Пример #1
0
void
ballfall()
{
	boolean gets_hit;

	gets_hit = (((uball->ox != u.ux) || (uball->oy != u.uy)) &&
		    ((uwep == uball)? FALSE : (boolean)rn2(5)));
	if (carried(uball)) {
		pline("Startled, you drop the iron ball.");
		if (uwep == uball)
			setuwep((struct obj *)0);
		if (uswapwep == uball)
			setuswapwep((struct obj *)0);
		if (uquiver == uball)
			setuqwep((struct obj *)0);;
		if (uwep != uball)
			freeinv(uball);
	}
	if(gets_hit){
		int dmg = rn1(7,25);
		pline_The("iron ball falls on your %s.",
			body_part(HEAD));
		if (uarmh) {
		    if(is_metallic(uarmh)) {
			pline("Fortunately, you are wearing a hard helmet.");
			dmg = 3;
		    } else if (flags.verbose)
			Your("%s does not protect you.", xname(uarmh));
		}
		losehp(dmg, "crunched in the head by an iron ball",
			NO_KILLER_PREFIX);
	}
}
Пример #2
0
void opit()
{
	int i;
	if (rnd(101)>81)
		return;
	if (rnd(70) > 9*c[DEXTERITY]-packweight() || rnd(101)<5) {
		for (i=0;i<IVENSIZE;i++)
		  if (iven[i]==OWWAND) {
			lprcat("\nYou float right over the pit.");
			return;
		  }
		if (level==DBOTTOM || level == VBOTTOM)
			obottomless(); 
		else {
			if (rnd(101)<20) {
				i=0;
				lprcat("\nYou fell ino a pit!  "
					   "A poor monster cushions your fall!\n");
			} else {
				i = rnd(level*3+3);
				if (i > c[HP]) i = c[HP];
				lprintf("\nYou fell into a pit!  "
						"You suffer %d hit point%s damage.",(long)i,
						(i==1)?"":"s");
				lastnum=261; 
				/* if he dies scoreboard will say so */
			}
			losehp(i); 
			lflush();
			nap(2000);  
			newcavelevel(level+1);  
			draws(0,MAXX,0,MAXY);
		}
	}
}
Пример #3
0
void
ballfall(void)
{
    boolean gets_hit;

    gets_hit = (((uball->ox != u.ux) || (uball->oy != u.uy)) &&
                ((uwep == uball) ? FALSE : (boolean) rn2(5)));
    if (carried(uball)) {
        pline("Startled, you drop the iron ball.");
        unwield_silently(uball);
        if (uwep != uball)
            freeinv(uball);
    }
    if (gets_hit) {
        int dmg = rn1(7, 25);

        pline("The iron ball falls on your %s.", body_part(HEAD));
        if (uarmh) {
            if (is_metallic(uarmh)) {
                pline("Fortunately, you are wearing a hard helmet.");
                dmg = 3;
            } else if (flags.verbose)
                pline("Your %s does not protect you.", xname(uarmh));
        }
        losehp(dmg, "crunched in the head by an iron ball");
    }
}
Пример #4
0
/*
    Code to perform the action of washing at a fountain.  Assumes that
    cursors() has already been called and that a check has been made that
    the player is actually standing at a live fountain.
*/
void act_wash_fountain(void)
{
    int x ;

    if (rnd(100) < 11)
        {
        x=rnd((level<<2)+2);
        lprintf("\nOh no!  The water was foul!  You suffer %d hit points!",(long)x);
        lastnum=273;
        losehp(x); 
        bottomline();  
        cursors();
        }

    else if (rnd(100) < 29)
        lprcat("\nYou got the dirt off!");

    else if (rnd(100) < 31)
        lprcat("\nThis water seems to be hard water!  The dirt didn't come off!");

    else if (rnd(100) < 34)
        createmonster(WATERLORD); /*    make water lord     */

    else
        lprcat("\nnothing seems to have happened");

    return;
}
Пример #5
0
/*
    Perform the actions common to command and prompt mode when opening a
    door.  Assumes cursors().

    Parameters:     the X,Y location of the door to open.
    Return value:   TRUE if successful in opening the door, false if not.
*/
int act_open_door(int x, int y)
{
    if (rnd(11)<7)
        {
        switch(iarg[x][y])
            {
            case 6: c[AGGRAVATE] += rnd(400);   break;

            case 7: lprcat("\nYou are jolted by an electric shock ");
                    lastnum=274; losehp(rnd(20));  bottomline();  break;

            case 8: loselevel();  break;

            case 9: lprcat("\nYou suddenly feel weaker ");
                    if (c[STRENGTH]>3) c[STRENGTH]--;
                    bottomline();  break;

            default:    break;
            }
    return( 0 );
        }
    else
        {
        know[x][y]=0;
        item[x][y]=OOPENDOOR;
        return( 1 );
        }
}
Пример #6
0
/*
 * creature (usually player) tries to touch (pick up or wield) an artifact obj.
 * Returns 0 if the object refuses to be touched.
 * This routine does not change any object chains.
 * Ignores such things as gauntlets, assuming the artifact is not
 * fooled by such trappings.
 */
int touch_artifact(struct obj *obj, struct monst *mon)
{
    const struct artifact *oart = get_artifact(obj);
    boolean badclass, badalign, self_willed, yours;

    if (!oart) return 1;

    yours = (mon == &youmonst);
    /* all quest artifacts are self-willed; it this ever changes, `badclass'
       will have to be extended to explicitly include quest artifacts */
    self_willed = ((oart->spfx & SPFX_INTEL) != 0);
    if (yours) {
	badclass = self_willed &&
		   ((oart->role != NON_PM && !Role_if (oart->role)) ||
		    (oart->race != NON_PM && !Race_if (oart->race)));
	badalign = (oart->spfx & SPFX_RESTR) && oart->alignment != A_NONE &&
		   (oart->alignment != u.ualign.type || u.ualign.record < 0);
    } else if (!is_covetous(mon->data) && !is_mplayer(mon->data)) {
	badclass = self_willed &&
		   oart->role != NON_PM && oart != &artilist[ART_EXCALIBUR];
	badalign = (oart->spfx & SPFX_RESTR) && oart->alignment != A_NONE &&
		   (oart->alignment != sgn(mon->data->maligntyp));
    } else {    /* an M3_WANTSxxx monster or a fake player */
	/* special monsters trying to take the Amulet, invocation tools or
	   quest item can touch anything except for `spec_applies' artifacts */
	badclass = badalign = FALSE;
    }
    /* weapons which attack specific categories of monsters are
       bad for them even if their alignments happen to match */
    if (!badalign && (oart->spfx & SPFX_DBONUS) != 0) {
	struct artifact tmp;

	tmp = *oart;
	tmp.spfx &= SPFX_DBONUS;
	badalign = !!spec_applies(&tmp, mon);
    }

    if (((badclass || badalign) && self_willed) ||
       (badalign && (!yours || !rn2(4))))  {
	int dmg;
	char buf[BUFSZ];

	if (!yours) return 0;
	pline("You are blasted by %s power!", s_suffix(the(xname(obj))));
	dmg = dice((Antimagic ? 2 : 4), (self_willed ? 10 : 4));
	sprintf(buf, "touching %s", oart->name);
	losehp(dmg, buf, KILLED_BY);
	exercise(A_WIS, FALSE);
    }

    /* can pick it up unless you're totally non-synch'd with the artifact */
    if (badclass && badalign && self_willed) {
	if (yours) pline("%s your grasp!", Tobjnam(obj, "evade"));
	return 0;
    }

    return 1;
}
Пример #7
0
boolean
inside_gas_cloud(void *p1, void *p2)
{
    struct region *reg;
    struct monst *mtmp;
    long dam;

    reg = (struct region *)p1;
    dam = (long)reg->arg;
    if (p2 == NULL) {   /* This means *YOU* Bozo! */
        if (nonliving(youmonst.data) || u.uinvulnerable)
            return FALSE;
        /* If you will unblind next turn, extend the blindness so that you do
         * not get a "You can see again!" message immediately before being
         * blinded again. */
        if (!Blind || Blinded == 1)
            make_blinded(2L, FALSE);
        if (Breathless)
            return FALSE;
        if (!Poison_resistance) {
            pline("Something is burning your %s!", makeplural(body_part(LUNG)));
            pline("You cough and spit blood!");
            losehp(rnd(dam) + 5, killer_msg(DIED, "a gas cloud"));
            return FALSE;
        } else {
            pline("You cough!");
            return FALSE;
        }
    } else {    /* A monster is inside the cloud */
        mtmp = (struct monst *)p2;

        /* Non living and non breathing monsters are not concerned */
        if (!nonliving(mtmp->data) && !breathless(mtmp->data)) {
            if (cansee(mtmp->mx, mtmp->my))
                pline("%s coughs!", Monnam(mtmp));
            setmangry(mtmp);
            if (haseyes(mtmp->data) && mtmp->mcansee) {
                mtmp->mblinded = 1;
                mtmp->mcansee = 0;
            }
            if (resists_poison(mtmp))
                return FALSE;
            mtmp->mhp -= rnd(dam) + 5;
            if (mtmp->mhp <= 0) {
                if (heros_fault(reg))
                    killed(mtmp);
                else
                    monkilled(mtmp, "gas cloud", AD_DRST);
                if (DEADMONSTER(mtmp)) {   /* not lifesaved */
                    return TRUE;
                }
            }
        }
    }
    return FALSE;       /* Monster is still alive */
}
Пример #8
0
void
drag_down(void)
{
    boolean forward;
    uchar dragchance = 3;

    /* 
     *      Assume that the ball falls forward if:
     *
     *      a) the character is wielding it, or
     *      b) the character has both hands available to hold it (i.e. is
     *         not wielding any weapon), or
     *      c) (perhaps) it falls forward out of his non-weapon hand
     */

    forward = carried(uball) && (uwep == uball || !uwep || !rn2(3));

    if (carried(uball))
        pline("You lose your grip on the iron ball.");

    if (forward) {
        if (rn2(6)) {
            pline("The iron ball drags you downstairs!");
            losehp(rnd(6), "dragged downstairs by an iron ball");
            litter();
        }
    } else {
        if (rn2(2)) {
            pline("The iron ball smacks into you!");
            losehp(rnd(20), killer_msg(DIED, "an iron ball collision"));
            exercise(A_STR, FALSE);
            dragchance -= 2;
        }
        if ((int)dragchance >= rnd(6)) {
            pline("The iron ball drags you downstairs!");
            losehp(rnd(3), "dragged downstairs by an iron ball");
            exercise(A_STR, FALSE);
            litter();
        }
    }
}
Пример #9
0
static void
burn_scrolls(void)
{
	struct obj *obj, *obj2;
	int cnt = 0;

	for(obj = invent; obj; obj = obj2) {
		obj2 = obj->nobj;
		if(obj->olet == SCROLL_SYM) {
			cnt++;
			useup(obj);
		}
	}
	if(cnt > 1) {
		pline("Your scrolls catch fire!");
		losehp(cnt, "burning scrolls");
	} else if(cnt) {
		pline("Your scroll catches fire!");
		losehp(1, "burning scroll");
	}
}
Пример #10
0
/* hero is hit by something other than a monster */
int
thitu(int tlev, int dam, struct obj *obj, const char *name)
{       /* if null, then format `obj' */
    const char *onm, *killer;
    boolean is_acid;

