Example #1
0
/* pet makes "I'm hungry" noises */
void beg(struct monst *mtmp)
{
    if (mtmp->msleeping || !mtmp->mcanmove ||
	    !(carnivorous(mtmp->data) || herbivorous(mtmp->data)))
	return;

    /* presumably nearness and soundok checks have already been made */
    if (!is_silent(mtmp->data) && mtmp->data->msound <= MS_ANIMAL)
	domonnoise(mtmp);
    else if (mtmp->data->msound >= MS_HUMANOID) {
	if (!canspotmon(level, mtmp))
	    map_invisible(mtmp->mx, mtmp->my);
	verbalize("I'm hungry.");
    }
}
void
level_tele_impl(boolean wizard_tele)
{
    int newlev;
    d_level newlevel;
    const char *escape_by_flying = 0;   /* when surviving dest of -N */
    boolean force_dest = FALSE;
    const char *buf, *killer = NULL;

    if ((Uhave_amulet || In_endgame(&u.uz) || In_sokoban(&u.uz))
        && !wizard_tele) {
        pline("You feel very disoriented for a moment.");
        return;
    }
    if ((Teleport_control && !Stunned) || wizard_tele) {
        int trycnt = 0;
        const char *qbuf = "To what level do you want to teleport?";
        do {
            if (++trycnt == 2) {
                if (wizard_tele)
                    qbuf = msgcat(qbuf, " [type a number or ? for a menu]");
                else
                    qbuf = msgcat(qbuf, " [type a number]");
            }
            buf = getlin(qbuf, FALSE);
            if (!strcmp(buf, "\033")) { /* cancelled */
                if (Confusion && rnl(5)) {
                    pline("Oops...");
                    goto random_levtport;
                }
                return;
            } else if (!strcmp(buf, "*")) {
                goto random_levtport;
            } else if (Confusion && rnl(5)) {
                pline("Oops...");
                goto random_levtport;
            }

            if (wizard_tele && !strcmp(buf, "?")) {
                schar destlev = 0;
                xchar destdnum = 0;

                if ((newlev = (int)print_dungeon(TRUE, &destlev, &destdnum))) {
                    newlevel.dnum = destdnum;
                    newlevel.dlevel = destlev;
                    if (In_endgame(&newlevel) && !In_endgame(&u.uz)) {
                        const char *dest = "Destination is earth level";
                        if (!Uhave_amulet) {
                            struct obj *obj;

                            obj = mksobj(level, AMULET_OF_YENDOR, TRUE, FALSE,
                                         rng_main);
                            if (obj) {
                                addinv(obj);
                                dest = msgcat(dest, " with the amulet");
                            }
                        }
                        assign_level(&newlevel, &earth_level);
                        pline("%s.", dest);
                    }
                    force_dest = TRUE;
                } else
                    return;
            } else if ((newlev = lev_by_name(buf)) == 0)
                newlev = atoi(buf);
        } while (!newlev && !digit(buf[0]) && (buf[0] != '-' || !digit(buf[1]))
                 && trycnt < 10);

        /* no dungeon escape via this route */
        if (newlev == 0) {
            if (trycnt >= 10)
                goto random_levtport;
            if (ynq("Go to Nowhere.  Are you sure?") != 'y')
                return;
            pline("You %s in agony as your body begins to warp...",
                  is_silent(youmonst.data) ? "writhe" : "scream");
            win_pause_output(P_MESSAGE);
            pline("You cease to exist.");
            if (invent)
                pline("Your possessions land on the %s with a thud.",
                      surface(u.ux, u.uy));
            done(DIED, "committed suicide");
            pline("An energized cloud of dust begins to coalesce.");
            pline("Your body rematerializes%s.",
                  invent ? ", and you gather up all your possessions" : "");
            return;
        }

        /* if in Knox and the requested level > 0, stay put. we let negative
           values requests fall into the "heaven" loop. */
        if (Is_knox(&u.uz) && newlev > 0) {
            pline("You shudder for a moment.");
            return;
        }
        /* if in Quest, the player sees "Home 1", etc., on the status line,
           instead of the logical depth of the level.  controlled level
           teleport request is likely to be relativized to the status line, and
           consequently it should be incremented to the value of the logical
           depth of the target level. we let negative values requests fall into
           the "heaven" loop. */
        if (In_quest(&u.uz) && newlev > 0)
            newlev = newlev + find_dungeon(&u.uz).depth_start - 1;
    } else {    /* involuntary level tele */
    random_levtport:
        newlev = random_teleport_level();
        if (newlev == depth(&u.uz)) {
            pline("You shudder for a moment.");
            return;
        }
    }

    if (!next_to_u()) {
        pline("You shudder for a moment.");
        return;
    }

    if (In_endgame(&u.uz)) {    /* must already be wizard */
        int llimit = dunlevs_in_dungeon(&u.uz);

        if (newlev >= 0 || newlev <= -llimit) {
            pline("You can't get there from here.");
            return;
        }
        newlevel.dnum = u.uz.dnum;
        newlevel.dlevel = llimit + newlev;
        schedule_goto(&newlevel, FALSE, FALSE, 0, NULL, NULL);
        return;
    }

    if (newlev < 0 && !force_dest) {
        if (*u.ushops0) {
            /* take unpaid inventory items off of shop bills */
            in_mklev = TRUE;    /* suppress map update */
            u_left_shop(u.ushops0, TRUE);
            /* you're now effectively out of the shop */
            *u.ushops0 = *u.ushops = '\0';
            in_mklev = FALSE;
        }
        if (newlev <= -10) {
            pline("You arrive in heaven.");
            verbalize("Thou art early, but we'll admit thee.");
            killer = "went to heaven prematurely";
        } else if (newlev == -9) {
            pline("You feel deliriously happy. ");
            pline("(In fact, you're on Cloud 9!) ");
            win_pause_output(P_MESSAGE);
        } else
            pline("You are now high above the clouds...");

        if (killer) {
            ;   /* arrival in heaven is pending */
        } else if (Levitation) {
            escape_by_flying = "float gently down to earth";
        } else if (Flying) {
            escape_by_flying = "fly down to the ground";
        } else {
            pline("Unfortunately, you don't know how to fly.");
            pline("You plummet a few thousand feet to your death.");
            killer = msgcat_many("teleported out of the dungeon and fell to ",
                                 uhis(), " death", NULL);
        }
    }

    if (killer) {       /* the chosen destination was not survivable */
        d_level lsav;

