Beispiel #1
0
int
dosit()
{
	static const char sit_message[] = "VERB_SITZEN auf OBJECT KASUS_DATIV ARTIKEL_BESTIMMTER %s."; /* EN static const char sit_message[] = "sit on the %s."; */
	register struct trap *trap;
	register int typ = levl[u.ux][u.uy].typ;


#ifdef STEED
	if (u.usteed) {
	    You("VERB_SITZEN bereits auf KASUS_DATIV %s.", mon_nam(u.usteed)); /* EN You("are already sitting on %s.", mon_nam(u.usteed)); */
	    return (0);
	}
#endif

	if(!can_reach_floor())	{
	    if (Levitation)
		You("VERB_SCHLAGEN Purzelbäume."); /* EN You("tumble in place."); */
	    else
		You("VERB_SITZEN auf Luft."); /* EN You("are sitting on air."); */
	    return 0;
	} else if (is_pool(u.ux, u.uy) && !Underwater) {  /* water walking */
	    goto in_water;
	}

	if(OBJ_AT(u.ux, u.uy)) {
	    register struct obj *obj;

	    obj = level.objects[u.ux][u.uy];
	    You("VERB_SITZEN auf OBJECT KASUS_DATIV %s.", the(xname(obj))); /* EN You("sit on %s.", the(xname(obj))); */
	    if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
		pline("Das ist nicht sehr bequem ..."); /* EN pline("It's not very comfortable..."); */

	} else if ((trap = t_at(u.ux, u.uy)) != 0 ||
		   (u.utrap && (u.utraptype >= TT_LAVA))) {

	    if (u.utrap) {
		exercise(A_WIS, FALSE);	/* you're getting stuck longer */
		if(u.utraptype == TT_BEARTRAP) {
		    pline("Mit KASUS_DATIV PRONOMEN_POSSESSIV %s in KASUS_DATIV ARTIKEL_BESTIMMTER NOUN_BEARTRAP SUBJECT_IM_SATZ VERB_KOENNEN PRONOMEN_PERSONAL OBJECT PRONOMEN_PERSONAL nicht hinsetzen.", body_part(FOOT)); /* EN You_cant("sit down with your %s in the bear trap.", body_part(FOOT)); */
		    u.utrap++;
	        } else if(u.utraptype == TT_PIT) {
		    if(trap->ttyp == SPIKED_PIT) {
			You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL auf einen Stachel.  Aua!"); /* EN You("sit down on a spike.  Ouch!"); */
			losehp(1, "durch Sitzen auf einen Eisenstachel", KILLED_WITHOUT_PREPOSITION); /* EN losehp(1, "sitting on an iron spike", KILLED_BY); */
			exercise(A_STR, FALSE);
		    } else
			You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL in die Grube."); /* EN You("sit down in the pit."); */
		    u.utrap += rn2(5);
		} else if(u.utraptype == TT_WEB) {
		    You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL ins Spinnenetz und VERB_VERHEDDERN OBJECT PRONOMEN_PERSONAL noch mehr!"); /* EN You("sit in the spider web and get entangled further!"); */
		    u.utrap += rn1(10, 5);
		} else if(u.utraptype == TT_LAVA) {
		    /* Must have fire resistance or they'd be dead already */
		    You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL in die Lava!"); /* EN You("sit in the lava!"); */
		    u.utrap += rnd(4);
		    losehp(d(2,10), "durch Sitzen in Lava", KILLED_WITHOUT_PREPOSITION); /* EN losehp(d(2,10), "sitting in lava", KILLED_BY); */
		} else if(u.utraptype == TT_INFLOOR) {
		    You("VERB_CAN OBJECT PRONOMEN_PERSONAL nicht richtig hinsetzen!"); /* EN You_cant("maneuver to sit!"); */
		    u.utrap++;
		}
	    } else {
	        You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL hin."); /* EN You("sit down."); */
		dotrap(trap, 0);
	    }
	} else if(Underwater || Is_waterlevel(&u.uz)) {
	    if (Is_waterlevel(&u.uz))
		pline("Hier gibt es keine Sitzkissen."); /* EN There("are no cushions floating nearby."); */
	    else
		You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL auf den schlammigen Untergrund."); /* EN You("sit down on the muddy bottom."); */
	} else if(is_pool(u.ux, u.uy)) {
 in_water:
	    You("VERB_SITZEN im Wasser."); /* EN You("sit in the water."); */
	    if (!rn2(10) && uarm)
		(void) rust_dmg(uarm, "NOUN_ARMOR", 1, TRUE, &youmonst); /* EN (void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst); */
	    if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
		(void) rust_dmg(uarm, "NOUN_ARMOR", 1, TRUE, &youmonst); /* EN (void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst); */
#ifdef SINKS
	} else if(IS_SINK(typ)) {

	    You(sit_message, defsyms[S_sink].explanation);
	    Your("%s VERB_WERDEN nass.", humanoid(youmonst.data) ? "NOUN_HINTERTEIL" : "NOUN_UNTERSEITE"); /* EN Your("%s gets wet.", humanoid(youmonst.data) ? "rump" : "underside"); */
#endif
	} else if(IS_ALTAR(typ)) {

	    You(sit_message, defsyms[S_altar].explanation);
	    altar_wrath(u.ux, u.uy);

	} else if(IS_GRAVE(typ)) {

	    You(sit_message, defsyms[S_grave].explanation);

	} else if(typ == STAIRS) {

	    You(sit_message, "NOUN_STUFEs"); /* EN You(sit_message, "stairs"); */

	} else if(typ == LADDER) {

	    You(sit_message, "NOUN_LADDER"); /* EN You(sit_message, "ladder"); */

	} else if (is_lava(u.ux, u.uy)) {

	    /* must be WWalking */
	    You(sit_message, "NOUN_LAVA"); /* EN You(sit_message, "lava"); */
	    burn_away_slime();
	    if (likes_lava(youmonst.data)) {
		pline_The("NOUN_LAVA fühlt sich warm an."); /* EN pline_The("lava feels warm."); */
		return 1;
	    }
	    pline_The("NOUN_LAVA VERB_VERBRENNEN OBJECT PRONOMEN_PERSONAL!"); /* EN pline_The("lava burns you!"); */
	    losehp(d((Fire_resistance ? 2 : 10), 10),
		   "durch Sitzen auf Lava", KILLED_WITHOUT_PREPOSITION); /* EN "sitting on lava", KILLED_BY); */

	} else if (is_ice(u.ux, u.uy)) {

	    You(sit_message, defsyms[S_ice].explanation);
	    if (!Cold_resistance) pline_The("NOUN_ICE fühlt sich kalt an."); /* EN if (!Cold_resistance) pline_The("ice feels cold."); */