    /* TODO: credit the monster that fired the object with the kill */
    if (!name) {
        if (!obj)
            panic("thitu: name & obj both null?");
        name = (obj->quan > 1L) ? doname(obj) : mshot_xname(obj);
        killer = killer_msg_obj(DIED, obj);
    } else {
        killer = killer_msg(DIED, an(name));
    }
    onm = (obj && obj_is_pname(obj)) ? the(name) :
      (obj && obj->quan > 1L) ? name : an(name);
    is_acid = (obj && obj->otyp == ACID_VENOM);

    if (get_player_ac() + tlev <= rnd(20)) {
        if (Blind || !flags.verbose)
            pline("It misses.");
        else
            pline("You are almost hit by %s.", onm);
        return 0;
    } else {
        if (Blind || !flags.verbose)
            pline("You are hit!");
        else
            pline("You are hit by %s%s", onm, exclam(dam));

        if (obj && objects[obj->otyp].oc_material == SILVER &&
            hates_silver(youmonst.data)) {
            dam += rnd(20);
            pline("The silver sears your flesh!");
            exercise(A_CON, FALSE);
        }
        if (is_acid && Acid_resistance)
            pline("It doesn't seem to hurt you.");
        else {
            if (is_acid)
                pline("It burns!");
            if (Half_physical_damage)
                dam = (dam + 1) / 2;
            losehp(dam, killer);
            exercise(A_STR, FALSE);
        }
        return 1;
    }
}
Пример #11
0
/* u is hit by sth, but not a monster */
bool
thitu(int tlev, int dam, const char *name)
{
	char buf[BUFSZ];

	setan(name, buf);
	if (u.uac + tlev <= rnd(20)) {
		if (Blind)
			pline("It misses.");
		else
			pline("You are almost hit by %s!", buf);
		return (0);
	} else {
		if (Blind)
			pline("You are hit!");
		else
			pline("You are hit by %s!", buf);
		losehp(dam, name);
		return (1);
	}
}
Пример #12
0
/*
    Perform the act of climbing down the volcanic shaft.  Assumes
    cursors() has been called and that a check has been made that
    are actually at a down shaft.
*/
void act_down_shaft(void)
{
    if (level!=0)
        {
        lprcat("\nThe shaft only extends 5 feet downward!");
        return;
        }

    if (packweight() > 45+3*(c[STRENGTH]+c[STREXTRA]))
        {
        lprcat("\nYou slip and fall down the shaft");
        lastnum=275;
        losehp(30+rnd(20));
        bottomhp();
        }

    newcavelevel(MAXLEVEL);
    draws(0,MAXX,0,MAXY);
    bot_linex();
    return;
}
Пример #13
0
/*
    Perform the action of climbing up the volcanic shaft. Assumes
    cursors() has been called and that a check has been made that
    are actually at an up shaft.

*/
void act_up_shaft(void)
{
    if (level!=11) 
        { 
        lprcat("\nThe shaft only extends 8 feet upwards before you find a blockage!"); 
        return; 
        }

    if (packweight() > 45+5*(c[STRENGTH]+c[STREXTRA])) 
        { 
        lprcat("\nYou slip and fall down the shaft"); 
        lastnum=275; 
        losehp(15+rnd(20)); 
        bottomhp(); 
        return; 
        }

    lflush(); 
    newcavelevel(0);
    volshaft_climbed( OVOLDOWN );
    return;
}
Пример #14
0
void poisoned(char *string, char *pname)
{
    if(Blind != 0) {
        pline("It was poisoned.");
    }
    else {
        pline("The %s was poisoned!", string);
    }

    if(Poison_resistance != 0) {
        pline("The poison doesn't seem to affect you.");

        return;
    }

    switch(rnd(6)) {
    case 1:
        u.uhp = -1;
        
        break;
    case 2:
    case 3:
    case 4:
        losestr(rn1(3, 3));

        break;
    case 5:
    case 6:
        losehp(rn1(10, 6), pname);

        return;
    }

    if(u.uhp < 1) {
        killer = pname;
    }
}
Пример #15
0
/* called with dx = dy = 0 with vertical bolts */
void
buzz(int type, xchar sx, xchar sy, int dx, int dy)
{
	int abstype = abs(type);
	const char *fltxt = (type == -1) ? "blaze of fire" : fl[abstype];
	struct rm *lev;
	xchar range;
	struct monst *mon;

	if(u.uswallow) {
		int tmp;

		if(type < 0) return;
		tmp = zhit(u.ustuck, type);
		pline("The %s rips into %s%s",
			fltxt, monnam(u.ustuck), exclam(tmp));
		return;
	}
	if(type < 0) pru();
	range = rn1(7,7);
	Tmp_at(-1, dirlet(dx,dy));	/* open call */
	while(range-- > 0) {
		sx += dx;
		sy += dy;
		if((lev = &levl[sx][sy])->typ) Tmp_at(sx,sy);
		else {
			int bounce = 0;
			if(cansee(sx-dx,sy-dy))
				pline("The %s bounces!", fltxt);
			if(ZAP_POS(levl[sx][sy-dy].typ))
				bounce = 1;
			if(ZAP_POS(levl[sx-dx][sy].typ)) {
				if(!bounce || rn2(2)) bounce = 2;
			}
			switch(bounce){
			case 0:
				dx = -dx;
				dy = -dy;
				continue;
			case 1:
				dy = -dy;
				sx -= dx;
				break;
			case 2:
				dx = -dx;
				sy -= dy;
				break;
			}
			Tmp_at(-2,dirlet(dx,dy));
			continue;
		}
		if(lev->typ == POOL && abstype == 1 /* fire */) {
			range -= 3;
			lev->typ = ROOM;
			if(cansee(sx,sy)) {
				mnewsym(sx,sy);
				pline("The water evaporates.");
			} else
				pline("You hear a hissing sound.");
		}
		if((mon = m_at(sx,sy)) &&
		   (type != -1 || mon->data->mlet != 'D')) {
			wakeup(mon);
			if(rnd(20) < 18 + mon->data->ac) {
				int tmp = zhit(mon,abstype);
				if(mon->mhp < 1) {
					if(type < 0) {
					    if(cansee(mon->mx,mon->my))
					      pline("%s is killed by the %s!",
						Monnam(mon), fltxt);
					    mondied(mon);
					} else
					    killed(mon);
				} else
					hit(fltxt, mon, exclam(tmp));
				range -= 2;
			} else
				miss(fltxt,mon);
		} else if(sx == u.ux && sy == u.uy) {
			nomul(0);
			if(rnd(20) < 18+u.uac) {
				int dam = 0;
				range -= 2;
				pline("The %s hits you!",fltxt);
				switch(abstype) {
				case 0:
					dam = d(2,6);
					break;
				case 1:
					if(Fire_resistance)
						pline("You don't feel hot!");
					else dam = d(6,6);
					if(!rn2(3))
						burn_scrolls();
					break;
				case 2:
					nomul(-rnd(25)); /* sleep ray */
					break;
				case 3:
					if(Cold_resistance)
						pline("You don't feel cold!");
					else dam = d(6,6);
					break;
				case 4:
					u.uhp = -1;
				}
				losehp(dam,fltxt);
			} else pline("The %s whizzes by you!",fltxt);
			stop_occupation();
		}
		if(!ZAP_POS(lev->typ)) {
			int bounce = 0, rmn;
			if(cansee(sx,sy)) pline("The %s bounces!",fltxt);
			range--;
			if(!dx || !dy || !rn2(20)){
				dx = -dx;
				dy = -dy;
			} else {
			  if(ZAP_POS(rmn = levl[sx][sy-dy].typ) &&
			    (IS_ROOM(rmn) || ZAP_POS(levl[sx+dx][sy-dy].typ)))
				bounce = 1;
			  if(ZAP_POS(rmn = levl[sx-dx][sy].typ) &&
			    (IS_ROOM(rmn) || ZAP_POS(levl[sx-dx][sy+dy].typ)))
				if(!bounce || rn2(2))
					bounce = 2;

			  switch(bounce){
			  case 0:
				dy = -dy;
				dx = -dx;
				break;
			  case 1:
				dy = -dy;
				break;
			  case 2:
				dx = -dx;
				break;
			  }
			  Tmp_at(-2, dirlet(dx,dy));
			}
		}
	}
	Tmp_at(-1,-1);
}
Пример #16
0
int
dozap(void)
{
	struct obj *obj;
	xchar zx,zy;

	obj = getobj("/", "zap");
	if(!obj) return(0);
	if(obj->spe < 0 || (obj->spe == 0 && rn2(121))) {
		pline("Nothing Happens.");
		return(1);
	}
	if(obj->spe == 0)
		pline("You wrest one more spell from the worn-out wand.");
	if(!(objects[obj->otyp].bits & NODIR) && !getdir(1))
		return(1);	/* make him pay for knowing !NODIR */
	obj->spe--;
	if(objects[obj->otyp].bits & IMMEDIATE) {
		if(u.uswallow)
			bhitm(u.ustuck, obj);
		else if(u.dz) {
			if(u.dz > 0) {
				struct obj *otmp = o_at(u.ux, u.uy);
				if(otmp)
					bhito(otmp, obj);
			}
		} else
			bhit(u.dx,u.dy,rn1(8,6),0,bhitm,bhito,obj);
	} else {
	    switch(obj->otyp){
		case WAN_LIGHT:
			litroom(TRUE);
			break;
		case WAN_SECRET_DOOR_DETECTION:
			if(!findit()) return(1);
			break;
		case WAN_CREATE_MONSTER:
			{ int cnt = 1;
			if(!rn2(23)) cnt += rn2(7) + 1;
			while(cnt--)
			    makemon(NULL, u.ux, u.uy);
			}
			break;
		case WAN_WISHING:
			{ char buf[BUFSZ];
			  struct obj *otmp;
		      if(u.uluck + rn2(5) < 0) {
			pline("Unfortunately, nothing happens.");
			break;
		      }
		      pline("You may wish for an object. What do you want? ");
		      getlin(buf);
		      if(buf[0] == '\033') buf[0] = 0;
		      otmp = readobjnam(buf);
		      otmp = addinv(otmp);
		      prinv(otmp);
		      break;
			}
		case WAN_DIGGING:
			/* Original effect (approximately):
			 * from CORR: dig until we pierce a wall
			 * from ROOM: piece wall and dig until we reach
			 * an ACCESSIBLE place.
			 * Currently: dig for digdepth positions;
			 * also down on request of Lennart Augustsson.
			 */
			{ struct rm *room;
			  int digdepth;
			if(u.uswallow) {
				struct monst *mtmp = u.ustuck;

