Beispiel #1
0
int chwepon(struct obj *otmp, int amount)
{
    const char *color = (amount < 0) ? "black" : "green";
    const char *time;
    if (!uwep || uwep->olet != WEAPON_SYM) {
	strange_feeling(otmp, (amount > 0) ? "Your hands twitch." : "Your hands itch.");
	return 0;
    }
    // there is a (soft) upper limit to uwep->spe
    if (amount > 0 && uwep->spe > 5 && rn2(3)) {
	pline("Your %s violently green for a while and then evaporate%s.", aobjnam(uwep, "glow"), plur(uwep->quan));
	while (uwep)
	    // let all of them disappear
	    // note: uwep->quan = 1 is nogood if unpaid
	    useup(uwep);
	return 1;
    }
    if (!rn2(6))
	amount *= 2;
    time = (amount * amount == 1) ? "moment" : "while";
    pline("Your %s %s for a %s.", aobjnam(uwep, "glow"), color, time);
    uwep->spe += amount;
    if (amount > 0)
	uwep->cursed = 0;
    return 1;
}
Beispiel #2
0
int
chwepon(struct obj *otmp, int amount)
{
	char *color = (amount < 0) ? "black" : "green";
	char *time;

	if(!uwep || uwep->olet != WEAPON_SYM) {
		strange_feeling(otmp,
			(amount > 0) ? "Your hands twitch."
				     : "Your hands itch.");
		return(0);
	}

	if(uwep->otyp == WORM_TOOTH && amount > 0) {
		uwep->otyp = CRYSKNIFE;
		pline("Your weapon seems sharper now.");
		uwep->cursed = 0;
		return(1);
	}

	if(uwep->otyp == CRYSKNIFE && amount < 0) {
		uwep->otyp = WORM_TOOTH;
		pline("Your weapon looks duller now.");
		return(1);
	}

	/* there is a (soft) upper limit to uwep->spe */
	if(amount > 0 && uwep->spe > 5 && rn2(3)) {
	    pline("Your %s violently green for a while and then evaporate%s.",
		aobjnam(uwep, "glow"), plur(uwep->quan));
	    while(uwep)		/* let all of them disappear */
				/* note: uwep->quan = 1 is nogood if unpaid */
		useup(uwep);
	    return(1);
	}
	if(!rn2(6)) amount *= 2;
	time = (amount*amount == 1) ? "moment" : "while";
	pline("Your %s %s for a %s.",
		aobjnam(uwep, "glow"), color, time);
	uwep->spe += amount;
	if(amount > 0) uwep->cursed = 0;
	return(1);
}
Beispiel #3
0
/* returns 0 if something was detected		*/
int food_detect(struct obj *sobj, boolean *scr_known)
{
    struct obj *obj;
    struct monst *mtmp;
    int ct = 0, ctu = 0;
    boolean confused = (Confusion || (sobj && sobj->cursed)), stale;
    char oclass = confused ? POTION_CLASS : FOOD_CLASS;
    const char *what = confused ? "something" : "food";
    int uw = u.uinwater;

    stale = clear_stale_map(oclass, 0);

    for (obj = level->objlist; obj; obj = obj->nobj)
	if (o_in(obj, oclass)) {
	    if (obj->ox == u.ux && obj->oy == u.uy) ctu++;
	    else ct++;
	}
    for (mtmp = level->monlist; mtmp && !ct; mtmp = mtmp->nmon) {
	/* no DEADMONSTER(mtmp) check needed since dmons never have inventory */
	for (obj = mtmp->minvent; obj; obj = obj->nobj)
	    if (o_in(obj, oclass)) {
		ct++;
		break;
	    }
    }
    
