Exemple #1
0
void read_scroll(void)
{
	short ch;
	object *obj;
	char msg[DCOLS];

	if(blind)
	{
		message("You can't see to read the scroll.",0);
		return;
	}

	ch = pack_letter("Read what?", SCROLL);

	if (ch == ROGUE_KEY_CANCEL)
	{
		return;
	}
	if (!(obj = get_letter_object(ch)))
	{
		message("No such item.", 0);
		return;
	}
	if (obj->what_is != SCROLL)
	{
		message("You can't read that!", 0);
		return;
	}
	switch(obj->which_kind)
	{
		case SCARE_MONSTER:
			message("You hear a maniacal laughter in the distance.", 0);
			break;
		case HOLD_MONSTER:
			hold_monster();
			break;
		case ENCH_WEAPON:
			if (rogue.weapon)
			{
				if (rogue.weapon->what_is == WEAPON)
				{
					sprintf(msg, "Your %sglow%s %sfor a moment.",
					name_of(rogue.weapon),
					((rogue.weapon->quantity <= 1) ? "s" : ""),
					get_ench_color());
					message(msg, 0);
					if (coin_toss())
					{
						rogue.weapon->hit_enchant++;
					}
					else
					{
						rogue.weapon->d_enchant++;
					}
				}
				rogue.weapon->is_cursed = 0;
			}
			else
			{
				message("Your hands tingle.", 0);
			}
			break;
		case ENCH_ARMOR:
			if (rogue.armor)
			{
				sprintf(msg, "Your armor glows %sfor a moment.",
				get_ench_color());
				message(msg, 0);
				rogue.armor->d_enchant++;
				rogue.armor->is_cursed = 0;
				print_stats(STAT_ARMOR);
			}
			else
			{
				message("Your skin crawls.", 0);
			}
			break;
		case IDENTIFY:
			message("This is a scroll of identify.", 0);
			obj->identified = 1;
			id_scrolls[obj->which_kind].id_status = IDENTIFIED;
			identify_item(0) ;
			break;
		case TELEPORT:
			tele();
			/* (zerogue 0.4.0) The first time a rogue uses this scroll,
			 * he is briefly confused.
			 */
			if( ! obj->identified && id_scrolls[obj->which_kind].id_status != IDENTIFIED )
				confused += get_rand(0,5) ;
			break;
		case SLEEP:
			sleepify(obj) ;
			break ;
		case PROTECT_ARMOR:
			if (rogue.armor)
			{
				message("Your armor is covered by a shimmering gold shield.", 0);
				rogue.armor->is_protected = 1;
				rogue.armor->is_cursed = 0;
			}
			else
			{
				message("Your acne seems to have disappeared.", 0);
			}
			break;
		case REMOVE_CURSE:
				message((!halluc) ?
					"You feel as though someone is watching over you." :
					"You feel in touch with the universal oneness.", 0);
			uncurse_all();
			break;
		case CREATE_MONSTER:
			/* (zerogue 0.4.0) A summoned monster is briefly confused. */
			create_monster(1) ;
			break;
		case AGGRAVATE_MONSTER:
			aggravate();
			break;
		case MAGIC_MAPPING:
			message("This scroll seems to have a map on it.", 0);
			draw_magic_map();
			break;
	}
	if (id_scrolls[obj->which_kind].id_status != CALLED)
	{
		id_scrolls[obj->which_kind].id_status = IDENTIFIED;
	}
	vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
}
Exemple #2
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:
		    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);
}
void* WorldBuilder::unpack(void* buf)
{
  // unpack world database from network transfer
  // read style header
  uint16_t code, len;
  buf = nboUnpackUShort(buf, len);
  buf = nboUnpackUShort(buf, code);
  if (code != WorldCodeHeader) return NULL;

  // read style
  uint16_t gameStyle, maxPlayers, maxShots, maxFlags,serverMapVersion;
  buf = nboUnpackUShort(buf, serverMapVersion);
  if (serverMapVersion != mapVersion)
    return NULL;

  float worldSize;
  buf = nboUnpackFloat(buf, worldSize);
  BZDB.set(StateDatabase::BZDB_WORLDSIZE, string_util::format("%f", worldSize));
  buf = nboUnpackUShort(buf, gameStyle);
  setGameStyle(short(gameStyle));
  buf = nboUnpackUShort(buf, maxPlayers);
  setMaxPlayers(int(maxPlayers));
  buf = nboUnpackUShort(buf, maxShots);
  setMaxShots(int(maxShots));
  buf = nboUnpackUShort(buf, maxFlags);
  setMaxFlags(int(maxFlags));
  buf = nboUnpackFloat(buf, world->linearAcceleration);
  buf = nboUnpackFloat(buf, world->angularAcceleration);
  uint16_t shakeTimeout = 0, shakeWins;
  buf = nboUnpackUShort(buf, shakeTimeout);
  setShakeTimeout(0.1f * float(shakeTimeout));
  buf = nboUnpackUShort(buf, shakeWins);
  setShakeWins(shakeWins);
  uint32_t epochOffset;
  buf = nboUnpackUInt(buf, epochOffset);
  setEpochOffset(epochOffset);