        /* set specific death location; this also suppresses bones */
        lsav = u.uz;    /* save current level, see below */
        u.uz.dnum = 0;  /* main dungeon */
        u.uz.dlevel = (newlev <= -10) ? -10 : 0;        /* heaven or surface */
        done(DIED, killer);
        /* can only get here via life-saving (or declining to die in
           explore|debug mode); the hero has now left the dungeon... */
        escape_by_flying = "find yourself back on the surface";
        u.uz = lsav;    /* restore u.uz so escape code works */
    }

    /* calls done(ESCAPED) if newlevel==0 */
    if (escape_by_flying) {
        pline("You %s.", escape_by_flying);
        done(ESCAPED, "teleported to safety");
    } else if (u.uz.dnum == medusa_level.dnum &&
               newlev >= (find_dungeon(&u.uz).depth_start +
                          dunlevs_in_dungeon(&u.uz))) {
        if (!(wizard_tele && force_dest))
            find_hell(&newlevel);
    } else {
        /* if invocation did not yet occur, teleporting into the last level of
           Gehennom is forbidden. */
        if (!wizard_tele)
            if (Inhell && !u.uevent.invoked &&
                newlev >= (find_dungeon(&u.uz).depth_start +
                           dunlevs_in_dungeon(&u.uz) - 1)) {
                newlev = (find_dungeon(&u.uz).depth_start +
                          dunlevs_in_dungeon(&u.uz) - 2);
                pline("Sorry...");
            }
        /* no teleporting out of quest dungeon */
        if (In_quest(&u.uz) && newlev < depth(&qstart_level))
            newlev = depth(&qstart_level);
        /* the player thinks of levels purely in logical terms, so we must
           translate newlev to a number relative to the current dungeon. */
        if (!(wizard_tele && force_dest))
            get_level(&newlevel, newlev);
    }
    schedule_goto(&newlevel, FALSE, FALSE, 0, NULL, NULL);
    /* in case player just read a scroll and is about to be asked to call it
       something, we can't defer until the end of the turn */
    if (!flags.mon_moving)
        deferred_goto();
}
Example #3
0
int
dotalk(const struct nh_cmd_arg *arg)
{
    struct monst *mtmp;
    int tx, ty;
    struct obj *otmp;
    schar dx;
    schar dy;
    schar dz;

    if (!getargdir(arg, NULL, &dx, &dy, &dz)) {
        /* decided not to chat */
        return 0;
    }

    if (is_silent(youmonst.data)) {
        pline("As %s, you cannot speak.", an(youmonst.data->mname));
        return 0;
    }
    if (Strangled) {
        pline("You can't speak.  You're choking!");
        return 0;
    }
    if (Engulfed) {
        pline("They won't hear you out there.");
        return 0;
    }
    if (Underwater) {
        pline("Your speech is unintelligible underwater.");
        return 0;
    }

    if (!Blind && (otmp = shop_object(u.ux, u.uy)) != NULL) {
        /* standing on something in a shop and chatting causes the shopkeeper
           to describe the price(s).  This can inhibit other chatting inside a
           shop, but that shouldn't matter much.  shop_object() returns an
           object iff inside a shop and the shopkeeper is present and willing
           (not angry) and able (not asleep) to speak and the position contains
           any objects other than just gold. */
        price_quote(otmp);
        return 1;
    }

    if (u.usteed && dz > 0) {
        if (!u.usteed->mcanmove || u.usteed->msleeping) {
            pline("Your steed remains silent...");
            return 0;
        }
        return domonnoise(u.usteed);
    }
    if (dz) {
        pline("They won't hear you %s there.", dz < 0 ? "up" : "down");
        return 0;
    }

    if (dx == 0 && dy == 0) {
        if (u.umonnum == PM_ETTIN) {
            pline("You discover that your other head makes boring conversation.");
            return 0;
        }

        pline("Talking to yourself is a bad habit for a dungeoneer.");
        return 0;
    }

    tx = u.ux + dx;
    ty = u.uy + dy;

    if (!isok(tx, ty)) {
        pline("You call out into the abyss, but nobody hears you.");
        return 0;
    }

    mtmp = m_at(level, tx, ty);

    /* Do we try to close a door on the square? We do if a) the square is known
       by the player to be a doorway, b) there's no invisible-I marker there,
       c) there's no monster in a chattable state there. */
    if (!mtmp || mtmp->mundetected || mtmp->m_ap_type == M_AP_FURNITURE ||
        mtmp->m_ap_type == M_AP_OBJECT) {
        int membg = level->locations[tx][ty].mem_bg;
        if (membg == S_vodoor || membg == S_vcdoor || membg == S_ndoor ||
            membg == S_hodoor || membg == S_hcdoor) {
            if (!level->locations[tx][ty].mem_invis) {
                struct nh_cmd_arg newarg;
                arg_from_delta(dx, dy, dz, &newarg);
                return doclose(&newarg);
            }
        }
        pline("You start talking, but nobody seems to hear you.");
        return 0;
    }

    /* sleeping monsters won't talk, except priests (who wake up) */
    if ((!mtmp->mcanmove || mtmp->msleeping) && !mtmp->ispriest) {
        /* If it is unseen, the player can't tell the difference between not
           noticing him and just not existing, so skip the message. */
        if (canspotmon(mtmp))
            pline("%s seems not to notice you.", Monnam(mtmp));
        else
            pline("You start talking, but nobody seems to hear you.");
        return 0;
    }

    /* if this monster is waiting for something, prod it into action */
    mtmp->mstrategy &= ~STRAT_WAITMASK;

    if (mtmp->mtame && mtmp->meating) {
        if (!canspotmon(mtmp))
            map_invisible(mtmp->mx, mtmp->my);
        pline("%s is eating noisily.", Monnam(mtmp));
        return 0;
    }

    return domonnoise(mtmp);
}
Example #4
0
static int
domonnoise(struct monst *mtmp)
{
    const char *pline_msg = 0,  /* Monnam(mtmp) will be prepended */
        *verbl_msg = 0; /* verbalize() */
    const struct permonst *ptr = mtmp->data;

    /* presumably nearness checks have already been made */
    if (!canhear())
        return 0;
    if (is_silent(ptr))
        return 0;

