Пример #1
0
void
inrange(struct monst *mtmp)
{
	schar tx,ty;

	/* do nothing if cancelled (but make '1' say something) */
	if(mtmp->data->mlet != '1' && mtmp->mcan)
		return;

	/* spit fire only when both in a room or both in a corridor */
	if(inroom(u.ux,u.uy) != inroom(mtmp->mx,mtmp->my)) return;
	tx = u.ux - mtmp->mx;
	ty = u.uy - mtmp->my;
	if((!tx && abs(ty) < BOLT_LIM) || (!ty && abs(tx) < BOLT_LIM)
	    || (abs(tx) == abs(ty) && abs(tx) < BOLT_LIM)){
	    switch(mtmp->data->mlet) {
	    case 'D':
		/* spit fire in the direction of @ (not nec. hitting) */
		buzz(-1,mtmp->mx,mtmp->my,sgn(tx),sgn(ty));
		break;
	    case '1':
		if(rn2(WIZSHOT)) break;
		/* if you zapped wizard with wand of cancellation,
		he has to shake off the effects before he can throw
		spells successfully.  1/2 the time they fail anyway */
		if(mtmp->mcan || rn2(2)) {
		    if(canseemon(mtmp))
			pline("%s makes a gesture, then curses.",
			    Monnam(mtmp));
		    else
			pline("You hear mumbled cursing.");
		    if(!rn2(3)) {
			mtmp->mspeed = 0;
			mtmp->minvis = 0;
		    }
		    if(!rn2(3))
			mtmp->mcan = 0;
		} else {
		    if(canseemon(mtmp)){
			if(!rn2(6) && !Invis) {
			    pline("%s hypnotizes you.", Monnam(mtmp));
			    nomul(rn2(3) + 3);
			    break;
			} else
			    pline("%s chants an incantation.",
				Monnam(mtmp));
		    } else
			    pline("You hear a mumbled incantation.");
		    switch(rn2(Invis ? 5 : 6)) {
		    case 0:
			/* create a nasty monster from a deep level */
			/* (for the moment, 'nasty' is not implemented) */
			(void) makemon((struct permonst *)0, u.ux, u.uy);
			break;
		    case 1:
			pline("\"Destroy the thief, my pets!\"");
			aggravate();	/* aggravate all the monsters */
			/* fall into next case */
		    case 2:
			if (flags.no_of_wizards == 1 && rnd(5) == 0)
			    /* if only 1 wizard, clone himself */
			    clonewiz(mtmp);
			break;
		    case 3:
			if(mtmp->mspeed == MSLOW)
				mtmp->mspeed = 0;
			else
				mtmp->mspeed = MFAST;
			break;
		    case 4:
			mtmp->minvis = 1;
			break;
		    case 5:
			/* Only if not Invisible */
			pline("You hear a clap of thunder!");
			/* shoot a bolt of fire or cold, or a sleep ray */
			buzz(-rnd(3),mtmp->mx,mtmp->my,sgn(tx),sgn(ty));
			break;
		    }
		}
	    }
	    if(u.uhp < 1) done_in_by(mtmp);
	}
}
Пример #2
0
void
read_scroll(void)
{
	short ch;
	object *obj;
	char msg[DCOLS];

	ch = pack_letter("read what?", SCROL);

	if (ch == CANCEL) {
		return;
	}
	if (!(obj = get_letter_object(ch))) {
		message("no such item.", 0);
		return;
	}
	if (obj->what_is != SCROL) {
		message("you can't read that", 0);
		return;
	}
	switch(obj->which_kind) {
		case SCARE_MONSTER:
			message("you hear a maniacal laughter in the distance",
			0);
			break;
		case HOLD_MONSTER:
			hold_monster();
			break;
		case ENCH_WEAPON:
			if (rogue.weapon) {
				if (rogue.weapon->what_is == WEAPON) {
					sprintf(msg, "your %sglow%s %sfor a moment",
					name_of(rogue.weapon),
					((rogue.weapon->quantity <= 1) ? "s" : ""),
					get_ench_color());
					message(msg, 0);
					if (coin_toss()) {
						rogue.weapon->hit_enchant++;
					} else {
						rogue.weapon->d_enchant++;
					}
				}
				rogue.weapon->is_cursed = 0;
			} else {
				message("your hands tingle", 0);
			}
			break;
		case ENCH_ARMOR:
			if (rogue.armor) {
				sprintf(msg, "your armor glows %sfor a moment",
				get_ench_color());
				message(msg, 0);
				rogue.armor->d_enchant++;
				rogue.armor->is_cursed = 0;
				print_stats(STAT_ARMOR);
			} else {
				message("your skin crawls", 0);
			}
			break;
		case IDENTIFY:
			message("this is a scroll of identify", 0);
			obj->identified = 1;
			id_scrolls[obj->which_kind].id_status = IDENTIFIED;
			idntfy();
			break;
		case TELEPORT:
			tele();
			break;
		case SLEEP:
			message("you fall asleep", 0);
			take_a_nap();
			break;
		case PROTECT_ARMOR:
			if (rogue.armor) {
				message( "your armor is covered by a shimmering gold shield",0);
				rogue.armor->is_protected = 1;
				rogue.armor->is_cursed = 0;
			} else {
				message("your acne seems to have disappeared", 0);
			}
			break;
		case REMOVE_CURSE:
				message((!halluc) ?
					"you feel as though someone is watching over you" :
					"you feel in touch with the universal oneness", 0);
			uncurse_all();
			break;
		case CREATE_MONSTER:
			create_monster();
			break;
		case AGGRAVATE_MONSTER:
			aggravate();
			break;
		case MAGIC_MAPPING:
			message("this scroll seems to have a map on it", 0);
			draw_magic_map();
			break;
		case CON_MON:
			con_mon = 1;
			sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
			message(msg, 0);
			break;
	}
	if (id_scrolls[obj->which_kind].id_status != CALLED) {
		id_scrolls[obj->which_kind].id_status = IDENTIFIED;
	}
	vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
}
Пример #3
0
/* TRUE: book should be destroyed by caller */
static boolean
cursed_book(struct obj *bp)
{
    int lev = objects[bp->otyp].oc_level;
    boolean was_inuse;

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

           Paranoia: ensure that we don't turn /on/ in_use, that causes a
           desync. (That used to be able to happen via an old codepath, but that
           codepath has since been removed. I don't think there are others, but
           someone might unintentionally add one.) */
        was_inuse = bp->in_use;
        bp->in_use = FALSE;
        losestr(Poison_resistance ? rn1(2, 1) : rn1(4, 3), DIED,
                killer_msg(DIED, "a contact-poisoned spellbook"), NULL);
        losehp(rnd(Poison_resistance ? 6 : 10),
               killer_msg(DIED, "a contact-poisoned spellbook"));
        bp->in_use = was_inuse;
        break;
    case 6:
        if (Antimagic) {
            shieldeff(u.ux, u.uy);
            pline("The book %s, but you are unharmed!", explodes);
        } else {
            pline("As you read the book, it %s in your %s!", explodes,
                  body_part(FACE));
            losehp(2 * rnd(10) + 5, killer_msg(DIED, "an exploding rune"));
        }
        return TRUE;
    default:
        rndcurse();
        break;
    }
    return FALSE;
}
Пример #4
0
/* #sit command */
int
dosit()
{
/*JP
    static const char sit_message[] = "sit on the %s.";
*/
    static const char sit_message[] = "%sに座った.";
    register struct trap *trap = t_at(u.ux, u.uy);
    register int typ = levl[u.ux][u.uy].typ;

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

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

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

        obj = level.objects[u.ux][u.uy];
        if (youmonst.data->mlet == S_DRAGON && obj->oclass == COIN_CLASS) {
#if 0 /*JP*/
            You("coil up around your %shoard.",
                (obj->quan + money_cnt(invent) < u.ulevel * 1000) ? "meager "
                                                                  : "");
#else
            You("%sお宝のまわりでとぐろを巻いた.",
                (obj->quan + money_cnt(invent) < u.ulevel * 1000) ? "わずかな"
                                                                  : "");
#endif
        } else {
/*JP
            You("sit on %s.", the(xname(obj)));
*/
            You("%sに座った.", the(xname(obj)));
            if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
/*JP
                pline("It's not very comfortable...");
*/
                pline("あまり座りごこちがよくない...");
        }
    } else if (trap != 0 || (u.utrap && (u.utraptype >= TT_LAVA))) {
        if (u.utrap) {
            exercise(A_WIS, FALSE); /* you're getting stuck longer */
            if (u.utraptype == TT_BEARTRAP) {
/*JP
                You_cant("sit down with your %s in the bear trap.",
*/
                pline("%sが熊の罠にはさまっているので座れない.",
                         body_part(FOOT));
                u.utrap++;
            } else if (u.utraptype == TT_PIT) {
                if (trap && trap->ttyp == SPIKED_PIT) {
/*JP
                    You("sit down on a spike.  Ouch!");
*/
                    You("トゲの上に座った.いてっ!");
                    losehp(Half_physical_damage ? rn2(2) : 1,
/*JP
                           "sitting on an iron spike", KILLED_BY);
*/
                           "鉄のトゲの上に座って", KILLED_BY);
                    exercise(A_STR, FALSE);
                } else
/*JP
                    You("sit down in the pit.");
*/
                    You("落し穴の中で座った.");
                u.utrap += rn2(5);
            } else if (u.utraptype == TT_WEB) {
/*JP
                You("sit in the spider web and get entangled further!");
*/
                You("くもの巣の中で座ったら,ますます絡まった!");
                u.utrap += rn1(10, 5);
            } else if (u.utraptype == TT_LAVA) {
                /* Must have fire resistance or they'd be dead already */
/*JP
                You("sit in the lava!");
*/
                You("溶岩の中に座った!");
                if (Slimed)
                    burn_away_slime();
                u.utrap += rnd(4);
/*JP
                losehp(d(2, 10), "sitting in lava",
*/
                losehp(d(2, 10), "溶岩の中に座って",
                       KILLED_BY); /* lava damage */
            } else if (u.utraptype == TT_INFLOOR
                       || u.utraptype == TT_BURIEDBALL) {
/*JP
                You_cant("maneuver to sit!");
*/
                You("座るような動作ができない!");
                u.utrap++;
            }
        } else {
/*JP
            You("sit down.");
*/
            You("座った.");
            dotrap(trap, 0);
        }
    } else if (Underwater || Is_waterlevel(&u.uz)) {
        if (Is_waterlevel(&u.uz))
/*JP
            There("are no cushions floating nearby.");
*/
            pline("近くに浮いているクッションはない.");
        else
/*JP
            You("sit down on the muddy bottom.");
*/
            You("どろどろした底に座った.");
    } else if (is_pool(u.ux, u.uy)) {
    in_water:
/*JP
        You("sit in the water.");
*/
        You("水の中で座った.");
        if (!rn2(10) && uarm)
/*JP
            (void) water_damage(uarm, "armor", TRUE);
*/
            (void) water_damage(uarm, "鎧", TRUE);
        if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
/*JP
            (void) water_damage(uarm, "armor", TRUE);
*/
            (void) water_damage(uarm, "鎧", TRUE);
    } else if (IS_SINK(typ)) {
        You(sit_message, defsyms[S_sink].explanation);
/*JP
        Your("%s gets wet.", humanoid(youmonst.data) ? "rump" : "underside");
*/
        Your("%sは濡れた.", humanoid(youmonst.data) ? "尻" : "下部");
    } else if (IS_ALTAR(typ)) {
        You(sit_message, defsyms[S_altar].explanation);
        altar_wrath(u.ux, u.uy);
    } else if (IS_GRAVE(typ)) {
        You(sit_message, defsyms[S_grave].explanation);
    } else if (typ == STAIRS) {
/*JP
        You(sit_message, "stairs");
*/
        You(sit_message, "階段");
    } else if (typ == LADDER) {
/*JP
        You(sit_message, "ladder");
*/
        You(sit_message, "はしご");
    } else if (is_lava(u.ux, u.uy)) {
        /* must be WWalking */
/*JP
        You(sit_message, "lava");
*/
        You(sit_message, "溶岩");
        burn_away_slime();
        if (likes_lava(youmonst.data)) {
/*JP
            pline_The("lava feels warm.");
*/
            pline("溶岩は暖かい.");
            return 1;
        }
/*JP
        pline_The("lava burns you!");
*/
        You("溶岩で燃えた!");
        losehp(d((Fire_resistance ? 2 : 10), 10), /* lava damage */
/*JP
               "sitting on lava", KILLED_BY);
*/
               "溶岩に座って", KILLED_BY);
    } else if (is_ice(u.ux, u.uy)) {
        You(sit_message, defsyms[S_ice].explanation);
        if (!Cold_resistance)
/*JP
            pline_The("ice feels cold.");
*/
            pline("氷は冷たく感じた.");
    } else if (typ == DRAWBRIDGE_DOWN) {
/*JP
        You(sit_message, "drawbridge");
*/
        You(sit_message, "跳ね橋");
    } else if (IS_THRONE(typ)) {
        You(sit_message, defsyms[S_throne].explanation);
        if (rnd(6) > 4) {
            switch (rnd(13)) {
            case 1:
                (void) adjattrib(rn2(A_MAX), -rn1(4, 3), FALSE);
/*JP
                losehp(rnd(10), "cursed throne", KILLED_BY_AN);
*/
                losehp(rnd(10), "呪われた玉座で", KILLED_BY_AN);
                break;
            case 2:
                (void) adjattrib(rn2(A_MAX), 1, FALSE);
                break;
            case 3:
#if 0 /*JP*/
                pline("A%s electric shock shoots through your body!",
                      (Shock_resistance) ? "n" : " massive");
#else
                pline("%s電気があなたの体を走り抜けた!",
                      (Shock_resistance) ? "" : "激しい");
#endif
/*JP
                losehp(Shock_resistance ? rnd(6) : rnd(30), "electric chair",
*/
                losehp(Shock_resistance ? rnd(6) : rnd(30), "電気椅子で",
                       KILLED_BY_AN);
                exercise(A_CON, FALSE);
                break;
            case 4:
/*JP
                You_feel("much, much better!");
*/
                You_feel("とても,とても元気になったような気がした!");
                if (Upolyd) {
                    if (u.mh >= (u.mhmax - 5))
                        u.mhmax += 4;
                    u.mh = u.mhmax;
                }
                if (u.uhp >= (u.uhpmax - 5))
                    u.uhpmax += 4;
                u.uhp = u.uhpmax;
                make_blinded(0L, TRUE);
                make_sick(0L, (char *) 0, FALSE, SICK_ALL);
                heal_legs();
                context.botl = 1;
                break;
            case 5:
                take_gold();
                break;
            case 6:
                if (u.uluck + rn2(5) < 0) {
/*JP
                    You_feel("your luck is changing.");
*/
                    pline("運が向いてきた気がする.");
                    change_luck(1);
                } else
                    makewish();
                break;
            case 7:
              {
                int cnt = rnd(10);