    if (!ct && !ctu) {
	*scr_known = stale && !confused;
	if (stale) {
	    doredraw();
	    pline("You sense a lack of %s nearby.", what);
	    if (sobj && sobj->blessed) {
		if (!u.uedibility) pline("Your %s starts to tingle.", body_part(NOSE));
		u.uedibility = 1;
	    }
	} else if (sobj) {
	    char buf[BUFSZ];
	    sprintf(buf, "Your %s twitches%s.", body_part(NOSE),
			(sobj->blessed && !u.uedibility) ? " then starts to tingle" : "");
	    if (sobj->blessed && !u.uedibility) {
		boolean savebeginner = flags.beginner;	/* prevent non-delivery of */
		flags.beginner = FALSE;			/* 	message            */
		strange_feeling(sobj, buf);
		flags.beginner = savebeginner;
		u.uedibility = 1;
	    } else
		strange_feeling(sobj, buf);
	}
	return !stale;
    } else if (!ct) {
	*scr_known = TRUE;
	pline("You %s %s nearby.", sobj ? "smell" : "sense", what);
	if (sobj && sobj->blessed) {
		if (!u.uedibility) pline("Your %s starts to tingle.", body_part(NOSE));
		u.uedibility = 1;
	}
    } else {
	struct obj *temp;
	*scr_known = TRUE;
	cls();
	u.uinwater = 0;
	for (obj = level->objlist; obj; obj = obj->nobj)
	    if ((temp = o_in(obj, oclass)) != 0) {
		if (temp != obj) {
		    temp->ox = obj->ox;
		    temp->oy = obj->oy;
		}
		map_object(temp,1);
	    }
	for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon)
	    /* no DEADMONSTER(mtmp) check needed since dmons never have inventory */
	    for (obj = mtmp->minvent; obj; obj = obj->nobj)
		if ((temp = o_in(obj, oclass)) != 0) {
		    temp->ox = mtmp->mx;
		    temp->oy = mtmp->my;
		    map_object(temp,1);
		    break;	/* skip rest of this monster's inventory */
		}
	newsym(u.ux,u.uy);
	if (sobj) {
	    if (sobj->blessed) {
	    	pline("Your %s %s to tingle and you smell %s.", body_part(NOSE),
	    		u.uedibility ? "continues" : "starts", what);
		u.uedibility = 1;
	    } else
		pline("Your %s tingles and you smell %s.", body_part(NOSE), what);
	}
	else pline("You sense %s.", what);
	win_pause_output(P_MAP);
	exercise(A_WIS, TRUE);
	doredraw();
	u.uinwater = uw;
	if (Underwater) under_water(2);
	if (u.uburied) under_ground(2);
    }
    return 0;
}
Beispiel #4
0
/* look for gold, on the floor or in monsters' possession */
int gold_detect(struct obj *sobj, boolean *scr_known)
{
    struct obj *obj;
    struct monst *mtmp;
    int uw = u.uinwater;
    struct obj *temp;
    boolean stale;

    *scr_known = stale = clear_stale_map(COIN_CLASS, sobj->blessed ? GOLD : 0);

    /* look for gold carried by monsters (might be in a container) */
    for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) {
    	if (DEADMONSTER(mtmp)) continue;	/* probably not needed in this case but... */
	if (findgold(mtmp->minvent) || monsndx(mtmp->data) == PM_GOLD_GOLEM) {
	    *scr_known = TRUE;
	    goto outgoldmap;	/* skip further searching */
	} else for (obj = mtmp->minvent; obj; obj = obj->nobj)
	    if (sobj->blessed && o_material(obj, GOLD)) {
	    	*scr_known = TRUE;
	    	goto outgoldmap;
	    } else if (o_in(obj, COIN_CLASS)) {
		*scr_known = TRUE;
		goto outgoldmap;	/* skip further searching */
	    }
    }
    
    /* look for gold objects */
    for (obj = level->objlist; obj; obj = obj->nobj) {
	if (sobj->blessed && o_material(obj, GOLD)) {
	    *scr_known = TRUE;
	    if (obj->ox != u.ux || obj->oy != u.uy) goto outgoldmap;
	} else if (o_in(obj, COIN_CLASS)) {
	    *scr_known = TRUE;
	    if (obj->ox != u.ux || obj->oy != u.uy) goto outgoldmap;
	}
    }

    if (!*scr_known) {
	/* no gold found on floor or monster's inventory.
	   adjust message if you have gold in your inventory */
	char buf[BUFSZ];
	if (youmonst.data == &mons[PM_GOLD_GOLEM]) {
		sprintf(buf, "You feel like a million %s!", currency(2L));
	} else if (hidden_gold() || money_cnt(invent))
		strcpy(buf, "You feel worried about your future financial situation.");
	else
		strcpy(buf, "You feel materially poor.");
	strange_feeling(sobj, buf);
	return 1;
    }
    /* only under me - no separate display required */
    if (stale) doredraw();
    pline("You notice some gold between your %s.", makeplural(body_part(FOOT)));
    return 0;

outgoldmap:
    cls();

    u.uinwater = 0;
    /* Discover gold locations. */
    for (obj = level->objlist; obj; obj = obj->nobj) {
    	if (sobj->blessed && (temp = o_material(obj, GOLD))) {
	    if (temp != obj) {
		temp->ox = obj->ox;
		temp->oy = obj->oy;
	    }
	    map_object(temp,1);
	} else if ((temp = o_in(obj, COIN_CLASS))) {
	    if (temp != obj) {
		temp->ox = obj->ox;
		temp->oy = obj->oy;
	    }
	    map_object(temp,1);
	}
    }
    for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) {
    	if (DEADMONSTER(mtmp)) continue;	/* probably overkill here */
	if (findgold(mtmp->minvent) || monsndx(mtmp->data) == PM_GOLD_GOLEM) {
	    struct obj gold;