  // read geometry
  buf = nboUnpackUShort(buf, len);
  buf = nboUnpackUShort(buf, code);
  while (code != WorldCodeEnd) {
    switch (code) {
      case WorldCodeBox: {
	float data[7];
	unsigned char tempflags;

	if (len != WorldCodeBoxSize)
	  return NULL;

	memset(data, 0, sizeof(float) * 7);
	buf = nboUnpackFloat(buf, data[0]);
	buf = nboUnpackFloat(buf, data[1]);
	buf = nboUnpackFloat(buf, data[2]);
	buf = nboUnpackFloat(buf, data[3]);
	buf = nboUnpackFloat(buf, data[4]);
	buf = nboUnpackFloat(buf, data[5]);
	buf = nboUnpackFloat(buf, data[6]);
	buf = nboUnpackUByte(buf, tempflags);
	BoxBuilding box(data, data[3], data[4], data[5], data[6],
			(tempflags & _DRIVE_THRU)!=0, (tempflags & _SHOOT_THRU)!=0);
	append(box);
	break;
      }
      case WorldCodePyramid: {
	float data[7];
	unsigned char tempflags;

	if (len != WorldCodePyramidSize)
	  return NULL;

	buf = nboUnpackFloat(buf, data[0]);
	buf = nboUnpackFloat(buf, data[1]);
	buf = nboUnpackFloat(buf, data[2]);
	buf = nboUnpackFloat(buf, data[3]);
	buf = nboUnpackFloat(buf, data[4]);
	buf = nboUnpackFloat(buf, data[5]);
	buf = nboUnpackFloat(buf, data[6]);
	buf = nboUnpackUByte(buf, tempflags);

	PyramidBuilding pyr(data, data[3], data[4], data[5], data[6],
			    (tempflags & _DRIVE_THRU)!=0, (tempflags & _SHOOT_THRU)!=0);
	if (tempflags & _FLIP_Z)
	  pyr.setZFlip();

	append(pyr);
	break;
      }
      case WorldCodeTeleporter: {
	float data[8];
	unsigned char tempflags;

	if (len != WorldCodeTeleporterSize)
	  return NULL;

	buf = nboUnpackFloat(buf, data[0]);
	buf = nboUnpackFloat(buf, data[1]);
	buf = nboUnpackFloat(buf, data[2]);
	buf = nboUnpackFloat(buf, data[3]);
	buf = nboUnpackFloat(buf, data[4]);
	buf = nboUnpackFloat(buf, data[5]);
	buf = nboUnpackFloat(buf, data[6]);
	buf = nboUnpackFloat(buf, data[7]);
	buf = nboUnpackUByte(buf, tempflags);
	Teleporter tele(data, data[3], data[4], data[5], data[6],data[7],
			(tempflags & _DRIVE_THRU)!=0, (tempflags & _SHOOT_THRU)!=0);
	append(tele);
	break;
      }
      case WorldCodeLink: {
	uint16_t data[2];

	if (len != WorldCodeLinkSize)
	  return NULL;

	buf = nboUnpackUShort(buf, data[0]);
	buf = nboUnpackUShort(buf, data[1]);
	setTeleporterTarget(int(data[0]), int(data[1]));
	break;
      }
      case WorldCodeWall: {
	float data[6];

	if (len != WorldCodeWallSize)
	  return NULL;

	buf = nboUnpackFloat(buf, data[0]);
	buf = nboUnpackFloat(buf, data[1]);
	buf = nboUnpackFloat(buf, data[2]);
	buf = nboUnpackFloat(buf, data[3]);
	buf = nboUnpackFloat(buf, data[4]);
	buf = nboUnpackFloat(buf, data[5]);
	WallObstacle wall(data, data[3], data[4], data[5]);
	append(wall);
	break;
      }
      case WorldCodeBase: {
	uint16_t team;
	float data[10];

	if (len != WorldCodeBaseSize)
	  return NULL;

	buf = nboUnpackUShort(buf, team);
	buf = nboUnpackFloat(buf, data[0]);
	buf = nboUnpackFloat(buf, data[1]);
	buf = nboUnpackFloat(buf, data[2]);
	buf = nboUnpackFloat(buf, data[3]);
	buf = nboUnpackFloat(buf, data[4]);
	buf = nboUnpackFloat(buf, data[5]);
	buf = nboUnpackFloat(buf, data[6]);
	buf = nboUnpackFloat(buf, data[7]);
	buf = nboUnpackFloat(buf, data[8]);
	buf = nboUnpackFloat(buf, data[9]);
	BaseBuilding base(data, data[3], data +4, team);
	append(base);
	setBase(TeamColor(team), data, data[3], data[4], data[5], data[6]);
	break;
      }
      case WorldCodeWeapon: {
	Weapon weapon;
        uint16_t delays; 

