Exemple #1
0
static void
convert_arg (char c)
{
        const char *str;

        switch (c) {

            case 'p':   str = plname;
                        break;
            case 'c':   str = (flags.female && urole.name.f) ?
                                urole.name.f : urole.name.m;
                        break;
            case 'r':   str = rank_of(u.ulevel, Role_switch, flags.female);
                        break;
            case 'R':   str = rank_of(MIN_QUEST_LEVEL, Role_switch,
                                flags.female);
                        break;
            case 's':   str = (flags.female) ? "sister" : "brother";
                        break;
            case 'S':   str = (flags.female) ? "daughter" : "son";
                        break;
            case 'l':   str = ldrname();
                        break;
            case 'i':   str = intermed();
                        break;
            case 'o':   str = the(artiname(urole.questarti));
                        break;
            case 'n':   str = neminame();
                        break;
            case 'g':   str = guardname();
                        break;
            case 'G':   str = align_gtitle(u.ualignbase[A_ORIGINAL]);
                        break;
            case 'H':   str = homebase();
                        break;
            case 'a':   str = align_str(u.ualignbase[A_ORIGINAL]);
                        break;
            case 'A':   str = align_str(u.ualign.type);
                        break;
            case 'd':   str = align_gname(u.ualignbase[A_ORIGINAL]);
                        break;
            case 'D':   str = align_gname(A_LAWFUL);
                        break;
            case 'C':   str = "chaotic";
                        break;
            case 'N':   str = "neutral";
                        break;
            case 'L':   str = "lawful";
                        break;
            case 'x':   str = Blind() ? "sense" : "see";
                        break;
            case 'Z':   str = dungeons[0].dname;
                        break;
            case '%':   str = "%";
                        break;
             default:   str = "";
                        break;
        }
        strcpy(cvt_buf, str);
}
static const char *
convert_arg(char c)
{
    switch (c) {
    case 'p':
        return msg_from_string(u.uplname);
    case 'c':
        return (u.ufemale && urole.name.f) ? urole.name.f : urole.name.m;
    case 'r':
        return rank_of(u.ulevel, Role_switch, u.ufemale);
    case 'R':
        return rank_of(MIN_QUEST_LEVEL, Role_switch, u.ufemale);
    case 's':
        return (u.ufemale) ? "sister" : "brother";
    case 'S':
        return (u.ufemale) ? "daughter" : "son";
    case 'l':
    case 'n': {
        int i = c == 'l' ? urole.ldrnum : urole.neminum;;
        return msgcat(type_is_pname(&mons[i]) ? "" : "the ",
                      mons[i].mname);
    }
    case 'i':
        return urole.intermed;
    case 'o':
        return the(artiname(urole.questarti));
    case 'g':
        return mons[urole.guardnum].mname;
    case 'G':
        return align_gtitle(u.ualignbase[A_ORIGINAL]);
    case 'H':
        return urole.homebase;
    case 'a':
        return align_str(u.ualignbase[A_ORIGINAL]);
    case 'A':
        return align_str(u.ualign.type);
    case 'd':
        return align_gname(u.ualignbase[A_ORIGINAL]);
    case 'D':
        return align_gname(A_LAWFUL);
    case 'C':
        return "chaotic";
    case 'N':
        return "neutral";
    case 'L':
        return "lawful";
    case 'x':
        return Blind ? "sense" : "see";
    case 'Z':
        return msg_from_string(gamestate.dungeons[0].dname);
    case '%':
        return "%";
    default:
        return "";
    }
}
Exemple #3
0
/* external hook for do.c (level change check) */
boolean
ok_to_quest(boolean verbose)
{
    if (!(Qstat(got_quest)) && !(Qstat(got_thanks))) {
        if (verbose) {
            if (Hallucination)
                You_hear("the man telling you what you can and can't do.");
            else
                You_hear("a mysterious voice say "
                         "\"You must have permission to descend.\"");
        }
    } else if (is_pure(TRUE) <= 0) {
        if (verbose) {
            if (Hallucination)
                You_hear("someone whining about how you should treat %s "
                         "better.", halu_gname(u.ualignbase[A_ORIGINAL]));
            else
                You_hear("a mysterious voice say "
                         "\"Only the faithful of %s may descend.\"",
                         align_gname(u.ualignbase[A_ORIGINAL]));
        }
    } else
        return TRUE;

    if (verbose) {
        if (Hallucination)
            pline("This staircase is a lie, man!");
        else
            pline("A mysterious force prevents you from descending.");
    }
    return FALSE;
}
Exemple #4
0
void
summon_minion(aligntyp alignment, boolean talk)
{
    struct monst *mon;
    int mnum;

    switch ((int)alignment) {
    case A_LAWFUL:
        mnum = lminion();
        break;
    case A_NEUTRAL:
        mnum = PM_AIR_ELEMENTAL + rn2(4);
        break;
    case A_CHAOTIC:
    case A_NONE:
        mnum = ndemon(&u.uz, alignment);
        break;
    default:
        impossible("unaligned player?");
        mnum = ndemon(&u.uz, A_NONE);
        break;
    }
    if (mnum == NON_PM) {
        mon = 0;
    } else if (mons[mnum].pxtyp == MX_NONE) {
        const struct permonst *pm = &mons[mnum];

        mon = makemon(pm, level, u.ux, u.uy, MM_EMIN);
        if (mon) {
            mon->isminion = TRUE;
            EMIN(mon)->min_align = alignment;
        }
    } else if (roamer_type(&mons[mnum])) {
        mon = makemon(&mons[mnum], level, u.ux, u.uy, NO_MM_FLAGS);
        if (mon) {
            mon->isminion = TRUE;
            EPRI(mon)->shralign = alignment;
        }
    } else
        mon = makemon(&mons[mnum], level, u.ux, u.uy, NO_MM_FLAGS);
    if (mon) {
        if (talk) {
            pline("The voice of %s booms:", align_gname(alignment));
            verbalize("Thou shalt pay for thy indiscretion!");
            if (!Blind)
                pline("%s appears before you.", Amonnam(mon));
        }
        mon->mpeaceful = FALSE;
        /* don't call set_malign(); player was naughty */
    }
}