	    gold.otyp = GOLD_PIECE;
	    gold.ox = mtmp->mx;
	    gold.oy = mtmp->my;
	    map_object(&gold,1);
	} else for (obj = mtmp->minvent; obj; obj = obj->nobj)
	    if (sobj->blessed && (temp = o_material(obj, GOLD))) {
		temp->ox = mtmp->mx;
		temp->oy = mtmp->my;
		map_object(temp,1);
		break;
	    } else if ((temp = o_in(obj, COIN_CLASS))) {
		temp->ox = mtmp->mx;
		temp->oy = mtmp->my;
		map_object(temp,1);
		break;
	    }
    }
    
    newsym(u.ux,u.uy);
    pline("You feel very greedy, and sense gold!");
    exercise(A_WIS, TRUE);
    win_pause_output(P_MAP);
    doredraw();
    u.uinwater = uw;
    if (Underwater) under_water(2);
    if (u.uburied) under_ground(2);
    return 0;
}
Beispiel #5
0
int
dodrink()
{
	struct obj *otmp,*objs;
	struct monst *mtmp;
	int unkn = 0, nothing = 0;

	otmp = getobj("!", "drink");
	if(!otmp) return(0);
	if(!strcmp(objects[otmp->otyp].oc_descr, "smoky") && !rn2(13)) {
		ghost_from_bottle();
		goto use_it;
	}
	switch(otmp->otyp){
	case POT_RESTORE_STRENGTH:
		unkn++;
		pline("Wow!  This makes you feel great!");
		if(u.ustr < u.ustrmax) {
			u.ustr = u.ustrmax;
			flags.botl = 1;
		}
		break;
	case POT_BOOZE:
		unkn++;
		pline("Ooph!  This tastes like liquid fire!");
		Confusion += d(3,8);
		/* the whiskey makes us feel better */
		if(u.uhp < u.uhpmax) losehp(-1, "bottle of whiskey");
		if(!rn2(4)) {
			pline("You pass out.");
			multi = -rnd(15);
			nomovemsg = "You awake with a headache.";
		}
		break;
	case POT_INVISIBILITY:
		if(Invis || See_invisible)
		  nothing++;
		else {
		  if(!Blind)
		    pline("Gee!  All of a sudden, you can't see yourself.");
		  else
		    pline("You feel rather airy."), unkn++;
		  newsym(u.ux,u.uy);
		}
		Invis += rn1(15,31);
		break;
	case POT_FRUIT_JUICE:
		pline("This tastes like fruit juice.");
		lesshungry(20);
		break;
	case POT_HEALING:
		pline("You begin to feel better.");
		flags.botl = 1;
		u.uhp += rnd(10);
		if(u.uhp > u.uhpmax)
			u.uhp = ++u.uhpmax;
		if(Blind) Blind = 1;	/* see on next move */
		if(Sick) Sick = 0;
		break;
	case POT_PARALYSIS:
		if(Levitation)
			pline("You are motionlessly suspended.");
		else
			pline("Your feet are frozen to the floor!");
		nomul(-(rn1(10,25)));
		break;
	case POT_MONSTER_DETECTION:
		if(!fmon) {
			strange_feeling(otmp, "You feel threatened.");
			return(1);
		} else {
			cls();
			for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
				if(mtmp->mx > 0)
				at(mtmp->mx,mtmp->my,mtmp->data->mlet);
			prme();
			pline("You sense the presence of monsters.");
			more();
			docrt();
		}
		break;
	case POT_OBJECT_DETECTION:
		if(!fobj) {
			strange_feeling(otmp, "You feel a pull downward.");
			return(1);
		} else {
		    for(objs = fobj; objs; objs = objs->nobj)
			if(objs->ox != u.ux || objs->oy != u.uy)
				goto outobjmap;
		    pline("You sense the presence of objects close nearby.");
		    break;
		outobjmap:
			cls();
			for(objs = fobj; objs; objs = objs->nobj)
				at(objs->ox,objs->oy,objs->olet);
			prme();
			pline("You sense the presence of objects.");
			more();
			docrt();
		}
		break;
	case POT_SICKNESS:
		pline("Yech! This stuff tastes like poison.");
		if(Poison_resistance)
    pline("(But in fact it was biologically contaminated orange juice.)");
		losestr(rn1(4,3));
		losehp(rnd(10), "contaminated potion");
		break;
	case POT_CONFUSION:
		if(!Confusion)
			pline("Huh, What?  Where am I?");
		else
			nothing++;
		Confusion += rn1(7,16);
		break;
	case POT_GAIN_STRENGTH:
		pline("Wow do you feel strong!");
		if(u.ustr >= 118) break;	/* > 118 is impossible */
		if(u.ustr > 17) u.ustr += rnd(118-u.ustr);
		else u.ustr++;
		if(u.ustr > u.ustrmax) u.ustrmax = u.ustr;
		flags.botl = 1;
		break;
	case POT_SPEED:
		if(Wounded_legs) {
			heal_legs();
			unkn++;
			break;
		}
		if(!(Fast & ~INTRINSIC))
			pline("You are suddenly moving much faster.");
		else
			pline("Your legs get new energy."), unkn++;
		Fast += rn1(10,100);
		break;
	case POT_BLINDNESS:
		if(!Blind)
			pline("A cloud of darkness falls upon you.");
		else
			nothing++;
		Blind += rn1(100,250);
		seeoff(0);
		break;
	case POT_GAIN_LEVEL: 
		pluslvl();
		break;
	case POT_EXTRA_HEALING:
		pline("You feel much better.");
		flags.botl = 1;
		u.uhp += d(2,20)+1;
		if(u.uhp > u.uhpmax)
			u.uhp = (u.uhpmax += 2);
		if(Blind) Blind = 1;
		if(Sick) Sick = 0;
		break;
	case POT_LEVITATION:
		if(!Levitation)
			float_up();
		else
			nothing++;
		Levitation += rnd(100);
		u.uprops[PROP(RIN_LEVITATION)].p_tofn = float_down;
		break;
	default:
		impossible("What a funny potion! (%u)", otmp->otyp);
		return(0);
	}
	if(nothing) {
	    unkn++;
	    pline("You have a peculiar feeling for a moment, then it passes.");
	}
	if(otmp->dknown && !objects[otmp->otyp].oc_name_known) {
		if(!unkn) {
			objects[otmp->otyp].oc_name_known = 1;
			more_experienced(0,10);
		} else if(!objects[otmp->otyp].oc_uname)
			docall(otmp);
	}
use_it:
	useup(otmp);
	return(1);
}
Beispiel #6
0
int
doread()
{
	struct obj *scroll;
	boolean confused = (Confusion != 0);
	boolean known = FALSE;

