コード例 #1
0
ファイル: sit.c プロジェクト: saihack/NetHack
int
dosit()
{
	static const char *sit_message = "sit on the %s.";
	register struct trap *trap;
	register int typ = levl[u.ux][u.uy].typ;

	if(Levitation)  {
	    pline("You're sitting on air.");
	    return 0;
	} 

	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)) pline("It's not very comfortable...");

	} else if ((trap = t_at(u.ux, u.uy)) != 0) {

	    if (u.utrap) {
		exercise(A_WIS, FALSE);	/* you're getting stuck longer */
		if(u.utraptype == TT_BEARTRAP) {
		    You("can't 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("can't maneuver to sit!");
		    u.utrap++;
		}
	    } else {
	        You("sit down.");
		dotrap(trap);
	    }
	} else if(Underwater || Is_waterlevel(&u.uz)) {
	    if (Is_waterlevel(&u.uz))
		pline("There are no cushions floating nearby.");
	    else
		You("sit down in the muddy bottom.");
	} else if(is_pool(u.ux, u.uy)) {

	    You("sit in the water.");
	    if (!rn2(10) && uarm)
		(void) rust_dmg(uarm, "armor", 1, TRUE);
#ifdef POLYSELF
	    /* Note: without POLYSELF, this can't _happen_ without */
	    /* water walking boots.... */
	    if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
		(void) rust_dmg(uarm, "armor", 1, TRUE);
#endif
#ifdef SINKS
	} else if(IS_SINK(typ)) {

	    You(sit_message, defsyms[S_sink].explanation);
	    Your("%s gets wet.", humanoid(uasmon) ? "rump" : "underside");
#endif
	} else if(IS_ALTAR(typ)) {

	    You(sit_message, defsyms[S_altar].explanation);
	    altar_wrath(u.ux, u.uy);

	} 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");
	    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) ? "" : " 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(u.uhp >= (u.uhpmax - 5))  u.uhpmax += 4;
			u.uhp = u.uhpmax;
			make_blinded(0L,TRUE);
			make_sick(0L,FALSE);
			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);
			break;
			}
		    case 8:
			pline("A voice echoes:");
			verbalize("By thy Imperious order, %s...",
				  flags.female ? "Dame" : "Sire");
			do_genocide(1);
			break;
		    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) {
			    int ret, cval = rn2(5); /* agrees w/seffects() */
			    /* use up `cval' "charges"; 0 is special case */
			    do {
				ret = ggetobj("identify", identify, cval);
				if (ret < 0) break;	/* quit */
			    } while (ret == 0 || (cval -= ret) > 0);
			}
			break;
		    case 13:
			Your("mind turns into a pretzel!");
			make_confused(HConfusion + rn1(7,16),FALSE);
			break;
		    default:	impossible("throne effect");
				break;
		}
	    } else	You("feel somehow out of place...");

	    if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) {
		/* may have teleported */
		pline("The throne vanishes in a puff of logic.");
		levl[u.ux][u.uy].typ = ROOM;
		if(Invisible) newsym(u.ux,u.uy);
	    }

#ifdef POLYSELF
	} else if (lays_eggs(uasmon) || u.umonnum == PM_QUEEN_BEE) {
		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 =
		    (u.umonnum==PM_QUEEN_BEE ? PM_KILLER_BEE : monsndx(uasmon));
		uegg->known = uegg->dknown = 1;
		You("lay an egg.");
		dropy(uegg);
		stackobj(uegg);
		morehungry((int)objects[EGG].oc_nutrition);
#endif
	} else if (u.uswallow)
		pline("There are no seats in here!");
	else
		pline("Having fun sitting on the %s?", surface(u.ux,u.uy));
	return(1);
}
コード例 #2
0
ファイル: sit.c プロジェクト: Tblue/nethack343-nao-patched
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:
			pline("A voice echoes:");
			verbalize("By thy Imperious order, %s...",
				  flags.female ? "Dame" : "Sire");
			do_genocide(5);	/* REALLY|ONTHRONE, see do_genocide() */
			break;
		    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);
}
コード例 #3
0
ファイル: sit.c プロジェクト: RandomCore/nethack-de
int
dosit()
{
	static const char sit_message[] = "VERB_SITZEN auf OBJECT KASUS_DATIV ARTIKEL_BESTIMMTER %s."; /* EN 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("VERB_SITZEN bereits auf KASUS_DATIV %s.", mon_nam(u.usteed)); /* EN You("are already sitting on %s.", mon_nam(u.usteed)); */
	    return (0);
	}
#endif

