Exemplo n.º 1
0
void
dighole()
{
	struct trap *ttmp = t_at(u.ux, u.uy);

	if(!xdnstair) {
		pline("The floor here seems too hard to dig in.");
	} else {
		if(ttmp)
			ttmp->ttyp = TRAPDOOR;
		else
			ttmp = maketrap(u.ux, u.uy, TRAPDOOR);
		ttmp->tseen = 1;
		pline("You've made a hole in the floor.");
		if(!u.ustuck) {
			if(inshop())
				shopdig(1);
			pline("You fall through ...");
			if(u.utraptype == TT_PIT) {
				u.utrap = 0;
				u.utraptype = 0;
			}
			goto_level(dlevel+1, FALSE);
		}
	}
}
Exemplo n.º 2
0
static void
makeniche(bool with_trap)
{
	struct mkroom *aroom;
	struct rm *rm;
	int vct = 8;
	coord dd;
	int dy,xx,yy;
	struct trap *ttmp;

	if(doorindex < DOORMAX)
	  while(vct--) {
	    aroom = &rooms[rn2(nroom-1)];
	    if(aroom->rtype != 0) continue;	/* not an ordinary room */
	    if(aroom->doorct == 1 && rn2(5)) continue;
	    if(rn2(2)) {
		dy = 1;
		dd = finddpos(aroom->lx,aroom->hy+1,aroom->hx,aroom->hy+1);
	    } else {
		dy = -1;
		dd = finddpos(aroom->lx,aroom->ly-1,aroom->hx,aroom->ly-1);
	    }
	    xx = dd.x;
	    yy = dd.y;
	    if((rm = &levl[xx][yy+dy])->typ) continue;
	    if(with_trap || !rn2(4)) {
		rm->typ = SCORR;
		rm->scrsym = ' ';
		if(with_trap) {
		    ttmp = maketrap(xx, yy+dy, TELEP_TRAP);
		    ttmp->once = 1;
		    make_engr_at(xx, yy-dy, "ad ae?ar um");
		}
		dosdoor(xx, yy, aroom, SDOOR);
	    } else {
		rm->typ = CORR;
		rm->scrsym = CORR_SYM;
		if(rn2(7))
		    dosdoor(xx, yy, aroom, rn2(5) ? SDOOR : DOOR);
		else {
		    mksobj_at(SCR_TELEPORTATION, xx, yy+dy);
		    if(!rn2(3)) mkobj_at(0, xx, yy+dy);
		}
	    }
	    return;
	}
}
Exemplo n.º 3
0
int dospinweb(void)
{
	struct trap *ttmp = t_at(level, u.ux, u.uy);

	if (Levitation || Is_airlevel(&u.uz)
	    || Underwater || Is_waterlevel(&u.uz)) {
		pline("You must be on the ground to spin a web.");
		return 0;
	}
	if (u.uswallow) {
		pline("You release web fluid inside %s.", mon_nam(u.ustuck));
		if (is_animal(u.ustuck->data)) {
			expels(u.ustuck, u.ustuck->data, TRUE);
			return 0;
		}
		if (is_whirly(u.ustuck->data)) {
			int i;

			for (i = 0; i < NATTK; i++)
				if (u.ustuck->data->mattk[i].aatyp == AT_ENGL)
					break;
			if (i == NATTK)
			       impossible("Swallower has no engulfing attack?");
			else {
				char sweep[30];