    /* Make sure its your role's quest quardian; adjust if not */
    if (ptr->msound == MS_GUARDIAN && ptr != &pm_guardian) {
        int mndx = monsndx(ptr);

        ptr = &mons[genus(mndx, 1)];
    }

    /* be sure to do this before talking; the monster might teleport away, in
       which case we want to check its pre-teleport position */
    if (!canspotmon(mtmp))
        map_invisible(mtmp->mx, mtmp->my);

    switch (ptr->msound) {
    case MS_ORACLE:
        return doconsult(mtmp);
    case MS_PRIEST:
        priest_talk(mtmp);
        break;
    case MS_LEADER:
    case MS_NEMESIS:
    case MS_GUARDIAN:
        quest_chat(mtmp);
        break;
    case MS_SELL:      /* pitch, pay, total */
        shk_chat(mtmp);
        break;
    case MS_VAMPIRE:
        {
            /* vampire messages are varied by tameness, peacefulness, and time
               of night */
            boolean isnight = night();
            boolean kindred = (Upolyd &&
                               (u.umonnum == PM_VAMPIRE ||
                                u.umonnum == PM_VAMPIRE_LORD));
            boolean nightchild = (Upolyd &&
                                  (u.umonnum == PM_WOLF ||
                                   u.umonnum == PM_WINTER_WOLF ||
                                   u.umonnum == PM_WINTER_WOLF_CUB));
            const char *racenoun = (u.ufemale &&
                                    urace.individual.f) ? urace.
                individual.f : (urace.individual.m) ? urace.individual.
                m : urace.noun;

            if (mtmp->mtame) {
                if (kindred)
                    verbl_msg = msgprintf("Good %s to you Master%s",
                                          isnight ? "evening" : "day",
                                          isnight ? "!" :
                                          ".  Why do we not rest?");
                else
                    verbl_msg = msgcat(
                        nightchild ? "Child of the night, " : "",
                        midnight()? "I can stand this craving no longer!" :
                        isnight ?
                        "I beg you, help me satisfy this growing craving!" :
                        "I find myself growing a little weary.");
            } else if (mtmp->mpeaceful) {
                if (kindred && isnight)
                    verbl_msg = msgprintf("Good feeding %s!",
                                          u.ufemale ? "sister" : "brother");
                else if (nightchild && isnight)
                    verbl_msg = "How nice to hear you, child of the night!";
                else
                    verbl_msg = "I only drink... potions.";
            } else {
                int vampindex;

                static const char *const vampmsg[] = {
                    /* These first two (0 and 1) are specially handled below */
                    "I vant to suck your %s!",
                    "I vill come after %s without regret!",
                    /* other famous vampire quotes can follow here if desired */
                };
                if (kindred)
                    verbl_msg =
                        "This is my hunting ground that you dare to prowl!";
                else if (youmonst.data == &mons[PM_SILVER_DRAGON] ||
                         youmonst.data == &mons[PM_BABY_SILVER_DRAGON]) {
                    /* Silver dragons are silver in color, not made of silver */
                    verbl_msg = msgprintf(
                        "%s! Your silver sheen does not frighten me!",
                        youmonst.data ==
                        &mons[PM_SILVER_DRAGON] ? "Fool" : "Young Fool");
                } else {
                    vampindex = rn2(SIZE(vampmsg));
                    if (vampindex == 0) {
                        verbl_msg = msgprintf(
                            vampmsg[vampindex], body_part(BLOOD));
                    } else if (vampindex == 1) {
                        verbl_msg = msgprintf(
                            vampmsg[vampindex],
                            Upolyd ? an(mons[u.umonnum].mname) : an(racenoun));
                    } else
                        verbl_msg = vampmsg[vampindex];
                }
            }
        }
        break;
    case MS_WERE:
        if (flags.moonphase == FULL_MOON && (night() ^ !rn2(13))) {
            pline("%s throws back %s head and lets out a blood curdling %s!",
                  Monnam(mtmp), mhis(mtmp),
                  ptr == &mons[PM_HUMAN_WERERAT] ? "shriek" : "howl");
            wake_nearto(mtmp->mx, mtmp->my, 11 * 11);
        } else
            pline_msg =
                "whispers inaudibly.  All you can make out is \"moon\".";
        break;
    case MS_BARK:
        if (flags.moonphase == FULL_MOON && night()) {
            pline_msg = "howls.";
        } else if (mtmp->mpeaceful) {
            if (mtmp->mtame &&
                (mtmp->mconf || mtmp->mflee || mtmp->mtrapped ||
                 moves > EDOG(mtmp)->hungrytime || mtmp->mtame < 5))
                pline_msg = "whines.";
            else if (mtmp->mtame && EDOG(mtmp)->hungrytime > moves + 1000)
                pline_msg = "yips.";
            else {
                if (mtmp->data == &mons[PM_FOX])
                    pline_msg = whatthefoxsays();
                else if (mtmp->data != &mons[PM_DINGO])  /* dingos do not
                                                           actually bark */
                    pline_msg = "barks.";
            }
        } else {
            if (mtmp->data == &mons[PM_FOX])
                pline_msg = whatthefoxsays();
            else
                pline_msg = "growls.";
        }
        break;
    case MS_MEW:
        if (mtmp->mtame) {
            if (mtmp->mconf || mtmp->mflee || mtmp->mtrapped || mtmp->mtame < 5)
                pline_msg = "yowls.";
            else if (moves > EDOG(mtmp)->hungrytime)
                pline_msg = "meows.";
            else if (EDOG(mtmp)->hungrytime > moves + 1000)
                pline_msg = "purrs.";
            else
                pline_msg = "mews.";
            break;
        }       /* else FALLTHRU */
    case MS_GROWL:
        pline_msg = mtmp->mpeaceful ? "snarls." : "growls!";
        break;
    case MS_ROAR:
        pline_msg = mtmp->mpeaceful ? "snarls." : "roars!";
        break;
    case MS_SQEEK:
        pline_msg = "squeaks.";
        break;
    case MS_SQAWK:
        if (ptr == &mons[PM_RAVEN] && !mtmp->mpeaceful)
            verbl_msg = "Nevermore!";
        else
            pline_msg = "squawks.";
        break;
    case MS_HISS:
        if (!mtmp->mpeaceful)
            pline_msg = "hisses!";
        else
            return 0;   /* no sound */
        break;
    case MS_BUZZ:
        pline_msg = mtmp->mpeaceful ? "drones." : "buzzes angrily.";
        break;
    case MS_GRUNT:
        pline_msg = "grunts.";
        break;
    case MS_NEIGH:
        if (mtmp->mtame < 5)
            pline_msg = "neighs.";
        else if (moves > EDOG(mtmp)->hungrytime)
            pline_msg = "whinnies.";
        else
            pline_msg = "whickers.";
        break;
    case MS_WAIL:
        pline_msg = "wails mournfully.";
        break;
    case MS_GURGLE:
        pline_msg = "gurgles.";
        break;
    case MS_BURBLE:
        pline_msg = "burbles.";
        break;
    case MS_SHRIEK:
        pline_msg = "shrieks.";
        aggravate();
        break;
    case MS_IMITATE:
        pline_msg = "imitates you.";
        break;
    case MS_BONES:
        pline("%s rattles noisily.", Monnam(mtmp));
        pline("You freeze for a moment.");
        helpless(2, hr_afraid, "scared by rattling", NULL);
        break;
    case MS_LAUGH:
        {
            static const char *const laugh_msg[4] = {
                "giggles.", "chuckles.", "snickers.", "laughs.",
            };
            pline_msg = laugh_msg[rn2(4)];
        }
        break;
    case MS_MUMBLE:
        pline_msg = "mumbles incomprehensibly.";
        break;
    case MS_WISHGIVER:
        if (mtmp->mtame) {
            verbl_msg = "Sorry, I'm all out of wishes.";
        } else if (mtmp->mpeaceful) {
            if (ptr == &mons[PM_WATER_DEMON])
                pline_msg = "gurgles.";
            else
                verbl_msg = "I'm free!";
        } else
            verbl_msg = "This will teach you not to disturb me!";
        break;
    case MS_BOAST:     /* giants */
        if (!mtmp->mpeaceful) {
            switch (rn2(4)) {
            case 0:
                pline("%s boasts about %s gem collection.", Monnam(mtmp),
                      mhis(mtmp));
                break;
            case 1:
                pline_msg = "complains about a diet of mutton.";
                break;
            default:
                pline_msg = "shouts \"Fee Fie Foe Foo!\" and guffaws.";
                wake_nearto(mtmp->mx, mtmp->my, 7 * 7);
                break;
            }
            break;
        }
        /* else FALLTHRU */
    case MS_HUMANOID:
        if (!mtmp->mpeaceful) {
            if (In_endgame(&u.uz) && is_mplayer(ptr)) {
                mplayer_talk(mtmp);
                break;
            } else
                return 0;       /* no sound */
        }
        /* Generic peaceful humanoid behaviour. */
        if (mtmp->mflee)
            pline_msg = "wants nothing to do with you.";
        else if (mtmp->mhp < mtmp->mhpmax / 4)
            pline_msg = "moans.";
        else if (mtmp->mconf || mtmp->mstun)
            verbl_msg = !rn2(3) ? "Huh?" : rn2(2) ? "What?" : "Eh?";
        else if (!mtmp->mcansee)
            verbl_msg = "I can't see!";
        else if (mtmp->mtrapped) {
            struct trap *t = t_at(level, mtmp->mx, mtmp->my);

