           end if;
                        end if;
                     end;
                  when 5 =>
                     put_line( "Oh, no!  An evil cleric has transformed your magificent weapon" );
                     put_line( "into a useless stick!" );
                     weapon := club;
                     weapon_name := "club";
                     weapon_damage := 3;
                  when others =>
                     null;
                  end case;
              else -- common scenes
                 scene := numerics.rnd( 19 );
                 case scene is
                 when 1 =>
                    put_line( "Oops!  Fell into a hidden pit." );
                    hit_points := hit_points - integer(numerics.rnd(3));
                 when 2 =>
                    put_line( "You enter an enchanted forest." );
                    if has_item( spear ) then
                       spear_damage := spear_damage/2;
                       put_line( "*** Your spear seems weaker." );
                    end if;
                    if has_item( staff ) then
                       staff_charge := integer(numerics.rnd(5)-numerics.rnd(positive(staff_charge)));
                       put_line( "*** Your staff glows faintly." );
                    end if;
                 when 3 =>
                    if has_item( potion ) and maybe then
                       put_line( "You fall, and your vial shatters!" );
                       has_item( potion ) := false;
                    end if;
                  when 4 =>
                    put_line( "You spend the night at an inn." );
                    water := water + 3;
                    hit_points := hit_points + 1;
                    if score > 0 then
                       score := score - 1;
                    end if;
                  when 5 =>
                    if not has_item( staff ) and maybe then
                       put_line( "An ancient staff lies in the dust." );
                       has_item( staff ) := true;
                       staff_charge := integer(numerics.rnd( 4 )) + 1;
                    end if;
                  when 6 =>
                    put_line( "You become lost in the wilderness." );
                    distance := distance + integer(numerics.rnd( 7 )) - 4;
                  when 7 =>
                    if not has_item( potion ) and maybe then
                      put_line( "An unopened vial lies on the ground." );
                      has_item( potion ) := true;
                    end if;
                  when 8 =>
                    put_line( "This is an ashen wasteland left by Draco." );
                  when 9 =>
                    if not has_item( spear ) and maybe then
                       put_line( "A dwarvish warrior gives you his spear to aid you on your quest." );
                       has_item( spear ) := true;
                       spear_damage := 10;
                    end if;
                  when 10 =>
                    put_line( "You traverse a burning desert!" );
                    water := water - float(numerics.rnd( 3 ));
                  when 11 =>
                    if not has_item( ring ) and maybe then
                       put_line( "A golden ring lies on the earth." );
                       has_item( ring ) := true;
                    end if;
                  when 12 =>
                    if cmd = '3' then
                       water := water + 3;
                    end if;
                    put_line( "You swim a peaceful river." );
                  when 13 =>
                    declare
                       stolen_points : constant positive := numerics.rnd(30);
                    begin
                       put_line( "A band of thieves attacked in the night." );
                       if score <= 0 then
                          put_line( "But you have no treasure to steal." );
                       else
                          put( "They take" & tty_inverse );
                          put( stolen_points );
                          put_line( tty_normal & " points of treasure!" );
                          score := score - integer( stolen_points );
                       end if;
                     end;
                  when 14 =>
                    declare
                       bad_luck : positive := numerics.rnd( 4 );
                    begin
                       if has_item( ring ) then
                          case bad_luck is
                          when 1 =>
                             put_line( "Your ring is lost while swimming a river." );
                             has_item( ring ) := false;
                          when 2 =>
                             put_line( "Your ring vanishes without a trace." );
                             has_item( ring ) := false;
                          when others =>
                             put_line( "You catch a pickpocket trying to steal your ring." );
                          end case;
                       end if;
                    end;
                   when 15 =>
                      put_line( "You follow a trail through the mountains." );
                      distance := distance - 3;
                   when 16 =>
                      if cmd = '3' and maybe then
                         put_line( "The spring from which you drink is poison." );
                         status := dead;
                      else
                         put_line( "You avoid a foul-smelling pond." );
                      end if;
                   when 17 =>
                      put_line( "You rest beneath a golden-leaved tree." );
                      hit_points := hit_points + 0.5;
                   when 18 =>
                      declare
                         strange_luck : positive := numerics.rnd( 7 );
                         gold : constant positive := numerics.rnd( 60 )+20;
                      begin
                         if maybe then
                            put_line( "You meet an old hermit" );
                            case strange_luck is
                            when 1 =>
                               put_line( "who gives you water!" );
                               water := water + float(numerics.rnd(4))+5;
                            when 2 =>
                               if creature /= no_creature then
                                  put_line( "who informs your pursuer of your presence." );
                                  creature_here := true;
                               else
                                  put_line( "who threatens and mumbles." );
                               end if;
                            when 3 =>
                               if hit_points < 15 then
                                  put_line( "who helps treat your wounds." );
                                  hit_points := hit_points + integer(numerics.rnd(4))+5;
                                  if hit_points > 20 then
                                     hit_points := 20;
                                  end if;
                               else
                                  put_line( "who throws rocks at you." );
                                  hit_points := hit_points - 1;
                               end if;
                            when 4 =>
                               put_line( "who gives you directions." );
                               distance := distance - integer(numerics.rnd(3))+3;
                            when 5 =>
                               put( "who gives you" & tty_inverse );
                               put( gold );
                               put( tty_normal & " gold pieces!" );
                            when 6 =>
                               put( "who tells you long-winded stories that go no where." );
                            when others =>
                               put( "who tells you he was once a handsome frog" );
                               put( " before some princess kissed him." );
                            end case;
                         end if;
                      end;
                   when 19 =>
                      put_line( "You meet a wandering band of elves." );
                   when others =>
                      put_line( "internal error: missing scene case" );
                   end case;
                end if;
              end;
           end if;

