示例#1
0
文件: ball.c 项目: Arc0re/acehack
void
ballfall()
{
	boolean gets_hit;

	gets_hit = (((uball->ox != u.ux) || (uball->oy != u.uy)) &&
		    ((uwep == uball)? FALSE : (boolean)rn2(5)));
	if (carried(uball)) {
		pline("Startled, you drop the iron ball.");
		if (uwep == uball)
			setuwep((struct obj *)0);
		if (uswapwep == uball)
			setuswapwep((struct obj *)0);
		if (uquiver == uball)
			setuqwep((struct obj *)0);;
		if (uwep != uball)
			freeinv(uball);
	}
	if(gets_hit){
		int dmg = rn1(7,25);
		pline_The("iron ball falls on your %s.",
			body_part(HEAD));
		if (uarmh) {
		    if(is_metallic(uarmh)) {
			pline("Fortunately, you are wearing a hard helmet.");
			dmg = 3;
		    } else if (flags.verbose)
			Your("%s does not protect you.", xname(uarmh));
		}
		losehp(dmg, "crunched in the head by an iron ball",
			NO_KILLER_PREFIX);
	}
}
示例#2
0
void
burn_away_slime()
{
	if (Slimed) {
	    pline_The("slime that covers you is burned away!");
	    Slimed = 0L;
	    flags.botl = 1;
	}
	return;
}
示例#3
0
/*
 * Returns an obj->age for a corpse object on ice, that would be the
 * actual obj->age if the corpse had just been lifted from the ice.
 * This is useful when just using obj->age in a check or calculation because
 * rot timers pertaining to the object don't have to be stopped and
 * restarted etc.
 */
long
peek_at_iced_corpse_age(struct obj *otmp)
{
    long age, retval = otmp->age;

    if (otmp->otyp == CORPSE && ON_ICE(otmp)) {
        /* Adjust the age; must be same as obj_timer_checks() for off ice*/
        age = monstermoves - otmp->age;
        retval = otmp->age + (age / ROT_ICE_ADJUSTMENT);
#ifdef DEBUG_EFFECTS
        pline_The("%s age has ice modifications:otmp->age = %ld, returning %ld.",
                  s_suffix(doname(otmp)),otmp->age, retval);
        pline("Effective age of corpse: %ld.",
              monstermoves - retval);
#endif
    }
    return retval;
}
示例#4
0
static bool clear_fcorr(struct monst *grd, bool forceshow) {
    int fcx, fcy, fcbeg;
    struct monst *mtmp;

    if (!on_level(&(EGD(grd)->gdlevel), &u.uz))
        return true;

    while ((fcbeg = EGD(grd)->fcbeg) < EGD(grd)->fcend) {
        fcx = EGD(grd)->fakecorr[fcbeg].fx;
        fcy = EGD(grd)->fakecorr[fcbeg].fy;
        if ((grd->mhp <= 0 || !in_fcorridor(grd, u.ux, u.uy)) &&
        EGD(grd)->gddone)
            forceshow = true;
        if ((u.ux == fcx && u.uy == fcy && grd->mhp > 0) || (!forceshow && couldsee(fcx, fcy)) || (Punished && !carried(uball) && uball->ox == fcx && uball->oy == fcy))
            return false;

        if ((mtmp = m_at(fcx, fcy)) != 0) {
            if (mtmp->isgd)
                return (false);
            else if (!in_fcorridor(grd, u.ux, u.uy)) {
                if (mtmp->mtame)
                    yelp(mtmp);
                (void)rloc(mtmp, false);
            }
        }
        levl[fcx][fcy].typ = EGD(grd)->fakecorr[fcbeg].ftyp;
        map_location(fcx, fcy, 1); /* bypass vision */
        if (!ACCESSIBLE(levl[fcx][fcy].typ))
            block_point(fcx, fcy);
        EGD(grd)->fcbeg++;
    }
    if (grd->mhp <= 0) {
        pline_The("corridor disappears.");
        if (IS_ROCK(levl[u.ux][u.uy].typ))
            You("are encased in rock.");
    }
    return (true);
}
示例#5
0
int
dosit()
{
	static const char sit_message[] = "VERB_SITZEN auf OBJECT KASUS_DATIV ARTIKEL_BESTIMMTER %s."; /* EN static const char sit_message[] = "sit on the %s."; */
	register struct trap *trap;
	register int typ = levl[u.ux][u.uy].typ;