                /* Magical voice not affected by deafness */
/*JP
                pline("A voice echoes:");
*/
                pline("声が響いた:");
#if 0 /*JP*/
                verbalize("Thy audience hath been summoned, %s!",
                          flags.female ? "Dame" : "Sire");
#else
                verbalize("%sよ!汝の聴衆召喚されし.",
                          flags.female ? "女" : "男");
#endif
                while (cnt--)
                    (void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS);
                break;
              }
            case 8:
                /* Magical voice not affected by deafness */
/*JP
                pline("A voice echoes:");
*/
                pline("声が響いた:");
#if 0 /*JP*/
                verbalize("By thine Imperious order, %s...",
                          flags.female ? "Dame" : "Sire");
#else
                verbalize("%sよ!汝の傲慢聞きいれようぞ.",
                          flags.female ? "女" : "男");
#endif
                do_genocide(5); /* REALLY|ONTHRONE, see do_genocide() */
                break;
            case 9:
                /* Magical voice not affected by deafness */
/*JP
                pline("A voice echoes:");
*/
                pline("声が響いた:");
                verbalize(
/*JP
                 "A curse upon thee for sitting upon this most holy throne!");
*/
                 "聖なる玉座に座りし汝に呪いあれ!");
                if (Luck > 0) {
                    make_blinded(Blinded + rn1(100, 250), TRUE);
                } else
                    rndcurse();
                break;
            case 10:
                if (Luck < 0 || (HSee_invisible & INTRINSIC)) {
                    if (level.flags.nommap) {
/*JP
                        pline("A terrible drone fills your head!");
*/
                        pline("恐しいブンブンという音が頭に響いた!");
                        make_confused((HConfusion & TIMEOUT) + (long) rnd(30),
                                      FALSE);
                    } else {
/*JP
                        pline("An image forms in your mind.");
*/
                        pline("あるイメージが頭に浮んだ.");
                        do_mapping();
                    }
                } else {
/*JP
                    Your("vision becomes clear.");
*/
                    Your("視界は冴え渡った.");
                    HSee_invisible |= FROMOUTSIDE;
                    newsym(u.ux, u.uy);
                }
                break;
            case 11:
                if (Luck < 0) {
/*JP
                    You_feel("threatened.");
*/
                    You("脅迫されているような気がした.");
                    aggravate();
                } else {
/*JP
                    You_feel("a wrenching sensation.");
*/
                    You("ねじられたような感覚を感じた.");
                    tele(); /* teleport him */
                }
                break;
            case 12:
/*JP
                You("are granted an insight!");
*/
                You("洞察力を得た!");
                if (invent) {
                    /* rn2(5) agrees w/seffects() */
                    identify_pack(rn2(5), FALSE);
                }
                break;
            case 13:
/*JP
                Your("mind turns into a pretzel!");
*/
                Your("心はクネクネになった!");
                make_confused((HConfusion & TIMEOUT) + (long) rn1(7, 16),
                              FALSE);
                break;
            default:
                impossible("throne effect");
                break;
            }
        } else {
            if (is_prince(youmonst.data))
/*JP
                You_feel("very comfortable here.");
*/
                You("ここはとても落ち着く.");
            else
/*JP
                You_feel("somehow out of place...");
*/
                You("何か場違いの気がした...");
        }

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

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

        uegg = mksobj(EGG, FALSE, FALSE);
        uegg->spe = 1;
        uegg->quan = 1L;
        uegg->owt = weight(uegg);
        /* this sets hatch timers if appropriate */
        set_corpsenm(uegg, egg_type_from_parent(u.umonnum, FALSE));
        uegg->known = uegg->dknown = 1;
/*JP
        You("lay an egg.");
*/
        You("卵を産んだ.");
        dropy(uegg);
        stackobj(uegg);
        morehungry((int) objects[EGG].oc_nutrition);
    } else {
/*JP
        pline("Having fun sitting on the %s?", surface(u.ux, u.uy));
*/
        pline("%sに座って楽しいかい?", surface(u.ux,u.uy));
    }
    return 1;
}
Пример #5
0
int
dosit()
{
	static const char sit_message[] = "VERB_SITZEN auf OBJECT KASUS_DATIV ARTIKEL_BESTIMMTER %s."; /* EN static const char sit_message[] = "sit on the %s."; */
	register struct trap *trap;
	register int typ = levl[u.ux][u.uy].typ;


#ifdef STEED
	if (u.usteed) {
	    You("VERB_SITZEN bereits auf KASUS_DATIV %s.", mon_nam(u.usteed)); /* EN You("are already sitting on %s.", mon_nam(u.usteed)); */
	    return (0);
	}
#endif

	if(!can_reach_floor())	{
	    if (Levitation)
		You("VERB_SCHLAGEN Purzelbäume."); /* EN You("tumble in place."); */
	    else
		You("VERB_SITZEN auf Luft."); /* EN You("are sitting on air."); */
	    return 0;
	} else if (is_pool(u.ux, u.uy) && !Underwater) {  /* water walking */
	    goto in_water;
	}

	if(OBJ_AT(u.ux, u.uy)) {
	    register struct obj *obj;

	    obj = level.objects[u.ux][u.uy];
	    You("VERB_SITZEN auf OBJECT KASUS_DATIV %s.", the(xname(obj))); /* EN You("sit on %s.", the(xname(obj))); */
	    if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
		pline("Das ist nicht sehr bequem ..."); /* EN pline("It's not very comfortable..."); */

	} else if ((trap = t_at(u.ux, u.uy)) != 0 ||
		   (u.utrap && (u.utraptype >= TT_LAVA))) {

	    if (u.utrap) {
		exercise(A_WIS, FALSE);	/* you're getting stuck longer */
		if(u.utraptype == TT_BEARTRAP) {
		    pline("Mit KASUS_DATIV PRONOMEN_POSSESSIV %s in KASUS_DATIV ARTIKEL_BESTIMMTER NOUN_BEARTRAP SUBJECT_IM_SATZ VERB_KOENNEN PRONOMEN_PERSONAL OBJECT PRONOMEN_PERSONAL nicht hinsetzen.", body_part(FOOT)); /* EN You_cant("sit down with your %s in the bear trap.", body_part(FOOT)); */
		    u.utrap++;
	        } else if(u.utraptype == TT_PIT) {
		    if(trap->ttyp == SPIKED_PIT) {
			You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL auf einen Stachel.  Aua!"); /* EN You("sit down on a spike.  Ouch!"); */
			losehp(1, "durch Sitzen auf einen Eisenstachel", KILLED_WITHOUT_PREPOSITION); /* EN losehp(1, "sitting on an iron spike", KILLED_BY); */
			exercise(A_STR, FALSE);
		    } else
			You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL in die Grube."); /* EN You("sit down in the pit."); */
		    u.utrap += rn2(5);
		} else if(u.utraptype == TT_WEB) {
		    You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL ins Spinnenetz und VERB_VERHEDDERN OBJECT PRONOMEN_PERSONAL noch mehr!"); /* EN You("sit in the spider web and get entangled further!"); */
		    u.utrap += rn1(10, 5);
		} else if(u.utraptype == TT_LAVA) {
		    /* Must have fire resistance or they'd be dead already */
		    You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL in die Lava!"); /* EN You("sit in the lava!"); */
		    u.utrap += rnd(4);
		    losehp(d(2,10), "durch Sitzen in Lava", KILLED_WITHOUT_PREPOSITION); /* EN losehp(d(2,10), "sitting in lava", KILLED_BY); */
		} else if(u.utraptype == TT_INFLOOR) {
		    You("VERB_CAN OBJECT PRONOMEN_PERSONAL nicht richtig hinsetzen!"); /* EN You_cant("maneuver to sit!"); */
		    u.utrap++;
		}
	    } else {
	        You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL hin."); /* EN You("sit down."); */
		dotrap(trap, 0);
	    }
	} else if(Underwater || Is_waterlevel(&u.uz)) {
	    if (Is_waterlevel(&u.uz))
		pline("Hier gibt es keine Sitzkissen."); /* EN There("are no cushions floating nearby."); */
	    else
		You("VERB_SETZEN OBJECT PRONOMEN_PERSONAL auf den schlammigen Untergrund."); /* EN You("sit down on the muddy bottom."); */
	} else if(is_pool(u.ux, u.uy)) {
 in_water:
	    You("VERB_SITZEN im Wasser."); /* EN You("sit in the water."); */
	    if (!rn2(10) && uarm)
		(void) rust_dmg(uarm, "NOUN_ARMOR", 1, TRUE, &youmonst); /* EN (void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst); */
	    if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
		(void) rust_dmg(uarm, "NOUN_ARMOR", 1, TRUE, &youmonst); /* EN (void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst); */
#ifdef SINKS
	} else if(IS_SINK(typ)) {

	    You(sit_message, defsyms[S_sink].explanation);
	    Your("%s VERB_WERDEN nass.", humanoid(youmonst.data) ? "NOUN_HINTERTEIL" : "NOUN_UNTERSEITE"); /* EN Your("%s gets wet.", humanoid(youmonst.data) ? "rump" : "underside"); */
#endif
	} else if(IS_ALTAR(typ)) {

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

	} else if(IS_GRAVE(typ)) {

	    You(sit_message, defsyms[S_grave].explanation);

	} else if(typ == STAIRS) {

	    You(sit_message, "NOUN_STUFEs"); /* EN You(sit_message, "stairs"); */

	} else if(typ == LADDER) {

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

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

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

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

	    You(sit_message, defsyms[S_ice].explanation);
	    if (!Cold_resistance) pline_The("NOUN_ICE fühlt sich kalt an."); /* EN if (!Cold_resistance) pline_The("ice feels cold."); */