	buf = FlagType::unpack(buf, weapon.type);
	buf = nboUnpackFloat(buf, weapon.pos[0]);
	buf = nboUnpackFloat(buf, weapon.pos[1]);
	buf = nboUnpackFloat(buf, weapon.pos[2]);
	buf = nboUnpackFloat(buf, weapon.dir);
	buf = nboUnpackFloat(buf, weapon.initDelay);
	buf = nboUnpackUShort(buf, delays);
	
	uint16_t weapon_len = WorldCodeWeaponSize + (delays * sizeof(float));
	if (len != weapon_len) {
	  return NULL;
	}
	
	int i;
	for (i = 0; i < delays; i++) {
	  float delay;
  	  buf = nboUnpackFloat(buf, delay);
  	  weapon.delay.push_back(delay);
  	}
	append(weapon);
	break;
      }
      case WorldCodeZone: {
        EntryZone zone;
        uint16_t flags, teams, safety;

	buf = nboUnpackFloat(buf, zone.pos[0]);
	buf = nboUnpackFloat(buf, zone.pos[1]);
	buf = nboUnpackFloat(buf, zone.pos[2]);
	buf = nboUnpackFloat(buf, zone.size[0]);
	buf = nboUnpackFloat(buf, zone.size[1]);
	buf = nboUnpackFloat(buf, zone.size[2]);
	buf = nboUnpackFloat(buf, zone.rot);
	buf = nboUnpackUShort(buf, flags);
	buf = nboUnpackUShort(buf, teams);
	buf = nboUnpackUShort(buf, safety);

        uint16_t zone_len = WorldCodeZoneSize;
        zone_len += FlagType::packSize * flags;
        zone_len += sizeof(uint16_t) * teams;
        zone_len += sizeof(uint16_t) * safety;
	if (len != zone_len) {
	  return NULL;
	}

        int i;
	for (i = 0; i < flags; i++) {
	  FlagType *type;
  	  buf = FlagType::unpack (buf, type);
  	  zone.flags.push_back(type);
  	}
	for (i = 0; i < teams; i++) {
	  uint16_t team;
  	  buf = nboUnpackUShort(buf, team);
  	  zone.teams.push_back((TeamColor)team);
  	}
	for (i = 0; i < safety; i++) {
	  uint16_t safety;
  	  buf = nboUnpackUShort(buf, safety);
  	  zone.safety.push_back((TeamColor)safety);
  	}
	append(zone);
	break;
      }
      default:
	return NULL;
    }
    buf = nboUnpackUShort(buf, len);
    buf = nboUnpackUShort(buf, code);
  }

  return buf;
}
void
moveloop()
{
#if defined(MICRO) || defined(WIN32)
    char ch;
    int abort_lev;
#endif
    int moveamt = 0, wtcap = 0, change = 0;
    boolean didmove = FALSE, monscanmove = FALSE;

    flags.moonphase = phase_of_the_moon();
    if(flags.moonphase == FULL_MOON) {
/*JP
	You("are lucky!  Full moon tonight.");
*/
	        pline("ラッキー!今晩は満月だ。");
	change_luck(1);
    } else if(flags.moonphase == NEW_MOON) {
/*JP
	pline("Be careful!  New moon tonight.");
*/
	        pline("注意しろ!今晩は新月だ。");
    }
    flags.friday13 = friday_13th();
    if (flags.friday13) {
/*JP
	pline("Watch out!  Bad things can happen on Friday the 13th.");
*/
	        pline("用心しろ!13日の金曜日にはよくないことがある。") ;
	change_luck(-1);
    }

    initrack();


    /* Note:  these initializers don't do anything except guarantee that
	    we're linked properly.
    */
    decl_init();
    monst_init();
    monstr_init();	/* monster strengths */
    objects_init();
    dragons_init();
    shop_selection_init();

#ifdef WIZARD
    if (wizard) add_debug_extended_commands();
#endif

    (void) encumber_msg(); /* in case they auto-picked up something */

    u.uz0.dlevel = u.uz.dlevel;
    youmonst.movement = NORMAL_SPEED;	/* give the hero some movement points */
#ifdef WHEREIS_FILE
    touch_whereis();
#endif

    for(;;) {
	get_nh_event();
#ifdef POSITIONBAR
	do_positionbar();
#endif

	didmove = flags.move;
	if(didmove) {
	    /* actual time passed */
	    youmonst.movement -= NORMAL_SPEED;

	    do { /* hero can't move this turn loop */
		wtcap = encumber_msg();

		flags.mon_moving = TRUE;
		do {
		    monscanmove = movemon();
		    if (youmonst.movement > NORMAL_SPEED)
			break;	/* it's now your turn */
		} while (monscanmove);
		flags.mon_moving = FALSE;

		if (!monscanmove && youmonst.movement < NORMAL_SPEED) {
		    /* both you and the monsters are out of steam this round */
		    /* set up for a new turn */
		    struct monst *mtmp;
		    mcalcdistress();	/* adjust monsters' trap, blind, etc */