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

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

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

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

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

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

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

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

	} else if(IS_GRAVE(typ)) {

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

	} else if(typ == STAIRS) {

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

	} else if(typ == LADDER) {

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

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

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

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

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

	} else if (typ == DRAWBRIDGE_DOWN) {

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

	} else if(IS_THRONE(typ)) {

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

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

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

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

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

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

		uegg = mksobj(EGG, FALSE, FALSE);
		uegg->spe = 1;
		uegg->quan = 1;
		uegg->owt = weight(uegg);
		uegg->corpsenm = egg_type_from_parent(u.umonnum, FALSE);
		uegg->known = uegg->dknown = 1;
		attach_egg_hatch_timeout(uegg);
		You("VERB_LEGEN ein Ei."); /* EN You("lay an egg."); */
		dropy(uegg);
		stackobj(uegg);
		morehungry((int)objects[EGG].oc_nutrition);
	} else if (u.uswallow)
		pline("Hier gibt es keine Sitzmöglichkeiten!"); /* EN There("are no seats in here!"); */
	else
		pline("Spaß daran, %s zu sitzen?", auf_dem_Boden(u.ux,u.uy)); /* EN pline("Having fun sitting on the %s?", surface(u.ux,u.uy)); */
	return(1);
}
示例#6
0
int
dosit()
{
	static const char sit_message[] = "sit on the %s.";
	register struct trap *trap;
	register int typ = levl[u.ux][u.uy].typ;


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

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

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

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

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

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

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

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

	} else if(IS_GRAVE(typ)) {

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

	} else if(typ == STAIRS) {

	    You(sit_message, "stairs");

	} else if(typ == LADDER) {

	    You(sit_message, "ladder");

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

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

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

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

	} else if (typ == DRAWBRIDGE_DOWN) {

	    You(sit_message, "drawbridge");

	} else if(IS_THRONE(typ)) {

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

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

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

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

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

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

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

		uegg = mksobj(EGG, FALSE, FALSE);
		uegg->spe = 1;
		uegg->quan = 1;
		uegg->owt = weight(uegg);
		uegg->corpsenm = egg_type_from_parent(u.umonnum, FALSE);
		uegg->known = uegg->dknown = 1;
		attach_egg_hatch_timeout(uegg);
		You("lay an egg.");
		dropy(uegg);
		stackobj(uegg);
		morehungry((int)objects[EGG].oc_nutrition);
	} else if (u.uswallow)
		There("are no seats in here!");
	else
		pline("Having fun sitting on the %s?", surface(u.ux,u.uy));
	return(1);
}
示例#7
0
/*
 * return  1: guard moved,  0: guard didn't,  -1: let m_move do it,  -2: died
 */
int gd_move(struct monst *grd) {
    int x, y, nx, ny, m, n;
    int dx, dy, gx, gy, fci;
    unsigned char typ;
    struct fakecorridor *fcp;
    struct egd *egrd = EGD(grd);
    struct rm *crm;
    bool goldincorridor = false, u_in_vault = vault_occupied(u.urooms) ? true : false, grd_in_vault = *in_rooms(grd->mx, grd->my, VAULT) ?
    true :
                                                                                                                                           false;
    bool disappear_msg_seen = false, semi_dead = (grd->mhp <= 0);
    bool u_carry_gold = ((u.ugold + hidden_gold()) > 0L);
    bool see_guard;