	} else if (typ == DRAWBRIDGE_DOWN) {

	    You(sit_message, "NOUN_DRAWBRIDGE"); /* EN You(sit_message, "drawbridge"); */

	} else if(IS_THRONE(typ)) {

	    You(sit_message, defsyms[S_throne].explanation);
	    if (rnd(6) > 4)  {
		switch (rnd(13))  {
		    case 1:
			(void) adjattrib(rn2(A_MAX), -rn1(4,3), FALSE);
			losehp(rnd(10), "ADJEKTIV_CURSED NOUN_THRON", KILLED_BY_AN); /* EN losehp(rnd(10), "cursed throne", KILLED_BY_AN); */
			break;
		    case 2:
			(void) adjattrib(rn2(A_MAX), 1, FALSE);
			break;
		    case 3:
			pline("SUBJECT ARTIKEL_UNBESTIMMTER%s elektrischer NOUN_SCHLAG VERB_SCHIESSEN OBJECT durch PRONOMEN_POSSESSIV NOUN_BODY!", /* EN pline("A%s electric shock shoots through your body!", */
			      (Shock_resistance) ? "" : " massiver"); /* EN (Shock_resistance) ? "n" : " massive"); */
			losehp(Shock_resistance ? rnd(6) : rnd(30),
			       "ADJEKTIV_ELEKTRISCH NOUN_STUHL", KILLED_BY_AN); /* EN "electric chair", KILLED_BY_AN); */
			exercise(A_CON, FALSE);
			break;
		    case 4:
			Du_fuehlst_dich("viel, viel besser!"); /* EN You_feel("much, much better!"); */
			if (Upolyd) {
			    if (u.mh >= (u.mhmax - 5))  u.mhmax += 4;
			    u.mh = u.mhmax;
			}
			if(u.uhp >= (u.uhpmax - 5))  u.uhpmax += 4;
			u.uhp = u.uhpmax;
			make_blinded(0L,TRUE);
			make_sick(0L, (char *) 0, FALSE, SICK_ALL);
			heal_legs();
			flags.botl = 1;
			break;
		    case 5:
			take_gold();
			break;
		    case 6:
			if(u.uluck + rn2(5) < 0) {
			    You("VERB_FUEHLEN, NEUER_SATZ SUBJECT_IM_SATZ wie PRONOMEN_POSSESSIV NOUN_LUCK sich ändert."); /* EN You_feel("your luck is changing."); */
			    change_luck(1);
			} else	    makewish();
			break;
		    case 7:
			{
			register int cnt = rnd(10);

			pline("Eine Stimme ertönt:"); /* EN pline("A voice echoes:"); */
			verbalize("Euer Auditorium erwartet Euch bereits, %s!", /* EN verbalize("Thy audience hath been summoned, %s!", */
				  flags.female ? "Gebieterin" : "Gebieter"); /* EN flags.female ? "Dame" : "Sire"); */
			while(cnt--)
			    (void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS);
			break;
			}
		    case 8:
			pline("Eine Stimme ertönt:"); /* EN pline("A voice echoes:"); */
			verbalize("Wie es Euch beliebt, %s...", /* EN verbalize("By thy Imperious order, %s...", */
				  flags.female ? "Gebieterin" : "Gebieter"); /* EN flags.female ? "Dame" : "Sire"); */
			do_genocide(5);	/* REALLY|ONTHRONE, see do_genocide() */
			break;
		    case 9:
			pline("Eine Stimme ertönt:"); /* EN pline("A voice echoes:"); */
	verbalize("SATZBEGINN MODIFIER_VERB_IMPERATIV VERB_SEIN verflucht dafür, NEUER_SATZ dass SUBJECT_IM_SATZ PRONOMEN_PERSONAL OBJECT PRONOMEN_PERSONAL auf diesem allerheiligsten Thron niedergelassen VERB_HABEN!"); /* EN verbalize("A curse upon thee for sitting upon this most holy throne!"); */
			if (Luck > 0)  {
			    make_blinded(Blinded + rn1(100,250),TRUE);
			} else	    rndcurse();
			break;
		    case 10:
			if (Luck < 0 || (HSee_invisible & INTRINSIC))  {
				if (level.flags.nommap) {
					pline(
					"Ein schreckliches Dröhnen erfüllt KASUS_AKKUSATIV PRONOMEN_POSSESSIV NOUN_KOPF!"); /* EN "A terrible drone fills your head!"); */
					make_confused(HConfusion + rnd(30),
									FALSE);
				} else {
					pline("Ein Bild formt sich in KASUS_DATIV PRONOMEN_POSSESSIV NOUN_GEDANKEs."); /* EN pline("An image forms in your mind."); */
					do_mapping();
				}
			} else  {
				Your("NOUN_BLICK klärt sich."); /* EN Your("vision becomes clear."); */
				HSee_invisible |= FROMOUTSIDE;
				newsym(u.ux, u.uy);
			}
			break;
		    case 11:
			if (Luck < 0)  {
			    Du_fuehlst_dich("bedroht."); /* EN You_feel("threatened."); */
			    aggravate();
			} else  {
			    Du_spuerst("einen reißenden Schmerz."); /* EN You_feel("a wrenching sensation."); */
			    tele();		/* teleport him */
			}
			break;
		    case 12:
			Dir_wird("eine Einsicht gewährt!"); /* EN You("are granted an insight!"); */
			if (invent) {
			    /* rn2(5) agrees w/seffects() */
			    identify_pack(rn2(5));
			}
			break;
		    case 13:
			Your("NOUN_VERSTAND verknotet sich zu einer Bretzel!"); /* EN Your("mind turns into a pretzel!"); */
			make_confused(HConfusion + rn1(7,16),FALSE);
			break;
		    default:	impossible("throne effect");
				break;
		}
	    } else {
		if (is_prince(youmonst.data))
		    Du_fuehlst_dich("hier sehr wohl."); /* EN You_feel("very comfortable here."); */
		else
		    Du_fuehlst_dich("irgendwie fehl am Platz ..."); /* EN You_feel("somehow out of place..."); */
	    }

	    if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) {
		/* may have teleported */
		levl[u.ux][u.uy].typ = ROOM;
		pline_The("NOUN_THRON VERB_AUFLOESEN sich in ein Logikwölkchen SATZKLAMMER."); /* EN pline_The("throne vanishes in a puff of logic."); */
		newsym(u.ux,u.uy);
	    }

	} else if (lays_eggs(youmonst.data)) {
		struct obj *uegg;

		if (!flags.female) {
			pline("Männchen können keine Eier legen!"); /* EN pline("Males can't lay eggs!"); */
			return 0;
		}

		if (u.uhunger < (int)objects[EGG].oc_nutrition) {
			You("VERB_HAVE nicht genug Energie um ein Ei zu legen."); /* EN You("don't have enough energy to lay an egg."); */
			return 0;
		}

		uegg = mksobj(EGG, FALSE, FALSE);
		uegg->spe = 1;
		uegg->quan = 1;
		uegg->owt = weight(uegg);
		uegg->corpsenm = egg_type_from_parent(u.umonnum, FALSE);
		uegg->known = uegg->dknown = 1;
		attach_egg_hatch_timeout(uegg);
		You("VERB_LEGEN ein Ei."); /* EN You("lay an egg."); */
		dropy(uegg);
		stackobj(uegg);
		morehungry((int)objects[EGG].oc_nutrition);
	} else if (u.uswallow)
		pline("Hier gibt es keine Sitzmöglichkeiten!"); /* EN There("are no seats in here!"); */
	else
		pline("Spaß daran, %s zu sitzen?", auf_dem_Boden(u.ux,u.uy)); /* EN pline("Having fun sitting on the %s?", surface(u.ux,u.uy)); */
	return(1);
}
void
ring_on(void)
{
    register struct object *obj;
    register struct linked_list *item;
    register int ring;
    char buf[LINELEN];

    item = get_item("put on", RING);
    /*
     * Make certain that it is somethings that we want to wear
     */
    if (item == NULL)
	return;
    obj = (struct object *) ldata(item);
    if (obj->o_type != RING) {
	msg("You can't put that on!");
	return;
    }

    /*
     * find out which hand to put it on
     */
    if (is_current(obj))
	return;

    if      (cur_ring[LEFT_1] == NULL) ring = LEFT_1;
    else if (cur_ring[LEFT_2] == NULL) ring = LEFT_2;
    else if (cur_ring[LEFT_3] == NULL) ring = LEFT_3;
    else if (cur_ring[LEFT_4] == NULL) ring = LEFT_4;
    else if (cur_ring[RIGHT_1] == NULL) ring = RIGHT_1;
    else if (cur_ring[RIGHT_2] == NULL) ring = RIGHT_2;
    else if (cur_ring[RIGHT_3] == NULL) ring = RIGHT_3;
    else if (cur_ring[RIGHT_4] == NULL) ring = RIGHT_4;
    else
    {
	if (terse) 
	    msg("Wearing enough rings.");
	else
	    msg("You already have on eight rings.");
	return;
    }
    cur_ring[ring] = obj;

    /*
     * Calculate the effect it has on the poor guy.
     */
    switch (obj->o_which)
    {
	when R_ADDSTR:
	    pstats.s_str += obj->o_ac;
	when R_ADDHIT:
	    pstats.s_dext += obj->o_ac;
	when R_ADDINTEL:
	    pstats.s_intel += obj->o_ac;
	when R_ADDWISDOM:
	    pstats.s_wisdom += obj->o_ac;
	when R_SEEINVIS:
	    if (off(player, PERMBLIND)) {
		turn_on(player, CANSEE);
		msg("Your eyes begin to tingle.");
		sight();
		light(&hero);
		mvwaddch(cw, hero.y, hero.x, PLAYER);
	    }
	when R_AGGR:
	    aggravate();
	when R_CARRYING:
	    updpack(FALSE);
	when R_LEVITATION:
	    msg("You begin to float in the air!");
	when R_LIGHT: {
		if(roomin(&hero) != NULL) {
			light(&hero);
			mvwaddch(cw, hero.y, hero.x, PLAYER);
		}
	    }
    }
    status(FALSE);
    if (r_know[obj->o_which] && r_guess[obj->o_which])
    {
	free(r_guess[obj->o_which]);
	r_guess[obj->o_which] = NULL;
    }
    else if (!r_know[obj->o_which] && 
	     askme && 
	     (obj->o_flags & ISKNOW) == 0 &&
	     r_guess[obj->o_which] == NULL) {
	mpos = 0;
	msg(terse ? "Call it: " : "What do you want to call it? ");
	if (get_str(buf, msgw) == NORM)
	{
	    r_guess[obj->o_which] = new(strlen(buf) + 1);
	    strcpy(r_guess[obj->o_which], buf);
	}
Пример #7
0
/*
 * read_scroll:
 *	Let the hero read a scroll
 */
int read_scroll()
{
	struct object *obj;
	struct linked_list *item;
	int i, j, wh;
	unsigned long ch, nch;
	struct room *rp;
	struct linked_list *titem;
	char buf[LINLEN];
	bool bless, curse;

	if ((item = get_item("read", SCROLL)) == NULL)
		return 0;
	obj = OBJPTR(item);
	if (obj->o_type != SCROLL) {
		msg("Nothing to read.");
		after = FALSE;
		return 0;
	}
	msg("As you read the scroll, it vanishes.");
	wh = obj->o_which;
	bless = o_on(obj, ISBLESS);
	curse = o_on(obj, ISCURSED);
	del_pack(item);		/* Get rid of the thing */

	/*
	 * Calculate the effect it has on the hero
	 */
	switch(wh) {
	case S_KNOWALL:
		if (!curse) {
			idenpack();				/* identify all the pack */
			msg("You feel more knowledgable.");
			chg_abil(WIS,1,TRUE);
			s_know[S_KNOWALL] = TRUE;
		}
	when S_CONFUSE:
		if (!curse) {
			/*
			 * Scroll of monster confusion.  Give him that power.
			 */
			msg("Your hands begin to glow red.");
			player.t_flags |= CANHUH;
			s_know[S_CONFUSE] = TRUE;
		}
	when S_LIGHT:
		rp = player.t_room;
		if (!curse) {
			if (rp == NULL) {
				s_know[S_LIGHT] = TRUE;
				msg("The corridor glows and then fades.");
			}
			else {
				if (rf_on(rp,ISDARK)) {
					s_know[S_LIGHT] = TRUE;
					msg("The room is lit.");
					rp->r_flags &= ~ISDARK;
				}
				light(&hero);
				mvwaddch(cw, hero.y, hero.x, PLAYER);
			}
		}
	when S_ARMOR:
		if (!curse) {
			if (cur_armor != NULL && o_off(cur_armor,ISPROT)) {
				s_know[S_ARMOR] = TRUE;
				msg("Your armor glows faintly for a moment.");
				if (o_on(cur_armor,ISCURSED))
					cur_armor->o_ac = armors[cur_armor->o_which].a_class;
				else
					cur_armor->o_ac--;
				resoflg(cur_armor,ISCURSED);
			}
		}
	when S_HOLD:
		if (!curse) {
			/*
			 * Hold monster scroll.  Stop all monsters within 3 spaces
			 * from chasing after the hero.
			 */
			int x,y;
			struct linked_list *mon;

			for (x = hero.x - 3; x <= hero.x + 3; x++) {
				for (y = hero.y - 3; y <= hero.y + 3; y++) {
					if (y > 0 && x > 0 && isalpha(mvwinch(mw, y, x))) {
						if ((mon = find_mons(y, x)) != NULL) {
							struct thing *th;

							th = THINGPTR(mon);
							th->t_flags &= ~ISRUN;
							th->t_flags |= ISHELD;
							th->t_flags |= ISSTUCK;
						}
					}
				}
			}
		}
	when S_SLEEP:
		/*
		 * Scroll which makes you fall asleep
		 */
		if (!bless) {
			s_know[S_SLEEP] = TRUE;
			msg("You fall asleep.");
			player.t_nocmd += 4 + rnd(SLEEPTIME);
		}
	when S_CREATE:
		if (!bless) {
			if (makemons(mtlev[rnd(levcount)]->m_show))
				s_know[S_CREATE] = TRUE;
			else
				msg("You hear a faint cry of anguish in the distance.");
		}
	when S_IDENT:
		if (!curse) {
			msg("This scroll is an identify scroll");
			s_know[S_IDENT] = TRUE;
			whatis(NULL);
		}
	when S_MAP:
		if (curse)
			break;
		s_know[S_MAP] = TRUE;
		addmsg("Oh, now this scroll has a ");
		if (rnd(100) < 10 || bless) {
			addmsg("very detailed map on it.");
			endmsg();
			displevl();
		}
		else {
			addmsg("map on it.");
			endmsg();
			overwrite(stdscr, hw);
			for (i = 1; i < LINES - 2; i++) {
				for (j = 0; j < COLS; j++) {
					switch (nch = ch = mvwinch(hw, i, j)) {
						case SECRETDOOR:
							nch = DOOR;
							mvaddch(i, j, nch);
						case '-':
						case '|':
						case DOOR:
						case PASSAGE:
						case ' ':
						case STAIRS:
							if (mvwinch(mw, i, j) != ' ') {
								struct thing *it;
								struct linked_list *blah;

