示例#1
0
void
losexp(const char *drainer)		/* e.g., hit by drain life attack */
                    	/* cause of death, if drain should be fatal */
{
    register int num;

#ifdef WIZARD
    /* override life-drain resistance when handling an explicit
       wizard mode request to reduce level; never fatal though */
    if (drainer && !strcmp(drainer, "#levelchange"))
        drainer = 0;
    else
#endif
        if (resists_drli(&youmonst)) return;

    if (u.ulevel > 1) {
        pline("%s level %d.", Goodbye(), u.ulevel--);
        /* remove intrinsic abilities */
        adjabil(u.ulevel + 1, u.ulevel);
        reset_rndmonst(NON_PM);	/* new monster selection */
    } else {
        if (drainer) {
            killer_format = KILLED_BY;
            killer = drainer;
            done(DIED);
        }
        /* no drainer or lifesaved */
        u.uexp = 0;
    }
    num = newhp();
    u.uhpmax -= num;
    check_uhpmax();
    if (u.uhpmax < 1) u.uhpmax = 1;
    u.uhp -= num;
    if (u.uhp < 1) u.uhp = 1;
    else if (u.uhp > u.uhpmax) u.uhp = u.uhpmax;

    if (u.ulevel < urole.xlev)
        num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.lornd + urace.enadv.lornd,
                  urole.enadv.lofix + urace.enadv.lofix);
    else
        num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.hirnd + urace.enadv.hirnd,
                  urole.enadv.hifix + urace.enadv.hifix);
    num = enermod(num);		/* M. Stephenson */
    u.uenmax -= num;
    if (u.uenmax < 0) u.uenmax = 0;
    u.uen -= num;
    if (u.uen < 0) u.uen = 0;
    else if (u.uen > u.uenmax) u.uen = u.uenmax;

    if (u.uexp > 0)
        u.uexp = newuexp(u.ulevel) - 1;
    flags.botl = 1;
}
示例#2
0
void
exercise(int i, boolean inc_or_dec)
{
    if (i == A_INT || i == A_CHA)
        return; /* can't exercise these */

    /* no physical exercise while polymorphed; the body's temporary */
    if (Upolyd && i != A_WIS)
        return;

    if (abs(AEXE(i)) < AVAL) {
        /*
         *      Law of diminishing returns (Part I):
         *
         *      Gain is harder at higher attribute values.
         *      79% at "3" --> 0% at "18"
         *      Loss is even at all levels (50%).
         *
         *      Note: *YES* ACURR is the right one to use.
         */
        AEXE(i) += (inc_or_dec) ? (rn2(19) > ACURR(i)) : -rn2(2);
    }
    if (moves > 0 && (i == A_STR || i == A_CON))
        encumber_msg();
}
示例#3
0
/* condense clumsy ACURR(A_STR) value into value that fits into game formulas
*/
signed char acurrstr (void) {
    int str = ACURR(A_STR);

    if (str <= 18) return((signed char)str);
    if (str <= 121) return((signed char)(19 + str / 50)); /* map to 19-21 */
    else return((signed char)(str - 100));
}
示例#4
0
文件: dothrow.c 项目: saihack/NetHack
int
dothrow()
{
	register struct obj *obj;

	if(check_capacity(NULL)) return(0);
	obj = getobj(toss_objs, "throw");
	/* it is also possible to throw food */
	/* (or jewels, or iron balls... ) */

	if(!obj || !getdir(NULL)) {       /* ask "in what direction?" */
		if (obj && obj->oclass == GOLD_CLASS) {
		    u.ugold += obj->quan;
		    flags.botl = 1;
		    dealloc_obj(obj);
		}
		return(0);
	}

	if(obj->oclass == GOLD_CLASS) return(throw_gold(obj));

	if(!canletgo(obj,"throw"))
		return(0);
	if (obj->oartifact == ART_MJOLLNIR && obj != uwep) {
		You("must be wielding %s in order to throw it.", xname(obj));
		return(0);
	}
	if ((obj->oartifact == ART_MJOLLNIR && ACURR(A_STR) != 125)
	   || (obj->otyp == BOULDER
#ifdef POLYSELF
					&& !throws_rocks(uasmon)
#endif
								)) {
		pline("It's too heavy.");
		return(1);
	}
	if(!u.dx && !u.dy && !u.dz) {
		You("cannot throw an object at yourself.");
		return(0);
	}
	u_wipe_engr(2);

	if(obj == uwep) {
	    if(welded(obj)) {
		weldmsg(obj, FALSE);
		return(1);
	    }
	    if(obj->quan > 1L)
		setuwep(splitobj(obj, 1L));
	    else {
		setuwep((struct obj *)0);
		if (uwep) return(1); /* unwielded, died, rewielded */
	    }
	}
	else if(obj->quan > 1L)
		(void) splitobj(obj, 1L);
	freeinv(obj);
	return(throwit(obj));
}
示例#5
0
int do_mname(void)
{
	char buf[BUFSZ];
	coord cc;
	int cx,cy;
	struct monst *mtmp;
	char qbuf[QBUFSZ];

	if (Hallucination) {
		pline("You would never recognize it anyway.");
		return 0;
	}
	cc.x = u.ux;
	cc.y = u.uy;
	if (getpos(&cc, FALSE, "the monster you want to name") < 0 ||
			(cx = cc.x) < 0)
		return 0;
	cy = cc.y;

	if (cx == u.ux && cy == u.uy) {
	    if (u.usteed && canspotmon(u.usteed))
		mtmp = u.usteed;
	    else {
		pline("This %s creature is called %s and cannot be renamed.",
		ACURR(A_CHA) > 14 ?
		(flags.female ? "beautiful" : "handsome") :
		"ugly",
		plname);
		return 0;
	    }
	} else
	    mtmp = m_at(level, cx, cy);

	if (!mtmp || (!sensemon(mtmp) &&
			(!(cansee(cx,cy) || see_with_infrared(mtmp)) || mtmp->mundetected
			|| mtmp->m_ap_type == M_AP_FURNITURE
			|| mtmp->m_ap_type == M_AP_OBJECT
			|| (mtmp->minvis && !See_invisible)))) {
		pline("I see no monster there.");
		return 0;
	}
	/* special case similar to the one in lookat() */
	distant_monnam(mtmp, ARTICLE_THE, buf);
	sprintf(qbuf, "What do you want to call %s?", buf);
	getlin(qbuf,buf);
	if (!*buf || *buf == '\033') return 0;
	/* strip leading and trailing spaces; unnames monster if all spaces */
	mungspaces(buf);

	if (mtmp->data->geno & G_UNIQ) {
	    distant_monnam(mtmp, ARTICLE_THE, buf);
	    *buf = highc(*buf);
	    pline("%s doesn't like being called names!", buf);
	} else
	    christen_monst(mtmp, buf);
	return 0;
}
示例#6
0
void
pluslvl(boolean incr)
             	/* true iff via incremental experience growth */
{
    /*	(false for potion of gain level)      */
    register int num;

    if (!incr) You_feel("more experienced.");
    num = newhp();
    u.uhpmax += num;
    u.uhp += num;
    if (Upolyd) {
        num = rnd(8);
        u.mhmax += num;
        u.mh += num;
    }
    if (u.ulevel < urole.xlev)
        num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.lornd + urace.enadv.lornd,
                  urole.enadv.lofix + urace.enadv.lofix);
    else
        num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.hirnd + urace.enadv.hirnd,
                  urole.enadv.hifix + urace.enadv.hifix);
    num = enermod(num);	/* M. Stephenson */
    if (!Role_if(PM_TOURIST)) { /* Tourists have no innate magic abilities */
        u.uenmax += num;
        u.uen += num;
    }
    if (u.ulevel < MAXULEV) {
        if (incr) {
            long tmp = newuexp(u.ulevel + 1);
            if (u.uexp >= tmp) u.uexp = tmp - 1;
        } else {
            u.uexp = newuexp(u.ulevel);
        }
        ++u.ulevel;
        if (u.ulevelmax < u.ulevel) u.ulevelmax = u.ulevel;
        pline("Welcome to experience level %d.", u.ulevel);
        adjabil(u.ulevel - 1, u.ulevel);	/* give new intrinsics */
        reset_rndmonst(NON_PM);		/* new monster selection */
    }
    flags.botl = 1;
}
示例#7
0
/* adjust an attribute; return true if change is made, false otherwise */
//       int     msgflg;     /* positive => no message, zero => message, and */
//                           /* negative => conditional (msg if change made) */
bool adjattrib(int ndx, int incr, int msgflg) {
    if (Fixed_abil || !incr) return false;

    if ((ndx == A_INT || ndx == A_WIS)
            && uarmh && uarmh->otyp == DUNCE_CAP) {
        if (msgflg == 0)
            Your("cap constricts briefly, then relaxes again.");
        return false;
    }

    if (incr > 0) {
        if ((AMAX(ndx) >= ATTRMAX(ndx)) && (ACURR(ndx) >= AMAX(ndx))) {
            if (msgflg == 0 && flags.verbose)
                pline("You're already as %s as you can get.",
                        plusattr[ndx]);
            ABASE(ndx) = AMAX(ndx) = ATTRMAX(ndx); /* just in case */
            return false;
        }

        ABASE(ndx) += incr;
        if(ABASE(ndx) > AMAX(ndx)) {
            incr = ABASE(ndx) - AMAX(ndx);
            AMAX(ndx) += incr;
            if(AMAX(ndx) > ATTRMAX(ndx))
                AMAX(ndx) = ATTRMAX(ndx);
            ABASE(ndx) = AMAX(ndx);
        }
    } else {
        if (ABASE(ndx) <= ATTRMIN(ndx)) {
            if (msgflg == 0 && flags.verbose)
                pline("You're already as %s as you can get.",
                        minusattr[ndx]);
            ABASE(ndx) = ATTRMIN(ndx); /* just in case */
            return false;
        }

        ABASE(ndx) += incr;
        if(ABASE(ndx) < ATTRMIN(ndx)) {
            incr = ABASE(ndx) - ATTRMIN(ndx);
            ABASE(ndx) = ATTRMIN(ndx);
            AMAX(ndx) += incr;
            if(AMAX(ndx) < ATTRMIN(ndx))
                AMAX(ndx) = ATTRMIN(ndx);
        }
    }
    if (msgflg <= 0)
        You_feel("%s%s!",
                (incr > 1 || incr < -1) ? "very ": "",
                (incr > 0) ? plusattr[ndx] : minusattr[ndx]);
    if (moves > 1 && (ndx == A_STR || ndx == A_CON))
        (void)encumber_msg();
    return true;
}
示例#8
0
文件: lock.c 项目: FredrIQ/fiqhack
/* Finds the probability per turn of succeeding in unlocking a lock. */
static int
get_unlock_chance(void) {
    struct obj *pick = get_current_unlock_tool();
    int factor;

    if (!pick)
        return 0;
    factor = pick->cursed ? 2 : 1;

    switch (pick->otyp) {
    case CREDIT_CARD:
        return (2 * ACURR(A_DEX) + 20 * Role_if(PM_ROGUE)) / factor;

    case LOCK_PICK:
        return (3 * ACURR(A_DEX) + 30 * Role_if(PM_ROGUE)) / factor;

    case SKELETON_KEY:
        return (70 + ACURR(A_DEX)) / factor;

    default:
        return 0;
    }
}
示例#9
0
void restore_attrib (void) {
    int     i;

    for(i = 0; i < A_MAX; i++) {    /* all temporary losses/gains */

        if(ATEMP(i) && ATIME(i)) {
            if(!(--(ATIME(i)))) { /* countdown for change */
                ATEMP(i) += ATEMP(i) > 0 ? -1 : 1;

                if(ATEMP(i)) /* reset timer */
                    ATIME(i) = 100 / ACURR(A_CON);
            }
        }
    }
    (void)encumber_msg();
}
示例#10
0
int
newhp(void)
{
    int hp, conplus;


    if (u.ulevel == 0) {
        /* Initialize hit points */
        hp = urole.hpadv.infix + urace.hpadv.infix;
        if (urole.hpadv.inrnd > 0)
            hp += 1 + rn2_on_rng(urole.hpadv.inrnd, rng_charstats_role);
        if (urace.hpadv.inrnd > 0)
            hp += 1 + rn2_on_rng(urace.hpadv.inrnd, rng_charstats_race);

        /* Initialize alignment stuff */
        u.ualign.type = aligns[u.initalign].value;
        u.ualign.record = urole.initrecord;

        return hp;
    } else {
        if (u.ulevel < urole.xlev) {
            hp = urole.hpadv.lofix + urace.hpadv.lofix;
            if (urole.hpadv.lornd > 0)
                hp += 1 + rn2_on_rng(urole.hpadv.lornd, rng_charstats_role);
            if (urace.hpadv.lornd > 0)
                hp += 1 + rn2_on_rng(urace.hpadv.lornd, rng_charstats_race);
        } else {
            hp = urole.hpadv.hifix + urace.hpadv.hifix;
            if (urole.hpadv.hirnd > 0)
                hp += 1 + rn2_on_rng(urole.hpadv.hirnd, rng_charstats_role);
            if (urace.hpadv.hirnd > 0)
                hp += 1 + rn2_on_rng(urace.hpadv.hirnd, rng_charstats_race);
        }
    }

    if (ACURR(A_CON) <= 3)
        conplus = -2;
    else if (ACURR(A_CON) <= 6)
        conplus = -1;
    else if (ACURR(A_CON) <= 14)
        conplus = 0;
    else if (ACURR(A_CON) <= 16)
        conplus = 1;
    else if (ACURR(A_CON) == 17)
        conplus = 2;
    else if (ACURR(A_CON) == 18)
        conplus = 3;
    else
        conplus = 4;

    hp += conplus;
    return (hp <= 0) ? 1 : hp;
}
示例#11
0
文件: wield.c 项目: DanielT/NitroHack
int dotwoweapon(void)
{
	/* You can always toggle it off */
	if (u.twoweap) {
		pline("You switch to your primary weapon.");
		u.twoweap = 0;
		update_inventory();
		return 0;
	}