	if(!can_reach_floor())	{
	    if (Levitation)
		You("VERB_SCHLAGEN Purzelbäume."); /* EN You("tumble in place."); */
	    else
		You("VERB_SITZEN auf Luft."); /* EN 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("VERB_SITZEN auf OBJECT KASUS_DATIV %s.", the(xname(obj))); /* EN You("sit on %s.", the(xname(obj))); */
	    if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
		pline("Das ist nicht sehr bequem ..."); /* EN 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) {
		    pline("Mit KASUS_DATIV PRONOMEN_POSSESSIV %s in KASUS_DATIV ARTIKEL_BESTIMMTER NOUN_BEARTRAP SUBJECT_IM_SATZ VERB_KOENNEN PRONOMEN_PERSONAL OBJECT PRONOMEN_PERSONAL nicht hinsetzen.", body_part(FOOT)); /* EN 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("VERB_SETZEN OBJECT PRONOMEN_PERSONAL auf einen Stachel.  Aua!"); /* EN You("sit down on a spike.  Ouch!"); */
			losehp(1, "durch Sitzen auf einen Eisenstachel", KILLED_WITHOUT_PREPOSITION); /* EN losehp(1, "sitting on an iron spike", KILLED_BY); */
			exercise(A_STR, FALSE);
		    } else
			You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL in die Grube."); /* EN You("sit down in the pit."); */
		    u.utrap += rn2(5);
		} else if(u.utraptype == TT_WEB) {
		    You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL ins Spinnenetz und VERB_VERHEDDERN OBJECT PRONOMEN_PERSONAL noch mehr!"); /* EN 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("VERB_SETZEN OBJECT PRONOMEN_PERSONAL in die Lava!"); /* EN You("sit in the lava!"); */
		    u.utrap += rnd(4);
		    losehp(d(2,10), "durch Sitzen in Lava", KILLED_WITHOUT_PREPOSITION); /* EN losehp(d(2,10), "sitting in lava", KILLED_BY); */
		} else if(u.utraptype == TT_INFLOOR) {
		    You("VERB_CAN OBJECT PRONOMEN_PERSONAL nicht richtig hinsetzen!"); /* EN You_cant("maneuver to sit!"); */
		    u.utrap++;
		}
	    } else {
	        You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL hin."); /* EN You("sit down."); */
		dotrap(trap, 0);
	    }
	} else if(Underwater || Is_waterlevel(&u.uz)) {
	    if (Is_waterlevel(&u.uz))
		pline("Hier gibt es keine Sitzkissen."); /* EN There("are no cushions floating nearby."); */
	    else
		You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL auf den schlammigen Untergrund."); /* EN You("sit down on the muddy bottom."); */
	} else if(is_pool(u.ux, u.uy)) {
 in_water:
	    You("VERB_SITZEN im Wasser."); /* EN You("sit in the water."); */
	    if (!rn2(10) && uarm)
		(void) rust_dmg(uarm, "NOUN_ARMOR", 1, TRUE, &youmonst); /* EN (void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst); */
	    if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
		(void) rust_dmg(uarm, "NOUN_ARMOR", 1, TRUE, &youmonst); /* EN (void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst); */
#ifdef SINKS
	} else if(IS_SINK(typ)) {

	    You(sit_message, defsyms[S_sink].explanation);
	    Your("%s VERB_WERDEN nass.", humanoid(youmonst.data) ? "NOUN_HINTERTEIL" : "NOUN_UNTERSEITE"); /* EN 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, "NOUN_STUFEs"); /* EN You(sit_message, "stairs"); */

	} else if(typ == LADDER) {

	    You(sit_message, "NOUN_LADDER"); /* EN You(sit_message, "ladder"); */

	} else if (is_lava(u.ux, u.uy)) {

	    /* must be WWalking */
	    You(sit_message, "NOUN_LAVA"); /* EN You(sit_message, "lava"); */
	    burn_away_slime();
	    if (likes_lava(youmonst.data)) {
		pline_The("NOUN_LAVA fühlt sich warm an."); /* EN pline_The("lava feels warm."); */
		return 1;
	    }
	    pline_The("NOUN_LAVA VERB_VERBRENNEN OBJECT PRONOMEN_PERSONAL!"); /* EN pline_The("lava burns you!"); */
	    losehp(d((Fire_resistance ? 2 : 10), 10),
		   "durch Sitzen auf Lava", KILLED_WITHOUT_PREPOSITION); /* EN "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("NOUN_ICE fühlt sich kalt an."); /* EN if (!Cold_resistance) pline_The("ice feels cold."); */

	} else if (typ == DRAWBRIDGE_DOWN) {

	    You(sit_message, "NOUN_DRAWBRIDGE"); /* EN 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), "ADJEKTIV_CURSED NOUN_THRON", KILLED_BY_AN); /* EN losehp(rnd(10), "cursed throne", KILLED_BY_AN); */
			break;
		    case 2:
			(void) adjattrib(rn2(A_MAX), 1, FALSE);
			break;
		    case 3:
			pline("SUBJECT ARTIKEL_UNBESTIMMTER%s elektrischer NOUN_SCHLAG VERB_SCHIESSEN OBJECT durch PRONOMEN_POSSESSIV NOUN_BODY!", /* EN pline("A%s electric shock shoots through your body!", */
			      (Shock_resistance) ? "" : " massiver"); /* EN (Shock_resistance) ? "n" : " massive"); */
			losehp(Shock_resistance ? rnd(6) : rnd(30),
			       "ADJEKTIV_ELEKTRISCH NOUN_STUHL", KILLED_BY_AN); /* EN "electric chair", KILLED_BY_AN); */
			exercise(A_CON, FALSE);
			break;
		    case 4:
			Du_fuehlst_dich("viel, viel besser!"); /* EN 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("VERB_FUEHLEN, NEUER_SATZ SUBJECT_IM_SATZ wie PRONOMEN_POSSESSIV NOUN_LUCK sich ändert."); /* EN You_feel("your luck is changing."); */
			    change_luck(1);
			} else	    makewish();
			break;
		    case 7:
			{
			register int cnt = rnd(10);