            if (t)
                t->tseen = 1;
            verbl_msg = "I'm trapped!";
        } else if (mtmp->mhp < mtmp->mhpmax / 2)
            pline_msg = "asks for a potion of healing.";
        else if (mtmp->mtame && !mtmp->isminion &&
                 moves > EDOG(mtmp)->hungrytime)
            verbl_msg = "I'm hungry.";
        /* Specific monsters' interests */
        else if (is_elf(ptr))
            pline_msg = "curses orcs.";
        else if (is_dwarf(ptr))
            pline_msg = "talks about mining.";
        else if (likes_magic(ptr))
            pline_msg = "talks about spellcraft.";
        else if (ptr->mlet == S_CENTAUR)
            pline_msg = "discusses hunting.";
        else
            switch (monsndx(ptr)) {
            case PM_HOBBIT:
                pline_msg =
                    (mtmp->mhpmax - mtmp->mhp >=
                     10) ? "complains about unpleasant dungeon conditions." :
                    "asks you about the One Ring.";
                break;
            case PM_ARCHEOLOGIST:
                pline_msg =
                    "describes a recent article in \"Spelunker Today\" "
                    "magazine.";
                break;
            case PM_TOURIST:
                verbl_msg = "Aloha.";
                break;
            case PM_PRISONER:
                verbl_msg = "Thank you for freeing me!";
                break;
            default:
                pline_msg = "discusses dungeon exploration.";
                break;
            }
        break;
    case MS_SEDUCE:
        if (ptr->mlet != S_NYMPH && flags.seduce_enabled &&
            could_seduce(mtmp, &youmonst, NULL) == 1) {
            doseduce(mtmp);
            break;
        }

        switch ((poly_gender() != (int)mtmp->female) ? rn2(3) : 0) {
        case 2:
            verbl_msg = "Hello, sailor.";
            break;
        case 1:
            pline_msg = "comes on to you.";
            break;
        default:
            pline_msg = "cajoles you.";
        }
        break;
    case MS_ARREST:
        if (mtmp->mpeaceful)
            verbalize("Just the facts, %s.", u.ufemale ? "Ma'am" : "Sir");
        else {
            static const char *const arrest_msg[3] = {
                "Anything you say can be used against you.",
                "You're under arrest!",
                "Stop in the name of the Law!",
            };
            verbl_msg = arrest_msg[rn2(3)];
        }
        break;
    case MS_BRIBE:
        if (mtmp->mpeaceful && !mtmp->mtame) {
            demon_talk(mtmp);
            break;
        }
        /* fall through */
    case MS_CUSS:
        if (!mtmp->mpeaceful)
            cuss(mtmp);
        break;
    case MS_SPELL:
        /* deliberately vague, since it's not actually casting any spell */
        pline_msg = "seems to mutter a cantrip.";
        break;
    case MS_NURSE:
        if (uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep)))
            verbl_msg = "Put that weapon away before you hurt someone!";
        else if (uarmc || (uarm && !uskin()) ||
                 uarmh || uarms || uarmg || uarmf)
            verbl_msg =
                Role_if(PM_HEALER) ?
                "Doc, I can't help you unless you cooperate." :
                "Please undress so I can examine you.";
        else if (uarmu)
            verbl_msg = "Take off your shirt, please.";
        else
            verbl_msg = "Relax, this won't hurt a bit.";
        break;
    case MS_GUARD:
        if (money_cnt(invent))
            verbl_msg = "Please drop that gold and follow me.";
        else
            verbl_msg = "Please follow me.";
        break;
    case MS_SOLDIER:
        {
            static const char *const soldier_foe_msg[3] = {
                "Resistance is useless!",
                "You're dog meat!",
                "Surrender!",
            }, *const soldier_pax_msg[3] = {
                "What lousy pay we're getting here!",
                "The food's not fit for Orcs!",
                "My feet hurt, I've been on them all day!",
            };
            verbl_msg = mtmp->mpeaceful ? soldier_pax_msg[rn2(3)]
                : soldier_foe_msg[rn2(3)];
        }
        break;
    case MS_RIDER:
        if (ptr == &mons[PM_DEATH] && !rn2(10))
            pline_msg = "is busy reading a copy of Sandman #8.";
        else
            verbl_msg = "Who do you think you are, War?";
        break;
    }