				sweep[0] = '\0';
				switch(u.ustuck->data->mattk[i].adtyp) {
					case AD_FIRE:
						strcpy(sweep, "ignites and ");
						break;
					case AD_ELEC:
						strcpy(sweep, "fries and ");
						break;
					case AD_COLD:
						strcpy(sweep,
						      "freezes, shatters and ");
						break;
				}
				pline("The web %sis swept away!", sweep);
			}
			return 0;
		}		     /* default: a nasty jelly-like creature */
		pline("The web dissolves into %s.", mon_nam(u.ustuck));
		return 0;
	}
	if (u.utrap) {
		pline("You cannot spin webs while stuck in a trap.");
		return 0;
	}
	exercise(A_DEX, TRUE);
	if (ttmp) switch (ttmp->ttyp) {
		case PIT:
		case SPIKED_PIT: pline("You spin a web, covering up the pit.");
			deltrap(ttmp);
			bury_objs(u.ux, u.uy);
			newsym(u.ux, u.uy);
			return 1;
		case SQKY_BOARD: pline("The squeaky board is muffled.");
			deltrap(ttmp);
			newsym(u.ux, u.uy);
			return 1;
		case TELEP_TRAP:
		case LEVEL_TELEP:
		case MAGIC_PORTAL:
                case VIBRATING_SQUARE:
			pline("Your webbing vanishes!");
			return 0;
		case WEB: pline("You make the web thicker.");
			return 1;
		case HOLE:
		case TRAPDOOR:
			pline("You web over the %s.",
			    (ttmp->ttyp == TRAPDOOR) ? "trap door" : "hole");
			deltrap(ttmp);
			newsym(u.ux, u.uy);
			return 1;
		case ROLLING_BOULDER_TRAP:
			pline("You spin a web, jamming the trigger.");
			deltrap(ttmp);
			newsym(u.ux, u.uy);
			return 1;
		case ARROW_TRAP:
		case DART_TRAP:
		case BEAR_TRAP:
		case ROCKTRAP:
		case FIRE_TRAP:
		case LANDMINE:
		case SLP_GAS_TRAP:
		case RUST_TRAP:
		case MAGIC_TRAP:
		case ANTI_MAGIC:
		case POLY_TRAP:
			pline("You have triggered a trap!");
			dotrap(ttmp, 0);
			return 1;
		default:
			impossible("Webbing over trap type %d?", ttmp->ttyp);
			return 0;
		}
	else if (On_stairs(u.ux, u.uy)) {
	    /* cop out: don't let them hide the stairs */
	    pline("Your web fails to impede access to the %s.",
		 (level->locations[u.ux][u.uy].typ == STAIRS) ? "stairs" : "ladder");
	    return 1;
		 
	}
	ttmp = maketrap(level, u.ux, u.uy, WEB);
	if (ttmp) {
		ttmp->tseen = 1;
		ttmp->madeby_u = 1;
	}
	newsym(u.ux, u.uy);
	return 1;
}
Exemplo n.º 4
0
/* make a trap somewhere (in croom if mazeflag = 0) */
void
mktrap(int num, int mazeflag, struct mkroom *croom)
{
	struct trap *ttmp;
	int kind,nopierc,nomimic,fakedoor,fakegold,tryct = 0;
	xchar mx,my;

	if(!num || num >= TRAPNUM) {
		nopierc = (dlevel < 4) ? 1 : 0;
		nomimic = (dlevel < 9 || goldseen ) ? 1 : 0;
		if(index(fut_geno, 'M')) nomimic = 1;
		kind = rn2(TRAPNUM - nopierc - nomimic);
		/* note: PIERC = 7, MIMIC = 8, TRAPNUM = 9 */
	} else kind = num;

	if(kind == MIMIC) {
		struct monst *mtmp;

		fakedoor = (!rn2(3) && !mazeflag);
		fakegold = (!fakedoor && !rn2(2));
		if(fakegold) goldseen = TRUE;
		do {
			if(++tryct > 200) return;
			if(fakedoor) {
				/* note: fakedoor maybe on actual door */
				if(rn2(2)){
					if(rn2(2))
						mx = croom->hx+1;
					else mx = croom->lx-1;
					my = somey();
				} else {
					if(rn2(2))
						my = croom->hy+1;
					else my = croom->ly-1;
					mx = somex();
				}
			} else if(mazeflag) {
				coord mm;
				mm = mazexy();
				mx = mm.x;
				my = mm.y;
			} else {
				mx = somex();
				my = somey();
			}
		} while(m_at(mx,my) || levl[mx][my].typ == STAIRS);
		if((mtmp = makemon(PM_MIMIC,mx,my))) {
		    mtmp->mimic = 1;
		    mtmp->mappearance =
			fakegold ? '$' : fakedoor ? '+' :
			(mazeflag && rn2(2)) ? AMULET_SYM :
			"=/)%?![<>" [ rn2(9) ];
		}
		return;
	}

	do {
		if(++tryct > 200)
			return;
		if(mazeflag){
			coord mm;
			mm = mazexy();
			mx = mm.x;
			my = mm.y;
		} else {
			mx = somex();
			my = somey();
		}
	} while(t_at(mx, my) || levl[mx][my].typ == STAIRS);
	ttmp = maketrap(mx, my, kind);
	if(mazeflag && !rn2(10) && ttmp->ttyp < PIERC)
		ttmp->tseen = 1;
}
Exemplo n.º 5
0
/* Generate earthquake :-) of desired force. That is: create random chasms
   (pits). Currently assumes that the player created it (you'll need to change
   at least messages, angering, and kill credit if you generalize it). */
static void
do_earthquake(int force)
{
    int x, y;
    struct monst *mtmp;
    struct obj *otmp;
    struct trap *chasm, *oldtrap;
    int start_x, start_y, end_x, end_y;