			pline("Eine Stimme ertönt:"); /* EN pline("A voice echoes:"); */
			verbalize("Euer Auditorium erwartet Euch bereits, %s!", /* EN verbalize("Thy audience hath been summoned, %s!", */
				  flags.female ? "Gebieterin" : "Gebieter"); /* EN flags.female ? "Dame" : "Sire"); */
			while(cnt--)
			    (void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS);
			break;
			}
		    case 8:
			pline("Eine Stimme ertönt:"); /* EN pline("A voice echoes:"); */
			verbalize("Wie es Euch beliebt, %s...", /* EN verbalize("By thy Imperious order, %s...", */
				  flags.female ? "Gebieterin" : "Gebieter"); /* EN flags.female ? "Dame" : "Sire"); */
			do_genocide(5);	/* REALLY|ONTHRONE, see do_genocide() */
			break;
		    case 9:
			pline("Eine Stimme ertönt:"); /* EN pline("A voice echoes:"); */
	verbalize("SATZBEGINN MODIFIER_VERB_IMPERATIV VERB_SEIN verflucht dafür, NEUER_SATZ dass SUBJECT_IM_SATZ PRONOMEN_PERSONAL OBJECT PRONOMEN_PERSONAL auf diesem allerheiligsten Thron niedergelassen VERB_HABEN!"); /* EN 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(
					"Ein schreckliches Dröhnen erfüllt KASUS_AKKUSATIV PRONOMEN_POSSESSIV NOUN_KOPF!"); /* EN "A terrible drone fills your head!"); */
					make_confused(HConfusion + rnd(30),
									FALSE);
				} else {
					pline("Ein Bild formt sich in KASUS_DATIV PRONOMEN_POSSESSIV NOUN_GEDANKEs."); /* EN pline("An image forms in your mind."); */
					do_mapping();
				}
			} else  {
				Your("NOUN_BLICK klärt sich."); /* EN Your("vision becomes clear."); */
				HSee_invisible |= FROMOUTSIDE;
				newsym(u.ux, u.uy);
			}
			break;
		    case 11:
			if (Luck < 0)  {
			    Du_fuehlst_dich("bedroht."); /* EN You_feel("threatened."); */
			    aggravate();
			} else  {
			    Du_spuerst("einen reißenden Schmerz."); /* EN You_feel("a wrenching sensation."); */
			    tele();		/* teleport him */
			}
			break;
		    case 12:
			Dir_wird("eine Einsicht gewährt!"); /* EN You("are granted an insight!"); */
			if (invent) {
			    /* rn2(5) agrees w/seffects() */
			    identify_pack(rn2(5));
			}
			break;
		    case 13:
			Your("NOUN_VERSTAND verknotet sich zu einer Bretzel!"); /* EN 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))
		    Du_fuehlst_dich("hier sehr wohl."); /* EN You_feel("very comfortable here."); */
		else
		    Du_fuehlst_dich("irgendwie fehl am Platz ..."); /* EN 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("NOUN_THRON VERB_AUFLOESEN sich in ein Logikwölkchen SATZKLAMMER."); /* EN 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("Männchen können keine Eier legen!"); /* EN pline("Males can't lay eggs!"); */
			return 0;
		}

		if (u.uhunger < (int)objects[EGG].oc_nutrition) {
			You("VERB_HAVE nicht genug Energie um ein Ei zu legen."); /* EN 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("VERB_LEGEN ein Ei."); /* EN You("lay an egg."); */
		dropy(uegg);
		stackobj(uegg);
		morehungry((int)objects[EGG].oc_nutrition);
	} else if (u.uswallow)
		pline("Hier gibt es keine Sitzmöglichkeiten!"); /* EN There("are no seats in here!"); */
	else
		pline("Spaß daran, %s zu sitzen?", auf_dem_Boden(u.ux,u.uy)); /* EN pline("Having fun sitting on the %s?", surface(u.ux,u.uy)); */
	return(1);
}
コード例 #4
0
ファイル: sit.c プロジェクト: chasonr/retrohack
int
dosit() {
#ifdef THRONES
	register int cnt;
#endif

	if(Levitation)  {
	    pline("There's nothing to sit on up here.");
#ifdef THRONES
	} else  if(IS_THRONE(levl[u.ux][u.uy].typ)) {

	    if (rnd(6) > 4)  {
		switch (rnd(13))  {
		    case 1:
			adjattrib(rn2(A_MAX), -rn1(4,3), FALSE);
			losehp(rnd(10), "cursed throne", KILLED_BY_AN);
			break;
		    case 2:
			adjattrib(rn2(A_MAX), 1, FALSE);
			break;
		    case 3:
		pline("A%s charge of electricity shoots through your body!",
			      (Shock_resistance) ? "" : " massive");
			if(Shock_resistance)
				losehp(rnd(6), "electric chair", KILLED_BY_AN);
			else	losehp(rnd(30), "electric chair", KILLED_BY_AN);
			break;
		    case 4:
			You("feel much, much better!");
			if(u.uhp >= (u.uhpmax - 5))  u.uhpmax += 4;
			u.uhp = u.uhpmax;
			make_blinded(0L,TRUE);
			make_sick(0L,FALSE);
			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:
			cnt = rnd(10);
			You("hear a voice echo:");
			pline("\"Thy audience hath been summoned, Sire!\"");
			while(cnt--)
			    (void) makemon(courtmon(), u.ux, u.uy);
			break;
		    case 8:
			You("hear a voice echo:");
			pline("\"By thy Imperious order, Sire...\"");
			do_genocide(1);
			break;
		    case 9:
			You("hear a voice echo:");
	pline("\"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))  {
				pline("An image forms in your mind.");
				do_mapping();
			} else  {
				Your("vision clarifies.");
				HSee_invisible |= INTRINSIC;
			}
			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 a gift of insight!");
			while (!ggetobj("identify", identify, rn2(5))
				&& invent);
			break;
		    case 13:
			Your("mind turns into a pretzel!");
			make_confused(HConfusion + rn1(7,16),FALSE);
			break;
		    default:	impossible("throne effect");
				break;
		}
	    } else	You("feel somehow out of place...");

	    if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ))	{
		pline("The throne vanishes in a puff of logic.");
/*		levl[u.ux][u.uy].scrsym = ROOM_SYM; */
		levl[u.ux][u.uy].typ = ROOM;
		if(Invisible) newsym(u.ux,u.uy);
	    }
#endif
#ifdef POLYSELF
	} else if (lays_eggs(uasmon) || u.umonnum == PM_QUEEN_BEE) {
		struct obj *uegg;

		if (u.uhunger < objects[EGG].nutrition) {
			You("are too weak to lay an egg.");
			return 0;
		}