								blah = find_mons(i, j);
								if (blah != NULL) {
									it = THINGPTR(blah);
									if (it->t_oldch == ' ')
										it->t_oldch = nch;
								}
							}
							break;
						default:
							nch = ' ';
					}
					if (nch != ch)
						waddch(hw, nch);
				}
			}
			overlay(cw, hw);
			overwrite(hw, cw);
		}
	when S_GFIND:
		if (!curse) {
			int gtotal = 0;
			struct room *rp;

			wclear(hw);
			for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
				gtotal += rp->r_goldval;
				if (rp->r_goldval != 0 &&
				  mvinch(rp->r_gold.y,rp->r_gold.x) == GOLD)
					mvwaddch(hw,rp->r_gold.y,rp->r_gold.x,GOLD);
			}
			if (gtotal) {
				s_know[S_GFIND] = TRUE;
				msg("You begin to feel greedy and sense gold.");
				overlay(hw,cw);
			}
			else
				msg("You begin to feel a pull downward.");
		}
	when S_TELEP:
		if (!curse) {
			int rm;
			struct room *cur_room;

			cur_room = player.t_room;
			rm = teleport(rndspot, &player);
			if (cur_room != &rooms[rm])
				s_know[S_TELEP] = TRUE;
		}
	when S_ENCH:
		if (!curse) {
			if (cur_weapon == NULL || (cur_weapon != NULL &&
			  (o_on(cur_weapon,ISPROT) || cur_weapon->o_type != WEAPON)))
				msg("You feel a strange sense of loss.");
			else {
				s_know[S_ENCH] = TRUE;
				if (o_on(cur_weapon,ISCURSED)) {
					resoflg(cur_weapon,ISCURSED);
					cur_weapon->o_hplus = rnd(2);
					cur_weapon->o_dplus = rnd(2);
				}
				else {		/* weapon was not cursed here */
					if (rnd(100) < 50)
						cur_weapon->o_hplus += 1;
					else
						cur_weapon->o_dplus += 1;
				}
				setoflg(cur_weapon, ISKNOW);
				msg("Your %s glows blue for a moment.",
				  w_magic[cur_weapon->o_which].mi_name);
			}
		}
	when S_SCARE:
		/*
		 * A monster will refuse to step on a scare monster scroll
		 * if it is dropped.  Thus reading it is a mistake and produces
		 * laughter at the poor rogue's boo boo.
		 */
		msg("You hear maniacal laughter in the distance.");
	when S_REMOVE:
		if (!curse) {
			if (cur_armor != NULL && o_off(cur_armor,ISPROT))
				resoflg(cur_armor,ISCURSED);
			if (cur_weapon != NULL && o_off(cur_weapon,ISPROT))
				resoflg(cur_weapon,ISCURSED);
			if (cur_ring[LEFT]!=NULL && o_off(cur_ring[LEFT],ISPROT))
				resoflg(cur_ring[LEFT],ISCURSED);
			if (cur_ring[RIGHT]!=NULL && o_off(cur_ring[RIGHT],ISPROT))
				resoflg(cur_ring[RIGHT],ISCURSED);
			msg("You feel as if somebody is watching over you.");
			s_know[S_REMOVE] = TRUE;
		}
	when S_AGGR:
		if (!bless) {
			if (mlist != NULL) {
				aggravate();
				msg("You hear a high pitched humming noise.");
				s_know[S_AGGR] = TRUE;
			}
		}
	when S_NOP:
		msg("This scroll seems to be blank.");
	when S_GENOCIDE:
		if (!curse) {
			msg("You have been granted the boon of genocide.");
			genocide();
			s_know[S_GENOCIDE] = TRUE;
		}
	when S_DCURSE:
		if (!bless) {
			struct linked_list *ll;
			struct object *lb;

			msg("Your pack shudders.");
			for (ll = pack ; ll != NULL ; ll = next(ll)) {
				lb = OBJPTR(ll);
				if (o_off(lb,ISPROT)) {
					resoflg(lb, ISBLESS);
					setoflg(lb, ISCURSED);
				}
			}
		}
	when S_DLEVEL:
		if (!bless) {
			int much = rnd(9) - 4;

			if (much != 0) {
				level += much;
				if (level < 1)
					level = 1;
				mpos = 0;
				new_level(NORMLEV);		/* change levels */
				msg("You are whisked away to another region.");
				s_know[S_DLEVEL] = TRUE;
			}
		}
	when S_PROTECT:
		if (!curse) {
			struct linked_list *ll;
			struct object *lb;

			msg("You are granted the power of protection.");
			if ((ll = get_item("protect",0)) != NULL) {
				lb = OBJPTR(ll);
				setoflg(lb,ISPROT);
				mpos = 0;
				msg("Protected %s.",inv_name(lb,TRUE));
			}
			s_know[S_PROTECT] = TRUE;
		}
	when S_ALLENCH:
		if (!curse) {
			struct linked_list *ll;
			struct object *lb;
			int howmuch, ac, good;

			msg("You are granted the power of enchantment.");
			good = TRUE;
			if ((ll = get_item("enchant",0)) != NULL) {
				lb = OBJPTR(ll);
				resoflg(lb,ISCURSED);
				resoflg(lb,ISPROT);
				howmuch = rnd(3) + 1;
				switch(lb->o_type) {
					case RING:
						if (lb->o_ac < 0)
							lb->o_ac = 0;
						lb->o_ac += howmuch;
					when ARMOR:
						ac = armors[lb->o_which].a_class;
						if (lb->o_ac > ac)
							lb->o_ac = ac;
						lb->o_ac -= howmuch;
					when STICK:
						lb->o_charges += howmuch + 10;
					when WEAPON:
						if (lb->o_dplus < 0)
							lb->o_dplus = 0;
						if (lb->o_hplus < 0)
							lb->o_hplus = 0;
						lb->o_hplus += howmuch;
						lb->o_dplus += howmuch;
					otherwise:
						msg("You are injured as the scroll flashes & bursts into flames !!!");
						chg_hpt(-roll(6,6),FALSE,K_SCROLL);
						good = FALSE;
				}
				if (good) {
					mpos = 0;
					msg("Enchanted %s.",inv_name(lb,TRUE));
				}
			}
			s_know[S_ALLENCH] = TRUE;
		}
	when S_BLESS:
		if (!curse) {
			struct linked_list *ll;
			struct object *lb;

			msg("Your pack glistens brightly.");
			for (ll = pack ; ll != NULL ; ll = next(ll)) {
				whatis(ll);
				lb = OBJPTR(ll);
				resoflg(lb,ISCURSED);
				setoflg(lb,ISBLESS);
			}
		}
	when S_MAKEIT:
		if (!curse) {
			msg("You have been endowed with the power of creation.");
			s_know[S_MAKEIT] = TRUE;
			create_obj(TRUE);
		}
	when S_BAN: {
		int howdeep;
		char *ptr;

		if (bless) {
			if (level > 6) {
				howdeep = 1 + rnd(5);
				ptr = "elevated to the upper";
			}
			else {
				howdeep = -1;
				bless = FALSE;
			}
		}
		else {
			howdeep = level + 10 + rnd(20) + (curse * 20);
			ptr = "banished to the lower";
		}
		if ((!bless && level < howdeep) || bless) {
			level = howdeep;
			new_level(NORMLEV);
			mpos = 0;
			msg("You are %s regions.", ptr);
			s_know[S_BAN] = TRUE;
		}
	}
	when S_CWAND:
		if (!curse) {
			struct linked_list *ll;
			struct object *lb;
			bool wands = FALSE;

			for (ll = pack ; ll != NULL ; ll = next(ll)) {
				lb = OBJPTR(ll);
				if (lb->o_type == STICK) {
					whatis(ll);
					setoflg(lb, ISKNOW);
					resoflg(lb, ISCURSED);
					lb->o_charges += rnd(11) + 5;
					wands = TRUE;
				}
			}
			if (wands) {
				msg("Your sticks gleam.");
				s_know[wh] = TRUE;
			}
		}
	when S_LOCTRAP: {
		struct trap *trp;

		if (ntraps > 0) {
			for (trp = &traps[0]; trp < &traps[ntraps]; trp++)
				trp->tr_flags |= ISFOUND;
			look(FALSE);
			msg("You now recognize pitfalls.");
			s_know[S_LOCTRAP] = TRUE;
		}
	}
	otherwise:
		msg("What a puzzling scroll!");
		return 0;
	}
Пример #8
0
void
missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp)
{
    struct object   *obj;
    struct linked_list  *nitem;

    if (item == NULL)   /* Get which thing we are hurling */
        return;

    obj = OBJPTR(item);

    if (!dropcheck(obj) || is_current(obj))
        return;

    /*
     * Get rid of the thing. If it is a non-multiple item object, or if
     * it is the last thing, just drop it. Otherwise, create a new item
     * with a count of one.
    */

    if (obj->o_count < 2)
    {
        if (tp->t_pack == pack)
            rem_pack(obj);
        else
            detach(tp->t_pack, item);
    }
    else
    {
        obj->o_count--;
        nitem = (struct linked_list *) new_item(sizeof *obj);
        obj = OBJPTR(nitem);
        *obj = *(OBJPTR(item));
        obj->o_count = 1;
        item = nitem;
    }

    switch (obj->o_type)
    {
        case ARTIFACT:
            has_artifact &= ~(1 << obj->o_which);
            break;

        case SCROLL:
            if (obj->o_which == S_SCARE && obj->o_flags & ISBLESSED)
                obj->o_flags &= ~ISBLESSED;
            else
                obj->o_flags |= ISCURSED;
    }

    updpack();
    obj->o_pos = do_motion(obj->o_type, ydelta, xdelta, tp);

    /*
     * AHA! Here it has hit something. If it is a wall or a door, or if
     * it misses (combat) the monster, put it on the floor
     */

    if (!hit_monster(obj->o_pos.y, obj->o_pos.x, obj, tp))
    {
        if (obj->o_type == WEAPON && obj->o_which == GRENADE)
        {
            hearmsg("BOOOM!");
            aggravate();

            if (ntraps + 1 < 2 * MAXTRAPS &&
                fallpos(obj->o_pos, &traps[ntraps].tr_pos))
            {
                mvaddch(traps[ntraps].tr_pos.y, traps[ntraps].tr_pos.x,
                    TRAPDOOR);
                traps[ntraps].tr_type = TRAPDOOR;
                traps[ntraps].tr_flags = ISFOUND;
                traps[ntraps].tr_show = TRAPDOOR;
                ntraps++;
                light(&hero);
            }
            discard(item);
        }
        else if (obj->o_flags & ISLOST)
        {
            if (obj->o_type == WEAPON)
                addmsg("The %s", weaps[obj->o_which].w_name);
            else
                addmsg(inv_name(obj, LOWERCASE));

            msg(" vanishes in a puff of greasy smoke.");
            discard(item);
        }
        else
        {
            fall(&player, item, TRUE, TRUE);

            if (obj->o_flags & CANRETURN)
                msg("You have %s.", inv_name(obj, LOWERCASE));
        }
    }
    else if (obj->o_flags & ISOWNED)
    {
        add_pack(item, NOMESSAGE);
        msg("You have %s.", inv_name(obj, LOWERCASE));
    }

    mvwaddch(cw, hero.y, hero.x, PLAYER);
}
Пример #9
0
/*
   If dmg is zero, then the monster is not casting at you.
   If the monster is intentionally not casting at you, we have previously
   called spell_would_be_useless() and spellnum should always be a valid
   undirected spell.
   If you modify either of these, be sure to change is_undirected_spell()
   and spell_would_be_useless().
 */
static void cast_wizard_spell(struct monst *mtmp, int dmg, int spellnum)
{
    if (dmg == 0 && !is_undirected_spell(AD_SPEL, spellnum)) {
	impossible("cast directed wizard spell (%d) with dmg=0?", spellnum);
	return;
    }

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

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

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

    if (dmg) mdamageu(mtmp, dmg);
}
Пример #10
0
void
ring_on(void)
{
    struct object   *obj;
    struct linked_list  *item;
    int ring;
    char buf[2 * LINELEN];

    if ((item = get_item("put on", RING)) == NULL)
        return;

    obj = OBJPTR(item);

    if (obj->o_type != RING)
    {
        msg("You can't put that on!");
        return;
    }