	} else if (typ == DRAWBRIDGE_DOWN) {

	    You(sit_message, "NOUN_DRAWBRIDGE"); /* EN You(sit_message, "drawbridge"); */

	} else if(IS_THRONE(typ)) {

	    You(sit_message, defsyms[S_throne].explanation);
	    if (rnd(6) > 4)  {
		switch (rnd(13))  {
		    case 1:
			(void) adjattrib(rn2(A_MAX), -rn1(4,3), FALSE);
			losehp(rnd(10), "ADJEKTIV_CURSED NOUN_THRON", KILLED_BY_AN); /* EN losehp(rnd(10), "cursed throne", KILLED_BY_AN); */
			break;
		    case 2:
			(void) adjattrib(rn2(A_MAX), 1, FALSE);
			break;
		    case 3:
			pline("SUBJECT ARTIKEL_UNBESTIMMTER%s elektrischer NOUN_SCHLAG VERB_SCHIESSEN OBJECT durch PRONOMEN_POSSESSIV NOUN_BODY!", /* EN pline("A%s electric shock shoots through your body!", */
			      (Shock_resistance) ? "" : " massiver"); /* EN (Shock_resistance) ? "n" : " massive"); */
			losehp(Shock_resistance ? rnd(6) : rnd(30),
			       "ADJEKTIV_ELEKTRISCH NOUN_STUHL", KILLED_BY_AN); /* EN "electric chair", KILLED_BY_AN); */
			exercise(A_CON, FALSE);
			break;
		    case 4:
			Du_fuehlst_dich("viel, viel besser!"); /* EN You_feel("much, much better!"); */
			if (Upolyd) {
			    if (u.mh >= (u.mhmax - 5))  u.mhmax += 4;
			    u.mh = u.mhmax;
			}
			if(u.uhp >= (u.uhpmax - 5))  u.uhpmax += 4;
			u.uhp = u.uhpmax;
			make_blinded(0L,TRUE);
			make_sick(0L, (char *) 0, FALSE, SICK_ALL);
			heal_legs();
			flags.botl = 1;
			break;
		    case 5:
			take_gold();
			break;
		    case 6:
			if(u.uluck + rn2(5) < 0) {
			    You("VERB_FUEHLEN, NEUER_SATZ SUBJECT_IM_SATZ wie PRONOMEN_POSSESSIV NOUN_LUCK sich ändert."); /* EN You_feel("your luck is changing."); */
			    change_luck(1);
			} else	    makewish();
			break;
		    case 7:
			{
			register int cnt = rnd(10);

			pline("Eine Stimme ertönt:"); /* EN pline("A voice echoes:"); */
			verbalize("Euer Auditorium erwartet Euch bereits, %s!", /* EN verbalize("Thy audience hath been summoned, %s!", */
				  flags.female ? "Gebieterin" : "Gebieter"); /* EN flags.female ? "Dame" : "Sire"); */
			while(cnt--)
			    (void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS);
			break;
			}
		    case 8:
			pline("Eine Stimme ertönt:"); /* EN pline("A voice echoes:"); */
			verbalize("Wie es Euch beliebt, %s...", /* EN verbalize("By thy Imperious order, %s...", */
				  flags.female ? "Gebieterin" : "Gebieter"); /* EN flags.female ? "Dame" : "Sire"); */
			do_genocide(5);	/* REALLY|ONTHRONE, see do_genocide() */
			break;
		    case 9:
			pline("Eine Stimme ertönt:"); /* EN pline("A voice echoes:"); */
	verbalize("SATZBEGINN MODIFIER_VERB_IMPERATIV VERB_SEIN verflucht dafür, NEUER_SATZ dass SUBJECT_IM_SATZ PRONOMEN_PERSONAL OBJECT PRONOMEN_PERSONAL auf diesem allerheiligsten Thron niedergelassen VERB_HABEN!"); /* EN verbalize("A curse upon thee for sitting upon this most holy throne!"); */
			if (Luck > 0)  {
			    make_blinded(Blinded + rn1(100,250),TRUE);
			} else	    rndcurse();
			break;
		    case 10:
			if (Luck < 0 || (HSee_invisible & INTRINSIC))  {
				if (level.flags.nommap) {
					pline(
					"Ein schreckliches Dröhnen erfüllt KASUS_AKKUSATIV PRONOMEN_POSSESSIV NOUN_KOPF!"); /* EN "A terrible drone fills your head!"); */
					make_confused(HConfusion + rnd(30),
									FALSE);
				} else {
					pline("Ein Bild formt sich in KASUS_DATIV PRONOMEN_POSSESSIV NOUN_GEDANKEs."); /* EN pline("An image forms in your mind."); */
					do_mapping();
				}
			} else  {
				Your("NOUN_BLICK klärt sich."); /* EN Your("vision becomes clear."); */
				HSee_invisible |= FROMOUTSIDE;
				newsym(u.ux, u.uy);
			}
			break;
		    case 11:
			if (Luck < 0)  {
			    Du_fuehlst_dich("bedroht."); /* EN You_feel("threatened."); */
			    aggravate();
			} else  {
			    Du_spuerst("einen reißenden Schmerz."); /* EN You_feel("a wrenching sensation."); */
			    tele();		/* teleport him */
			}
			break;
		    case 12:
			Dir_wird("eine Einsicht gewährt!"); /* EN You("are granted an insight!"); */
			if (invent) {
			    /* rn2(5) agrees w/seffects() */
			    identify_pack(rn2(5));
			}
			break;
		    case 13:
			Your("NOUN_VERSTAND verknotet sich zu einer Bretzel!"); /* EN Your("mind turns into a pretzel!"); */
			make_confused(HConfusion + rn1(7,16),FALSE);
			break;
		    default:	impossible("throne effect");
				break;
		}
	    } else {
		if (is_prince(youmonst.data))
		    Du_fuehlst_dich("hier sehr wohl."); /* EN You_feel("very comfortable here."); */
		else
		    Du_fuehlst_dich("irgendwie fehl am Platz ..."); /* EN You_feel("somehow out of place..."); */
	    }

	    if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) {
		/* may have teleported */
		levl[u.ux][u.uy].typ = ROOM;
		pline_The("NOUN_THRON VERB_AUFLOESEN sich in ein Logikwölkchen SATZKLAMMER."); /* EN pline_The("throne vanishes in a puff of logic."); */
		newsym(u.ux,u.uy);
	    }

	} else if (lays_eggs(youmonst.data)) {
		struct obj *uegg;

		if (!flags.female) {
			pline("Männchen können keine Eier legen!"); /* EN pline("Males can't lay eggs!"); */
			return 0;
		}

		if (u.uhunger < (int)objects[EGG].oc_nutrition) {
			You("VERB_HAVE nicht genug Energie um ein Ei zu legen."); /* EN You("don't have enough energy to lay an egg."); */
			return 0;
		}

		uegg = mksobj(EGG, FALSE, FALSE);
		uegg->spe = 1;
		uegg->quan = 1;
		uegg->owt = weight(uegg);
		uegg->corpsenm = egg_type_from_parent(u.umonnum, FALSE);
		uegg->known = uegg->dknown = 1;
		attach_egg_hatch_timeout(uegg);
		You("VERB_LEGEN ein Ei."); /* EN You("lay an egg."); */
		dropy(uegg);
		stackobj(uegg);
		morehungry((int)objects[EGG].oc_nutrition);
	} else if (u.uswallow)
		pline("Hier gibt es keine Sitzmöglichkeiten!"); /* EN There("are no seats in here!"); */
	else
		pline("Spaß daran, %s zu sitzen?", auf_dem_Boden(u.ux,u.uy)); /* EN pline("Having fun sitting on the %s?", surface(u.ux,u.uy)); */
	return(1);
}
Beispiel #2
0
void
dosounds(void)
{
    struct mkroom *sroom;
    int hallu, vx, vy;
    struct monst *mtmp;

    if (!canhear() || Engulfed || Underwater)
        return;

    hallu = Hallucination ? 1 : 0;

    if (has_terrain(level, FOUNTAIN) && !rn2(400)) {
        static const char *const fountain_msg[4] = {
            "bubbling water.",
            "water falling on coins.",
            "the splashing of a naiad.",
            "a soda fountain!",
        };
        You_hear("%s", fountain_msg[rn2(3) + hallu]);
    }

