コード例 #1
0
ファイル: do_name.c プロジェクト: DanielT/NitroHack
/*
 * This routine changes the address of obj. Be careful not to call it
 * when there might be pointers around in unknown places. For now: only
 * when obj is in the inventory.
 */
static void do_oname(struct obj *obj)
{
	char buf[BUFSZ], qbuf[QBUFSZ];
	const char *aname;
	short objtyp;

	sprintf(qbuf, "What do you want to name %s %s?",
		is_plural(obj) ? "these" : "this", xname(obj));
	getlin(qbuf, buf);
	if (!*buf || *buf == '\033')	return;
	/* strip leading and trailing spaces; unnames item if all spaces */
	mungspaces(buf);

	/* relax restrictions over proper capitalization for artifacts */
	if ((aname = artifact_name(buf, &objtyp)) != 0 && objtyp == obj->otyp)
		strcpy(buf, aname);

	if (obj->oartifact) {
		pline("The artifact seems to resist the attempt.");
		return;
	} else if (restrict_name(obj, buf) || exist_artifact(obj->otyp, buf)) {
		int n = rn2((int)strlen(buf));
		char c1, c2;

		c1 = lowc(buf[n]);
		do c2 = 'a' + rn2('z'-'a'); while (c1 == c2);
		buf[n] = (buf[n] == c1) ? c2 : highc(c2);  /* keep same case */
		pline("While engraving your %s slips.", body_part(HAND));
		win_pause_output(P_MESSAGE);
		pline("You engrave: \"%s\".",buf);
	}
	oname(obj, buf);
}
コード例 #2
0
ファイル: do_name.c プロジェクト: DanielT/NitroHack
int do_mname(void)
{
	char buf[BUFSZ];
	coord cc;
	int cx,cy;
	struct monst *mtmp;
	char qbuf[QBUFSZ];

	if (Hallucination) {
		pline("You would never recognize it anyway.");
		return 0;
	}
	cc.x = u.ux;
	cc.y = u.uy;
	if (getpos(&cc, FALSE, "the monster you want to name") < 0 ||
			(cx = cc.x) < 0)
		return 0;
	cy = cc.y;

	if (cx == u.ux && cy == u.uy) {
	    if (u.usteed && canspotmon(u.usteed))
		mtmp = u.usteed;
	    else {
		pline("This %s creature is called %s and cannot be renamed.",
		ACURR(A_CHA) > 14 ?
		(flags.female ? "beautiful" : "handsome") :
		"ugly",
		plname);
		return 0;
	    }
	} else
	    mtmp = m_at(level, cx, cy);

	if (!mtmp || (!sensemon(mtmp) &&
			(!(cansee(cx,cy) || see_with_infrared(mtmp)) || mtmp->mundetected
			|| mtmp->m_ap_type == M_AP_FURNITURE
			|| mtmp->m_ap_type == M_AP_OBJECT
			|| (mtmp->minvis && !See_invisible)))) {
		pline("I see no monster there.");
		return 0;
	}
	/* special case similar to the one in lookat() */
	distant_monnam(mtmp, ARTICLE_THE, buf);
	sprintf(qbuf, "What do you want to call %s?", buf);
	getlin(qbuf,buf);
	if (!*buf || *buf == '\033') return 0;
	/* strip leading and trailing spaces; unnames monster if all spaces */
	mungspaces(buf);

	if (mtmp->data->geno & G_UNIQ) {
	    distant_monnam(mtmp, ARTICLE_THE, buf);
	    *buf = highc(*buf);
	    pline("%s doesn't like being called names!", buf);
	} else
	    christen_monst(mtmp, buf);
	return 0;
}
コード例 #3
0
ファイル: do_name.c プロジェクト: DanielT/NitroHack
void docall(struct obj *obj)
{
	char buf[BUFSZ], qbuf[QBUFSZ];
	struct obj otemp;
	char **str1;

	if (!obj->dknown) return; /* probably blind */
	otemp = *obj;
	otemp.quan = 1L;
	otemp.onamelth = 0;
	otemp.oxlth = 0;
	if (objects[otemp.otyp].oc_class == POTION_CLASS && otemp.fromsink)
	    /* kludge, meaning it's sink water */
	    sprintf(qbuf,"Call a stream of %s fluid:",
		    OBJ_DESCR(objects[otemp.otyp]));
	else
	    sprintf(qbuf, "Call %s:", an(xname(&otemp)));
	getlin(qbuf, buf);
	if (!*buf || *buf == '\033')
		return;

	/* clear old name */
	str1 = &(objects[obj->otyp].oc_uname);
	if (*str1) free(*str1);

	/* strip leading and trailing spaces; uncalls item if all spaces */
	mungspaces(buf);
	if (!*buf) {
	    if (*str1) {	/* had name, so possibly remove from disco[] */
		/* strip name first, for the update_inventory() call
		   from undiscover_object() */
		*str1 = NULL;
		undiscover_object(obj->otyp);
	    }
	} else {
	    *str1 = strcpy(malloc((unsigned)strlen(buf)+1), buf);
	    discover_object(obj->otyp, FALSE, TRUE); /* possibly add to disco[] */
	}
}
コード例 #4
0
ファイル: vault.c プロジェクト: thejoshwolfe/nethack
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;
    }
}