	/* May we use two weapons? */
	if (can_twoweapon()) {
		/* Success! */
		pline("You begin two-weapon combat.");
		u.twoweap = 1;
		update_inventory();
		return rnd(20) > ACURR(A_DEX);
	}
	return 0;
}
示例#12
0
文件: lock.c 项目: FredrIQ/fiqhack
/* try to close a door */
int
doclose(const struct nh_cmd_arg *arg)
{
    struct rm *door;
    struct monst *mtmp;
    coord cc;
    schar dx, dy, dz;

    if (nohands(youmonst.data)) {
        pline(msgc_cancelled, "You can't close anything -- you have no hands!");
        return 0;
    }

    if (u.utrap && u.utraptype == TT_PIT) {
        pline(msgc_cancelled, "You can't reach over the edge of the pit.");
        return 0;
    }

    if (!getargdir(arg, NULL, &dx, &dy, &dz))
        return 0;

    cc.x = youmonst.mx + dx;
    cc.y = youmonst.my + dy;
    if (!isok(cc.x, cc.y))
        return 0;

    if ((cc.x == youmonst.mx) && (cc.y == youmonst.my)) {
        pline(msgc_cancelled1, "You are in the way!");
        return 1;
    }

    if ((mtmp = m_at(level, cc.x, cc.y)) && mtmp->m_ap_type == M_AP_FURNITURE &&
        (mtmp->mappearance == S_hcdoor || mtmp->mappearance == S_vcdoor) &&
        !Protection_from_shape_changers) {

        stumble_onto_mimic(mtmp, dx, dy);
        return 1;
    }

    door = &level->locations[cc.x][cc.y];

    if (!IS_DOOR(door->typ)) {
        if (door->typ == DRAWBRIDGE_DOWN)
            pline(msgc_cancelled,
                  "There is no obvious way to close the drawbridge.");
        else
            pline(msgc_mispaste, "You %s no door there.",
                  Blind ? "feel" : "see");
        return 0;
    }

    if (door->doormask == D_NODOOR) {
        pline(msgc_cancelled, "This doorway has no door.");
        return 0;
    }

    if (obstructed(cc.x, cc.y, msgc_cancelled))
        return 0;

    if (door->doormask == D_BROKEN) {
        pline(msgc_cancelled, "This door is broken.");
        return 0;
    }

    if (door->doormask & (D_CLOSED | D_LOCKED)) {
        pline(msgc_cancelled, "This door is already closed.");
        return 0;
    }

    if (door->doormask == D_ISOPEN) {
        if (verysmall(youmonst.data) && !u.usteed) {
            pline(msgc_cancelled, "You're too small to push the door closed.");
            return 0;
        }
        if (u.usteed ||
            rn2(25) < (ACURRSTR + ACURR(A_DEX) + ACURR(A_CON)) / 3) {
            pline(msgc_actionok, "The door closes.");
            door->doormask = D_CLOSED;
            door->mem_door_l = 1;
            /* map_background here sets the mem_door flags correctly; and it's
               redundant to both feel_location and newsym with a door.
               Exception: if we remember an invisible monster on the door
               square, but in this case, we want to set the memory of a door
               there anyway because we know there's a door there because we
               just closed it, and in Nitro this doesn't clash with keeping the 
               I there. */
            map_background(cc.x, cc.y, TRUE);
            if (Blind)
                feel_location(cc.x, cc.y);   /* the hero knows she closed it */
            else
                newsym(cc.x, cc.y);
            block_point(cc.x, cc.y);    /* vision: no longer see there */
        } else {
            exercise(A_STR, TRUE);
            pline(msgc_failrandom, "The door resists!");
        }
    }

    return 1;
}
示例#13
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();
}
示例#14
0
文件: lock.c 项目: FredrIQ/fiqhack
/* try to open a door */
int
doopen(const struct nh_cmd_arg *arg)
{
    coord cc;
    struct rm *door;
    struct monst *mtmp;
    schar dx, dy, dz;

    if (nohands(youmonst.data)) {
        pline(msgc_cancelled, "You can't open, close, or unlock anything "
              "-- you have no hands!");
        return 0;
    }

    if (u.utrap && u.utraptype == TT_PIT) {
        pline(msgc_cancelled, "You can't reach over the edge of the pit.");
        return 0;
    }

    if (!getargdir(arg, NULL, &dx, &dy, &dz))
        return 0;

    cc.x = youmonst.mx + dx;
    cc.y = youmonst.my + dy;
    if (!isok(cc.x, cc.y))
        return 0;

    if ((cc.x == youmonst.mx) && (cc.y == youmonst.my))
        return 0;

    if ((mtmp = m_at(level, cc.x, cc.y)) && mtmp->m_ap_type == M_AP_FURNITURE &&
        (mtmp->mappearance == S_hcdoor || mtmp->mappearance == S_vcdoor) &&
        !Protection_from_shape_changers) {

        stumble_onto_mimic(mtmp, cc.x - youmonst.mx, cc.y - youmonst.my);
        return 1;
    }

    door = &level->locations[cc.x][cc.y];

    if (!IS_DOOR(door->typ)) {
        if (is_db_wall(cc.x, cc.y)) {
            pline(msgc_cancelled,
                  "There is no obvious way to open the drawbridge.");
            return 0;
        }
        pline(msgc_mispaste, "You %s no door there.", Blind ? "feel" : "see");
        return 0;
    }

    if (door->doormask == D_ISOPEN) {
        struct nh_cmd_arg newarg;
        arg_from_delta(dx, dy, dz, &newarg);
        return doclose(&newarg);
    }

    if (!(door->doormask & D_CLOSED)) {
        const char *mesg;

        switch (door->doormask) {
        case D_BROKEN:
            mesg = " is broken";
            break;
        case D_NODOOR:
            mesg = "way has no door";
            break;
        case D_ISOPEN:
            mesg = " is already open";
            break;
        default:
            if (last_command_was("open") && door->mem_door_l) {

                /* With the "open" command given explicitly (rather than
                   implicitly via doorbumping), unlock the door. */
                struct obj *bestpick = get_current_unlock_tool();
                struct nh_cmd_arg newarg;

                arg_from_delta(dx, dy, dz, &newarg);
                if (!bestpick)
                    pline(msgc_cancelled,
                          "You have nothing to unlock that with.");
                else if (!bestpick->lastused)
                    /* not msgc_controlhelp, or many players would get
                       no message */
                    pline(msgc_hint,
                          "Use an unlocking tool manually so I know "
                          "which one you want to use.");
                else
                    return pick_lock(bestpick, &newarg);
            }
            door->mem_door_l = 1;
            map_background(cc.x, cc.y, TRUE);
            mesg = " is locked";
            break;
        }
        pline(msgc_cancelled, "This door%s.", mesg);
        if (Blind)
            feel_location(cc.x, cc.y);
        return 0;
    }

    if (verysmall(youmonst.data)) {
        pline(msgc_cancelled, "You're too small to pull the door open.");
        return 0;
    }

    /* door is known to be CLOSED */
    if (rnl(20) < (ACURRSTR + ACURR(A_DEX) + ACURR(A_CON)) / 3) {
        pline(msgc_actionok, "The door opens.");
        if (door->doormask & D_TRAPPED) {
            b_trapped("door", FINGER);
            door->doormask = D_NODOOR;
            if (*in_rooms(level, cc.x, cc.y, SHOPBASE))
                add_damage(cc.x, cc.y, 0L);
        } else
            door->doormask = D_ISOPEN;
        if (Blind)
            feel_location(cc.x, cc.y);  /* the hero knows she opened it */
        else
            newsym(cc.x, cc.y);
        unblock_point(cc.x, cc.y);      /* vision: new see through there */
    } else {
        exercise(A_STR, TRUE);
        door->mem_door_l = 1;
        map_background(cc.x, cc.y, TRUE);
        pline(msgc_failrandom, "The door resists!");
    }

    return 1;
}
示例#15
0
文件: steed.c 项目: FredrIQ/nhfourk
int
use_saddle(struct obj *otmp, const struct nh_cmd_arg *arg)
{
    struct monst *mtmp;
    const struct permonst *ptr;
    int chance;
    const char *s;
    schar dx, dy, dz;

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

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

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

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

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

    /* Make the attempt */
    if (rn2(100) < chance) {
        pline("You put the saddle on %s.", mon_nam(mtmp));
        if (otmp->owornmask)
            remove_worn_item(otmp, FALSE);
        freeinv(otmp);
        /* mpickobj may free otmp it if merges, but we have already checked for
           a saddle above, so no merger should happen */
        mpickobj(mtmp, otmp);
        mtmp->misc_worn_check |= W_MASK(os_saddle);
        otmp->owornmask = W_MASK(os_saddle);
        otmp->leashmon = mtmp->m_id;
        update_mon_intrinsics(mtmp, otmp, TRUE, FALSE);
    } else
        pline("%s resists!", Monnam(mtmp));
    return 1;
}
示例#16
0
void
moveloop()
{
#if defined(MICRO) || defined(WIN32)
    char ch;
    int abort_lev;
#endif
    int moveamt = 0, wtcap = 0, change = 0;
    boolean didmove = FALSE, monscanmove = FALSE;

    flags.moonphase = phase_of_the_moon();
    if(flags.moonphase == FULL_MOON) {
	You("are lucky!  Full moon tonight.");
	change_luck(1);
    } else if(flags.moonphase == NEW_MOON) {
	pline("Be careful!  New moon tonight.");
    }
    flags.friday13 = friday_13th();
    if (flags.friday13) {
	pline("Watch out!  Bad things can happen on Friday the 13th.");
	change_luck(-1);
    }
    /* KMH -- February 2 */
    flags.groundhogday = groundhog_day();
    if (flags.groundhogday)
	pline("Happy Groundhog Day!");

    initrack();


    /* Note:  these initializers don't do anything except guarantee that
	    we're linked properly.
    */
    decl_init();
    monst_init();
    monstr_init();	/* monster strengths */
    objects_init();

#ifdef WIZARD
    if (wizard) add_debug_extended_commands();
#endif

    (void) encumber_msg(); /* in case they auto-picked up something */
    if (defer_see_monsters) {
	defer_see_monsters = FALSE;
	see_monsters();
    }

    u.uz0.dlevel = u.uz.dlevel;
    youmonst.movement = NORMAL_SPEED;	/* give the hero some movement points */

    for(;;) {
	get_nh_event();
#ifdef POSITIONBAR
	do_positionbar();
#endif

	didmove = flags.move;
	if(didmove) {
	    /* actual time passed */
	    youmonst.movement -= NORMAL_SPEED;

	    do { /* hero can't move this turn loop */
		wtcap = encumber_msg();

		flags.mon_moving = TRUE;
		do {
		    monscanmove = movemon();
		    if (youmonst.movement > NORMAL_SPEED)
			break;	/* it's now your turn */
		} while (monscanmove);
		flags.mon_moving = FALSE;

		if (!monscanmove && youmonst.movement < NORMAL_SPEED) {
		    /* both you and the monsters are out of steam this round */
		    /* set up for a new turn */
		    struct monst *mtmp;
		    mcalcdistress();	/* adjust monsters' trap, blind, etc */

		    /* reallocate movement rations to monsters */
		    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
			mtmp->movement += mcalcmove(mtmp);

		    if(!rn2(u.uevent.udemigod ? 25 :
			    (depth(&u.uz) > depth(&stronghold_level)) ? 50 : 70))
			(void) makemon((struct permonst *)0, 0, 0, NO_MM_FLAGS);

		    /* calculate how much time passed. */
#ifdef STEED
		    if (u.usteed && u.umoved) {
			/* your speed doesn't augment steed's speed */
			moveamt = mcalcmove(u.usteed);
		    } else
#endif
		    {
			moveamt = youmonst.data->mmove;

			if (Very_fast) {	/* speed boots or potion */
			    /* average movement is 1.67 times normal */
			    moveamt += NORMAL_SPEED / 2;
			    if (rn2(3) == 0) moveamt += NORMAL_SPEED / 2;
			} else if (Fast) {
			    /* average movement is 1.33 times normal */
			    if (rn2(3) != 0) moveamt += NORMAL_SPEED / 2;
			}
			if (tech_inuse(T_BLINK)) { /* TECH: Blinking! */
			    /* Case    Average  Variance
			     * -------------------------
			     * Normal    12         0
			     * Fast      16        12
			     * V fast    20        12
			     * Blinking  24        12
			     * F & B     28        18
			     * V F & B   30        18
			     */
			    moveamt += NORMAL_SPEED * 2 / 3;
			    if (rn2(3) == 0) moveamt += NORMAL_SPEED / 2;
			}
		    }

		    switch (wtcap) {
			case UNENCUMBERED: break;
			case SLT_ENCUMBER: moveamt -= (moveamt / 4); break;
			case MOD_ENCUMBER: moveamt -= (moveamt / 2); break;
			case HVY_ENCUMBER: moveamt -= ((moveamt * 3) / 4); break;
			case EXT_ENCUMBER: moveamt -= ((moveamt * 7) / 8); break;
			default: break;
		    }

		    youmonst.movement += moveamt;
		    if (youmonst.movement < 0) youmonst.movement = 0;
		    settrack();

		    monstermoves++;
		    moves++;

		    /********************************/
		    /* once-per-turn things go here */
		    /********************************/

		    if (flags.bypasses) clear_bypasses();
		    if(Glib) glibr();
		    nh_timeout();
		    run_regions();

#ifdef DUNGEON_GROWTH
		    dgn_growths(TRUE, TRUE);
#endif

		    if (u.ublesscnt)  u.ublesscnt--;
		    
		    if(flags.time && !flags.run)
			flags.botl = 1;

		    /* One possible result of prayer is healing.  Whether or
		     * not you get healed depends on your current hit points.
		     * If you are allowed to regenerate during the prayer, the
		     * end-of-prayer calculation messes up on this.
		     * Another possible result is rehumanization, which requires
		     * that encumbrance and movement rate be recalculated.
		     */
		    if (u.uinvulnerable) {
			/* for the moment at least, you're in tiptop shape */
			wtcap = UNENCUMBERED;
		    } else if (Upolyd && youmonst.data->mlet == S_EEL && !is_pool(u.ux,u.uy) && !Is_waterlevel(&u.uz)) {
			if (u.mh > 1) {
			    u.mh--;
			    flags.botl = 1;
			} else if (u.mh < 1)
			    rehumanize();
		    } else if (Upolyd && u.mh < u.mhmax) {
			if (u.mh < 1)
			    rehumanize();
			else if (Regeneration ||
				    (wtcap < MOD_ENCUMBER && !(moves%20))) {
			    flags.botl = 1;
			    u.mh++;
			}
		    } else if (u.uhp < u.uhpmax &&
			 (wtcap < MOD_ENCUMBER || !u.umoved || Regeneration)) {
/*
 * KMH, balance patch -- New regeneration code
 * Healthstones have been added, which alter your effective
 * experience level and constitution (-2 cursed, +1 uncursed,
 * +2 blessed) for the basis of regeneration calculations.
 */

 			int efflev = u.ulevel + u.uhealbonus;
 			int effcon = ACURR(A_CON) + u.uhealbonus;
			int heal = 1;


			if (efflev > 9 && !(moves % 3)) {
			    if (effcon <= 12) {
				heal = 1;
			    } else {
				heal = rnd(effcon);
  				if (heal > efflev-9) heal = efflev-9;
			    }
			    flags.botl = 1;
			    u.uhp += heal;
			    if(u.uhp > u.uhpmax)
				u.uhp = u.uhpmax;
			} else if (Regeneration ||
			     (efflev <= 9 &&
			      !(moves % ((MAXULEV+12) / (u.ulevel+2) + 1)))) {
			    flags.botl = 1;
			    u.uhp++;
			}
		    }

		    if (!u.uinvulnerable && u.uen > 0 && u.uhp < u.uhpmax &&
			    tech_inuse(T_CHI_HEALING)) {
			u.uen--;
			u.uhp++;
			flags.botl = 1;
		    }

		    /* moving around while encumbered is hard work */
		    if (wtcap > MOD_ENCUMBER && u.umoved) {
			if(!(wtcap < EXT_ENCUMBER ? moves%30 : moves%10)) {
			    if (Upolyd && u.mh > 1) {
				u.mh--;
			    } else if (!Upolyd && u.uhp > 1) {
				u.uhp--;
			    } else {
				You("pass out from exertion!");
				exercise(A_CON, FALSE);
				fall_asleep(-10, FALSE);
			    }
			}
		    }

