Exemplo n.º 1
0
static const char *
add_killer_notes(int how, boolean carried, const char *killer)
{
    if (how == QUIT && u.uhp < 1)
        killer = msgcat(killer, " while already on Charon's boat");

    boolean already_helpless = FALSE;
    int i;
    for (i = hr_first; i <= hr_last; ++i)
        if (turnstate.helpless_timers[i]) {
            killer = msgcat_many(killer,
                                 already_helpless ? " and " : ", while ",
                                 turnstate.helpless_causes[i], NULL);
            already_helpless = TRUE;
        }

    if (Unchanging && (u.mh < 1) && Upolyd)
        killer = msgcat(killer, ", while stuck in monster form");

    if (carried & 0x0001UL) /* real Amulet of Yendor */
        killer = msgcat(killer, " (with the Amulet)");
    else if (how == ESCAPED) {
        /* Note: the fake Amulet check relies on bones not having been
           created; this is safe for escapes, but not safe in general */
        if (carrying(FAKE_AMULET_OF_YENDOR))
            killer = msgcat(killer, " (with a fake Amulet)");
        /* don't bother counting to see whether it should be plural */
    }

    return killer;
}
Exemplo n.º 2
0
/* Concatenates new_str to *buf, returning the result back in *buf, with some
   grammatical fixes. (The previous documentation said "if new_str doesn't
   already exist as a substring of buf", but this appears to be inaccurate.)
   Returns TRUE if the string was appended, FALSE otherwise. */
static boolean
append_str(const char **buf, const char *new_str, int is_plur, int is_in)
{
    if (!new_str || !new_str[0])
        return FALSE;

    if (**buf)
        *buf = msgcat(*buf, is_in ? " in " : " on ");

    if (is_plur)
        *buf = msgcat(*buf, new_str);
    else
        *buf = msgcat(*buf, an(new_str));

    return TRUE;
}
Exemplo n.º 3
0
const char *
killer_msg(int how, const char *killer)
{
    return msgcat(killer_verb[how],
                  killer ? msgcat_many(" ", killer_preposition[how], " ",
                                       killer, NULL) : "");
}
Exemplo n.º 4
0
static const char *
convert_arg(char c)
{
    switch (c) {
    case 'p':
        return msg_from_string(u.uplname);
    case 'c':
        return (u.ufemale && urole.name.f) ? urole.name.f : urole.name.m;
    case 'r':
        return rank_of(u.ulevel, Role_switch, u.ufemale);
    case 'R':
        return rank_of(MIN_QUEST_LEVEL, Role_switch, u.ufemale);
    case 's':
        return (u.ufemale) ? "sister" : "brother";
    case 'S':
        return (u.ufemale) ? "daughter" : "son";
    case 'l':
    case 'n': {
        int i = c == 'l' ? urole.ldrnum : urole.neminum;;
        return msgcat(type_is_pname(&mons[i]) ? "" : "the ",
                      mons[i].mname);
    }
    case 'i':
        return urole.intermed;
    case 'o':
        return the(artiname(urole.questarti));
    case 'g':
        return mons[urole.guardnum].mname;
    case 'G':
        return align_gtitle(u.ualignbase[A_ORIGINAL]);
    case 'H':
        return urole.homebase;
    case 'a':
        return align_str(u.ualignbase[A_ORIGINAL]);
    case 'A':
        return align_str(u.ualign.type);
    case 'd':
        return align_gname(u.ualignbase[A_ORIGINAL]);
    case 'D':
        return align_gname(A_LAWFUL);
    case 'C':
        return "chaotic";
    case 'N':
        return "neutral";
    case 'L':
        return "lawful";
    case 'x':
        return Blind ? "sense" : "see";
    case 'Z':
        return msg_from_string(gamestate.dungeons[0].dname);
    case '%':
        return "%";
    default:
        return "";
    }
}
Exemplo n.º 5
0
int
tele_impl(boolean wizard_tele, boolean run_next_to_u)
{
    coord cc;

    /* Disable teleportation in stronghold && Vlad's Tower */
    if (level->flags.noteleport) {
        if (!wizard_tele) {
            pline("A mysterious force prevents you from teleporting!");
            return 1;
        }
    }

    /* don't show trap if "Sorry..." */
    if (!Blinded)
        make_blinded(0L, FALSE);

    /* when it happens at all, happens too often to be worth a custom RNG */
    if ((Uhave_amulet || On_W_tower_level(&u.uz)) && !rn2(3)) {
        pline("You feel disoriented for a moment.");
        return 1;
    }
    if ((Teleport_control && !Stunned) || wizard_tele) {
        if (u_helpless(hm_unconscious)) {
            pline("Being unconscious, you cannot control your teleport.");
        } else {
            pline("To what position do you%s want to be teleported?",
                  u.usteed ? msgcat(" and ", mon_nam(u.usteed)) : "");
            cc.x = u.ux;
            cc.y = u.uy;
            if (getpos(&cc, FALSE, "the desired position", FALSE)
                == NHCR_CLIENT_CANCEL)
                return 0; /* abort */

            if (run_next_to_u) {
                if (!next_to_u()) {
                    pline("You shudder for a moment.");
                    return 1;
                }
            }

            /* possible extensions: introduce a small error if magic power is
               low; allow transfer to solid rock */
            if (u_teleok(cc.x, cc.y, FALSE, wizard_tele)) {
                teleds(cc.x, cc.y, FALSE);
                return 1;
            }
            pline("Sorry...");
        }
    }

    safe_teleds(FALSE);
    return 1;
}
Exemplo n.º 6
0
static void
deliver_by_window(struct qtmsg *qt_msg)
{
    char in_line[81];
    boolean new_para = TRUE;
    const char *msg = "";
    int size;

    /* Don't show this in replay mode, because it would require a keystroke to
       dismiss. (The other uses of display_buffer are #verhistory and #license,
       both of which are zero-time; thus, this is the only way to produce an
       /uninteractible/ buffer, which is something we want to avoid.) */
    if (program_state.followmode == FM_REPLAY)
        return;

    for (size = 0; size < qt_msg->size; size += (long)strlen(in_line)) {
        dlb_fgets(in_line, 80, msg_file);
        const char *out_line = convert_line(in_line);

        /* We want to strip lone newlines, but leave sequences intact, or
           special formatting.

           TODO: This is a huge kluge. Be better at this. */
        if (!*out_line) {
            if (!new_para)
                msg = msgcat(msg, "\n \n");
            new_para = TRUE;
        } else {
            if (out_line[0] == ' ' && !new_para)
                msg = msgkitten(msg, '\n');
            else if (!new_para)
                msg = msgkitten(msg, ' ');
            new_para = FALSE;
        }

        msg = msgcat(msg, out_line);
    }

    display_buffer(msg, TRUE);
}
Exemplo n.º 7
0
static void
docall_inner(const struct nh_cmd_arg *arg, int otyp)
{
    const char *qbuf, *buf;
    char **str1;
    const char *ot = obj_typename(otyp);

    qbuf = "Call ";
    if (strstr(ot, " boots") || strstr(ot, " gloves"))
        qbuf = msgcat(qbuf, ot);
    else
        qbuf = msgcat(qbuf, an(ot));

    qbuf = msgcat(qbuf, ":");
    buf = getarglin(arg, qbuf);
    if (!*buf || *buf == '\033')
        return;

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

    /* strip leading and trailing spaces; uncalls item if all spaces */
    buf = msgmungspaces(buf);
    if (!*buf) {
        if (*str1) {    /* had name, so possibly remove from disco[] */
            /* strip name first, for the update_inventory() call from
               undiscover_object() */
            *str1 = (char *)0;
            undiscover_object(otyp);
        }
    } else {
        *str1 = strcpy((char *)malloc((unsigned)strlen(buf) + 1), buf);
        discover_object(otyp, FALSE, TRUE, TRUE); /* possibly add to disco[] */
    }
}
Exemplo n.º 8
0
void
level_tele_impl(boolean wizard_tele)
{
    int newlev;
    d_level newlevel;
    const char *escape_by_flying = 0;   /* when surviving dest of -N */
    boolean force_dest = FALSE;
    const char *buf, *killer = NULL;

    if ((Uhave_amulet || In_endgame(&u.uz) || In_sokoban(&u.uz))
        && !wizard_tele) {
        pline("You feel very disoriented for a moment.");
        return;
    }
    if ((Teleport_control && !Stunned) || wizard_tele) {
        int trycnt = 0;
        const char *qbuf = "To what level do you want to teleport?";
        do {
            if (++trycnt == 2) {
                if (wizard_tele)
                    qbuf = msgcat(qbuf, " [type a number or ? for a menu]");
                else
                    qbuf = msgcat(qbuf, " [type a number]");
            }
            buf = getlin(qbuf, FALSE);
            if (!strcmp(buf, "\033")) { /* cancelled */
                if (Confusion && rnl(5)) {
                    pline("Oops...");
                    goto random_levtport;
                }
                return;
            } else if (!strcmp(buf, "*")) {
                goto random_levtport;
            } else if (Confusion && rnl(5)) {
                pline("Oops...");
                goto random_levtport;
            }

            if (wizard_tele && !strcmp(buf, "?")) {
                schar destlev = 0;
                xchar destdnum = 0;

                if ((newlev = (int)print_dungeon(TRUE, &destlev, &destdnum))) {
                    newlevel.dnum = destdnum;
                    newlevel.dlevel = destlev;
                    if (In_endgame(&newlevel) && !In_endgame(&u.uz)) {
                        const char *dest = "Destination is earth level";
                        if (!Uhave_amulet) {
                            struct obj *obj;

