Пример #1
0
/* returns 1 if it won't attack. */
int
demon_talk(struct monst *mtmp)
{
    long cash, demand, offer;

    if (uwep && uwep->oartifact == ART_EXCALIBUR) {
        pline("%s looks very angry.", Amonnam(mtmp));
        msethostility(mtmp, TRUE, TRUE);
        return 0;
    }

    /* Slight advantage given. */
    if (is_dprince(mtmp->data) && mtmp->minvis) {
        mtmp->minvis = mtmp->perminvis = 0;
        if (!Blind)
            pline("%s appears before you.", Amonnam(mtmp));
        newsym(mtmp->mx, mtmp->my);
    }
    if (youmonst.data->mlet == S_DEMON) {       /* Won't blackmail their own. */
        pline("%s says, \"Good hunting, %s.\"", Amonnam(mtmp),
              u.ufemale ? "Sister" : "Brother");
        if (!tele_restrict(mtmp))
            rloc(mtmp, TRUE);
        return 1;
    }
    cash = money_cnt(invent);
    /* don't bother with a custom RNG here, too much unpredictability is
       involved */
    demand = (cash * (rnd(80) + 20 * Athome)) /
        (100 * (1 + (sgn(u.ualign.type) == sgn(mtmp->data->maligntyp))));

    if (!demand) {      /* you have no gold */
        msethostility(mtmp, TRUE, TRUE);
        return 0;
    } else {
        /* make sure that the demand is unmeetable if the monster has the
           Amulet, preventing monster from being satisified and removed from
           the game (along with said Amulet...) */
        if (mon_has_amulet(mtmp))
            demand = cash + (long)rn1(1000, 40);

        pline("%s demands %ld %s for safe passage.", Amonnam(mtmp), demand,
              currency(demand));

        if ((offer = bribe(mtmp)) >= demand) {
            pline("%s vanishes, laughing about cowardly %s.", Amonnam(mtmp),
                  makeplural(mortal_or_creature(youmonst.data, FALSE)));
        } else if (offer > 0L && (long)rnd(40) > (demand - offer)) {
            pline("%s scowls at you menacingly, then vanishes.", Amonnam(mtmp));
        } else {
            pline("%s gets angry...", Amonnam(mtmp));
            msethostility(mtmp, TRUE, TRUE);
            return 0;
        }
    }
    mongone(mtmp);
    return 1;
}
Пример #2
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;
    char verbuf[BUFSZ];

    /* presumably nearness and sleep checks have already been made */
    if (!flags.soundok) 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(level, 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 = maybe_polyd(u.umonnum == PM_VAMPIRE ||
					      u.umonnum == PM_VAMPIRE_LORD,
					      Race_if(PM_VAMPIRE));
		boolean nightchild = (Upolyd && (u.umonnum == PM_WOLF ||
				       u.umonnum == PM_WINTER_WOLF ||
				       u.umonnum == PM_WINTER_WOLF_CUB));
		const char *racenoun = (flags.female && urace.individual.f) ?
					urace.individual.f : (urace.individual.m) ?
					urace.individual.m : urace.noun;

		if (mtmp->mtame) {
			if (kindred) {
				sprintf(verbuf, "Good %s to you Master%s",
					isnight ? "evening" : "day",
					isnight ? "!" : ".  Why do we not rest?");
				verbl_msg = verbuf;
		    	} else {
		    	    sprintf(verbuf,"%s%s",
				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.");
				verbl_msg = verbuf;
			}
		} else if (mtmp->mpeaceful) {
			if (kindred && isnight) {
				sprintf(verbuf, "Good feeding %s!",
	    				flags.female ? "sister" : "brother");
				verbl_msg = verbuf;
 			} else if (nightchild && isnight) {
				sprintf(verbuf,
				    "How nice to hear you, child of the night!");
				verbl_msg = verbuf;
	    		} 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 */
			    sprintf(verbuf, "%s! Your silver sheen does not frighten me!",
					youmonst.data == &mons[PM_SILVER_DRAGON] ?
					"Fool" : "Young Fool");
			    verbl_msg = verbuf; 
			} else {
			    vampindex = rn2(SIZE(vampmsg));
			    if (vampindex == 0) {
				sprintf(verbuf, vampmsg[vampindex], body_part(BLOOD));
	    			verbl_msg = verbuf;
			    } else if (vampindex == 1) {
				sprintf(verbuf, vampmsg[vampindex],
					Upolyd ? an(mons_mname(&mons[u.umonnum])) : an(racenoun));
	    			verbl_msg = verbuf;
		    	    } 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(level, 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_DINGO])	/* dingos do not actually bark */
			    pline_msg = "barks.";
		}
	    } 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:
	    if (mtmp->mtame &&
		(mtmp->data == &mons[PM_MONKEY] ||
		 mtmp->data == &mons[PM_APE] ||
		 mtmp->data == &mons[PM_CARNIVOROUS_APE])) {
		if (mtmp->mconf || mtmp->mflee || mtmp->mtrapped ||
		    moves > EDOG(mtmp)->hungrytime || mtmp->mtame < 5) {
		    pline_msg = "shrieks.";
		    wake_nearto(mtmp->mx, mtmp->my, 8*8);
		} else if (EDOG(mtmp)->hungrytime > moves + 1000) {
		    pline_msg = "chatters.";
		} else {
		    pline_msg = "hoots.";
		}
	    } else {
		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.");
	    nomul(-2, "scared by rattling");
	    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_DJINNI:
	    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(level, 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;
		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.",
		      flags.female ? "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 (monsndx(ptr) == PM_PRISON_GUARD) {
		long gdemand = 500 * u.ulevel;
		long goffer = 0;