		    
		    /* KMH -- OK to regenerate if you don't move */
		    if ((u.uen < u.uenmax) && (Energy_regeneration ||
				((wtcap < MOD_ENCUMBER || !flags.mv) &&
				(!(moves%((MAXULEV + 15 - u.ulevel) *                                    
				(Role_if(PM_WIZARD) ? 3 : 4) / 6)))))) {
			u.uen += rn1((int)(ACURR(A_WIS) + ACURR(A_INT)) / 15 + 1,1);
#ifdef WIZ_PATCH_DEBUG
                pline("mana was = %d now = %d",temp,u.uen);
#endif

			if (u.uen > u.uenmax)  u.uen = u.uenmax;
			flags.botl = 1;
		    }

		    if(!u.uinvulnerable) {
			if(Teleportation && !rn2(85)) {
			    xchar old_ux = u.ux, old_uy = u.uy;
			    tele();
			    if (u.ux != old_ux || u.uy != old_uy) {
				if (!next_to_u()) {
				    check_leash(&youmonst, old_ux, old_uy, TRUE);
				}
#ifdef REDO
				/* clear doagain keystrokes */
				pushch(0);
				savech(0);
#endif
			    }
			}
			long ch = (80 - (40 * night())) / 2 * 
					 (Race_if(PM_HUMAN_WEREWOLF) ? 
					  u.ulevel * u.ulevel :
					  2);
			ch = (ch > LARGEST_INT) ? LARGEST_INT : ch;
			/* delayed change may not be valid anymore */
			if ((change == 1 && !Polymorph) ||
			    (change == 2 && u.ulycn == NON_PM))
			    change = 0;
			if(Polymorph && !rn2(100))
			    change = 1;
			else if (u.ulycn >= LOW_PM && !Upolyd &&
				 !rn2((int)ch))
			    change = 2;
			if (change && !Unchanging) {
			    if (multi >= 0) {
				if (occupation)
				    stop_occupation();
				else
				    nomul(0);
				if (change == 1) polyself(FALSE);
				else you_were();
				change = 0;
			    }
			}
		}	/* !u.uinvulnerable */

		    if(Searching && multi >= 0) (void) dosearch0(1);
		    dosounds();
		    do_storms();
		    gethungry();
		    age_spells();
		    exerchk();
		    invault();
		    if (u.uhave.amulet) amulet();
		if (!rn2(40+(int)(ACURR(A_DEX)*3))) u_wipe_engr(rnd(3));
		    if (u.uevent.udemigod && !u.uinvulnerable) {
			if (u.udg_cnt) u.udg_cnt--;
			if (!u.udg_cnt) {
			    intervene();
			    u.udg_cnt = rn1(200, 50);
			}
		    }
		    restore_attrib();

		    /* underwater and waterlevel vision are done here */
		    if (Is_waterlevel(&u.uz))
			movebubbles();
		    else if (Underwater)
			under_water(0);
		    /* vision while buried done here */
		    else if (u.uburied) under_ground(0);

		    /* when immobile, count is in turns */
		    if(multi < 0) {
			if (++multi == 0) {	/* finished yet? */
			    unmul((char *)0);
			    /* if unmul caused a level change, take it now */
			    if (u.utotype) deferred_goto();
			}
		    }
		}
	    } while (youmonst.movement<NORMAL_SPEED); /* hero can't move loop */

	    /******************************************/
	    /* once-per-hero-took-time things go here */
	    /******************************************/


	} /* actual time passed */

	/****************************************/
	/* once-per-player-input things go here */
	/****************************************/

	find_ac();
	if(!flags.mv || Blind) {
	    /* redo monsters if hallu or wearing a helm of telepathy */
	    if (Hallucination) {	/* update screen randomly */
		see_monsters();
		see_objects();
		see_traps();
		if (u.uswallow) swallowed(0);
	    } else if (Unblind_telepat) {
		see_monsters();
	    } else if (Warning || Warn_of_mon)
	     	see_monsters();

	    if (vision_full_recalc) vision_recalc(0);	/* vision! */
	}
	if(flags.botl || flags.botlx) bot();

	flags.move = 1;

	if(multi >= 0 && occupation) {
#if defined(MICRO) || defined(WIN32)
	    abort_lev = 0;
	    if (kbhit()) {
		if ((ch = Getchar()) == ABORT)
		    abort_lev++;
# ifdef REDO
		else
		    pushch(ch);
# endif /* REDO */
	    }
	    if (!abort_lev && (*occupation)() == 0)
#else
	    if ((*occupation)() == 0)
#endif
		occupation = 0;
	    if(
#if defined(MICRO) || defined(WIN32)
		   abort_lev ||
#endif
		   monster_nearby()) {
		stop_occupation();
		reset_eat();
	    }
#if defined(MICRO) || defined(WIN32)
	    if (!(++occtime % 7))
		display_nhwindow(WIN_MAP, FALSE);
#endif
	    continue;
	}

	if ((u.uhave.amulet || Clairvoyant) &&
	    !In_endgame(&u.uz) && !BClairvoyant &&
	    !(moves % 15) && !rn2(2))
		do_vicinity_map();

	if(u.utrap && u.utraptype == TT_LAVA) {
	    if(!is_lava(u.ux,u.uy))
		u.utrap = 0;
	    else if (!u.uinvulnerable) {
		u.utrap -= 1<<8;
		if(u.utrap < 1<<8) {
		    killer_format = KILLED_BY;
		    killer = "molten lava";
		    You("sink below the surface and die.");
		    done(DISSOLVED);
		} else if(didmove && !u.umoved) {
		    Norep("You sink deeper into the lava.");
		    u.utrap += rnd(4);
		}
	    }
	}

#ifdef WIZARD
	if (iflags.sanity_check)
	    sanity_check();
#endif

#ifdef CLIPPING
	/* just before rhack */
	cliparound(u.ux, u.uy);
#endif

	u.umoved = FALSE;

	if (multi > 0) {
	    lookaround();
	    if (!multi) {
		/* lookaround may clear multi */
		flags.move = 0;
		if (flags.time) flags.botl = 1;
		continue;
	    }
	    if (flags.mv) {
		if(multi < COLNO && !--multi)
		    flags.travel = iflags.travel1 = flags.mv = flags.run = 0;
		domove();
	    } else {
		--multi;
		rhack(save_cm);
	    }
	} else if (multi == 0) {
#ifdef MAIL
	    ckmailstatus();
#endif
	    rhack((char *)0);
	}
	if (u.utotype)		/* change dungeon level */
	    deferred_goto();	/* after rhack() */
	/* !flags.move here: multiple movement command stopped */
	else if (flags.time && (!flags.move || !flags.mv))
	    flags.botl = 1;

	if (vision_full_recalc) vision_recalc(0);	/* vision! */
	/* when running in non-tport mode, this gets done through domove() */
	if ((!flags.run || iflags.runmode == RUN_TPORT) &&
		(multi && (!flags.travel ? !(multi % 7) : !(moves % 7L)))) {
	    if (flags.time && flags.run) flags.botl = 1;
	    display_nhwindow(WIN_MAP, FALSE);
	}
    }
}
示例#17
0
        /* set height of the status box */
        sz->cy = tm.tmHeight * data->nhstat_format;

        SelectObject(hdc, saveFont);
        ReleaseDC(hWnd, hdc);
    }
}
extern const char *hu_stat[];  /* defined in eat.c */
extern const char *enc_stat[]; /* define in botl.c */
void
FormatStatusString(char *text, int format)
{
    register char *nb;
    int hp, hpmax;
    int cap = near_capacity();

    Strcpy(text, plname);
    if ('a' <= text[0] && text[0] <= 'z')
        text[0] += 'A' - 'a';
    text[10] = 0;
    Sprintf(nb = eos(text), " the ");

    if (Upolyd) {
        char mbot[BUFSZ];
        int k = 0;

        Strcpy(mbot, mons[u.umonnum].mname);
        while (mbot[k] != 0) {
            if ((k == 0 || (k > 0 && mbot[k - 1] == ' ')) && 'a' <= mbot[k]
                && mbot[k] <= 'z')
                mbot[k] += 'A' - 'a';
            k++;
        }
        Sprintf(nb = eos(nb), mbot);
    } else
        Sprintf(nb = eos(nb), rank_of(u.ulevel, Role_switch, flags.female));

    if (format == NHSTAT_LINES_4)
        Sprintf(nb = eos(nb), "\r\n");

    if (ACURR(A_STR) > 18) {
        if (ACURR(A_STR) > STR18(100))
            Sprintf(nb = eos(nb), "St:%2d ", ACURR(A_STR) - 100);
        else if (ACURR(A_STR) < STR18(100))
            Sprintf(nb = eos(nb), "St:18/%02d ", ACURR(A_STR) - 18);
        else
            Sprintf(nb = eos(nb), "St:18/** ");
    } else
        Sprintf(nb = eos(nb), "St:%-1d ", ACURR(A_STR));
    Sprintf(nb = eos(nb), "Dx:%-1d Co:%-1d In:%-1d Wi:%-1d Ch:%-1d",
            ACURR(A_DEX), ACURR(A_CON), ACURR(A_INT), ACURR(A_WIS),
            ACURR(A_CHA));
    Sprintf(nb = eos(nb),
            (u.ualign.type == A_CHAOTIC)
                ? "  Chaotic"
                : (u.ualign.type == A_NEUTRAL) ? "  Neutral" : "  Lawful");
#ifdef SCORE_ON_BOTL
    if (flags.showscore)
        Sprintf(nb = eos(nb), " S:%ld", botl_score());
#endif
    if (format == NHSTAT_LINES_4 || format == NHSTAT_LINES_2)
        strcat(text, "\r\n");

    /* third line */
    hp = Upolyd ? u.mh : u.uhp;
    hpmax = Upolyd ? u.mhmax : u.uhpmax;

    if (hp < 0)
        hp = 0;
    (void) describe_level(nb = eos(nb));
    Sprintf(nb = eos(nb), "%c:%-2ld HP:%d(%d) Pw:%d(%d) AC:%-2d",
            showsyms[COIN_CLASS + SYM_OFF_O], money_cnt(invent), hp, hpmax,
            u.uen, u.uenmax, u.uac);

    if (Upolyd)
        Sprintf(nb = eos(nb), " HD:%d", mons[u.umonnum].mlevel);
    else if (flags.showexp)
        Sprintf(nb = eos(nb), " Xp:%u/%-1ld", u.ulevel, u.uexp);
    else
        Sprintf(nb = eos(nb), " Exp:%u", u.ulevel);
    if (format == NHSTAT_LINES_4)
        strcat(text, "\r\n");
    else
        strcat(text, " ");

    /* forth line */
    if (flags.time)
        Sprintf(nb = eos(nb), "T:%ld ", moves);

    if (strcmp(hu_stat[u.uhs], "        ")) {
        Strcat(text, hu_stat[u.uhs]);
        Sprintf(nb = eos(nb), " ");
    }
    if (Confusion)
        Sprintf(nb = eos(nb), "Conf");
    if (Sick) {
        if (u.usick_type & SICK_VOMITABLE)
            Sprintf(nb = eos(nb), " FoodPois");
        if (u.usick_type & SICK_NONVOMITABLE)
            Sprintf(nb = eos(nb), " Ill");
    }
    if (Blind)
        Sprintf(nb = eos(nb), " Blind");
    if (Stunned)
        Sprintf(nb = eos(nb), " Stun");
    if (Hallucination)
        Sprintf(nb = eos(nb), " Hallu");
    if (Slimed)
        Sprintf(nb = eos(nb), " Slime");
    if (cap > UNENCUMBERED)
        Sprintf(nb = eos(nb), " %s", enc_stat[cap]);
}
示例#18
0
文件: allmain.c 项目: saihack/NetHack
void
moveloop()
{
#ifdef MICRO
	char ch;
	int abort_lev;
#endif
	int moverate = 0;
	boolean didmove = 0;

	/* Note:  these initializers don't do anything except guarantee that
		we're linked properly.
	*/
	decl_init();
	monst_init();
	monstr_init();	/* monster strengths */
	objects_init();

	(void) encumber_msg(); /* in case they auto-picked up something */

	for(;;) {
#ifdef CLIPPING
		cliparound(u.ux, u.uy);
#endif
#if defined(MAC_MPW32) && !defined(MODEL_FAR)
		UnloadAllSegments();  /* Marks non-resident segments as purgeable */
#endif
		get_nh_event();

		didmove = flags.move;
		if(flags.move) {	/* actual time passed */
#ifdef POLYSELF
		    int oldmtimedone;
#endif
		    int wtcap;

		    if (u.utotype) deferred_goto();
		    wtcap = encumber_msg();
#ifdef POLYSELF
		    oldmtimedone = u.mtimedone;
#endif

#ifdef SOUNDS
		    dosounds();
#endif

		    if(moverate <= 0) {
			/* calculate how much time passed. */
			int moveamt = 0;
			if(Fast & ~INTRINSIC) moveamt = 6;
			else if(Fast) moveamt = 8;
			else moveamt = 12;

			switch(wtcap) {
			case UNENCUMBERED: break;
			case SLT_ENCUMBER: moveamt = (moveamt * 4) / 3; break;
			case MOD_ENCUMBER: moveamt *= 2; break;
			case HVY_ENCUMBER: moveamt *= 4; break;
			default: moveamt *= 12; break;
			}
			moverate += moveamt;
			settrack();
		    }

		    if(moverate > 0) {
			movemon();
			/* a monster may have levteleported player -dlc */
			if (u.utotype) deferred_goto();
			if(!rn2(u.uevent.udemigod ? 25 :
				(depth(&u.uz) >
				 depth(&stronghold_level))
				? 50 : 70))
			    (void) makemon((struct permonst *)0, 0, 0);
			++monstermoves;
			remove_cadavers(&fobj);
			remove_cadavers(&invent);
			moverate -= 12;
		    }
		    if(Glib) glibr();
		    nh_timeout();
		    ++moves;
		    if (u.ublesscnt)  u.ublesscnt--;
		    if(flags.time) flags.botl = 1;
		    /* One possible result of prayer is healing.  Whether or
		     * not you get healed depends on your current hit points.
		     * If you are allowed to regenerate during the prayer, the
		     * end-of-prayer calculation messes up on this.
		     */
		    if (u.uinvulnerable)
			;
		    else
#ifdef POLYSELF
		    if (u.mtimedone && u.mh < u.mhmax) {
			if (u.mh < 1) {
			    rehumanize();
			    moverate = 0;
			} else if (Regeneration ||
				 (wtcap < MOD_ENCUMBER && !(moves%20))) {
			    flags.botl = 1;
			    u.mh++;
			}
		    } else
#endif
		    if(u.uhp < u.uhpmax) {
			if(u.ulevel > 9) {
			    int heal;

			    if(HRegeneration ||
			       (!(moves%3) &&
				(wtcap < MOD_ENCUMBER || !flags.mv))) {
				flags.botl = 1;
				if (ACURR(A_CON) <= 12) heal = 1;
				else heal = rnd((int) ACURR(A_CON)-12);
				if (heal > u.ulevel-9) heal = u.ulevel-9;
				u.uhp += heal;
				if(u.uhp > u.uhpmax)
				    u.uhp = u.uhpmax;
			    }
			} else if(HRegeneration ||
				  ((wtcap < MOD_ENCUMBER || !flags.mv) &&
				   (!(moves%((MAXULEV+12)/(u.ulevel+2)+1))))) {
			    flags.botl = 1;
			    u.uhp++;
			}
		    }