		    /* reallocate movement rations to monsters */
		    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
			mtmp->movement += mcalcmove(mtmp);

		    if(!rn2(u.uevent.udemigod ? 25 :
			    (depth(&u.uz) > depth(&stronghold_level)) ? 50 : 70))
			(void) makemon((struct permonst *)0, 0, 0, NO_MM_FLAGS);

		    /* calculate how much time passed. */
#ifdef STEED
		    if (u.usteed && u.umoved) {
			/* your speed doesn't augment steed's speed */
			moveamt = mcalcmove(u.usteed);
		    } else
#endif
		    {
			moveamt = youmonst.data->mmove;

			if (Very_fast) {	/* speed boots or potion */
			    /* average movement is 1.67 times normal */
			    moveamt += NORMAL_SPEED / 2;
			    if (rn2(3) == 0) moveamt += NORMAL_SPEED / 2;
			} else if (Fast) {
			    /* average movement is 1.33 times normal */
			    if (rn2(3) != 0) moveamt += NORMAL_SPEED / 2;
			}
		    }

		    switch (wtcap) {
			case UNENCUMBERED: break;
			case SLT_ENCUMBER: moveamt -= (moveamt / 4); break;
			case MOD_ENCUMBER: moveamt -= (moveamt / 2); break;
			case HVY_ENCUMBER: moveamt -= ((moveamt * 3) / 4); break;
			case EXT_ENCUMBER: moveamt -= ((moveamt * 7) / 8); break;
			default: break;
		    }

		    youmonst.movement += moveamt;
		    if (youmonst.movement < 0) youmonst.movement = 0;
		    settrack();

		    monstermoves++;
		    moves++;

		    /********************************/
		    /* once-per-turn things go here */
		    /********************************/

		    if (flags.bypasses) clear_bypasses();
		    if(Glib) glibr();
		    nh_timeout();
		    run_regions();
#ifdef DUNGEON_GROWTH
		    dgn_growths(TRUE, TRUE);
#endif
		    if (u.ublesscnt)  u.ublesscnt--;
		    if(flags.time && !flags.run)
			flags.botl = 1;

		    /* One possible result of prayer is healing.  Whether or
		     * not you get healed depends on your current hit points.
		     * If you are allowed to regenerate during the prayer, the
		     * end-of-prayer calculation messes up on this.
		     * Another possible result is rehumanization, which requires
		     * that encumbrance and movement rate be recalculated.
		     */
		    if (u.uinvulnerable) {
			/* for the moment at least, you're in tiptop shape */
			wtcap = UNENCUMBERED;
		    } else if (Upolyd && youmonst.data->mlet == S_EEL && !is_pool(u.ux,u.uy) && !Is_waterlevel(&u.uz)) {
			if (u.mh > 1) {
			    u.mh--;
			    flags.botl = 1;
			} else if (u.mh < 1)
			    rehumanize();
		    } else if (Upolyd && u.mh < u.mhmax) {
			if (u.mh < 1)
			    rehumanize();
			else if (Regeneration ||
				    (wtcap < MOD_ENCUMBER && !(moves%20))) {
			    flags.botl = 1;
			    u.mh++;
/*JP
			    interrupt_multi("Hit points", u.mh, u.mhmax);
*/
			    interrupt_multi("体力", u.mh, u.mhmax);
			}
		    } else if (u.uhp < u.uhpmax &&
			 (wtcap < MOD_ENCUMBER || !u.umoved || Regeneration)) {
			if (u.ulevel > 9 && !(moves % 3)) {
			    int heal, Con = (int) ACURR(A_CON);

			    if (Con <= 12) {
				heal = 1;
			    } else {
				heal = rnd(Con);
				if (heal > u.ulevel-9) heal = u.ulevel-9;
			    }
			    flags.botl = 1;
			    u.uhp += heal;
			    if(u.uhp > u.uhpmax)
				u.uhp = u.uhpmax;
/*JP
			    interrupt_multi("Hit points", u.uhp, u.uhpmax);
*/
			    interrupt_multi("体力", u.uhp, u.uhpmax);
			} else if (Regeneration ||
			     (u.ulevel <= 9 &&
			      !(moves % ((MAXULEV+12) / (u.ulevel+2) + 1)))) {
			    flags.botl = 1;
			    u.uhp++;
/*JP
			    interrupt_multi("Hit points", u.uhp, u.uhpmax);
*/
			    interrupt_multi("体力", u.uhp, u.uhpmax);
			}
		    }