	scroll = getobj("?", "read");
	if(!scroll) return(0);
	if(!scroll->dknown && Blind) {
	    pline("Being blind, you cannot read the formula on the scroll.");
	    return(0);
	}
	if(Blind)
	  pline("As you pronounce the formula on it, the scroll disappears.");
	else
	  pline("As you read the scroll, it disappears.");
	if(confused)
	  pline("Being confused, you mispronounce the magic words ... ");

	switch(scroll->otyp) {
#ifdef MAIL
	case SCR_MAIL:
		readmail(/* scroll */);
		break;
#endif /* MAIL */
	case SCR_ENCHANT_ARMOR:
	    {	struct obj *otmp = some_armor();
		if(!otmp) {
			strange_feeling(scroll,"Your skin glows then fades.");
			return(1);
		}
		if(confused) {
			pline("Your %s glows silver for a moment.",
				objects[otmp->otyp].oc_name);
			otmp->rustfree = 1;
			break;
		}
		if(otmp->spe > 3 && rn2(otmp->spe)) {
	pline("Your %s glows violently green for a while, then evaporates.",
			objects[otmp->otyp].oc_name);
			useup(otmp);
			break;
		}
		pline("Your %s glows green for a moment.",
			objects[otmp->otyp].oc_name);
		otmp->cursed = 0;
		otmp->spe++;
		break;
	    }
	case SCR_DESTROY_ARMOR:
		if(confused) {
			struct obj *otmp = some_armor();
			if(!otmp) {
				strange_feeling(scroll,"Your bones itch.");
				return(1);
			}
			pline("Your %s glows purple for a moment.",
				objects[otmp->otyp].oc_name);
			otmp->rustfree = 0;
			break;
		}
		if(uarm) {
		    pline("Your armor turns to dust and falls to the floor!");
		    useup(uarm);
		} else if(uarmh) {
		    pline("Your helmet turns to dust and is blown away!");
		    useup(uarmh);
		} else if(uarmg) {
			pline("Your gloves vanish!");
			useup(uarmg);
			selftouch("You");
		} else {
			strange_feeling(scroll,"Your skin itches.");
			return(1);
		}
		break;
	case SCR_CONFUSE_MONSTER:
		if(confused) {
			pline("Your hands begin to glow purple.");
			Confusion += rnd(100);
		} else {
			pline("Your hands begin to glow blue.");
			u.umconf = 1;
		}
		break;
	case SCR_SCARE_MONSTER:
	    {	int ct = 0;
		struct monst *mtmp;