                            obj = mksobj(level, AMULET_OF_YENDOR, TRUE, FALSE,
                                         rng_main);
                            if (obj) {
                                addinv(obj);
                                dest = msgcat(dest, " with the amulet");
                            }
                        }
                        assign_level(&newlevel, &earth_level);
                        pline("%s.", dest);
                    }
                    force_dest = TRUE;
                } else
                    return;
            } else if ((newlev = lev_by_name(buf)) == 0)
                newlev = atoi(buf);
        } while (!newlev && !digit(buf[0]) && (buf[0] != '-' || !digit(buf[1]))
                 && trycnt < 10);

        /* no dungeon escape via this route */
        if (newlev == 0) {
            if (trycnt >= 10)
                goto random_levtport;
            if (ynq("Go to Nowhere.  Are you sure?") != 'y')
                return;
            pline("You %s in agony as your body begins to warp...",
                  is_silent(youmonst.data) ? "writhe" : "scream");
            win_pause_output(P_MESSAGE);
            pline("You cease to exist.");
            if (invent)
                pline("Your possessions land on the %s with a thud.",
                      surface(u.ux, u.uy));
            done(DIED, "committed suicide");
            pline("An energized cloud of dust begins to coalesce.");
            pline("Your body rematerializes%s.",
                  invent ? ", and you gather up all your possessions" : "");
            return;
        }

        /* if in Knox and the requested level > 0, stay put. we let negative
           values requests fall into the "heaven" loop. */
        if (Is_knox(&u.uz) && newlev > 0) {
            pline("You shudder for a moment.");
            return;
        }
        /* if in Quest, the player sees "Home 1", etc., on the status line,
           instead of the logical depth of the level.  controlled level
           teleport request is likely to be relativized to the status line, and
           consequently it should be incremented to the value of the logical
           depth of the target level. we let negative values requests fall into
           the "heaven" loop. */
        if (In_quest(&u.uz) && newlev > 0)
            newlev = newlev + find_dungeon(&u.uz).depth_start - 1;
    } else {    /* involuntary level tele */
    random_levtport:
        newlev = random_teleport_level();
        if (newlev == depth(&u.uz)) {
            pline("You shudder for a moment.");
            return;
        }
    }

    if (!next_to_u()) {
        pline("You shudder for a moment.");
        return;
    }

    if (In_endgame(&u.uz)) {    /* must already be wizard */
        int llimit = dunlevs_in_dungeon(&u.uz);

        if (newlev >= 0 || newlev <= -llimit) {
            pline("You can't get there from here.");
            return;
        }
        newlevel.dnum = u.uz.dnum;
        newlevel.dlevel = llimit + newlev;
        schedule_goto(&newlevel, FALSE, FALSE, 0, NULL, NULL);
        return;
    }

    if (newlev < 0 && !force_dest) {
        if (*u.ushops0) {
            /* take unpaid inventory items off of shop bills */
            in_mklev = TRUE;    /* suppress map update */
            u_left_shop(u.ushops0, TRUE);
            /* you're now effectively out of the shop */
            *u.ushops0 = *u.ushops = '\0';
            in_mklev = FALSE;
        }
        if (newlev <= -10) {
            pline("You arrive in heaven.");
            verbalize("Thou art early, but we'll admit thee.");
            killer = "went to heaven prematurely";
        } else if (newlev == -9) {
            pline("You feel deliriously happy. ");
            pline("(In fact, you're on Cloud 9!) ");
            win_pause_output(P_MESSAGE);
        } else
            pline("You are now high above the clouds...");

        if (killer) {
            ;   /* arrival in heaven is pending */
        } else if (Levitation) {
            escape_by_flying = "float gently down to earth";
        } else if (Flying) {
            escape_by_flying = "fly down to the ground";
        } else {
            pline("Unfortunately, you don't know how to fly.");
            pline("You plummet a few thousand feet to your death.");
            killer = msgcat_many("teleported out of the dungeon and fell to ",
                                 uhis(), " death", NULL);
        }
    }

    if (killer) {       /* the chosen destination was not survivable */
        d_level lsav;

        /* set specific death location; this also suppresses bones */
        lsav = u.uz;    /* save current level, see below */
        u.uz.dnum = 0;  /* main dungeon */
        u.uz.dlevel = (newlev <= -10) ? -10 : 0;        /* heaven or surface */
        done(DIED, killer);
        /* can only get here via life-saving (or declining to die in
           explore|debug mode); the hero has now left the dungeon... */
        escape_by_flying = "find yourself back on the surface";
        u.uz = lsav;    /* restore u.uz so escape code works */
    }

    /* calls done(ESCAPED) if newlevel==0 */
    if (escape_by_flying) {
        pline("You %s.", escape_by_flying);
        done(ESCAPED, "teleported to safety");
    } else if (u.uz.dnum == medusa_level.dnum &&
               newlev >= (find_dungeon(&u.uz).depth_start +
                          dunlevs_in_dungeon(&u.uz))) {
        if (!(wizard_tele && force_dest))
            find_hell(&newlevel);
    } else {
        /* if invocation did not yet occur, teleporting into the last level of
           Gehennom is forbidden. */
        if (!wizard_tele)
            if (Inhell && !u.uevent.invoked &&
                newlev >= (find_dungeon(&u.uz).depth_start +
                           dunlevs_in_dungeon(&u.uz) - 1)) {
                newlev = (find_dungeon(&u.uz).depth_start +
                          dunlevs_in_dungeon(&u.uz) - 2);
                pline("Sorry...");
            }
        /* no teleporting out of quest dungeon */
        if (In_quest(&u.uz) && newlev < depth(&qstart_level))
            newlev = depth(&qstart_level);
        /* the player thinks of levels purely in logical terms, so we must
           translate newlev to a number relative to the current dungeon. */
        if (!(wizard_tele && force_dest))
            get_level(&newlevel, newlev);
    }
    schedule_goto(&newlevel, FALSE, FALSE, 0, NULL, NULL);
    /* in case player just read a scroll and is about to be asked to call it
       something, we can't defer until the end of the turn */
    if (!flags.mon_moving)
        deferred_goto();
}
Exemplo n.º 9
0
static int
domonnoise(struct monst *mtmp)
{
    const char *pline_msg = 0,  /* Monnam(mtmp) will be prepended */
        *verbl_msg = 0; /* verbalize() */
    const struct permonst *ptr = mtmp->data;

    /* presumably nearness checks have already been made */
    if (!canhear())
        return 0;
    if (is_silent(ptr))
        return 0;

