示例#1
0
文件: lock.c 项目: FredrIQ/fiqhack
/* Called every turn during chest-forcing. The caller must set
   u.utracked[tos_lock] to the chest in question. */
static int
forcelock(void)
{
    struct monst *shkp;
    boolean costly;

    struct obj *otmp;
    struct obj *box = u.utracked[tos_lock];

    if (!obj_with_u(box))
        return reset_pick();

    if (!uwep_can_force()) /* prints the messages; ensures uwep != NULL */
        return reset_pick();

    if (u.uoccupation_progress[tos_lock]++ >= 50 ||
         nohands(youmonst.data)) {
        pline(msgc_failrandom, "You give up your attempt to force the lock.");
        if (!nohands(youmonst.data))
            exercise(is_blade(uwep) ? A_DEX : A_STR, TRUE);
        return reset_pick();
    }

    if (is_blade(uwep)) {
        if (rn2(1000 - (int)uwep->spe) > (992 - greatest_erosion(uwep) * 10) &&
            !uwep->cursed && !obj_resists(uwep, 0, 99)) {
            /* for a +0 weapon, probability that it survives an unsuccessful
               attempt to force the lock is (.992)^50 = .67 */
            pline(msgc_substitute, "%sour %s broke!",
                  (uwep->quan > 1L) ? "One of y" : "Y", xname(uwep));
            useup(uwep);
            pline_implied(msgc_failcurse,
                          "You can't exactly force that lock now.");
            exercise(A_DEX, TRUE);
            return reset_pick();
        }
    } else      /* blunt */
        wake_nearby(FALSE);  /* due to hammering on the container */

    if (rn2(100) >= objects[uwep->otyp].oc_wldam * 2)
        return 1;       /* still busy */

    pline(msgc_actionok, "You succeed in forcing the lock.");
    box->olocked = 0;
    box->obroken = 1;
    costly = (*u.ushops && costly_spot(youmonst.mx, youmonst.my));
    shkp = costly ? shop_keeper(level, *u.ushops) : 0;
    if (!is_blade(uwep) && !rn2(3)) {
        long loss = 0L;

        pline(msgc_substitute, "In fact, you've totally destroyed %s.",
              the(xname(box)));

        /* Put the contents on ground at the hero's feet. */
        while ((otmp = box->cobj) != 0) {
            obj_extract_self(otmp);
            if (!rn2(3) || otmp->oclass == POTION_CLASS) {
                chest_shatter_msg(otmp);
                if (costly)
                    loss +=
                        stolen_value(otmp, youmonst.mx, youmonst.my,
                                     (boolean) shkp->mpeaceful, TRUE);
                if (otmp->quan == 1L) {
                    obfree(otmp, NULL);
                    continue;
                }
                useup(otmp);
            }
            if (box->otyp == ICE_BOX && otmp->otyp == CORPSE) {
                otmp->age = moves - otmp->age;  /* actual age */
                start_corpse_timeout(otmp);
            }
            place_object(otmp, level, youmonst.mx, youmonst.my);
            stackobj(otmp);
        }

        if (costly)
            loss +=
                stolen_value(box, youmonst.mx, youmonst.my, (boolean) shkp->mpeaceful,
                             TRUE);
        if (loss)
            pline(msgc_unpaid, "You owe %ld %s for objects destroyed.",
                  loss, currency(loss));
        delobj(box);
    } else {
        if (costly) {
            struct obj *cobjbak = box->cobj;

            box->cobj = (struct obj *)0;
            verbalize(msgc_unpaid, "You damage it, you bought it!");
            bill_dummy_object(box);
            box->cobj = cobjbak;
        }
    }
    exercise(is_blade(uwep) ? A_DEX : A_STR, TRUE);

    return reset_pick();
}
示例#2
0
void
nh_timeout()
{
	register struct prop *upp;
	int sleeptime;
	int m_idx;
	int baseluck = (flags.moonphase == FULL_MOON) ? 1 : 0;

	if (flags.friday13) baseluck -= 1;

	if (u.uluck != baseluck &&
		moves % (u.uhave.amulet || u.ugangr ? 300 : 600) == 0) {
	/* Cursed luckstones stop bad luck from timing out; blessed luckstones
	 * stop good luck from timing out; normal luckstones stop both;
	 * neither is stopped if you don't have a luckstone.
	 * Luck is based at 0 usually, +1 if a full moon and -1 on Friday 13th
	 */
	    register int time_luck = stone_luck(FALSE);
	    boolean nostone = !carrying(LUCKSTONE) && !stone_luck(TRUE);

	    if(u.uluck > baseluck && (nostone || time_luck < 0))
		u.uluck--;
	    else if(u.uluck < baseluck && (nostone || time_luck > 0))
		u.uluck++;
	}
	if(u.uinvulnerable) return; /* things past this point could kill you */
	if(Stoned) stoned_dialogue();
	if(Slimed) slime_dialogue();
	if(Vomiting) vomiting_dialogue();
	if(Strangled) choke_dialogue();
	if(u.mtimedone && !--u.mtimedone) {
		if (Unchanging)
			u.mtimedone = rnd(100*youmonst.data->mlevel + 1);
		else
			rehumanize();
	}
	if(u.ucreamed) u.ucreamed--;