    if (pline_msg)
        pline("%s %s", Monnam(mtmp), pline_msg);
    else if (verbl_msg)
        verbalize("%s", verbl_msg);
    return 1;
}
Example #5
0
static int dochat(void)
{
    struct monst *mtmp;
    int tx, ty;
    struct obj *otmp;
    schar dx, dy, dz;
    int mdx, mdy, mon_count;

    if (is_silent(youmonst.data)) {
	pline("As %s, you cannot speak.", an(mons_mname(youmonst.data)));
	return 0;
    }
    if (Strangled) {
	pline("You can't speak.  You're choking!");
	return 0;
    }
    if (u.uswallow) {
	pline("They won't hear you out there.");
	return 0;
    }
    if (Underwater) {
	pline("Your speech is unintelligible underwater.");
	return 0;
    }

    if (!Blind && (otmp = shop_object(u.ux, u.uy)) != NULL) {
	/* standing on something in a shop and chatting causes the shopkeeper
	   to describe the price(s).  This can inhibit other chatting inside
	   a shop, but that shouldn't matter much.  shop_object() returns an
	   object iff inside a shop and the shopkeeper is present and willing
	   (not angry) and able (not asleep) to speak and the position contains
	   any objects other than just gold.
	*/
	price_quote(otmp);
	return 1;
    }

    /* count the monsters around the player */
    mon_count = 0;
    for (mdx = -1; mdx <= 1; mdx++) {
	for (mdy = -1; mdy <= 1; mdy++) {
	    if (mdx == 0 && mdy == 0) {
		/* account for steed */
		if (u.usteed) {
		    mon_count++;
		    dx = 0;
		    dy = 0;
		    dz = 1;
		}
		continue;
	    }

	    mtmp = m_at(level, u.ux + mdx, u.uy + mdy);
	    if (mtmp && canspotmon(level, mtmp)) {
		mon_count++;
		dx = mdx;
		dy = mdy;
		dz = 0;
	    }
	}
    }

    /* don't ask for a direction if there's only one monster around */
    if ((mon_count != 1 || iflags.paranoid_chat) &&
	!getdir("Talk to whom? (in what direction)", &dx, &dy, &dz)) {
	/* decided not to chat */
	return 0;
    }

    if (u.usteed && dz > 0) {
	if (!u.usteed->mcanmove || u.usteed->msleeping) {
	    pline("Your steed remains silent...");
	    return 0;
	}
	return domonnoise(u.usteed);
    }
    if (dz) {
	pline("They won't hear you %s there.", dz < 0 ? "up" : "down");
	return 0;
    }

    if (dx == 0 && dy == 0) {
/*
 * Let's not include this.  It raises all sorts of questions: can you wear
 * 2 helmets, 2 amulets, 3 pairs of gloves or 6 rings as a marilith,
 * etc...  --KAA
	if (u.umonnum == PM_ETTIN) {
	    pline("You discover that your other head makes boring conversation.");
	    return 1;
	}
*/
	pline("Talking to yourself is a bad habit for a dungeoneer.");
	return 0;
    }

    tx = u.ux + dx;
    ty = u.uy + dy;
    mtmp = m_at(level, tx, ty);

    if (!mtmp || mtmp->mundetected ||
		mtmp->m_ap_type == M_AP_FURNITURE ||
		mtmp->m_ap_type == M_AP_OBJECT)
	return 0;

    /* sleeping monsters won't talk, except priests (who wake up) */
    if ((!mtmp->mcanmove || mtmp->msleeping) && !mtmp->ispriest) {
	/* If it is unseen, the player can't tell the difference between
	   not noticing him and just not existing, so skip the message. */
	if (canspotmon(level, mtmp))
	    pline("%s seems not to notice you.", Monnam(mtmp));
	return 0;
    }

    /* if this monster is waiting for something, prod it into action */
    mtmp->mstrategy &= ~STRAT_WAITMASK;

    if (mtmp->mtame && mtmp->meating) {
	if (!canspotmon(level, mtmp))
	    map_invisible(mtmp->mx, mtmp->my);
	pline("%s is eating noisily.", Monnam(mtmp));
	return 0;
    }

    if (Role_if(PM_CONVICT) && is_rat(mtmp->data) &&
	!mtmp->mpeaceful && !mtmp->mtame) {
	int soothe_roll = rnl(10);
	pline("You attempt to soothe the %s with chittering sounds.",
	      l_monnam(mtmp));
	if (soothe_roll < 2) {
	    tamedog(mtmp, NULL);
	} else if (soothe_roll > 8) {
	    pline("%s unfortunately ignores your overtures.", Monnam(mtmp));
	} else {
	    mtmp->mpeaceful = 1;
	    set_malign(mtmp);
	}
	return 1;
    }

    return domonnoise(mtmp);
}
Example #6
0
static int
dochat(int idx, int idy, int idz)
{
    struct monst *mtmp;
    int tx, ty;
    struct obj *otmp;
    schar dx = idx;
    schar dy = idy;
    schar dz = idz;