    /* Make sure its your role's quest quardian; adjust if not */
    if (ptr->msound == MS_GUARDIAN && ptr != &pm_guardian) {
        int mndx = monsndx(ptr);

        ptr = &mons[genus(mndx, 1)];
    }

    /* be sure to do this before talking; the monster might teleport away, in
       which case we want to check its pre-teleport position */
    if (!canspotmon(mtmp))
        map_invisible(mtmp->mx, mtmp->my);

    switch (ptr->msound) {
    case MS_ORACLE:
        return doconsult(mtmp);
    case MS_PRIEST:
        priest_talk(mtmp);
        break;
    case MS_LEADER:
    case MS_NEMESIS:
    case MS_GUARDIAN:
        quest_chat(mtmp);
        break;
    case MS_SELL:      /* pitch, pay, total */
        shk_chat(mtmp);
        break;
    case MS_VAMPIRE:
        {
            /* vampire messages are varied by tameness, peacefulness, and time
               of night */
            boolean isnight = night();
            boolean kindred = (Upolyd &&
                               (u.umonnum == PM_VAMPIRE ||
                                u.umonnum == PM_VAMPIRE_LORD));
            boolean nightchild = (Upolyd &&
                                  (u.umonnum == PM_WOLF ||
                                   u.umonnum == PM_WINTER_WOLF ||
                                   u.umonnum == PM_WINTER_WOLF_CUB));
            const char *racenoun = (u.ufemale &&
                                    urace.individual.f) ? urace.
                individual.f : (urace.individual.m) ? urace.individual.
                m : urace.noun;

            if (mtmp->mtame) {
                if (kindred)
                    verbl_msg = msgprintf("Good %s to you Master%s",
                                          isnight ? "evening" : "day",
                                          isnight ? "!" :
                                          ".  Why do we not rest?");
                else
                    verbl_msg = msgcat(
                        nightchild ? "Child of the night, " : "",
                        midnight()? "I can stand this craving no longer!" :
                        isnight ?
                        "I beg you, help me satisfy this growing craving!" :
                        "I find myself growing a little weary.");
            } else if (mtmp->mpeaceful) {
                if (kindred && isnight)
                    verbl_msg = msgprintf("Good feeding %s!",
                                          u.ufemale ? "sister" : "brother");
                else if (nightchild && isnight)
                    verbl_msg = "How nice to hear you, child of the night!";
                else
                    verbl_msg = "I only drink... potions.";
            } else {
                int vampindex;

                static const char *const vampmsg[] = {
                    /* These first two (0 and 1) are specially handled below */
                    "I vant to suck your %s!",
                    "I vill come after %s without regret!",
                    /* other famous vampire quotes can follow here if desired */
                };
                if (kindred)
                    verbl_msg =
                        "This is my hunting ground that you dare to prowl!";
                else if (youmonst.data == &mons[PM_SILVER_DRAGON] ||
                         youmonst.data == &mons[PM_BABY_SILVER_DRAGON]) {
                    /* Silver dragons are silver in color, not made of silver */
                    verbl_msg = msgprintf(
                        "%s! Your silver sheen does not frighten me!",
                        youmonst.data ==
                        &mons[PM_SILVER_DRAGON] ? "Fool" : "Young Fool");
                } else {
                    vampindex = rn2(SIZE(vampmsg));
                    if (vampindex == 0) {
                        verbl_msg = msgprintf(
                            vampmsg[vampindex], body_part(BLOOD));
                    } else if (vampindex == 1) {
                        verbl_msg = msgprintf(
                            vampmsg[vampindex],
                            Upolyd ? an(mons[u.umonnum].mname) : an(racenoun));
                    } else
                        verbl_msg = vampmsg[vampindex];
                }
            }
        }
        break;
    case MS_WERE:
        if (flags.moonphase == FULL_MOON && (night() ^ !rn2(13))) {
            pline("%s throws back %s head and lets out a blood curdling %s!",
                  Monnam(mtmp), mhis(mtmp),
                  ptr == &mons[PM_HUMAN_WERERAT] ? "shriek" : "howl");
            wake_nearto(mtmp->mx, mtmp->my, 11 * 11);
        } else
            pline_msg =
                "whispers inaudibly.  All you can make out is \"moon\".";
        break;
    case MS_BARK:
        if (flags.moonphase == FULL_MOON && night()) {
            pline_msg = "howls.";
        } else if (mtmp->mpeaceful) {
            if (mtmp->mtame &&
                (mtmp->mconf || mtmp->mflee || mtmp->mtrapped ||
                 moves > EDOG(mtmp)->hungrytime || mtmp->mtame < 5))
                pline_msg = "whines.";
            else if (mtmp->mtame && EDOG(mtmp)->hungrytime > moves + 1000)
                pline_msg = "yips.";
            else {
                if (mtmp->data == &mons[PM_FOX])
                    pline_msg = whatthefoxsays();
                else if (mtmp->data != &mons[PM_DINGO])  /* dingos do not
                                                           actually bark */
                    pline_msg = "barks.";
            }
        } else {
            if (mtmp->data == &mons[PM_FOX])
                pline_msg = whatthefoxsays();
            else
                pline_msg = "growls.";
        }
        break;
    case MS_MEW:
        if (mtmp->mtame) {
            if (mtmp->mconf || mtmp->mflee || mtmp->mtrapped || mtmp->mtame < 5)
                pline_msg = "yowls.";
            else if (moves > EDOG(mtmp)->hungrytime)
                pline_msg = "meows.";
            else if (EDOG(mtmp)->hungrytime > moves + 1000)
                pline_msg = "purrs.";
            else
                pline_msg = "mews.";
            break;
        }       /* else FALLTHRU */
    case MS_GROWL:
        pline_msg = mtmp->mpeaceful ? "snarls." : "growls!";
        break;
    case MS_ROAR:
        pline_msg = mtmp->mpeaceful ? "snarls." : "roars!";
        break;
    case MS_SQEEK:
        pline_msg = "squeaks.";
        break;
    case MS_SQAWK:
        if (ptr == &mons[PM_RAVEN] && !mtmp->mpeaceful)
            verbl_msg = "Nevermore!";
        else
            pline_msg = "squawks.";
        break;
    case MS_HISS:
        if (!mtmp->mpeaceful)
            pline_msg = "hisses!";
        else
            return 0;   /* no sound */
        break;
    case MS_BUZZ:
        pline_msg = mtmp->mpeaceful ? "drones." : "buzzes angrily.";
        break;
    case MS_GRUNT:
        pline_msg = "grunts.";
        break;
    case MS_NEIGH:
        if (mtmp->mtame < 5)
            pline_msg = "neighs.";
        else if (moves > EDOG(mtmp)->hungrytime)
            pline_msg = "whinnies.";
        else
            pline_msg = "whickers.";
        break;
    case MS_WAIL:
        pline_msg = "wails mournfully.";
        break;
    case MS_GURGLE:
        pline_msg = "gurgles.";
        break;
    case MS_BURBLE:
        pline_msg = "burbles.";
        break;
    case MS_SHRIEK:
        pline_msg = "shrieks.";
        aggravate();
        break;
    case MS_IMITATE:
        pline_msg = "imitates you.";
        break;
    case MS_BONES:
        pline("%s rattles noisily.", Monnam(mtmp));
        pline("You freeze for a moment.");
        helpless(2, hr_afraid, "scared by rattling", NULL);
        break;
    case MS_LAUGH:
        {
            static const char *const laugh_msg[4] = {
                "giggles.", "chuckles.", "snickers.", "laughs.",
            };
            pline_msg = laugh_msg[rn2(4)];
        }
        break;
    case MS_MUMBLE:
        pline_msg = "mumbles incomprehensibly.";
        break;
    case MS_WISHGIVER:
        if (mtmp->mtame) {
            verbl_msg = "Sorry, I'm all out of wishes.";
        } else if (mtmp->mpeaceful) {
            if (ptr == &mons[PM_WATER_DEMON])
                pline_msg = "gurgles.";
            else
                verbl_msg = "I'm free!";
        } else
            verbl_msg = "This will teach you not to disturb me!";
        break;
    case MS_BOAST:     /* giants */
        if (!mtmp->mpeaceful) {
            switch (rn2(4)) {
            case 0:
                pline("%s boasts about %s gem collection.", Monnam(mtmp),
                      mhis(mtmp));
                break;
            case 1:
                pline_msg = "complains about a diet of mutton.";
                break;
            default:
                pline_msg = "shouts \"Fee Fie Foe Foo!\" and guffaws.";
                wake_nearto(mtmp->mx, mtmp->my, 7 * 7);
                break;
            }
            break;
        }
        /* else FALLTHRU */
    case MS_HUMANOID:
        if (!mtmp->mpeaceful) {
            if (In_endgame(&u.uz) && is_mplayer(ptr)) {
                mplayer_talk(mtmp);
                break;
            } else
                return 0;       /* no sound */
        }
        /* Generic peaceful humanoid behaviour. */
        if (mtmp->mflee)
            pline_msg = "wants nothing to do with you.";
        else if (mtmp->mhp < mtmp->mhpmax / 4)
            pline_msg = "moans.";
        else if (mtmp->mconf || mtmp->mstun)
            verbl_msg = !rn2(3) ? "Huh?" : rn2(2) ? "What?" : "Eh?";
        else if (!mtmp->mcansee)
            verbl_msg = "I can't see!";
        else if (mtmp->mtrapped) {
            struct trap *t = t_at(level, mtmp->mx, mtmp->my);