		uegg = mksobj(EGG, 0);
		uegg->spe = 1;
		uegg->quan = 1;
		uegg->owt = weight(uegg);
		uegg->corpsenm =
		    (u.umonnum==PM_QUEEN_BEE ? PM_KILLER_BEE : monsndx(uasmon));
		uegg->known = uegg->dknown = 1;
		You("lay an egg.");
		dropy(uegg);
		stackobj(uegg);
		morehungry(objects[EGG].nutrition);
#endif
	} else
		pline("Having fun sitting on the floor?");
	return(1);
}
コード例 #5
0
ファイル: sit.c プロジェクト: MaddTheSane/nh3d_OSX-j
/* #sit command */
int
dosit()
{
/*JP
    static const char sit_message[] = "sit on the %s.";
*/
    static const char sit_message[] = "%sに座った.";
    register struct trap *trap = t_at(u.ux, u.uy);
    register int typ = levl[u.ux][u.uy].typ;

    if (u.usteed) {
/*JP
        You("are already sitting on %s.", mon_nam(u.usteed));
*/
        You("もう%sに座っている.", mon_nam(u.usteed));
        return 0;
    }
    if (u.uundetected && is_hider(youmonst.data) && u.umonnum != PM_TRAPPER)
        u.uundetected = 0; /* no longer on the ceiling */

    if (!can_reach_floor(FALSE)) {
        if (u.uswallow)
/*JP
            There("are no seats in here!");
*/
            pline("ここには椅子がない!");
        else if (Levitation)
/*JP
            You("tumble in place.");
*/
            You("その場で宙返りした.");
        else
/*JP
            You("are sitting on air.");
*/
            You("空中に座った.");
        return 0;
    } else if (u.ustuck && !sticks(youmonst.data)) {
        /* holding monster is next to hero rather than beneath, but
           hero is in no condition to actually sit at has/her own spot */
        if (humanoid(u.ustuck->data))
/*JP
            pline("%s won't offer %s lap.", Monnam(u.ustuck), mhis(u.ustuck));
*/
            pline("%sはひざを出さなかった.", Monnam(u.ustuck));
        else
/*JP
            pline("%s has no lap.", Monnam(u.ustuck));
*/
            pline("%sにはひざがない.", Monnam(u.ustuck));
        return 0;
    } else if (is_pool(u.ux, u.uy) && !Underwater) { /* water walking */
        goto in_water;
    }

    if (OBJ_AT(u.ux, u.uy)
        /* ensure we're not standing on the precipice */
        && !uteetering_at_seen_pit(trap)) {
        register struct obj *obj;

