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); }
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); }
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); }
void fill_zoo (struct mkroom *sroom) { struct monst *mon; int sx,sy,i; int sh, tx, ty, goldlim, type = sroom->rtype; int rmno = (sroom - rooms) + ROOMOFFSET; coord mm; sh = sroom->fdoor; switch(type) { case COURT: if(level.flags.is_maze_lev) { for(tx = sroom->lx; tx <= sroom->hx; tx++) for(ty = sroom->ly; ty <= sroom->hy; ty++) if(IS_THRONE(levl[tx][ty].typ)) goto throne_placed; } i = 100; do { /* don't place throne on top of stairs */ (void) somexy(sroom, &mm); tx = mm.x; ty = mm.y; } while (occupied((signed char)tx, (signed char)ty) && --i > 0); throne_placed: /* TODO: try to ensure the enthroned monster is an M2_PRINCE */ break; case BEEHIVE: tx = sroom->lx + (sroom->hx - sroom->lx + 1)/2; ty = sroom->ly + (sroom->hy - sroom->ly + 1)/2; if(sroom->irregular) { /* center might not be valid, so put queen elsewhere */ if ((int) levl[tx][ty].roomno != rmno || levl[tx][ty].edge) { (void) somexy(sroom, &mm); tx = mm.x; ty = mm.y; } } break; case ZOO: case LEPREHALL: goldlim = 500 * level_difficulty(); break; } for(sx = sroom->lx; sx <= sroom->hx; sx++) for(sy = sroom->ly; sy <= sroom->hy; sy++) { if(sroom->irregular) { if ((int) levl[sx][sy].roomno != rmno || levl[sx][sy].edge || (sroom->doorct && distmin(sx, sy, doors[sh].x, doors[sh].y) <= 1)) continue; } else if(!SPACE_POS(levl[sx][sy].typ) || (sroom->doorct && ((sx == sroom->lx && doors[sh].x == sx-1) || (sx == sroom->hx && doors[sh].x == sx+1) || (sy == sroom->ly && doors[sh].y == sy-1) || (sy == sroom->hy && doors[sh].y == sy+1)))) continue; /* don't place monster on explicitly placed throne */ if(type == COURT && IS_THRONE(levl[sx][sy].typ)) continue; mon = makemon( (type == COURT) ? courtmon() : (type == BARRACKS) ? squadmon() : (type == MORGUE) ? morguemon() : (type == BEEHIVE) ? (sx == tx && sy == ty ? &mons[PM_QUEEN_BEE] : &mons[PM_KILLER_BEE]) : (type == LEPREHALL) ? &mons[PM_LEPRECHAUN] : (type == COCKNEST) ? &mons[PM_COCKATRICE] : (type == ANTHOLE) ? antholemon() : (struct permonst *) 0, sx, sy, NO_MM_FLAGS); if(mon) { mon->msleeping = 1; if (type==COURT && mon->mpeaceful) { mon->mpeaceful = 0; set_malign(mon); } } switch(type) { case ZOO: case LEPREHALL: if(sroom->doorct) { int distval = dist2(sx,sy,doors[sh].x,doors[sh].y); i = sq(distval); } else i = goldlim; if(i >= goldlim) i = 5*level_difficulty(); goldlim -= i; (void) mkgold((long) rn1(i, 10), sx, sy); break; case MORGUE: if(!rn2(5)) (void) mk_tt_object(CORPSE, sx, sy); if(!rn2(10)) /* lots of treasure buried with dead */ (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, sx, sy, true, false); if (!rn2(5)) make_grave(sx, sy, (char *)0); break; case BEEHIVE: if(!rn2(3)) (void) mksobj_at(LUMP_OF_ROYAL_JELLY, sx, sy, true, false); break; case BARRACKS: if(!rn2(20)) /* the payroll and some loot */ (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, sx, sy, true, false); break; case COCKNEST: if(!rn2(3)) { struct obj *sobj = mk_tt_object(STATUE, sx, sy); if (sobj) { for (i = rn2(5); i; i--) (void) add_to_container(sobj, mkobj(RANDOM_CLASS, false)); sobj->owt = weight(sobj); } } break; case ANTHOLE: if(!rn2(3)) (void) mkobj_at(FOOD_CLASS, sx, sy, false); break; } } switch (type) { case COURT: { struct obj *chest; levl[tx][ty].typ = THRONE; (void) somexy(sroom, &mm); (void) mkgold((long) rn1(50 * level_difficulty(),10), mm.x, mm.y); /* the royal coffers */ chest = mksobj_at(CHEST, mm.x, mm.y, true, false); chest->spe = 2; /* so it can be found later */ level.flags.has_court = 1; break; } case BARRACKS: level.flags.has_barracks = 1; break; case ZOO: level.flags.has_zoo = 1; break; case MORGUE: level.flags.has_morgue = 1; break; case SWAMP: level.flags.has_swamp = 1; break; case BEEHIVE: level.flags.has_beehive = 1; break; } }
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); }