		    if (wtcap > MOD_ENCUMBER && flags.mv) {
			if(!(wtcap < EXT_ENCUMBER ? moves%30 : moves%10)) {
			    if(u.uhp > 1) {
				u.uhp--;
			    } else {
				pline("You pass out from exertion!");
				exercise(A_CON, FALSE);
				nomul(-10);
				u.usleep = 1;
			    }
			}
		    }

		    if ((u.uen < u.uenmax) &&
			((wtcap < MOD_ENCUMBER &&
			  (!(moves%((MAXULEV + 1 - u.ulevel) *
				    (pl_character[0] == 'W' ? 3 : 4) / 2))))
			 || Energy_regeneration)) {
			u.uen +=
			    rn1((int)(ACURR(A_WIS) + ACURR(A_INT)) / 10 + 1,1);
			if (u.uen > u.uenmax)  u.uen = u.uenmax;
			flags.botl = 1;
		    }

		    if(!u.uinvulnerable) {
			if(Teleportation && !rn2(85)) {
#ifdef REDO		    /* clear doagain keystrokes */
			    pushch(0);
			    savech(0);
#endif
			    tele();
			}
#ifdef POLYSELF
			if(Polymorph && !rn2(100)) {
			    if (multi >= 0) {
				if (occupation)
				    stop_occupation();
				else
				    nomul(0);
			    }
			    polyself();
			    moverate = 0;
			} else if (u.ulycn >= 0 && !rn2(80 - (20 * night()))) {
			    if (multi >= 0) {
				if (occupation)
				    stop_occupation();
				else
				    nomul(0);
			    }
			    you_were();
			    moverate = 0;
			}
#endif
		    }

		    if(Searching && multi >= 0) (void) dosearch0(1);
		    do_storms();
		    hatch_eggs();
		    burn_lamps();
		    gethungry();
		    exerchk();
		    invault();
		    amulet();
		    if (!rn2(40+(int)(ACURR(A_DEX)*3))) 
			u_wipe_engr(rnd(3));
		    if (u.uevent.udemigod && !u.uinvulnerable) {
			if (u.udg_cnt) u.udg_cnt--;
			if (!u.udg_cnt) {
			    intervene();
			    u.udg_cnt = rn1(200, 50);
			}
		    }
		    restore_attrib();
		    /* underwater and waterlevel vision are done here */
		    if (Is_waterlevel(&u.uz))
			movebubbles();
		    else if (Underwater)
			under_water(0);

#ifdef POLYSELF
		    if ((oldmtimedone && !u.mtimedone) ||
			(!oldmtimedone && u.mtimedone)) moverate = 0;
#endif
		}
		if(multi < 0) {
			if(!++multi){
				pline("%s",nomovemsg ? nomovemsg :
					(const char *)"You can move again.");
				nomovemsg = 0;
				u.usleep = 0;
				if(afternmv) (*afternmv)();
				afternmv = 0;
			}
		}

		find_ac();
		if(!flags.mv || Blind) {
		    /* redo monsters if hallu or wearing a helm of telepathy */
		    if (Hallucination ||
			(HTelepat & (WORN_HELMET|WORN_AMUL|W_ART)))
			see_monsters();

		    /* redo objects if hallucinating */
		    if (Hallucination) see_objects();

		    /* update swallowed display */
		    if (Hallucination && u.uswallow) swallowed(0);

		    if (vision_full_recalc) vision_recalc(0);	/* vision! */
		}
		if(flags.botl || flags.botlx) bot();

		flags.move = 1;

		if(multi >= 0 && occupation) {
#ifdef MICRO
			abort_lev = 0;
			if (kbhit()) {
				if ((ch = Getchar()) == ABORT)
					abort_lev++;
# ifdef REDO
				else
					pushch(ch);
# endif /* REDO */
			}
			if (!abort_lev && (*occupation)() == 0)
#else
			if ((*occupation)() == 0)
#endif
				occupation = 0;
			if(
#ifdef MICRO
			   abort_lev ||
#endif
			   monster_nearby()) {
				stop_occupation();
				reset_eat();
			}
#ifdef MICRO
			if (!(++occtime % 7))
				display_nhwindow(WIN_MAP, FALSE);
#endif
			continue;
		}

		if((u.uhave.amulet || Clairvoyant) && !In_endgame(&u.uz) &&
						!(moves%15) && !rn2(2))
			do_vicinity_map();

		if(u.utrap && u.utraptype == TT_LAVA) {
		    if(!is_lava(u.ux,u.uy))
			u.utrap = 0;
		    else {
			u.utrap -= 1<<8;
			if(u.utrap < 1<<8) {
			    killer_format = KILLED_BY;
			    killer = "molten lava";
			    You("sink below the surface and suffocate.");
			    done(DROWNING); /*whatever*/
			} else if(didmove && !u.umoved) {
			    Norep("You sink deeper into the lava.");
			    u.utrap += rnd(4);
			}
		    }
		}

		u.umoved = FALSE;
		if(!didmove || moverate <= 0) {
		    if(multi > 0) {
			lookaround();
			if(!multi) {	/* lookaround may clear multi */
				flags.move = 0;
				continue;
			}
			if(flags.mv) {
				if(multi < COLNO && !--multi)
					flags.mv = flags.run = 0;
				domove();
			} else {
				--multi;
				rhack(save_cm);
			}
		    } else if(multi == 0) {
#ifdef MAIL
			ckmailstatus();
#endif
			rhack(NULL);
		    }
		}
		if (vision_full_recalc) vision_recalc(0);	/* vision! */
		if(multi && multi%7 == 0)
			display_nhwindow(WIN_MAP, FALSE);
	}
}
示例#19
0
/* Return "beautiful", "handsome" or "ugly"
 * according to gender and charisma.
 */
const char *
beautiful(void)
{
    return ACURR(A_CHA) > 14 ?
        (poly_gender() == 1 ? "beautiful" : "handsome") : "ugly";
}
示例#20
0
文件: spell.c 项目: FredrIQ/nhfourk
int
study_book(struct obj *spellbook, const struct nh_cmd_arg *arg)
{
    int booktype = spellbook->otyp;
    boolean confused = (Confusion != 0);
    boolean too_hard = FALSE;

    if (u.uoccupation_progress[tos_book] && !confused &&
        spellbook == u.utracked[tos_book] &&
        /* handle the sequence: start reading, get interrupted, have book
           become erased somehow, resume reading it */
        booktype != SPE_BLANK_PAPER) {
        if (turnstate.continue_message)
            pline("You continue your efforts to memorize the spell.");
    } else {
        /* Restarting reading the book */

        /* KMH -- Simplified this code */
        if (booktype == SPE_BLANK_PAPER) {
            pline("This spellbook is all blank.");
            makeknown(booktype);
            return 1;
        }
        switch (objects[booktype].oc_level) {
        case 1:
        case 2:
            u.uoccupation_progress[tos_book] = -objects[booktype].oc_delay;
            break;
        case 3:
        case 4:
            u.uoccupation_progress[tos_book] =
                -(objects[booktype].oc_level - 1) * objects[booktype].oc_delay;
            break;
        case 5:
        case 6:
            u.uoccupation_progress[tos_book] =
                -objects[booktype].oc_level * objects[booktype].oc_delay;
            break;
        case 7:
            u.uoccupation_progress[tos_book] = -8 * objects[booktype].oc_delay;
            break;
        default:
            impossible("Unknown spellbook level %d, book %d;",
                       objects[booktype].oc_level, booktype);
            return 0;
        }

        /* Books are often wiser than their readers (Rus.) */
        spellbook->in_use = TRUE;
        if (!spellbook->blessed && spellbook->otyp != SPE_BOOK_OF_THE_DEAD) {
            if (spellbook->cursed) {
                too_hard = TRUE;
            } else {
                /* uncursed - chance to fail */
                int read_ability =
                    ACURR(A_INT) + 4 + u.ulevel / 2 -
                    2 * objects[booktype].oc_level +
                    ((ublindf && ublindf->otyp == LENSES) ? 2 : 0);
                /* only wizards know if a spell is too difficult */
                if (Role_if(PM_WIZARD) && read_ability < 20 && !confused) {
                    const char *qbuf;

                    qbuf = msgprintf("This spellbook is %sdifficult to "
                                     "comprehend. Continue?",
                                     (read_ability < 12 ? "very " : ""));
                    if (yn(qbuf) != 'y') {
                        spellbook->in_use = FALSE;
                        return 1;
                    }
                }
                /* it's up to random luck now */
                if (rnd(20) > read_ability) {
                    too_hard = TRUE;
                }
            }
        }

        if (too_hard) {
            boolean gone = cursed_book(spellbook);

            helpless(-u.uoccupation_progress[tos_book], hr_paralyzed,
                     "frozen by a spellbook", NULL);
            u.uoccupation_progress[tos_book] = 0;
            if (gone || !rn2(3)) {
                if (!gone)
                    pline("The spellbook crumbles to dust!");
                if (!objects[spellbook->otyp].oc_name_known &&
                    !objects[spellbook->otyp].oc_uname)
                    docall(spellbook);
                useup(spellbook);
            } else
                spellbook->in_use = FALSE;
            return 1;
        } else if (confused) {
            if (!confused_book(spellbook)) {
                spellbook->in_use = FALSE;
            }
            helpless(-u.uoccupation_progress[tos_book], hr_busy,
                     "absorbed in a spellbook",
                     "You're finally able to put the book down.");
            u.uoccupation_progress[tos_book] = 0;
            u.utracked[tos_book] = 0;
            return 1;
        }
        spellbook->in_use = FALSE;

        pline("You begin to %s the runes.",
              spellbook->otyp == SPE_BOOK_OF_THE_DEAD ? "recite" : "memorize");
    }

    u.utracked[tos_book] = spellbook;

    one_occupation_turn(learn, "studying", occ_book);

    return 1;
}
示例#21
0
文件: spell.c 项目: FredrIQ/nhfourk
int
spelleffects(int spell, boolean atme, const struct nh_cmd_arg *arg)
{
    int energy, damage, chance, n, intell;
    int skill, role_skill;
    boolean confused = (Confusion != 0);
    struct obj *pseudo;
    boolean dummy;
    coord cc;
    schar dx = 0, dy = 0, dz = 0;

    if (!SPELL_IS_FROM_SPELLBOOK(spell)) {
        /* At the moment, we implement this via calling the code for the
           shortcut command. Eventually, it would make sense to invert this
           (and make the shortcut commands wrappers for spelleffects). */
        switch (spellid(spell)) {
        case SPID_PRAY:
            return dopray(arg);
        case SPID_TURN:
            return doturn(arg);
        case SPID_RLOC:
            return dotele(arg);
        case SPID_JUMP:
            return dojump(arg);
        case SPID_MONS:
            return domonability(arg);
        default:
            impossible("Unknown spell number %d?", spellid(spell));
            return 0;
        }
    }

    /*
     * Find the skill the hero has in a spell type category.
     * See spell_skilltype for categories.
     */
    skill = spell_skilltype(spellid(spell));
    role_skill = P_SKILL(skill);

    /* Get the direction or target, if applicable.

       We want to do this *before* determining spell success, both for interface
       consistency and to cut down on needless mksobj calls. */
    switch (spellid(spell)) {

    /* These spells ask the user to target a specific space. */
    case SPE_CONE_OF_COLD:
    case SPE_FIREBALL:
        /* If Skilled or better, get a specific space. */
        if (role_skill >= P_SKILLED) {
            if (throwspell(&dx, &dy, arg)) {
                dz = 0;
                break;
            }
            else {
                /* Decided not to target anything.  Abort the spell. */
                pline("Spell canceled.");
                return 0;
            }
        }
        /* If not Skilled, fall through. */

    /* These spells ask the user to target a direction. */
    case SPE_FORCE_BOLT:
    case SPE_SLEEP:
    case SPE_MAGIC_MISSILE:
    case SPE_KNOCK:
    case SPE_SLOW_MONSTER:
    case SPE_WIZARD_LOCK:
    case SPE_DIG:
    case SPE_TURN_UNDEAD:
    case SPE_POLYMORPH:
    case SPE_TELEPORT_AWAY:
    case SPE_CANCELLATION:
    case SPE_FINGER_OF_DEATH:
    case SPE_HEALING:
    case SPE_EXTRA_HEALING:
    case SPE_DRAIN_LIFE:
    case SPE_STONE_TO_FLESH:
        if (atme)
            dx = dy = dz = 0;
        else if (!getargdir(arg, NULL, &dx, &dy, &dz)) {
            /* getdir cancelled, abort */
            pline("Spell canceled.");
            return 0;
        }
        break;
    case SPE_JUMPING:
        if(!get_jump_coords(arg, &cc, max(role_skill, 1))) {
            /* No jumping after all, I guess. */
            pline("Spell canceled.");
            return 0;
        }
        break;

    /* The rest of the spells don't have targeting. */
    default:
        break;
    }


    /* Spell casting no longer affects knowledge of the spell. A decrement of
       spell knowledge is done every turn. */
    if (spellknow(spell) <= 0) {
        pline("Your knowledge of this spell is twisted.");
        pline("It invokes nightmarish images in your mind...");
        spell_backfire(spell);
        return 0;
    } else if (spellknow(spell) <= 200) {       /* 1% */
        pline("You strain to recall the spell.");
    } else if (spellknow(spell) <= 1000) {      /* 5% */
        pline("Your knowledge of this spell is growing faint.");
    }
    energy = (spellev(spell) * 5);      /* 5 <= energy <= 35 */

    if (u.uhunger <= 10 && spellid(spell) != SPE_DETECT_FOOD) {
        pline("You are too hungry to cast that spell.");
        return 0;
    } else if (ACURR(A_STR) < 4) {
        pline("You lack the strength to cast spells.");
        return 0;
    } else
        if (check_capacity
            ("Your concentration falters while carrying so much stuff.")) {
        return 1;
    } else if (!freehand()) {
        pline("Your arms are not free to cast!");
        return 0;
    }

    if (Uhave_amulet) {
        pline("You feel the amulet draining your energy away.");
        energy += rnd(2 * energy);
    }
    if (energy > u.uen) {
        pline("You don't have enough energy to cast that spell.");
        return 0;
    } else {
        if (spellid(spell) != SPE_DETECT_FOOD) {
            int hungr = energy * 2;

            /*
             * If hero is a wizard, their current intelligence
             * (bonuses + temporary + current)
             * affects hunger reduction in casting a spell.
             * 1. int = 17-18 no reduction
             * 2. int = 16    1/4 hungr
             * 3. int = 15    1/2 hungr
             * 4. int = 1-14  normal reduction
             * The reason for this is:
             * a) Intelligence affects the amount of exertion
             * in thinking.
             * b) Wizards have spent their life at magic and
             * understand quite well how to cast spells.
             */
            intell = acurr(A_INT);
            if (!Role_if(PM_WIZARD))
                intell = 10;
            if (intell >= 17)
                hungr = 0;
            else if (intell == 16)
                hungr /= 4;
            else if (intell == 15)
                hungr /= 2;