    if (has_terrain(level, SINK) && !rn2(300)) {
        static const char *const sink_msg[3] = {
            "a slow drip.",
            "a gurgling noise.",
            "dishes being washed!",
        };
        You_hear("%s", sink_msg[rn2(2) + hallu]);
    }

    if (search_special(level, COURT) && !rn2(200)) {
        static const char *const throne_msg[4] = {
            "the tones of courtly conversation.",
            "a sceptre pounded in judgment.",
            "Someone shouts \"Off with %s head!\"",
            "Queen Beruthiel's cats!",
        };
        for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) {
            if (DEADMONSTER(mtmp))
                continue;
            if ((mtmp->msleeping || is_lord(mtmp->data) ||
                 is_prince(mtmp->data)) && !is_animal(mtmp->data) &&
                mon_in_room(mtmp, COURT)) {
                /* finding one is enough, at least for now */
                int which = rn2(3) + hallu;

                if (which != 2)
                    You_hear("%s", throne_msg[which]);
                else
                    pline(throne_msg[2], uhis());
                return;
            }
        }
    }
    if (search_special(level, SWAMP) && !rn2(200)) {
        static const char *const swamp_msg[3] = {
            "You hear mosquitoes!",
            "You smell marsh gas!",     /* so it's a smell... */
            "You hear Donald Duck!",
        };
        pline("%s", swamp_msg[rn2(2) + hallu]);
        return;
    }
    if ((sroom = search_special(level, VAULT)) && !rn2(200)) {
        if (gd_sound())
            switch (rn2(2) + hallu) {
            case 1:{
                    boolean gold_in_vault = FALSE;

                    for (vx = sroom->lx; vx <= sroom->hx; vx++)
                        for (vy = sroom->ly; vy <= sroom->hy; vy++)
                            if (gold_at(level, vx, vy))
                                gold_in_vault = TRUE;
                    if (vault_occupied(u.urooms) !=
                        (ROOM_INDEX(sroom) + ROOMOFFSET)) {
                        if (gold_in_vault)
                            You_hear(!hallu ? "someone counting money." :
                                     "the quarterback calling the play.");
                        else
                            You_hear("someone searching.");
                        break;
                    }
                    /* fall into... (yes, even for hallucination) */
                }
            case 0:
                You_hear("the footsteps of a guard on patrol.");
                break;
            case 2:
                You_hear("Ebenezer Scrooge!");
                break;
            }
        return;
    }
    if (search_special(level, BEEHIVE) && !rn2(200)) {
        for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) {
            if (DEADMONSTER(mtmp))
                continue;
            if ((mtmp->data->mlet == S_ANT && is_flyer(mtmp->data)) &&
                mon_in_room(mtmp, BEEHIVE)) {
                switch (rn2(2) + hallu) {
                case 0:
                    You_hear("a low buzzing.");
                    break;
                case 1:
                    You_hear("an angry drone.");
                    break;
                case 2:
                    You_hear("bees in your %sbonnet!",
                             uarmh ? "" : "(nonexistent) ");
                    break;
                }
                return;
            }
        }
    }
    if (search_special(level, MORGUE) && !rn2(200)) {
        for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) {
            if (DEADMONSTER(mtmp))
                continue;
            if (is_undead(mtmp->data) && mon_in_room(mtmp, MORGUE)) {
                switch (rn2(2) + hallu) {
                case 1:
                    if (!strcmp(body_part(HAIR), "hair")) {
                        pline("The %s on the back of your %s stands up.",
                              body_part(HAIR), body_part(NECK));
                        break;
                    }
                    /* fall through */
                case 2:
                    if (!strcmp(body_part(HAIR), "hair")) {
                        pline("The %s on your %s seems to stand up.",
                              body_part(HAIR), body_part(HEAD));
                        break;
                    }
                    /* fall through */
                case 0:
                    pline("You suddenly realize it is unnaturally quiet.");
                    break;
                }
                return;
            }
        }
    }
    if (search_special(level, BARRACKS) && !rn2(200)) {
        static const char *const barracks_msg[4] = {
            "blades being honed.",
            "loud snoring.",
            "dice being thrown.",
            "General MacArthur!",
        };
        int count = 0;

        for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) {
            if (DEADMONSTER(mtmp))
                continue;
            if (is_mercenary(mtmp->data) && mon_in_room(mtmp, BARRACKS) &&
                /* sleeping implies not-yet-disturbed (usually) */
                (mtmp->msleeping || ++count > 5)) {
                You_hear("%s", barracks_msg[rn2(3) + hallu]);
                return;
            }
        }
    }
    if (search_special(level, ZOO) && !rn2(200)) {
        static const char *const zoo_msg[3] = {
            "a sound reminiscent of an elephant stepping on a peanut.",
            "a sound reminiscent of a seal barking.",
            "Doctor Dolittle!",
        };
        for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) {
            if (DEADMONSTER(mtmp))
                continue;
            if ((mtmp->msleeping || is_animal(mtmp->data)) &&
                mon_in_room(mtmp, ZOO)) {
                You_hear("%s", zoo_msg[rn2(2) + hallu]);
                return;
            }
        }
    }
    if ((sroom = search_special(level, ANY_SHOP)) && !rn2(200)) {
        if (tended_shop(sroom) &&
            !strchr(u.ushops, ROOM_INDEX(sroom) + ROOMOFFSET)) {
            static const char *const shop_msg[3] = {
                "someone cursing shoplifters.",
                "the chime of a cash register.",
                "Neiman and Marcus arguing!",
            };
            You_hear("%s", shop_msg[rn2(2) + hallu]);
        }
        return;
    }
    if (search_special(level, DELPHI) && !rn2(400)) {
        /* make sure the Oracle is still here */
        for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon)
            if (!DEADMONSTER(mtmp) && mtmp->data == &mons[PM_POTTER])
                break;
        /* and don't produce silly effects when he's clearly visible */
        if (mtmp && (hallu || !canseemon(mtmp))) {
            static const char *const ora_msg[5] = {
                "political commentary.",
                "convulsive ravings about WLAN controllers.",
                "an Adirondack woodsman.",
                "someone ask you for your punchcards.", /* if(hallucinating) */
                "loud praise for Netgear devices." /* if(hallucinating) */
            };
            You_hear("%s", ora_msg[rn2(3) + hallu * 2]);
        }
        return;
    }
}
Beispiel #3
0
int
dosit()
{
	static const char sit_message[] = "sit on the %s.";
	register struct trap *trap;
	register int typ = levl[u.ux][u.uy].typ;


#ifdef STEED
	if (u.usteed) {
	    You("are already sitting on %s.", mon_nam(u.usteed));
	    return (0);
	}
#endif

	if(!can_reach_floor())	{
	    if (Levitation)
		You("tumble in place.");
	    else
		You("are sitting on air.");
	    return 0;
	} else if (is_pool(u.ux, u.uy) && !Underwater) {  /* water walking */
	    goto in_water;
	}

	if(OBJ_AT(u.ux, u.uy)) {
	    register struct obj *obj;

	    obj = level.objects[u.ux][u.uy];
	    You("sit on %s.", the(xname(obj)));
	    if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
		pline("It's not very comfortable...");

