void nh_timeout() { register struct prop *upp; int sleeptime; int m_idx; int baseluck = (flags.moonphase == FULL_MOON) ? 1 : 0; if (flags.friday13) baseluck -= 1; if (u.uluck != baseluck && moves % (u.uhave.amulet || u.ugangr ? 300 : 600) == 0) { /* Cursed luckstones stop bad luck from timing out; blessed luckstones * stop good luck from timing out; normal luckstones stop both; * neither is stopped if you don't have a luckstone. * Luck is based at 0 usually, +1 if a full moon and -1 on Friday 13th */ register int time_luck = stone_luck(FALSE); boolean nostone = !carrying(LUCKSTONE) && !stone_luck(TRUE); if(u.uluck > baseluck && (nostone || time_luck < 0)) u.uluck--; else if(u.uluck < baseluck && (nostone || time_luck > 0)) u.uluck++; } if(u.uinvulnerable) return; /* things past this point could kill you */ if(Stoned) stoned_dialogue(); if(Slimed) slime_dialogue(); if(Vomiting) vomiting_dialogue(); if(Strangled) choke_dialogue(); if(u.mtimedone && !--u.mtimedone) { if (Unchanging) u.mtimedone = rnd(100*youmonst.data->mlevel + 1); else rehumanize(); } if(u.ucreamed) u.ucreamed--; /* Dissipate spell-based protection. */ if (u.usptime) { if (--u.usptime == 0 && u.uspellprot) { u.usptime = u.uspmtime; u.uspellprot--; find_ac(); if (!Blind) Norep("The %s haze around you %s.", hcolor(NH_GOLDEN), u.uspellprot ? "becomes less dense" : "disappears"); } } #ifdef STEED if (u.ugallop) { if (--u.ugallop == 0L && u.usteed) pline("%s stops galloping.", Monnam(u.usteed)); } #endif for(upp = u.uprops; upp < u.uprops+SIZE(u.uprops); upp++) if((upp->intrinsic & TIMEOUT) && !(--upp->intrinsic & TIMEOUT)) { switch(upp - u.uprops){ case STONED: if (delayed_killer && !killer) { killer = delayed_killer; delayed_killer = 0; } if (!killer) { /* leaving killer_format would make it "petrified by petrification" */ killer_format = NO_KILLER_PREFIX; killer = "killed by petrification"; } done(STONING); break; case SLIMED: if (delayed_killer && !killer) { killer = delayed_killer; delayed_killer = 0; } if (!killer) { killer_format = NO_KILLER_PREFIX; killer = "turned into green slime"; } done(TURNED_SLIME); break; case VOMITING: make_vomiting(0L, TRUE); break; case SICK: You("die from your illness."); killer_format = KILLED_BY_AN; killer = u.usick_cause; if ((m_idx = name_to_mon(killer)) >= LOW_PM) { if (type_is_pname(&mons[m_idx])) { killer_format = KILLED_BY; } else if (mons[m_idx].geno & G_UNIQ) { killer = the(killer); Strcpy(u.usick_cause, killer); killer_format = KILLED_BY; } } u.usick_type = 0; done(POISONING); break; case FAST: if (!Very_fast) You_feel("yourself slowing down%s.", Fast ? " a bit" : ""); break; case CONFUSION: HConfusion = 1; /* So make_confused works properly */ make_confused(0L, TRUE); stop_occupation(); break; case STUNNED: HStun = 1; make_stunned(0L, TRUE); stop_occupation(); break; case BLINDED: Blinded = 1; make_blinded(0L, TRUE); stop_occupation(); break; case INVIS: newsym(u.ux,u.uy); if (!Invis && !BInvis && !Blind) { You(!See_invisible ? "are no longer invisible." : "can no longer see through yourself."); stop_occupation(); } break; case SEE_INVIS: set_mimic_blocking(); /* do special mimic handling */ see_monsters(); /* make invis mons appear */ newsym(u.ux,u.uy); /* make self appear */ stop_occupation(); break; case WOUNDED_LEGS: heal_legs(); stop_occupation(); break; case HALLUC: HHallucination = 1; (void) make_hallucinated(0L, TRUE, 0L); stop_occupation(); break; case