				pline("You pierce %s's stomach wall!",
					monnam(mtmp));
				mtmp->mhp = 1;	/* almost dead */
				unstuck(mtmp);
				mnexto(mtmp);
				break;
			}
			if(u.dz) {
			    if(u.dz < 0) {
				pline("You loosen a rock from the ceiling.");
				pline("It falls on your head!");
				losehp(1, "falling rock");
				mksobj_at(ROCK, u.ux, u.uy);
				fobj->quan = 1;
				stackobj(fobj);
				if(Invisible) newsym(u.ux, u.uy);
			    } else {
				dighole();
			    }
			    break;
			}
			zx = u.ux+u.dx;
			zy = u.uy+u.dy;
			digdepth = 8 + rn2(18);
			Tmp_at(-1, '*');	/* open call */
			while(--digdepth >= 0) {
				if(!isok(zx,zy)) break;
				room = &levl[zx][zy];
				Tmp_at(zx,zy);
				if(!xdnstair){
					if(zx < 3 || zx > COLNO-3 ||
					    zy < 3 || zy > ROWNO-3)
						break;
					if(room->typ == HWALL ||
					    room->typ == VWALL){
						room->typ = ROOM;
						break;
					}
				} else
				if(room->typ == HWALL || room->typ == VWALL ||
				   room->typ == SDOOR || room->typ == LDOOR){
					room->typ = DOOR;
					digdepth -= 2;
				} else
				if(room->typ == SCORR || !room->typ) {
					room->typ = CORR;
					digdepth--;
				}
				mnewsym(zx,zy);
				zx += u.dx;
				zy += u.dy;
			}
			mnewsym(zx,zy);	/* not always necessary */
			Tmp_at(-1,-1);	/* closing call */
			break;
			}
		default:
			buzz((int) obj->otyp - WAN_MAGIC_MISSILE,
				u.ux, u.uy, u.dx, u.dy);
			break;
		}
	}
	return(1);
}
Пример #17
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 #18
0
void polyself(boolean forcecontrol)
{
	char buf[BUFSZ];
	int old_light, new_light;
	int mntmp = NON_PM;
	int tries=0;
	boolean draconian = (uarm &&
				uarm->otyp >= GRAY_DRAGON_SCALE_MAIL &&
				uarm->otyp <= YELLOW_DRAGON_SCALES);
	boolean iswere = (u.ulycn >= LOW_PM || is_were(youmonst.data));
	boolean isvamp = (youmonst.data->mlet == S_VAMPIRE || u.umonnum == PM_VAMPIRE_BAT);
	boolean was_floating = (Levitation || Flying);

        if (!Polymorph_control && !forcecontrol && !draconian && !iswere && !isvamp) {
	    if (rn2(20) > ACURR(A_CON)) {
		pline("You shudder for a moment.");
		losehp(rnd(30), "system shock", KILLED_BY_AN);
		exercise(A_CON, FALSE);
		return;
	    }
	}
	old_light = Upolyd ? emits_light(youmonst.data) : 0;

	if (Polymorph_control || forcecontrol) {
		do {
			getlin("Become what kind of monster? [type the name]",
				buf);
			mntmp = name_to_mon(buf);
			if (mntmp < LOW_PM)
				pline("I've never heard of such monsters.");
			/* Note:  humans are illegal as monsters, but an
			 * illegal monster forces newman(), which is what we
			 * want if they specified a human.... */
			else if (!polyok(&mons[mntmp]) && !your_race(&mons[mntmp]))
				pline("You cannot polymorph into that.");
			else break;
		} while (++tries < 5);
		if (tries==5) pline("That's enough tries!");
		/* allow skin merging, even when polymorph is controlled */
		if (draconian &&
		    (mntmp == armor_to_dragon(uarm->otyp) || tries == 5))
		    goto do_merge;
	} else if (draconian || iswere || isvamp) {
		/* special changes that don't require polyok() */
		if (draconian) {
		    do_merge:
			mntmp = armor_to_dragon(uarm->otyp);
			if (!(mvitals[mntmp].mvflags & G_GENOD)) {
				/* allow G_EXTINCT */
				pline("You merge with your scaly armor.");
				uskin = uarm;
				uarm = NULL;
				/* save/restore hack */
				uskin->owornmask |= I_SPECIAL;
			}
		} else if (iswere) {
			if (is_were(youmonst.data))
				mntmp = PM_HUMAN; /* Illegal; force newman() */
			else
				mntmp = u.ulycn;
		} else {
			if (youmonst.data->mlet == S_VAMPIRE)
				mntmp = PM_VAMPIRE_BAT;
			else
				mntmp = PM_VAMPIRE;
		}
		/* if polymon fails, "you feel" message has been given
		   so don't follow up with another polymon or newman */
		if (mntmp == PM_HUMAN) newman();	/* werecritter */
		else polymon(mntmp);
		goto made_change;    /* maybe not, but this is right anyway */
	}

	if (mntmp < LOW_PM) {
		tries = 0;
		do {
			/* randomly pick an "ordinary" monster */
			mntmp = rn1(SPECIAL_PM - LOW_PM, LOW_PM);
		} while ((!polyok(&mons[mntmp]) || is_placeholder(&mons[mntmp]))
				&& tries++ < 200);
	}

	/* The below polyok() fails either if everything is genocided, or if
	 * we deliberately chose something illegal to force newman().
	 */
	if (!polyok(&mons[mntmp]) || !rn2(5) || your_race(&mons[mntmp]))
		newman();
	else if (!polymon(mntmp)) return;

	if (!uarmg) selftouch("No longer petrify-resistant, you");

 made_change:
	new_light = Upolyd ? emits_light(youmonst.data) : 0;
	if (old_light != new_light) {
	    if (old_light)
		del_light_source(level, LS_MONSTER, &youmonst);
	    if (new_light == 1) ++new_light;  /* otherwise it's undetectable */
	    if (new_light)
		new_light_source(level, u.ux, u.uy, new_light,
				 LS_MONSTER, &youmonst);
	}
	if (is_pool(level, u.ux,u.uy) && was_floating && !(Levitation || Flying) &&
		!breathless(youmonst.data) && !amphibious(youmonst.data) &&
		!Swimming) drown();
}
Пример #19
0
// returns 1 if some text was printed
int eatcorpse(struct obj *otmp)
{
    char let = CORPSE_I_TO_C(otmp->otyp);
    int tp = 0;
    if (let != 'a' && _u.moves > otmp->age + 50 + rn2(100)) {
	++tp;
	pline("Ulch -- that meat was tainted!");
	pline("You get very sick.");
	Sick = 10 + rn2(10);
	_u.usick_cause = c_Objects[otmp->otyp].oc_name;
    } else if (strchr(POISONOUS, let) && rn2(5)) {
	++tp;
	pline("Ecch -- that must have been poisonous!");
	if (!Poison_resistance) {
	    losestr(rnd(4));
	    losehp(rnd(15), "poisonous corpse");
	} else
	    pline("You don't seem affected by the poison.");
    } else if (strchr("ELNOPQRUuxz", let) && rn2(5)) {
	++tp;
	pline("You feel sick.");
	losehp(rnd(8), "cadaver");
    }
    switch (let) {
	case 'L':
	case 'N':
	case 't':
	    Teleportation |= INTRINSIC;
	    break;
	case 'W':
	    pluslvl();
	    break;
	case 'n':
	    _u.uhp = _u.uhpmax;
	    _wflags.botl = 1;
	    // fallthrough
	case '@':
	    pline("You cannibal! You will be sorry for this!");
	    // not ++tp;
	    // fallthrough
	case 'd':
	    Aggravate_monster |= INTRINSIC;
	    break;
	case 'I':
	    if (!Invis) {
		Invis = 50 + rn2(100);
		if (!See_invisible)
		    newsym(_u.ux, _u.uy);
	    } else {
		Invis |= INTRINSIC;
		See_invisible |= INTRINSIC;
	    }
	    // fallthrough
	case 'y':
	case 'B':
	    Confusion = 50;
	    break;
	case 'D':
	    Fire_resistance |= INTRINSIC;
	    break;
	case 'E':
	    Telepat |= INTRINSIC;
	    break;
	case 'F':
	case 'Y':
	    Cold_resistance |= INTRINSIC;
	    break;
	case 'k':
	case 's':
	    Poison_resistance |= INTRINSIC;
	    break;
	case 'c':
	    pline("You turn to stone.");
	    killer = "dead cockatrice";
	    done("died");
	    // NOTREACHED
	case 'a':
	    if (Stoned) {
		pline("What a pity - you just destroyed a future piece of art!");
		++tp;
		Stoned = 0;
	    }
	    break;
    }
    return tp;
}
Пример #20
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 #21
0
int
dothrow()
{
	struct obj *obj;
	struct monst *mon;
	int tmp;

	obj = getobj("#)", "throw");   /* it is also possible to throw food */
				       /* (or jewels, or iron balls ... ) */
	if(!obj || !getdir(1))	       /* ask "in what direction?" */
		return(0);
	if(obj->owornmask & (W_ARMOR | W_RING)){
		pline("You can't throw something you are wearing.");
		return(0);
	}

	u_wipe_engr(2);

	if(obj == uwep){
		if(obj->cursed){
			pline("Your weapon is welded to your hand.");
			return(1);
		}
		if(obj->quan > 1)
			setuwep(splitobj(obj, 1));
		else
			setuwep((struct obj *) 0);
	}
	else if(obj->quan > 1)
		(void) splitobj(obj, 1);
	freeinv(obj);
	if(u.uswallow) {
		mon = u.ustuck;
		bhitpos.x = mon->mx;
		bhitpos.y = mon->my;
	} else if(u.dz) {
	  if(u.dz < 0) {
	    pline("%s hits the ceiling, then falls back on top of your head.",
		Doname(obj));		/* note: obj->quan == 1 */
	    if(obj->olet == POTION_SYM)
		potionhit(&youmonst, obj);
	    else {
		if(uarmh) pline("Fortunately, you are wearing a helmet!");
		losehp(uarmh ? 1 : rnd((int)(obj->owt)), "falling object");
		dropy(obj);
	    }
	  } else {
	    pline("%s hits the floor.", Doname(obj));
	    if(obj->otyp == EXPENSIVE_CAMERA) {
		pline("It is shattered in a thousand pieces!");
		obfree(obj, Null(obj));
	    } else if(obj->otyp == EGG) {
		pline("\"Splash!\"");
		obfree(obj, Null(obj));
	    } else if(obj->olet == POTION_SYM) {
		pline("The flask breaks, and you smell a peculiar odor ...");
		potionbreathe(obj);
		obfree(obj, Null(obj));
	    } else {
		dropy(obj);
	    }
	  }
	  return(1);
	} else if(obj->otyp == BOOMERANG) {
		mon = boomhit(u.dx, u.dy);
		if(mon == &youmonst) {		/* the thing was caught */
			(void) addinv(obj);
			return(1);
		}
	} else {
		if(obj->otyp == PICK_AXE && shkcatch(obj))
		    return(1);

		mon = bhit(u.dx, u.dy, (obj->otyp == ICE_BOX) ? 1 :
			(!Punished || obj != uball) ? 8 : !u.ustuck ? 5 : 1,
			obj->olet, NULL, NULL, obj);
	}
	if(mon) {
		/* awake monster if sleeping */
		wakeup(mon);