    if (!on_level(&(egrd->gdlevel), &u.uz))
        return (-1);
    nx = ny = m = n = 0;
    if (!u_in_vault && !grd_in_vault)
        wallify_vault(grd);
    if (!grd->mpeaceful) {
        if (semi_dead) {
            egrd->gddone = 1;
            goto newpos;
        }
        if (!u_in_vault && (grd_in_vault || (in_fcorridor(grd, grd->mx, grd->my) && !in_fcorridor(grd, u.ux, u.uy)))) {
            (void)rloc(grd, false);
            wallify_vault(grd);
            (void)clear_fcorr(grd, true);
            goto letknow;
        }
        if (!in_fcorridor(grd, grd->mx, grd->my))
            (void)clear_fcorr(grd, true);
        return (-1);
    }
    if (abs(egrd->ogx - grd->mx) > 1 || abs(egrd->ogy - grd->my) > 1)
        return (-1); /* teleported guard - treat as monster */
    if (egrd->fcend == 1) {
        if (u_in_vault && (u_carry_gold || um_dist(grd->mx, grd->my, 1))) {
            if (egrd->warncnt == 3)
                verbalize("I repeat, %sfollow me!", u_carry_gold ? (!u.ugold ? "drop that hidden gold and " : "drop that gold and ") : "");
            if (egrd->warncnt == 7) {
                m = grd->mx;
                n = grd->my;
                verbalize("You've been warned, knave!");
                mnexto(grd);
                levl[m][n].typ = egrd->fakecorr[0].ftyp;
                newsym(m, n);
                grd->mpeaceful = 0;
                return (-1);
            }
            /* not fair to get mad when (s)he's fainted or paralyzed */
            if (!is_fainted() && multi >= 0)
                egrd->warncnt++;
            return (0);
        }

        if (!u_in_vault) {
            if (u_carry_gold) { /* player teleported */
                m = grd->mx;
                n = grd->my;
                (void)rloc(grd, false);
                levl[m][n].typ = egrd->fakecorr[0].ftyp;
                newsym(m, n);
                grd->mpeaceful = 0;
                letknow: if (!cansee(grd->mx, grd->my) || !mon_visible(grd)) {
                    You_hear("the shrill sound of a guard's whistle.");
                } else {
                    const char * fmt = um_dist(grd->mx, grd->my, 2) ? "see an angry %s approaching." : "are confronted by an angry %s.";
                    char name[BUFSZ];
                    g_monnam(name, BUFSZ, grd);
                    You(fmt, name);
                }
                return (-1);
            } else {
                verbalize("Well, begone.");
                wallify_vault(grd);
                egrd->gddone = 1;
                goto cleanup;
            }
        }
    }

    if (egrd->fcend > 1) {
        if (egrd->fcend > 2 && in_fcorridor(grd, grd->mx, grd->my) && !egrd->gddone && !in_fcorridor(grd, u.ux, u.uy) &&
        levl[egrd->fakecorr[0].fx][egrd->fakecorr[0].fy].typ == egrd->fakecorr[0].ftyp) {
            char name[BUFSZ];
            g_monnam(name, BUFSZ, grd);
            pline_The("%s, confused, disappears.", name);
            disappear_msg_seen = true;
            goto cleanup;
        }
        if (u_carry_gold && (in_fcorridor(grd, u.ux, u.uy) ||
        /* cover a 'blind' spot */
        (egrd->fcend > 1 && u_in_vault))) {
            if (!grd->mx) {
                restfakecorr(grd);
                return (-2);
            }
            if (egrd->warncnt < 6) {
                egrd->warncnt = 6;
                verbalize("Drop all your gold, scoundrel!");
                return (0);
            } else {
                verbalize("So be it, rogue!");
                grd->mpeaceful = 0;
                return (-1);
            }
        }
    }
    for (fci = egrd->fcbeg; fci < egrd->fcend; fci++)
        if (g_at(egrd->fakecorr[fci].fx, egrd->fakecorr[fci].fy)) {
            m = egrd->fakecorr[fci].fx;
            n = egrd->fakecorr[fci].fy;
            goldincorridor = true;
        }
    if (goldincorridor && !egrd->gddone) {
        x = grd->mx;
        y = grd->my;
        if (m == u.ux && n == u.uy) {
            struct obj *gold = g_at(m, n);
            /* Grab the gold from between the hero's feet.  */
            grd->mgold += gold->quan;
            delobj(gold);
            newsym(m, n);
        } else if (m == x && n == y) {
            mpickgold(grd); /* does a newsym */
        } else {
            /* just for insurance... */
            if (MON_AT(m, n) && m != grd->mx && n != grd->my) {
                verbalize("Out of my way, scum!");
                (void)rloc(m_at(m, n), false);
            }
            remove_monster(grd->mx, grd->my);
            newsym(grd->mx, grd->my);
            place_monster(grd, m, n);
            mpickgold(grd); /* does a newsym */
        }
        if (cansee(m, n)) {
            char name[BUFSZ];
            Monnam(name, BUFSZ, grd);
            pline("%s%s picks up the gold.", name, grd->mpeaceful ? " calms down and" : "");
        }
        if (x != grd->mx || y != grd->my) {
            remove_monster(grd->mx, grd->my);
            newsym(grd->mx, grd->my);
            place_monster(grd, x, y);
            newsym(x, y);
        }
        if (!grd->mpeaceful)
            return (-1);
        else {
            egrd->warncnt = 5;
            return (0);
        }
    }
    if (um_dist(grd->mx, grd->my, 1) || egrd->gddone) {
        if (!egrd->gddone && !rn2(10))
            verbalize("Move along!");
        restfakecorr(grd);
        return (0); /* didn't move */
    }
    x = grd->mx;
    y = grd->my;