	} else if ((trap = t_at(u.ux, u.uy)) != 0 ||
		   (u.utrap && (u.utraptype >= TT_LAVA))) {

	    if (u.utrap) {
		exercise(A_WIS, FALSE);	/* you're getting stuck longer */
		if(u.utraptype == TT_BEARTRAP) {
		    You_cant("sit down with your %s in the bear trap.", body_part(FOOT));
		    u.utrap++;
	        } else if(u.utraptype == TT_PIT) {
		    if(trap->ttyp == SPIKED_PIT) {
			You("sit down on a spike.  Ouch!");
			losehp(1, "sitting on an iron spike", KILLED_BY);
			exercise(A_STR, FALSE);
		    } else
			You("sit down in the pit.");
		    u.utrap += rn2(5);
		} else if(u.utraptype == TT_WEB) {
		    You("sit in the spider web and get entangled further!");
		    u.utrap += rn1(10, 5);
		} else if(u.utraptype == TT_LAVA) {
		    /* Must have fire resistance or they'd be dead already */
		    You("sit in the lava!");
		    u.utrap += rnd(4);
		    losehp(d(2,10), "sitting in lava", KILLED_BY);
		} else if(u.utraptype == TT_INFLOOR) {
		    You_cant("maneuver to sit!");
		    u.utrap++;
		}
	    } else {
	        You("sit down.");
		dotrap(trap, 0);
	    }
	} else if(Underwater || Is_waterlevel(&u.uz)) {
	    if (Is_waterlevel(&u.uz))
		There("are no cushions floating nearby.");
	    else
		You("sit down on the muddy bottom.");
	} else if(is_pool(u.ux, u.uy)) {
 in_water:
	    You("sit in the water.");
	    if (!rn2(10) && uarm)
		(void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
	    if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
		(void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
#ifdef SINKS
	} else if(IS_SINK(typ)) {

	    You(sit_message, defsyms[S_sink].explanation);
	    Your("%s gets wet.", humanoid(youmonst.data) ? "rump" : "underside");
#endif
	} else if(IS_ALTAR(typ)) {

	    You(sit_message, defsyms[S_altar].explanation);
	    altar_wrath(u.ux, u.uy);

	} else if(IS_GRAVE(typ)) {

	    You(sit_message, defsyms[S_grave].explanation);

	} else if(typ == STAIRS) {

	    You(sit_message, "stairs");

	} else if(typ == LADDER) {

	    You(sit_message, "ladder");

	} else if (is_lava(u.ux, u.uy)) {

	    /* must be WWalking */
	    You(sit_message, "lava");
	    burn_away_slime();
	    if (likes_lava(youmonst.data)) {
		pline_The("lava feels warm.");
		return 1;
	    }
	    pline_The("lava burns you!");
	    losehp(d((Fire_resistance ? 2 : 10), 10),
		   "sitting on lava", KILLED_BY);

	} else if (is_ice(u.ux, u.uy)) {

	    You(sit_message, defsyms[S_ice].explanation);
	    if (!Cold_resistance) pline_The("ice feels cold.");

	} else if (typ == DRAWBRIDGE_DOWN) {

	    You(sit_message, "drawbridge");

	} else if(IS_THRONE(typ)) {

	    You(sit_message, defsyms[S_throne].explanation);
	    if (rnd(6) > 4)  {
		switch (rnd(13))  {
		    case 1:
			(void) adjattrib(rn2(A_MAX), -rn1(4,3), FALSE);
			losehp(rnd(10), "cursed throne", KILLED_BY_AN);
			break;
		    case 2:
			(void) adjattrib(rn2(A_MAX), 1, FALSE);
			break;
		    case 3:
			pline("A%s electric shock shoots through your body!",
			      (Shock_resistance) ? "n" : " massive");
			losehp(Shock_resistance ? rnd(6) : rnd(30),
			       "electric chair", KILLED_BY_AN);
			exercise(A_CON, FALSE);
			break;
		    case 4:
			You_feel("much, much better!");
			if (Upolyd) {
			    if (u.mh >= (u.mhmax - 5))  u.mhmax += 4;
			    u.mh = u.mhmax;
			}
			if(u.uhp >= (u.uhpmax - 5))  u.uhpmax += 4;
			u.uhp = u.uhpmax;
			make_blinded(0L,TRUE);
			make_sick(0L, (char *) 0, FALSE, SICK_ALL);
			heal_legs();
			flags.botl = 1;
			break;
		    case 5:
			take_gold();
			break;
		    case 6:
			if(u.uluck + rn2(5) < 0) {
			    You_feel("your luck is changing.");
			    change_luck(1);
			} else	    makewish();
			break;
		    case 7:
			{
			register int cnt = rnd(10);

			pline("A voice echoes:");
			verbalize("Thy audience hath been summoned, %s!",
				  flags.female ? "Dame" : "Sire");
			while(cnt--)
			    (void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS);
			break;
			}
		    case 8:
			pline("A voice echoes:");
			verbalize("By thy Imperious order, %s...",
				  flags.female ? "Dame" : "Sire");
			do_genocide(5);	/* REALLY|ONTHRONE, see do_genocide() */
			break;
		    case 9:
			pline("A voice echoes:");
	verbalize("A curse upon thee for sitting upon this most holy throne!");
			if (Luck > 0)  {
			    make_blinded(Blinded + rn1(100,250),TRUE);
			} else	    rndcurse();
			break;
		    case 10:
			if (Luck < 0 || (HSee_invisible & INTRINSIC))  {
				if (level.flags.nommap) {
					pline(
					"A terrible drone fills your head!");
					make_confused(HConfusion + rnd(30),
									FALSE);
				} else {
					pline("An image forms in your mind.");
					do_mapping();
				}
			} else  {
				Your("vision becomes clear.");
				HSee_invisible |= FROMOUTSIDE;
				newsym(u.ux, u.uy);
			}
			break;
		    case 11:
			if (Luck < 0)  {
			    You_feel("threatened.");
			    aggravate();
			} else  {

			    You_feel("a wrenching sensation.");
			    tele();		/* teleport him */
			}
			break;
		    case 12:
			You("are granted an insight!");
			if (invent) {
			    /* rn2(5) agrees w/seffects() */
			    identify_pack(rn2(5));
			}
			break;
		    case 13:
			Your("mind turns into a pretzel!");
			make_confused(HConfusion + rn1(7,16),FALSE);
			break;
		    default:	impossible("throne effect");
				break;
		}
	    } else {
		if (is_prince(youmonst.data))
		    You_feel("very comfortable here.");
		else
		    You_feel("somehow out of place...");
	    }

	    if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) {
		/* may have teleported */
		levl[u.ux][u.uy].typ = ROOM;
		pline_The("throne vanishes in a puff of logic.");
		newsym(u.ux,u.uy);
	    }