		if(obj->olet == WEAPON_SYM) {
			tmp = -1+u.ulevel+mon->data->ac+abon();
			if(obj->otyp < ROCK) {
				if(!uwep ||
				    uwep->otyp != obj->otyp+(BOW-ARROW))
					tmp -= 4;
				else {
					tmp += uwep->spe;
				}
			} else
			if(obj->otyp == BOOMERANG) tmp += 4;
			tmp += obj->spe;
			if(u.uswallow || tmp >= rnd(20)) {
				if(hmon(mon,obj,1) == TRUE){
				  /* mon still alive */
#ifndef NOWORM
				  cutworm(mon,bhitpos.x,bhitpos.y,obj->otyp);
#endif /* NOWORM */
				} else mon = 0;
				/* weapons thrown disappear sometimes */
				if(obj->otyp < BOOMERANG && rn2(3)) {
					/* check bill; free */
					obfree(obj, (struct obj *) 0);
					return(1);
				}
			} else miss(objects[obj->otyp].oc_name, mon);
		} else if(obj->otyp == HEAVY_IRON_BALL) {
			tmp = -1+u.ulevel+mon->data->ac+abon();
			if(!Punished || obj != uball) tmp += 2;
			if(u.utrap) tmp -= 2;
			if(u.uswallow || tmp >= rnd(20)) {
				if(hmon(mon,obj,1) == FALSE)
					mon = 0;	/* he died */
			} else miss("iron ball", mon);
		} else if(obj->olet == POTION_SYM && u.ulevel > rn2(15)) {
			potionhit(mon, obj);
			return(1);
		} else {
			if(cansee(bhitpos.x,bhitpos.y))
				pline("You miss %s.",monnam(mon));
			else pline("You miss it.");
			if(obj->olet == FOOD_SYM && mon->data->mlet == 'd')
				if(tamedog(mon,obj)) return(1);
			if(obj->olet == GEM_SYM && mon->data->mlet == 'u' &&
				!mon->mtame){
			 if(obj->dknown && objects[obj->otyp].oc_name_known){
			  if(objects[obj->otyp].g_val > 0){
			    u.uluck += 5;
			    goto valuable;
			  } else {
			    pline("%s is not interested in your junk.",
				Monnam(mon));
			  }
			 } else { /* value unknown to @ */
			    u.uluck++;
			valuable:
			    if(u.uluck > LUCKMAX)	/* dan@ut-ngp */
				u.uluck = LUCKMAX;
			    pline("%s graciously accepts your gift.",
				Monnam(mon));
			    mpickobj(mon, obj);
			    rloc(mon);
			    return(1);
			 }
			}
		}
	}
		/* the code following might become part of dropy() */
	if(obj->otyp == CRYSKNIFE)
		obj->otyp = WORM_TOOTH;
	obj->ox = bhitpos.x;
	obj->oy = bhitpos.y;
	obj->nobj = fobj;
	fobj = obj;
	/* prevent him from throwing articles to the exit and escaping */
	/* subfrombill(obj); */
	stackobj(obj);
	if(Punished && obj == uball &&
		(bhitpos.x != u.ux || bhitpos.y != u.uy)){
		freeobj(uchain);
		unpobj(uchain);
		if(u.utrap){
			if(u.utraptype == TT_PIT)
				pline("The ball pulls you out of the pit!");
			else {
			    long side =
				rn2(3) ? LEFT_SIDE : RIGHT_SIDE;
			    pline("The ball pulls you out of the bear trap.");
			    pline("Your %s leg is severely damaged.",
				(side == LEFT_SIDE) ? "left" : "right");
			    set_wounded_legs(side, 500+rn2(1000));
			    losehp(2, "thrown ball");
			}
			u.utrap = 0;
		}
		unsee();
		uchain->nobj = fobj;
		fobj = uchain;
		u.ux = uchain->ox = bhitpos.x - u.dx;
		u.uy = uchain->oy = bhitpos.y - u.dy;
		setsee();
		(void) inshop();
	}
	if(cansee(bhitpos.x, bhitpos.y)) prl(bhitpos.x,bhitpos.y);
	return(1);
}
Пример #22
0
int
doread()
{
	struct obj *scroll;
	boolean confused = (Confusion != 0);
	boolean known = FALSE;

	scroll = getobj("?", "read");
	if(!scroll) return(0);
	if(!scroll->dknown && Blind) {
	    pline("Being blind, you cannot read the formula on the scroll.");
	    return(0);
	}
	if(Blind)
	  pline("As you pronounce the formula on it, the scroll disappears.");
	else
	  pline("As you read the scroll, it disappears.");
	if(confused)
	  pline("Being confused, you mispronounce the magic words ... ");

	switch(scroll->otyp) {
#ifdef MAIL
	case SCR_MAIL:
		readmail(/* scroll */);
		break;
#endif /* MAIL */
	case SCR_ENCHANT_ARMOR:
	    {	struct obj *otmp = some_armor();
		if(!otmp) {
			strange_feeling(scroll,"Your skin glows then fades.");
			return(1);
		}
		if(confused) {
			pline("Your %s glows silver for a moment.",
				objects[otmp->otyp].oc_name);
			otmp->rustfree = 1;
			break;
		}
		if(otmp->spe > 3 && rn2(otmp->spe)) {
	pline("Your %s glows violently green for a while, then evaporates.",
			objects[otmp->otyp].oc_name);
			useup(otmp);
			break;
		}
		pline("Your %s glows green for a moment.",
			objects[otmp->otyp].oc_name);
		otmp->cursed = 0;
		otmp->spe++;
		break;
	    }
	case SCR_DESTROY_ARMOR:
		if(confused) {
			struct obj *otmp = some_armor();
			if(!otmp) {
				strange_feeling(scroll,"Your bones itch.");
				return(1);
			}
			pline("Your %s glows purple for a moment.",
				objects[otmp->otyp].oc_name);
			otmp->rustfree = 0;
			break;
		}
		if(uarm) {
		    pline("Your armor turns to dust and falls to the floor!");
		    useup(uarm);
		} else if(uarmh) {
		    pline("Your helmet turns to dust and is blown away!");
		    useup(uarmh);
		} else if(uarmg) {
			pline("Your gloves vanish!");
			useup(uarmg);
			selftouch("You");
		} else {
			strange_feeling(scroll,"Your skin itches.");
			return(1);
		}
		break;
	case SCR_CONFUSE_MONSTER:
		if(confused) {
			pline("Your hands begin to glow purple.");
			Confusion += rnd(100);
		} else {
			pline("Your hands begin to glow blue.");
			u.umconf = 1;
		}
		break;
	case SCR_SCARE_MONSTER:
	    {	int ct = 0;
		struct monst *mtmp;

		for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
			if(cansee(mtmp->mx,mtmp->my)) {
				if(confused)
					mtmp->mflee = mtmp->mfroz =
					mtmp->msleep = 0;
				else
					mtmp->mflee = 1;
				ct++;
			}
		if(!ct) {
		    if(confused)
			pline("You hear sad wailing in the distance.");
		    else
			pline("You hear maniacal laughter in the distance.");
		}
		break;
	    }
	case SCR_BLANK_PAPER:
		if(confused)
		    pline("You see strange patterns on this scroll.");
		else
		    pline("This scroll seems to be blank.");
		break;
	case SCR_REMOVE_CURSE:
	    {	struct obj *obj;
		if(confused)
		  pline("You feel like you need some help.");
		else
		  pline("You feel like someone is helping you.");
		for(obj = invent; obj ; obj = obj->nobj)
			if(obj->owornmask)
				obj->cursed = confused;
		if(Punished && !confused) {
			Punished = 0;
			freeobj(uchain);
			unpobj(uchain);
			free(uchain);
			uball->spe = 0;
			uball->owornmask &= ~W_BALL;
			uchain = uball = (struct obj *) 0;
		}
		break;
	    }
	case SCR_CREATE_MONSTER:
	    {	int cnt = 1;

		if(!rn2(73)) cnt += rnd(4);
		if(confused) cnt += 12;
		while(cnt--)
		    (void) makemon(confused ? PM_ACID_BLOB :
			(struct permonst *) 0, u.ux, u.uy);
		break;
	    }
	case SCR_ENCHANT_WEAPON:
		if(uwep && confused) {
			pline("Your %s glows silver for a moment.",
				objects[uwep->otyp].oc_name);
			uwep->rustfree = 1;
		} else
			if(!chwepon(scroll, 1))		/* tests for !uwep */
				return(1);
		break;
	case SCR_DAMAGE_WEAPON:
		if(uwep && confused) {
			pline("Your %s glows purple for a moment.",
				objects[uwep->otyp].oc_name);
			uwep->rustfree = 0;
		} else
			if(!chwepon(scroll, -1))	/* tests for !uwep */
				return(1);
		break;
	case SCR_TAMING:
	    {	int i,j;
		int bd = confused ? 5 : 1;
		struct monst *mtmp;

		for(i = -bd; i <= bd; i++) for(j = -bd; j <= bd; j++)
		if ((mtmp = m_at(u.ux+i, u.uy+j)))
			(void) tamedog(mtmp, NULL);
		break;
	    }
	case SCR_GENOCIDE:
	    {	extern char genocided[], fut_geno[];
		char buf[BUFSZ];
		struct monst *mtmp, *mtmp2;

		pline("You have found a scroll of genocide!");
		known = TRUE;
		if(confused)
			*buf = u.usym;
		else do {
	    pline("What monster do you want to genocide (Type the letter)? ");
			getlin(buf);
		} while(strlen(buf) != 1 || !monstersym(*buf));
		if(!strchr(fut_geno, *buf))
			charcat(fut_geno, *buf);
		if(!strchr(genocided, *buf))
			charcat(genocided, *buf);
		else {
			pline("Such monsters do not exist in this world.");
			break;
		}
		for(mtmp = fmon; mtmp; mtmp = mtmp2){
			mtmp2 = mtmp->nmon;
			if(mtmp->data->mlet == *buf)
				mondead(mtmp);
		}
		pline("Wiped out all %c's.", *buf);
		if(*buf == u.usym) {
			killer = "scroll of genocide";
			u.uhp = -1;
		}
		break;
		}
	case SCR_LIGHT:
		if(!Blind) known = TRUE;
		litroom(!confused);
		break;
	case SCR_TELEPORTATION:
		if(confused)
			level_tele();
		else {
#ifdef QUEST
			int oux = u.ux, ouy = u.uy;
			tele();
			if(dist(oux, ouy) > 100) known = TRUE;
#else /* QUEST */
			int uroom = inroom(u.ux, u.uy);
			tele();
			if(uroom != inroom(u.ux, u.uy)) known = TRUE;
#endif /* QUEST */
		}
		break;
	case SCR_GOLD_DETECTION:
	    /* Unfortunately this code has become slightly less elegant,
	       now that gold and traps no longer are of the same type. */
	    if(confused) {
		struct trap *ttmp;

		if(!ftrap) {
			strange_feeling(scroll, "Your toes stop itching.");
			return(1);
		} else {
			for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
				if(ttmp->tx != u.ux || ttmp->ty != u.uy)
					goto outtrapmap;
			/* only under me - no separate display required */
			pline("Your toes itch!");
			break;
		outtrapmap:
			cls();
			for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
				at(ttmp->tx, ttmp->ty, '$');
			prme();
			pline("You feel very greedy!");
		}
	    } else {
		struct gold *gtmp;

		if(!fgold) {
			strange_feeling(scroll, "You feel materially poor.");
			return(1);
		} else {
			known = TRUE;
			for(gtmp = fgold; gtmp; gtmp = gtmp->ngold)
				if(gtmp->gx != u.ux || gtmp->gy != u.uy)
					goto outgoldmap;
			/* only under me - no separate display required */
			pline("You notice some gold between your feet.");
			break;
		outgoldmap:
			cls();
			for(gtmp = fgold; gtmp; gtmp = gtmp->ngold)
				at(gtmp->gx, gtmp->gy, '$');
			prme();
			pline("You feel very greedy, and sense gold!");
		}
	    }
		/* common sequel */
		more();
		docrt();
		break;
	case SCR_FOOD_DETECTION:
	    {	int ct = 0, ctu = 0;
		struct obj *obj;
		char foodsym = confused ? POTION_SYM : FOOD_SYM;

		for(obj = fobj; obj; obj = obj->nobj)
			if(obj->olet == FOOD_SYM) {
				if(obj->ox == u.ux && obj->oy == u.uy) ctu++;
				else ct++;
			}
		if(!ct && !ctu) {
			strange_feeling(scroll,"Your nose twitches.");
			return(1);
		} else if(!ct) {
			known = TRUE;
			pline("You smell %s close nearby.",
				confused ? "something" : "food");
			