    if (u_in_vault)
        goto nextpos;

    /* look around (hor & vert only) for accessible places */
    for (nx = x - 1; nx <= x + 1; nx++) {
        for (ny = y - 1; ny <= y + 1; ny++) {
            if ((nx == x || ny == y) && (nx != x || ny != y) && isok(nx, ny)) {

                typ = (crm = &levl[nx][ny])->typ;
                if (!IS_STWALL(typ) && !IS_POOL(typ)) {

                    if (in_fcorridor(grd, nx, ny))
                        goto nextnxy;

                    if (*in_rooms(nx, ny, VAULT))
                        continue;

                    /* seems we found a good place to leave him alone */
                    egrd->gddone = 1;
                    if (ACCESSIBLE(typ))
                        goto newpos;
                    crm->typ = (typ == SCORR) ? CORR : DOOR;
                    if (crm->typ == DOOR)
                        crm->flags = D_NODOOR;
                    goto proceed;
                }
            }
            nextnxy: ;
        }
    }
    nextpos: nx = x;
    ny = y;
    gx = egrd->gdx;
    gy = egrd->gdy;
    dx = (gx > x) ? 1 : (gx < x) ? -1 : 0;
    dy = (gy > y) ? 1 : (gy < y) ? -1 : 0;
    if (abs(gx - x) >= abs(gy - y))
        nx += dx;
    else
        ny += dy;

    while ((typ = (crm = &levl[nx][ny])->typ) != 0) {
        /* in view of the above we must have IS_WALL(typ) or typ == POOL */
        /* must be a wall here */
        if (isok(nx + nx - x, ny + ny - y) && !IS_POOL(typ) && IS_ROOM(levl[nx+nx-x][ny+ny-y].typ)) {
            crm->typ = DOOR;
            crm->flags = D_NODOOR;
            goto proceed;
        }
        if (dy && nx != x) {
            nx = x;
            ny = y + dy;
            continue;
        }
        if (dx && ny != y) {
            ny = y;
            nx = x + dx;
            dy = 0;
            continue;
        }
        /* I don't like this, but ... */
        if (IS_ROOM(typ)) {
            crm->typ = DOOR;
            crm->flags = D_NODOOR;
            goto proceed;
        }
        break;
    }
    crm->typ = CORR;
    proceed: unblock_point(nx, ny); /* doesn't block light */
    if (cansee(nx, ny))
        newsym(nx, ny);

    fcp = &(egrd->fakecorr[egrd->fcend]);
    if (egrd->fcend++ == FCSIZ)
        impossible("fakecorr overflow");
    fcp->fx = nx;
    fcp->fy = ny;
    fcp->ftyp = typ;
    newpos: if (egrd->gddone) {
        /* The following is a kludge.  We need to keep    */
        /* the guard around in order to be able to make   */
        /* the fake corridor disappear as the player      */
        /* moves out of it, but we also need the guard    */
        /* out of the way.  We send the guard to never-   */
        /* never land.  We set ogx ogy to mx my in order  */
        /* to avoid a check at the top of this function.  */
        /* At the end of the process, the guard is killed */
        /* in restfakecorr().                             */
        cleanup: x = grd->mx;
        y = grd->my;