        obj = level.objects[u.ux][u.uy];
        if (youmonst.data->mlet == S_DRAGON && obj->oclass == COIN_CLASS) {
#if 0 /*JP*/
            You("coil up around your %shoard.",
                (obj->quan + money_cnt(invent) < u.ulevel * 1000) ? "meager "
                                                                  : "");
#else
            You("%sお宝のまわりでとぐろを巻いた.",
                (obj->quan + money_cnt(invent) < u.ulevel * 1000) ? "わずかな"
                                                                  : "");
#endif
        } else {
/*JP
            You("sit on %s.", the(xname(obj)));
*/
            You("%sに座った.", the(xname(obj)));
            if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
/*JP
                pline("It's not very comfortable...");
*/
                pline("あまり座りごこちがよくない...");
        }
    } else if (trap != 0 || (u.utrap && (u.utraptype >= TT_LAVA))) {
        if (u.utrap) {
            exercise(A_WIS, FALSE); /* you're getting stuck longer */
            if (u.utraptype == TT_BEARTRAP) {
/*JP
                You_cant("sit down with your %s in the bear trap.",
*/
                pline("%sが熊の罠にはさまっているので座れない.",
                         body_part(FOOT));
                u.utrap++;
            } else if (u.utraptype == TT_PIT) {
                if (trap && trap->ttyp == SPIKED_PIT) {
/*JP
                    You("sit down on a spike.  Ouch!");
*/
                    You("トゲの上に座った.いてっ!");
                    losehp(Half_physical_damage ? rn2(2) : 1,
/*JP
                           "sitting on an iron spike", KILLED_BY);
*/
                           "鉄のトゲの上に座って", KILLED_BY);
                    exercise(A_STR, FALSE);
                } else
/*JP
                    You("sit down in the pit.");
*/
                    You("落し穴の中で座った.");
                u.utrap += rn2(5);
            } else if (u.utraptype == TT_WEB) {
/*JP
                You("sit in the spider web and get entangled further!");
*/
                You("くもの巣の中で座ったら,ますます絡まった!");
                u.utrap += rn1(10, 5);
            } else if (u.utraptype == TT_LAVA) {
                /* Must have fire resistance or they'd be dead already */
/*JP
                You("sit in the lava!");
*/
                You("溶岩の中に座った!");
                if (Slimed)
                    burn_away_slime();
                u.utrap += rnd(4);
/*JP
                losehp(d(2, 10), "sitting in lava",
*/
                losehp(d(2, 10), "溶岩の中に座って",
                       KILLED_BY); /* lava damage */
            } else if (u.utraptype == TT_INFLOOR
                       || u.utraptype == TT_BURIEDBALL) {
/*JP
                You_cant("maneuver to sit!");
*/
                You("座るような動作ができない!");
                u.utrap++;
            }
        } else {
/*JP
            You("sit down.");
*/
            You("座った.");
            dotrap(trap, 0);
        }
    } else if (Underwater || Is_waterlevel(&u.uz)) {
        if (Is_waterlevel(&u.uz))
/*JP
            There("are no cushions floating nearby.");
*/
            pline("近くに浮いているクッションはない.");
        else
/*JP
            You("sit down on the muddy bottom.");
*/
            You("どろどろした底に座った.");
    } else if (is_pool(u.ux, u.uy)) {
    in_water:
/*JP
        You("sit in the water.");
*/
        You("水の中で座った.");
        if (!rn2(10) && uarm)
/*JP
            (void) water_damage(uarm, "armor", TRUE);
*/
            (void) water_damage(uarm, "鎧", TRUE);
        if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
/*JP
            (void) water_damage(uarm, "armor", TRUE);
*/
            (void) water_damage(uarm, "鎧", TRUE);
    } else if (IS_SINK(typ)) {
        You(sit_message, defsyms[S_sink].explanation);
/*JP
        Your("%s gets wet.", humanoid(youmonst.data) ? "rump" : "underside");
*/
        Your("%sは濡れた.", humanoid(youmonst.data) ? "尻" : "下部");
    } 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) {
/*JP
        You(sit_message, "stairs");
*/
        You(sit_message, "階段");
    } else if (typ == LADDER) {
/*JP
        You(sit_message, "ladder");
*/
        You(sit_message, "はしご");
    } else if (is_lava(u.ux, u.uy)) {
        /* must be WWalking */
/*JP
        You(sit_message, "lava");
*/
        You(sit_message, "溶岩");
        burn_away_slime();
        if (likes_lava(youmonst.data)) {
/*JP
            pline_The("lava feels warm.");
*/
            pline("溶岩は暖かい.");
            return 1;
        }
/*JP
        pline_The("lava burns you!");
*/
        You("溶岩で燃えた!");
        losehp(d((Fire_resistance ? 2 : 10), 10), /* lava damage */
/*JP
               "sitting on lava", KILLED_BY);
*/
               "溶岩に座って", KILLED_BY);
    } else if (is_ice(u.ux, u.uy)) {
        You(sit_message, defsyms[S_ice].explanation);
        if (!Cold_resistance)
/*JP
            pline_The("ice feels cold.");
*/
            pline("氷は冷たく感じた.");
    } else if (typ == DRAWBRIDGE_DOWN) {
/*JP
        You(sit_message, "drawbridge");
*/
        You(sit_message, "跳ね橋");
    } 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);
/*JP
                losehp(rnd(10), "cursed throne", KILLED_BY_AN);
*/
                losehp(rnd(10), "呪われた玉座で", KILLED_BY_AN);
                break;
            case 2:
                (void) adjattrib(rn2(A_MAX), 1, FALSE);
                break;
            case 3:
#if 0 /*JP*/
                pline("A%s electric shock shoots through your body!",
                      (Shock_resistance) ? "n" : " massive");
#else
                pline("%s電気があなたの体を走り抜けた!",
                      (Shock_resistance) ? "" : "激しい");
#endif
/*JP
                losehp(Shock_resistance ? rnd(6) : rnd(30), "electric chair",
*/
                losehp(Shock_resistance ? rnd(6) : rnd(30), "電気椅子で",
                       KILLED_BY_AN);
                exercise(A_CON, FALSE);
                break;
            case 4:
/*JP
                You_feel("much, much better!");
*/
                You_feel("とても,とても元気になったような気がした!");
                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();
                context.botl = 1;
                break;
            case 5:
                take_gold();
                break;
            case 6:
                if (u.uluck + rn2(5) < 0) {
/*JP
                    You_feel("your luck is changing.");
*/
                    pline("運が向いてきた気がする.");
                    change_luck(1);
                } else
                    makewish();
                break;
            case 7:
              {
                int cnt = rnd(10);

                /* Magical voice not affected by deafness */
/*JP
                pline("A voice echoes:");
*/
                pline("声が響いた:");
#if 0 /*JP*/
                verbalize("Thy audience hath been summoned, %s!",
                          flags.female ? "Dame" : "Sire");
#else
                verbalize("%sよ!汝の聴衆召喚されし.",
                          flags.female ? "女" : "男");
#endif
                while (cnt--)
                    (void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS);
                break;
              }
            case 8:
                /* Magical voice not affected by deafness */
/*JP
                pline("A voice echoes:");
*/
                pline("声が響いた:");
#if 0 /*JP*/
                verbalize("By thine Imperious order, %s...",
                          flags.female ? "Dame" : "Sire");
#else
                verbalize("%sよ!汝の傲慢聞きいれようぞ.",
                          flags.female ? "女" : "男");
#endif
                do_genocide(5); /* REALLY|ONTHRONE, see do_genocide() */
                break;
            case 9:
                /* Magical voice not affected by deafness */
/*JP
                pline("A voice echoes:");
*/
                pline("声が響いた:");
                verbalize(
/*JP
                 "A curse upon thee for sitting upon this most holy throne!");
*/
                 "聖なる玉座に座りし汝に呪いあれ!");
                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) {
/*JP
                        pline("A terrible drone fills your head!");
*/
                        pline("恐しいブンブンという音が頭に響いた!");
                        make_confused((HConfusion & TIMEOUT) + (long) rnd(30),
                                      FALSE);
                    } else {
/*JP
                        pline("An image forms in your mind.");
*/
                        pline("あるイメージが頭に浮んだ.");
                        do_mapping();
                    }
                } else {
/*JP
                    Your("vision becomes clear.");
*/
                    Your("視界は冴え渡った.");
                    HSee_invisible |= FROMOUTSIDE;
                    newsym(u.ux, u.uy);
                }
                break;
            case 11:
                if (Luck < 0) {
/*JP
                    You_feel("threatened.");
*/
                    You("脅迫されているような気がした.");
                    aggravate();
                } else {
/*JP
                    You_feel("a wrenching sensation.");
*/
                    You("ねじられたような感覚を感じた.");
                    tele(); /* teleport him */
                }
                break;
            case 12:
/*JP
                You("are granted an insight!");
*/
                You("洞察力を得た!");
                if (invent) {
                    /* rn2(5) agrees w/seffects() */
                    identify_pack(rn2(5), FALSE);
                }
                break;
            case 13:
/*JP
                Your("mind turns into a pretzel!");
*/
                Your("心はクネクネになった!");
                make_confused((HConfusion & TIMEOUT) + (long) rn1(7, 16),
                              FALSE);
                break;
            default:
                impossible("throne effect");
                break;
            }
        } else {
            if (is_prince(youmonst.data))
/*JP
                You_feel("very comfortable here.");
*/
                You("ここはとても落ち着く.");
            else
/*JP
                You_feel("somehow out of place...");
*/
                You("何か場違いの気がした...");
        }