		} else {
			known = TRUE;
			cls();
			for(obj = fobj; obj; obj = obj->nobj)
			    if(obj->olet == foodsym)
				at(obj->ox, obj->oy, FOOD_SYM);
			prme();
			pline("Your nose tingles and you smell %s!",
				confused ? "something" : "food");
			more();
			docrt();
		}
		break;
	    }
	case SCR_IDENTIFY:
		/* known = TRUE; */
		if(confused)
			pline("You identify this as an identify scroll.");
		else
			pline("This is an identify scroll.");
		useup(scroll);
		objects[SCR_IDENTIFY].oc_name_known = 1;
		if(!confused)
		    while(
			!ggetobj("identify", identify, rn2(5) ? 1 : rn2(5))
			&& invent
		    );
		return(1);
	case SCR_MAGIC_MAPPING:
	    {	struct rm *lev;
		int num, zx, zy;

		known = TRUE;
		pline("On this scroll %s a map!",
			confused ? "was" : "is");
		for(zy = 0; zy < ROWNO; zy++)
			for(zx = 0; zx < COLNO; zx++) {
				if(confused && rn2(7)) continue;
				lev = &(levl[zx][zy]);
				if((num = lev->typ) == 0)
					continue;
				if(num == SCORR) {
					lev->typ = CORR;
					lev->scrsym = CORR_SYM;
				} else
				if(num == SDOOR) {
					lev->typ = DOOR;
					lev->scrsym = '+';
					/* do sth in doors ? */
				} else if(lev->seen) continue;
#ifndef QUEST
				if(num != ROOM)
#endif /* QUEST */
				{
				  lev->seen = lev->new = 1;
				  if(lev->scrsym == ' ' || !lev->scrsym)
				    newsym(zx,zy);
				  else
				    on_scr(zx,zy);
				}
			}
		break;
	    }
	case SCR_AMNESIA:
	    {	int zx, zy;

		known = TRUE;
		for(zx = 0; zx < COLNO; zx++) for(zy = 0; zy < ROWNO; zy++)
		    if(!confused || rn2(7))
			if(!cansee(zx,zy))
			    levl[zx][zy].seen = 0;
		docrt();
		pline("Thinking of Maud you forget everything else.");
		break;
	    }
	case SCR_FIRE:
	    {	int num;
		struct monst *mtmp;

		known = TRUE;
		if(confused) {
		    pline("The scroll catches fire and you burn your hands.");
		    losehp(1, "scroll of fire");
		} else {
		    pline("The scroll erupts in a tower of flame!");
		    if(Fire_resistance)
			pline("You are uninjured.");
		    else {
			num = rnd(6);
			u.uhpmax -= num;
			losehp(num, "scroll of fire");
		    }
		}
		num = (2*num + 1)/3;
		for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
		    if(dist(mtmp->mx,mtmp->my) < 3) {
			mtmp->mhp -= num;
			if(strchr("FY", mtmp->data->mlet))
			    mtmp->mhp -= 3*num;	/* this might well kill 'F's */
			if(mtmp->mhp < 1) {
			    killed(mtmp);
			    break;		/* primitive */
			}
		    }
		}
		break;
	    }
	case SCR_PUNISHMENT:
		known = TRUE;
		if(confused) {
			pline("You feel guilty.");
			break;
		}
		pline("You are being punished for your misbehaviour!");
		if(Punished){
			pline("Your iron ball gets heavier.");
			uball->owt += 15;
			break;
		}
		Punished = INTRINSIC;
		setworn(mkobj_at(CHAIN_SYM, u.ux, u.uy), W_CHAIN);
		setworn(mkobj_at(BALL_SYM, u.ux, u.uy), W_BALL);
		uball->spe = 1;		/* special ball (see save) */
		break;
	default:
		impossible("What weird language is this written in? (%u)",
			scroll->otyp);
	}
Пример #23
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);
}
Пример #24
0
int
dodrink()
{
	struct obj *otmp,*objs;
	struct monst *mtmp;
	int unkn = 0, nothing = 0;

	otmp = getobj("!", "drink");
	if(!otmp) return(0);
	if(!strcmp(objects[otmp->otyp].oc_descr, "smoky") && !rn2(13)) {
		ghost_from_bottle();
		goto use_it;
	}
	switch(otmp->otyp){
	case POT_RESTORE_STRENGTH:
		unkn++;
		pline("Wow!  This makes you feel great!");
		if(u.ustr < u.ustrmax) {
			u.ustr = u.ustrmax;
			flags.botl = 1;
		}
		break;
	case POT_BOOZE:
		unkn++;
		pline("Ooph!  This tastes like liquid fire!");
		Confusion += d(3,8);
		/* the whiskey makes us feel better */
		if(u.uhp < u.uhpmax) losehp(-1, "bottle of whiskey");
		if(!rn2(4)) {
			pline("You pass out.");
			multi = -rnd(15);
			nomovemsg = "You awake with a headache.";
		}
		break;
	case POT_INVISIBILITY:
		if(Invis || See_invisible)
		  nothing++;
		else {
		  if(!Blind)
		    pline("Gee!  All of a sudden, you can't see yourself.");
		  else
		    pline("You feel rather airy."), unkn++;
		  newsym(u.ux,u.uy);
		}
		Invis += rn1(15,31);
		break;
	case POT_FRUIT_JUICE:
		pline("This tastes like fruit juice.");
		lesshungry(20);
		break;
	case POT_HEALING:
		pline("You begin to feel better.");
		flags.botl = 1;
		u.uhp += rnd(10);
		if(u.uhp > u.uhpmax)
			u.uhp = ++u.uhpmax;
		if(Blind) Blind = 1;	/* see on next move */
		if(Sick) Sick = 0;
		break;
	case POT_PARALYSIS:
		if(Levitation)
			pline("You are motionlessly suspended.");
		else
			pline("Your feet are frozen to the floor!");
		nomul(-(rn1(10,25)));
		break;
	case POT_MONSTER_DETECTION:
		if(!fmon) {
			strange_feeling(otmp, "You feel threatened.");
			return(1);
		} else {
			cls();
			for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
				if(mtmp->mx > 0)
				at(mtmp->mx,mtmp->my,mtmp->data->mlet);
			prme();
			pline("You sense the presence of monsters.");
			more();
			docrt();
		}
		break;
	case POT_OBJECT_DETECTION:
		if(!fobj) {
			strange_feeling(otmp, "You feel a pull downward.");
			return(1);
		} else {
		    for(objs = fobj; objs; objs = objs->nobj)
			if(objs->ox != u.ux || objs->oy != u.uy)
				goto outobjmap;
		    pline("You sense the presence of objects close nearby.");
		    break;
		outobjmap:
			cls();
			for(objs = fobj; objs; objs = objs->nobj)
				at(objs->ox,objs->oy,objs->olet);
			prme();
			pline("You sense the presence of objects.");
			more();
			docrt();
		}
		break;
	case POT_SICKNESS:
		pline("Yech! This stuff tastes like poison.");
		if(Poison_resistance)
    pline("(But in fact it was biologically contaminated orange juice.)");
		losestr(rn1(4,3));
		losehp(rnd(10), "contaminated potion");
		break;
	case POT_CONFUSION:
		if(!Confusion)
			pline("Huh, What?  Where am I?");
		else
			nothing++;
		Confusion += rn1(7,16);
		break;
	case POT_GAIN_STRENGTH:
		pline("Wow do you feel strong!");
		if(u.ustr >= 118) break;	/* > 118 is impossible */
		if(u.ustr > 17) u.ustr += rnd(118-u.ustr);
		else u.ustr++;
		if(u.ustr > u.ustrmax) u.ustrmax = u.ustr;
		flags.botl = 1;
		break;
	case POT_SPEED:
		if(Wounded_legs) {
			heal_legs();
			unkn++;
			break;
		}
		if(!(Fast & ~INTRINSIC))
			pline("You are suddenly moving much faster.");
		else
			pline("Your legs get new energy."), unkn++;
		Fast += rn1(10,100);
		break;
	case POT_BLINDNESS:
		if(!Blind)
			pline("A cloud of darkness falls upon you.");
		else
			nothing++;
		Blind += rn1(100,250);
		seeoff(0);
		break;
	case POT_GAIN_LEVEL: 
		pluslvl();
		break;
	case POT_EXTRA_HEALING:
		pline("You feel much better.");
		flags.botl = 1;
		u.uhp += d(2,20)+1;
		if(u.uhp > u.uhpmax)
			u.uhp = (u.uhpmax += 2);
		if(Blind) Blind = 1;
		if(Sick) Sick = 0;
		break;
	case POT_LEVITATION:
		if(!Levitation)
			float_up();
		else
			nothing++;
		Levitation += rnd(100);
		u.uprops[PROP(RIN_LEVITATION)].p_tofn = float_down;
		break;
	default:
		impossible("What a funny potion! (%u)", otmp->otyp);
		return(0);
	}
	if(nothing) {
	    unkn++;
	    pline("You have a peculiar feeling for a moment, then it passes.");
	}
	if(otmp->dknown && !objects[otmp->otyp].oc_name_known) {
		if(!unkn) {
			objects[otmp->otyp].oc_name_known = 1;
			more_experienced(0,10);
		} else if(!objects[otmp->otyp].oc_uname)
			docall(otmp);
	}
use_it:
	useup(otmp);
	return(1);
}
Пример #25
0
void
potionhit(struct monst *mon, struct obj *obj)
{
	char *botlnam = bottlenames[rn2(SIZE(bottlenames))];
	boolean uclose, isyou = (mon == &youmonst);

	if(isyou) {
		uclose = TRUE;
		pline("The %s crashes on your head and breaks into shivers.",
			botlnam);
		losehp(rnd(2), "thrown potion");
	} else {
		uclose = (dist(mon->mx,mon->my) < 3);
		/* perhaps 'E' and 'a' have no head? */
		pline("The %s crashes on %s's head and breaks into shivers.",
			botlnam, monnam(mon));
		if(rn2(5) && mon->mhp > 1)
			mon->mhp--;
	}
	pline("The %s evaporates.", xname(obj));

	if(!isyou && !rn2(3)) switch(obj->otyp) {

	case POT_RESTORE_STRENGTH:
	case POT_GAIN_STRENGTH:
	case POT_HEALING:
	case POT_EXTRA_HEALING:
		if(mon->mhp < mon->mhpmax) {
			mon->mhp = mon->mhpmax;
			pline("%s looks sound and hale again!", Monnam(mon));
		}
		break;
	case POT_SICKNESS:
		if(mon->mhpmax > 3)
			mon->mhpmax /= 2;
		if(mon->mhp > 2)
			mon->mhp /= 2;
		break;
	case POT_CONFUSION:
	case POT_BOOZE:
		mon->mconf = 1;
		break;
	case POT_INVISIBILITY:
		unpmon(mon);
		mon->minvis = 1;
		pmon(mon);
		break;
	case POT_PARALYSIS:
		mon->mfroz = 1;
		break;
	case POT_SPEED:
		mon->mspeed = MFAST;
		break;
	case POT_BLINDNESS:
		mon->mblinded |= 64 + rn2(64);
		break;
/*	
	case POT_GAIN_LEVEL:
	case POT_LEVITATION:
	case POT_FRUIT_JUICE:
	case POT_MONSTER_DETECTION:
	case POT_OBJECT_DETECTION:
		break;
*/
	}
	if(uclose && rn2(5))
		potionbreathe(obj);
	obfree(obj, Null(obj));
}
Пример #26
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 #27
0
/*
	***************
	LOOK_FOR_OBJECT
	***************