		    /* moving around while encumbered is hard work */
		    if (wtcap > MOD_ENCUMBER && u.umoved) {
			if(!(wtcap < EXT_ENCUMBER ? moves%30 : moves%10)) {
			    if (Upolyd && u.mh > 1) {
				u.mh--;
			    } else if (!Upolyd && u.uhp > 1) {
				u.uhp--;
			    } else {
/*JP
				You("pass out from exertion!");
*/
				pline("疲労で意識を失った!");
				exercise(A_CON, FALSE);
				fall_asleep(-10, FALSE);
			    }
			}
		    }

		    if ((u.uen < u.uenmax) &&
			((wtcap < MOD_ENCUMBER &&
			  (!(moves%((MAXULEV + 8 - u.ulevel) *
				    (Role_if(PM_WIZARD) ? 3 : 4) / 6))))
			 || Energy_regeneration)) {
			u.uen += rn1((int)(ACURR(A_WIS) + ACURR(A_INT)) / 15 + 1,1);
			if (u.uen > u.uenmax)  u.uen = u.uenmax;
			flags.botl = 1;
/*JP
			interrupt_multi("Magic energy", u.uen, u.uenmax);
*/
			interrupt_multi("魔力", u.uen, u.uenmax);
		    }

		    if(!u.uinvulnerable) {
			if(Teleportation && !rn2(85)) {
			    xchar old_ux = u.ux, old_uy = u.uy;
			    tele();
			    if (u.ux != old_ux || u.uy != old_uy) {
				if (!next_to_u()) {
				    check_leash(old_ux, old_uy);
				}
#ifdef REDO
				/* clear doagain keystrokes */
				pushch(0);
				savech(0);
#endif
			    }
			}
			/* delayed change may not be valid anymore */
			if ((change == 1 && !Polymorph) ||
			    (change == 2 && u.ulycn == NON_PM))
			    change = 0;
			if(Polymorph && !rn2(100))
			    change = 1;
			else if (u.ulycn >= LOW_PM && !Upolyd &&
				 !rn2(80 - (20 * night())))
			    change = 2;
			if (change && !Unchanging) {
			    if (multi >= 0) {
				if (occupation)
				    stop_occupation();
				else
				    nomul(0, 0);
				if (change == 1) polyself(FALSE);
				else you_were();
				change = 0;
			    }
			}
		    }

		    if(Searching && multi >= 0) (void) dosearch0(1);
		    dosounds();
		    do_storms();
		    gethungry();
		    age_spells();
		    exerchk();
		    invault();
		    if (u.uhave.amulet) amulet();
		    if (!rn2(40+(int)(ACURR(A_DEX)*3)))
			u_wipe_engr(rnd(3));
		    if (u.uevent.udemigod && !u.uinvulnerable) {
			if (u.udg_cnt) u.udg_cnt--;
			if (!u.udg_cnt) {
			    intervene();
			    u.udg_cnt = rn1(200, 50);
			}
		    }
		    restore_attrib();
		    /* underwater and waterlevel vision are done here */
		    if (Is_waterlevel(&u.uz))
			movebubbles();
		    else if (Underwater)
			under_water(0);
		    /* vision while buried done here */
		    else if (u.uburied) under_ground(0);

		    /* when immobile, count is in turns */
		    if(multi < 0) {
			if (++multi == 0) {	/* finished yet? */
			    unmul((char *)0);
			    /* if unmul caused a level change, take it now */
			    if (u.utotype) deferred_goto();
			}
		    }
		}
	    } while (youmonst.movement<NORMAL_SPEED); /* hero can't move loop */

	    /******************************************/
	    /* once-per-hero-took-time things go here */
	    /******************************************/

	    if (u.utrap && u.utraptype == TT_LAVA) {
		    if (!is_lava(u.ux,u.uy))
			    u.utrap = 0;
		    else if (!u.uinvulnerable) {
			    u.utrap -= 1<<8;
			    if (u.utrap < 1<<8) {
				    killer_format = KILLED_BY;
/*JP
				    killer = "molten lava";
*/
				    killer = "どろどろの溶岩で";
/*JP
				    You("sink below the surface and die.");
*/
				    You("溶岩に深く沈み、溶けた。");
				    done(DISSOLVED);
			    } else if (!u.umoved) {
/*JP
				    Norep("You sink deeper into the lava.");
*/
				    Norep("溶岩に深く沈んだ。");
				    u.utrap += rnd(4);
			    }
		    }
	    }

	} /* actual time passed */

	/****************************************/
	/* once-per-player-input things go here */
	/****************************************/

	find_ac();
	if(!flags.mv || Blind) {
	    /* redo monsters if hallu or wearing a helm of telepathy */
	    if (Hallucination) {	/* update screen randomly */
		see_monsters();
		see_objects();
		see_traps();
		if (u.uswallow) swallowed(0);
	    } else if (Unblind_telepat) {
		see_monsters();
	    } else if (Warning || Warn_of_mon)
	     	see_monsters();

	    if (vision_full_recalc) vision_recalc(0);	/* vision! */
	}

#ifdef REALTIME_ON_BOTL
	if(iflags.showrealtime) {
		/* Update the bottom line if the number of minutes has
		 * changed */
		if(get_realtime() / 60 != realtime_data.last_displayed_time / 60)
			flags.botl = 1;
	}
#endif