    /* find out which hand to put it on */

    if (is_current(obj))
    {
        msg("Already wearing that!");
        return;
    }

    if (cur_ring[LEFT_1] == NULL)
        ring = LEFT_1;
    else if (cur_ring[LEFT_2] == NULL)
        ring = LEFT_2;
    else if (cur_ring[LEFT_3] == NULL)
        ring = LEFT_3;
    else if (cur_ring[LEFT_4] == NULL)
        ring = LEFT_4;
    else if (cur_ring[LEFT_5] == NULL)
        ring = LEFT_5;
    else if (cur_ring[RIGHT_1] == NULL)
        ring = RIGHT_1;
    else if (cur_ring[RIGHT_2] == NULL)
        ring = RIGHT_2;
    else if (cur_ring[RIGHT_3] == NULL)
        ring = RIGHT_3;
    else if (cur_ring[RIGHT_4] == NULL)
        ring = RIGHT_4;
    else if (cur_ring[RIGHT_5] == NULL)
        ring = RIGHT_5;
    else
    {
        msg("You already have on ten rings.");
        return;
    }

    cur_ring[ring] = obj;

    /* Calculate the effect it has on the poor guy. */

    switch (obj->o_which)
    {
        case R_ADDSTR:
            pstats.s_str += obj->o_ac;
            break;
        case R_ADDHIT:
            pstats.s_dext += obj->o_ac;
            break;
        case R_ADDINTEL:
            pstats.s_intel += obj->o_ac;
            break;
        case R_ADDWISDOM:
            pstats.s_wisdom += obj->o_ac;
            break;
        case R_FREEDOM:
            turn_off(player, ISHELD);
            hold_count = 0;
            break;
        case R_TRUESEE:
            if (off(player, PERMBLIND))
            {
                turn_on(player, CANTRUESEE);
                msg("You become more aware of your surroundings.");
                sight(NULL);
                light(&hero);
                mvwaddch(cw, hero.y, hero.x, PLAYER);
            }
            break;

        case R_SEEINVIS:
            if (off(player, PERMBLIND))
            {
                turn_on(player, CANTRUESEE);
                msg("Your eyes begin to tingle.");
                sight(NULL);
                light(&hero);
                mvwaddch(cw, hero.y, hero.x, PLAYER);
            }
            break;

        case R_AGGR:
            aggravate();
            break;

        case R_CARRYING:
            updpack();
            break;

        case R_LEVITATION:
            msg("You begin to float in the air!");
            break;

        case R_LIGHT:
            if (roomin(hero) != NULL)
            {
                light(&hero);
                mvwaddch(cw, hero.y, hero.x, PLAYER);
            }
    }

    status(FALSE);

    if (know_items[TYP_RING][obj->o_which] &&
        guess_items[TYP_RING][obj->o_which])
    {
        mem_free(guess_items[TYP_RING][obj->o_which]);
        guess_items[TYP_RING][obj->o_which] = NULL;
    }
    else if (!know_items[TYP_RING][obj->o_which] &&
         askme &&
         (obj->o_flags & ISKNOW) == 0 &&
         guess_items[TYP_RING][obj->o_which] == NULL)
    {
        mpos = 0;
        msg("What do you want to call it? ");

        if (get_string(buf, cw) == NORM)
        {
            guess_items[TYP_RING][obj->o_which] =
                new_alloc(strlen(buf) + 1);
            strcpy(guess_items[TYP_RING][obj->o_which], buf);
        }
        msg("");
    }
}
/*
 * missile:
 *	Fire a missile in a given direction
 */
void
missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp)
{
	register struct object *obj ;
	register struct linked_list *nitem ;

	/*
	* Get which thing we are hurling
	*/
	if (item == NULL) {
		return ;
	}
	obj = (struct object *) ldata(item) ;
	if (!dropcheck(obj) || is_current(obj)) {
		return ;
	}
	/*
	* Get rid of the thing. If it is a non-multiple item object, or
	* if it is the last thing, just drop it. Otherwise, create a new
	* item with a count of one.
	*/
	if (obj->o_count < 2) {
		detach(tp->t_pack, item) ;
		if (tp->t_pack == pack) {
			inpack-- ;
			freeletter(item);
		}
	} else {
		obj->o_count-- ;
		nitem = (struct linked_list *) new_item(sizeof *obj) ;
		obj = (struct object *) ldata(nitem) ;
		*obj = *((struct object *) ldata(item)) ;
		obj->o_count = 1 ;
		item = nitem ;
	}
	if (obj->o_type == ARTIFACT)
		has_artifact &= ~(1 << obj->o_which);
	if (obj->o_type == SCROLL && obj->o_which == S_SCARE) {
		if (obj->o_flags & ISBLESSED)
		    obj->o_flags &= ~ISBLESSED;
		else 
		    obj->o_flags |= ISCURSED;
	}
	updpack (FALSE);
	do_motion(obj, ydelta, xdelta, tp) ;
	/*
	* AHA! Here it has hit something. If it is a wall or a door,
	* or if it misses (combat) the monster, put it on the floor
	*/
	if (!hit_monster(unc(obj->o_pos), obj, tp)) {
		if (obj->o_type == WEAPON && obj->o_which == GRENADE) {
			register struct room *rp;
            static coord fpos;

            msg("BOOOM!");
            aggravate();
            rp = roomin(&obj->o_pos);
            if (ntraps + 1 < MAXTRAPS + MAXTRAPS &&
					fallpos(&obj->o_pos, &fpos, TRUE)) {
				mvaddch(fpos.y, fpos.x, TRAPDOOR);
                traps[ntraps].tr_type = TRAPDOOR;
                traps[ntraps].tr_flags = ISFOUND;
                traps[ntraps].tr_show = TRAPDOOR;
                traps[ntraps].tr_pos.y = fpos.y;
                traps[ntraps++].tr_pos.x = fpos.x;
                light(&hero);
            }
            discard(item);
        }
	    else if (obj->o_flags & ISLOST) {
		if (obj->o_type == WEAPON)
		    addmsg("The %s", weaps[obj->o_which].w_name);
		else
		    addmsg(inv_name(obj, TRUE));
		msg(" vanishes in a puff of greasy smoke.");
		discard(item);
	    }
	    else {
		if (fall(item, TRUE))
		if (obj->o_flags & CANRETURN)
		    msg("You have %s.", inv_name(obj, TRUE));
	    }
	}
	else if (obj->o_flags & ISOWNED) {
		add_pack(item, TRUE);
		msg("You have %s.", inv_name(obj, TRUE));
	}
	mvwaddch(cw, hero.y, hero.x, PLAYER) ;
}
Пример #12
0
void
read_scroll(void)
{
    short ch;
    object *obj;
    char msg[ROGUE_COLUMNS];

    ch = pack_letter(mesg[245], SCROL);

    if (ch == CANCEL) {
	return;
    }
    if (!(obj = get_letter_object(ch))) {
	message(mesg[246], 0);
	return;
    }
    if (obj->what_is != SCROL) {
	message(mesg[247], 0);
	return;
    }
    switch (obj->which_kind) {
    case SCARE_MONSTER:
	message(mesg[248], 0);
	break;
    case HOLD_MONSTER:
	hold_monster();
	break;
    case ENCH_WEAPON:
	if (rogue.weapon) {
	    if (rogue.weapon->what_is == WEAPON) {
		sprintf(msg, mesg[249],
			name_of(rogue.weapon), get_ench_color());
		message(msg, 0);
		if (coin_toss()) {
		    rogue.weapon->hit_enchant++;
		} else {
		    rogue.weapon->d_enchant++;
		}
	    }
	    rogue.weapon->is_cursed = 0;
	} else {
	    message(mesg[250], 0);
	}
	break;
    case ENCH_ARMOR:
	if (rogue.armor) {
	    sprintf(msg, mesg[251], get_ench_color());
	    message(msg, 0);
	    rogue.armor->d_enchant++;
	    rogue.armor->is_cursed = 0;
	    print_stats(STAT_ARMOR);
	} else {
	    message(mesg[252], 0);
	}
	break;
    case IDENTIFY:
	message(mesg[253], 0);
	obj->identified = 1;
	id_scrolls[obj->which_kind].id_status = IDENTIFIED;
	idntfy();
	break;
    case TELEPORT:
	tele();
	break;
    case SLEEP:
	message(mesg[254], 0);
	take_a_nap();
	break;
    case PROTECT_ARMOR:
	if (rogue.armor) {
	    message(mesg[255], 0);
	    rogue.armor->is_protected = 1;
	    rogue.armor->is_cursed = 0;
	} else {
	    message(mesg[256], 0);
	}
	break;
    case REMOVE_CURSE:
	message((!halluc) ? mesg[257] : mesg[258], 0);
	uncurse_all();
	break;
    case CREATE_MONSTER:
	create_monster();
	break;
    case AGGRAVATE_MONSTER:
	aggravate();
	break;
    case MAGIC_MAPPING:
	message(mesg[259], 0);
	draw_magic_map();
	break;
    }
#if !defined( ORIGINAL )
    id_scrolls[obj->which_kind].id_status = IDENTIFIED;
#else /* ORIGINAL */
    if (id_scrolls[obj->which_kind].id_status != CALLED) {
	id_scrolls[obj->which_kind].id_status = IDENTIFIED;
    }
#endif /* ORIGINAL */
    vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
}
Пример #13
0
void read_scroll(void)
{
	short ch;
	object *obj;
	char msg[DCOLS];

	if(blind)
	{
		message("You can't see to read the scroll.",0);
		return;
	}

	ch = pack_letter("Read what?", SCROLL);

	if (ch == ROGUE_KEY_CANCEL)
	{
		return;
	}
	if (!(obj = get_letter_object(ch)))
	{
		message("No such item.", 0);
		return;
	}
	if (obj->what_is != SCROLL)
	{
		message("You can't read that!", 0);
		return;
	}
	switch(obj->which_kind)
	{
		case SCARE_MONSTER:
			message("You hear a maniacal laughter in the distance.", 0);
			break;
		case HOLD_MONSTER:
			hold_monster();
			break;
		case ENCH_WEAPON:
			if (rogue.weapon)
			{
				if (rogue.weapon->what_is == WEAPON)
				{
					sprintf(msg, "Your %sglow%s %sfor a moment.",
					name_of(rogue.weapon),
					((rogue.weapon->quantity <= 1) ? "s" : ""),
					get_ench_color());
					message(msg, 0);
					if (coin_toss())
					{
						rogue.weapon->hit_enchant++;
					}
					else
					{
						rogue.weapon->d_enchant++;
					}
				}
				rogue.weapon->is_cursed = 0;
			}
			else
			{
				message("Your hands tingle.", 0);
			}
			break;
		case ENCH_ARMOR:
			if (rogue.armor)
			{
				sprintf(msg, "Your armor glows %sfor a moment.",
				get_ench_color());
				message(msg, 0);
				rogue.armor->d_enchant++;
				rogue.armor->is_cursed = 0;
				print_stats(STAT_ARMOR);
			}
			else
			{
				message("Your skin crawls.", 0);
			}
			break;
		case IDENTIFY:
			message("This is a scroll of identify.", 0);
			obj->identified = 1;
			id_scrolls[obj->which_kind].id_status = IDENTIFIED;
			identify_item(0) ;
			break;
		case TELEPORT:
			tele();
			/* (zerogue 0.4.0) The first time a rogue uses this scroll,
			 * he is briefly confused.
			 */
			if( ! obj->identified && id_scrolls[obj->which_kind].id_status != IDENTIFIED )
				confused += get_rand(0,5) ;
			break;
		case SLEEP:
			sleepify(obj) ;
			break ;
		case PROTECT_ARMOR:
			if (rogue.armor)
			{
				message("Your armor is covered by a shimmering gold shield.", 0);
				rogue.armor->is_protected = 1;
				rogue.armor->is_cursed = 0;
			}
			else
			{
				message("Your acne seems to have disappeared.", 0);
			}
			break;
		case REMOVE_CURSE:
				message((!halluc) ?
					"You feel as though someone is watching over you." :
					"You feel in touch with the universal oneness.", 0);
			uncurse_all();
			break;
		case CREATE_MONSTER:
			/* (zerogue 0.4.0) A summoned monster is briefly confused. */
			create_monster(1) ;
			break;
		case AGGRAVATE_MONSTER:
			aggravate();
			break;
		case MAGIC_MAPPING:
			message("This scroll seems to have a map on it.", 0);
			draw_magic_map();
			break;
	}
	if (id_scrolls[obj->which_kind].id_status != CALLED)
	{
		id_scrolls[obj->which_kind].id_status = IDENTIFIED;
	}
	vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
}
Пример #14
0
int
dosit() {
#ifdef THRONES
	register int cnt;
#endif