            if (t)
                t->tseen = 1;
            verbl_msg = "I'm trapped!";
        } else if (mtmp->mhp < mtmp->mhpmax / 2)
            pline_msg = "asks for a potion of healing.";
        else if (mtmp->mtame && !mtmp->isminion &&
                 moves > EDOG(mtmp)->hungrytime)
            verbl_msg = "I'm hungry.";
        /* Specific monsters' interests */
        else if (is_elf(ptr))
            pline_msg = "curses orcs.";
        else if (is_dwarf(ptr))
            pline_msg = "talks about mining.";
        else if (likes_magic(ptr))
            pline_msg = "talks about spellcraft.";
        else if (ptr->mlet == S_CENTAUR)
            pline_msg = "discusses hunting.";
        else
            switch (monsndx(ptr)) {
            case PM_HOBBIT:
                pline_msg =
                    (mtmp->mhpmax - mtmp->mhp >=
                     10) ? "complains about unpleasant dungeon conditions." :
                    "asks you about the One Ring.";
                break;
            case PM_ARCHEOLOGIST:
                pline_msg =
                    "describes a recent article in \"Spelunker Today\" "
                    "magazine.";
                break;
            case PM_TOURIST:
                verbl_msg = "Aloha.";
                break;
            case PM_PRISONER:
                verbl_msg = "Thank you for freeing me!";
                break;
            default:
                pline_msg = "discusses dungeon exploration.";
                break;
            }
        break;
    case MS_SEDUCE:
        if (ptr->mlet != S_NYMPH && flags.seduce_enabled &&
            could_seduce(mtmp, &youmonst, NULL) == 1) {
            doseduce(mtmp);
            break;
        }

        switch ((poly_gender() != (int)mtmp->female) ? rn2(3) : 0) {
        case 2:
            verbl_msg = "Hello, sailor.";
            break;
        case 1:
            pline_msg = "comes on to you.";
            break;
        default:
            pline_msg = "cajoles you.";
        }
        break;
    case MS_ARREST:
        if (mtmp->mpeaceful)
            verbalize("Just the facts, %s.", u.ufemale ? "Ma'am" : "Sir");
        else {
            static const char *const arrest_msg[3] = {
                "Anything you say can be used against you.",
                "You're under arrest!",
                "Stop in the name of the Law!",
            };
            verbl_msg = arrest_msg[rn2(3)];
        }
        break;
    case MS_BRIBE:
        if (mtmp->mpeaceful && !mtmp->mtame) {
            demon_talk(mtmp);
            break;
        }
        /* fall through */
    case MS_CUSS:
        if (!mtmp->mpeaceful)
            cuss(mtmp);
        break;
    case MS_SPELL:
        /* deliberately vague, since it's not actually casting any spell */
        pline_msg = "seems to mutter a cantrip.";
        break;
    case MS_NURSE:
        if (uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep)))
            verbl_msg = "Put that weapon away before you hurt someone!";
        else if (uarmc || (uarm && !uskin()) ||
                 uarmh || uarms || uarmg || uarmf)
            verbl_msg =
                Role_if(PM_HEALER) ?
                "Doc, I can't help you unless you cooperate." :
                "Please undress so I can examine you.";
        else if (uarmu)
            verbl_msg = "Take off your shirt, please.";
        else
            verbl_msg = "Relax, this won't hurt a bit.";
        break;
    case MS_GUARD:
        if (money_cnt(invent))
            verbl_msg = "Please drop that gold and follow me.";
        else
            verbl_msg = "Please follow me.";
        break;
    case MS_SOLDIER:
        {
            static const char *const soldier_foe_msg[3] = {
                "Resistance is useless!",
                "You're dog meat!",
                "Surrender!",
            }, *const soldier_pax_msg[3] = {
                "What lousy pay we're getting here!",
                "The food's not fit for Orcs!",
                "My feet hurt, I've been on them all day!",
            };
            verbl_msg = mtmp->mpeaceful ? soldier_pax_msg[rn2(3)]
                : soldier_foe_msg[rn2(3)];
        }
        break;
    case MS_RIDER:
        if (ptr == &mons[PM_DEATH] && !rn2(10))
            pline_msg = "is busy reading a copy of Sandman #8.";
        else
            verbl_msg = "Who do you think you are, War?";
        break;
    }

    if (pline_msg)
        pline("%s %s", Monnam(mtmp), pline_msg);
    else if (verbl_msg)
        verbalize("%s", verbl_msg);
    return 1;
}
Exemplo n.º 10
0
/* Start riding, with the given monster */
boolean
mount_steed(struct monst * mtmp,        /* The animal */
            boolean force)
{   /* Quietly force this animal */
    struct obj *otmp;
    const struct permonst *ptr;

    /* Sanity checks */
    if (u.usteed) {
        pline("You are already riding %s.", mon_nam(u.usteed));
        return FALSE;
    }

    /* Is the player in the right form? */
    if (Hallucination && !force) {
        pline("Maybe you should find a designated driver.");
        return FALSE;
    }
    /* While riding Wounded_legs refers to the steed's, not the hero's legs.
       That opens up a potential abuse where the player can mount a steed, then
       dismount immediately to heal leg damage, because leg damage is always
       healed upon dismount (Wounded_legs context switch). By preventing a hero
       with Wounded_legs from mounting a steed, the potential for abuse is
       minimized, if not eliminated altogether. */
    if (Wounded_legs) {
        pline("Your %s are in no shape for riding.",
              makeplural(body_part(LEG)));
        if (force && wizard && yn("Heal your legs?") == 'y')
            LWounded_legs = RWounded_legs = 0;
        else
            return FALSE;
    }

    if (Upolyd &&
            (!humanoid(youmonst.data) || verysmall(youmonst.data) ||
             bigmonst(youmonst.data) || slithy(youmonst.data))) {
        pline("You won't fit on a saddle.");
        return FALSE;
    }
    if (!force && (near_capacity() > SLT_ENCUMBER)) {
        pline("You can't do that while carrying so much stuff.");
        return FALSE;
    }

    /* Can the player reach and see the monster? */
    if (!mtmp ||
            (!force &&
             ((Blind && !Blind_telepat) || mtmp->mundetected ||
              mtmp->m_ap_type == M_AP_FURNITURE ||
              mtmp->m_ap_type == M_AP_OBJECT))) {
        pline("I see nobody there.");
        return FALSE;
    }

    struct test_move_cache cache;
    init_test_move_cache(&cache);

    if (Engulfed || u.ustuck || u.utrap || Punished ||
            !test_move(u.ux, u.uy, mtmp->mx - u.ux, mtmp->my - u.uy, 0,
                       TEST_MOVE, &cache)) {
        if (Punished || !(Engulfed || u.ustuck || u.utrap))
            pline("You are unable to swing your %s over.", body_part(LEG));
        else
            pline("You are stuck here for now.");
        return FALSE;
    }

    /* Is this a valid monster? */
    otmp = which_armor(mtmp, os_saddle);
    if (!otmp) {
        pline("%s is not saddled.", Monnam(mtmp));
        return FALSE;
    }
    ptr = mtmp->data;
    if (touch_petrifies(ptr) && !Stone_resistance) {
        pline("You touch %s.", mon_nam(mtmp));
        instapetrify(killer_msg(STONING,
                                msgcat("attempting to ride ", an(mtmp->data->mname))));
    }
    if (!mtmp->mtame || mtmp->isminion) {
        pline("I think %s would mind.", mon_nam(mtmp));
        return FALSE;
    }
    if (mtmp->mtrapped) {
        struct trap *t = t_at(level, mtmp->mx, mtmp->my);

        pline("You can't mount %s while %s's trapped in %s.", mon_nam(mtmp),
              mhe(mtmp), t ? an(trapexplain[t->ttyp - 1]) : "ice");
        return FALSE;
    }

    if (!force && !Role_if(PM_KNIGHT) && !(--mtmp->mtame)) {
        /* no longer tame */
        newsym(mtmp->mx, mtmp->my);
        pline("%s resists%s!", Monnam(mtmp),
              mtmp->mleashed ? " and its leash comes off" : "");
        if (mtmp->mleashed)
            m_unleash(mtmp, FALSE);
        return FALSE;
    }
    if (!force && Underwater && !is_swimmer(ptr)) {
        pline("You can't ride that creature while under water.");
        return FALSE;
    }
    if (!can_saddle(mtmp) || !can_ride(mtmp)) {
        pline("You can't ride such a creature.");
        return 0;
    }