	subroutine to look for an object and give the player his options
	if an object was found.
 */
lookforobject()
{
register int i,j;
if (c[TIMESTOP])  return;	/* can't find objects is time is stopped	*/
i=item[playerx][playery];	if (i==0) return;
showcell(playerx,playery);  cursors();  yrepcount=0;
switch(i)
	{
	case OGOLDPILE:	case OMAXGOLD:
	case OKGOLD:	case ODGOLD:	lprcat("\n\nYou have found some gold!");	ogold(i);	break;

	case OPOTION:	lprcat("\n\nYou have found a magic potion");
				i = iarg[playerx][playery];
				if (potionname[i][0]) lprintf(" of %s",&potionname[i][1]);  opotion(i);  break;

	case OSCROLL:	lprcat("\n\nYou have found a magic scroll");
				i = iarg[playerx][playery];
				if (scrollname[i][0])	lprintf(" of %s",&scrollname[i][1]);
				oscroll(i);  break;

	case OALTAR:	if (nearbymonst()) return;
					lprcat("\n\nThere is a Holy Altar here!"); oaltar(); break;

	case OBOOK:	lprcat("\n\nYou have found a book."); obook(); break;

	case OCOOKIE:	lprcat("\n\nYou have found a fortune cookie."); ocookie(); break;

	case OTHRONE:	if (nearbymonst()) return;
					lprintf("\n\nThere is %s here!",objectname[i]); othrone(0); break;

	case OTHRONE2:	if (nearbymonst()) return;
					lprintf("\n\nThere is %s here!",objectname[i]); othrone(1); break;

	case ODEADTHRONE: lprintf("\n\nThere is %s here!",objectname[i]); odeadthrone(); break;

	case OORB:		lprcat("\n\nYou have found the Orb!!!!!"); oorb(); break;

	case OPIT:		lprcat("\n\nYou're standing at the top of a pit."); opit(); break;

	case OSTAIRSUP:		lprcat("\n\nThere is a circular staircase here"); ostairs(1);  /* up */ break;

	case OELEVATORUP:	lprcat("\n\nYou feel heavy for a moment, but the feeling disappears");
				oelevator(1);  /*  up  */  break;

	case OFOUNTAIN:	if (nearbymonst()) return;
					lprcat("\n\nThere is a fountain here"); ofountain(); break;

	case OSTATUE:	if (nearbymonst()) return;
					lprcat("\n\nYou are standing in front of a statue"); ostatue(); break;

	case OCHEST:	lprcat("\n\nThere is a chest here");  ochest();  break;

	case OIVTELETRAP:	if (rnd(11)<6) return;
						item[playerx][playery] = OTELEPORTER;
						know[playerx][playery] = 1;

	case OTELEPORTER:	lprcat("\nZaaaappp!  You've been teleported!\n");
						beep(); nap(3000); oteleport(0);
						break; 

	case OSCHOOL:	if (nearbymonst()) return;
				lprcat("\n\nYou have found the College of Larn.");
				lprcat("\nDo you (g) go inside, or (i) stay here? ");
				i=0; while ((i!='g') && (i!='i') && (i!='\33')) i=getchar();
				if (i == 'g') { oschool();  /*	the college of larn	*/ }
				else	lprcat(" stay here");
				break;

	case OMIRROR:	if (nearbymonst()) return;
					lprcat("\n\nThere is a mirror here");	omirror();	break;

	case OBANK2:
	case OBANK:	if (nearbymonst()) return;
				if (i==OBANK) lprcat("\n\nYou have found the bank of Larn.");
				else lprcat("\n\nYou have found a branch office of the bank of Larn.");
				lprcat("\nDo you (g) go inside, or (i) stay here? ");
				j=0; while ((j!='g') && (j!='i') && (j!='\33')) j=getchar();
				if (j == 'g') {  if (i==OBANK) obank(); else obank2(); /*  the bank of larn  */  }
				else   lprcat(" stay here");
				break;

	case ODEADFOUNTAIN:	if (nearbymonst()) return;
						lprcat("\n\nThere is a dead fountain here"); break;

	case ODNDSTORE:	if (nearbymonst()) return;
					lprcat("\n\nThere is a DND store here.");
					lprcat("\nDo you (g) go inside, or (i) stay here? ");
					i=0; while ((i!='g') && (i!='i') && (i!='\33')) i=getchar();
					if (i == 'g')
						dndstore();  /*  the dnd adventurers store  */
					else  lprcat(" stay here");
					break;

	case OSTAIRSDOWN:	lprcat("\n\nThere is a circular staircase here"); ostairs(-1); /* down */ break;

	case OELEVATORDOWN:	lprcat("\n\nYou feel light for a moment, but the feeling disappears");
				oelevator(-1);	/*	down	*/
				break;

	case OOPENDOOR:		lprintf("\n\nYou have found %s",objectname[i]);
						lprcat("\nDo you (c) close it"); iopts();
						i=0; while ((i!='c') && (i!='i') && (i!='\33')) i=getchar();
						if ((i=='\33') || (i=='i')) { ignore();  break; }
						lprcat("close");  forget();
						item[playerx][playery]=OCLOSEDDOOR;
						iarg[playerx][playery]=0;
						playerx = lastpx;  playery = lastpy;
						break;

	case OCLOSEDDOOR:	lprintf("\n\nYou have found %s",objectname[i]);
						lprcat("\nDo you (o) try to open it"); iopts();
						i=0; while ((i!='o') && (i!='i') && (i!='\33')) i=getchar();
						if ((i=='\33') || (i=='i'))
							{ ignore();  playerx = lastpx;
							playery = lastpy; break; }
						else
						{
						lprcat("open");
						if (rnd(11)<7)
						  {
						  switch(iarg[playerx][playery])
							{
							case 6: c[AGGRAVATE] += rnd(400);	break;

							case 7:	lprcat("\nYou are jolted by an electric shock "); 
									lastnum=274; losehp(rnd(20));  bottomline();  break;

							case 8:	loselevel();  break;

							case 9:	lprcat("\nYou suddenly feel weaker ");
									if (c[STRENGTH]>3) c[STRENGTH]--;
									bottomline();  break;

							default:	break;
							}
						  playerx = lastpx;  playery = lastpy;
						  }
						else
						  {
						  forget();  item[playerx][playery]=OOPENDOOR;
						  }
						}
						break;

	case OENTRANCE:	lprcat("\nYou have found "); lprcat(objectname[OENTRANCE]);
					lprcat("\nDo you (g) go inside"); iopts();
					i=0; while ((i!='g') && (i!='i') && (i!='\33')) i=getchar();
					if (i == 'g')
						{
						newcavelevel(1); playerx=33; playery=MAXY-2;
						item[33][MAXY-1]=know[33][MAXY-1]=mitem[33][MAXY-1]=0;
						draws(0,MAXX,0,MAXY); bot_linex(); return;
						}
					else   ignore();
					break;

	case OVOLDOWN:	lprcat("\nYou have found "); lprcat(objectname[OVOLDOWN]);
						lprcat("\nDo you (c) climb down"); iopts();
						i=0; while ((i!='c') && (i!='i') && (i!='\33')) i=getchar();
						if ((i=='\33') || (i=='i')) { ignore();  break; }
					if (level!=0) { lprcat("\nThe shaft only extends 5 feet downward!"); return; }
					if (packweight() > 45+3*(c[STRENGTH]+c[STREXTRA])) { lprcat("\nYou slip and fall down the shaft"); beep();
											  lastnum=275;  losehp(30+rnd(20)); bottomhp(); }
					
					else lprcat("climb down");  nap(3000);  newcavelevel(MAXLEVEL);
					for (i=0; i<MAXY; i++)  for (j=0; j<MAXX; j++) /* put player near volcano shaft */
						if (item[j][i]==OVOLUP) { playerx=j; playery=i; j=MAXX; i=MAXY; positionplayer(); }
					draws(0,MAXX,0,MAXY); bot_linex(); return;

	case OVOLUP:	lprcat("\nYou have found "); lprcat(objectname[OVOLUP]);
						lprcat("\nDo you (c) climb up"); iopts();
						i=0; while ((i!='c') && (i!='i') && (i!='\33')) i=getchar();
						if ((i=='\33') || (i=='i')) { ignore();  break; }
					if (level!=11) { lprcat("\nThe shaft only extends 8 feet upwards before you find a blockage!"); return; }
					if (packweight() > 45+5*(c[STRENGTH]+c[STREXTRA])) { lprcat("\nYou slip and fall down the shaft"); beep();
											  lastnum=275; losehp(15+rnd(20)); bottomhp(); return; }
					lprcat("climb up"); lflush(); nap(3000); newcavelevel(0);
					for (i=0; i<MAXY; i++)  for (j=0; j<MAXX; j++) /* put player near volcano shaft */
						if (item[j][i]==OVOLDOWN) { playerx=j; playery=i; j=MAXX; i=MAXY; positionplayer(); }
					draws(0,MAXX,0,MAXY); bot_linex(); return;

	case OTRAPARROWIV:	if (rnd(17)<13) return;	/* for an arrow trap */
						item[playerx][playery] = OTRAPARROW;
						know[playerx][playery] = 0;

	case OTRAPARROW:	lprcat("\nYou are hit by an arrow"); beep();	/* for an arrow trap */
						lastnum=259;	losehp(rnd(10)+level);
						bottomhp();	return;

	case OIVDARTRAP:	if (rnd(17)<13) return;		/* for a dart trap */
						item[playerx][playery] = ODARTRAP;
						know[playerx][playery] = 0;

	case ODARTRAP:		lprcat("\nYou are hit by a dart"); beep();	/* for a dart trap */
						lastnum=260;	losehp(rnd(5));
						if ((--c[STRENGTH]) < 3) c[STRENGTH] = 3;
						bottomline();	return;

	case OIVTRAPDOOR:	if (rnd(17)<13) return;		/* for a trap door */
						item[playerx][playery] = OTRAPDOOR;
						know[playerx][playery] = 1;

	case OTRAPDOOR:		lastnum = 272; /* a trap door */
						if ((level==MAXLEVEL-1) || (level==MAXLEVEL+MAXVLEVEL-1))
							{ lprcat("\nYou fell through a bottomless trap door!"); beep();  nap(3000);  died(271); }
						lprcat("\nYou fall through a trap door!"); beep();	/* for a trap door */
						losehp(rnd(5+level));
						nap(2000);  newcavelevel(level+1);  draws(0,MAXX,0,MAXY); bot_linex();
						return;


	case OTRADEPOST:	if (nearbymonst()) return;
				lprcat("\nYou have found the Larn trading Post.");
				lprcat("\nDo you (g) go inside, or (i) stay here? ");
				i=0; while ((i!='g') && (i!='i') && (i!='\33')) i=getchar();
				if (i == 'g')  otradepost();  else  lprcat("stay here");
				return;

	case OHOME:	if (nearbymonst()) return;
				lprcat("\nYou have found your way home.");
				lprcat("\nDo you (g) go inside, or (i) stay here? ");
				i=0; while ((i!='g') && (i!='i') && (i!='\33')) i=getchar();
				if (i == 'g')  ohome();  else  lprcat("stay here");
				return;

	case OWALL:	break;

	case OANNIHILATION:	died(283); return; 	/* annihilated by sphere of annihilation */

	case OLRS:	if (nearbymonst()) return;
				lprcat("\n\nThere is an LRS office here.");
				lprcat("\nDo you (g) go inside, or (i) stay here? ");
				i=0; while ((i!='g') && (i!='i') && (i!='\33')) i=getchar();
				if (i == 'g')
					olrs();  /*  the larn revenue service */
				else  lprcat(" stay here");
				break;

	default:	finditem(i); break;
	};
}
Пример #28
0
/*
	***************
	LOOK_FOR_OBJECT
	***************

	subroutine to look for an object and give the player his options
	if an object was found.
 */
lookforobject()
{
	int i,j;