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

	    if (rnd(6) > 4)  {
		switch (rnd(13))  {
		    case 1:
			adjattrib(rn2(A_MAX), -rn1(4,3), FALSE);
			losehp(rnd(10), "cursed throne", KILLED_BY_AN);
			break;
		    case 2:
			adjattrib(rn2(A_MAX), 1, FALSE);
			break;
		    case 3:
		pline("A%s charge of electricity shoots through your body!",
			      (Shock_resistance) ? "" : " massive");
			if(Shock_resistance)
				losehp(rnd(6), "electric chair", KILLED_BY_AN);
			else	losehp(rnd(30), "electric chair", KILLED_BY_AN);
			break;
		    case 4:
			You("feel much, much better!");
			if(u.uhp >= (u.uhpmax - 5))  u.uhpmax += 4;
			u.uhp = u.uhpmax;
			make_blinded(0L,TRUE);
			make_sick(0L,FALSE);
			heal_legs();
			flags.botl = 1;
			break;
		    case 5:
			take_gold();
			break;
		    case 6:
			if(u.uluck + rn2(5) < 0) {
			    You("feel your luck is changing.");
			    change_luck(1);
			} else	    makewish();
			break;
		    case 7:
			cnt = rnd(10);
			You("hear a voice echo:");
			pline("\"Thy audience hath been summoned, Sire!\"");
			while(cnt--)
			    (void) makemon(courtmon(), u.ux, u.uy);
			break;
		    case 8:
			You("hear a voice echo:");
			pline("\"By thy Imperious order, Sire...\"");
			do_genocide(1);
			break;
		    case 9:
			You("hear a voice echo:");
	pline("\"A curse upon thee for sitting upon this most holy throne!\"");
			if (Luck > 0)  {
			    make_blinded(Blinded + rn1(100,250),TRUE);
			} else	    rndcurse();
			break;
		    case 10:
			if (Luck < 0 || (HSee_invisible & INTRINSIC))  {
				pline("An image forms in your mind.");
				do_mapping();
			} else  {
				Your("vision clarifies.");
				HSee_invisible |= INTRINSIC;
			}
			break;
		    case 11:
			if (Luck < 0)  {
			    You("feel threatened.");
			    aggravate();
			} else  {

			    You("feel a wrenching sensation.");
			    tele();		/* teleport him */
			}
			break;
		    case 12:
			You("are granted a gift of insight!");
			while (!ggetobj("identify", identify, rn2(5))
				&& invent);
			break;
		    case 13:
			Your("mind turns into a pretzel!");
			make_confused(HConfusion + rn1(7,16),FALSE);
			break;
		    default:	impossible("throne effect");
				break;
		}
	    } else	You("feel somehow out of place...");

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

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

		uegg = mksobj(EGG, 0);
		uegg->spe = 1;
		uegg->quan = 1;
		uegg->owt = weight(uegg);
		uegg->corpsenm =
		    (u.umonnum==PM_QUEEN_BEE ? PM_KILLER_BEE : monsndx(uasmon));
		uegg->known = uegg->dknown = 1;
		You("lay an egg.");
		dropy(uegg);
		stackobj(uegg);
		morehungry(objects[EGG].nutrition);
#endif
	} else
		pline("Having fun sitting on the floor?");
	return(1);
}
Пример #15
0
void
ring_on()
{
    THING *obj;
    int ring;

    obj = get_item("put on", RING);
    /*
     * Make certain that it is somethings that we want to wear
     */
    if (obj == NULL)
	return;
    if (obj->o_type != RING)
    {
	if (!terse)
	    msg("it would be difficult to wrap that around a finger");
	else
	    msg("not a ring");
	return;
    }

    /*
     * find out which hand to put it on
     */
    if (is_current(obj))
	return;

    if (cur_ring[LEFT] == NULL && cur_ring[RIGHT] == NULL)
    {
	if ((ring = gethand()) < 0)
	    return;
    }
    else if (cur_ring[LEFT] == NULL)
	ring = LEFT;
    else if (cur_ring[RIGHT] == NULL)
	ring = RIGHT;
    else
    {
	if (!terse)
	    msg("you already have a ring on each hand");
	else
	    msg("wearing two");
	return;
    }
    cur_ring[ring] = obj;

    /*
     * Calculate the effect it has on the poor guy.
     */
    switch (obj->o_which)
    {
	case R_ADDSTR:
	    chg_str(obj->o_arm);
	    break;
	case R_SEEINVIS:
	    invis_on();
	    break;
	case R_AGGR:
	    aggravate();
	    break;
    }

    if (!terse)
	addmsg("you are now wearing ");
    msg("%s (%c)", inv_name(obj, TRUE), obj->o_packch);
}
Пример #16
0
int
dosit()
{
	static const char sit_message[] = "sit on the %s.";
	register struct trap *trap;
	register int typ = levl[u.ux][u.uy].typ;


#ifdef STEED
	if (u.usteed) {
	    You("are already sitting on %s.", mon_nam(u.usteed));
	    return (0);
	}
#endif

	if(!can_reach_floor())	{
	    if (Levitation)
		You("tumble in place.");
	    else
		You("are sitting on air.");
	    return 0;
	} else if (is_pool(u.ux, u.uy) && !Underwater) {  /* water walking */
	    goto in_water;
	}

	if(OBJ_AT(u.ux, u.uy)) {
	    register struct obj *obj;

	    obj = level.objects[u.ux][u.uy];
	    You("sit on %s.", the(xname(obj)));
	    if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
		pline("It's not very comfortable...");

	} else if ((trap = t_at(u.ux, u.uy)) != 0 ||
		   (u.utrap && (u.utraptype >= TT_LAVA))) {

	    if (u.utrap) {
		exercise(A_WIS, FALSE);	/* you're getting stuck longer */
		if(u.utraptype == TT_BEARTRAP) {
		    You_cant("sit down with your %s in the bear trap.", body_part(FOOT));
		    u.utrap++;
	        } else if(u.utraptype == TT_PIT) {
		    if(trap->ttyp == SPIKED_PIT) {
			You("sit down on a spike.  Ouch!");
			losehp(1, "sitting on an iron spike", KILLED_BY);
			exercise(A_STR, FALSE);
		    } else
			You("sit down in the pit.");
		    u.utrap += rn2(5);
		} else if(u.utraptype == TT_WEB) {
		    You("sit in the spider web and get entangled further!");
		    u.utrap += rn1(10, 5);
		} else if(u.utraptype == TT_LAVA) {
		    /* Must have fire resistance or they'd be dead already */
		    You("sit in the lava!");
		    u.utrap += rnd(4);
		    losehp(d(2,10), "sitting in lava", KILLED_BY);
		} else if(u.utraptype == TT_INFLOOR) {
		    You_cant("maneuver to sit!");
		    u.utrap++;
		}
	    } else {
	        You("sit down.");
		dotrap(trap, 0);
	    }
	} else if(Underwater || Is_waterlevel(&u.uz)) {
	    if (Is_waterlevel(&u.uz))
		There("are no cushions floating nearby.");
	    else
		You("sit down on the muddy bottom.");
	} else if(is_pool(u.ux, u.uy)) {
 in_water:
	    You("sit in the water.");
	    if (!rn2(10) && uarm)
		(void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
	    if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
		(void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
#ifdef SINKS
	} else if(IS_SINK(typ)) {

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

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

	} else if(IS_GRAVE(typ)) {

	    You(sit_message, defsyms[S_grave].explanation);

	} else if(typ == STAIRS) {

	    You(sit_message, "stairs");

	} else if(typ == LADDER) {

	    You(sit_message, "ladder");

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

	    /* must be WWalking */
	    You(sit_message, "lava");
	    burn_away_slime();
	    if (likes_lava(youmonst.data)) {
		pline_The("lava feels warm.");
		return 1;
	    }
	    pline_The("lava burns you!");
	    losehp(d((Fire_resistance ? 2 : 10), 10),
		   "sitting on lava", KILLED_BY);

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

	    You(sit_message, defsyms[S_ice].explanation);
	    if (!Cold_resistance) pline_The("ice feels cold.");

	} else if (typ == DRAWBRIDGE_DOWN) {

	    You(sit_message, "drawbridge");

	} else if(IS_THRONE(typ)) {

	    You(sit_message, defsyms[S_throne].explanation);
	    if (rnd(6) > 4)  {
		switch (rnd(13))  {
		    case 1:
			(void) adjattrib(rn2(A_MAX), -rn1(4,3), FALSE);
			losehp(rnd(10), "cursed throne", KILLED_BY_AN);
			break;
		    case 2:
			(void) adjattrib(rn2(A_MAX), 1, FALSE);
			break;
		    case 3:
			pline("A%s electric shock shoots through your body!",
			      (Shock_resistance) ? "n" : " massive");
			losehp(Shock_resistance ? rnd(6) : rnd(30),
			       "electric chair", KILLED_BY_AN);
			exercise(A_CON, FALSE);
			break;
		    case 4:
			You_feel("much, much better!");
			if (Upolyd) {
			    if (u.mh >= (u.mhmax - 5))  u.mhmax += 4;
			    u.mh = u.mhmax;
			}
			if(u.uhp >= (u.uhpmax - 5))  u.uhpmax += 4;
			u.uhp = u.uhpmax;
			make_blinded(0L,TRUE);
			make_sick(0L, (char *) 0, FALSE, SICK_ALL);
			heal_legs();
			flags.botl = 1;
			break;
		    case 5:
			take_gold();
			break;
		    case 6:
			if(u.uluck + rn2(5) < 0) {
			    You_feel("your luck is changing.");
			    change_luck(1);
			} else	    makewish();
			break;
		    case 7:
			{
			register int cnt = rnd(10);

			pline("A voice echoes:");
			verbalize("Thy audience hath been summoned, %s!",
				  flags.female ? "Dame" : "Sire");
			while(cnt--)
			    (void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS);
			break;
			}
		    case 8:
			pline("A voice echoes:");
			verbalize("By thy Imperious order, %s...",
				  flags.female ? "Dame" : "Sire");
			do_genocide(5);	/* REALLY|ONTHRONE, see do_genocide() */
			break;
		    case 9:
			pline("A voice echoes:");
	verbalize("A curse upon thee for sitting upon this most holy throne!");
			if (Luck > 0)  {
			    make_blinded(Blinded + rn1(100,250),TRUE);
			} else	    rndcurse();
			break;
		    case 10:
			if (Luck < 0 || (HSee_invisible & INTRINSIC))  {
				if (level.flags.nommap) {
					pline(
					"A terrible drone fills your head!");
					make_confused(HConfusion + rnd(30),
									FALSE);
				} else {
					pline("An image forms in your mind.");
					do_mapping();
				}
			} else  {
				Your("vision becomes clear.");
				HSee_invisible |= FROMOUTSIDE;
				newsym(u.ux, u.uy);
			}
			break;
		    case 11:
			if (Luck < 0)  {
			    You_feel("threatened.");
			    aggravate();
			} else  {

			    You_feel("a wrenching sensation.");
			    tele();		/* teleport him */
			}
			break;
		    case 12:
			You("are granted an insight!");
			if (invent) {
			    /* rn2(5) agrees w/seffects() */
			    identify_pack(rn2(5));
			}
			break;
		    case 13:
			Your("mind turns into a pretzel!");
			make_confused(HConfusion + rn1(7,16),FALSE);
			break;
		    default:	impossible("throne effect");
				break;
		}
	    } else {
		if (is_prince(youmonst.data))
		    You_feel("very comfortable here.");
		else
		    You_feel("somehow out of place...");
	    }

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

	} else if (lays_eggs(youmonst.data)) {
		struct obj *uegg;

		if (!flags.female) {
			pline("Males can't lay eggs!");
			return 0;
		}

		if (u.uhunger < (int)objects[EGG].oc_nutrition) {
			You("don't have enough energy to lay an egg.");
			return 0;
		}

		uegg = mksobj(EGG, FALSE, FALSE);
		uegg->spe = 1;
		uegg->quan = 1;
		uegg->owt = weight(uegg);
		uegg->corpsenm = egg_type_from_parent(u.umonnum, FALSE);
		uegg->known = uegg->dknown = 1;
		attach_egg_hatch_timeout(uegg);
		You("lay an egg.");
		dropy(uegg);
		stackobj(uegg);
		morehungry((int)objects[EGG].oc_nutrition);
	} else if (u.uswallow)
		There("are no seats in here!");
	else
		pline("Having fun sitting on the %s?", surface(u.ux,u.uy));
	return(1);
}
Пример #17
0
/*
 * ring_on:
 *	Put on a ring
 */
int ring_on()
{
  struct object *obj;
  struct linked_list *item;
  int ring, wh;
  char buf[LINLEN];
  bool okring;