           -- pre status check: if player dead, stop now.

           if water <= 0 then
              put_line( tty_inverse & "Gasp!! You are out of water!" & tty_normal );
              put_line( "You die alone in the wilderness." );
              status := dead;
           elsif hit_points <= 0 then
              status := dead;
           end if;

           -- Level complete or dead?  No more to do.

           if distance <= 0 or status = dead then
              exit;
           end if;

           -- Player Command

           if specter_paralysis then
              specter_paralysis := false;
           else
           loop
             new_line;
             put( "What will you do? *" & ASCII.BS );
             cmd := inkey;
             put_line( cmd );

             -- Handle player's command

             case cmd is
             when '1' =>
               -- evade
               if creature_here then
                  if numerics.rnd(2) = 1 then
                     put_line( "You dive behind some boulders." );
                     damage_to_player := 0.5;
                  else
                     if damage_to_player > 0 then
                        damage_to_player := integer( numerics.rnd( positive( damage_to_player ) ) );
                     end if;
                     damage_to_player := damage_to_player - integer(dex);
                     if damage_to_player < 1 then
                        damage_to_player := 1;
                     end if;
                     if damage_to_player < 3 then
                        put_line( "You avoid the worst of his attack." );
                     else
                        put_line( "There is no escape!" );
                     end if;
                  end if;
                  exit;
               else
                  put_line( "Why? There is no enemy." );
               end if;
             when '2' =>
               -- attack
               if creature_here then
                  declare
                     creature_evades : boolean;
                  begin
                     if weapon = bow then
                        creature_evades := numerics.rnd(4)=1;
                     else
                        creature_evades := numerics.rnd(3)=1;
                     end if;
                     damage_to_creature := integer( numerics.rnd( positive( weapon_damage ) ) );
                     if creature_evades then
                        put_line( creature_evade );
                        damage_to_creature := 0;
                     elsif weapon = bow then
                        put_line( "Ttwwaanngg!!" );
                        if damage_to_creature > 3 then
                           delay 0.5;
                           put_line( "Good shot!!!" );
                        end if;
                     else
                        put_line( "Pow!!" );
                        if (damage_to_creature > 5 and weapon = mace) or
                           (damage_to_creature > 7 and weapon = sword) then
                           delay 0.5;
                           put_line( "Great swing!!!" );
                        elsif damage_to_creature = 3 and weapon = club then
                           delay 0.5;
                           put_line( "Bonk!" );
                        end if;
                     end if;
                  end;
                  exit;
               else
                  put_line( "Why? There is no enemy." );
               end if;
             when '3' =>
               -- search for water
               declare
                 water_found : constant boolean := numerics.rnd(3)=1;
               begin
                 if water_found then
                    put_line( "You find a spring and fill your waterbottle." );
                    water := 20.0;
                 else
                    put_line( "Nothing around." );
                    water := water - 0.5;
                 end if;
               end;
               exit;
             when '4' =>
               -- run like crazy
               water := water - 2.0;
               damage_to_player := damage_to_player * 2 / 3;
               hit_points := hit_points - 0.2;
               distance := numerics.rounding( distance - integer(numerics.rnd( hit_points/3) ) - hit_points/4 );
               put_line( "OK" );
               exit;
             when '5' =>
               -- proceed
               distance := distance - integer( numerics.rnd( 7 ) );
               water := water - 0.5;
               put_line( "OK" );
               exit;
             when '6' =>
               -- surrender
               put_line( "You surrender." );
               status := dead;
               exit;
             when '7' =>
               -- magic staff
               if creature_here then
                  if has_item( staff ) then
                     staff_charge := staff_charge - 1;
                     if staff_charge < 0 then
                        staff_charge := 0;
                        put_line( "Nothing happens!" );
                     elsif creature = dork then
                        put_line( "Your blast tickles Dork into fits of uncontrolled laughter." );
                     else
                        put_line( "A bolt of lightning strikes the enemy!" );
                        damage_to_creature := integer( numerics.rnd(4) )+3;
                        if creature = specter then
                           damage_to_creature := damage_to_creature * 4;
                           put_line( "The specter howls with rage!" );
                        end if;
                     end if;
                     exit;
                  else
                     put_line( "Wave what?" );
                  end if;
               else
                  put_line( "Why? There is no enemy." );
               end if;
             when '8' =>
               -- magic spear
               if creature_here then
                  if has_item( spear ) then
                     has_item( spear ) := false;
                     if creature = serpent then
                        put_line( "The spear bounces harmlessly against its scales." );
                     else
                        put_line( "With a groan, you heave the javelin and it pierces its chest!" );
                        damage_to_creature := integer(numerics.rnd( 4 )) + spear_damage;
                        if creature = draco then
                           damage_to_creature := damage_to_creature * 4;
                           put_line( "The dragon screams in pain!" );
                        end if;
                     end if;
                     exit;
                  else
                     put_line( "Throw what?" );
                  end if;
               else
                  put_line( "Why? There is no enemy." );
               end if;
             when '9' =>
               -- magic potion
               if has_item( potion ) then
                  has_item( potion ) := false;
                  if level > 2 and hit_points < 5 then
                     put_line( "As if you really had any other option..." );
                     delay 2.0;
                  elsif level > 2 and hit_points > 15 then
                     put_line( "What a waste..." );
                     delay 2.0;
                  end if;
                  put_line( "Gulping down the potion, your wounds are magically healed." );
                  hit_points := 20;
                  exit;
               else
                  put_line( "Drink what?" );
               end if;
             when 'r'|'R' =>
                -- review stats
                show_status;
             when others =>
                put_line( "Pardon?" );
             end case;
           end loop;
           end if; -- paralysis