	/* can't find objects is time is stopped*/
	if (c[TIMESTOP])  return;	

	i=item[playerx][playery];	
	if (i==0) return;

	showcell(playerx,playery);  
	cursors();  
	yrepcount=0;

	switch(i) {
	case OGOLDPILE:	
	case OMAXGOLD:
	case OKGOLD:	
	case ODGOLD:	
		ogold(i);	
		break;

	case OPOTION:	
		lprcat("\n\nYou find a magic potion");
		i = iarg[playerx][playery];
		if (potionknown[i]) lprintf(" of %s",&potionname[i][1]);
		lprcat(".");
		opotion(i);  
		break;

	case OSCROLL:	
		lprcat("\n\nYou find a magic scroll");
		i = iarg[playerx][playery];
		if (scrollknown[i]) lprintf(" of %s",&scrollname[i][1]);
		lprcat(".");
		oscroll(i);  
		break;

	case OALTAR:	
		if (nearbymonst()) return;
		lprcat("\n\nThere is a holy altar here.");
		oaltar(); 
		break;

	case OBOOK:	
		lprcat("\n\nYou find a book.");
		obook(); 
		break;

	case OCOOKIE:	
		lprcat("\n\nYou find a fortune cookie.");
		ocookie(); 
		break;

	case OTHRONE:	
		if (nearbymonst()) return;
		lprintf("\n\nThere is %s here.",objectname[i]);
		othrone(0); 
		break;

	case OTHRONE2:	
		if (nearbymonst()) return;
		lprintf("\n\nThere is %s here.",objectname[i]);
		othrone(1); 
		break;

	case ODEADTHRONE: 
		lprintf("\n\nThere is %s here.",objectname[i]);
		odeadthrone(); 
		break;

	case OORB:	
		if (nearbymonst()) return;
		finditem(i);
		break;

	case OBRASSLAMP: 
		lprcat("\nYou find a brass lamp.");
	lprcat("\nDo you want to (r) rub it, (t) take it, or (i) ignore it? ");
		i=0;
		while ((i!='r') && (i!='i') && (i!='t') && (i!=ESC)) 
			i=getcharacter();
		if (i=='r') {
			i=rnd(100);
			if (i>90) {
		lprcat("\nThe magic genie was very upset at being disturbed!");
				lastnum = 286;
				losehp((int)c[HP]/2+1);
				beep();
			}
			/* higher level, better chance of spell */
			else if ( (rnd(100)+c[LEVEL]/2) > 80) {
				int a,b,d;
				lprcat("\nA magic genie appears!");
				cursors();
				lprcat("\n  What spell would you like? : ");
				while ((a=getcharacter())=='D') { 	
					seemagic(99);
					cursors();  
					lprcat("\n  What spell would you like? : ");
				}
				/* to escape casting a spell	*/
				if (a==ESC) goto over; 	
				if ((b=getcharacter())==ESC) 
					goto over;
				if ((d=getcharacter())==ESC) { 
over: 
					lprcat("aborted"); 
					return;
				}
				lprc('\n');
				for (i=0; i<SPNUM; i++)
					if ((spelcode[i][0]==a) 
					    && (spelcode[i][1]==b) 
					    && (spelcode[i][2]==d)) {
						spelknow[i]=1;
						lprintf("\nSpell \"%s\":  %s\n%s",spelcode[i],
								spelname[i],speldescript[i]); 
						lprcat("\nThe genie prefers not to be disturbed "
							   "again.");
						forget();
						bottomline();
						return;
					}
				lprcat("\nThe genie has never heard of such a spell!");
				lprcat("\nThe genie prefers not to be disturbed again.");
				forget();
				bottomline();
				return;
			}
			else lprcat("\nnothing happened.");
			if (rnd(100) < 15) {
				lprcat("\nThe genie prefers not to be disturbed again!");
				forget();
				c[LAMP]=0;  /* chance of finding lamp again */
			}
			bottomline();
		}
		else if (i=='t') {
			lprcat("take.");
			if (take(OBRASSLAMP,0)==0) 
				forget();
		}
		else lprcat("ignore.");
		return;

	case OWWAND:
		if (nearbymonst()) return;
		finditem(i);
		break;

	case OHANDofFEAR:
		if (nearbymonst()) return;
		finditem(i);
		break;

	case OPIT:	
		lprcat("\n\nYou're standing at the top of a pit."); 
		opit(); 
		break;

	case OSTAIRSUP:	
		lprcat("\n\nThere is a circular staircase here."); 
		ostairs(1);  /* up */
		break;

	case OELEVATORUP:
		lprcat("\n\nYou have found an express elevator going up.");
		oelevator(1);  /*  up  */
		break;

	case OELEVATORDOWN:	
		lprcat("\n\nYou have found an express elevator going down.");
		oelevator(-1);	/*	down	*/
		break;

	case OFOUNTAIN:	
		if (nearbymonst()) return;
		lprcat("\n\nThere is a fountain here."); 
		ofountain(); 
		break;

	case OSTATUE:	
		if (nearbymonst()) return;
		lprcat("\n\nYou stand before a statue."); 
		ostatue(); 
		break;

	case OCHEST:	
		lprcat("\n\nThere is a chest here.");  
		ochest();  
		break;

	case OIVTELETRAP:	
		if (rnd(11)<6) return;
		item[playerx][playery] = OTELEPORTER;
		know[playerx][playery] = 1;

	case OTELEPORTER:
		lprcat("\nZaaaappp!  You've been teleported!\n");
		beep(); 
		nap(3000); 
		oteleport(0);
		break; 

	case OSCHOOL:	
		if (nearbymonst()) return;
		lprcat("\n\nYou have found the College of Ularn.");
		lprcat("\nDo you (g) go inside, or (i) stay here? ");
		i=0; 
		while ((i!='g') && (i!='i') && (i!=ESC)) i=getcharacter();
		if (i == 'g') { 
			oschool();  /*	the college of larn	*/
		}
		else	lprcat(" stay here.");
		break;

	case OMIRROR:	
		if (nearbymonst()) return;
		lprcat("\n\nThere is a mirror here.");
		omirror();	
		break;

	case OBANK2:
	case OBANK:	
		if (nearbymonst()) return;
		if (i==OBANK) 
			lprcat("\n\nYou have found the bank of Ularn.");
		else 
		    lprcat("\n\nYou have found a branch office of the bank of Ularn.");
		lprcat("\nDo you (g) go inside, or (i) stay here? ");
		j=0; 
		while ((j!='g') && (j!='i') && (j!=ESC)) 
			j=getcharacter();
		if (j == 'g') {  
			if (i==OBANK) 
				obank(); 
			else 
			    obank2(); /*  the bank of larn  */

		}
		else   
			lprcat(" stay here.");
		break;

	case ODEADFOUNTAIN:	
		if (nearbymonst()) return;
		lprcat("\n\nThere is a dead fountain here.");
		break;

	case ODNDSTORE:	
		if (nearbymonst()) 
			return;
		lprcat("\n\nThere is a DND store here.");
		lprcat("\nDo you (g) go inside, or (i) stay here? ");
		i=0; 
		while ((i!='g') && (i!='i') && (i!=ESC)) i=getcharacter();
		if (i == 'g')
			dndstore();  /*  the dnd adventurers store  */
		else  
			lprcat(" stay here.");
		break;

	case OSTAIRSDOWN:
		lprcat("\n\nThere is a circular staircase here.");
		ostairs(-1); /* down */
		break;

	case OOPENDOOR:		
		lprcat("\nThere is an open door here.");
		break;


	case OCLOSEDDOOR:
		if (dropflag)
			return;
		lprintf("\n\nYou find %s",objectname[i]);
		lprcat("\nDo you (o) try to open it"); 
		iopts();
		i=0; 
		while ((i!='o') && (i!='i') && (i!=ESC)) i=getcharacter();
		if ((i==ESC) || (i=='i')) { 
			ignore();  
			playerx = lastpx;
			playery = lastpy; 
			break; 
		}
		else {
			lprcat("open.");
			if (rnd(11)<7) {
				switch(iarg[playerx][playery]) {
				case 6: 
					c[AGGRAVATE] += rnd(400);	
					break;

				case 7:	
				case 8:
					lprcat("\nYou are jolted by an electric shock!");
					lastnum=274; 
					losehp(rnd(20));  
					bottomline();  
					break;

/* Losing a level is just too harsh... */
/*				case 8:	
					loselevel();  
					break;
*/
				case 9:	
					lprcat("\nYou suddenly feel weaker!");
					if (c[STRENGTH]>3) c[STRENGTH]--;
					bottomline();  
					break;

				default:	
					break;
				}
				playerx = lastpx;  
				playery = lastpy;
			}
			else {
				forget();  
				item[playerx][playery]=OOPENDOOR;
			}
		}
		break;

	case OENTRANCE:	
		lprcat("\nYou have found ");
		lprcat(objectname[OENTRANCE]);
		lprcat("\nDo you (g) go inside"); 
		iopts();
		i=0; 
		while ((i!='g') && (i!='i') && (i!=ESC)) i=getcharacter();
		if (i == 'g')
		{
			newcavelevel(1); 
			playerx=33; 
			playery=MAXY-2;
			item[33][MAXY-1]=know[33][MAXY-1]=mitem[33][MAXY-1].mon=0;
			draws(0,MAXX,0,MAXY); 
			bot_linex(); 
			return;
		}
		else   ignore();
		break;

	case OVOLDOWN:	
		lprcat("\nYou have found "); 
		lprcat(objectname[OVOLDOWN]);
		lprcat("\nDo you (c) climb down"); 
		iopts();
		i=0; 
		while ((i!='c') && (i!='i') && (i!=ESC)) 
			i=getcharacter();
		if ((i==ESC) || (i=='i')) { 
			ignore();  
			break; 
		}
		if (level!=0) { 
			lprcat("\nThe shaft only extends 5 feet downward!"); 
			return; 
		}
		if (packweight() > 45+3*(c[STRENGTH]+c[STREXTRA])) { 
			lprcat("\nYou slip and fall down the shaft.");
			beep();
			lastnum=275;  
			losehp(30+rnd(20)); 
			bottomhp(); 
		}
		else lprcat("climb down.");
		nap(3000); 
		newcavelevel(DBOTTOM+1); /* down to V1 */
		playerx = rnd(MAXX-2);
		playery = rnd(MAXY-2);
		positionplayer(); 
		draws(0,MAXX,0,MAXY); 
		bot_linex(); 
		return;

	case OVOLUP:	
		lprcat("\nYou have found "); 
		lprcat(objectname[OVOLUP]);
		lprcat("\nDo you (c) climb up"); 
		iopts();
		i=0; 
		while ((i!='c') && (i!='i') && (i!=ESC)) i=getcharacter();
		if ((i==ESC) || (i=='i')) { 
			ignore();  
			break; 
		}
	if (packweight() > 40+5*(c[DEXTERITY]+c[STRENGTH]+c[STREXTRA])) { 
			lprcat("\nYou slip and fall down the shaft.");
			beep();
			lastnum=275; 
			losehp(15+rnd(20)); 
			bottomhp(); 
			return; 
		}
		lprcat("climb up.");
		lflush(); 
		nap(3000); 
		newcavelevel(0);
		for (i=0; i<MAXY; i++)  for (j=0; j<MAXX; j++) /* put player near volcano shaft */
			if (item[j][i]==OVOLDOWN) { 
				playerx=j; 
				playery=i; 
				j=MAXX; 
				i=MAXY; 
				positionplayer(); 
			}
		draws(0,MAXX,0,MAXY); 
		bot_linex(); 
		return;