  if (cur_ring[LEFT] != NULL && cur_ring[RIGHT] != NULL) {
    msg("Already wearing two rings.");
    after = FALSE;
    return 0;
  }
  /*
   * Make certain that it is somethings that we want to wear
   */
  if ((item = get_item("put on", RING)) == NULL)
    return 0;
  obj = OBJPTR(item);
  if (obj->o_type != RING) {
    msg("That won't fit on your finger.");
    return 0;
  }
  /*
   * find out which hand to put it on
   */
  if (is_current(obj))
    return 0;
  if (cur_ring[LEFT] == NULL && cur_ring[RIGHT] == NULL) {
    if ((ring = gethand(FALSE)) < 0)
      return 0;
  } else if (cur_ring[LEFT] == NULL)
    ring = LEFT;
  else
    ring = RIGHT;
  cur_ring[ring] = obj;
  wh = obj->o_which;
  /*
   * okring = FALSE when:
   * 1) ring is cursed and benefit = plus
   * 2) ring is blessed and benefit = minus
   */
  okring = !((obj->o_ac > 0 && o_on(obj, ISCURSED)) ||
             (obj->o_ac < 0 && o_on(obj, ISBLESS)));
  /*
   * Calculate the effect it has on the poor guy (if possible).
   */
  if (okring) {
    switch (wh) {
    case R_SPEED:
      if (--obj->o_ac < 0) {
        obj->o_ac = 0;
        setoflg(obj, ISCURSED);
      } else {
        add_haste(FALSE);
        msg("You find yourself moving must faster.");
      }
      when R_GIANT : /* to 24 */
                     him->s_ef.a_str = MAXSTR;
      when R_ADDSTR : chg_abil(STR, obj->o_ac, FROMRING);
      when R_KNOW : chg_abil(WIS, obj->o_ac, FROMRING);
      when R_DEX : chg_abil(DEX, obj->o_ac, FROMRING);
      when R_CONST : chg_abil(CON, obj->o_ac, FROMRING);
      when R_SEEINVIS : player.t_flags |= CANSEE;
      light(&hero);
      mvwaddch(cw, hero.y, hero.x, PLAYER);
      when R_AGGR : aggravate();
      when R_HEAVY : updpack(); /* new pack weight */
      when R_BLIND : r_know[R_BLIND] = TRUE;
      player.t_flags |= ISBLIND;
      look(FALSE);
      when R_SLOW : player.t_flags |= ISSLOW;
      when R_SAPEM : fuse(sapem, TRUE, 150);
      when R_LIGHT:
      {
        struct room *rop;

        r_know[R_LIGHT] = TRUE;
        if ((rop = player.t_room) != NULL) {
          rop->r_flags &= ~ISDARK;
          light(&hero);
          mvwaddch(cw, hero.y, hero.x, PLAYER);
        }
      }
    }
  }
  if (r_know[wh] && r_guess[wh]) {
    free(r_guess[wh]);
    r_guess[wh] = NULL;
  } else if (!r_know[wh] && r_guess[wh] == NULL) {
    mpos = 0;
    strcpy(buf, r_stones[wh]);
    msg(callit);
    if (get_str(buf, cw) == NORM) {
      r_guess[wh] = new (strlen(buf) + 1);
      strcpy(r_guess[wh], buf);
    }
Пример #18
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;
}
Пример #19
0
void
read_scroll(void)
{
    THING *obj;
    PLACE *pp;
    int y, x;
    int ch;
    int i;
    int discardit = FALSE;
    struct room *cur_room;
    THING *orig_obj;
    coord mp;

    obj = get_item("read", SCROLL);
    if (obj == NULL)
	return;
    if (obj->o_type != SCROLL)
    {
	if (!terse)
	    msg("there is nothing on it to read");
	else
	    msg("nothing to read");
	return;
    }
    /*
     * Calculate the effect it has on the poor guy.
     */
    if (obj == cur_weapon)
	cur_weapon = NULL;
    /*
     * Get rid of the thing
     */
    discardit = (obj->o_count == 1);
    leave_pack(obj, FALSE, FALSE);
    orig_obj = obj;

    switch (obj->o_which)
    {
	case S_CONFUSE:
	    /*
	     * Scroll of monster confusion.  Give him that power.
	     */
	    player.t_flags |= CANHUH;
	    msg("your hands begin to glow %s", pick_color("red"));
	when S_ARMOR:
	    if (cur_armor != NULL)
	    {
		cur_armor->o_arm--;
		cur_armor->o_flags &= ~ISCURSED;
		msg("your armor glows %s for a moment", pick_color("silver"));
	    }
	when S_HOLD:
	    /*
	     * Hold monster scroll.  Stop all monsters within two spaces
	     * from chasing after the hero.
	     */

	    ch = 0;
	    for (x = hero.x - 2; x <= hero.x + 2; x++)
		if (x >= 0 && x < NUMCOLS)
		    for (y = hero.y - 2; y <= hero.y + 2; y++)
			if (y >= 0 && y <= NUMLINES - 1)
			    if ((obj = moat(y, x)) != NULL && on(*obj, ISRUN))
			    {
				obj->t_flags &= ~ISRUN;
				obj->t_flags |= ISHELD;
				ch++;
			    }
	    if (ch)
	    {
		addmsg("the monster");
		if (ch > 1)
		    addmsg("s around you");
		addmsg(" freeze");
		if (ch == 1)
		    addmsg("s");
		endmsg();
		scr_info[S_HOLD].oi_know = TRUE;
	    }
	    else
		msg("you feel a strange sense of loss");
	when S_SLEEP:
	    /*
	     * Scroll which makes you fall asleep
	     */
	    scr_info[S_SLEEP].oi_know = TRUE;
	    no_command += rnd(SLEEPTIME) + 4;
	    player.t_flags &= ~ISRUN;
	    msg("you fall asleep");
	when S_CREATE:
	    /*
	     * Create a monster:
	     * First look in a circle around him, next try his room
	     * otherwise give up
	     */
	    i = 0;
	    for (y = hero.y - 1; y <= hero.y + 1; y++)
		for (x = hero.x - 1; x <= hero.x + 1; x++)
		    /*
		     * Don't put a monster in top of the player.
		     */
		    if (y == hero.y && x == hero.x)
			continue;
		    /*
		     * Or anything else nasty
		     * Also avoid a xeroc which is disguised as scroll
		     */
		    else if (moat(y, x) == NULL && step_ok(ch = winat(y, x)))
		    {
			if (ch == SCROLL
			    && find_obj(y, x)->o_which == S_SCARE)
				continue;
			else if (rnd(++i) == 0)
			{
			    mp.y = y;
			    mp.x = x;
			}
		    }
	    if (i == 0)
		msg("you hear a faint cry of anguish in the distance");
	    else
	    {
		obj = new_item();
		new_monster(obj, randmonster(FALSE), &mp);
	    }
	when S_ID_POTION:
	case S_ID_SCROLL:
	case S_ID_WEAPON:
	case S_ID_ARMOR:
	case S_ID_R_OR_S:
	{
	    int id_type[S_ID_R_OR_S + 1] =
		{ 0, 0, 0, 0, 0, POTION, SCROLL, WEAPON, ARMOR, R_OR_S };
	    /*
	     * Identify, let him figure something out
	     */
	    scr_info[obj->o_which].oi_know = TRUE;
	    msg("this scroll is an %s scroll", scr_info[obj->o_which].oi_name);
/*	    whatis(TRUE, id_type[obj->o_which]); */
	    if (idscr_md != TRUE)
		whatis(TRUE, id_type[obj->o_which]);
	    else
		whatis(FALSE, 0);
	}
	when S_MAP:
	    /*
	     * Scroll of magic mapping.
	     */
	    scr_info[S_MAP].oi_know = TRUE;
	    msg("oh, now this scroll has a map on it");
	    /*
	     * take all the things we want to keep hidden out of the window
	     */
	    for (y = 1; y < NUMLINES - 1; y++)
		for (x = 0; x < NUMCOLS; x++)
		{
		    pp = INDEX(y, x);
		    switch (ch = pp->p_ch)
		    {
			case DOOR:
			case STAIRS:
			    break;

			case '-':
			case '|':
			    if (!(pp->p_flags & F_REAL))
			    {
				ch = pp->p_ch = DOOR;
				pp->p_flags |= F_REAL;
			    }
			    break;

			case ' ':
			    if (pp->p_flags & F_REAL)
				goto def;
			    pp->p_flags |= F_REAL;
			    ch = pp->p_ch = PASSAGE;
			    /* FALLTHROUGH */

			case PASSAGE:
pass:
			    if (!(pp->p_flags & F_REAL))
				pp->p_ch = PASSAGE;
			    pp->p_flags |= (F_SEEN|F_REAL);
			    ch = PASSAGE;
			    break;

			case FLOOR:
			    if (pp->p_flags & F_REAL)
				ch = ' ';
			    else
			    {
				ch = TRAP;
				pp->p_ch = TRAP;
				pp->p_flags |= (F_SEEN|F_REAL);
			    }
			    break;

			default:
def:
			    if (pp->p_flags & F_PASS)
				goto pass;
			    ch = ' ';
			    break;
		    }
		    if (ch != ' ')
		    {
			if ((obj = pp->p_monst) != NULL)
			    obj->t_oldch = ch;
			if (obj == NULL || !on(player, SEEMONST))
			    mvaddch2(y, x, ch);
		    }
		}
	when S_FDET:
	    /*
	     * Potion of gold detection
	     */
	    ch = FALSE;
	    wclear(hw);
	    for (obj = lvl_obj; obj != NULL; obj = next(obj))
		if (obj->o_type == FOOD)
		{
		    ch = TRUE;
		    wmove(hw, obj->o_pos.y, obj->o_pos.x);
		    waddch2(hw, FOOD);
		}
	    if (ch)
	    {
		scr_info[S_FDET].oi_know = TRUE;
		show_win("Your nose tingles and you smell food.--More--");
	    }
	    else
		msg("your nose tingles");
	when S_TELEP:
	    /*
	     * Scroll of teleportation:
	     * Make him dissapear and reappear
	     */
	    {
		cur_room = proom;
		teleport();
		if (cur_room != proom)
		    scr_info[S_TELEP].oi_know = TRUE;
	    }
	when S_ENCH:
	    if (cur_weapon == NULL || cur_weapon->o_type != WEAPON)
		msg("you feel a strange sense of loss");
	    else
	    {
		cur_weapon->o_flags &= ~ISCURSED;
		if (rnd(2) == 0)
		    cur_weapon->o_hplus++;
		else
		    cur_weapon->o_dplus++;
		msg("your %s glows %s for a moment",
		    weap_info[cur_weapon->o_which].oi_name, pick_color("blue"));
	    }
	when S_SCARE:
	    /*
	     * Reading it is a mistake and produces laughter at her
	     * poor boo boo.
	     */
	    msg("you hear maniacal laughter in the distance");
	when S_REMOVE:
	    uncurse(cur_armor);
	    uncurse(cur_weapon);
	    uncurse(cur_ring[LEFT]);
	    uncurse(cur_ring[RIGHT]);
	    msg(choose_str("you feel in touch with the Universal Onenes",
			   "you feel as if somebody is watching over you"));
	when S_AGGR:
	    /*
	     * This scroll aggravates all the monsters on the current
	     * level and sets them running towards the hero
	     */
	    aggravate();
	    msg("you hear a high pitched humming noise");
	when S_PROTECT:
	    if (cur_armor != NULL)
	    {
		cur_armor->o_flags |= ISPROT;
		msg("your armor is covered by a shimmering %s shield",
		    pick_color("gold"));
	    }
	    else
		msg("you feel a strange sense of loss");
#ifdef MASTER
	otherwise:
	    msg("what a puzzling scroll!");
	    return;
#endif
    }
    obj = orig_obj;
    look(TRUE);	/* put the result of the scroll on the screen */
    status();

    call_it(&scr_info[obj->o_which]);

    if (discardit)
	discard(obj);
}
Пример #20
0
int
dosit()
{
	static const char *sit_message = "sit on the %s.";
	register struct trap *trap;
	register int typ = levl[u.ux][u.uy].typ;

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

	if(OBJ_AT(u.ux, u.uy)) { 
	    register struct obj *obj;

	    obj = level.objects[u.ux][u.uy];
	    You("sit on %s.", the(xname(obj)));
	    if(!Is_box(obj)) pline("It's not very comfortable...");

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

	    if (u.utrap) {
		exercise(A_WIS, FALSE);	/* you're getting stuck longer */
		if(u.utraptype == TT_BEARTRAP) {
		    You("can't sit down with your %s in the bear trap.", body_part(FOOT));
		    u.utrap++;
	        } else if(u.utraptype == TT_PIT) {
		    if(trap->ttyp == SPIKED_PIT) {
			You("sit down on a spike.  Ouch!");
			losehp(1, "sitting on an iron spike", KILLED_BY);
			exercise(A_STR, FALSE);
		    } else
			You("sit down in the pit.");
		    u.utrap += rn2(5);
		} else if(u.utraptype == TT_WEB) {
		    You("sit in the spider web and get entangled further!");
		    u.utrap += rn1(10, 5);
		} else if(u.utraptype == TT_LAVA) {
		    /* Must have fire resistance or they'd be dead already */
		    You("sit in the lava!");
		    u.utrap += rnd(4);
		    losehp(d(2,10), "sitting in lava", KILLED_BY);
		} else if(u.utraptype == TT_INFLOOR) {
		    You("can't maneuver to sit!");
		    u.utrap++;
		}
	    } else {
	        You("sit down.");
		dotrap(trap);
	    }
	} else if(Underwater || Is_waterlevel(&u.uz)) {
	    if (Is_waterlevel(&u.uz))
		pline("There are no cushions floating nearby.");
	    else
		You("sit down in the muddy bottom.");
	} else if(is_pool(u.ux, u.uy)) {

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

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

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

	} else if(typ == STAIRS) {

	    You(sit_message, "stairs");

	} else if(typ == LADDER) {

	    You(sit_message, "ladder");

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

	    /* must be WWalking */
	    You(sit_message, "lava");
	    pline("The lava burns you!");
	    losehp(d((Fire_resistance ? 2 : 10), 10),
		   "sitting on lava", KILLED_BY);