	} else if (lays_eggs(youmonst.data)) {
		struct obj *uegg;

		if (!flags.female) {
			pline("Males can't lay eggs!");
			return 0;
		}

		if (u.uhunger < (int)objects[EGG].oc_nutrition) {
			You("don't have enough energy to lay an egg.");
			return 0;
		}

		uegg = mksobj(EGG, FALSE, FALSE);
		uegg->spe = 1;
		uegg->quan = 1;
		uegg->owt = weight(uegg);
		uegg->corpsenm = egg_type_from_parent(u.umonnum, FALSE);
		uegg->known = uegg->dknown = 1;
		attach_egg_hatch_timeout(uegg);
		You("lay an egg.");
		dropy(uegg);
		stackobj(uegg);
		morehungry((int)objects[EGG].oc_nutrition);
	} else if (u.uswallow)
		There("are no seats in here!");
	else
		pline("Having fun sitting on the %s?", surface(u.ux,u.uy));
	return(1);
}
Beispiel #4
0
void dosounds(void)
{
    struct mkroom *sroom;
    int hallu, vx, vy;
    struct monst *mtmp;

    if (!flags.soundok || u.uswallow || Underwater) return;

    if (level->sounds && !rn2(level->sounds->freq)) {
	int idx = rn2(level->sounds->n_sounds);
	char *buf;
	struct lvl_sound_bite *snd = &level->sounds->sounds[idx];
	buf = string_subst(snd->msg);
	switch (snd->flags) {
	default:
	case LVLSND_HEARD:	You_hear(buf);			break;
	case LVLSND_PLINED:	pline(buf);			break;
	case LVLSND_VERBAL:	verbalize(buf);			break;
	case LVLSND_FELT:	pline("You feel %s", buf);	break;
	}
    }

    hallu = Hallucination ? 1 : 0;

    if (level->flags.nfountains && !rn2(400)) {
	static const char * const fountain_msg[4] = {
		"bubbling water.",
		"water falling on coins.",
		"the splashing of a naiad.",
		"a soda fountain!",
	};
	You_hear(fountain_msg[rn2(3)+hallu]);
    }

    if (level->flags.nsinks && !rn2(300)) {
	static const char * const sink_msg[3] = {
		"a slow drip.",
		"a gurgling noise.",
		"dishes being washed!",
	};
	You_hear(sink_msg[rn2(2)+hallu]);
    }

    if (level->flags.has_court && !rn2(200)) {
	static const char * const throne_msg[4] = {
		"the tones of courtly conversation.",
		"a sceptre pounded in judgment.",
		"Someone shouts \"Off with %s head!\"",
		"Queen Beruthiel's cats!",
	};
	for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) {
	    if (DEADMONSTER(mtmp)) continue;
	    if ((mtmp->msleeping ||
			is_lord(mtmp->data) || is_prince(mtmp->data)) &&
		!is_animal(mtmp->data) &&
		mon_in_room(mtmp, COURT)) {
		/* finding one is enough, at least for now */
		int which = rn2(3)+hallu;

		if (which != 2) You_hear(throne_msg[which]);
		else		pline(throne_msg[2], uhis());
		return;
	    }
	}
    }
    if (level->flags.has_garden && !rn2(200)) {
	static const char * const garden_msg[4] = {
		"crickets chirping.",
		"birds singing.",
		"grass growing!",
		"wind in the willows!",
	};
	You_hear(garden_msg[rn2(2) + 2 * hallu]);
	return;
    }
    if (level->flags.has_swamp && !rn2(200)) {
	static const char * const swamp_msg[3] = {
		"You hear mosquitoes!",
		"You smell marsh gas!",	/* so it's a smell...*/
		"You hear Donald Duck!",
	};
	pline(swamp_msg[rn2(2)+hallu]);
	return;
    }
    if (level->flags.has_vault && !rn2(200)) {
	if (!(sroom = search_special(level, VAULT))) {
	    /* strange ... */
	    level->flags.has_vault = 0;
	    return;
	}
	if (gd_sound())
	    switch (rn2(2)+hallu) {
		case 1: {
		    boolean gold_in_vault = FALSE;

		    for (vx = sroom->lx;vx <= sroom->hx; vx++)
			for (vy = sroom->ly; vy <= sroom->hy; vy++)
			    if (gold_at(level, vx, vy))
				gold_in_vault = TRUE;
		    if (vault_occupied(u.urooms) !=
			 (ROOM_INDEX(sroom) + ROOMOFFSET))
		    {
			if (gold_in_vault)
			    You_hear(!hallu ? "someone counting money." :
				"the quarterback calling the play.");
			else
			    You_hear("someone searching.");
			break;
		    }
		    /* fall into... (yes, even for hallucination) */
		}
		case 0:
		    You_hear("the footsteps of a guard on patrol.");
		    break;
		case 2:
		    You_hear("Ebenezer Scrooge!");
		    break;
	    }
	return;
    }
    if (level->flags.has_beehive && !rn2(200)) {
	for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) {
	    if (DEADMONSTER(mtmp)) continue;
	    if ((mtmp->data->mlet == S_ANT && is_flyer(mtmp->data)) &&
		mon_in_room(mtmp, BEEHIVE)) {
		switch (rn2(2)+hallu) {
		    case 0:
			You_hear("a low buzzing.");
			break;
		    case 1:
			You_hear("an angry drone.");
			break;
		    case 2:
			You_hear("bees in your %sbonnet!",
			    uarmh ? "" : "(nonexistent) ");
			break;
		}
		return;
	    }
	}
    }
    if (level->flags.has_lemurepit && !rn2(20)) {
	for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) {
	    if (DEADMONSTER(mtmp)) continue;
	    if (mtmp->data == &mons[PM_LEMURE] &&
		mon_in_room(mtmp, LEMUREPIT)) {
		if (hallu) {
		    switch (rn2(3)) {
			case 0:
			    You_hear("screams of lust!");
			    break;
			case 1:
			    You_hear("the crack of your mistress's whip!");
			    break;
			case 2:
			    You_hear("a weeping willow!");
			    break;
		    }
		} else {
		    switch (rn2(6)) {
			case 0:
			    You_hear("the crack of a barbed whip!");
			    break;
			case 1:
			    You_hear("the screams of tortured souls!");
			    break;
			case 2:
			    You_hear("a wail of eternal anguish!");
			    break;
			case 3:
			    You_hear("diabolical laughter!");
			    break;
			case 4:
			    You_hear("cries of repentance!");
			    break;
			case 5:
			    You_hear("futile pleas for mercy!");
			    break;
		    }
		}
		return;
	    }
	}
    }
    if (level->flags.has_morgue && !rn2(200)) {
	for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) {
	    if (DEADMONSTER(mtmp)) continue;
	    if (is_undead(mtmp->data) &&
		mon_in_room(mtmp, MORGUE)) {
		switch (rn2(2)+hallu) {
		    case 1:
			if (!strcmp(body_part(HAIR), "hair")) {
			    pline("The %s on the back of your %s stands up.",
				body_part(HAIR), body_part(NECK));
			    break;
			}
			/* fall through */
		    case 2:
			if (!strcmp(body_part(HAIR), "hair")) {
			    pline("The %s on your %s seems to stand up.",
				    body_part(HAIR), body_part(HEAD));
			    break;
			}
			/* fall through */
		    case 0:
			pline("You suddenly realize it is unnaturally quiet.");
			break;
		}
		return;
	    }
	}
    }
    if (level->flags.has_barracks && !rn2(200)) {
	static const char * const barracks_msg[4] = {
		"blades being honed.",
		"loud snoring.",
		"dice being thrown.",
		"General MacArthur!",
	};
	int count = 0;