	if(flags.botl || flags.botlx) bot();

	flags.move = 1;

	if(multi >= 0 && occupation) {
#if defined(MICRO) || defined(WIN32)
	    abort_lev = 0;
	    if (kbhit()) {
		if ((ch = Getchar()) == ABORT)
		    abort_lev++;
# ifdef REDO
		else
		    pushch(ch);
# endif /* REDO */
	    }
	    if (!abort_lev && (*occupation)() == 0)
#else
	    if ((*occupation)() == 0)
#endif
		occupation = 0;
	    if(
#if defined(MICRO) || defined(WIN32)
		   abort_lev ||
#endif
		   monster_nearby()) {
		stop_occupation();
		reset_eat();
	    }
#if defined(MICRO) || defined(WIN32)
	    if (!(++occtime % 7))
		display_nhwindow(WIN_MAP, FALSE);
#endif
	    continue;
	}

	if ((u.uhave.amulet || Clairvoyant) &&
	    !In_endgame(&u.uz) && !BClairvoyant &&
	    !(moves % 15) && !rn2(2))
		do_vicinity_map();

#ifdef WIZARD
	if (iflags.sanity_check)
	    sanity_check();
#endif

#ifdef CLIPPING
	/* just before rhack */
	cliparound(u.ux, u.uy);
#endif

	u.umoved = FALSE;

	if (multi > 0) {
	    lookaround();
	    if (!multi) {
		/* lookaround may clear multi */
		flags.move = 0;
		if (flags.time) flags.botl = 1;
		continue;
	    }
	    if (flags.mv) {
		if(multi < COLNO && !--multi)
		    flags.travel = iflags.travel1 = flags.mv = flags.run = 0;
		domove();
	    } else {
		--multi;
		rhack(save_cm);
	    }
	} else if (multi == 0) {
#ifdef MAIL
	    ckmailstatus();
#endif
            maybe_tutorial();
	    rhack((char *)0);
	}
	if (u.utotype)		/* change dungeon level */
	    deferred_goto();	/* after rhack() */
	/* !flags.move here: multiple movement command stopped */
	else if (flags.time && (!flags.move || !flags.mv))
	    flags.botl = 1;

	if (vision_full_recalc) vision_recalc(0);	/* vision! */
	/* when running in non-tport mode, this gets done through domove() */
	if ((!flags.run || iflags.runmode == RUN_TPORT) &&
		(multi && (!flags.travel ? !(multi % 7) : !(moves % 7L)))) {
	    if (flags.time && flags.run) flags.botl = 1;
	    display_nhwindow(WIN_MAP, FALSE);
	}
    }
}
Exemple #5
0
void do_trap(trap_t *trap) // was dotrap
{
  Short ttype = get_trap_type(trap->trap_info);

  nomul(0);
  if (get_trap_seen(trap->trap_info) && !rund(5) && ttype != PIT) {
    StrPrintF(ScratchBuffer, "You escape a%s.", traps[ttype]);
    message(ScratchBuffer);
  } else {
    trap->trap_info |= SEEN_TRAP;
    switch(ttype) {
    case SLP_GAS_TRAP:
      message("A cloud of gas puts you to sleep!");
      nomul(-rnd(25));
      break;
    case BEAR_TRAP:
      if (Levitation) {
	message("You float over a bear trap.");
	break;
      }
      you.utrap = 4 + rund(4);
      you.utraptype = TT_BEARTRAP;
      message("A bear trap closes on your foot!");
      break;
    case PIERC:
      deltrap(trap);
      if (makemon(PM_PIERCER, you.ux, you.uy)) {
	message("A piercer suddenly drops from the ceiling!");
	if (uarmh)
	  message("Its blow glances off your helmet.");
	else
	  thing_hit_you(3, dice(4,6), "falling piercer");
      }
      break;
    case ARROW_TRAP:
      message("An arrow shoots out at you!");
      if (!thing_hit_you(8, rnd(6), "arrow")){
	mksobj_at(ARROW, you.ux, you.uy);
	fobj->quantity = 1;
      }
      break;
    case TRAPDOOR:
      if (!xdnstair) {
	message("A trap door in the ceiling opens and a rock falls on your head!");
	if (uarmh) message("Fortunately, you are wearing a helmet!");
	losehp((uarmh ? 2 : dice(2,10)), "falling rock");
	mksobj_at(ROCK, you.ux, you.uy);
	fobj->quantity = 1;
	stackobj(fobj);
	if (Invisible) newsym(you.ux, you.uy);
      } else {
	Short newlevel = dlevel + 1;
	while (!rund(4) && newlevel < 29)
	  newlevel++;
	message("A trap door opens up under you!");
	if (Levitation || you.ustuck) {
	  message("For some reason you don't fall in.");
	  break;
	}