            /* don't put player (quite) into fainting from casting a spell,
               particularly since they might not even be hungry at the
               beginning; however, this is low enough that they must eat before
               casting anything else except detect food */
            if (hungr > u.uhunger - 3)
                hungr = u.uhunger - 3;
            morehungry(hungr);
        }
    }

    chance = percent_success(spell);
    if (confused || (rnd(100) > chance)) {
        pline("You fail to cast the spell correctly.");
        u.uen -= energy / 2;
        return 1;
    }

    u.uen -= energy;
    /* pseudo is a temporary "false" object containing the spell stats */
    pseudo = mktemp_sobj(level, spellid(spell));
    pseudo->blessed = pseudo->cursed = 0;
    pseudo->quan = 20L; /* do not let useup get it */

    switch (pseudo->otyp) {
        /*
         * At first spells act as expected.  As the hero increases in skill
         * with the appropriate spell type, some spells increase in their
         * effects, e.g. more damage, further distance, and so on, without
         * additional cost to the spellcaster.
         */
    case SPE_CONE_OF_COLD:
    case SPE_FIREBALL:
        if (role_skill >= P_SKILLED) {
            cc.x = dx;
            cc.y = dy;
            n = rnd(8) + 1;
            while (n--) {
                if (!dx && !dy && !dz) {
                    if ((damage = zapyourself(pseudo, TRUE)) != 0)
                        losehp(damage, msgprintf(
                                   "zapped %sself with an exploding spell",
                                   uhim()));
                } else {
                    explode(dx, dy, pseudo->otyp - SPE_MAGIC_MISSILE + 10,
                            u.ulevel / 2 + 1 + spell_damage_bonus(), 0,
                            (pseudo->otyp ==
                             SPE_CONE_OF_COLD) ? EXPL_FROSTY : EXPL_FIERY,
                            NULL, 0);
                }
                dx = cc.x + rnd(3) - 2;
                dy = cc.y + rnd(3) - 2;
                if (!isok(dx, dy) || !cansee(dx, dy) ||
                    IS_STWALL(level->locations[dx][dy].typ) || Engulfed) {
                    /* Spell is reflected back to center */
                    dx = cc.x;
                    dy = cc.y;
                }
            }
            break;
        }

        /* else fall through... */
        /* these spells are all duplicates of wand effects */
    case SPE_FORCE_BOLT:
    case SPE_SLEEP:
    case SPE_MAGIC_MISSILE:
    case SPE_KNOCK:
    case SPE_SLOW_MONSTER:
    case SPE_WIZARD_LOCK:
    case SPE_DIG:
    case SPE_TURN_UNDEAD:
    case SPE_POLYMORPH:
    case SPE_TELEPORT_AWAY:
    case SPE_CANCELLATION:
    case SPE_FINGER_OF_DEATH:
    case SPE_LIGHT:
    case SPE_DETECT_UNSEEN:
    case SPE_HEALING:
    case SPE_EXTRA_HEALING:
    case SPE_DRAIN_LIFE:
    case SPE_STONE_TO_FLESH:
        if (objects[pseudo->otyp].oc_dir != NODIR) {
            if (!dx && !dy && !dz) {
                if ((damage = zapyourself(pseudo, TRUE)) != 0) {
                    losehp(damage, msgprintf("zapped %sself with a spell",
                                             uhim()));
                }
            } else
                weffects(pseudo, dx, dy, dz);
        } else
            weffects(pseudo, 0, 0, 0);
        update_inventory();     /* spell may modify inventory */
        break;

        /* these are all duplicates of scroll effects */
    case SPE_REMOVE_CURSE:
    case SPE_CONFUSE_MONSTER:
    case SPE_DETECT_FOOD:
    case SPE_CAUSE_FEAR:
        /* high skill yields effect equivalent to blessed scroll */
        if (role_skill >= P_SKILLED)
            pseudo->blessed = 1;
        /* fall through */
    case SPE_CHARM_MONSTER:
    case SPE_MAGIC_MAPPING:
    case SPE_CREATE_MONSTER:
    case SPE_IDENTIFY:
        seffects(pseudo, &dummy);
        break;

        /* these are all duplicates of potion effects */
    case SPE_HASTE_SELF:
    case SPE_DETECT_TREASURE:
    case SPE_DETECT_MONSTERS:
    case SPE_LEVITATION:
    case SPE_RESTORE_ABILITY:
        /* high skill yields effect equivalent to blessed potion */
        if (role_skill >= P_SKILLED)
            pseudo->blessed = 1;
        /* fall through */
    case SPE_INVISIBILITY:
        peffects(pseudo);
        break;

    case SPE_CURE_BLINDNESS:
        healup(0, 0, FALSE, TRUE);
        break;
    case SPE_CURE_SICKNESS:
        if (Sick)
            pline("You are no longer ill.");
        if (Slimed) {
            pline("The slime disappears!");
            Slimed = 0;
        }
        healup(0, 0, TRUE, FALSE);
        break;
    case SPE_CREATE_FAMILIAR:
        make_familiar(NULL, u.ux, u.uy, FALSE);
        break;
    case SPE_CLAIRVOYANCE:
        if (!BClairvoyant)
            do_vicinity_map();
        /* at present, only one thing blocks clairvoyance */
        else if (uarmh && uarmh->otyp == CORNUTHAUM)
            pline("You sense a pointy hat on top of your %s.", body_part(HEAD));
        break;
    case SPE_PROTECTION:
        cast_protection();
        break;
    case SPE_JUMPING:
        jump_to_coords(&cc);
        break;
    default:
        impossible("Unknown spell %d attempted.", spell);
        obfree(pseudo, NULL);
        return 0;
    }

    /* gain skill for successful cast */
    use_skill(skill, spellev(spell));

    obfree(pseudo, NULL);       /* now, get rid of it */
    return 1;
}
示例#22
0
文件: music.c 项目: FredrIQ/fiqhack
/* The player is trying to extract something from his/her instrument. */
static int
do_improvisation(struct obj *instr, const struct nh_cmd_arg *arg)
{
    int do_spec = !Confusion;

    if (!do_spec)
        pline(msgc_yafm, "What you produce is quite far from music...");
    else
        pline(msgc_occstart, "You start playing %s.", the(xname(instr)));

    switch (instr->otyp) {
    case MAGIC_FLUTE:  /* Make monster fall asleep */
        if (do_spec && instr->spe > 0) {
            consume_obj_charge(instr, TRUE);

            pline(msgc_actionok, "You produce soft music.");
            put_monsters_to_sleep(youmonst.m_lev * 5);
            exercise(A_DEX, TRUE);
            break;
        }       /* else FALLTHRU */
    case WOODEN_FLUTE: /* May charm snakes */
        do_spec &= (rn2(ACURR(A_DEX)) + youmonst.m_lev > 25);
        pline(do_spec ? msgc_actionok : msgc_failrandom, "%s.",
              Tobjnam(instr, do_spec ? "trill" : "toot"));
        if (do_spec)
            charm_snakes(youmonst.m_lev * 3);
        exercise(A_DEX, TRUE);
        break;
    case FROST_HORN:   /* Idem wand of cold */
    case FIRE_HORN:    /* Idem wand of fire */
        if (do_spec && instr->spe > 0) {
            schar dx, dy, dz;

            consume_obj_charge(instr, TRUE);

            if (!getargdir(arg, NULL, &dx, &dy, &dz)) {
                pline(msgc_yafm, "%s.", Tobjnam(instr, "vibrate"));
                break;
            } else {
                buzz((instr->otyp == FROST_HORN) ? AD_COLD - 1 : AD_FIRE - 1,
                     rn1(6, 6), youmonst.mx, youmonst.my, dx, dy, 0);
            }
            makeknown(instr->otyp);
            break;
        }       /* else FALLTHRU */
    case TOOLED_HORN:  /* Awaken or scare monsters */
        pline(msgc_actionok, "You produce a frightful, grave sound.");
        awaken_monsters(&youmonst, youmonst.m_lev * 30);
        exercise(A_WIS, FALSE);
        break;
    case BUGLE:        /* Awaken & attract soldiers */
        pline(msgc_actionok, "You extract a loud noise from %s.",
              the(xname(instr)));
        awaken_soldiers(&youmonst);
        exercise(A_WIS, FALSE);
        break;
    case MAGIC_HARP:   /* Charm monsters */
        if (do_spec && instr->spe > 0) {
            consume_obj_charge(instr, TRUE);

            pline(msgc_actionok, "%s very attractive music.",
                  Tobjnam(instr, "produce"));
            charm_monsters((youmonst.m_lev - 1) / 3 + 1);
            exercise(A_DEX, TRUE);
            break;
        }       /* else FALLTHRU */
    case WOODEN_HARP:  /* May calm Nymph */
        do_spec &= (rn2(ACURR(A_DEX)) + youmonst.m_lev > 25);
        pline(do_spec ? msgc_actionok : msgc_failrandom,
              "%s %s.", The(xname(instr)),
              do_spec ? "produces a lilting melody" : "twangs");
        if (do_spec)
            calm_nymphs(youmonst.m_lev * 3);
        exercise(A_DEX, TRUE);
        break;
    case DRUM_OF_EARTHQUAKE:   /* create several pits */
        if (do_spec && instr->spe > 0) {
            consume_obj_charge(instr, TRUE);

            pline(msgc_occstart, "You produce a heavy, thunderous rolling!");
            pline_implied(msgc_occstart,
                          "The entire dungeon is shaking around you!");
            do_earthquake((youmonst.m_lev - 1) / 3 + 1);
            /* shake up monsters in a much larger radius... */
            awaken_monsters(&youmonst, ROWNO * COLNO);
            makeknown(DRUM_OF_EARTHQUAKE);
            break;
        }       /* else FALLTHRU */
    case LEATHER_DRUM: /* Awaken monsters */
        pline(msgc_actionok, "You beat a deafening row!");
        awaken_monsters(&youmonst, youmonst.m_lev * 40);
        exercise(A_WIS, FALSE);
        break;
    default:
        impossible("What a weird instrument (%d)!", instr->otyp);
        break;
    }
    return 2;   /* That takes time */
}
示例#23
0
void
ghack_status_window_update_stats()
{
    char buf[BUFSZ];
    gchar *buf1;
    const char *hung;
    const char *enc;
    static int firstTime = TRUE;
    long umoney;

    /* First, fill in the player name and the dungeon level */
    strcpy(buf, plname);
    if ('a' <= buf[0] && buf[0] <= 'z')
        buf[0] += 'A' - 'a';
    strcat(buf, " the ");
    if (u.mtimedone) {
        char mname[BUFSZ];
        int k = 0;

        strcpy(mname, mons[u.umonnum].mname);
        while (mname[k] != 0) {
            if ((k == 0 || (k > 0 && mname[k - 1] == ' ')) && 'a' <= mname[k]
                && mname[k] <= 'z') {
                mname[k] += 'A' - 'a';
            }
            k++;
        }
        strcat(buf, mname);
    } else {
        strcat(buf, rank_of(u.ulevel, pl_character[0], flags.female));
    }
    gtk_label_get(GTK_LABEL(titleLabel), &buf1);
    if (strcmp(buf1, buf) != 0 && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(titleLabel, bigStyle, bigGreenStyle);
    }
    gtk_label_set(GTK_LABEL(titleLabel), buf);

    if (In_endgame(&u.uz)) {
        strcpy(buf, (Is_astralevel(&u.uz) ? "Astral Plane" : "End Game"));
    } else {
        sprintf(buf, "%s, level %d", dungeons[u.uz.dnum].dname, depth(&u.uz));
    }
    if (lastDepth > depth(&u.uz) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(dgnLevelLabel, bigStyle, bigRedStyle);
    } else if (lastDepth < depth(&u.uz) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(dgnLevelLabel, bigStyle, bigGreenStyle);
    }
    lastDepth = depth(&u.uz);
    gtk_label_set(GTK_LABEL(dgnLevelLabel), buf);

    /* Next, fill in the player's stats */
    if (ACURR(A_STR) > 118) {
        sprintf(buf, "STR:%d", ACURR(A_STR) - 100);
    } else if (ACURR(A_STR) == 118) {
        sprintf(buf, "STR:18/**");
    } else if (ACURR(A_STR) > 18) {
        sprintf(buf, "STR:18/%02d", ACURR(A_STR) - 18);
    } else {
        sprintf(buf, "STR:%d", ACURR(A_STR));
    }
    if (lastStr < ACURR(A_STR) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(strLabel, normalStyle, greenStyle);
    } else if (lastStr > ACURR(A_STR) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(strLabel, normalStyle, redStyle);
    }
    lastStr = ACURR(A_STR);
    gtk_label_set(GTK_LABEL(strLabel), buf);

    sprintf(buf, "INT:%d", ACURR(A_INT));
    if (lastInt < ACURR(A_INT) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(intLabel, normalStyle, greenStyle);
    } else if (lastInt > ACURR(A_INT) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(intLabel, normalStyle, redStyle);
    }
    lastInt = ACURR(A_INT);
    gtk_label_set(GTK_LABEL(intLabel), buf);

    sprintf(buf, "WIS:%d", ACURR(A_WIS));
    if (lastWis < ACURR(A_WIS) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(wisLabel, normalStyle, greenStyle);
    } else if (lastWis > ACURR(A_WIS) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(wisLabel, normalStyle, redStyle);
    }
    lastWis = ACURR(A_WIS);
    gtk_label_set(GTK_LABEL(wisLabel), buf);

    sprintf(buf, "DEX:%d", ACURR(A_DEX));
    if (lastDex < ACURR(A_DEX) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(dexLabel, normalStyle, greenStyle);
    } else if (lastDex > ACURR(A_DEX) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(dexLabel, normalStyle, redStyle);
    }
    lastDex = ACURR(A_DEX);
    gtk_label_set(GTK_LABEL(dexLabel), buf);

    sprintf(buf, "CON:%d", ACURR(A_CON));
    if (lastCon < ACURR(A_CON) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(conLabel, normalStyle, greenStyle);
    } else if (lastCon > ACURR(A_CON) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(conLabel, normalStyle, redStyle);
    }
    lastCon = ACURR(A_CON);
    gtk_label_set(GTK_LABEL(conLabel), buf);

    sprintf(buf, "CHA:%d", ACURR(A_CHA));
    if (lastCha < ACURR(A_CHA) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(chaLabel, normalStyle, greenStyle);
    } else if (lastCha > ACURR(A_CHA) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(chaLabel, normalStyle, redStyle);
    }
    lastCha = ACURR(A_CHA);
    gtk_label_set(GTK_LABEL(chaLabel), buf);