        if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) {
            /* may have teleported */
            levl[u.ux][u.uy].typ = ROOM;
/*JP
            pline_The("throne vanishes in a puff of logic.");
*/
            pline("玉座はふっと消えた.");
            newsym(u.ux, u.uy);
        }
    } else if (lays_eggs(youmonst.data)) {
        struct obj *uegg;

        if (!flags.female) {
#if 0 /*JP*/
            pline("%s can't lay eggs!",
                  Hallucination
                      ? "You may think you are a platypus, but a male still"
                      : "Males");
#else
            pline("%s雄は卵を産めない!",
                  Hallucination
                      ? "あなたは自分がカモノハシだと思っているかもしれないが,やっぱり"
                      : "");
#endif
            return 0;
        } else if (u.uhunger < (int) objects[EGG].oc_nutrition) {
/*JP
            You("don't have enough energy to lay an egg.");
*/
            You("卵を産むだけのエネルギーがない.");
            return 0;
        }

        uegg = mksobj(EGG, FALSE, FALSE);
        uegg->spe = 1;
        uegg->quan = 1L;
        uegg->owt = weight(uegg);
        /* this sets hatch timers if appropriate */
        set_corpsenm(uegg, egg_type_from_parent(u.umonnum, FALSE));
        uegg->known = uegg->dknown = 1;
/*JP
        You("lay an egg.");
*/
        You("卵を産んだ.");
        dropy(uegg);
        stackobj(uegg);
        morehungry((int) objects[EGG].oc_nutrition);
    } else {
/*JP
        pline("Having fun sitting on the %s?", surface(u.ux, u.uy));
*/
        pline("%sに座って楽しいかい?", surface(u.ux,u.uy));
    }
    return 1;
}
コード例 #6
0
ファイル: spell.c プロジェクト: FredrIQ/nhfourk
/* TRUE: book should be destroyed by caller */
static boolean
cursed_book(struct obj *bp)
{
    int lev = objects[bp->otyp].oc_level;
    boolean was_inuse;

    switch (rn2(lev)) {
    case 0:
        pline("You feel a wrenching sensation.");
        tele(); /* teleport him */
        break;
    case 1:
        pline("You feel threatened.");
        aggravate();
        break;
    case 2:
        make_blinded(Blinded + rn1(100, 250), TRUE);
        break;
    case 3:
        take_gold();
        break;
    case 4:
        pline("These runes were just too much to comprehend.");
        make_confused(HConfusion + rn1(7, 16), FALSE);
        break;
    case 5:
        pline("The book was coated with contact poison!");
        if (uarmg) {
            erode_obj(uarmg, "gloves", ERODE_CORRODE, TRUE, TRUE);
            break;
        }
        /* Temporarily disable in_use; death should not destroy the book.

           Paranoia: ensure that we don't turn /on/ in_use, that causes a
           desync. (That used to be able to happen via an old codepath, but that
           codepath has since been removed. I don't think there are others, but
           someone might unintentionally add one.) */
        was_inuse = bp->in_use;
        bp->in_use = FALSE;
        losestr(Poison_resistance ? rn1(2, 1) : rn1(4, 3), DIED,
                killer_msg(DIED, "a contact-poisoned spellbook"), NULL);
        losehp(rnd(Poison_resistance ? 6 : 10),
               killer_msg(DIED, "a contact-poisoned spellbook"));
        bp->in_use = was_inuse;
        break;
    case 6:
        if (Antimagic) {
            shieldeff(u.ux, u.uy);
            pline("The book %s, but you are unharmed!", explodes);
        } else {
            pline("As you read the book, it %s in your %s!", explodes,
                  body_part(FACE));
            losehp(2 * rnd(10) + 5, killer_msg(DIED, "an exploding rune"));
        }
        return TRUE;
    default:
        rndcurse();
        break;
    }
    return FALSE;
}
コード例 #7
0
ファイル: mcastu.c プロジェクト: DanielT/NitroHack
static void cast_cleric_spell(struct monst *mtmp, int dmg, int spellnum)
{
    if (dmg == 0 && !is_undirected_spell(AD_CLRC, spellnum)) {
	impossible("cast directed cleric spell (%d) with dmg=0?", spellnum);
	return;
    }

    switch (spellnum) {
    case CLC_GEYSER:
	/* this is physical damage, not magical damage */
	pline("A sudden geyser slams into you from nowhere!");
	dmg = dice(8, 6);
	if (Half_physical_damage) dmg = (dmg + 1) / 2;
	break;
    case CLC_FIRE_PILLAR:
	pline("A pillar of fire strikes all around you!");
	if (Fire_resistance) {
	    shieldeff(u.ux, u.uy);
	    dmg = 0;
	} else
	    dmg = dice(8, 6);
	if (Half_spell_damage) dmg = (dmg + 1) / 2;
	burn_away_slime();
	burnarmor(&youmonst);
	destroy_item(SCROLL_CLASS, AD_FIRE);
	destroy_item(POTION_CLASS, AD_FIRE);
	destroy_item(SPBOOK_CLASS, AD_FIRE);
	burn_floor_paper(u.ux, u.uy, TRUE, FALSE);
	break;
    case CLC_LIGHTNING:
    {
	boolean reflects;