	for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) {
	    if (DEADMONSTER(mtmp)) continue;
	    if (is_mercenary(mtmp->data) &&
		mon_in_room(mtmp, BARRACKS) &&
		/* sleeping implies not-yet-disturbed (usually) */
		(mtmp->msleeping || ++count > 5)) {
		You_hear(barracks_msg[rn2(3)+hallu]);
		return;
	    }
	}
    }
    if (level->flags.has_zoo && !rn2(200)) {
	static const char * const zoo_msg[3] = {
		"a sound reminiscent of an elephant stepping on a peanut.",
		"a sound reminiscent of a seal barking.",
		"Doctor Dolittle!",
	};
	for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) {
	    if (DEADMONSTER(mtmp)) continue;
	    if ((mtmp->msleeping || is_animal(mtmp->data)) &&
		    mon_in_room(mtmp, ZOO)) {
		You_hear(zoo_msg[rn2(2)+hallu]);
		return;
	    }
	}
    }
    if (level->flags.has_shop && !rn2(200)) {
	if (!(sroom = search_special(level, ANY_SHOP))) {
	    /* strange... */
	    level->flags.has_shop = 0;
	    return;
	}
	if (tended_shop(sroom) &&
		!strchr(u.ushops, ROOM_INDEX(sroom) + ROOMOFFSET)) {
	    static const char * const shop_msg[3] = {
		    "someone cursing shoplifters.",
		    "the chime of a cash register.",
		    "Neiman and Marcus arguing!",
	    };
	    You_hear(shop_msg[rn2(2)+hallu]);
	}
	return;
    }
    if (Is_oracle_level(&u.uz) && !rn2(400)) {
	/* make sure the Oracle is still here */
	for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon)
	    if (!DEADMONSTER(mtmp) && mtmp->data == &mons[PM_ORACLE])
		break;
	/* and don't produce silly effects when she's clearly visible */
	if (mtmp && (hallu || !canseemon(level, mtmp))) {
	    static const char * const ora_msg[5] = {
		    "a strange wind.",		/* Jupiter at Dodona */
		    "convulsive ravings.",	/* Apollo at Delphi */
		    "snoring snakes.",		/* AEsculapius at Epidaurus */
		    "someone say \"No more woodchucks!\"",
		    "a loud ZOT!"		/* both rec.humor.oracle */
	    };
	    You_hear(ora_msg[rn2(3)+hallu*2]);
	}
	return;
    }
    if (!Is_blackmarket(&u.uz) && at_dgn_entrance(&u.uz, "One-eyed Sam's Market") &&
	!rn2(200)) {
	static const char *blkmar_msg[3] = {
	    "You hear someone complaining about the prices.",
	    "Somebody whispers: \"Food rations? Only 900 zorkmids.\"",
	    "You feel like searching for more gold.",
	};
	pline(blkmar_msg[rn2(2)+hallu]);
    }
}
Beispiel #5
0
/* #sit command */
int
dosit()
{
/*JP
    static const char sit_message[] = "sit on the %s.";
*/
    static const char sit_message[] = "%sに座った.";
    register struct trap *trap = t_at(u.ux, u.uy);
    register int typ = levl[u.ux][u.uy].typ;

    if (u.usteed) {
/*JP
        You("are already sitting on %s.", mon_nam(u.usteed));
*/
        You("もう%sに座っている.", mon_nam(u.usteed));
        return 0;
    }
    if (u.uundetected && is_hider(youmonst.data) && u.umonnum != PM_TRAPPER)
        u.uundetected = 0; /* no longer on the ceiling */

    if (!can_reach_floor(FALSE)) {
        if (u.uswallow)
/*JP
            There("are no seats in here!");
*/
            pline("ここには椅子がない!");
        else if (Levitation)
/*JP
            You("tumble in place.");
*/
            You("その場で宙返りした.");
        else
/*JP
            You("are sitting on air.");
*/
            You("空中に座った.");
        return 0;
    } else if (u.ustuck && !sticks(youmonst.data)) {
        /* holding monster is next to hero rather than beneath, but
           hero is in no condition to actually sit at has/her own spot */
        if (humanoid(u.ustuck->data))
/*JP
            pline("%s won't offer %s lap.", Monnam(u.ustuck), mhis(u.ustuck));
*/
            pline("%sはひざを出さなかった.", Monnam(u.ustuck));
        else
/*JP
            pline("%s has no lap.", Monnam(u.ustuck));
*/
            pline("%sにはひざがない.", Monnam(u.ustuck));
        return 0;
    } else if (is_pool(u.ux, u.uy) && !Underwater) { /* water walking */
        goto in_water;
    }

    if (OBJ_AT(u.ux, u.uy)
        /* ensure we're not standing on the precipice */
        && !uteetering_at_seen_pit(trap)) {
        register struct obj *obj;