	case OTRAPARROWIV:	
		if (rnd(17)<13) return;	/* for an arrow trap */
		item[playerx][playery] = OTRAPARROW;
		know[playerx][playery] = 0;
	case OTRAPARROW:	
		lprcat("\nYou are hit by an arrow!");
		beep();	/* for an arrow trap */
		lastnum=259;	
		losehp(rnd(10)+level);
		bottomhp();	
		return;

	case OIVDARTRAP:	
		if (rnd(17)<13) 
			return;		/* for a dart trap */
		item[playerx][playery] = ODARTRAP;
		know[playerx][playery] = 0;
	case ODARTRAP:		
		lprcat("\nYou are hit by a dart!");
		beep();	/* for a dart trap */
		lastnum=260;	
		losehp(rnd(5));
		if ((--c[STRENGTH]) < 3) c[STRENGTH] = 3;
		bottomline();	
		return;

	case OIVTRAPDOOR:	
		if (rnd(17)<13) 
			return;		/* for a trap door */
		item[playerx][playery] = OTRAPDOOR;
		know[playerx][playery] = 1;
	case OTRAPDOOR:		
		lastnum = 272; /* a trap door */
		for (i=0;i<IVENSIZE;i++)
			if (iven[i]==OWWAND) {
				lprcat("\nYou escape a trap door.");
				return;
			}
		if ((level==DBOTTOM)||(level==VBOTTOM)) { 
			lprcat("\nYou fall through a trap door leading straight to HELL!");
			beep();
			lflush();
			nap(3000);
			died(271); 
		}
		lprcat("\nYou fall through a trap door!");
		beep();	
		lflush();
		losehp(rnd(5+level));
		nap(2000);
		newcavelevel(level+1);  
		draws(0,MAXX,0,MAXY); 
		bot_linex();
		return;

	case OTRADEPOST:
		if (nearbymonst()) return;
		lprcat("\nYou have found the Ularn trading Post.");
		lprcat("\nDo you (g) go inside, or (i) stay here? ");
		i=0; 
		while ((i!='g') && (i!='i') && (i!=ESC)) i=getcharacter();
		if (i == 'g')  otradepost();  
		else  lprcat("stay here.");
		return;

	case OHOME:	
		if (nearbymonst()) return;
		lprcat("\nYou have found your way home.");
		lprcat("\nDo you (g) go inside, or (i) stay here? ");
		i=0; 
		while ((i!='g') && (i!='i') && (i!=ESC)) 
			i=getcharacter();
		if (i == 'g')  
			ohome();  
		else  lprcat("stay here.");
		return;
	case OPAD:	
		if (nearbymonst()) return;
		lprcat("\nYou have found Dealer McDope's Hideout!");
		lprcat("\nDo you (c) check it out, or (i) ignore it? ");
		i=0;
		while ((i!='c') && (i!='i') && (i!=ESC)) 
			i=getcharacter();
		if (i == 'c')  
			opad();
		else  lprcat("forget it.");
		return;

	case OSPEED:   	
		lprcat("\nYou find some speed.");
		lprcat("\nDo you (s) snort it, (t) take it, or (i) ignore it? ");
		i=0; 
		while ((i!='s') && (i!='i') && (i!='t') && (i!=ESC)) 
			i=getcharacter();
		if (i=='s') {
			lprcat("snort!");
			lprcat("\nOhwowmanlikethingstotallyseemtoslowdown!");
			c[HASTESELF] += 200 + c[LEVEL];
			c[HALFDAM] += 300 + rnd(200);
			if ((c[INTELLIGENCE]-=2) < 3)
				c[INTELLIGENCE]=3;
			if ((c[WISDOM]-=2) < 3)
				c[WISDOM]=3;
			if ((c[CONSTITUTION]-=2) <3)
				c[CONSTITUTION]=3;
			if ((c[DEXTERITY]-=2) <3)
				c[DEXTERITY]=3;
			if ((c[STRENGTH]-=2) <3)
				c[STRENGTH]=3;
			forget();
			bottomline();
		} 
		else if (i=='t') {
			lprcat("take.");
			if (take(OSPEED,0)==0) forget();
		} 
		else 
		    lprcat("ignore.");
		break;

	case OSHROOMS:	
		lprcat("\nYou find some magic mushrooms.");
		lprcat("\nDo you (e) eat them, (t) take them, or (i) ignore them? ");
		i=0; 
		while ((i!='e') && (i!='i') && (i!='t') && (i!=ESC)) 
			i=getcharacter();
		if (i=='e') {
			lprcat("eat!");
			lprcat("\nThings start to get real spacey...");
			c[HASTEMONST] += rnd(75) + 25;
			c[CONFUSE] += 30+rnd(10);
			c[WISDOM]+=2;
			c[CHARISMA]+=2;
			forget();
			bottomline();
		} 
		else if (i=='t') {
			lprcat("take.");
			if (take(OSHROOMS,0)==0) forget();
		} 
		else
			lprcat("ignore.");
		break;

	case OACID:	
		lprcat("\nYou find some LSD.");
		lprcat("\nDo you (e) eat it, (t) take it, or (i) ignore it? ");
		i=0; 
		while ((i!='e') && (i!='i') && (i!='t') && (i!=ESC)) 
			i=getcharacter();
		if (i=='e') {
			lprcat("eat!");
			lprcat("\nYou are now frying your ass off!");
			c[CONFUSE]+=30+rnd(10);
			c[WISDOM]+=2;
			c[INTELLIGENCE]+=2;
			c[AWARENESS]+=1500;
			c[AGGRAVATE]+=1500;
			{ 	
				int j,k;	/* heal monsters */
				for(j=0;j<MAXY;j++)
					for(k=0;k<MAXX;k++)
						if (mitem[k][j].mon)
							hitp[k][j]=monster[mitem[k][j].mon].hitpoints;
			}
			forget();
			bottomline();
		}
		else if (i=='t') {
			lprcat("take.");
			if (take(OACID,0)==0) forget();
		}
		else lprcat("ignore.");
		break;

	case OHASH:	
		lprcat("\nYou find some hashish.");
		lprcat("\nDo you (s) smoke it, (t) take it, or (i) ignore it? ");
		i=0; 
		while ((i!='s') && (i!='i') && (i!='t') && (i!=ESC)) 
			i=getcharacter();
		if (i=='s') {
			lprcat("smoke!");
			lprcat("\nWOW! You feel stooooooned...");
			c[HASTEMONST]+=rnd(75)+25;
			c[INTELLIGENCE]+=2;
			c[WISDOM]+=2;
			if( (c[CONSTITUTION]-=2) < 3) 
				c[CONSTITUTION]=3;
			if( (c[DEXTERITY]-=2) < 3) 
				c[DEXTERITY]=3;
			c[HALFDAM]+=300+rnd(200);
			c[CLUMSINESS]+=rnd(1800)+200;
			forget();
			bottomline();
		}
		else if (i=='t') {
			lprcat("take.");
			if (take(OHASH,0)==0) forget();
		}
		else lprcat("ignore.");
		break;

	case OCOKE:	
		lprcat("\nYou find some cocaine.");
		lprcat("\nDo you want to (s) snort it, (t) take it, or (i) ignore it? ");
		i=0; 
		while ((i!='s') && (i!='i') && (i!='t') && (i!=ESC)) 
			i=getcharacter();
		if (i=='s') {
			lprcat("snort!");
			lprcat("\nYour nose begins to bleed!");
			if ((c[DEXTERITY]-=2) <3)
				c[DEXTERITY]=3;
			if ((c[CONSTITUTION]-=2) <3)
				c[CONSTITUTION]=3;
			c[CHARISMA]+=3;
			for(i=0;i<6;i++)
				c[i]+=33;
			c[COKED]+=10;
			forget();
			bottomline();
		}
		else if (i=='t') {
			lprcat("take.");
			if (take(OCOKE,0)==0) forget();
		}
		else lprcat("ignore.");
		break;	

	case OWALL:	
		break;

	case OANNIHILATION:
		for (i=0;i<IVENSIZE;i++)
			if (iven[i]==OSPHTALISMAN) {
				lprcat("\nThe Talisman of the Sphere protects you from "
					   "annihilation!");
				return;
			}
		/* annihilated by sphere of annihilation */	
		died(283);
		return;

	case OLRS:	
		if (nearbymonst()) return;
		lprcat("\n\nThere is an LRS office here.");
		lprcat("\nDo you (g) go inside, or (i) stay here? ");
		i=0; 
		while ((i!='g') && (i!='i') && (i!=ESC)) i=getcharacter();
		if (i == 'g')
			olrs();  /*  the larn revenue service */
		else  lprcat(" stay here.");
		break;
	default:	
		finditem(i); 
		break;
	};
}
Пример #29
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 #30
0
/*
 *	*********
 *	OFOUNTAIN
 *	*********
 */
void ofountain()
{
	int x;

	cursors();
	lprcat("\nDo you (d) drink, (w) wash yourself"); 
	iopts();
	while (1) switch(getcharacter()) {
	case 'd':	
		lprcat("drink");
		if (rnd(1501)<4) {
		lprcat("\nOH MY GOD!! You have caught the *dreadful sleep*!");
			beep(); 
			lflush();  
			sleep(3);  
			died(280); 
			return;
		}
		x = rnd(100);
		if (x==1) raiselevel();
		else if (x < 11) { 	
			x=rnd((level<<2)+2);
			lprintf("\nBleah! The water tasted like stale gatorade!  "
					"You lose %d hit point%s!", (long)x, x==1?"":"s");
			lastnum=273; 
			losehp(x); 
			bottomline();  
			cursors();
		}
		else if (x<14) { 	
			c[HALFDAM] += 200+rnd(200);
			lprcat("\nThe water makes you vomit.");
		}
		else if (x<17) 
			quaffpotion(17); /* giant strength */
		else if (x < 45)
			lprcat("\nNothing seems to have happened.");
		else if (rnd(3) != 2)
			fntchange(1);	/*change char levels upward*/
		else
			fntchange(-1);	/*change char levels downward*/
		if (rnd(12)<3) {      
			lprcat("\nThe fountains bubbling slowly quietens.");
			/* dead fountain */
			item[playerx][playery]=ODEADFOUNTAIN; 
			know[playerx][playery]=0;
		}
		return;

	case 'i':	
	case ESC:
		ignore();  
		return;
	case 'w':	
		lprcat("wash yourself.");
		if (rnd(100) < 11) { 	
			x=rnd((level<<2)+2);
			lprintf("\nThe water burns like acid!  You lose %d hit point%s!",
					(long)x, x==1?"":"s");
			lastnum=273; 
			losehp(x); 
			bottomline();  
			cursors();
		}
		else if (rnd(100) < 29)
			lprcat("\nYou are now clean.");
		else if (rnd(100) < 31)
		  lprcat("\nThis water needs soap -- the dirt didn't come off.");
		else if (rnd(100) < 34)
			createmonster(WATERLORD); 
		else lprcat("\nNothing seems to have happened.");
		return;
	}
}