/* #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; }
void fill_zoo(struct level *lev, struct mkroom *sroom, enum rng rng) { struct monst *mon; int sx, sy, i; int sh, tx, ty, goldlim, type = sroom->rtype; int rmno = (sroom - lev->rooms) + ROOMOFFSET; coord mm; tx = ty = goldlim = 0; sh = sroom->fdoor; switch (type) { case COURT: if (lev->flags.is_maze_lev) { for (tx = sroom->lx; tx <= sroom->hx; tx++) for (ty = sroom->ly; ty <= sroom->hy; ty++) if (IS_THRONE(lev->locations[tx][ty].typ)) goto throne_placed; } i = 100; do { /* don't place throne on top of stairs */ somexy(lev, sroom, &mm, rng); tx = mm.x; ty = mm.y; } while (occupied(lev, tx, ty) && --i > 0); throne_placed: /* TODO: try to ensure the enthroned monster is an M2_PRINCE */ break; case BEEHIVE: tx = sroom->lx + (sroom->hx - sroom->lx + 1) / 2; ty = sroom->ly + (sroom->hy - sroom->ly + 1) / 2; if (sroom->irregular) { /* center might not be valid, so put queen elsewhere */ if ((int)lev->locations[tx][ty].roomno != rmno || lev->locations[tx][ty].edge) { somexy(lev, sroom, &mm, rng); tx = mm.x; ty = mm.y; } } break; case ZOO: case LEPREHALL: goldlim = 500 * level_difficulty(&lev->z); break; } for (sx = sroom->lx; sx <= sroom->hx; sx++) for (sy = sroom->ly; sy <= sroom->hy; sy++) { if (sroom->irregular) { if ((int)lev->locations[sx][sy].roomno != rmno || lev->locations[sx][sy].edge || (sroom->doorct && distmin(sx, sy, lev->doors[sh].x, lev->doors[sh].y) <= 1)) continue; } else if (!SPACE_POS(lev->locations[sx][sy].typ) || (sroom->doorct && ((sx == sroom->lx && lev->doors[sh].x == sx - 1) || (sx == sroom->hx && lev->doors[sh].x == sx + 1) || (sy == sroom->ly && lev->doors[sh].y == sy - 1) || (sy == sroom->hy && lev->doors[sh].y == sy + 1)))) continue; /* don't place monster on explicitly placed throne */ if (type == COURT && IS_THRONE(lev->locations[sx][sy].typ)) continue; mon = makemon((type == COURT) ? courtmon(&lev->z, rng) : (type == BARRACKS) ? squadmon(&lev->z) : (type == MORGUE) ? morguemon(&lev->z, rng) : (type == BEEHIVE) ? (sx == tx && sy == ty ? &mons[PM_QUEEN_BEE] : &mons[PM_KILLER_BEE]) : (type == LEPREHALL) ? &mons[PM_LEPRECHAUN] : (type == COCKNEST) ? &mons[PM_COCKATRICE] : (type == ANTHOLE) ? antholemon(&lev->z) : NULL, lev, sx, sy, rng == rng_main ? NO_MM_FLAGS : MM_ALLLEVRNG); if (mon) { mon->msleeping = 1; if (type == COURT && mon->mpeaceful) msethostility(mon, TRUE, TRUE); } switch (type) { case ZOO: case LEPREHALL: if (sroom->doorct) { int distval = dist2(sx, sy, lev->doors[sh].x, lev->doors[sh].y); i = sq(distval); } else i = goldlim; if (i >= goldlim) i = 5 * level_difficulty(&lev->z); goldlim -= i; mkgold(10 + rn2_on_rng(i, rng), lev, sx, sy, rng); break; case MORGUE: if (!rn2_on_rng(5, rng)) mk_tt_object(lev, CORPSE, sx, sy); if (!rn2_on_rng(10, rng)) /* lots of treasure */ mksobj_at(rn2_on_rng(3, rng) ? LARGE_BOX : CHEST, lev, sx, sy, TRUE, FALSE, rng); if (!rn2_on_rng(5, rng)) make_grave(lev, sx, sy, NULL); break; case BEEHIVE: if (!rn2_on_rng(3, rng)) mksobj_at(LUMP_OF_ROYAL_JELLY, lev, sx, sy, TRUE, FALSE, rng); break; case BARRACKS: if (!rn2_on_rng(20, rng)) /* the payroll and some loot */ mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, lev, sx, sy, TRUE, FALSE, rng); break; case COCKNEST: if (!rn2_on_rng(3, rng)) { struct obj *sobj = mk_tt_object(lev, STATUE, sx, sy); if (sobj) { for (i = rn2_on_rng(5, rng); i; i--) add_to_container(sobj, mkobj(lev, RANDOM_CLASS, FALSE, rng)); sobj->owt = weight(sobj); } } break; case ANTHOLE: if (!rn2_on_rng(3, rng)) mkobj_at(FOOD_CLASS, lev, sx, sy, FALSE, rng); break; } } if (type == COURT) { struct obj *chest; lev->locations[tx][ty].typ = THRONE; somexy(lev, sroom, &mm, rng); mkgold(10 + rn2_on_rng(50 * level_difficulty(&lev->z), rng), lev, mm.x, mm.y, rng); /* the royal coffers */ chest = mksobj_at(CHEST, lev, mm.x, mm.y, TRUE, FALSE, rng); chest->spe = 2; /* so it can be found later */ } }