    /* Is the player impaired? */
    if (!force && !is_floater(ptr) && !is_flyer(ptr) && Levitation &&
            !Lev_at_will) {
        pline("You cannot reach %s.", mon_nam(mtmp));
        return FALSE;
    }
    if (!force && uarm && is_metallic(uarm) && greatest_erosion(uarm)) {
        pline("Your %s armor is too stiff to be able to mount %s.",
              uarm->oeroded ? "rusty" : "corroded", mon_nam(mtmp));
        return FALSE;
    }
    if (!force &&
            (Confusion || Fumbling || Glib || Wounded_legs || otmp->cursed ||
             ((u.ulevel + mtmp->mtame < rnd(MAXULEV / 2 + 5)) &&
              (!Role_if(PM_KNIGHT))))) {
        if (Levitation) {
            pline("%s slips away from you.", Monnam(mtmp));
            return FALSE;
        }
        pline("You slip while trying to get on %s.", mon_nam(mtmp));

        const char *buf = msgcat(
                              "slipped while mounting ",
                              /* "a saddled mumak" or "a saddled pony called Dobbin" */
                              x_monnam(mtmp, ARTICLE_A, NULL,
                                       SUPPRESS_IT | SUPPRESS_INVISIBLE |
                                       SUPPRESS_HALLUCINATION, TRUE));
        losehp(rn1(5, 10), buf);
        return FALSE;
    }

    /* Success */
    maybewakesteed(mtmp);
    if (!force) {
        if (Levitation && !is_floater(ptr) && !is_flyer(ptr))
            /* Must have Lev_at_will at this point */
            pline("%s magically floats up!", Monnam(mtmp));
        pline("You mount %s.", mon_nam(mtmp));
    }
    /* setuwep handles polearms differently when you're mounted */
    if (uwep && is_pole(uwep))
        u.bashmsg = TRUE;
    u.usteed = mtmp;
    remove_monster(level, mtmp->mx, mtmp->my);
    teleds(mtmp->mx, mtmp->my, TRUE);
    return TRUE;
}
Exemplo n.º 11
0
void
mstatusline(struct monst *mtmp)
{
    aligntyp alignment;
    const char *info, *monnambuf;

    if (mtmp->ispriest || (mtmp->isminion && roamer_type(mtmp->data)))
        alignment = CONST_EPRI(mtmp)->shralign;
    else if (mtmp->isminion)
        alignment = EMIN(mtmp)->min_align;
    else {
        alignment = mtmp->data->maligntyp;
        alignment =
            (alignment > 0) ? A_LAWFUL :
            (alignment == A_NONE) ? A_NONE :
            (alignment < 0) ? A_CHAOTIC : A_NEUTRAL;
    }

    info = "";
    if (mtmp->mtame) {
        info = msgcat(info, ", tame");
        if (wizard) {
            info = msgprintf("%s (%d", info, mtmp->mtame);
            if (!mtmp->isminion)
                info = msgprintf("%s; hungry %u; apport %d", info,
                                 EDOG(mtmp)->hungrytime, EDOG(mtmp)->apport);
            info = msgcat(info, ")");
        }
    } else if (mtmp->mpeaceful)
        info = msgcat(info, ", peaceful");
    if (mtmp->meating)
        info = msgcat(info, ", eating");
    if (mtmp->mcan)
        info = msgcat(info, ", cancelled");
    if (mtmp->mconf)
        info = msgcat(info, ", confused");
    if (mtmp->mblinded || !mtmp->mcansee)
        info = msgcat(info, ", blind");
    if (mtmp->mstun)
        info = msgcat(info, ", stunned");
    if (mtmp->msleeping)
        info = msgcat(info, ", asleep");
    else if (mtmp->mfrozen || !mtmp->mcanmove)
        info = msgcat(info, ", can't move");
    /* [arbitrary reason why it isn't moving] */
    else if (mtmp->mstrategy & STRAT_WAITMASK)
        info = msgcat(info, ", meditating");
    else if (mtmp->mflee)
        info = msgcat(info, ", scared");
    if (mtmp->mtrapped)
        info = msgcat(info, ", trapped");
    if (mtmp->mspeed)
        info = msgcat(info,
                      mtmp->mspeed == MFAST ? ", fast" :
                      mtmp->mspeed == MSLOW ? ", slow" : ", ???? speed");
    if (mtmp->mundetected)
        info = msgcat(info, ", concealed");
    if (mtmp->minvis)
        info = msgcat(info, ", invisible");
    if (mtmp == u.ustuck)
        info = msgcat(info,
                      (sticks(youmonst.data)) ? ", held by you" : Engulfed
                      ? (is_animal(u.ustuck->data) ? ", swallowed you" :
                         ", engulfed you") : ", holding you");
    if (mtmp == u.usteed)
        info = msgcat(info, ", carrying you");

    /* avoid "Status of the invisible newt ..., invisible" */
    /* and unlike a normal mon_nam, use "saddled" even if it has a name */
    monnambuf = x_monnam(mtmp, ARTICLE_THE, NULL,
                         (SUPPRESS_IT | SUPPRESS_INVISIBLE), FALSE);

    pline("Status of %s (%s):  Level %d  HP %d(%d)  Def %d%s.", monnambuf,
          align_str(alignment), mtmp->m_lev, mtmp->mhp, mtmp->mhpmax,
          10 - find_mac(mtmp), info);
}
Exemplo n.º 12
0
int
use_saddle(struct obj *otmp, const struct nh_cmd_arg *arg)
{
    struct monst *mtmp;
    const struct permonst *ptr;
    int chance;
    const char *s;
    schar dx, dy, dz;

    /* Can you use it? */
    if (nohands(youmonst.data)) {
        pline("You have no hands!");    /* not `body_part(HAND)' */
        return 0;
    } else if (!freehand()) {
        pline("You have no free %s.", body_part(HAND));
        return 0;
    }

    /* Select an animal */
    if (Engulfed || Underwater || !getargdir(arg, NULL, &dx, &dy, &dz)) {
        pline("Never mind.");
        return 0;
    }
    if (!dx && !dy) {
        pline("Saddle yourself?  Very funny...");
        return 0;
    }
    if (!isok(u.ux + dx, u.uy + dy) ||
            !((mtmp = m_at(level, u.ux + dx, u.uy + dy))) || !canspotmon(mtmp)) {
        if (knownwormtail(u.ux + dx, u.uy + dy))
            pline("It's hard to strap a saddle to a tail.");
        else
            pline("I see nobody there.");
        return 0;
    }

    /* Is this a valid monster? */
    if (mtmp->misc_worn_check & W_MASK(os_saddle) ||
            which_armor(mtmp, os_saddle)) {
        pline("%s doesn't need another one.", Monnam(mtmp));
        return 0;
    }
    ptr = mtmp->data;
    if (!uarmg && touched_monster(ptr - mons)) {
        pline("You touch %s.", mon_nam(mtmp));
        instapetrify(killer_msg(STONING, msgcat("attempting to saddle ",
                                                an(mtmp->data->mname))));
    }
    if (ptr == &mons[PM_INCUBUS] || ptr == &mons[PM_SUCCUBUS]) {
        pline("Shame on you!");
        exercise(A_WIS, FALSE);
        return 1;
    }
    if (mtmp->isminion || mtmp->isshk || mtmp->ispriest || mtmp->isgd ||
            mtmp->iswiz) {
        pline("I think %s would mind.", mon_nam(mtmp));
        return 0;
    }
    if (!can_saddle(mtmp)) {
        pline("You can't saddle such a creature.");
        return 0;
    }

    /* Calculate your chance */
    chance = ACURR(A_DEX) + ACURR(A_CHA) / 2 + 2 * mtmp->mtame;
    chance += u.ulevel * (mtmp->mtame ? 20 : 5);
    if (!mtmp->mtame)
        chance -= 10 * mtmp->m_lev;
    if (Role_if(PM_KNIGHT))
        chance += 20;
    switch (P_SKILL(P_RIDING)) {
    case P_ISRESTRICTED:
    case P_UNSKILLED:
    default:
        chance -= 20;
        break;
    case P_BASIC:
        break;
    case P_SKILLED:
        chance += 15;
        break;
    case P_EXPERT:
        chance += 30;
        break;
    }
    if (Confusion || Fumbling || Glib)
        chance -= 20;
    else if (uarmg && (s = OBJ_DESCR(objects[uarmg->otyp])) != NULL &&
             !strncmp(s, "riding ", 7))
        /* Bonus for wearing "riding" (but not fumbling) gloves */
        chance += 10;
    else if (uarmf && (s = OBJ_DESCR(objects[uarmf->otyp])) != NULL &&
             !strncmp(s, "riding ", 7))
        /* ... or for "riding boots" */
        chance += 10;
    if (otmp->cursed)
        chance -= 50;

    /* steed becomes alert if possible */
    maybewakesteed(mtmp);