SLEEPING: if (unconscious() || Sleep_resistance) HSleeping += rnd(100); else if (Sleeping) { You("fall asleep."); sleeptime = rnd(20); fall_asleep(-sleeptime, TRUE); HSleeping += sleeptime + rnd(100); } break; case LEVITATION: (void) float_down(I_SPECIAL|TIMEOUT, 0L); break; case STRANGLED: killer_format = KILLED_BY; killer = (u.uburied) ? "suffocation" : "strangulation"; done(DIED); break; case FUMBLING: /* call this only when a move took place. */ /* otherwise handle fumbling msgs locally. */ if (u.umoved && !Levitation) { slip_or_trip(); nomul(-2, "fumbling"); nomovemsg = ""; /* The more you are carrying the more likely you * are to make noise when you fumble. Adjustments * to this number must be thoroughly play tested. */ if ((inv_weight() > -500)) { You("make a lot of noise!"); wake_nearby(); } } /* from outside means slippery ice; don't reset counter if that's the only fumble reason */ HFumbling &= ~FROMOUTSIDE; if (Fumbling) HFumbling += rnd(20); break; case DETECT_MONSTERS: see_monsters(); break; case PREGNANT: { char buf[BUFSZ]; if (!flags.female) { strcpy(buf, body_part(STOMACH)); if (!strcmp(buf, "stomach")) strcpy(buf, "belly"); pline("Something bursts out of your %s!"); killer_format = KILLED_BY; killer = "male childbirth"; done(DIED); } mksobj_at(PLACENTA, u.ux, u.uy, FALSE, FALSE); pline("BABIES!"); /* TODO */ stop_occupation(); break; } } } run_timers(); }
void polyself(boolean forcecontrol) { char buf[BUFSZ]; int old_light, new_light; int mntmp = NON_PM; int tries=0; boolean draconian = (uarm && uarm->otyp >= GRAY_DRAGON_SCALE_MAIL && uarm->otyp <= YELLOW_DRAGON_SCALES); boolean iswere = (u.ulycn >= LOW_PM || is_were(youmonst.data)); boolean isvamp = (youmonst.data->mlet == S_VAMPIRE || u.umonnum == PM_VAMPIRE_BAT); boolean was_floating = (Levitation || Flying); if (!Polymorph_control && !forcecontrol && !draconian && !iswere && !isvamp) { if (rn2(20) > ACURR(A_CON)) { pline("You shudder for a moment."); losehp(rnd(30), "system shock", KILLED_BY_AN); exercise(A_CON, FALSE); return; } } old_light = Upolyd ? emits_light(youmonst.data) : 0; if (Polymorph_control || forcecontrol) { do { getlin("Become what kind of monster? [type the name]", buf); mntmp = name_to_mon(buf); if (mntmp < LOW_PM) pline("I've never heard of such monsters."); /* Note: humans are illegal as monsters, but an * illegal monster forces newman(), which is what we * want if they specified a human.... */ else if (!polyok(&mons[mntmp]) && !your_race(&mons[mntmp])) pline("You cannot polymorph into that."); else break; } while (++tries < 5); if (tries==5) pline("That's enough tries!"); /* allow skin merging, even when polymorph is controlled */ if (draconian && (mntmp == armor_to_dragon(uarm->otyp) || tries == 5)) goto do_merge; } else if (draconian || iswere || isvamp) { /* special changes that don't require polyok() */ if (draconian) { do_merge: mntmp = armor_to_dragon(uarm->otyp); if (!