boolean inside_gas_cloud(void *p1, void *p2) { struct region *reg; struct monst *mtmp; long dam; reg = (struct region *)p1; dam = (long)reg->arg; if (p2 == NULL) { /* This means *YOU* Bozo! */ if (nonliving(youmonst.data) || u.uinvulnerable) return FALSE; /* If you will unblind next turn, extend the blindness so that you do * not get a "You can see again!" message immediately before being * blinded again. */ if (!Blind || Blinded == 1) make_blinded(2L, FALSE); if (Breathless) return FALSE; if (!Poison_resistance) { pline("Something is burning your %s!", makeplural(body_part(LUNG))); pline("You cough and spit blood!"); losehp(rnd(dam) + 5, killer_msg(DIED, "a gas cloud")); return FALSE; } else { pline("You cough!"); return FALSE; } } else { /* A monster is inside the cloud */ mtmp = (struct monst *)p2; /* Non living and non breathing monsters are not concerned */ if (!nonliving(mtmp->data) && !breathless(mtmp->data)) { if (cansee(mtmp->mx, mtmp->my)) pline("%s coughs!", Monnam(mtmp)); setmangry(mtmp); if (haseyes(mtmp->data) && mtmp->mcansee) { mtmp->mblinded = 1; mtmp->mcansee = 0; } if (resists_poison(mtmp)) return FALSE; mtmp->mhp -= rnd(dam) + 5; if (mtmp->mhp <= 0) { if (heros_fault(reg)) killed(mtmp); else monkilled(mtmp, "gas cloud", AD_DRST); if (DEADMONSTER(mtmp)) { /* not lifesaved */ return TRUE; } } } } return FALSE; /* Monster is still alive */ }
static void chest_shatter_msg(struct obj *otmp) { const char *disposition; const char *thing; long save_Blinded; if (otmp->oclass == POTION_CLASS) { pline(msgc_itemloss, "You %s %s shatter!", Blind ? "hear" : "see", an(bottlename())); if (!breathless(youmonst.data) || haseyes(youmonst.data)) potionbreathe(&youmonst, otmp); return; } /* We have functions for distant and singular names, but not one which does _both_... TODO: fix this blindness kludge (it doesn't even work -- see eoto) */ save_Blinded = property_timeout(&youmonst, BLINDED); set_property(&youmonst, BLINDED, 1, TRUE); thing = singular(otmp, xname); if (save_Blinded) set_property(&youmonst, BLINDED, save_Blinded, TRUE); switch (objects[otmp->otyp].oc_material) { case PAPER: disposition = "is torn to shreds"; break; case WAX: disposition = "is crushed"; break; case VEGGY: disposition = "is pulped"; break; case FLESH: disposition = "is mashed"; break; case GLASS: disposition = "shatters"; break; case WOOD: disposition = "splinters to fragments"; break; default: disposition = "is destroyed"; break; } pline(msgc_itemloss, "%s %s!", An(thing), disposition); }
void polyself(boolean forcecontrol) { char buf[BUFSZ]; int old_light, new_light; int mntmp = NON_PM; int tries=0; boolean draconian = (uarm && uarm->otyp >= GRAY_DRAGON_SCALE_MAIL && uarm->otyp <= YELLOW_DRAGON_SCALES); boolean iswere = (u.ulycn >= LOW_PM || is_were(youmonst.data)); boolean isvamp = (youmonst.data->mlet == S_VAMPIRE || u.umonnum == PM_VAMPIRE_BAT); boolean was_floating = (Levitation || Flying); if (!Polymorph_control && !forcecontrol && !draconian && !iswere && !isvamp) { if (rn2(20) > ACURR(A_CON)) { pline("You shudder for a moment."); losehp(rnd(30), "system shock", KILLED_BY_AN); exercise(A_CON, FALSE); return; } } old_light = Upolyd ? emits_light(youmonst.data) : 0; if (Polymorph_control || forcecontrol) { do { getlin("Become what kind of monster? [type the name]", buf); mntmp = name_to_mon(buf); if (mntmp < LOW_PM) pline("I've never heard of such monsters."); /* Note: humans are illegal as monsters, but an * illegal monster forces newman(), which is what we * want if they specified a human.... */ else if (!polyok(&mons[mntmp]) && !your_race(&mons[mntmp])) pline("You cannot polymorph into that."); else break; } while (++tries < 5); if (tries==5) pline("That's enough tries!"); /* allow skin merging, even when polymorph is controlled */ if (draconian && (mntmp == armor_to_dragon(uarm->otyp) || tries == 5)) goto do_merge; } else if (draconian || iswere || isvamp) { /* special changes that don't require polyok() */ if (draconian) { do_merge: mntmp = armor_to_dragon(uarm->otyp); if (!(mvitals[mntmp].mvflags & G_GENOD)) { /* allow G_EXTINCT */ pline("You merge with your scaly armor."); uskin = uarm; uarm = NULL; /* save/restore hack */ uskin->owornmask |= I_SPECIAL; } } else if (iswere) { if (is_were(youmonst.data)) mntmp = PM_HUMAN; /* Illegal; force newman() */ else mntmp = u.ulycn; } else { if (youmonst.data->mlet == S_VAMPIRE) mntmp = PM_VAMPIRE_BAT; else mntmp = PM_VAMPIRE; } /* if polymon fails, "you feel" message has been given so don't follow up with another polymon or newman */ if (mntmp == PM_HUMAN) newman(); /* werecritter */ else polymon(mntmp); goto made_change; /* maybe not, but this is right anyway */ } if (mntmp < LOW_PM) { tries = 0; do { /* randomly pick an "ordinary" monster */ mntmp = rn1(SPECIAL_PM - LOW_PM, LOW_PM); } while ((!polyok(&mons[mntmp]) || is_placeholder(&mons[mntmp])) && tries++ < 200); } /* The below polyok() fails either if everything is genocided, or if * we deliberately chose something illegal to force newman(). */ if (!polyok(&mons[mntmp]) || !rn2(5) || your_race(&mons[mntmp])) newman(); else if (!polymon(mntmp)) return; if (!uarmg) selftouch("No longer petrify-resistant, you"); made_change: new_light = Upolyd ? emits_light(youmonst.data) : 0; if (old_light != new_light) { if (old_light) del_light_source(level, LS_MONSTER, &youmonst); if (new_light == 1) ++new_light; /* otherwise it's undetectable */ if (new_light) new_light_source(level, u.ux, u.uy, new_light, LS_MONSTER, &youmonst); } if (is_pool(level, u.ux,u.uy) && was_floating && !(Levitation || Flying) && !breathless(youmonst.data) && !amphibious(youmonst.data) && !Swimming) drown(); }