    /* Make the attempt */
    if (rn2(100) < chance) {
        pline("You put the saddle on %s.", mon_nam(mtmp));
        if (otmp->owornmask)
            remove_worn_item(otmp, FALSE);
        freeinv(otmp);
        /* mpickobj may free otmp it if merges, but we have already checked for
           a saddle above, so no merger should happen */
        mpickobj(mtmp, otmp);
        mtmp->misc_worn_check |= W_MASK(os_saddle);
        otmp->owornmask = W_MASK(os_saddle);
        otmp->leashmon = mtmp->m_id;
        update_mon_intrinsics(mtmp, otmp, TRUE, FALSE);
    } else
        pline("%s resists!", Monnam(mtmp));
    return 1;
}
Exemplo n.º 13
0
const char *
killer_msg_mon(int how, struct monst *mon)
{
    return killer_msg(how, mon == &youmonst ? msgcat(uhim(), "self") : k_monnam(mon));
}
Exemplo n.º 14
0
void
ustatusline(void)
{
    const char *info = "";

    if (Sick) {
        info = msgcat(info, ", dying from");
        if (u.usick_type & SICK_VOMITABLE)
            info = msgcat(info, " food poisoning");
        if (u.usick_type & SICK_NONVOMITABLE) {
            if (u.usick_type & SICK_VOMITABLE)
                info = msgcat(info, " and");
            info = msgcat(info, " illness");
        }
    }
    if (Stoned)
        info = msgcat(info, ", solidifying");
    if (Slimed)
        info = msgcat(info, ", becoming slimy");
    if (Strangled)
        info = msgcat(info, ", being strangled");
    if (Vomiting)
        info = msgcat(info, ", nauseated");    /* !"nauseous" */
    if (Confusion)
        info = msgcat(info, ", confused");
    if (Blind) {
        info = msgcat(info, ", blind");
        if (u.ucreamed) {
            if ((long)u.ucreamed < Blinded || Blindfolded ||
                !haseyes(youmonst.data))
                info = msgcat(info, ", cover");
            info = msgcat(info, "ed by sticky goop");
        }       /* note: "goop" == "glop"; variation is intentional */
    }
    if (Stunned)
        info = msgcat(info, ", stunned");
    if (!u.usteed && Wounded_legs) {
        const char *what = body_part(LEG);

        if (LWounded_legs && RWounded_legs)
            what = makeplural(what);
        info = msgcat_many(info, ", injured ", what, NULL);
    }
    if (Glib)
        info = msgcat_many(info, ", slippery ",
                           makeplural(body_part(HAND)), NULL);
    if (u.utrap)
        info = msgcat(info, ", trapped");
    if (Fast)
        info = msgcat(info, Very_fast ? ", very fast" : ", fast");
    if (u.uundetected)
        info = msgcat(info, ", concealed");
    if (Invis)
        info = msgcat(info, ", invisible");
    if (u.ustuck) {
        if (sticks(youmonst.data))
            info = msgcat(info, ", holding ");
        else
            info = msgcat(info, ", held by ");
        info = msgcat(info, mon_nam(u.ustuck));
    }

    pline("Status of %s (%s%s):  Level %d  HP %d(%d)  Def %d%s.", u.uplname,
          (u.ualign.record >= 20) ? "piously " :
          (u.ualign.record > 13) ? "devoutly " :
          (u.ualign.record > 8) ? "fervently " :
          (u.ualign.record > 3) ? "stridently " :
          (u.ualign.record == 3) ? "" :
          (u.ualign.record >= 1) ? "haltingly " :
          (u.ualign.record == 0) ? "nominally " : "insufficiently ",
          align_str(u.ualign.type), Upolyd ? mons[u.umonnum].mlevel : u.ulevel,
          Upolyd ? u.mh : u.uhp, Upolyd ? u.mhmax : u.uhpmax,
          10 - get_player_ac(), info);
}
Exemplo n.º 15
0
/*
 * Specially aligned monsters are named specially.
 *      - aligned priests with ispriest and high priests have shrines
 *          they retain ispriest and epri when polymorphed
 *      - aligned priests without ispriest and Angels are roamers
 *          they retain isminion and access epri as emin when polymorphed
 *          (coaligned Angels are also created as minions, but they
 *          use the same naming convention)
 *      - minions do not have ispriest but have isminion and emin
 *      - caller needs to inhibit Hallucination if it wants to force
 *          the true name even when under that influence
 */
const char *
priestname(const struct monst *mon, boolean override_hallu)
{
    const char *what;
    boolean do_the = TRUE;
    const char *(*gname_function)(aligntyp) = align_gname;
    const char *pname = "";

    if (Hallucination && !override_hallu) {
        int idx = rndmonidx();

        what = monnam_for_index(idx);
        do_the = !monnam_is_pname(idx);
        gname_function = halu_gname;
    } else {
        what = mon->data->mname;
    }

    if (do_the)
        pname = "the ";
    if (mon->minvis)
        pname = msgcat(pname, "invisible ");
    if (mon->ispriest || mon->data == &mons[PM_ALIGNED_PRIEST] ||
        mon->data == &mons[PM_ANGEL]) {
        /* use epri */
        if (mon->mtame && mon->data == &mons[PM_ANGEL])
            pname = msgcat(pname, "guardian ");
        if (mon->data != &mons[PM_ALIGNED_PRIEST] &&
            mon->data != &mons[PM_HIGH_PRIEST]) {
            pname = msgcat_many(pname, what, " ", NULL);
        }
        if (mon->data != &mons[PM_ANGEL]) {
            if (!mon->ispriest && CONST_EPRI(mon)->renegade)
                pname = msgcat(pname, "renegade ");
            if (mon->data == &mons[PM_HIGH_PRIEST])
                pname = msgcat(pname, "high ");
            if (Hallucination && !override_hallu) {
                pname = msgcat(
                    pname,
                    hallu_priest_types[rn2_on_display_rng(
                            sizeof hallu_priest_types /
                            sizeof *hallu_priest_types)]);
                pname = msgcat(pname, " ");
            } else if (mon->female)
                pname = msgcat(pname, "priestess ");
            else
                pname = msgcat(pname, "priest ");
        }
        pname = msgcat(pname, "of ");
        pname = msgcat(pname, gname_function((int)CONST_EPRI(mon)->shralign));
        return pname;
    }
    /* use emin instead of epri */
    pname = msgcat(pname, what);
    pname = msgcat(pname, " of ");
    pname = msgcat(pname, gname_function((int)CONST_EMIN(mon)->min_align));
    return pname;
}
Exemplo n.º 16
0
static const char *
convert_line(const char *in_line)
{
    /* xcrypt needs us to allocate a buffer for it */
    char decrypted_line[strlen(in_line)+1];
    xcrypt(in_line, decrypted_line);
    const char *rv = "";
    char *c;

    /* Tokenize the decrypted line; we stop at \r, \n, or \0, and do
       special handling of "%" characters.

       The algorithm used here is quadratic (when linear is possible), but
       given that the lines are only 80 characters long, I feel that a clear
       algorithm is superior to a low computational complexity algorithm. */

    for (c = xcrypt(in_line, decrypted_line);; c++) {

        switch (*c) {

        case '\r':
        case '\n':
        case '\0':
            return rv;

        case '%':
            if (c[1]) {
                const char *conversion = convert_arg(*(++c));
                switch (*(++c)) {

                    /* insert "a"/"an" prefix */
                case 'A':
                    rv = msgcat(rv, An(conversion));
                    break;
                case 'a':
                    rv = msgcat(rv, an(conversion));
                    break;

                    /* capitalize */
                case 'C':
                    rv = msgcat(rv, msgupcasefirst(conversion));
                    break;

                    /* pluralize */
                case 'P':
                    /* Note: makeplural doesn't work on arbitrarily capitalized
                       strings */
                    rv = msgcat(rv, msgupcasefirst(makeplural(conversion)));
                    break;
                case 'p':
                    rv = msgcat(rv, makeplural(conversion));
                    break;

                    /* append possessive suffix */
                case 'S':
                    conversion = msgupcasefirst(conversion);
                    /* fall through */
                case 's':
                    rv = msgcat(rv, s_suffix(conversion));
                    break;