	/* Dissipate spell-based protection. */
	if (u.usptime) {
	    if (--u.usptime == 0 && u.uspellprot) {
		u.usptime = u.uspmtime;
		u.uspellprot--;
		find_ac();
		if (!Blind)
		    Norep("The %s haze around you %s.", hcolor(NH_GOLDEN),
			  u.uspellprot ? "becomes less dense" : "disappears");
	    }
	}

#ifdef STEED
	if (u.ugallop) {
	    if (--u.ugallop == 0L && u.usteed)
	    	pline("%s stops galloping.", Monnam(u.usteed));
	}
#endif

	for(upp = u.uprops; upp < u.uprops+SIZE(u.uprops); upp++)
	    if((upp->intrinsic & TIMEOUT) && !(--upp->intrinsic & TIMEOUT)) {
		switch(upp - u.uprops){
		case STONED:
			if (delayed_killer && !killer) {
				killer = delayed_killer;
				delayed_killer = 0;
			}
			if (!killer) {
				/* leaving killer_format would make it
				   "petrified by petrification" */
				killer_format = NO_KILLER_PREFIX;
				killer = "killed by petrification";
			}
			done(STONING);
			break;
		case SLIMED:
			if (delayed_killer && !killer) {
				killer = delayed_killer;
				delayed_killer = 0;
			}
			if (!killer) {
				killer_format = NO_KILLER_PREFIX;
				killer = "turned into green slime";
			}
			done(TURNED_SLIME);
			break;
		case VOMITING:
			make_vomiting(0L, TRUE);
			break;
		case SICK:
			You("die from your illness.");
			killer_format = KILLED_BY_AN;
			killer = u.usick_cause;
			if ((m_idx = name_to_mon(killer)) >= LOW_PM) {
			    if (type_is_pname(&mons[m_idx])) {
				killer_format = KILLED_BY;
			    } else if (mons[m_idx].geno & G_UNIQ) {
				killer = the(killer);
				Strcpy(u.usick_cause, killer);
				killer_format = KILLED_BY;
			    }
			}
			u.usick_type = 0;
			done(POISONING);
			break;
		case FAST:
			if (!Very_fast)
				You_feel("yourself slowing down%s.",
							Fast ? " a bit" : "");
			break;
		case CONFUSION:
			HConfusion = 1; /* So make_confused works properly */
			make_confused(0L, TRUE);
			stop_occupation();
			break;
		case STUNNED:
			HStun = 1;
			make_stunned(0L, TRUE);
			stop_occupation();
			break;
		case BLINDED:
			Blinded = 1;
			make_blinded(0L, TRUE);
			stop_occupation();
			break;
		case INVIS:
			newsym(u.ux,u.uy);
			if (!Invis && !BInvis && !Blind) {
			    You(!See_invisible ?
				    "are no longer invisible." :
				    "can no longer see through yourself.");
			    stop_occupation();
			}
			break;
		case SEE_INVIS:
			set_mimic_blocking(); /* do special mimic handling */
			see_monsters();		/* make invis mons appear */
			newsym(u.ux,u.uy);	/* make self appear */
			stop_occupation();
			break;
		case WOUNDED_LEGS:
			heal_legs();
			stop_occupation();
			break;
		case HALLUC:
			HHallucination = 1;
			(void) make_hallucinated(0L, TRUE, 0L);
			stop_occupation();
			break;
		case SLEEPING:
			if (unconscious() || Sleep_resistance)
				HSleeping += rnd(100);
			else if (Sleeping) {
				You("fall asleep.");
				sleeptime = rnd(20);
				fall_asleep(-sleeptime, TRUE);
				HSleeping += sleeptime + rnd(100);
			}
			break;
		case LEVITATION:
			(void) float_down(I_SPECIAL|TIMEOUT, 0L);
			break;
		case STRANGLED:
			killer_format = KILLED_BY;
			killer = (u.uburied) ? "suffocation" : "strangulation";
			done(DIED);
			break;
		case FUMBLING:
			/* call this only when a move took place.  */
			/* otherwise handle fumbling msgs locally. */
			if (u.umoved && !Levitation) {
			    slip_or_trip();
			    nomul(-2, "fumbling");
			    nomovemsg = "";
			    /* The more you are carrying the more likely you
			     * are to make noise when you fumble.  Adjustments
			     * to this number must be thoroughly play tested.
			     */
			    if ((inv_weight() > -500)) {
				You("make a lot of noise!");
				wake_nearby();
			    }
			}
			/* from outside means slippery ice; don't reset
			   counter if that's the only fumble reason */
			HFumbling &= ~FROMOUTSIDE;
			if (Fumbling)
			    HFumbling += rnd(20);
			break;
		case DETECT_MONSTERS:
			see_monsters();
			break;
		case PREGNANT: {
			char buf[BUFSZ];
			if (!flags.female) {
			    strcpy(buf, body_part(STOMACH));
			    if (!strcmp(buf, "stomach"))
				strcpy(buf, "belly");
			    pline("Something bursts out of your %s!");
			    killer_format = KILLED_BY;
			    killer = "male childbirth";
			    done(DIED);
			}
			mksobj_at(PLACENTA, u.ux, u.uy, FALSE, FALSE);
			pline("BABIES!"); /* TODO */
			stop_occupation();
			break;
		    }
		}
	}

	run_timers();
}