		if (!mtmp->mpeaceful && !mtmp->mtame) {
		    pline("%s demands %ld %s to avoid re-arrest.",
			  Amonnam(mtmp), gdemand, currency(gdemand));
		    if ((goffer = bribe(mtmp)) >= gdemand) {
			verbl_msg = "Good.  Now beat it, scum!";
			mtmp->mpeaceful = 1;
			set_malign(mtmp);
		    } else {
			verbalize("I said %ld!", gdemand);
			mtmp->mspec_used = 1000;
		    }
		} else {
		    verbl_msg = "Out of my way, scum!"; /* still a jerk */
		}
		break;
	    } else 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 || 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 = (ptr == &mons[PM_DEATH]) ?
			 "WHO DO YOU THINK YOU ARE, WAR?" :
			 "Who do you think you are, War?";
	    break;
    }

    if (pline_msg) pline("%s %s", Monnam(mtmp), pline_msg);
    else if (verbl_msg) verbalize(verbl_msg);
    return 1;
}
Пример #3
0
void
priest_talk(struct monst *priest)
{
    boolean coaligned = p_coaligned(priest);
    boolean strayed = (u.ualign.record < 0);

    /* KMH, conduct */
    break_conduct(conduct_gnostic);

    if (priest->mflee || (!priest->ispriest && coaligned && strayed)) {
        pline("%s doesn't want anything to do with you!", Monnam(priest));
        msethostility(priest, TRUE, FALSE);
        return;
    }

    /* priests don't chat unless peaceful and in their own temple */
    if (!histemple_at(priest, priest->mx, priest->my) || !priest->mpeaceful ||
        !priest->mcanmove || priest->msleeping) {
        static const char *const cranky_msg[3] = {
            "Thou wouldst have words, eh?  I'll give thee a word or two!",
            "Talk?  Here is what I have to say!",
            "Pilgrim, I would speak no longer with thee."
        };

        if (!priest->mcanmove || priest->msleeping) {
            pline("%s breaks out of %s reverie!", Monnam(priest), mhis(priest));
            priest->mfrozen = priest->msleeping = 0;
            priest->mcanmove = 1;
        }
        msethostility(priest, TRUE, FALSE);
        verbalize("%s", cranky_msg[rn2(3)]);
        return;
    }

    /* you desecrated the temple and now you want to chat? */
    if (priest->mpeaceful && *in_rooms(level, priest->mx, priest->my, TEMPLE) &&
        !has_shrine(priest)) {
        verbalize
            ("Begone!  Thou desecratest this holy place with thy presence.");
        msethostility(priest, TRUE, FALSE);
        return;
    }
    if (!money_cnt(invent)) {
        if (coaligned && !strayed) {
            long pmoney = money_cnt(priest->minvent);

            if (pmoney > 0L) {
                /* Note: two bits is actually 25 cents.  Hmm. */
                pline("%s gives you %s for an ale.", Monnam(priest),
                      (pmoney == 1L) ? "one bit" : "two bits");
                money2u(priest, pmoney > 1L ? 2 : 1);
            } else
                pline("%s preaches the virtues of poverty.", Monnam(priest));
        } else
            pline("%s is not interested.", Monnam(priest));
        return;
    } else {
        long offer;

        pline("%s asks you for a contribution for the temple.", Monnam(priest));
        if ((offer = bribe(priest)) == 0) {
            verbalize("Thou shalt regret thine action!");
            if (coaligned)
                adjalign(-1);
        } else if (offer < (u.ulevel * 200)) {
            if (money_cnt(invent) > (offer * 2L))
                verbalize("Cheapskate.");
            else {
                verbalize("I thank thee for thy contribution.");
            }
        } else if (offer < (u.ulevel * 400)) {
            verbalize("Thou art indeed a pious individual.");
            if (money_cnt(invent) < (offer * 2L)) {
                if (coaligned && u.ualign.record <= ALGN_SINNED)
                    adjalign(1);
                verbalize("I bestow upon thee a blessing.");
                incr_itimeout(&HClairvoyant, rn1(500, 500));
            }
        } else if (offer < (u.ulevel * 600) && u.ublessed < 20 &&
                   (u.ublessed < 9 || !rn2(u.ublessed))) {
            verbalize("Thy devotion has been rewarded.");
            if (!(HProtection & INTRINSIC)) {
                HProtection |= FROMOUTSIDE;
                if (!u.ublessed)
                    u.ublessed = rn1(3, 2);
            } else
                u.ublessed++;
        } else {
            verbalize("Thy selfless generosity is deeply appreciated.");
            if (money_cnt(invent) < (offer * 2L) && coaligned) {
                if (strayed && (moves - u.ucleansed) > 5000L) {
                    u.ualign.record = 0;        /* cleanse thee */
                    u.ucleansed = moves;
                } else {
                    adjalign(2);
                }
            }
        }
    }
}