    start_x = youmonst.mx - (force * 2);
    start_y = youmonst.my - (force * 2);
    end_x = youmonst.mx + (force * 2);
    end_y = youmonst.my + (force * 2);
    if (start_x < 0)
        start_x = 0;
    if (start_y < 0)
        start_y = 0;
    if (end_x >= COLNO)
        end_x = COLNO - 1;
    if (end_y >= ROWNO)
        end_y = ROWNO - 1;
    for (x = start_x; x <= end_x; x++)
        for (y = start_y; y <= end_y; y++) {
            if ((mtmp = m_at(level, x, y)) != 0) {
                wakeup(mtmp, FALSE);  /* peaceful monster will become hostile */
                if (mtmp->mundetected && is_hider(mtmp->data)) {
                    mtmp->mundetected = 0;
                    if (cansee(x, y))
                        pline(msgc_youdiscover, "%s is shaken loose from %s!",
                              Amonnam(mtmp), mtmp->data == &mons[PM_TRAPPER] ?
                              "its hiding place" : the(ceiling(youmonst.mx, youmonst.my)));
                    else
                        You_hear(msgc_levelsound, "a thumping sound.");
                    if (x == youmonst.mx && y == youmonst.my &&
                        mtmp->data != &mons[PM_TRAPPER])
                        pline(msgc_moncombatgood,
                              "You easily dodge the falling %s.",
                              mon_nam(mtmp));
                    newsym(x, y);
                }
            }
            if (!rn2(14 - force))
                switch (level->locations[x][y].typ) {
                case FOUNTAIN: /* Make the fountain disappear */
                    if (cansee(x, y))
                        pline(msgc_consequence,
                              "The fountain falls into a chasm.");
                    goto do_pit;
                case SINK:
                    if (cansee(x, y))
                        pline(msgc_consequence,
                              "The kitchen sink falls into a chasm.");
                    goto do_pit;
                case ALTAR:
                    if (level->locations[x][y].altarmask & AM_SANCTUM)
                        break;

                    if (cansee(x, y))
                        pline(msgc_consequence,
                              "The altar falls into a chasm.");
                    goto do_pit;
                case GRAVE:
                    if (cansee(x, y))
                        pline(msgc_consequence,
                              "The headstone topples into a chasm.");
                    goto do_pit;
                case THRONE:
                    if (cansee(x, y))
                        pline(msgc_consequence,
                              "The throne falls into a chasm.");
                    /* Falls into next case */
                case ROOM:
                case CORR:     /* Try to make a pit */
                    /* Pits, spiked pits, holes, trapdoors, vibrating squares,
                       magic portals are immune.  A bear trap will leave the
                       trap in the pit.  It would be kind of cool to make
                       landmines detonate, but that's more trouble than it's
                       worth. */
                    if ((oldtrap = t_at(level, x, y))) {
                        if (oldtrap->ttyp == PIT || oldtrap->ttyp == SPIKED_PIT
                            || oldtrap->ttyp == HOLE ||
                            oldtrap->ttyp == TRAPDOOR ||
                            oldtrap->ttyp == VIBRATING_SQUARE ||
                            oldtrap->ttyp == MAGIC_PORTAL)
                            break;

                        if (oldtrap->ttyp == BEAR_TRAP) {
                            if (mtmp)
                                mtmp->mtrapped = 0;
                            cnv_trap_obj(level, BEARTRAP, 1, oldtrap);
                        }
                    }

                do_pit:
                    chasm = maketrap(level, x, y, PIT, rng_main);
                    if (!chasm)
                        break;  /* no pit if portal at that location */
                    chasm->tseen = 1;

                    level->locations[x][y].doormask = 0;

                    mtmp = m_at(level, x, y);

                    if ((otmp = sobj_at(BOULDER, level, x, y)) != 0) {
                        if (cansee(x, y))
                            pline(msgc_consequence,
                                  "KADOOM! The boulder falls into a chasm%s!",
                                  ((x == youmonst.mx) &&
                                   (y == youmonst.my)) ? " below you" : "");
                        if (mtmp)
                            mtmp->mtrapped = 0;
                        obj_extract_self(otmp);
                        flooreffects(otmp, x, y, "");
                        break;
                    }