    if (is_silent(youmonst.data)) {
        pline("As %s, you cannot speak.", an(youmonst.data->mname));
        return 0;
    }
    if (Strangled) {
        pline("You can't speak.  You're choking!");
        return 0;
    }
    if (u.uswallow) {
        pline("They won't hear you out there.");
        return 0;
    }
    if (Underwater) {
        pline("Your speech is unintelligible underwater.");
        return 0;
    }

    if (!Blind && (otmp = shop_object(u.ux, u.uy)) != NULL) {
        /* standing on something in a shop and chatting causes the shopkeeper
           to describe the price(s).  This can inhibit other chatting inside a
           shop, but that shouldn't matter much.  shop_object() returns an
           object iff inside a shop and the shopkeeper is present and willing
           (not angry) and able (not asleep) to speak and the position contains
           any objects other than just gold. */
        price_quote(otmp);
        return 1;
    }

    if (dx == -2 || dy == -2 || dz == -2) {
        if (!getdir(NULL, &dx, &dy, &dz)) {
            /* decided not to chat */
            return 0;
        }
    }

    if (u.usteed && dz > 0) {
        if (!u.usteed->mcanmove || u.usteed->msleeping) {
            pline("Your steed remains silent...");
            return 0;
        }
        return domonnoise(u.usteed);
    }
    if (dz) {
        pline("They won't hear you %s there.", dz < 0 ? "up" : "down");
        return 0;
    }

    if (dx == 0 && dy == 0) {
        /*
         * Let's not include this.  It raises all sorts of questions: can you wear
         * 2 helmets, 2 amulets, 3 pairs of gloves or 6 rings as a marilith,
         * etc...  --KAA
                if (u.umonnum == PM_ETTIN) {
                    pline("You discover that your other head makes boring conversation.");
                    return 1;
                }
        */
        pline("Talking to yourself is a bad habit for a dungeoneer.");
        return 0;
    }

    tx = u.ux + dx;
    ty = u.uy + dy;
    mtmp = m_at(level, tx, ty);

    if (!mtmp || mtmp->mundetected || mtmp->m_ap_type == M_AP_FURNITURE ||
            mtmp->m_ap_type == M_AP_OBJECT) {
        return doclose(dx, dy, 0);
    }

    /* sleeping monsters won't talk, except priests (who wake up) */
    if ((!mtmp->mcanmove || mtmp->msleeping) && !mtmp->ispriest) {
        /* If it is unseen, the player can't tell the difference between not
           noticing him and just not existing, so skip the message. */
        if (canspotmon(mtmp))
            pline("%s seems not to notice you.", Monnam(mtmp));
        return 0;
    }

    /* if this monster is waiting for something, prod it into action */
    mtmp->mstrategy &= ~STRAT_WAITMASK;

    if (mtmp->mtame && mtmp->meating) {
        if (!canspotmon(mtmp))
            map_invisible(mtmp->mx, mtmp->my);
        pline("%s is eating noisily.", Monnam(mtmp));
        return 0;
    }

    return domonnoise(mtmp);
}
Example #7
0
void invault(void) {
    struct monst *guard;
    int trycount, vaultroom = (int)vault_occupied(u.urooms);

    if (!vaultroom) {
        u.uinvault = 0;
        return;
    }

    vaultroom -= ROOMOFFSET;

    guard = findgd();
    if (++u.uinvault % 30 == 0 && !guard) { /* if time ok and no guard now. */
        char buf[BUFSZ];
        int x, y, dd, gx, gy;
        int lx = 0, ly = 0;
        /* first find the goal for the guard */
        for (dd = 2; (dd < ROWNO || dd < COLNO); dd++) {
            for (y = u.uy - dd; y <= u.uy + dd; ly = y, y++) {
                if (y < 0 || y > ROWNO - 1)
                    continue;
                for (x = u.ux - dd; x <= u.ux + dd; lx = x, x++) {
                    if (y != u.uy - dd && y != u.uy + dd && x != u.ux - dd)
                        x = u.ux + dd;
                    if (x < 1 || x > COLNO - 1)
                        continue;
                    if (levl[x][y].typ == CORR) {
                        if (x < u.ux)
                            lx = x + 1;
                        else if (x > u.ux)
                            lx = x - 1;
                        else
                            lx = x;
                        if (y < u.uy)
                            ly = y + 1;
                        else if (y > u.uy)
                            ly = y - 1;
                        else
                            ly = y;
                        if (levl[lx][ly].typ != STONE && levl[lx][ly].typ != CORR)
                            goto incr_radius;
                        goto fnd;
                    }
                }
            }
            incr_radius: ;
        }
        impossible("Not a single corridor on this level??");
        tele();
        return;
        fnd: gx = x;
        gy = y;

        /* next find a good place for a door in the wall */
        x = u.ux;
        y = u.uy;
        if (levl[x][y].typ != ROOM) { /* player dug a door and is in it */
            if (levl[x + 1][y].typ == ROOM)
                x = x + 1;
            else if (levl[x][y + 1].typ == ROOM)
                y = y + 1;
            else if (levl[x - 1][y].typ == ROOM)
                x = x - 1;
            else if (levl[x][y - 1].typ == ROOM)
                y = y - 1;
            else if (levl[x + 1][y + 1].typ == ROOM) {
                x = x + 1;
                y = y + 1;
            } else if (levl[x - 1][y - 1].typ == ROOM) {
                x = x - 1;
                y = y - 1;
            } else if (levl[x + 1][y - 1].typ == ROOM) {
                x = x + 1;
                y = y - 1;
            } else if (levl[x - 1][y + 1].typ == ROOM) {
                x = x - 1;
                y = y + 1;
            }
        }
        while (levl[x][y].typ == ROOM) {
            int dx, dy;

            dx = (gx > x) ? 1 : (gx < x) ? -1 : 0;
            dy = (gy > y) ? 1 : (gy < y) ? -1 : 0;
            if (abs(gx - x) >= abs(gy - y))
                x += dx;
            else
                y += dy;
        }
        if (x == u.ux && y == u.uy) {
            if (levl[x + 1][y].typ == HWALL || levl[x + 1][y].typ == DOOR)
                x = x + 1;
            else if (levl[x - 1][y].typ == HWALL || levl[x - 1][y].typ == DOOR)
                x = x - 1;
            else if (levl[x][y + 1].typ == VWALL || levl[x][y + 1].typ == DOOR)
                y = y + 1;
            else if (levl[x][y - 1].typ == VWALL || levl[x][y - 1].typ == DOOR)
                y = y - 1;
            else
                return;
        }