		for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
			if(cansee(mtmp->mx,mtmp->my)) {
				if(confused)
					mtmp->mflee = mtmp->mfroz =
					mtmp->msleep = 0;
				else
					mtmp->mflee = 1;
				ct++;
			}
		if(!ct) {
		    if(confused)
			pline("You hear sad wailing in the distance.");
		    else
			pline("You hear maniacal laughter in the distance.");
		}
		break;
	    }
	case SCR_BLANK_PAPER:
		if(confused)
		    pline("You see strange patterns on this scroll.");
		else
		    pline("This scroll seems to be blank.");
		break;
	case SCR_REMOVE_CURSE:
	    {	struct obj *obj;
		if(confused)
		  pline("You feel like you need some help.");
		else
		  pline("You feel like someone is helping you.");
		for(obj = invent; obj ; obj = obj->nobj)
			if(obj->owornmask)
				obj->cursed = confused;
		if(Punished && !confused) {
			Punished = 0;
			freeobj(uchain);
			unpobj(uchain);
			free(uchain);
			uball->spe = 0;
			uball->owornmask &= ~W_BALL;
			uchain = uball = (struct obj *) 0;
		}
		break;
	    }
	case SCR_CREATE_MONSTER:
	    {	int cnt = 1;

		if(!rn2(73)) cnt += rnd(4);
		if(confused) cnt += 12;
		while(cnt--)
		    (void) makemon(confused ? PM_ACID_BLOB :
			(struct permonst *) 0, u.ux, u.uy);
		break;
	    }
	case SCR_ENCHANT_WEAPON:
		if(uwep && confused) {
			pline("Your %s glows silver for a moment.",
				objects[uwep->otyp].oc_name);
			uwep->rustfree = 1;
		} else
			if(!chwepon(scroll, 1))		/* tests for !uwep */
				return(1);
		break;
	case SCR_DAMAGE_WEAPON:
		if(uwep && confused) {
			pline("Your %s glows purple for a moment.",
				objects[uwep->otyp].oc_name);
			uwep->rustfree = 0;
		} else
			if(!chwepon(scroll, -1))	/* tests for !uwep */
				return(1);
		break;
	case SCR_TAMING:
	    {	int i,j;
		int bd = confused ? 5 : 1;
		struct monst *mtmp;

		for(i = -bd; i <= bd; i++) for(j = -bd; j <= bd; j++)
		if ((mtmp = m_at(u.ux+i, u.uy+j)))
			(void) tamedog(mtmp, NULL);
		break;
	    }
	case SCR_GENOCIDE:
	    {	extern char genocided[], fut_geno[];
		char buf[BUFSZ];
		struct monst *mtmp, *mtmp2;

		pline("You have found a scroll of genocide!");
		known = TRUE;
		if(confused)
			*buf = u.usym;
		else do {
	    pline("What monster do you want to genocide (Type the letter)? ");
			getlin(buf);
		} while(strlen(buf) != 1 || !monstersym(*buf));
		if(!strchr(fut_geno, *buf))
			charcat(fut_geno, *buf);
		if(!strchr(genocided, *buf))
			charcat(genocided, *buf);
		else {
			pline("Such monsters do not exist in this world.");
			break;
		}
		for(mtmp = fmon; mtmp; mtmp = mtmp2){
			mtmp2 = mtmp->nmon;
			if(mtmp->data->mlet == *buf)
				mondead(mtmp);
		}
		pline("Wiped out all %c's.", *buf);
		if(*buf == u.usym) {
			killer = "scroll of genocide";
			u.uhp = -1;
		}
		break;
		}
	case SCR_LIGHT:
		if(!Blind) known = TRUE;
		litroom(!confused);
		break;
	case SCR_TELEPORTATION:
		if(confused)
			level_tele();
		else {
#ifdef QUEST
			int oux = u.ux, ouy = u.uy;
			tele();
			if(dist(oux, ouy) > 100) known = TRUE;
#else /* QUEST */
			int uroom = inroom(u.ux, u.uy);
			tele();
			if(uroom != inroom(u.ux, u.uy)) known = TRUE;
#endif /* QUEST */
		}
		break;
	case SCR_GOLD_DETECTION:
	    /* Unfortunately this code has become slightly less elegant,
	       now that gold and traps no longer are of the same type. */
	    if(confused) {
		struct trap *ttmp;

		if(!ftrap) {
			strange_feeling(scroll, "Your toes stop itching.");
			return(1);
		} else {
			for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
				if(ttmp->tx != u.ux || ttmp->ty != u.uy)
					goto outtrapmap;
			/* only under me - no separate display required */
			pline("Your toes itch!");
			break;
		outtrapmap:
			cls();
			for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
				at(ttmp->tx, ttmp->ty, '$');
			prme();
			pline("You feel very greedy!");
		}
	    } else {
		struct gold *gtmp;

		if(!fgold) {
			strange_feeling(scroll, "You feel materially poor.");
			return(1);
		} else {
			known = TRUE;
			for(gtmp = fgold; gtmp; gtmp = gtmp->ngold)
				if(gtmp->gx != u.ux || gtmp->gy != u.uy)
					goto outgoldmap;
			/* only under me - no separate display required */
			pline("You notice some gold between your feet.");
			break;
		outgoldmap:
			cls();
			for(gtmp = fgold; gtmp; gtmp = gtmp->ngold)
				at(gtmp->gx, gtmp->gy, '$');
			prme();
			pline("You feel very greedy, and sense gold!");
		}
	    }
		/* common sequel */
		more();
		docrt();
		break;
	case SCR_FOOD_DETECTION:
	    {	int ct = 0, ctu = 0;
		struct obj *obj;
		char foodsym = confused ? POTION_SYM : FOOD_SYM;