        see_guard = canspotmon(grd);
        wallify_vault(grd);
        remove_monster(grd->mx, grd->my);
        newsym(grd->mx, grd->my);
        place_monster(grd, 0, 0);
        egrd->ogx = grd->mx;
        egrd->ogy = grd->my;
        restfakecorr(grd);
        if (!semi_dead && (in_fcorridor(grd, u.ux, u.uy) || cansee(x, y))) {
            if (!disappear_msg_seen && see_guard) {
                char name[BUFSZ];
                g_monnam(name, BUFSZ, grd);
                pline("Suddenly, the %s disappears.", name);
            }
            return (1);
        }
        return (-2);
    }
    egrd->ogx = grd->mx; /* update old positions */
    egrd->ogy = grd->my;
    remove_monster(grd->mx, grd->my);
    place_monster(grd, nx, ny);
    newsym(grd->mx, grd->my);
    restfakecorr(grd);
    return (1);
}
示例#8
0
static void wallify_vault(struct monst *grd) {
    int x, y, typ;
    int vlt = EGD(grd)->vroom;
    char tmp_viz;
    signed char lox = rooms[vlt].lx - 1, hix = rooms[vlt].hx + 1, loy = rooms[vlt].ly - 1, hiy = rooms[vlt].hy + 1;
    struct monst *mon;
    struct obj *gold;
    struct trap *trap;
    bool fixed = false;
    bool movedgold = false;

    for (x = lox; x <= hix; x++) {
        for (y = loy; y <= hiy; y++) {
            /* if not on the room boundary, skip ahead */
            if (x != lox && x != hix && y != loy && y != hiy)
                continue;

            if (!IS_WALL(levl[x][y].typ) && !in_fcorridor(grd, x, y)) {
                if ((mon = m_at(x, y)) != 0 && mon != grd) {
                    if (mon->mtame)
                        yelp(mon);
                    (void)rloc(mon, false);
                }
                if ((gold = g_at(x, y)) != 0) {
                    move_gold(gold, EGD(grd)->vroom);
                    movedgold = true;
                }
                if ((trap = t_at(x, y)) != 0)
                    deltrap(trap);
                if (x == lox)
                    typ = (y == loy) ? TLCORNER : (y == hiy) ? BLCORNER : VWALL;
                else if (x == hix)
                    typ = (y == loy) ? TRCORNER : (y == hiy) ? BRCORNER : VWALL;
                else
                    /* not left or right side, must be top or bottom */
                    typ = HWALL;
                levl[x][y].typ = typ;
                levl[x][y].flags = 0;
                /*
                 * hack: player knows walls are restored because of the
                 * message, below, so show this on the screen.
                 */
                tmp_viz = viz_array[y][x];
                viz_array[y][x] = IN_SIGHT | COULD_SEE;
                newsym(x, y);
                viz_array[y][x] = tmp_viz;
                block_point(x, y);
                fixed = true;
            }
        }
    }

    if (movedgold || fixed) {
        if (in_fcorridor(grd, grd->mx, grd->my) || cansee(grd->mx, grd->my)) {
            char name[BUFSZ];
            g_monnam(name, BUFSZ, grd);
            pline_The("%s whispers an incantation.", name);
        } else {
            You_hear("a distant chant.");
        }
        if (movedgold)
            pline("A mysterious force moves the gold into the vault.");
        if (fixed)
            pline_The("damaged vault's walls are magically restored!");
    }
}
示例#9
0
int dospinweb (void) {
    struct trap *ttmp = t_at(u.ux,u.uy);

    if (Levitation || Is_airlevel(&u.uz) || Underwater || Is_waterlevel(&u.uz)) {
        You("must be on the ground to spin a web.");
        return(0);
    }
    if (u.uswallow) {
        message_monster(MSG_RELEASE_WEB_FLUID_INSIDE_M, u.ustuck);
        if (is_animal(u.ustuck->data)) {
            expels(u.ustuck, u.ustuck->data, true);
            return(0);
        }
        if (is_whirly(u.ustuck->data)) {
            int i;