        /* make something interesting happen */
        if (!(guard = makemon(&mons[PM_GUARD], x, y, NO_MM_FLAGS)))
            return;
        guard->isgd = 1;
        guard->mpeaceful = 1;
        set_malign(guard);
        EGD(guard)->gddone = 0;
        EGD(guard)->ogx = x;
        EGD(guard)->ogy = y;
        assign_level(&(EGD(guard)->gdlevel), &u.uz);
        EGD(guard)->vroom = vaultroom;
        EGD(guard)->warncnt = 0;

        reset_faint(); /* if fainted - wake up */
        if (canspotmon(guard)) {
            char name[BUFSZ];
            g_monnam(name, BUFSZ, guard);
            pline("Suddenly one of the Vault's %s enters!", makeplural(name));
        } else {
            pline("Someone else has entered the Vault.");
        }
        newsym(guard->mx, guard->my);
        if (youmonst.m_ap_type == M_AP_OBJECT || u.uundetected) {
            if (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance != GOLD_PIECE)
                verbalize("Hey! Who left that %s in here?", mimic_obj_name(&youmonst));
            /* You're mimicking some object or you're hidden. */
            pline("Puzzled, %s turns around and leaves.", mhe(guard));
            mongone(guard);
            return;
        }
        if (Strangled|| is_silent(youmonst.data) || multi < 0) {
            /* [we ought to record whether this this message has already
             been given in order to vary it upon repeat visits, but
             discarding the monster and its egd data renders that hard] */
            verbalize("I'll be back when you're ready to speak to me!");
            mongone(guard);
            return;
        }

        stop_occupation(); /* if occupied, stop it *now* */
        trycount = 5;
        do {
            getlin("\"Hello stranger, who are you?\" -", buf);
            (void)mungspaces(buf);
        } while (!letter(buf[0]) && --trycount > 0);

        if (u.ualign.type == A_LAWFUL &&
        /* ignore trailing text, in case player includes character's rank */
        strncmpi(buf, plname, (int)strlen(plname)) != 0) {
            adjalign(-1); /* Liar! */
        }

        if (!strcmpi(buf, "Croesus") || !strcmpi(buf, "Kroisos") || !strcmpi(buf, "Creosote")) {
            if (!mvitals[PM_CROESUS].died) {
                verbalize("Oh, yes, of course.  Sorry to have disturbed you.");
                mongone(guard);
            } else {
                setmangry(guard);
                verbalize("Back from the dead, are you?  I'll remedy that!");
                /* don't want guard to waste next turn wielding a weapon */
                if (!MON_WEP(guard)) {
                    guard->weapon_check = NEED_HTH_WEAPON;
                    (void)mon_wield_item(guard);
                }
            }
            return;
        }
        verbalize("I don't know you.");
        if (!u.ugold && !hidden_gold())
            verbalize("Please follow me.");
        else {
            if (!u.ugold)
                verbalize("You have hidden gold.");
            verbalize("Most likely all your gold was stolen from this vault.");
            verbalize("Please drop that gold and follow me.");
        }
        EGD(guard)->gdx = gx;
        EGD(guard)->gdy = gy;
        EGD(guard)->fcbeg = 0;
        EGD(guard)->fakecorr[0].fx = x;
        EGD(guard)->fakecorr[0].fy = y;
        if (IS_WALL(levl[x][y].typ))
            EGD(guard)->fakecorr[0].ftyp = levl[x][y].typ;
        else { /* the initial guard location is a dug door */
            int vlt = EGD(guard)->vroom;
            signed char lowx = rooms[vlt].lx, hix = rooms[vlt].hx;
            signed char lowy = rooms[vlt].ly, hiy = rooms[vlt].hy;

            if (x == lowx - 1 && y == lowy - 1)
                EGD(guard)->fakecorr[0].ftyp = TLCORNER;
            else if (x == hix + 1 && y == lowy - 1)
                EGD(guard)->fakecorr[0].ftyp = TRCORNER;
            else if (x == lowx - 1 && y == hiy + 1)
                EGD(guard)->fakecorr[0].ftyp = BLCORNER;
            else if (x == hix + 1 && y == hiy + 1)
                EGD(guard)->fakecorr[0].ftyp = BRCORNER;
            else if (y == lowy - 1 || y == hiy + 1)
                EGD(guard)->fakecorr[0].ftyp = HWALL;
            else if (x == lowx - 1 || x == hix + 1)
                EGD(guard)->fakecorr[0].ftyp = VWALL;
        }
        levl[x][y].typ = DOOR;
        levl[x][y].flags = D_NODOOR;
        unblock_point(x, y); /* doesn't block light */
        EGD(guard)->fcend = 1;
        EGD(guard)->warncnt = 1;
    }
}
Example #8
0
void
invault(void)
{
    struct monst *guard;
    int trycount, vaultroom = (int)vault_occupied(u.urooms);
    boolean messages = TRUE;

    if (!vaultroom) {
        u.uinvault = 0;
        return;
    }

    vaultroom -= ROOMOFFSET;

    guard = findgd();
    if (++u.uinvault % 30 == 0 && !guard) {  /* if time ok and no guard now. */
        int x, y, gx, gy;
        xchar rx, ry;
        long umoney;
        const char *buf;

        /* first find the goal for the guard */
        if (!find_guard_dest(NULL, &rx, &ry))
            return;
        gx = rx;
        gy = ry;