		for(obj = fobj; obj; obj = obj->nobj)
			if(obj->olet == FOOD_SYM) {
				if(obj->ox == u.ux && obj->oy == u.uy) ctu++;
				else ct++;
			}
		if(!ct && !ctu) {
			strange_feeling(scroll,"Your nose twitches.");
			return(1);
		} else if(!ct) {
			known = TRUE;
			pline("You smell %s close nearby.",
				confused ? "something" : "food");
			
		} else {
			known = TRUE;
			cls();
			for(obj = fobj; obj; obj = obj->nobj)
			    if(obj->olet == foodsym)
				at(obj->ox, obj->oy, FOOD_SYM);
			prme();
			pline("Your nose tingles and you smell %s!",
				confused ? "something" : "food");
			more();
			docrt();
		}
		break;
	    }
	case SCR_IDENTIFY:
		/* known = TRUE; */
		if(confused)
			pline("You identify this as an identify scroll.");
		else
			pline("This is an identify scroll.");
		useup(scroll);
		objects[SCR_IDENTIFY].oc_name_known = 1;
		if(!confused)
		    while(
			!ggetobj("identify", identify, rn2(5) ? 1 : rn2(5))
			&& invent
		    );
		return(1);
	case SCR_MAGIC_MAPPING:
	    {	struct rm *lev;
		int num, zx, zy;

		known = TRUE;
		pline("On this scroll %s a map!",
			confused ? "was" : "is");
		for(zy = 0; zy < ROWNO; zy++)
			for(zx = 0; zx < COLNO; zx++) {
				if(confused && rn2(7)) continue;
				lev = &(levl[zx][zy]);
				if((num = lev->typ) == 0)
					continue;
				if(num == SCORR) {
					lev->typ = CORR;
					lev->scrsym = CORR_SYM;
				} else
				if(num == SDOOR) {
					lev->typ = DOOR;
					lev->scrsym = '+';
					/* do sth in doors ? */
				} else if(lev->seen) continue;
#ifndef QUEST
				if(num != ROOM)
#endif /* QUEST */
				{
				  lev->seen = lev->new = 1;
				  if(lev->scrsym == ' ' || !lev->scrsym)
				    newsym(zx,zy);
				  else
				    on_scr(zx,zy);
				}
			}
		break;
	    }
	case SCR_AMNESIA:
	    {	int zx, zy;

		known = TRUE;
		for(zx = 0; zx < COLNO; zx++) for(zy = 0; zy < ROWNO; zy++)
		    if(!confused || rn2(7))
			if(!cansee(zx,zy))
			    levl[zx][zy].seen = 0;
		docrt();
		pline("Thinking of Maud you forget everything else.");
		break;
	    }
	case SCR_FIRE:
	    {	int num;
		struct monst *mtmp;

		known = TRUE;
		if(confused) {
		    pline("The scroll catches fire and you burn your hands.");
		    losehp(1, "scroll of fire");
		} else {
		    pline("The scroll erupts in a tower of flame!");
		    if(Fire_resistance)
			pline("You are uninjured.");
		    else {
			num = rnd(6);
			u.uhpmax -= num;
			losehp(num, "scroll of fire");
		    }
		}
		num = (2*num + 1)/3;
		for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
		    if(dist(mtmp->mx,mtmp->my) < 3) {
			mtmp->mhp -= num;
			if(strchr("FY", mtmp->data->mlet))
			    mtmp->mhp -= 3*num;	/* this might well kill 'F's */
			if(mtmp->mhp < 1) {
			    killed(mtmp);
			    break;		/* primitive */
			}
		    }
		}
		break;
	    }
	case SCR_PUNISHMENT:
		known = TRUE;
		if(confused) {
			pline("You feel guilty.");
			break;
		}
		pline("You are being punished for your misbehaviour!");
		if(Punished){
			pline("Your iron ball gets heavier.");
			uball->owt += 15;
			break;
		}
		Punished = INTRINSIC;
		setworn(mkobj_at(CHAIN_SYM, u.ux, u.uy), W_CHAIN);
		setworn(mkobj_at(BALL_SYM, u.ux, u.uy), W_BALL);
		uball->spe = 1;		/* special ball (see save) */
		break;
	default:
		impossible("What weird language is this written in? (%u)",
			scroll->otyp);
	}
Beispiel #7
0
// Note: this is a litte different, it will return true
// iff the action is COMPLETE, and false if there was no action OR
// the action is needing to finish up (after leaving SenseForm).
// So if (do_drink) the caller should exit invform _and_ tick,
// otherwise the caller should just exit invform.
// (exiting the invform occurs _before_ calling do_drink..)
// .. Ok, I've modified this again so that it lets the caller distinguish
// between "it worked" and "it worked and I popped up EngraveForm".
tri_val_t do_drink(obj_t *otmp)
{
  obj_t *objs;
  //  monst_t *mtmp;
  Boolean unkn = false, nothing = false, b;
  Short tmp;