            for (i = 0; i < NATTK; i++)
                if (u.ustuck->data->mattk[i].aatyp == AT_ENGL)
                    break;
            if (i == NATTK)
                impossible("Swallower has no engulfing attack?");
            else {
                char sweep[30];

                sweep[0] = '\0';
                switch(u.ustuck->data->mattk[i].adtyp) {
                    case AD_FIRE:
                        strcpy(sweep, "ignites and ");
                        break;
                    case AD_ELEC:
                        strcpy(sweep, "fries and ");
                        break;
                    case AD_COLD:
                        strcpy(sweep,
                                "freezes, shatters and ");
                        break;
                }
                pline_The("web %sis swept away!", sweep);
            }
            return(0);
        }                    /* default: a nasty jelly-like creature */
        message_monster(MSG_WEB_DISSOLVES_INTO_M, u.ustuck);
        return 0;
    }
    if (u.utrap) {
        You("cannot spin webs while stuck in a trap.");
        return(0);
    }
    exercise(A_DEX, true);
    if (ttmp) switch (ttmp->ttyp) {
        case PIT:
        case SPIKED_PIT: You("spin a web, covering up the pit.");
                         deltrap(ttmp);
                         bury_objs(u.ux, u.uy);
                         newsym(u.ux, u.uy);
                         return(1);
        case SQKY_BOARD: pline_The("squeaky board is muffled.");
                         deltrap(ttmp);
                         newsym(u.ux, u.uy);
                         return(1);
        case TELEP_TRAP:
        case LEVEL_TELEP:
        case MAGIC_PORTAL:
                         Your("webbing vanishes!");
                         return(0);
        case WEB: You("make the web thicker.");
                  return(1);
        case HOLE:
        case TRAPDOOR:
                  You("web over the %s.",
                          (ttmp->ttyp == TRAPDOOR) ? "trap door" : "hole");
                  deltrap(ttmp);
                  newsym(u.ux, u.uy);
                  return 1;
        case ROLLING_BOULDER_TRAP:
                  You("spin a web, jamming the trigger.");
                  deltrap(ttmp);
                  newsym(u.ux, u.uy);
                  return(1);
        case ARROW_TRAP:
        case DART_TRAP:
        case BEAR_TRAP:
        case ROCKTRAP:
        case FIRE_TRAP:
        case LANDMINE:
        case SLP_GAS_TRAP:
        case RUST_TRAP:
        case MAGIC_TRAP:
        case ANTI_MAGIC:
        case POLY_TRAP:
                  You("have triggered a trap!");
                  dotrap(ttmp, 0);
                  return(1);
        default:
                  impossible("Webbing over trap type %d?", ttmp->ttyp);
                  return(0);
    }
    else if (On_stairs(u.ux, u.uy)) {
        /* cop out: don't let them hide the stairs */
        Your("web fails to impede access to the %s.",
                (levl[u.ux][u.uy].typ == STAIRS) ? "stairs" : "ladder");
        return(1);

    }
    ttmp = maketrap(u.ux, u.uy, WEB);
    if (ttmp) {
        ttmp->tseen = 1;
        ttmp->madeby_u = 1;
    }
    newsym(u.ux, u.uy);
    return(1);
}
示例#10
0
/* (try to) make a mntmp monster out of the player */
int
polymon (       /* returns 1 if polymorph successful */
    int mntmp
)
{
        bool sticky = sticks(youmonst.data) && u.ustuck && !u.uswallow,
                was_blind = !!Blind(), dochange = false;
        bool could_pass_walls = Passes_walls;
        int mlvl;

        if (mvitals[mntmp].mvflags & G_GENOD) { /* allow G_EXTINCT */
                You_feel("rather %s-ish.",mons[mntmp].mname);
                exercise(A_WIS, true);
                return(0);
        }