	goto_level(newlevel, false);
      }
      break;
    case DART_TRAP:
      message("A little dart shoots out at you!");
      if (thing_hit_you(7, rnd(3), "little dart")) {
	if (!rund(6))
	  poisoned("dart", "poison dart");
      } else {
	mksobj_at(DART, you.ux, you.uy);
	fobj->quantity = 1;
      }
      break;
    case TELEP_TRAP:
      map_mode_teleport = TELE_TRAP;
      if (get_trap_once(trap->trap_info)) {
	deltrap(trap);
	newsym(you.ux,you.uy);
	vtele();
      } else {
	newsym(you.ux,you.uy);
	tele();
      }
      break;
    case PIT:
      if (Levitation) {
	message("A pit opens up under you!");
	message("You don't fall in!");
	break;
      }
      message("You fall into a pit!");
      you.utrap = rund(6) + 2;
      you.utraptype = TT_PIT;
      losehp(rnd(6),"fall into a pit");
      selftouch("Falling, you");
      break;
    default:
      StrPrintF(ScratchBuffer, "BUG: You hit a trap with info=%u",
		trap->trap_info);
      message(ScratchBuffer);
    }
  }
}
Exemple #6
0
static void you_moved(void)
{
    int moveamt = 0, wtcap = 0, change = 0;
    boolean monscanmove = FALSE;

    /* Begin turn-tracking for delay_msg. */
    if (delay_start == 0)
	delay_start = moves;

    /* actual time passed */
    youmonst.movement -= NORMAL_SPEED;

    do { /* hero can't move this turn loop */
	wtcap = encumber_msg();
	calc_attr_bonus();

	flags.mon_moving = TRUE;
	do {
	    monscanmove = movemon();
	    if (youmonst.movement > NORMAL_SPEED)
		break;	/* it's now your turn */
	} while (monscanmove);
	flags.mon_moving = FALSE;

	if (!monscanmove && youmonst.movement < NORMAL_SPEED) {
	    /* both you and the monsters are out of steam this round */
	    /* set up for a new turn */
	    struct monst *mtmp;
	    mcalcdistress();	/* adjust monsters' trap, blind, etc */

	    /* reallocate movement rations to monsters */
	    for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon)
		mtmp->movement += mcalcmove(mtmp);

	    if (!rn2(u.uevent.udemigod ? 25 :
		    (depth(&u.uz) > depth(&stronghold_level)) ? 50 : 70))
		makemon(NULL, level, 0, 0, NO_MM_FLAGS);

	    /* calculate how much time passed. */
	    if (u.usteed && u.umoved) {
		/* your speed doesn't augment steed's speed */
		moveamt = mcalcmove(u.usteed);
	    } else {
		moveamt = youmonst.data->mmove;

		if (Very_fast) {	/* speed boots or potion */
		    /* average movement is 1.67 times normal */
		    moveamt += NORMAL_SPEED / 2;
		    if (rn2(3) == 0) moveamt += NORMAL_SPEED / 2;
		} else if (Fast) {
		    /* average movement is 1.33 times normal */
		    if (rn2(3) != 0) moveamt += NORMAL_SPEED / 2;
		}
	    }

	    switch (wtcap) {
		case UNENCUMBERED: break;
		case SLT_ENCUMBER: moveamt -= (moveamt / 4); break;
		case MOD_ENCUMBER: moveamt -= (moveamt / 2); break;
		case HVY_ENCUMBER: moveamt -= ((moveamt * 3) / 4); break;
		case EXT_ENCUMBER: moveamt -= ((moveamt * 7) / 8); break;
		default: break;
	    }

	    youmonst.movement += moveamt;
	    if (youmonst.movement < 0) youmonst.movement = 0;
	    settrack();

	    moves++;
	    level->lastmoves = moves;

	    /********************************/
	    /* once-per-turn things go here */
	    /********************************/

	    if (flags.bypasses) clear_bypasses();
	    if (Glib) glibr();
	    nh_timeout();
	    run_regions(level);
	    dgn_growths(level, TRUE, TRUE);

	    if (u.ublesscnt)  u.ublesscnt--;
	    iflags.botl = 1;

	    /* One possible result of prayer is healing.  Whether or
		* not you get healed depends on your current hit points.
		* If you are allowed to regenerate during the prayer, the
		* end-of-prayer calculation messes up on this.
		* Another possible result is rehumanization, which requires
		* that encumbrance and movement rate be recalculated.
		*/
	    if (u.uinvulnerable) {
		/* for the moment at least, you're in tiptop shape */
		wtcap = UNENCUMBERED;
	    } else if (Upolyd && youmonst.data->mlet == S_EEL &&
		!is_pool(level, u.ux,u.uy) && !Is_waterlevel(&u.uz)) {
		if (u.mh > 1) {
		    u.mh--;
		    iflags.botl = 1;
		} else if (u.mh < 1)
		    rehumanize();
	    } else if (Upolyd && u.mh < u.mhmax) {
		if (u.mh < 1)
		    rehumanize();
		else if (Regeneration ||
			    (wtcap < MOD_ENCUMBER && !(moves%20))) {
		    iflags.botl = 1;
		    u.mh++;
		    interrupt_multi("Hit points", u.mh, u.mhmax);
		}
	    } else if (u.uhp < u.uhpmax &&
		    (wtcap < MOD_ENCUMBER || !u.umoved || Regeneration)) {
		if (u.ulevel > 9 && !(moves % 3)) {
		    int heal, Con = (int) ACURR(A_CON);