  if (!otmp) return NO_OP;
  tmp = oc_descr_offset[otmp->otype];
  if (tmp >= 0 && (0 == StrNCompare("smoky", oc_descrs+tmp, 5)) && !rund(13)) {
    ghost_from_bottle();
    useup(otmp);
    return DONE;
  }
  switch(otmp->otype) {
  case POT_RESTORE_STRENGTH:
    unkn = true;
    message("Wow!  This makes you feel great!");
    if (you.ustr < you.ustrmax) {
      you.ustr = you.ustrmax;
      flags.botl |= BOTL_STR;
    }
    break;
  case POT_BOOZE:
    unkn = true;
    message("Ooph!  This tastes like liquid fire!");
    Confusion += dice(3,8);
    /* the whiskey makes us feel better */
    if (you.uhp < you.uhpmax) losehp(-1, "bottle of whiskey");
    if (!rund(4)) {
      tri_val_t t;
      //      Short coma;
      message("You pass out.");
      multi = -rnd(15);
      spin_multi("You awake with a headache.");
      //      coma = rnd(15); //
      //      do { tick(); } while (--coma > 0);
      //      message("You awake with a headache.");
      // // nomovemsg = "You awake with a headache.";
      t = finish_do_drink(otmp, nothing, unkn); //.... I guess....
      return (t==DONE ? NO_OP : t); // so that we don't take any _more_ turns
    }
    break;
  case POT_INVISIBILITY:
    if (Invis || See_invisible)
      nothing = true;
    else {
      if (!Blind)
	message("Gee!  All of a sudden, you can't see yourself.");
      else {
	message("You feel rather airy.");
	unkn = true;
      }
      newsym(you.ux,you.uy);
    }
    Invis += rund(15)+31;
    break;
  case POT_FRUIT_JUICE:
    message("This tastes like fruit juice.");
    lesshungry(20);
    break;
  case POT_HEALING:
    message("You begin to feel better.");
    you.uhp += rnd(10);
    if (you.uhp > you.uhpmax)
      you.uhp = ++you.uhpmax;
    if (Blind) Blind = 1;	/* you'll see again on the next move */
    if (Sick) Sick = 0;
    flags.botl |= BOTL_HP;
    break;
  case POT_PARALYSIS:
    if (Levitation)
      message("You are motionlessly suspended.");
    else
      message("Your feet are frozen to the floor!");
    nomul(-(rund(10)+25));
    break;
  case POT_MONSTER_DETECTION:
    if (!fmon) {
      b = strange_feeling(otmp, "You feel threatened.");
      return ((b) ? GO_ON : DONE);
    } else {
      sense_what = SENSE_MONSTERS;
      sense_by_what = otmp;
      sense_init_screen();
      FrmPopupForm(SenseForm);
      return GO_ON; // to postpone the tick!
    }
    break;
  case POT_OBJECT_DETECTION:
    if (!fobj) {
      b = strange_feeling(otmp, "You feel a pull downward.");
      return ((b) ? GO_ON : DONE);
    } else {
      for (objs = fobj; objs; objs = objs->nobj)
	if (objs->ox != you.ux || objs->oy != you.uy) {
	  sense_what = SENSE_OBJECTS;
	  sense_by_what = otmp;
	  sense_init_screen();
	  FrmPopupForm(SenseForm);
	  return GO_ON; // to postpone the tick!
	}
      message("You sense the presence of objects close nearby.");
      break;
    }
    break;
  case POT_SICKNESS:
    message("Yech! This stuff tastes like poison.");
    if (Poison_resistance)
      message("(But in fact it was biologically contaminated orange juice.)");
    losestr(rund(4)+3);
    losehp(rnd(10), "contaminated potion");
    flags.botl |= BOTL_STR;
    break;
  case POT_CONFUSION:
    if (!Confusion)
      message("Huh, What?  Where am I?");
    else
      nothing = true;
    Confusion += rund(7)+16;
    break;
  case POT_GAIN_STRENGTH:
    message("Wow do you feel strong!");
    if (you.ustr >= 118) break;	/* > 118 is impossible */
    if (you.ustr > 17) you.ustr += rnd(118-you.ustr);
    else you.ustr++;
    if (you.ustr > you.ustrmax) you.ustrmax = you.ustr;
    flags.botl |= BOTL_STR;
    break;
  case POT_SPEED:
    if (Wounded_legs) {
      heal_legs();
      unkn = true;
      break;
    }
    if (!(Fast & ~INTRINSIC))
      message("You are suddenly moving much faster.");
    else {
      message("Your legs get new energy.");
      unkn = true;
    }
    Fast += rund(10)+100;
    break;
  case POT_BLINDNESS:
    if (!Blind)
      message("A cloud of darkness falls upon you.");
    else
      nothing = true;
    Blind += rund(100)+250;
    seeoff(false);
    break;
  case POT_GAIN_LEVEL: 
    pluslvl();
    break;
  case POT_EXTRA_HEALING:
    message("You feel much better.");
    you.uhp += dice(2,20)+1;
    if (you.uhp > you.uhpmax)
      you.uhp = (you.uhpmax += 2);
    if (Blind) Blind = 1;
    if (Sick) Sick = 0;
    flags.botl |= BOTL_HP;
    break;
  case POT_LEVITATION:
    if (!Levitation)
      float_up();
    else
      nothing = true;
    Levitation += rnd(100);
    //    you.uprops[PROP(RIN_LEVITATION)].p_tofn = float_down; // UNNEEDED,
    // it has been replaced by tweaking timeout.c to call float_down directly!
    break;
  default:
    StrPrintF(ScratchBuffer, "What a funny potion! (%u)", otmp->otype);
    message(ScratchBuffer);
    return NO_OP;
  }
  return finish_do_drink(otmp, nothing, unkn);
}
Beispiel #8
0
int chwepon(struct obj *otmp, int amount)
{
	const char *color = hcolor((amount < 0) ? "black" : "blue");
	const char *xtime;
	int otyp = STRANGE_OBJECT;