        /* KMH, conduct */
        u.uconduct.polyselfs++;

        if (!Upolyd) {
                /* Human to monster; save human stats */
                u.macurr = u.acurr;
                u.mamax = u.amax;
                u.mfemale = flags.female;
        } else {
                /* Monster to monster; restore human stats, to be
                 * immediately changed to provide stats for the new monster
                 */
                u.acurr = u.macurr;
                u.amax = u.mamax;
                flags.female = u.mfemale;
        }

        if (youmonst.m_ap_type) {
            /* stop mimicking immediately */
            if (multi < 0) unmul("");
        } else if (mons[mntmp].mlet != S_MIMIC) {
            /* as in polyman() */
            youmonst.m_ap_type = M_AP_NOTHING;
        }
        if (is_male(&mons[mntmp])) {
                if(flags.female) dochange = true;
        } else if (is_female(&mons[mntmp])) {
                if(!flags.female) dochange = true;
        } else if (!is_neuter(&mons[mntmp]) && mntmp != u.ulycn) {
                if(!rn2(10)) dochange = true;
        }
        if (dochange) {
                flags.female = !flags.female;
                You("%s %s%s!",
                    (u.umonnum != mntmp) ? "turn into a" : "feel like a new",
                    (is_male(&mons[mntmp]) || is_female(&mons[mntmp])) ? "" :
                        flags.female ? "female " : "male ",
                    mons[mntmp].mname);
        } else {
                if (u.umonnum != mntmp)
                        You("turn into %s!", an(mons[mntmp].mname));
                else
                        You_feel("like a new %s!", mons[mntmp].mname);
        }
        if (Stoned && poly_when_stoned(&mons[mntmp])) {
                /* poly_when_stoned already checked stone golem genocide */
                You("turn to stone!");
                mntmp = PM_STONE_GOLEM;
                Stoned = 0;
                delayed_killer.method = KM_DIED;
        }

        u.mtimedone = rn1(500, 500);
        u.umonnum = mntmp;
        set_uasmon();

        /* New stats for monster, to last only as long as polymorphed.
         * Currently only strength gets changed.
         */
        if(strongmonst(&mons[mntmp])) ABASE(A_STR) = AMAX(A_STR) = STR18(100);

        if (Stone_resistance() && Stoned) { /* [email protected] */
                Stoned = 0;
                delayed_killer.method = KM_DIED;
                You("no longer seem to be petrifying.");
        }
        if (Sick_resistance() && Sick) {
                make_sick(0L, NULL, false, SICK_ALL);
                You("no longer feel sick.");
        }
        if (Slimed) {
            if (flaming(youmonst.data)) {
                pline_The("slime burns away!");
                Slimed = 0L;
            } else if (mntmp == PM_GREEN_SLIME) {
                /* do it silently */
                Slimed = 0L;
            }
        }
        if (nohands(youmonst.data)) Glib = 0;

        /*
        mlvl = adj_lev(&mons[mntmp]);
         * We can't do the above, since there's no such thing as an
         * "experience level of you as a monster" for a polymorphed character.
         */
        mlvl = (int)mons[mntmp].mlevel;
        if (youmonst.data->mlet == S_DRAGON && mntmp >= PM_GRAY_DRAGON) {
                u.mhmax = In_endgame(&u.uz) ? (8*mlvl) : (4*mlvl + d(mlvl,4));
        } else if (is_golem(youmonst.data)) {
                u.mhmax = golemhp(mntmp);
        } else {
                if (!mlvl) u.mhmax = rnd(4);
                else u.mhmax = d(mlvl, 8);
                if (is_home_elemental(&mons[mntmp])) u.mhmax *= 3;
        }
        u.mh = u.mhmax;

        if (u.ulevel < mlvl) {
                u.mtimedone = u.mtimedone * u.ulevel / mlvl;
        }

        if (uskin && mntmp != armor_to_dragon(uskin->otyp))
                skinback(false);
        break_armor();
        drop_weapon(1);
        if (hides_under(youmonst.data))
                u.uundetected = OBJ_AT(u.ux, u.uy);
        else if (youmonst.data->mlet == S_EEL)
                u.uundetected = is_pool(u.ux, u.uy);
        else
                u.uundetected = 0;

        if (u.utraptype == TT_PIT) {
            if (could_pass_walls && !Passes_walls) {
                u.utrap = rn1(6,2);
            } else if (!could_pass_walls && Passes_walls) {
                u.utrap = 0;
            }
        }
        if (was_blind && !Blind()) {      /* previous form was eyeless */
            Blinded = 1L;
            make_blinded(0L, true);     /* remove blindness */
        }
        newsym(u.ux,u.uy);              /* Change symbol */