        /* next find a good place for a door in the wall */
        x = u.ux;
        y = u.uy;
        if (level->locations[x][y].typ != ROOM) {       /* player dug a door
                                                           and is in it */
            if (level->locations[x + 1][y].typ == ROOM)
                x = x + 1;
            else if (level->locations[x][y + 1].typ == ROOM)
                y = y + 1;
            else if (level->locations[x - 1][y].typ == ROOM)
                x = x - 1;
            else if (level->locations[x][y - 1].typ == ROOM)
                y = y - 1;
            else if (level->locations[x + 1][y + 1].typ == ROOM) {
                x = x + 1;
                y = y + 1;
            } else if (level->locations[x - 1][y - 1].typ == ROOM) {
                x = x - 1;
                y = y - 1;
            } else if (level->locations[x + 1][y - 1].typ == ROOM) {
                x = x + 1;
                y = y - 1;
            } else if (level->locations[x - 1][y + 1].typ == ROOM) {
                x = x - 1;
                y = y + 1;
            }
        }
        while (level->locations[x][y].typ == ROOM) {
            int dx, dy;

            dx = (gx > x) ? 1 : (gx < x) ? -1 : 0;
            dy = (gy > y) ? 1 : (gy < y) ? -1 : 0;
            if (abs(gx - x) >= abs(gy - y))
                x += dx;
            else
                y += dy;
        }
        if (x == u.ux && y == u.uy) {
            if (level->locations[x + 1][y].typ == HWALL ||
                level->locations[x + 1][y].typ == DOOR)
                x = x + 1;
            else if (level->locations[x - 1][y].typ == HWALL ||
                     level->locations[x - 1][y].typ == DOOR)
                x = x - 1;
            else if (level->locations[x][y + 1].typ == VWALL ||
                     level->locations[x][y + 1].typ == DOOR)
                y = y + 1;
            else if (level->locations[x][y - 1].typ == VWALL ||
                     level->locations[x][y - 1].typ == DOOR)
                y = y - 1;
            else
                return;
        }

        /* make something interesting happen */
        if (!(guard = makemon(&mons[PM_GUARD], level, x, y, NO_MM_FLAGS)))
            return;
        guard->isgd = 1;
        msethostility(guard, FALSE, TRUE);
        EGD(guard)->gddone = 0;
        EGD(guard)->ogx = x;
        EGD(guard)->ogy = y;
        assign_level(&(EGD(guard)->gdlevel), &u.uz);
        EGD(guard)->vroom = vaultroom;
        EGD(guard)->warncnt = 0;

        /* We used to reset fainted status here, but that doesn't really make
           sense; instead, that's treated like normal helplessness */
        if (canspotmon(guard))
            pline("Suddenly one of the Vault's guards enters!");
        else if (canhear())
            You_hear("someone else enter the Vault.");
        else
            messages = FALSE;

        newsym(guard->mx, guard->my);
        if (youmonst.m_ap_type == M_AP_OBJECT || u.uundetected || u.uburied) {
            if (youmonst.m_ap_type == M_AP_OBJECT &&
                youmonst.mappearance != GOLD_PIECE)
                verbalize("Hey! Who left that %s in here?",
                          mimic_obj_name(&youmonst));
            /* You're mimicking some object or you're hidden. */
            if (messages)
                pline("Puzzled, %s turns around and leaves.", mhe(guard));
            mongone(guard);
            return;
        }
        if (Engulfed) {
            if ((!u.ustuck->minvis || perceives(guard->data)))
                verbalize("How did that %s get in here?", m_monnam(u.ustuck));
            if (messages)
                pline("Puzzled, %s turns around and leaves.", mhe(guard));
            mongone(guard);
            return;
        }
        if (Strangled || is_silent(youmonst.data) || u_helpless(hm_all)) {
            /* [we ought to record whether this this message has already been
               given in order to vary it upon repeat visits, but discarding the 
               monster and its egd data renders that hard] */
            verbalize("I'll be back when you're ready to speak to me!");
            mongone(guard);
            return;
        }

        action_interrupted();

        trycount = 5;
        do {
            buf = getlin("\"Hello stranger, who are you?\" -", FALSE);
            buf = msgmungspaces(buf);
        } while (!letter(buf[0]) && --trycount > 0);

        if (u.ualign.type == A_LAWFUL &&
            /* ignore trailing text, in case player includes character's rank */
            strncmpi(buf, u.uplname, (int)strlen(u.uplname)) != 0) {
            adjalign(-1);       /* Liar! */
        }

        if (!strcmpi(buf, "Croesus") || !strcmpi(buf, "Kroisos") ||
            !strcmpi(buf, "Creosote")) {
            if (!mvitals[PM_CROESUS].died) {
                verbalize("Oh, yes, of course.  Sorry to have disturbed you.");
                mongone(guard);
            } else {
                setmangry(guard);
                verbalize("Back from the dead, are you?  I'll remedy that!");
                /* don't want guard to waste next turn wielding a weapon */
                if (!MON_WEP(guard)) {
                    guard->weapon_check = NEED_HTH_WEAPON;
                    mon_wield_item(guard);
                }
            }
            return;
        }
        verbalize("I don't know you.");
        umoney = money_cnt(invent);
        if (!umoney && !hidden_gold())
            verbalize("Please follow me.");
        else {
            if (!umoney)
                verbalize("You have hidden money.");
            verbalize("Most likely all your money was stolen from this vault.");
            verbalize("Please drop that money and follow me.");
        }

        EGD(guard)->gdx = gx;
        EGD(guard)->gdy = gy;
        EGD(guard)->fcbeg = 0;
        EGD(guard)->fakecorr[0].fx = x;
        EGD(guard)->fakecorr[0].fy = y;
        if (IS_WALL(level->locations[x][y].typ))
            EGD(guard)->fakecorr[0].ftyp = level->locations[x][y].typ;
        else {  /* the initial guard location is a dug door */
            int vlt = EGD(guard)->vroom;
            xchar lowx = level->rooms[vlt].lx, hix = level->rooms[vlt].hx;
            xchar lowy = level->rooms[vlt].ly, hiy = level->rooms[vlt].hy;

            if (x == lowx - 1 && y == lowy - 1)
                EGD(guard)->fakecorr[0].ftyp = TLCORNER;
            else if (x == hix + 1 && y == lowy - 1)
                EGD(guard)->fakecorr[0].ftyp = TRCORNER;
            else if (x == lowx - 1 && y == hiy + 1)
                EGD(guard)->fakecorr[0].ftyp = BLCORNER;
            else if (x == hix + 1 && y == hiy + 1)
                EGD(guard)->fakecorr[0].ftyp = BRCORNER;
            else if (y == lowy - 1 || y == hiy + 1)
                EGD(guard)->fakecorr[0].ftyp = HWALL;
            else if (x == lowx - 1 || x == hix + 1)
                EGD(guard)->fakecorr[0].ftyp = VWALL;
        }
        level->locations[x][y].typ = DOOR;
        level->locations[x][y].doormask = D_NODOOR;
        unblock_point(x, y);    /* doesn't block light */
        EGD(guard)->fcend = 1;
        EGD(guard)->warncnt = 1;
    }
}