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

	    You(sit_message, defsyms[S_ice].explanation);
	    if (!Cold_resistance) pline("The ice feels cold.");

	} else if (typ == DRAWBRIDGE_DOWN) {

	    You(sit_message, "drawbridge");

	} else if(IS_THRONE(typ)) {

	    You(sit_message, defsyms[S_throne].explanation);
	    if (rnd(6) > 4)  {
		switch (rnd(13))  {
		    case 1:
			(void) adjattrib(rn2(A_MAX), -rn1(4,3), FALSE);
			losehp(rnd(10), "cursed throne", KILLED_BY_AN);
			break;
		    case 2:
			(void) adjattrib(rn2(A_MAX), 1, FALSE);
			break;
		    case 3:
			pline("A%s electric shock shoots through your body!",
			      (Shock_resistance) ? "" : " massive");
			losehp(Shock_resistance ? rnd(6) : rnd(30),
			       "electric chair", KILLED_BY_AN);
			exercise(A_CON, FALSE);
			break;
		    case 4:
			You("feel much, much better!");
			if(u.uhp >= (u.uhpmax - 5))  u.uhpmax += 4;
			u.uhp = u.uhpmax;
			make_blinded(0L,TRUE);
			make_sick(0L,FALSE);
			heal_legs();
			flags.botl = 1;
			break;
		    case 5:
			take_gold();
			break;
		    case 6:
			if(u.uluck + rn2(5) < 0) {
			    You("feel your luck is changing.");
			    change_luck(1);
			} else	    makewish();
			break;
		    case 7:
			{
			register int cnt = rnd(10);

			pline("A voice echoes:");
			verbalize("Thy audience hath been summoned, %s!",
				  flags.female ? "Dame" : "Sire");
			while(cnt--)
			    (void) makemon(courtmon(), u.ux, u.uy);
			break;
			}
		    case 8:
			pline("A voice echoes:");
			verbalize("By thy Imperious order, %s...",
				  flags.female ? "Dame" : "Sire");
			do_genocide(1);
			break;
		    case 9:
			pline("A voice echoes:");
	verbalize("A curse upon thee for sitting upon this most holy throne!");
			if (Luck > 0)  {
			    make_blinded(Blinded + rn1(100,250),TRUE);
			} else	    rndcurse();
			break;
		    case 10:
			if (Luck < 0 || (HSee_invisible & INTRINSIC))  {
				if (level.flags.nommap) {
					pline(
					"A terrible drone fills your head!");
					make_confused(HConfusion + rnd(30),
									FALSE);
				} else {
					pline("An image forms in your mind.");
					do_mapping();
				}
			} else  {
				Your("vision becomes clear.");
				HSee_invisible |= FROMOUTSIDE;
				newsym(u.ux, u.uy);
			}
			break;
		    case 11:
			if (Luck < 0)  {
			    You("feel threatened.");
			    aggravate();
			} else  {

			    You("feel a wrenching sensation.");
			    tele();		/* teleport him */
			}
			break;
		    case 12:
			You("are granted an insight!");
			if (invent) {
			    int ret, cval = rn2(5); /* agrees w/seffects() */
			    /* use up `cval' "charges"; 0 is special case */
			    do {
				ret = ggetobj("identify", identify, cval);
				if (ret < 0) break;	/* quit */
			    } while (ret == 0 || (cval -= ret) > 0);
			}
			break;
		    case 13:
			Your("mind turns into a pretzel!");
			make_confused(HConfusion + rn1(7,16),FALSE);
			break;
		    default:	impossible("throne effect");
				break;
		}
	    } else	You("feel somehow out of place...");

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

#ifdef POLYSELF
	} else if (lays_eggs(uasmon) || u.umonnum == PM_QUEEN_BEE) {
		struct obj *uegg;

		if (!flags.female) {
			pline("Males can't lay eggs!");
			return 0;
		}

		if (u.uhunger < (int)objects[EGG].oc_nutrition) {
			You("don't have enough energy to lay an egg.");
			return 0;
		}

		uegg = mksobj(EGG, FALSE, FALSE);
		uegg->spe = 1;
		uegg->quan = 1;
		uegg->owt = weight(uegg);
		uegg->corpsenm =
		    (u.umonnum==PM_QUEEN_BEE ? PM_KILLER_BEE : monsndx(uasmon));
		uegg->known = uegg->dknown = 1;
		You("lay an egg.");
		dropy(uegg);
		stackobj(uegg);
		morehungry((int)objects[EGG].oc_nutrition);
#endif
	} else if (u.uswallow)
		pline("There are no seats in here!");
	else
		pline("Having fun sitting on the %s?", surface(u.ux,u.uy));
	return(1);
}
Пример #21
0
read_scroll()
{
    register struct object *obj;
    register struct linked_list *item;
    register struct room *rp;
    register int i,j;
    register char ch, nch;
    register struct linked_list *titem;
    char buf[80];

    item = get_item("run", SCROLL);
    if (item == NULL)
	return;
    obj = (struct object *) ldata(item);
    if (obj->o_type != SCROLL)
    {
	if (!terse)
	    msg("There is no way to run it");
	else
	    msg("Nothing to run");
	return;
    }
    msg("As you run the device, it self-destructs.");
    /*
     * Calculate the effect it has on the poor guy.
     */
    if (obj == cur_weapon)
	cur_weapon = NULL;
    switch(obj->o_which)
    {
	when S_CONFUSE:
	    /*
	     * Scroll of monster confusion.  Give him that power.
	     */
	    msg("Your hands begin to glow red");
	    player.t_flags |= CANHUH;
	when S_LIGHT:
	    s_know[S_LIGHT] = TRUE;
	    if ((rp = roomin(&hero)) == NULL)
		msg("The corridor glows and then fades");
	    else
	    {
		addmsg("The room is lit");
		if (!terse)
		    addmsg(" by a shimmering blue light.");
		endmsg();
		rp->r_flags &= ~ISDARK;
		/*
		 * Light the room and put the player back up
		 */
		light(&hero);
		mvwaddch(cw, hero.y, hero.x, PLAYER);
	    }
	when S_ARMOR:
	    if (cur_armor != NULL)
	    {
		msg("Your armor glows faintly for a moment");
		cur_armor->o_ac--;
		cur_armor->o_flags &= ~ISCURSED;
	    }
	when S_HOLD:
	    /*
	     * Hold monster scroll.  Stop all monsters within two spaces
	     * from chasing after the hero.
	     */
	    {
		register int x,y;
		register struct linked_list *mon;

		for (x = hero.x-2; x <= hero.x+2; x++)
		    for (y = hero.y-2; y <= hero.y+2; y++)
			if (y > 0 && x > 0 && isupper(mvwinch(mw, y, x)))
			    if ((mon = find_mons(y, x)) != NULL)
			    {
				register struct thing *th;

				th = (struct thing *) ldata(mon);
				th->t_flags &= ~ISRUN;
				th->t_flags |= ISHELD;
			    }
	    }
	when S_SLEEP:
	    /*
	     * Scroll which makes you fall asleep
	     */
	    s_know[S_SLEEP] = TRUE;
	    msg("You fall asleep.");
	    no_command += 4 + rnd(SLEEPTIME);
	when S_CREATE:
	    /*
	     * Create a monster
	     * First look in a circle around him, next try his room
	     * otherwise give up
	     */
	    {
		register int x, y;
		register bool appear = 0;
		coord mp;

		/*
		 * Search for an open place
		 */
		for (y = hero.y; y <= hero.y+1; y++)
		    for (x = hero.x; x <= hero.x+1; x++)
		    {
			/*
			 * Don't put a monster in top of the player.
			 */
			if (y == hero.y && x == hero.x)
			    continue;
			/*
			 * Or anything else nasty
			 */
			if (step_ok(winat(y, x)))
			{
			    if (rnd(++appear) == 0)
			    {
				mp.y = y;
				mp.x = x;
			    }
			}
		    }
		if (appear)
		{
		    titem = new_item(sizeof (struct thing));
		    new_monster(titem, randmonster(FALSE), &mp);
		}
		else
		    msg("You hear a faint cry of anguish in the distance.");
	    }
	when S_IDENT:
	    /*
	     * Identify, let the rogue figure something out
	     */
	    msg("This nanodevice is an identify nanodevice");
	    s_know[S_IDENT] = TRUE;
	    whatis();
	when S_MAP:
	    /*
	     * Scroll of magic mapping.
	     */
	    s_know[S_MAP] = TRUE;
	    msg("Oh, now this nanodevice has a map on it.");
	    overwrite(stdscr, hw);
	    /*
	     * Take all the things we want to keep hidden out of the window
	     */
	    for (i = 0; i < lines(); i++)
		for (j = 0; j < cols(); j++)
		{
		    switch (nch = ch = mvwinch(hw, i, j))
		    {
			case SECRETDOOR:
			    mvaddch(i, j, nch = DOOR);
			case '-':
			case '|':
			case DOOR:
			case PASSAGE:
			case ' ':
			case STAIRS:
			    if (mvwinch(mw, i, j) != ' ')
			    {
				register struct thing *it;

				it = (struct thing *) ldata(find_mons(i, j));
				if (it->t_oldch == ' ')
				    it->t_oldch = nch;
			    }
			    break;
			default:
			    nch = ' ';
		    }
		    if (nch != ch)
			waddch(hw, nch);
		}
	    /*
	     * Copy in what he has discovered
	     */
	    overlay(cw, hw);
	    /*
	     * And set up for display
	     */
	    overwrite(hw, cw);
	when S_GFIND:
	    /*
	     * Potion of gold detection
	     */
	    {
		int gtotal = 0;

		wclear(hw);
		for (i = 0; i < MAXROOMS; i++)
		{
		    gtotal += rooms[i].r_goldval;
		    if (rooms[i].r_goldval != 0 &&
			mvwinch(stdscr, rooms[i].r_gold.y, rooms[i].r_gold.x)
			== GOLD)
			mvwaddch(hw,rooms[i].r_gold.y,rooms[i].r_gold.x,GOLD);
		}
		if (gtotal)
		{
		    s_know[S_GFIND] = TRUE;
		    show_win(hw,
			"You connect to the Net and detect credits locations.--More--");
		}
		else msg("You begin to feel a pull downward");
	    }
	when S_TELEP:
	    /*
	     * Scroll of teleportation:
	     * Make him dissapear and reappear
	     */
	    {
		int rm;
		struct room *cur_room;

		cur_room = roomin(&hero);
		rm = teleport();
		if (cur_room != &rooms[rm])
		    s_know[S_TELEP] = TRUE;
	    }
	when S_ENCH:
	    if (cur_weapon == NULL)
		msg("You feel a strange sense of loss.");
	    else
	    {
		cur_weapon->o_flags &= ~ISCURSED;
		if (rnd(100) > 50)
		    cur_weapon->o_hplus++;
		else
		    cur_weapon->o_dplus++;
		msg("Your %s glows blue for a moment.", w_names[cur_weapon->o_which]);
	    }
	when S_SCARE:
	    /*
	     * A monster will refuse to step on a scare monster scroll
	     * if it is dropped.  Thus reading it is a mistake and produces
	     * laughter at the poor rogue's boo boo.
	     */
	    msg("You hear maniacal laughter in the distance.");
	when S_REMOVE:
	    if (cur_armor != NULL)
		cur_armor->o_flags &= ~ISCURSED;
	    if (cur_weapon != NULL)
		cur_weapon->o_flags &= ~ISCURSED;
	    if (cur_ring[LEFT] != NULL)
		cur_ring[LEFT]->o_flags &= ~ISCURSED;
	    if (cur_ring[RIGHT] != NULL)
		cur_ring[RIGHT]->o_flags &= ~ISCURSED;
	    msg("You feel as if somebody is watching over you.");
	when S_AGGR:
	    /*
	     * This scroll aggravates all the monsters on the current
	     * level and sets them running towards the hero
	     */
	    aggravate();
	    msg("You hear a high pitched humming noise.");
	when S_NOP:
	    msg("This nanodevice seems to be empty.");
	when S_GENOCIDE:
	    msg("You have been granted the boon of genocide");
	    genocide();
	    s_know[S_GENOCIDE] = TRUE;
	otherwise:
	    msg("What a puzzling nanodevice!");
	    return;
    }
    look(TRUE);	/* put the result of the scroll on the screen */
    status();
    if (s_know[obj->o_which] && s_guess[obj->o_which])
    {
	cfree(s_guess[obj->o_which]);
	s_guess[obj->o_which] = NULL;
    }
    else if (!s_know[obj->o_which] && askme && s_guess[obj->o_which] == NULL)
    {
	msg(terse ? "Call it: " : "What do you want to call it? ");
	if (get_str(buf, cw) == NORM)
	{
	    s_guess[obj->o_which] = malloc((unsigned int) strlen(buf) + 1);
	    strcpy(s_guess[obj->o_which], buf);
	}
    }
    /*
     * Get rid of the thing
     */
    inpack--;
    if (obj->o_count > 1)
	obj->o_count--;
    else
    {
	detach(pack, item);
        discard(item);
    }
}