        obj = level.objects[u.ux][u.uy];
        if (youmonst.data->mlet == S_DRAGON && obj->oclass == COIN_CLASS) {
#if 0 /*JP*/
            You("coil up around your %shoard.",
                (obj->quan + money_cnt(invent) < u.ulevel * 1000) ? "meager "
                                                                  : "");
#else
            You("%sお宝のまわりでとぐろを巻いた.",
                (obj->quan + money_cnt(invent) < u.ulevel * 1000) ? "わずかな"
                                                                  : "");
#endif
        } else {
/*JP
            You("sit on %s.", the(xname(obj)));
*/
            You("%sに座った.", the(xname(obj)));
            if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
/*JP
                pline("It's not very comfortable...");
*/
                pline("あまり座りごこちがよくない...");
        }
    } else if (trap != 0 || (u.utrap && (u.utraptype >= TT_LAVA))) {
        if (u.utrap) {
            exercise(A_WIS, FALSE); /* you're getting stuck longer */
            if (u.utraptype == TT_BEARTRAP) {
/*JP
                You_cant("sit down with your %s in the bear trap.",
*/
                pline("%sが熊の罠にはさまっているので座れない.",
                         body_part(FOOT));
                u.utrap++;
            } else if (u.utraptype == TT_PIT) {
                if (trap && trap->ttyp == SPIKED_PIT) {
/*JP
                    You("sit down on a spike.  Ouch!");
*/
                    You("トゲの上に座った.いてっ!");
                    losehp(Half_physical_damage ? rn2(2) : 1,
/*JP
                           "sitting on an iron spike", KILLED_BY);
*/
                           "鉄のトゲの上に座って", KILLED_BY);
                    exercise(A_STR, FALSE);
                } else
/*JP
                    You("sit down in the pit.");
*/
                    You("落し穴の中で座った.");
                u.utrap += rn2(5);
            } else if (u.utraptype == TT_WEB) {
/*JP
                You("sit in the spider web and get entangled further!");
*/
                You("くもの巣の中で座ったら,ますます絡まった!");
                u.utrap += rn1(10, 5);
            } else if (u.utraptype == TT_LAVA) {
                /* Must have fire resistance or they'd be dead already */
/*JP
                You("sit in the lava!");
*/
                You("溶岩の中に座った!");
                if (Slimed)
                    burn_away_slime();
                u.utrap += rnd(4);
/*JP
                losehp(d(2, 10), "sitting in lava",
*/
                losehp(d(2, 10), "溶岩の中に座って",
                       KILLED_BY); /* lava damage */
            } else if (u.utraptype == TT_INFLOOR
                       || u.utraptype == TT_BURIEDBALL) {
/*JP
                You_cant("maneuver to sit!");
*/
                You("座るような動作ができない!");
                u.utrap++;
            }
        } else {
/*JP
            You("sit down.");
*/
            You("座った.");
            dotrap(trap, 0);
        }
    } else if (Underwater || Is_waterlevel(&u.uz)) {
        if (Is_waterlevel(&u.uz))
/*JP
            There("are no cushions floating nearby.");
*/
            pline("近くに浮いているクッションはない.");
        else
/*JP
            You("sit down on the muddy bottom.");
*/
            You("どろどろした底に座った.");
    } else if (is_pool(u.ux, u.uy)) {
    in_water:
/*JP
        You("sit in the water.");
*/
        You("水の中で座った.");
        if (!rn2(10) && uarm)
/*JP
            (void) water_damage(uarm, "armor", TRUE);
*/
            (void) water_damage(uarm, "鎧", TRUE);
        if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
/*JP
            (void) water_damage(uarm, "armor", TRUE);
*/
            (void) water_damage(uarm, "鎧", TRUE);
    } else if (IS_SINK(typ)) {
        You(sit_message, defsyms[S_sink].explanation);
/*JP
        Your("%s gets wet.", humanoid(youmonst.data) ? "rump" : "underside");
*/
        Your("%sは濡れた.", humanoid(youmonst.data) ? "尻" : "下部");
    } else if (IS_ALTAR(typ)) {
        You(sit_message, defsyms[S_altar].explanation);
        altar_wrath(u.ux, u.uy);
    } else if (IS_GRAVE(typ)) {
        You(sit_message, defsyms[S_grave].explanation);
    } else if (typ == STAIRS) {
/*JP
        You(sit_message, "stairs");
*/
        You(sit_message, "階段");
    } else if (typ == LADDER) {
/*JP
        You(sit_message, "ladder");
*/
        You(sit_message, "はしご");
    } else if (is_lava(u.ux, u.uy)) {
        /* must be WWalking */
/*JP
        You(sit_message, "lava");
*/
        You(sit_message, "溶岩");
        burn_away_slime();
        if (likes_lava(youmonst.data)) {
/*JP
            pline_The("lava feels warm.");
*/
            pline("溶岩は暖かい.");
            return 1;
        }
/*JP
        pline_The("lava burns you!");
*/
        You("溶岩で燃えた!");
        losehp(d((Fire_resistance ? 2 : 10), 10), /* lava damage */
/*JP
               "sitting on lava", KILLED_BY);
*/
               "溶岩に座って", KILLED_BY);
    } else if (is_ice(u.ux, u.uy)) {
        You(sit_message, defsyms[S_ice].explanation);
        if (!Cold_resistance)
/*JP
            pline_The("ice feels cold.");
*/
            pline("氷は冷たく感じた.");
    } else if (typ == DRAWBRIDGE_DOWN) {
/*JP
        You(sit_message, "drawbridge");
*/
        You(sit_message, "跳ね橋");
    } else if (IS_THRONE(typ)) {
        You(sit_message, defsyms[S_throne].explanation);
        if (rnd(6) > 4) {
            switch (rnd(13)) {
            case 1:
                (void) adjattrib(rn2(A_MAX), -rn1(4, 3), FALSE);
/*JP
                losehp(rnd(10), "cursed throne", KILLED_BY_AN);
*/
                losehp(rnd(10), "呪われた玉座で", KILLED_BY_AN);
                break;
            case 2:
                (void) adjattrib(rn2(A_MAX), 1, FALSE);
                break;
            case 3:
#if 0 /*JP*/
                pline("A%s electric shock shoots through your body!",
                      (Shock_resistance) ? "n" : " massive");
#else
                pline("%s電気があなたの体を走り抜けた!",
                      (Shock_resistance) ? "" : "激しい");
#endif
/*JP
                losehp(Shock_resistance ? rnd(6) : rnd(30), "electric chair",
*/
                losehp(Shock_resistance ? rnd(6) : rnd(30), "電気椅子で",
                       KILLED_BY_AN);
                exercise(A_CON, FALSE);
                break;
            case 4:
/*JP
                You_feel("much, much better!");
*/
                You_feel("とても,とても元気になったような気がした!");
                if (Upolyd) {
                    if (u.mh >= (u.mhmax - 5))
                        u.mhmax += 4;
                    u.mh = u.mhmax;
                }
                if (u.uhp >= (u.uhpmax - 5))
                    u.uhpmax += 4;
                u.uhp = u.uhpmax;
                make_blinded(0L, TRUE);
                make_sick(0L, (char *) 0, FALSE, SICK_ALL);
                heal_legs();
                context.botl = 1;
                break;
            case 5:
                take_gold();
                break;
            case 6:
                if (u.uluck + rn2(5) < 0) {
/*JP
                    You_feel("your luck is changing.");
*/
                    pline("運が向いてきた気がする.");
                    change_luck(1);
                } else
                    makewish();
                break;
            case 7:
              {
                int cnt = rnd(10);

                /* Magical voice not affected by deafness */
/*JP
                pline("A voice echoes:");
*/
                pline("声が響いた:");
#if 0 /*JP*/
                verbalize("Thy audience hath been summoned, %s!",
                          flags.female ? "Dame" : "Sire");
#else
                verbalize("%sよ!汝の聴衆召喚されし.",
                          flags.female ? "女" : "男");
#endif
                while (cnt--)
                    (void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS);
                break;
              }
            case 8:
                /* Magical voice not affected by deafness */
/*JP
                pline("A voice echoes:");
*/
                pline("声が響いた:");
#if 0 /*JP*/
                verbalize("By thine Imperious order, %s...",
                          flags.female ? "Dame" : "Sire");
#else
                verbalize("%sよ!汝の傲慢聞きいれようぞ.",
                          flags.female ? "女" : "男");
#endif
                do_genocide(5); /* REALLY|ONTHRONE, see do_genocide() */
                break;
            case 9:
                /* Magical voice not affected by deafness */
/*JP
                pline("A voice echoes:");
*/
                pline("声が響いた:");
                verbalize(
/*JP
                 "A curse upon thee for sitting upon this most holy throne!");
*/
                 "聖なる玉座に座りし汝に呪いあれ!");
                if (Luck > 0) {
                    make_blinded(Blinded + rn1(100, 250), TRUE);
                } else
                    rndcurse();
                break;
            case 10:
                if (Luck < 0 || (HSee_invisible & INTRINSIC)) {
                    if (level.flags.nommap) {
/*JP
                        pline("A terrible drone fills your head!");
*/
                        pline("恐しいブンブンという音が頭に響いた!");
                        make_confused((HConfusion & TIMEOUT) + (long) rnd(30),
                                      FALSE);
                    } else {
/*JP
                        pline("An image forms in your mind.");
*/
                        pline("あるイメージが頭に浮んだ.");
                        do_mapping();
                    }
                } else {
/*JP
                    Your("vision becomes clear.");
*/
                    Your("視界は冴え渡った.");
                    HSee_invisible |= FROMOUTSIDE;
                    newsym(u.ux, u.uy);
                }
                break;
            case 11:
                if (Luck < 0) {
/*JP
                    You_feel("threatened.");
*/
                    You("脅迫されているような気がした.");
                    aggravate();
                } else {
/*JP
                    You_feel("a wrenching sensation.");
*/
                    You("ねじられたような感覚を感じた.");
                    tele(); /* teleport him */
                }
                break;
            case 12:
/*JP
                You("are granted an insight!");
*/
                You("洞察力を得た!");
                if (invent) {
                    /* rn2(5) agrees w/seffects() */
                    identify_pack(rn2(5), FALSE);
                }
                break;
            case 13:
/*JP
                Your("mind turns into a pretzel!");
*/
                Your("心はクネクネになった!");
                make_confused((HConfusion & TIMEOUT) + (long) rn1(7, 16),
                              FALSE);
                break;
            default:
                impossible("throne effect");
                break;
            }
        } else {
            if (is_prince(youmonst.data))
/*JP
                You_feel("very comfortable here.");
*/
                You("ここはとても落ち着く.");
            else
/*JP
                You_feel("somehow out of place...");
*/
                You("何か場違いの気がした...");
        }