        if (!sticky && !u.uswallow && u.ustuck && sticks(youmonst.data)) u.ustuck = 0;
        else if (sticky && !sticks(youmonst.data)) uunstick();
        if (u.usteed) {
            if (touch_petrifies(u.usteed->data) && !Stone_resistance() && rnl(3)) {
                char buf[BUFSZ];

                message_monster(MSG_TOUCH_PETRIFYING_STEED, u.usteed);
                sprintf(buf, "riding %s", an(u.usteed->data->mname));
                instapetrify(buf);
            }
            if (!can_ride(u.usteed)) dismount_steed(DISMOUNT_POLY);
        }

        if (flags.verbose) {
            static const char use_thec[] = "Use the command #%s to %s.";
            static const char monsterc[] = "monster";
            if (can_breathe(youmonst.data))
                pline(use_thec,monsterc,"use your breath weapon");
            if (attacktype(youmonst.data, AT_SPIT))
                pline(use_thec,monsterc,"spit venom");
            if (youmonst.data->mlet == S_NYMPH)
                pline(use_thec,monsterc,"remove an iron ball");
            if (attacktype(youmonst.data, AT_GAZE))
                pline(use_thec,monsterc,"gaze at monsters");
            if (is_hider(youmonst.data))
                pline(use_thec,monsterc,"hide");
            if (is_were(youmonst.data))
                pline(use_thec,monsterc,"summon help");
            if (webmaker(youmonst.data))
                pline(use_thec,monsterc,"spin a web");
            if (u.umonnum == PM_GREMLIN)
                pline(use_thec,monsterc,"multiply in a fountain");
            if (is_unicorn(youmonst.data))
                pline(use_thec,monsterc,"use your horn");
            if (is_mind_flayer(youmonst.data))
                pline(use_thec,monsterc,"emit a mental blast");
            if (youmonst.data->msound == MS_SHRIEK) /* worthless, actually */
                pline(use_thec,monsterc,"shriek");
            if (lays_eggs(youmonst.data) && flags.female)
                pline(use_thec,"sit","lay an egg");
        }
        /* you now know what an egg of your type looks like */
        if (lays_eggs(youmonst.data)) {
            learn_egg_type(u.umonnum);
            /* make queen bees recognize killer bee eggs */
            learn_egg_type(egg_type_from_parent(u.umonnum, true));
        }
        find_ac();
        if((!Levitation && !u.ustuck && !Flying &&
            (is_pool(u.ux,u.uy) || is_lava(u.ux,u.uy))) ||
           (Underwater && !Swimming))
            spoteffects(true);
        if (Passes_walls && u.utrap && u.utraptype == TT_INFLOOR) {
            u.utrap = 0;
            pline_The("rock seems to no longer trap you.");
        } else if (likes_lava(youmonst.data) && u.utrap && u.utraptype == TT_LAVA) {
            u.utrap = 0;
            pline_The("lava now feels soothing.");
        }
        if (amorphous(youmonst.data) || is_whirly(youmonst.data) || unsolid(youmonst.data)) {
            if (Punished) {
                You("slip out of the iron chain.");
                unpunish();
            }
        }
        if (u.utrap && (u.utraptype == TT_WEB || u.utraptype == TT_BEARTRAP) &&
                (amorphous(youmonst.data) || is_whirly(youmonst.data) || unsolid(youmonst.data) ||
                  (youmonst.data->msize <= MZ_SMALL && u.utraptype == TT_BEARTRAP))) {
            You("are no longer stuck in the %s.",
                    u.utraptype == TT_WEB ? "web" : "bear trap");
            /* probably should burn webs too if PM_FIRE_ELEMENTAL */
            u.utrap = 0;
        }
        if (webmaker(youmonst.data) && u.utrap && u.utraptype == TT_WEB) {
            You("orient yourself on the web.");
            u.utrap = 0;
        }
        vision_full_recalc = 1;
        see_monsters();
        exercise(A_CON, false);
        exercise(A_WIS, true);
        (void) encumber_msg();
        return(1);
}