    /* Now do the non-pixmaped stats (gold and such) */
    umoney = money_cnt(invent);
    sprintf(buf, "Au:%ld", umoney);
    if (lastAu < umoney && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(goldLabel, normalStyle, greenStyle);
    } else if (lastAu > umoney && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(goldLabel, normalStyle, redStyle);
    }
    lastAu = umoney;
    gtk_label_set(GTK_LABEL(goldLabel), buf);

    if (u.mtimedone) {
        /* special case: when polymorphed, show "HD", disable exp */
        sprintf(buf, "HP:%d/%d", ((u.mh > 0) ? u.mh : 0), u.mhmax);
        if ((lastHP < u.mh || lastMHP < u.mhmax) && firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(hpLabel, normalStyle, greenStyle);
        } else if ((lastHP > u.mh || lastMHP > u.mhmax)
                   && firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(hpLabel, normalStyle, redStyle);
        }
        lastHP = u.mh;
        lastMHP = u.mhmax;
    } else {
        sprintf(buf, "HP:%d/%d", ((u.uhp > 0) ? u.uhp : 0), u.uhpmax);
        if ((lastHP < u.uhp || lastMHP < u.uhpmax) && firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(hpLabel, normalStyle, greenStyle);
        } else if ((lastHP > u.uhp || lastMHP > u.uhpmax)
                   && firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(hpLabel, normalStyle, redStyle);
        }
        lastHP = u.uhp;
        lastMHP = u.uhpmax;
    }
    gtk_label_set(GTK_LABEL(hpLabel), buf);

    if (u.mtimedone) {
        /* special case: when polymorphed, show "HD", disable exp */
        sprintf(buf, "HD:%d", mons[u.umonnum].mlevel);
        if (lastLevel < mons[u.umonnum].mlevel && firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(levlLabel, normalStyle, greenStyle);
        } else if (lastLevel > mons[u.umonnum].mlevel && firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(levlLabel, normalStyle, redStyle);
        }
        lastLevel = mons[u.umonnum].mlevel;
    } else {
        sprintf(buf, "Level:%d", u.ulevel);
        if (lastLevel < u.ulevel && firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(levlLabel, normalStyle, greenStyle);
        } else if (lastLevel > u.ulevel && firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(levlLabel, normalStyle, redStyle);
        }
        lastLevel = u.ulevel;
    }
    gtk_label_set(GTK_LABEL(levlLabel), buf);

    sprintf(buf, "Power:%d/%d", u.uen, u.uenmax);
    if ((lastPOW < u.uen || lastMPOW < u.uenmax) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(powLabel, normalStyle, greenStyle);
    }
    if ((lastPOW > u.uen || lastMPOW > u.uenmax) && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(powLabel, normalStyle, redStyle);
    }
    lastPOW = u.uen;
    lastMPOW = u.uenmax;
    gtk_label_set(GTK_LABEL(powLabel), buf);

    sprintf(buf, "AC:%d", u.uac);
    if (lastAC > u.uac && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(acLabel, normalStyle, greenStyle);
    } else if (lastAC < u.uac && firstTime == FALSE) {
        /* Ok, this changed so add it to the highlighing list */
        ghack_highlight_widget(acLabel, normalStyle, redStyle);
    }
    lastAC = u.uac;
    gtk_label_set(GTK_LABEL(acLabel), buf);

    if (flags.showexp) {
        sprintf(buf, "Exp:%ld", u.uexp);
        if (lastExp < u.uexp && firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(expLabel, normalStyle, greenStyle);
        } else if (lastExp > u.uexp && firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(expLabel, normalStyle, redStyle);
        }
        lastExp = u.uexp;
        gtk_label_set(GTK_LABEL(expLabel), buf);
    } else {
        gtk_label_set(GTK_LABEL(expLabel), "");
    }

    if (flags.time) {
        sprintf(buf, "Time:%ld", moves);
        gtk_label_set(GTK_LABEL(timeLabel), buf);
    } else
        gtk_label_set(GTK_LABEL(timeLabel), "");
#ifdef SCORE_ON_BOTL
    if (flags.showscore) {
        sprintf(buf, "Score:%ld", botl_score());
        gtk_label_set(GTK_LABEL(scoreLabel), buf);
    } else
        gtk_label_set(GTK_LABEL(scoreLabel), "");
#else
    {
        gtk_label_set(GTK_LABEL(scoreLabel), "");
    }
#endif

    /* See if their alignment has changed */
    if (lastAlignment != u.ualign.type) {
        if (firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(alignLabel, normalStyle, redStyle);
        }

        lastAlignment = u.ualign.type;
        /* looks like their alignment has changed -- change out the icon */
        if (u.ualign.type == A_CHAOTIC) {
            gtk_label_set(GTK_LABEL(alignLabel), "Chaotic");
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(alignPix), chaotic_xpm);
        } else if (u.ualign.type == A_NEUTRAL) {
            gtk_label_set(GTK_LABEL(alignLabel), "Neutral");
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(alignPix), neutral_xpm);
        } else {
            gtk_label_set(GTK_LABEL(alignLabel), "Lawful");
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(alignPix), lawful_xpm);
        }
    }

    hung = hu_stat[u.uhs];
    if (lastHungr != u.uhs) {
        if (firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(hungerLabel, normalStyle, redStyle);
        }

        lastHungr = u.uhs;
        if (hung[0] == ' ') {
            gtk_label_set(GTK_LABEL(hungerLabel), "      ");
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(hungerPix), nothing_xpm);
        } else if (u.uhs == 0 /* SATIATED */) {
            gtk_label_set(GTK_LABEL(hungerLabel), hung);
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(hungerPix), satiated_xpm);
        } else {
            gtk_label_set(GTK_LABEL(hungerLabel), hung);
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(hungerPix), hungry_xpm);
        }
    }

    if (lastConf != Confusion) {
        if (firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(confuLabel, normalStyle, redStyle);
        }

        lastConf = Confusion;
        if (Confusion) {
            gtk_label_set(GTK_LABEL(confuLabel), "Confused");
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(confuPix), confused_xpm);
        } else {
            gtk_label_set(GTK_LABEL(confuLabel), "        ");
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(confuPix), nothing_xpm);
        }
    }

    if (lastBlind != Blind) {
        if (firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(blindLabel, normalStyle, redStyle);
        }

        lastBlind = Blind;
        if (Blind) {
            gtk_label_set(GTK_LABEL(blindLabel), "Blind");
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(blindPix), blind_xpm);
        } else {
            gtk_label_set(GTK_LABEL(blindLabel), "     ");
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(blindPix), nothing_xpm);
        }
    }
    if (lastStun != Stunned) {
        if (firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(stunLabel, normalStyle, redStyle);
        }

        lastStun = Stunned;
        if (Stunned) {
            gtk_label_set(GTK_LABEL(stunLabel), "Stun");
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(stunPix), stunned_xpm);
        } else {
            gtk_label_set(GTK_LABEL(stunLabel), "    ");
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(stunPix), nothing_xpm);
        }
    }

    if (lastHalu != Hallucination) {
        if (firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(halluLabel, normalStyle, redStyle);
        }

        lastHalu = Hallucination;
        if (Hallucination) {
            gtk_label_set(GTK_LABEL(halluLabel), "Hallu");
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(halluPix), hallu_xpm);
        } else {
            gtk_label_set(GTK_LABEL(halluLabel), "     ");
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(halluPix), nothing_xpm);
        }
    }

    if (lastSick != Sick) {
        if (firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(sickLabel, normalStyle, redStyle);
        }

        lastSick = Sick;
        if (Sick) {
            if (u.usick_type & SICK_VOMITABLE) {
                gtk_label_set(GTK_LABEL(sickLabel), "FoodPois");
                gnome_pixmap_load_xpm_d(GNOME_PIXMAP(sickPix), sick_fp_xpm);
            } else if (u.usick_type & SICK_NONVOMITABLE) {
                gtk_label_set(GTK_LABEL(sickLabel), "Ill");
                gnome_pixmap_load_xpm_d(GNOME_PIXMAP(sickPix), sick_il_xpm);
            } else {
                gtk_label_set(GTK_LABEL(sickLabel), "FoodPois");
                gnome_pixmap_load_xpm_d(GNOME_PIXMAP(sickPix), sick_fp_xpm);
            }
        } else {
            gtk_label_set(GTK_LABEL(sickLabel), "        ");
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(sickPix), nothing_xpm);
        }
    }

    enc = enc_stat[near_capacity()];
    if (lastEncumb != near_capacity()) {
        if (firstTime == FALSE) {
            /* Ok, this changed so add it to the highlighing list */
            ghack_highlight_widget(encumbLabel, normalStyle, redStyle);
        }

        lastEncumb = near_capacity();
        switch (lastEncumb) {
        case 0:
            gtk_label_set(GTK_LABEL(encumbLabel), "        ");
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(encumbPix), nothing_xpm);
            break;
        case 1:
            gtk_label_set(GTK_LABEL(encumbLabel), enc);
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(encumbPix), slt_enc_xpm);
            break;
        case 2:
            gtk_label_set(GTK_LABEL(encumbLabel), enc);
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(encumbPix), mod_enc_xpm);
            break;
        case 3:
            gtk_label_set(GTK_LABEL(encumbLabel), enc);
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(encumbPix), hvy_enc_xpm);
            break;
        case 4:
            gtk_label_set(GTK_LABEL(encumbLabel), enc);
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(encumbPix), ext_enc_xpm);
            break;
        case 5:
            gtk_label_set(GTK_LABEL(encumbLabel), enc);
            gnome_pixmap_load_xpm_d(GNOME_PIXMAP(encumbPix), ovr_enc_xpm);
        }
    }
    firstTime = FALSE;
}
示例#24
0
文件: dump.c 项目: FredrIQ/nhfourk
static void
dump_status(void)
{
    int hp;
    char rngseedbuf[RNG_SEED_SIZE_BASE64];

    fprintf(dumpfp, "%s the %s\n", u.uplname,
            rank_of(u.ulevel, Role_switch, u.ufemale));
    fprintf(dumpfp, "  Experience level: %d\n", u.ulevel);

    if (ACURR(A_STR) > 18) {
        if (ACURR(A_STR) < 118)
            fprintf(dumpfp, "  Strength: 18/%02d\n", ACURR(A_STR) - 18);
        else if (ACURR(A_STR) == 118)
            fprintf(dumpfp, "  Strength: 18/**\n");
        else
            fprintf(dumpfp, "  Strength: %-1d\n", ACURR(A_STR) - 100);
    } else
        fprintf(dumpfp, "  Strength: %-1d\n", ACURR(A_STR));

    fprintf(dumpfp, "  Dexterity: %-1d\n  Constitution: %-1d\n", ACURR(A_DEX),
            ACURR(A_CON));
    fprintf(dumpfp, "  Intelligence: %-1d\n  Wisdom: %-1d\n  Charisma: %-1d\n",
            ACURR(A_INT), ACURR(A_WIS), ACURR(A_CHA));

    hp = Upolyd ? u.mh : u.uhp;
    fprintf(dumpfp, "  Health: %d(%d)\n", hp < 0 ? 0 : hp,
            Upolyd ? u.mhmax : u.uhpmax);
    fprintf(dumpfp, "  Energy: %d(%d)\n", u.uen, u.uenmax);
    fprintf(dumpfp, "  Def: %d\n", 10 - get_player_ac());
    fprintf(dumpfp, "  Gold: %ld\n", money_cnt(invent));
    fprintf(dumpfp, "  Moves: %u\n\n", moves);

    get_initial_rng_seed(rngseedbuf);

    fprintf(dumpfp, "Dungeon seed: %.*s\n", RNG_SEED_SIZE_BASE64, rngseedbuf);
    fprintf(dumpfp, "Game ID: %s_%" PRIdLEAST64 "\n\n", u.uplname,
            (int_least64_t)u.ubirthday / 1000000L);
}
示例#25
0
文件: botl.c 项目: FredrIQ/fiqhack
static void
make_player_info(struct nh_player_info *pi)
{
    int cap, advskills, i;

    memset(pi, 0, sizeof (struct nh_player_info));

    pi->moves = moves;
    strncpy(pi->plname, u.uplname, sizeof (pi->plname));
    pi->align = u.ualign.type;

    /* This function could be called before the game is fully inited. Test
       youmonst.data as it is required for near_capacity().
       program_state.game_running is no good, as we need this data before
       game_running is set.

       TODO: Wow this is hacky. */
    if (!youmonst.data)
        return;
    API_ENTRY_CHECKPOINT_RETURN_VOID_ON_ERROR();

    pi->x = youmonst.mx;
    pi->y = youmonst.my;
    pi->z = u.uz.dlevel;

    if (Upolyd) {
        strncpy(pi->rank, msgtitlecase(mons[u.umonnum].mname),
                sizeof (pi->rank));
    } else
        strncpy(pi->rank, rank(), sizeof (pi->rank));

    strncpy(pi->rolename, (u.ufemale && urole.name.f) ?
            urole.name.f : urole.name.m, sizeof (pi->rolename));
    strncpy(pi->racename, urace.noun, sizeof (pi->racename));
    strncpy(pi->gendername, genders[u.ufemale].adj,
            sizeof(pi->gendername));

    pi->max_rank_sz = mrank_sz;

    /* abilities */
    pi->st = ACURR(A_STR);
    pi->st_extra = 0;
    if (pi->st > 118) {
        pi->st = pi->st - 100;
        pi->st_extra = 0;
    } else if (pi->st > 18) {
        pi->st_extra = pi->st - 18;
        pi->st = 18;
    }

    pi->dx = ACURR(A_DEX);
    pi->co = ACURR(A_CON);
    pi->in = ACURR(A_INT);
    pi->wi = ACURR(A_WIS);
    pi->ch = ACURR(A_CHA);

    pi->score = botl_score();

    /* hp and energy */
    pi->hp = Upolyd ? u.mh : u.uhp;
    pi->hpmax = Upolyd ? u.mhmax : u.uhpmax;
    if (pi->hp < 0)
        pi->hp = 0;

    pi->en = u.uen;
    pi->enmax = u.uenmax;
    pi->ac = find_mac(&youmonst);

    pi->gold = money_cnt(invent);
    pi->coinsym = def_oc_syms[COIN_CLASS];
    describe_level(pi->level_desc);

    pi->monnum = u.umonster;
    pi->cur_monnum = u.umonnum;

    /* level and exp points */
    if (Upolyd)
        pi->level = mons[u.umonnum].mlevel;
    else
        pi->level = youmonst.m_lev;
    pi->xp = youmonst.exp;

    cap = near_capacity();

    /* check if any skills could be anhanced */
    advskills = 0;
    for (i = 0; i < P_NUM_SKILLS; i++) {
        if (P_RESTRICTED(i))
            continue;
        if (can_advance(i, FALSE))
            advskills++;
    }
    pi->can_enhance = advskills > 0;