           -- post command tests

           hit_points := hit_points - damage_to_player;
           if hit_points <= 0 then
              status := dead;
           end if;
           if distance <= 0 or status = dead then
              exit;
           end if;

           -- apply battle damage

           if creature /= no_creature then
              creature_hp := creature_hp - damage_to_creature;
              if creature_hp <= 0 then
                 declare
                    ch : character;
                    bonus_points : natural := level * 20;
                 begin
                    new_line;
                    put_line( "You have defeated the " & creature_name & "." );
                    delay 1.0;
                    put( tty_inverse & "BONUS: " & tty_normal );
                    put_line( bonus_points );
                    quest_bonus := quest_bonus + bonus_points;
                    creature := no_creature;
                    creature_here := false;
                    put( "Press any key *" & ASCII.BS );
                    ch := inkey;
                 end;
              else
                 delay 2.0;
              end if;
           else
              delay 2.0;
           end if;

      end loop; -- main (round) loop

      -- Level Complete

      if status = alive then
         declare
            item_bonus  : natural := 0;
            level_bonus : natural := 0;
         begin
            clear;
            put_line( tty_inverse & "Draco II" & tty_normal );
            new_line;
            put( "Congratulations!  You made it through level" );
            put( level );
            put_line( "!!" );
            new_line;
            for i in staff..ring loop
                if has_item( i ) then
                   item_bonus := item_bonus + 10;
                end if;
            end loop;
            put( "Score:       " );
            put( score, "ZZZZZ9" );
            new_line;
            new_line;
            delay 1.0;
            put( "Quest bonus: " );
            put( quest_bonus, "ZZZZZ9" );
            new_line;
            delay 0.5;
            put( "Item bonus:  " );
            put( item_bonus, "ZZZZZ9" );
            new_line;
            level_bonus := numerics.rounding( (level_distance * 10) / round + level * 10 );
            delay 0.5;
            put( "Level bonus: " );
            put( level_bonus, "ZZZZZ9" );
            new_line;
            score := score + integer( quest_bonus + item_bonus + level_bonus );
            delay 0.5;
            new_line;
            put( "Total score: " );
            put( score, "ZZZZZ9" );
            new_line;
            put( "Press any key *" & ASCII.BS );
            ch := inkey;
            put_line( ch );
         end;
      elsif status = dead then

         -- Player blew it

         new_line;
         if creature = druid then
            put_line( "The druid laughs as you fall gasping to the earth." );
         else
            put_line( "You made a very nice lunch for a very hungry creature." );
         end if;
         delay 1.0;
         new_line;
         put( "Final score: " );
         put( score, "ZZZZZ9" );
         new_line;
         if score > high_score then
            put_line( tty_inverse & "NEW HIGH SCORE!" & tty_normal );
            high_score := score;
            set_high_score;
         end if;
         put_line( "Do come again sometime!" );
         new_line;
         exit;
      end if;

      end loop; -- game (level) loop

    end draco_ii;