                    /* strip any "the" prefix */
                case 't':
                    if (!strncmpi(conversion, "the ", 4))
                        rv = msgcat(rv, conversion + 4);
                    else
                        rv = msgcat(rv, conversion);
                    break;

                default:
                    --c;        /* undo switch increment */
                    rv = msgcat(rv, conversion);
                    break;
                }
                break;
            }
            /* else fall through */
        default:
            rv = msgkitten(rv, *c);
            break;
        }
    }
}
Exemplo n.º 17
0
/* Note: I had to choose one of three possible kinds of "type" when writing
 * this function: a wand type (like in zap.c), an adtyp, or an object type.
 * Wand types get complex because they must be converted to adtyps for
 * determining such things as fire resistance.  Adtyps get complex in that
 * they don't supply enough information--was it a player or a monster that
 * did it, and with a wand, spell, or breath weapon?  Object types share both
 * these disadvantages....
 *
 * The descr argument should be used to describe the explosion. It should be
 * a string suitable for use with an().
 * raylevel is used for explosions caused by skilled wand usage (0=no wand)
 */
void
explode(int x, int y, int type, /* the same as in zap.c */
        int dam, char olet, int expltype, const char *descr, int raylevel)
{
    int i, j, k, damu = dam;
    boolean visible, any_shield, resist_death;
    resist_death = FALSE;
    int uhurt = 0;      /* 0=unhurt, 1=items damaged, 2=you and items damaged */
    const char *str;
    const char *dispbuf = "";   /* lint suppression; I think the code's OK */
    boolean expl_needs_the = TRUE;
    int idamres, idamnonres;
    struct monst *mtmp;
    uchar adtyp;
    int explmask[3][3];

    /* 0=normal explosion, 1=do shieldeff, 2=do nothing */
    boolean shopdamage = FALSE;

#if 0
    /* Damage reduction from wand explosions */
    if (olet == WAND_CLASS)     /* retributive strike */
        switch (Role_switch) {
        case PM_PRIEST:
        case PM_MONK:
        case PM_WIZARD:
            damu /= 5;
            break;
        case PM_HEALER:
        case PM_KNIGHT:
            damu /= 2;
            break;
        default:
            break;
        }
#endif
    if (olet == MON_EXPLODE) {
        str = descr;
        adtyp = AD_PHYS;
        if (Hallucination) {
            int name = rndmonidx();

            dispbuf = msgcat(s_suffix(monnam_for_index(name)), " explosion");
            expl_needs_the = !monnam_is_pname(name);
        } else {
            dispbuf = str;
        }
    } else {
        int whattype = abs(type) % 10;

        adtyp = whattype + 1;
        boolean done = FALSE, hallu = Hallucination;

        if (hallu) {
            do {
                whattype = rn2(8);
            } while (whattype == 3);
        }
tryagain:
        switch (whattype) {
        case 0:
            str = "magical blast";
            break;
        case 1:
            str =
                olet == BURNING_OIL ? "burning oil" : olet ==
                SCROLL_CLASS ? "tower of flame" : "fireball";
            break;
        case 2:
            str = "ball of cold";
            break;
        case 3:
            str = "sleeping gas";
            break;
        case 4:
            str = (olet == WAND_CLASS) ? "death field" : "disintegration field";
            break;
        case 5:
            str = "ball of lightning";
            break;
        case 6:
            str = "poison gas cloud";
            break;
        case 7:
            str = "splash of acid";
            break;
        default:
            impossible("explosion base type %d?", type);
            return;
        }
        if (!done) {
            dispbuf = str;
            done = TRUE;
            if (hallu) {
                whattype = adtyp - 1;
                goto tryagain;
            }
        }
    }

    any_shield = visible = FALSE;
    for (i = 0; i < 3; i++)
        for (j = 0; j < 3; j++) {
            if (!isok(i + x - 1, j + y - 1)) {
                explmask[i][j] = 2;
                continue;
            } else
                explmask[i][j] = 0;

            if (i + x - 1 == u.ux && j + y - 1 == u.uy) {
                switch (adtyp) {
                case AD_PHYS:
                    explmask[i][j] = 0;
                    break;
                case AD_MAGM:
                    explmask[i][j] = !!(raylevel >= P_EXPERT || Antimagic);
                    break;
                case AD_FIRE:
                    explmask[i][j] = !!Fire_resistance;
                    break;
                case AD_COLD:
                    explmask[i][j] = !!Cold_resistance;
                    break;
                case AD_SLEE:
                    explmask[i][j] = !!Sleep_resistance;
                    break;
                case AD_DISN:
                    if (raylevel == P_UNSKILLED && Drain_resistance)
                        resist_death = TRUE;
                    /* why MR doesn't resist general deathfields is beyond me, but... */
                    if (nonliving(youmonst.data) ||
                            is_demon(youmonst.data))
                        resist_death = TRUE;
                    if (raylevel && Antimagic)
                        resist_death = TRUE;
                    if (raylevel >= P_EXPERT && !Drain_resistance)
                        resist_death = FALSE;
                    explmask[i][j] =
                        (olet == WAND_CLASS) ? !!resist_death :
                        !!Disint_resistance;
                    break;
                case AD_ELEC:
                    explmask[i][j] = !!Shock_resistance;
                    break;
                case AD_DRST:
                    explmask[i][j] = !!Poison_resistance;
                    break;
                case AD_ACID:
                    explmask[i][j] = !!Acid_resistance;
                    break;
                default:
                    impossible("explosion type %d?", adtyp);
                    break;
                }
            }
            /* can be both you and mtmp if you're swallowed */
            mtmp = m_at(level, i + x - 1, j + y - 1);
            if (!mtmp && i + x - 1 == u.ux && j + y - 1 == u.uy)
                mtmp = u.usteed;
            if (mtmp) {
                if (mtmp->mhp < 1)
                    explmask[i][j] = 2;
                else
                    switch (adtyp) {
                    case AD_PHYS:
                        break;
                    case AD_MAGM:
                        explmask[i][j] |= (raylevel >= 4 || resists_magm(mtmp));
                        break;
                    case AD_FIRE:
                        explmask[i][j] |= resists_fire(mtmp);
                        break;
                    case AD_COLD:
                        explmask[i][j] |= resists_cold(mtmp);
                        break;
                    case AD_SLEE:
                        explmask[i][j] |= resists_sleep(mtmp);
                    case AD_DISN:
                        if (raylevel == P_UNSKILLED && resists_drli(mtmp))
                            resist_death = TRUE;
                        if (nonliving(mtmp->data) ||
                                is_demon(mtmp->data))
                            resist_death = TRUE;
                        if (raylevel && resists_magm(mtmp))
                            resist_death = TRUE;
                        if (raylevel >= P_EXPERT && !resists_drli(mtmp))
                            resist_death = FALSE;
                        explmask[i][j] |=
                            (olet == WAND_CLASS) ? resist_death :
                            resists_disint(mtmp);
                        break;
                    case AD_ELEC:
                        explmask[i][j] |= resists_elec(mtmp);
                        break;
                    case AD_DRST:
                        explmask[i][j] |= resists_poison(mtmp);
                        break;
                    case AD_ACID:
                        explmask[i][j] |= resists_acid(mtmp);
                        break;
                    default:
                        impossible("explosion type %d?", adtyp);
                        break;
                    }
            }
            reveal_monster_at(i + x - 1, j + y - 1, TRUE);

            if (cansee(i + x - 1, j + y - 1))
                visible = TRUE;
            if (explmask[i][j] == 1)
                any_shield = TRUE;
        }

    if (visible) {
        struct tmp_sym *tsym = tmpsym_init(DISP_BEAM, 0);

        /* Start the explosion */
        for (i = 0; i < 3; i++)
            for (j = 0; j < 3; j++) {
                if (explmask[i][j] == 2)
                    continue;
                tmpsym_change(tsym, dbuf_explosion(expltype, explosion[i][j]));
                tmpsym_at(tsym, i + x - 1, j + y - 1);
            }
        flush_screen(); /* will flush screen and output */

        if (any_shield && flags.sparkle) {      /* simulate shield effect */
            for (k = 0; k < SHIELD_COUNT; k++) {
                for (i = 0; i < 3; i++)
                    for (j = 0; j < 3; j++) {
                        if (explmask[i][j] == 1)
                            /*
                             * Bypass tmpsym_at() and send the shield glyphs
                             * directly to the buffered screen.  tmpsym_at()
                             * will clean up the location for us later.
                             */
                            dbuf_set_effect(i + x - 1, j + y - 1,
                                            dbuf_effect(E_MISC,
                                                        shield_static[k]));
                    }
                flush_screen(); /* will flush screen and output */
                win_delay_output();
            }

            /* Cover last shield glyph with blast symbol. */
            for (i = 0; i < 3; i++)
                for (j = 0; j < 3; j++) {
                    if (explmask[i][j] == 1)
                        dbuf_set_effect(i + x - 1, j + y - 1,
                                        dbuf_explosion(expltype,
                                                       explosion[i][j]));
                }