        if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) {
            /* may have teleported */
            levl[u.ux][u.uy].typ = ROOM;
/*JP
            pline_The("throne vanishes in a puff of logic.");
*/
            pline("玉座はふっと消えた.");
            newsym(u.ux, u.uy);
        }
    } else if (lays_eggs(youmonst.data)) {
        struct obj *uegg;

        if (!flags.female) {
#if 0 /*JP*/
            pline("%s can't lay eggs!",
                  Hallucination
                      ? "You may think you are a platypus, but a male still"
                      : "Males");
#else
            pline("%s雄は卵を産めない!",
                  Hallucination
                      ? "あなたは自分がカモノハシだと思っているかもしれないが,やっぱり"
                      : "");
#endif
            return 0;
        } else if (u.uhunger < (int) objects[EGG].oc_nutrition) {
/*JP
            You("don't have enough energy to lay an egg.");
*/
            You("卵を産むだけのエネルギーがない.");
            return 0;
        }

        uegg = mksobj(EGG, FALSE, FALSE);
        uegg->spe = 1;
        uegg->quan = 1L;
        uegg->owt = weight(uegg);
        /* this sets hatch timers if appropriate */
        set_corpsenm(uegg, egg_type_from_parent(u.umonnum, FALSE));
        uegg->known = uegg->dknown = 1;
/*JP
        You("lay an egg.");
*/
        You("卵を産んだ.");
        dropy(uegg);
        stackobj(uegg);
        morehungry((int) objects[EGG].oc_nutrition);
    } else {
/*JP
        pline("Having fun sitting on the %s?", surface(u.ux, u.uy));
*/
        pline("%sに座って楽しいかい?", surface(u.ux,u.uy));
    }
    return 1;
}
Beispiel #6
0
/* monster attempts ranged weapon attack against a square */
void
thrwmq(struct monst *mtmp, int xdef, int ydef)
{
    struct obj *otmp, *mwep;
    schar skill;
    int multishot;
    const char *onm;

    /* Rearranged beginning so monsters can use polearms not in a line */
    if (mtmp->weapon_check == NEED_WEAPON || !MON_WEP(mtmp)) {
        mtmp->weapon_check = NEED_RANGED_WEAPON;
        /* mon_wield_item resets weapon_check as appropriate */
        if (mon_wield_item(mtmp) != 0)
            return;
    }

    /* Pick a weapon */
    otmp = select_rwep(mtmp);
    if (!otmp)
        return;

    if (is_pole(otmp)) {
        int dam, hitv;

        if (otmp != MON_WEP(mtmp))
            return;  /* polearm must be wielded */

        /* TODO: LOE function between two arbitrary points. */
        if (dist2(mtmp->mx, mtmp->my, xdef, ydef) > POLE_LIM ||
            (xdef == u.ux && ydef == u.uy && !couldsee(mtmp->mx, mtmp->my)))
            return;     /* Out of range, or intervening wall */

        if (mon_visible(mtmp)) {
            onm = singular(otmp, xname);
            pline("%s thrusts %s.", Monnam(mtmp),
                  obj_is_pname(otmp) ? the(onm) : an(onm));
        }

        if (xdef == u.ux && ydef == u.uy) {

            dam = dmgval(otmp, &youmonst);
            hitv = 3 - distmin(u.ux, u.uy, mtmp->mx, mtmp->my);
            if (hitv < -4)
                hitv = -4;
            if (bigmonst(youmonst.data))
                hitv++;
            hitv += 8 + otmp->spe;
            if (objects[otmp->otyp].oc_class == WEAPON_CLASS ||
                objects[otmp->otyp].oc_class == VENOM_CLASS)
                hitv += objects[otmp->otyp].oc_hitbon;
            if (dam < 1)
                dam = 1;

            thitu(hitv, dam, otmp, NULL);
            action_interrupted();

        } else if (MON_AT(level, xdef, ydef))
            (void)ohitmon(m_at(level, xdef, ydef), otmp, 0, FALSE);
        else if (mon_visible(mtmp))
            pline("But it misses wildly.");

        return;
    }

    if (!qlined_up(mtmp, xdef, ydef, FALSE, FALSE) ||
        !ai_use_at_range(BOLT_LIM - distmin(mtmp->mx, mtmp->my, xdef, ydef)))
        return;

    skill = objects[otmp->otyp].oc_skill;
    mwep = MON_WEP(mtmp);       /* wielded weapon */

    /* Multishot calculations */
    multishot = 1;
    if ((ammo_and_launcher(otmp, mwep) || skill == P_DAGGER || skill == -P_DART
         || skill == -P_SHURIKEN) && !mtmp->mconf) {
        /* Assumes lords are skilled, princes are expert */
        if (is_prince(mtmp->data))
            multishot += 2;
        else if (is_lord(mtmp->data))
            multishot++;

        switch (monsndx(mtmp->data)) {
        case PM_RANGER:
            multishot++;
            break;
        case PM_ROGUE:
            if (skill == P_DAGGER)
                multishot++;
            break;
        case PM_NINJA:
        case PM_SAMURAI:
            if (otmp->otyp == YA && mwep && mwep->otyp == YUMI)
                multishot++;
            break;
        default:
            break;
        }
        /* racial bonus */
        if ((is_elf(mtmp->data) && otmp->otyp == ELVEN_ARROW && mwep &&
             mwep->otyp == ELVEN_BOW) || (is_orc(mtmp->data) &&
                                          otmp->otyp == ORCISH_ARROW && mwep &&
                                          mwep->otyp == ORCISH_BOW))
            multishot++;

        if ((long)multishot > otmp->quan)
            multishot = (int)otmp->quan;
        if (multishot < 1)
            multishot = 1;
        else
            multishot = rnd(multishot);
    }

    if (mon_visible(mtmp)) {
        if (multishot > 1) {
            /* "N arrows"; multishot > 1 implies otmp->quan > 1, so xname()'s
               result will already be pluralized */
            onm = msgprintf("%d %s", multishot, xname(otmp));
        } else {
            /* "an arrow" */
            onm = singular(otmp, xname);
            onm = obj_is_pname(otmp) ? the(onm) : an(onm);
        }
        m_shot.s = ammo_and_launcher(otmp, mwep) ? TRUE : FALSE;
        pline("%s %s %s!", Monnam(mtmp), m_shot.s ? "shoots" : "throws", onm);
        m_shot.o = otmp->otyp;
    } else {
        m_shot.o = STRANGE_OBJECT;      /* don't give multishot feedback */
    }

    m_shot.n = multishot;
    for (m_shot.i = 1; m_shot.i <= m_shot.n; m_shot.i++) {
        m_throw(mtmp, mtmp->mx, mtmp->my, sgn(tbx), sgn(tby),
                distmin(mtmp->mx, mtmp->my, xdef, ydef), otmp, TRUE);
        /* conceptually all N missiles are in flight at once, but
           if mtmp gets killed (shot kills adjacent gas spore and
           triggers explosion, perhaps), inventory will be dropped
           and otmp might go away via merging into another stack;
           if we then use it, we could cause undefined behavior */
        if (mtmp->mhp <= 0 && m_shot.i < m_shot.n) {
            /* cancel pending shots (ought to give a message here since
               we gave one above about throwing/shooting N missiles) */
            break;  /* endmultishot(FALSE); */
        }
    }
    m_shot.n = m_shot.i = 0;
    m_shot.o = STRANGE_OBJECT;
    m_shot.s = FALSE;

    action_interrupted();
}