(mvitals[mntmp].mvflags & G_GENOD)) { /* allow G_EXTINCT */ pline("You merge with your scaly armor."); uskin = uarm; uarm = NULL; /* save/restore hack */ uskin->owornmask |= I_SPECIAL; } } else if (iswere) { if (is_were(youmonst.data)) mntmp = PM_HUMAN; /* Illegal; force newman() */ else mntmp = u.ulycn; } else { if (youmonst.data->mlet == S_VAMPIRE) mntmp = PM_VAMPIRE_BAT; else mntmp = PM_VAMPIRE; } /* if polymon fails, "you feel" message has been given so don't follow up with another polymon or newman */ if (mntmp == PM_HUMAN) newman(); /* werecritter */ else polymon(mntmp); goto made_change; /* maybe not, but this is right anyway */ } if (mntmp < LOW_PM) { tries = 0; do { /* randomly pick an "ordinary" monster */ mntmp = rn1(SPECIAL_PM - LOW_PM, LOW_PM); } while ((!polyok(&mons[mntmp]) || is_placeholder(&mons[mntmp])) && tries++ < 200); } /* The below polyok() fails either if everything is genocided, or if * we deliberately chose something illegal to force newman(). */ if (!polyok(&mons[mntmp]) || !rn2(5) || your_race(&mons[mntmp])) newman(); else if (!polymon(mntmp)) return; if (!uarmg) selftouch("No longer petrify-resistant, you"); made_change: new_light = Upolyd ? emits_light(youmonst.data) : 0; if (old_light != new_light) { if (old_light) del_light_source(level, LS_MONSTER, &youmonst); if (new_light == 1) ++new_light; /* otherwise it's undetectable */ if (new_light) new_light_source(level, u.ux, u.uy, new_light, LS_MONSTER, &youmonst); } if (is_pool(level, u.ux,u.uy) && was_floating && !(Levitation || Flying) && !breathless(youmonst.data) && !amphibious(youmonst.data) && !Swimming) drown(); }
/* Returns the fid of the fruit type; if that type already exists, it returns the fid of that one; if it does not exist, it adds a new fruit type to the chain and returns the new one. */ int fruitadd(const char *str) { int i; struct fruit *f; struct fruit *lastf = 0; int highest_fruit_id = 0; char buf[PL_FSIZ], *c; boolean user_specified = (str == gamestate.fruits.curname); /* if not user-specified, then it's a fruit name for a fruit on a bones level... */ /* Note: every fruit has an id (spe for fruit objects) of at least 1; 0 is an error. */ if (user_specified) { /* disallow naming after other foods (since it'd be impossible to tell the difference) */ boolean found = FALSE, numeric = FALSE; for (i = bases[FOOD_CLASS]; objects[i].oc_class == FOOD_CLASS; i++) { if (i != SLIME_MOLD && !strcmp(OBJ_NAME(objects[i]), gamestate.fruits.curname)) { found = TRUE; break; } } for (c = gamestate.fruits.curname; *c >= '0' && *c <= '9'; c++) ; if (isspace(*c) || *c == 0) numeric = TRUE; if (found || numeric || !strncmp(str, "cursed ", 7) || !strncmp(str, "uncursed ", 9) || !strncmp(str, "blessed ", 8) || !strncmp(str, "partly eaten ", 13) || (!strncmp(str, "tin of ", 7) && (!strcmp(str + 7, "spinach") || name_to_mon(str + 7) >= LOW_PM)) || !strcmp(str, "empty tin") || ((!strncmp(str + strlen(str) - 7, " corpse", 7) || !strncmp(str + strlen(str) - 4, " egg", 4)) && name_to_mon(str) >= LOW_PM)) { strcpy(buf, gamestate.fruits.curname); strcpy(gamestate.fruits.curname, "candied "); strncat(gamestate.fruits.curname + 8, buf, PL_FSIZ - 8 - 1); } } for (f = gamestate.fruits.chain; f; f = f->nextf) { lastf = f; if (f->fid > highest_fruit_id) highest_fruit_id = f->fid; if (!strncmp(str, f->fname, PL_FSIZ)) goto nonew; } /* if adding another fruit would overflow spe, use a random fruit instead... we've got a lot to choose from. TODO: No idea what RNG this should be on (in particular, should it be on the display RNG?) */ if (highest_fruit_id >= 127) return rnd(127); highest_fruit_id++; f = newfruit(); memset(f, 0, sizeof (struct fruit)); if (gamestate.fruits.chain) lastf->nextf = f; else gamestate.fruits.chain = f; strcpy(f->fname, str); f->fid = highest_fruit_id; f->nextf = 0; nonew: if (user_specified) gamestate.fruits.current = highest_fruit_id; return f->fid; }