        } else {        /* delay a little bit. */
            win_delay_output();
            win_delay_output();
        }

        tmpsym_end(tsym);       /* clear the explosion */
    } else {
        if (olet == MON_EXPLODE) {
            str = "explosion";
        }
        You_hear("a blast.");
    }

    if (dam)
        for (i = 0; i < 3; i++)
            for (j = 0; j < 3; j++) {
                if (explmask[i][j] == 2)
                    continue;
                if (i + x - 1 == u.ux && j + y - 1 == u.uy)
                    uhurt = (explmask[i][j] == 1) ? 1 : 2;
                idamres = idamnonres = 0;
                if (type >= 0)
                    zap_over_floor((xchar) (i + x - 1), (xchar) (j + y - 1),
                                   type, &shopdamage);

                mtmp = m_at(level, i + x - 1, j + y - 1);
                if (!mtmp && i + x - 1 == u.ux && j + y - 1 == u.uy)
                    mtmp = u.usteed;
                if (!mtmp)
                    continue;
                if (Engulfed && mtmp == u.ustuck) {
                    if (is_animal(u.ustuck->data))
                        pline("%s gets %s!", Monnam(u.ustuck),
                              (adtyp == AD_FIRE) ? "heartburn" :
                              (adtyp == AD_COLD) ? "chilly" :
                              (adtyp == AD_DISN) ? ((olet == WAND_CLASS) ?
                                                    "irradiated by pure energy"
                                                    : "perforated") :
                              (adtyp == AD_ELEC) ? "shocked" :
                              (adtyp == AD_DRST) ? "poisoned" :
                              (adtyp == AD_ACID) ? "an upset stomach" :
                              "fried");
                    else
                        pline("%s gets slightly %s!", Monnam(u.ustuck),
                              (adtyp == AD_FIRE) ? "toasted" :
                              (adtyp == AD_COLD) ? "chilly" :
                              (adtyp == AD_DISN) ? ((olet == WAND_CLASS) ?
                                                    "overwhelmed by pure energy"
                                                    : "perforated") :
                              (adtyp == AD_ELEC) ? "shocked" :
                              (adtyp == AD_DRST) ? "intoxicated" :
                              (adtyp == AD_ACID) ? "burned" : "fried");
                } else if (cansee(i + x - 1, j + y - 1)) {
                    if (mtmp->m_ap_type) seemimic(mtmp);
                    pline("%s is caught in %s%s!", Monnam(mtmp),
                          expl_needs_the ? "the " : "", dispbuf);
                }

                idamres += destroy_mitem(mtmp, SCROLL_CLASS, (int)adtyp);
                idamres += destroy_mitem(mtmp, SPBOOK_CLASS, (int)adtyp);
                idamnonres += destroy_mitem(mtmp, POTION_CLASS, (int)adtyp);
                idamnonres += destroy_mitem(mtmp, WAND_CLASS, (int)adtyp);
                idamnonres += destroy_mitem(mtmp, RING_CLASS, (int)adtyp);

                if (explmask[i][j] == 1) {
                    golemeffects(mtmp, (int)adtyp, dam + idamres);
                    mtmp->mhp -= idamnonres;
                } else {
                    /* call resist with 0 and do damage manually so 1) we can
                       get out the message before doing the damage, and 2) we
                       can call mondied, not killed, if it's not your blast */
                    int mdam = dam;

                    if (resist(mtmp, olet, 0, FALSE)) {
                        if (cansee(i + x - 1, j + y - 1))
                            pline("%s resists %s%s!", Monnam(mtmp),
                                  expl_needs_the ? "the " : "", dispbuf);
                        mdam = dam / 2;
                    }
                    if (mtmp == u.ustuck)
                        mdam *= 2;
                    if (resists_cold(mtmp) && adtyp == AD_FIRE)
                        mdam *= 2;
                    else if (resists_fire(mtmp) && adtyp == AD_COLD)
                        mdam *= 2;
                    if (adtyp == AD_MAGM && raylevel >= P_EXPERT && resists_magm(mtmp))
                        mdam = (mdam + 1) / 2;
                    if (adtyp == AD_SLEE && raylevel) {
                        sleep_monst(mtmp, mdam, WAND_CLASS);
                        mdam = 0;
                    }
                    if (adtyp == AD_DISN && raylevel) {
                        if (nonliving(mtmp->data) ||
                                is_demon(mtmp->data) ||
                                resists_magm(mtmp) ||
                                raylevel == P_UNSKILLED) {
                            /* monster is deathresistant or raylevel==unskilled,
                               since monster apparently failed to resist earlier,
                               monster must be vulnerable to drli */
                            /* FIXME: make a generic losexp() for monsters */
                            mdam = dice(2, 6);
                            if (cansee(i + x - 1, j + y - 1))
                                pline("%s suddenly seems weaker!", Monnam(mtmp));
                            mtmp->mhpmax -= mdam;
                            if (mtmp->m_lev == 0)
                                mdam = mtmp->mhp;
                            else
                                mtmp->m_lev--;
                        } else
                            mdam = mtmp->mhp; /* instadeath */
                    }
                    mtmp->mhp -= mdam;
                    mtmp->mhp -= (idamres + idamnonres);
                }
                if (mtmp->mhp <= 0) {
                    /* KMH -- Don't blame the player for pets killing gas
                       spores */
                    if (!flags.mon_moving)
                        killed(mtmp);
                    else
                        monkilled(mtmp, "", (int)adtyp);
                } else if (!flags.mon_moving)
                    setmangry(mtmp);
            }

    /* Do your injury last */
    if (uhurt) {
        if ((type >= 0 || adtyp == AD_PHYS) &&  /* gas spores */
                flags.verbose && olet != SCROLL_CLASS)
            pline("You are caught in %s%s!", expl_needs_the ? "the " : "",
                  dispbuf);
        /* do property damage first, in case we end up leaving bones */
        if (adtyp == AD_FIRE)
            burn_away_slime();
        if (u.uinvulnerable) {
            damu = 0;
            pline("You are unharmed!");
        } else if (Half_physical_damage && adtyp == AD_PHYS)
            damu = (damu + 1) / 2;
        else if (raylevel) {
            if (adtyp == AD_MAGM && Antimagic)
                damu = (damu + 1) / 2;
            if (adtyp == AD_SLEE) {
                helpless(damu, hr_asleep, "sleeping", NULL);
                damu = 0;
            }
            if (adtyp == AD_DISN) {
                if (nonliving(youmonst.data) ||
                        is_demon(youmonst.data) ||
                        Antimagic ||
                        raylevel == P_UNSKILLED) {
                    losexp("drained by a death field",FALSE);
                    damu = 0;
                } else {
                    done(DIED, "killed by a death field");
                    damu = 0; /* lifesaved */
                }
            }
        }
        if (adtyp == AD_FIRE) {
            burnarmor(&youmonst);
            set_candles_afire();
        }
        destroy_item(SCROLL_CLASS, (int)adtyp);
        destroy_item(SPBOOK_CLASS, (int)adtyp);
        destroy_item(POTION_CLASS, (int)adtyp);
        destroy_item(RING_CLASS, (int)adtyp);
        destroy_item(WAND_CLASS, (int)adtyp);

        ugolemeffects((int)adtyp, damu);
        if (uhurt == 2) {
            if (Upolyd)
                u.mh -= damu;
            else
                u.uhp -= damu;
        }

        if (u.uhp <= 0 || (Upolyd && u.mh <= 0)) {
            int death = adtyp == AD_FIRE ? BURNING : DIED;
            const char *killer;

            if (olet == MON_EXPLODE) {
                killer = killer_msg(death, an(str));
            } else if (type >= 0 && olet != SCROLL_CLASS) {
                /* check whether or not we were the source of the explosion */
                if (!flags.mon_moving)
                    killer = msgprintf("caught %sself in %s own %s", uhim(),
                                       uhis(), str);
                else
                    killer = msgprintf("killed by a %s", str);
            } else if (!strcmp(str, "burning oil")) {
                /* This manual check hack really sucks */
                killer = killer_msg(death, str);
            } else {
                killer = killer_msg(death, an(str));
            }
            /* Known BUG: BURNING suppresses corpse in bones data, but done
               does not handle killer reason correctly */
            if (Upolyd) {
                rehumanize(death, killer);
            } else {
                done(death, killer);
            }
        }
        exercise(A_STR, FALSE);
    }

    if (shopdamage) {
        pay_for_damage(adtyp == AD_FIRE ? "burn away" : adtyp ==
                       AD_COLD ? "shatter" : adtyp ==
                       AD_DISN ? "disintegrate" : "destroy", FALSE);
    }

    /* explosions are noisy */
    i = dam * dam;
    if (i < 50)
        i = 50; /* in case random damage is very small */
    wake_nearto(x, y, i);
}