		    if (Con <= 12) {
			heal = 1;
		    } else {
			heal = rnd(Con);
			if (heal > u.ulevel-9) heal = u.ulevel-9;
		    }
		    iflags.botl = 1;
		    u.uhp += heal;
		    if (u.uhp > u.uhpmax)
			u.uhp = u.uhpmax;
		    interrupt_multi("Hit points", u.uhp, u.uhpmax);
		} else if (Regeneration ||
			(u.ulevel <= 9 &&
			!(moves % ((MAXULEV+12) / (u.ulevel+2) + 1)))) {
		    iflags.botl = 1;
		    u.uhp++;
		    interrupt_multi("Hit points", u.uhp, u.uhpmax);
		}
	    }

	    /* moving around while encumbered is hard work */
	    if (wtcap > MOD_ENCUMBER && u.umoved) {
		if (!(wtcap < EXT_ENCUMBER ? moves%30 : moves%10)) {
		    if (Upolyd && u.mh > 1) {
			u.mh--;
		    } else if (!Upolyd && u.uhp > 1) {
			u.uhp--;
		    } else {
			pline("你用力过度昏倒了!");
			exercise(A_CON, FALSE);
			fall_asleep(-10, FALSE);
		    }
		}
	    }

	    if ((u.uen < u.uenmax) &&
		((wtcap < MOD_ENCUMBER &&
		    (!(moves%((MAXULEV + 8 - u.ulevel) *
			    (Role_if (PM_WIZARD) ? 3 : 4) / 6))))
		    || Energy_regeneration)) {
		u.uen += rn1((int)(ACURR(A_WIS) + ACURR(A_INT)) / 15 + 1,1);
		if (u.uen > u.uenmax)  u.uen = u.uenmax;
		iflags.botl = 1;
		interrupt_multi("Magic energy", u.uen, u.uenmax);
	    }

	    if (!u.uinvulnerable) {
		if (Teleportation && !rn2(85)) {
		    xchar old_ux = u.ux, old_uy = u.uy;
		    tele();
		    if (u.ux != old_ux || u.uy != old_uy) {
			if (!next_to_u()) {
			    check_leash(old_ux, old_uy);
			}
		    }
		}
		/* delayed change may not be valid anymore */
		if ((change == 1 && !Polymorph) ||
		    (change == 2 && u.ulycn == NON_PM))
		    change = 0;
		if (Polymorph && !rn2(100))
		    change = 1;
		else if (u.ulycn >= LOW_PM && !Upolyd &&
			    !rn2(80 - (20 * night())))
		    change = 2;
		if (change && !Unchanging) {
		    if (multi >= 0) {
			if (occupation)
			    stop_occupation();
			else
			    nomul(0, NULL);
			if (change == 1) polyself(FALSE);
			else you_were();
			change = 0;
		    }
		}
	    }

	    if (Searching && multi >= 0) dosearch0(1);
	    dosounds();
	    do_storms();
	    gethungry();
	    age_spells();
	    exerchk();
	    invault();
	    if (u.uhave.amulet) amulet();
	    if (!rn2(40+(int)(ACURR(A_DEX)*3)))
		u_wipe_engr(rnd(3));
	    if (u.uevent.udemigod && !u.uinvulnerable) {
		if (u.udg_cnt) u.udg_cnt--;
		if (!u.udg_cnt) {
		    intervene();
		    u.udg_cnt = rn1(200, 50);
		}
	    }
	    restore_attrib();
	    /* underwater and waterlevel vision are done here */
	    if (Is_waterlevel(&u.uz))
		movebubbles();
	    else if (Underwater)
		under_water(0);
	    /* vision while buried done here */
	    else if (u.uburied) under_ground(0);

	    /* when immobile, count is in turns */
	    if (multi < 0) {
		if (++multi == 0) {	/* finished yet? */
		    unmul(NULL);
		    /* if unmul caused a level change, take it now */
		    if (u.utotype) deferred_goto();
		}
	    }
	}
    } while (youmonst.movement<NORMAL_SPEED); /* hero can't move loop */

    /******************************************/
    /* once-per-hero-took-time things go here */
    /******************************************/

    if (u.utrap && u.utraptype == TT_LAVA)
	handle_lava_trap(TRUE);

    if (iflags.hp_notify && prev_hp_notify != uhp()) {
	pline("%s", hp_notify_format_str(iflags.hp_notify_fmt ?
					 iflags.hp_notify_fmt : "[HP%c%a=%h]"));
	prev_hp_notify = uhp();
    }
}