	pline("A bolt of lightning strikes down at you from above!");
	reflects = ureflects("It bounces off your %s%s.", "");
	if (reflects || Shock_resistance) {
	    shieldeff(u.ux, u.uy);
	    dmg = 0;
	    if (reflects)
		break;
	} else
	    dmg = dice(8, 6);
	if (Half_spell_damage) dmg = (dmg + 1) / 2;
	destroy_item(WAND_CLASS, AD_ELEC);
	destroy_item(RING_CLASS, AD_ELEC);
	break;
    }
    case CLC_CURSE_ITEMS:
	pline("You feel as if you need some help.");
	rndcurse();
	dmg = 0;
	break;
    case CLC_INSECTS:
      {
	/* Try for insects, and if there are none
	   left, go for (sticks to) snakes.  -3. */
	const struct permonst *pm = mkclass(&u.uz, S_ANT,0);
	struct monst *mtmp2 = NULL;
	char let = (pm ? S_ANT : S_SNAKE);
	boolean success;
	int i;
	coord bypos;
	int quan;

	quan = (mtmp->m_lev < 2) ? 1 : rnd((int)mtmp->m_lev / 2);
	if (quan < 3) quan = 3;
	success = pm ? TRUE : FALSE;
	for (i = 0; i <= quan; i++) {
	    if (!enexto(&bypos, level, mtmp->mux, mtmp->muy, mtmp->data))
		break;
	    if ((pm = mkclass(&u.uz, let,0)) != 0 &&
		    (mtmp2 = makemon(pm, level, bypos.x, bypos.y, NO_MM_FLAGS)) != 0) {
		success = TRUE;
		mtmp2->msleeping = mtmp2->mpeaceful = mtmp2->mtame = 0;
		set_malign(mtmp2);
	    }
	}
	/* Not quite right:
         * -- message doesn't always make sense for unseen caster (particularly
	 *    the first message)
         * -- message assumes plural monsters summoned (non-plural should be
         *    very rare, unlike in nasty())
         * -- message assumes plural monsters seen
         */
	if (!success)
	    pline("%s casts at a clump of sticks, but nothing happens.",
		Monnam(mtmp));
	else if (let == S_SNAKE)
	    pline("%s transforms a clump of sticks into snakes!",
		Monnam(mtmp));
	else if (Invisible && !perceives(mtmp->data) &&
				(mtmp->mux != u.ux || mtmp->muy != u.uy))
	    pline("%s summons insects around a spot near you!",
		Monnam(mtmp));
	else if (Displaced && (mtmp->mux != u.ux || mtmp->muy != u.uy))
	    pline("%s summons insects around your displaced image!",
		Monnam(mtmp));
	else
	    pline("%s summons insects!", Monnam(mtmp));
	dmg = 0;
	break;
      }
    case CLC_BLIND_YOU:
	/* note: resists_blnd() doesn't apply here */
	if (!Blinded) {
	    int num_eyes = eyecount(youmonst.data);
	    pline("Scales cover your %s!",
		  (num_eyes == 1) ?
		  body_part(EYE) : makeplural(body_part(EYE)));
	    make_blinded(Half_spell_damage ? 100L : 200L, FALSE);
	    if (!Blind) pline("Your vision quickly clears.");
	    dmg = 0;
	} else
	    impossible("no reason for monster to cast blindness spell?");
	break;
    case CLC_PARALYZE:
	if (Antimagic || Free_action) {
	    shieldeff(u.ux, u.uy);
	    if (multi >= 0)
		pline("You stiffen briefly.");
	    nomul(-1, "paralyzed by a monster");
	} else {
	    if (multi >= 0)
		pline("You are frozen in place!");
	    dmg = 4 + (int)mtmp->m_lev;
	    if (Half_spell_damage) dmg = (dmg + 1) / 2;
	    nomul(-dmg, "paralyzed by a monster");
	}
	dmg = 0;
	break;
    case CLC_CONFUSE_YOU:
	if (Antimagic) {
	    shieldeff(u.ux, u.uy);
	    pline("You feel momentarily dizzy.");
	} else {
	    boolean oldprop = !!Confusion;

	    dmg = (int)mtmp->m_lev;
	    if (Half_spell_damage) dmg = (dmg + 1) / 2;
	    make_confused(HConfusion + dmg, TRUE);
	    if (Hallucination)
		pline("You feel %s!", oldprop ? "trippier" : "trippy");
	    else
		pline("You feel %sconfused!", oldprop ? "more " : "");
	}
	dmg = 0;
	break;
    case CLC_CURE_SELF:
	if (mtmp->mhp < mtmp->mhpmax) {
	    if (canseemon(mtmp))
		pline("%s looks better.", Monnam(mtmp));
	    /* note: player healing does 6d4; this used to do 1d8 */
	    if ((mtmp->mhp += dice(3,6)) > mtmp->mhpmax)
		mtmp->mhp = mtmp->mhpmax;
	    dmg = 0;
	}
	break;
    case CLC_OPEN_WOUNDS:
	if (Antimagic) {
	    shieldeff(u.ux, u.uy);
	    dmg = (dmg + 1) / 2;
	}
	if (dmg <= 5)
	    pline("Your skin itches badly for a moment.");
	else if (dmg <= 10)
	    pline("Wounds appear on your body!");
	else if (dmg <= 20)
	    pline("Severe wounds appear on your body!");
	else
	    pline("Your body is covered with painful wounds!");
	break;
    default:
	impossible("mcastu: invalid clerical spell (%d)", spellnum);
	dmg = 0;
	break;
    }