    /* add status items for various problems there can be at most 24 items here 
       at any one time or we overflow the buffer */
    if (hu_stat[u.uhs]) /* 1 */
        strncpy(pi->statusitems[pi->nr_items++], hu_stat[u.uhs], ITEMLEN);

    if (Confusion)      /* 2 */
        strncpy(pi->statusitems[pi->nr_items++], "Conf", ITEMLEN);

    if (sick(&youmonst)) { /* 3 */
        if (u.usick_type & SICK_VOMITABLE)
            strncpy(pi->statusitems[pi->nr_items++], "FoodPois", ITEMLEN);
        if (u.usick_type & SICK_NONVOMITABLE)
            strncpy(pi->statusitems[pi->nr_items++], "Ill", ITEMLEN);
    }
    if (Blind)  /* 4 */
        strncpy(pi->statusitems[pi->nr_items++], "Blind", ITEMLEN);
    if (slippery_fingers(&youmonst))   /* 5 */
        strncpy(pi->statusitems[pi->nr_items++], "Greasy", ITEMLEN);
    if (leg_hurt(&youmonst))       /* 6 */
        strncpy(pi->statusitems[pi->nr_items++], "Lame", ITEMLEN);
    if (stunned(&youmonst))        /* 7 */
        strncpy(pi->statusitems[pi->nr_items++], "Stun", ITEMLEN);
    if (hallucinating(&youmonst))  /* 8 */
        strncpy(pi->statusitems[pi->nr_items++], "Hallu", ITEMLEN);
    if (strangled(&youmonst))      /* 9 */
        strncpy(pi->statusitems[pi->nr_items++], "Strangle", ITEMLEN);
    if (sliming(&youmonst))        /* 10 */
        strncpy(pi->statusitems[pi->nr_items++], "Slime", ITEMLEN);
    if (petrifying(&youmonst))     /* 11 */
        strncpy(pi->statusitems[pi->nr_items++], "Petrify", ITEMLEN);
    if (u.ustuck && !Engulfed && !sticks(youmonst.data))      /* 12 */
        strncpy(pi->statusitems[pi->nr_items++], "Held", ITEMLEN);
    if (enc_stat[cap]           )  /* 13 */
        strncpy(pi->statusitems[pi->nr_items++], enc_stat[cap], ITEMLEN);
    if (cancelled(&youmonst))
        strncpy(pi->statusitems[pi->nr_items++], "Cancelled", ITEMLEN);
    if (slow(&youmonst))
        strncpy(pi->statusitems[pi->nr_items++], "Slow", ITEMLEN);
    if (Levitation)     /* 14 */
        strncpy(pi->statusitems[pi->nr_items++], "Lev", ITEMLEN);
    else if (Flying)
        strncpy(pi->statusitems[pi->nr_items++], "Fly", ITEMLEN);
    if (uwep && is_pick(uwep)) /* 15 (first case) */
        strncpy(pi->statusitems[pi->nr_items++], "Dig", ITEMLEN);
    else if (uwep && is_launcher(uwep))
        strncpy(pi->statusitems[pi->nr_items++], "Ranged", ITEMLEN);
    else if (uwep && (uwep->otyp == CORPSE) && (touch_petrifies(&mons[uwep->corpsenm])))
        strncpy(pi->statusitems[pi->nr_items++], "cWielded", ITEMLEN);
    else if (!uwep)
        strncpy(pi->statusitems[pi->nr_items++], "Unarmed", ITEMLEN);
    else if (!is_wep(uwep))
        strncpy(pi->statusitems[pi->nr_items++], "NonWeap", ITEMLEN);
    else {
        /* strncpy(pi->statusitems[pi->nr_items++], "Melee", ITEMLEN); */
        /* Don't show the default Melee status light, as that's the most common case. */
        /* 15 (last case) */
    }
    if (u.utrap)        /* 16 */
        strncpy(pi->statusitems[pi->nr_items++], trap_stat[u.utraptype],
                ITEMLEN);

    API_EXIT();
}
示例#26
0
/*
   If dmg is zero, then the monster is not casting at you.
   If the monster is intentionally not casting at you, we have previously
   called spell_would_be_useless() and spellnum should always be a valid
   undirected spell.
   If you modify either of these, be sure to change is_undirected_spell()
   and spell_would_be_useless().
 */
static void cast_wizard_spell(struct monst *mtmp, int dmg, int spellnum)
{
    if (dmg == 0 && !is_undirected_spell(AD_SPEL, spellnum)) {
	impossible("cast directed wizard spell (%d) with dmg=0?", spellnum);
	return;
    }

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

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

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

    if (dmg) mdamageu(mtmp, dmg);
}
示例#27
0
void
moveloop()
{
#if defined(MICRO) || defined(WIN32)
    char ch;
    int abort_lev;
#endif
    int moveamt = 0, wtcap = 0, change = 0;
    boolean didmove = FALSE, monscanmove = FALSE;

    flags.moonphase = phase_of_the_moon();
    if(flags.moonphase == FULL_MOON) {
	You("are lucky!  Full moon tonight.");
	change_luck(1);
    } else if(flags.moonphase == NEW_MOON) {
	pline("Be careful!  New moon tonight.");
    }
    flags.friday13 = friday_13th();
    if (flags.friday13) {
	pline("Watch out!  Bad things can happen on Friday the 13th.");
	change_luck(-1);
    }

    initrack();


    /* Note:  these initializers don't do anything except guarantee that
	    we're linked properly.
    */
    decl_init();
    monst_init();
    monstr_init();	/* monster strengths */
    objects_init();

    commands_init();

    (void) encumber_msg(); /* in case they auto-picked up something */

    u.uz0.dlevel = u.uz.dlevel;
    youmonst.movement = NORMAL_SPEED;	/* give the hero some movement points */

    for(;;) {
	get_nh_event();
#ifdef POSITIONBAR
	do_positionbar();
#endif

	didmove = flags.move;
	if(didmove) {
	    /* actual time passed */
	    youmonst.movement -= NORMAL_SPEED;

	    do { /* hero can't move this turn loop */
		wtcap = encumber_msg();

		flags.mon_moving = TRUE;
		do {
		    monscanmove = movemon();
		    if (youmonst.movement >= NORMAL_SPEED)
		    {
		        curmonst = &youmonst;
			break;	/* it's now your turn */
		    }
		} while (monscanmove);
		flags.mon_moving = FALSE;

		if (!monscanmove && youmonst.movement < NORMAL_SPEED) {
		    /* both you and the monsters are out of steam this round */
		    /* set up for a new turn */
		    struct monst *mtmp;
		    mcalcdistress();	/* adjust monsters' trap, blind, etc */

		    /* reallocate movement rations to monsters */
		    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
			mtmp->movement += mcalcmove(mtmp);

		    if(!rn2(u.uevent.udemigod ? 25 :
			    (depth(&u.uz) > depth(&stronghold_level)) ? 50 : 70))
			(void) makemon((struct permonst *)0, 0, 0, NO_MM_FLAGS);

		    /* calculate how much time passed. */
#ifdef STEED
		    if (u.usteed && u.umoved) {
			/* your speed doesn't augment steed's speed */
			moveamt = mcalcmove(u.usteed);
		    } else
#endif
		    {
			moveamt = youmonst.data->mmove;

			if (Very_fast) {	/* speed boots or potion */
			    /* average movement is 1.67 times normal */
			    moveamt += NORMAL_SPEED / 2;
			    if (rn2(3) == 0) moveamt += NORMAL_SPEED / 2;
			} else if (Fast) {
			    /* average movement is 1.33 times normal */
			    if (rn2(3) != 0) moveamt += NORMAL_SPEED / 2;
			}
		    }

		    switch (wtcap) {
			case UNENCUMBERED: break;
			case SLT_ENCUMBER: moveamt -= (moveamt / 4); break;
			case MOD_ENCUMBER: moveamt -= (moveamt / 2); break;
			case HVY_ENCUMBER: moveamt -= ((moveamt * 3) / 4); break;
			case EXT_ENCUMBER: moveamt -= ((moveamt * 7) / 8); break;
			default: break;
		    }

		    youmonst.movement += moveamt;
		    if (youmonst.movement < 0) youmonst.movement = 0;
		    settrack();

		    monstermoves++;
		    moves++;

		    /********************************/
		    /* once-per-turn things go here */
		    /********************************/

		    if (flags.bypasses) clear_bypasses();
		    if(Glib) glibr();
		    nh_timeout();
		    run_regions();

		    if (u.ublesscnt)  u.ublesscnt--;
		    if(flags.time && !flags.run)
			flags.botl = 1;

		    /* One possible result of prayer is healing.  Whether or
		     * not you get healed depends on your current hit points.
		     * If you are allowed to regenerate during the prayer, the
		     * end-of-prayer calculation messes up on this.
		     * Another possible result is rehumanization, which requires
		     * that encumbrance and movement rate be recalculated.
		     */
		    if (u.uinvulnerable) {
			/* for the moment at least, you're in tiptop shape */
			wtcap = UNENCUMBERED;
		    } else if (Upolyd && youmonst.data->mlet == S_EEL &&
		               !is_pool(u.ux,u.uy) && !Is_waterlevel(&u.uz) &&
			       !(u.uswallow &&
			         u.ustuck->data == &mons[PM_WATER_ELEMENTAL])) {
			if (u.mh > 1) {
			    u.mh--;
			    flags.botl = 1;
			} else if (u.mh < 1)
			    killer_format = KILLED_BY_AN,
			    rehumanize("inability to breathe air");
		    } else if (Upolyd && u.mh < u.mhmax) {
			if (u.mh < 1)
			    rehumanize(0);
			else if (Regeneration ||
				    (wtcap < MOD_ENCUMBER && !(moves%20))) {
			    flags.botl = 1;
			    u.mh++;
			}
		    } else if (u.uhp < u.uhpmax &&
			 (wtcap < MOD_ENCUMBER || !u.umoved || Regeneration)) {
			if (u.ulevel > 9 && !(moves % 3)) {
			    int heal, Con = (int) ACURR(A_CON);

			    if (Con <= 12) {
				heal = 1;
			    } else {
				heal = rnd(Con);
				if (heal > u.ulevel-9) heal = u.ulevel-9;
			    }
			    flags.botl = 1;
			    u.uhp += heal;
			    if(u.uhp > u.uhpmax)
				u.uhp = u.uhpmax;
			} else if (Regeneration ||
			     (u.ulevel <= 9 &&
			      !(moves % ((MAXULEV+12) / (u.ulevel+2) + 1)))) {
			    flags.botl = 1;
			    u.uhp++;
			}
		    }

		    /* moving around while encumbered is hard work */
		    if (wtcap > MOD_ENCUMBER && u.umoved) {
			if(!(wtcap < EXT_ENCUMBER ? moves%30 : moves%10)) {
			    if (Upolyd && u.mh > 1) {
				u.mh--;
			    } else if (!Upolyd && u.uhp > 1) {
				u.uhp--;
			    } else {
				You("pass out from exertion!");
				exercise(A_CON, FALSE);
				fall_asleep(-10, FALSE);
			    }
			}
		    }

		    if ((u.uen < u.uenmax) &&
			((wtcap < MOD_ENCUMBER &&
			  (!(moves%((MAXULEV + 8 - u.ulevel) *
				    (Role_if(PM_WIZARD) ? 3 : 4) / 6))))
			 || Energy_regeneration)) {
			u.uen += rn1((int)(ACURR(A_WIS) + ACURR(A_INT)) / 15 + 1,1);
			if (u.uen > u.uenmax)  u.uen = u.uenmax;
			flags.botl = 1;
		    }

		    if(!u.uinvulnerable) {
			if(Teleportation && !rn2(85)) {
			    xchar old_ux = u.ux, old_uy = u.uy;
			    tele();
			    if (u.ux != old_ux || u.uy != old_uy) {
				if (!next_to_u()) {
				    check_leash(old_ux, old_uy);
				}
#ifdef REDO
				/* clear doagain keystrokes */
				pushch(0);
				savech(0);
#endif
			    }
			}
			/* delayed change may not be valid anymore */
			if ((change == 1 && !Polymorph) ||
			    (change == 2 && u.ulycn == NON_PM))
			    change = 0;
			if(Polymorph && !rn2(100))
			    change = 1;
			else if (u.ulycn >= LOW_PM && !Upolyd &&
				 !rn2(80 - (20 * night())))
			    change = 2;
			if (change && !Unchanging) {
			    if (multi >= 0) {
				if (occupation)
				    stop_occupation();
				else
				    nomul(0);
				if (change == 1) polyself(FALSE);
				else you_were();
				change = 0;
			    }
			}
	
			if(u.utrap && u.utraptype == TT_LAVA) {
			    if(!is_lava(u.ux,u.uy))
				u.utrap = 0;
			    else if (!u.uinvulnerable) {
				u.utrap -= 1<<8;
				if(u.utrap < 1<<8) {
				    killer_format = KILLED_BY;
				    killer = "molten lava";
				    You("sink below the surface and die.");
				    done(DISSOLVED);
				} else if(didmove && !u.umoved) {
				    Norep("You sink deeper into the lava.");
				    u.utrap += rnd(4);
				}
			    }
			}
		    }

		    if(Searching && multi >= 0) (void) dosearch0(1);
		    dosounds();
		    /* hack - make sure damage from storms is not blamed
		       on the player */
		    flags.mon_moving = TRUE;
		    do_storms();
		    flags.mon_moving = FALSE;
		    gethungry();
		    age_spells();
		    exerchk();
		    invault();
		    if (u.uhave.amulet) amulet();
		    if (!rn2(40+(int)(ACURR(A_DEX)*3)))
			u_wipe_engr(rnd(3));
		    if (u.uevent.udemigod && !u.uinvulnerable) {
			if (u.udg_cnt) u.udg_cnt--;
			if (!u.udg_cnt) {
			    intervene();
			    u.udg_cnt = rn1(200, 50);
			}
		    }
		    restore_attrib();
		    /* underwater and waterlevel vision are done here */
		    if (Is_waterlevel(&u.uz))
			movebubbles();
		    else if (Underwater)
			under_water(0);
		    /* vision while buried done here */
		    else if (u.uburied) under_ground(0);

		    /* when immobile, count is in turns */
		    if(multi < 0) {
			if (++multi == 0) {	/* finished yet? */
			    unmul((char *)0);
			    /* if unmul caused a level change, take it now */
			    if (u.utotype) deferred_goto();
			}
		    }
		}
	    } while (youmonst.movement<NORMAL_SPEED); /* hero can't move loop */

	    /******************************************/
	    /* once-per-hero-took-time things go here */
	    /******************************************/
            curmonst = &youmonst;

	} /* actual time passed */

	/****************************************/
	/* once-per-player-input things go here */
	/****************************************/

	find_ac();
	if(!flags.mv || Blind) {
	    /* redo monsters if hallu or wearing a helm of telepathy */
	    if (HHallucination &&
	       !Halluc_resistance) {	/* update screen randomly */
	    /*
		see_monsters();
		see_objects();
		see_traps();
		if (u.uswallow) swallowed(0);
	    */
                if (u.uswallow) {
            	    swallowed(1);
                } else if (Underwater && !Is_waterlevel(&u.uz)) {
            	    under_water(1);
                } else if (u.uburied) {
            	    under_ground(1);
                } else {
		    register int x, y;
		    register struct rm *lev;

                    vision_recalc(2);

                    /*clear_nhwindow(WIN_MAP);*/
                    clear_glyph_buffer();
                
                    for (x = 1; x < COLNO; x++) {
                	lev = &levl[x][0];
                	for (y = 0; y < ROWNO; y++, lev++)
                	    if (lev->glyph != cmap_to_glyph(S_stone))
                		show_glyph(x,y,lev->glyph);
                    }
                
                    vision_recalc(0);
                
                    see_monsters();
    		}
	    } else if (Unblind_telepat) {
		see_monsters();
	    } else if (Warning || Warn_of_mon)
	     	see_monsters();

	    if (vision_full_recalc) vision_recalc(0);	/* vision! */
	}

#ifdef REALTIME_ON_BOTL
        if(iflags.showrealtime) {
            /* Update the bottom line if the number of minutes has
             * changed */
            if(get_realtime() / 60 != realtime_data.last_displayed_time / 60)
                flags.botl = 1;
        }
#endif
  
	if(flags.botl || flags.botlx) bot();

	flags.move = 1;

	if(multi >= 0 && occupation) {
#if defined(MICRO) || defined(WIN32)
	    abort_lev = 0;
	    if (kbhit()) {
		if ((ch = Getchar()) == ABORT)
		    abort_lev++;
# ifdef REDO
		else
		    pushch(ch);
# endif /* REDO */
	    }
	    if (!abort_lev && (*occupation)() == 0)
#else
	    if ((*occupation)() == 0)
#endif
		occupation = 0;
	    if(
#if defined(MICRO) || defined(WIN32)
		   abort_lev ||
#endif
		   monster_nearby()) {
		stop_occupation();
		reset_eat();
	    }
#if defined(MICRO) || defined(WIN32)
	    if (!(++occtime % 7))
		display_nhwindow(WIN_MAP, FALSE);
#endif
	    continue;
	}

	if ((u.uhave.amulet || Clairvoyant) &&
	    !In_endgame(&u.uz) && !BClairvoyant &&
	    !(moves % 15) && !rn2(2))
		do_vicinity_map();