	if (!uwep || (uwep->oclass != WEAPON_CLASS && !is_weptool(uwep))) {
		char buf[BUFSZ];

		sprintf(buf, "Your %s %s.", makeplural(body_part(HAND)),
			(amount >= 0) ? "twitch" : "itch");
		strange_feeling(otmp, buf);
		exercise(A_DEX, (boolean) (amount >= 0));
		return 0;
	}

	if (otmp && otmp->oclass == SCROLL_CLASS) otyp = otmp->otyp;

	if (uwep->otyp == WORM_TOOTH && amount >= 0) {
		uwep->otyp = CRYSKNIFE;
		uwep->oerodeproof = 0;
		pline("Your weapon seems sharper now.");
		uwep->cursed = 0;
		if (otyp != STRANGE_OBJECT) makeknown(otyp);
		return 1;
	}

	if (uwep->otyp == CRYSKNIFE && amount < 0) {
		uwep->otyp = WORM_TOOTH;
		uwep->oerodeproof = 0;
		pline("Your weapon seems duller now.");
		if (otyp != STRANGE_OBJECT && otmp->bknown) makeknown(otyp);
		return 1;
	}

	if (amount < 0 && uwep->oartifact && restrict_name(uwep, ONAME(uwep))) {
	    if (!Blind)
		pline("Your %s %s.", aobjnam(uwep, "faintly glow"), color);
	    return 1;
	}
	/* there is a (soft) upper and lower limit to uwep->spe */
	if (((uwep->spe > 5 && amount >= 0) || (uwep->spe < -5 && amount < 0))
								&& rn2(3)) {
	    if (!Blind)
	    pline("Your %s %s for a while and then %s.",
		 aobjnam(uwep, "violently glow"), color,
		 otense(uwep, "evaporate"));
	    else
		pline("Your %s.", aobjnam(uwep, "evaporate"));

	    useupall(uwep);	/* let all of them disappear */
	    return 1;
	}
	if (!Blind) {
	    xtime = (amount*amount == 1) ? "moment" : "while";
	    pline("Your %s %s for a %s.",
		 aobjnam(uwep, amount == 0 ? "violently glow" : "glow"),
		 color, xtime);
	    if (otyp != STRANGE_OBJECT && uwep->known &&
		    (amount > 0 || (amount < 0 && otmp->bknown)))
		makeknown(otyp);
	}
	uwep->spe += amount;
	if (amount > 0) uwep->cursed = 0;

	/*
	 * Enchantment, which normally improves a weapon, has an
	 * addition adverse reaction on Magicbane whose effects are
	 * spe dependent.  Give an obscure clue here.
	 */
	if (uwep->oartifact == ART_MAGICBANE && uwep->spe >= 0) {
		pline("Your right %s %sches!",
			body_part(HAND),
			(((amount > 1) && (uwep->spe > 1)) ? "flin" : "it"));
	}

	/* an elven magic clue, cookie@keebler */
	/* elven weapons vibrate warningly when enchanted beyond a limit */
	if ((uwep->spe > 5)
		&& (is_elven_weapon(uwep) || uwep->oartifact || !rn2(7)))
	    pline("Your %s unexpectedly.",
		aobjnam(uwep, "suddenly vibrate"));

	return 1;
}