    if (dmg) mdamageu(mtmp, dmg);
}
コード例 #8
0
ファイル: mcastu.c プロジェクト: DanielT/NitroHack
/*
   If dmg is zero, then the monster is not casting at you.
   If the monster is intentionally not casting at you, we have previously
   called spell_would_be_useless() and spellnum should always be a valid
   undirected spell.
   If you modify either of these, be sure to change is_undirected_spell()
   and spell_would_be_useless().
 */
static void cast_wizard_spell(struct monst *mtmp, int dmg, int spellnum)
{
    if (dmg == 0 && !is_undirected_spell(AD_SPEL, spellnum)) {
	impossible("cast directed wizard spell (%d) with dmg=0?", spellnum);
	return;
    }

    switch (spellnum) {
    case MGC_DEATH_TOUCH:
	pline("Oh no, %s's using the touch of death!", mhe(mtmp));
	if (nonliving(youmonst.data) || is_demon(youmonst.data)) {
	    pline("You seem no deader than before.");
	} else if (!Antimagic && rn2(mtmp->m_lev) > 12) {
	    if (Hallucination) {
		pline("You have an out of body experience.");
	    } else {
		killer_format = KILLED_BY_AN;
		killer = "touch of death";
		done(DIED);
	    }
	} else {
	    if (Antimagic) shieldeff(u.ux, u.uy);
	    pline("Lucky for you, it didn't work!");
	}
	dmg = 0;
	break;
    case MGC_CLONE_WIZ:
	if (mtmp->iswiz && flags.no_of_wizards == 1) {
	    pline("Double Trouble...");
	    clonewiz();
	    dmg = 0;
	} else
	    impossible("bad wizard cloning?");
	break;
    case MGC_SUMMON_MONS:
    {
	int count;

	count = nasty(mtmp);	/* summon something nasty */
	if (mtmp->iswiz)
	    verbalize("Destroy the thief, my pet%s!", plur(count));
	else {
	    const char *mappear =
		(count == 1) ? "A monster appears" : "Monsters appear";

	    /* messages not quite right if plural monsters created but
	       only a single monster is seen */
	    if (Invisible && !perceives(mtmp->data) &&
				    (mtmp->mux != u.ux || mtmp->muy != u.uy))
		pline("%s around a spot near you!", mappear);
	    else if (Displaced && (mtmp->mux != u.ux || mtmp->muy != u.uy))
		pline("%s around your displaced image!", mappear);
	    else
		pline("%s from nowhere!", mappear);
	}
	dmg = 0;
	break;
    }
    case MGC_AGGRAVATION:
	pline("You feel that monsters are aware of your presence.");
	aggravate();
	dmg = 0;
	break;
    case MGC_CURSE_ITEMS:
	pline("You feel as if you need some help.");
	rndcurse();
	dmg = 0;
	break;
    case MGC_DESTRY_ARMR:
	if (Antimagic) {
	    shieldeff(u.ux, u.uy);
	    pline("A field of force surrounds you!");
	} else if (!destroy_arm(some_armor(&youmonst))) {
	    pline("Your skin itches.");
	}
	dmg = 0;
	break;
    case MGC_WEAKEN_YOU:		/* drain strength */
	if (Antimagic) {
	    shieldeff(u.ux, u.uy);
	    pline("You feel momentarily weakened.");
	} else {
	    pline("You suddenly feel weaker!");
	    dmg = mtmp->m_lev - 6;
	    if (Half_spell_damage) dmg = (dmg + 1) / 2;
	    losestr(rnd(dmg));
	    if (u.uhp < 1)
		done_in_by(mtmp);
	}
	dmg = 0;
	break;
    case MGC_DISAPPEAR:		/* makes self invisible */
	if (!mtmp->minvis && !mtmp->invis_blkd) {
	    if (canseemon(mtmp))
		pline("%s suddenly %s!", Monnam(mtmp),
		      !See_invisible ? "disappears" : "becomes transparent");
	    mon_set_minvis(mtmp);
	    dmg = 0;
	} else
	    impossible("no reason for monster to cast disappear spell?");
	break;
    case MGC_STUN_YOU:
	if (Antimagic || Free_action) {
	    shieldeff(u.ux, u.uy);
	    if (!Stunned)
		pline("You feel momentarily disoriented.");
	    make_stunned(1L, FALSE);
	} else {
	    pline(Stunned ? "You struggle to keep your balance." : "You reel...");
	    dmg = dice(ACURR(A_DEX) < 12 ? 6 : 4, 4);
	    if (Half_spell_damage) dmg = (dmg + 1) / 2;
	    make_stunned(HStun + dmg, FALSE);
	}
	dmg = 0;
	break;
    case MGC_HASTE_SELF:
	mon_adjust_speed(mtmp, 1, NULL);
	dmg = 0;
	break;
    case MGC_CURE_SELF:
	if (mtmp->mhp < mtmp->mhpmax) {
	    if (canseemon(mtmp))
		pline("%s looks better.", Monnam(mtmp));
	    /* note: player healing does 6d4; this used to do 1d8 */
	    if ((mtmp->mhp += dice(3,6)) > mtmp->mhpmax)
		mtmp->mhp = mtmp->mhpmax;
	    dmg = 0;
	}
	break;
    case MGC_PSI_BOLT:
	/* prior to 3.4.0 Antimagic was setting the damage to 1--this
	   made the spell virtually harmless to players with magic res. */
	if (Antimagic) {
	    shieldeff(u.ux, u.uy);
	    dmg = (dmg + 1) / 2;
	}
	if (dmg <= 5)
	    pline("You get a slight %sache.", body_part(HEAD));
	else if (dmg <= 10)
	    pline("Your brain is on fire!");
	else if (dmg <= 20)
	    pline("Your %s suddenly aches painfully!", body_part(HEAD));
	else
	    pline("Your %s suddenly aches very painfully!", body_part(HEAD));
	break;
    default:
	impossible("mcastu: invalid magic spell (%d)", spellnum);
	dmg = 0;
	break;
    }

    if (dmg) mdamageu(mtmp, dmg);
}