                    /* We have to check whether monsters or player falls in a
                       chasm... */

                    if (mtmp) {
                        if (!flying(mtmp) && !levitates(mtmp) &&
                            !is_clinger(mtmp->data)) {
                            mtmp->mtrapped = 1;
                            if (cansee(x, y))
                                pline(combat_msgc(&youmonst, mtmp, cr_hit),
                                      "%s falls into a chasm!", Monnam(mtmp));
                            else if (humanoid(mtmp->data))
                                You_hear(msgc_levelsound, "a scream!");
                            mselftouch(mtmp, "Falling, ", &youmonst);
                            if (!DEADMONSTER(mtmp))
                                if ((mtmp->mhp -= rnd(6)) <= 0) {
                                    if (!cansee(x, y))
                                        pline(msgc_kill, "It is destroyed!");
                                    else {
                                        pline(msgc_petfatal, "You destroy %s!",
                                              mtmp->mtame ?
                                              x_monnam(mtmp, ARTICLE_THE,
                                                       "poor", mx_name(mtmp) ?
                                                       SUPPRESS_SADDLE : 0,
                                                       FALSE) : mon_nam(mtmp));
                                    }
                                    xkilled(mtmp, 0);
                                }
                        }
                    } else if (!u.utrap && x == youmonst.mx && y == youmonst.my) {
                        if (Levitation || Flying || is_clinger(youmonst.data)) {
                            pline(msgc_noconsequence,
                                  "A chasm opens up under you!");
                            pline(msgc_noconsequence, "You don't fall in!");
                        } else {
                            pline(msgc_badidea, "You fall into a chasm!");
                            u.utrap = rn1(6, 2);
                            u.utraptype = TT_PIT;
                            turnstate.vision_full_recalc = TRUE;
                            losehp(rnd(6), "fell into a chasm");
                            selftouch("Falling, you",
                                      "falling into a chasm while wielding");
                        }
                    } else
                        newsym(x, y);
                    break;
                case DOOR:     /* Make the door collapse */
                    if (level->locations[x][y].doormask == D_NODOOR)
                        goto do_pit;
                    if (cansee(x, y))
                        pline(msgc_consequence, "The door collapses.");
                    if (*in_rooms(level, x, y, SHOPBASE))
                        add_damage(x, y, 0L);
                    level->locations[x][y].doormask = D_NODOOR;
                    unblock_point(x, y);
                    newsym(x, y);
                    break;
                }
        }
}
Exemplo n.º 6
0
static int
dig()
{
	struct rm *lev;
	int dpx = dig_pos.x, dpy = dig_pos.y;

	/* perhaps a nymph stole his pick-axe while he was busy digging */
	/* or perhaps he teleported away */
	if(u.uswallow || !uwep || uwep->otyp != PICK_AXE ||
	    dig_level != dlevel ||
	    ((dig_down && (dpx != u.ux || dpy != u.uy)) ||
	     (!dig_down && dist(dpx,dpy) > 2)))
		return(0);

	dig_effort += 10 + abon() + uwep->spe + rn2(5);
	if(dig_down) {
		if(!xdnstair) {
			pline("The floor here seems too hard to dig in.");
			return(0);
		}
		if(dig_effort > 250) {
			dighole();
			return(0);	/* done with digging */
		}
		if(dig_effort > 50) {
			struct trap *ttmp = t_at(dpx,dpy);

			if(!ttmp) {
				ttmp = maketrap(dpx,dpy,PIT);
				ttmp->tseen = 1;
				pline("You have dug a pit.");
				u.utrap = rn1(4,2);
				u.utraptype = TT_PIT;
				return(0);
			}
		}
	} else
	if (dig_effort > 100) {
		char *digtxt;
		struct obj *obj;

		lev = &levl[dpx][dpy];
		if ((obj = sobj_at(ENORMOUS_ROCK, dpx, dpy))) {
			fracture_rock(obj);
			digtxt = "The rock falls apart.";
		} else if(!lev->typ || lev->typ == SCORR) {
			lev->typ = CORR;
			digtxt = "You succeeded in cutting away some rock.";
		} else if(lev->typ == HWALL || lev->typ == VWALL
					    || lev->typ == SDOOR) {
			lev->typ = xdnstair ? DOOR : ROOM;
			digtxt = "You just made an opening in the wall.";
		} else
		  digtxt = "Now what exactly was it that you were digging in?";
		mnewsym(dpx, dpy);
		prl(dpx, dpy);
		pline(digtxt);		/* after mnewsym & prl */
		return(0);
	} else {
		if(IS_WALL(levl[dpx][dpy].typ)) {
			int rno = inroom(dpx,dpy);

			if(rno >= 0 && rooms[rno].rtype >= 8) {
			  pline("This wall seems too hard to dig into.");
			  return(0);
			}
		}
		pline("You hit the rock with all your might.");
	}
	return(1);
}