#ifdef WIZARD
	if (iflags.sanity_check)
	    sanity_check();
#endif

#ifdef CLIPPING
	/* just before rhack */
	cliparound(u.ux, u.uy);
#endif

	u.umoved = FALSE;

	if (multi > 0) {
	    lookaround();
	    if (!multi) {
		/* lookaround may clear multi */
		flags.move = 0;
		if (flags.time) flags.botl = 1;
		continue;
	    }
	    if (flags.mv) {
		if(multi < COLNO && !--multi)
		    flags.travel = iflags.travel1 = flags.mv = flags.run = 0;
		domove();
	    } else {
		--multi;
		rhack(save_cm);
	    }
	} else if (multi == 0) {
#ifdef MAIL
	    ckmailstatus();
#endif
	    rhack((char *)0);
	}
	if (u.utotype)		/* change dungeon level */
	    deferred_goto();	/* after rhack() */
	/* !flags.move here: multiple movement command stopped */
	else if (flags.time && (!flags.move || !flags.mv))
	    flags.botl = 1;

	if (vision_full_recalc) vision_recalc(0);	/* vision! */
	/* when running in non-tport mode, this gets done through domove() */
	if ((!flags.run || iflags.runmode == RUN_TPORT) &&
		(multi && (!flags.travel ? !(multi % 7) : !(moves % 7L)))) {
	    if (flags.time && flags.run) flags.botl = 1;
	    display_nhwindow(WIN_MAP, FALSE);
	}
    }
}
示例#28
0
文件: spell.c 项目: FredrIQ/nhfourk
/* Handles one turn of book reading. Returns 1 if unfinished, 0 if finshed. */
static int
learn(void)
{
    int i;
    short booktype;
    boolean costly = TRUE;
    boolean already_known = FALSE;
    int first_unknown = MAXSPELL;
    int known_spells = 0;
    const char *splname;

    /* JDS: lenses give 50% faster reading; 33% smaller read time */
    if (u.uoccupation_progress[tos_book] &&
        ublindf && ublindf->otyp == LENSES && rn2(2))
        u.uoccupation_progress[tos_book]++;
    if (Confusion) {    /* became confused while learning */
        confused_book(u.utracked[tos_book]);
        u.utracked[tos_book] = 0;       /* no longer studying */
        helpless(-u.uoccupation_progress[tos_book], hr_busy,
                 "absorbed in a spellbook",
                 "You're finally able to put the book down.");
        u.uoccupation_progress[tos_book] = 0;
        return 0;
    }

    booktype = u.utracked[tos_book]->otyp;
    if (booktype == SPE_BOOK_OF_THE_DEAD) {
        deadbook(u.utracked[tos_book], FALSE);
        u.utracked[tos_book] = 0;
        u.uoccupation_progress[tos_book] = 0;
        return 0;
    }

    /* The book might get cursed while we're reading it. In this case,
       immediately stop reading it, cancel progress, and apply a few turns of
       helplessness. (3.4.3 applies negative spellbook effects but lets you
       memorize the spell anyway; this makes no sense. It destroys the spellbook
       on the "contact poison" result, which makes even less sense.) */
    if (u.utracked[tos_book]->cursed) {
        pline("This book isn't making sense any more.");
        helpless(rn1(5,5), hr_busy,
                 "making sense of a spellbook",
                 "You give up trying to make sense of the spellbook.");
        u.uoccupation_progress[tos_book] = 0;
        u.utracked[tos_book] = 0;
        return 0;
    }

    if (++u.uoccupation_progress[tos_book] < 0)
        return 1;       /* still busy */

    if (ACURR(A_WIS) < 12)
        exercise(A_WIS, TRUE); /* you're studying. */

    splname = msgprintf(objects[booktype].oc_name_known ?
                        "\"%s\"" : "the \"%s\" spell",
                        OBJ_NAME(objects[booktype]));
    for (i = 0; i < MAXSPELL; i++) {
        if (spellid(i) == booktype) {
            already_known = TRUE;
            if (u.utracked[tos_book]->spestudied > MAX_SPELL_STUDY) {
                pline("This spellbook is too faint to be read any more.");
                u.utracked[tos_book]->otyp = booktype = SPE_BLANK_PAPER;
            } else if (spellknow(i) <= 1000) {
                pline("Your knowledge of %s is keener.", splname);
                incrnknow(i);
                u.utracked[tos_book]->spestudied++;
                if (ACURR(A_WIS) < 12)
                    exercise(A_WIS, TRUE); /* extra study */
            } else {    /* 1000 < spellknow(i) <= MAX_SPELL_STUDY */
                pline("You know %s quite well already.", splname);
                if (yn("Do you want to read the book anyway?") == 'y') {
                    pline("You refresh your knowledge of %s.", splname);
                    incrnknow(i);
                    u.utracked[tos_book]->spestudied++;
                } else
                    costly = FALSE;
            }
            /* make book become known even when spell is already known, in case
               amnesia made you forget the book */
            makeknown((int)booktype);
            break;
        } else if (spellid(i) == NO_SPELL &&
                   (i < first_unknown ||
                    i == spellno_from_let(objects[booktype].oc_defletter)))
            first_unknown = i;
        else
            known_spells++;
    }

    if (first_unknown == MAXSPELL && !already_known)
        panic("Too many spells memorized!");

    if (!already_known) {
        spl_book[first_unknown].sp_id = booktype;
        spl_book[first_unknown].sp_lev = objects[booktype].oc_level;
        incrnknow(first_unknown);
        u.utracked[tos_book]->spestudied++;
        pline(known_spells > 0 ? "You add %s to your repertoire." :
              "You learn %s.", splname);
        makeknown((int)booktype);
    }

    if (costly)
        check_unpaid(u.utracked[tos_book]);
    u.utracked[tos_book] = 0;
    return 0;
}
示例#29
0
/* TODO: Perhaps work out some way to let controlled teleport in on a
   CMD_ARG_POS, but there are too many codeflow possibilities involved to make
   that easy. For now, if dotele turns into the spell, we copy the argument on
   to the spell-handling function (which currently ignores it), but the other
   possible codepaths just lose it. */
int
dotele(const struct nh_cmd_arg *arg)
{
    struct trap *trap;

    trap = t_at(level, u.ux, u.uy);
    if (trap && (!trap->tseen || trap->ttyp != TELEP_TRAP))
        trap = 0;

    if (trap) {
        if (trap->once) {
            pline("This is a vault teleport, usable once only.");
            if (yn("Jump in?") == 'n')
                trap = 0;
            else {
                deltrap(level, trap);
                newsym(u.ux, u.uy);
            }
        }
        if (trap)
            pline("You %s onto the teleportation trap.",
                  locomotion(youmonst.data, "jump"));
    }
    if (!trap) {
        boolean castit = FALSE;
        int sp_no = 0, energy = 0;

        if (!supernatural_ability_available(SPID_RLOC)) {
            /* Try to use teleport away spell. */
            if (objects[SPE_TELEPORT_AWAY].oc_name_known && !Confusion)
                for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
                    if (spl_book[sp_no].sp_id == SPE_TELEPORT_AWAY) {
                        castit = TRUE;
                        break;
                    }
            if (!castit) {
                if (!Teleportation)
                    pline("You don't know that spell.");
                else
                    pline("You are not able to teleport at will.");
                return 0;
            }
        }

        if (u.uhunger <= 100 || ACURR(A_STR) < 6) {
            pline("You lack the strength %s.",
                  castit ? "for a teleport spell" : "to teleport");
            return 1;
        }

        energy = objects[SPE_TELEPORT_AWAY].oc_level * 7 / 2 - 2;
        if (u.uen <= energy) {
            pline("You lack the energy %s.",
                  castit ? "for a teleport spell" : "to teleport");
            return 1;
        }

        if (check_capacity("Your concentration falters from carrying so much."))
            return 1;

        if (castit) {
            exercise(A_WIS, TRUE);
            if (spelleffects(sp_no, TRUE, arg))
                return 1;
            else
                return 0;
        } else
            u.uen -= energy;
    }

    if (trap && trap->once) {
        if (next_to_u())
            vault_tele();
        else
            pline("You shudder for a moment.");
    } else if (!tele_impl(FALSE, TRUE))
        return 0;

    next_to_u();

    if (!trap)
        morehungry(100);
    return 1;
}
示例#30
0
void statuswin::parse_statusline(std::string str)
{
	int hp, hpmax, nconds;
	long val;
  std::string txt;
	int cap = near_capacity();
	size_t pos;
	char buf[64];

	/* get player name + title */
	pos = str.find("St:", 0);
	if (pos != std::string::npos)
		tokenarray[0][0]->caption = str.substr(0, pos);

	/* strength needs special treatment */
	if (ACURR(A_STR) > 18) 
	{
		if (ACURR(A_STR) > STR18(100))
			sprintf(buf,"St:%2d", ACURR(A_STR)-100);
		else if (ACURR(A_STR) < STR18(100))
			sprintf(buf, "St:18/%02d", ACURR(A_STR)-18);
		else
			sprintf(buf,"St:18/**");
	}
	else
		sprintf(buf, "St:%-1d", ACURR(A_STR));
	tokenarray[0][1]->caption = buf;

	/* the other stats */
	sprintf(buf, "Dx:%-1d", ACURR(A_DEX));
	tokenarray[0][2]->caption = buf;
	
	sprintf(buf, "Co:%-1d", ACURR(A_CON));
	tokenarray[0][3]->caption = buf;
	
	sprintf(buf, "In:%-1d", ACURR(A_INT));
	tokenarray[1][1]->caption = buf;
	
	sprintf(buf, "Wi:%-1d", ACURR(A_WIS));
	tokenarray[1][2]->caption = buf;
	
	sprintf(buf, "Ch:%-1d", ACURR(A_CHA));
	tokenarray[1][3]->caption = buf;

	/* alignment */
	tokenarray[4][0]->visible = 1;
	tokenarray[4][0]->caption = (u.ualign.type == A_CHAOTIC) ? "Chaotic" :
			(u.ualign.type == A_NEUTRAL) ? "Neutral" : "Lawful";

	/* score */
#ifdef SCORE_ON_BOTL
	if (flags.showscore) {
		sprintf(buf, "S:%ld", botl_score());
		tokenarray[3][4]->caption = buf;
	} else
		tokenarray[3][4]->caption.clear();
#endif

	/* money */
#ifndef GOLDOBJ
		val = u.ugold;
#else
		val = money_cnt(invent);
#endif
	if (val >= 100000) {
		sprintf(buf, "%c:%-2ldk", oc_syms[COIN_CLASS], val / 1000);
		tokenarray[3][2]->caption = buf;
	} else {
		sprintf(buf, "%c:%-2ld", oc_syms[COIN_CLASS], val);
		tokenarray[3][2]->caption = buf;
	}

	/* Experience */
	if (Upolyd) {
		sprintf(buf, "HD:%d", mons[u.umonnum].mlevel);
		tokenarray[3][0]->caption = buf;
	}
#ifdef EXP_ON_BOTL
	else if(flags.showexp)
	{
		Sprintf(buf, "Xp:%u/%-1ld", u.ulevel,u.uexp);
		tokenarray[3][0]->caption = buf;
		/* if the exp gets too long, suppress displaying the alignment */
		if (tokenarray[3][0]->caption.length() > 10)
			tokenarray[4][0]->visible = 0;
	}
#endif
	else {
		Sprintf(buf, "Exp:%u", u.ulevel);
		tokenarray[3][0]->caption = buf;
	}

	/* HP, energy, armor */
	hp = Upolyd ? u.mh : u.uhp;
	hpmax = Upolyd ? u.mhmax : u.uhpmax;
	sprintf(buf, "HP:%d(%d)", hp, hpmax);
	tokenarray[2][1]->caption = buf;
	if (hp >= ((hpmax * 90) / 100))
		tokenarray[2][1]->textcolor = warn_colors[V_WARN_NONE];
	else if (hp >= ((hpmax * 70) / 100))
		tokenarray[2][1]->textcolor = warn_colors[V_WARN_NORMAL];
	else if (hp >= ((hpmax * 50) / 100))
		tokenarray[2][1]->textcolor = warn_colors[V_WARN_MORE];
	else if (hp >= ((hpmax * 25) / 100))
		tokenarray[2][1]->textcolor = warn_colors[V_WARN_ALERT];
	else
		tokenarray[2][1]->textcolor = warn_colors[V_WARN_CRITICAL];
	sprintf(buf, "Pw:%d(%d)", u.uen, u.uenmax);
	tokenarray[2][2]->caption = buf;
	sprintf(buf, "AC:%-2d", u.uac);
	tokenarray[2][3]->caption = buf;

	/* time */
	if(flags.time) {
		sprintf(buf, "T:%ld", moves);
		tokenarray[3][3]->caption = buf;
	} else
		tokenarray[3][3]->caption.clear();

	/* depth again (numeric) */
	sprintf(buf, "Dlvl:%-2d ", depth(&u.uz));
	tokenarray[3][1]->caption = buf;

	/* conditions (hunger, confusion, etc) */
	nconds = 0;

	if (u.uhs > 1) /* hunger */
		add_cond(hu_stat[u.uhs], nconds++, u.uhs-1);
	else if (u.uhs < 1) /* satiated */
		add_cond(hu_stat[u.uhs], nconds++, 0);

	if(Confusion)
		add_cond("Conf", nconds++, V_WARN_MORE);

	if(Sick)
	{
		if (u.usick_type & SICK_VOMITABLE)
			add_cond("FoodPois", nconds++, V_WARN_ALERT);
		if (u.usick_type & SICK_NONVOMITABLE)
			add_cond("Ill", nconds++, V_WARN_ALERT);
	}

	if(Blind)          add_cond("Blind", nconds++, V_WARN_MORE);
	if(Stunned)        add_cond("Stun",  nconds++, V_WARN_MORE);
	if(Hallucination)  add_cond("Hallu", nconds++, V_WARN_MORE);
	if(Slimed)         add_cond("Slime", nconds++, V_WARN_ALERT);

	if(cap > UNENCUMBERED)
		add_cond(enc_stat[cap], nconds++, cap);

	/* reset the empty positions */
	for ( ;nconds < 8; nconds++)
		add_cond("", nconds, 0);

#ifdef SHOW_WEIGHT
	if (flags.showweight && !tokenarray[0][4]->caption[0])
  {
    std::stringstream stream;
    stream << "Wt:" << static_cast<long>((inv_weight()+weight_cap())) << "/" << static_cast<long>(weight_cap()) ;
    tokenarray[0][4]->caption = stream.str();
  }
#endif

}