pull/3/head
commit
17eb621cfc
@ -0,0 +1,710 @@
|
||||
/* NetHack 3.7 fountain.c $NHDT-Date: 1687058871 2023/06/18 03:27:51 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.95 $ */
|
||||
/* Copyright Scott R. Turner, srt@ucla, 10/27/86 */
|
||||
/* NetHack may be freely redistributed. See license for details. */
|
||||
|
||||
/* Code for drinking from fountains. */
|
||||
|
||||
#include "hack.h"
|
||||
|
||||
static void dowatersnakes(void);
|
||||
static void dowaterdemon(void);
|
||||
static void dowaternymph(void);
|
||||
static void gush(coordxy, coordxy, genericptr_t);
|
||||
static void dofindgem(void);
|
||||
static boolean watchman_warn_fountain(struct monst *);
|
||||
|
||||
DISABLE_WARNING_FORMAT_NONLITERAL
|
||||
|
||||
/* used when trying to dip in or drink from fountain or sink or pool while
|
||||
levitating above it, or when trying to move downwards in that state */
|
||||
void
|
||||
floating_above(const char *what)
|
||||
{
|
||||
const char *umsg = "are floating high above the %s.";
|
||||
|
||||
if (u.utrap && (u.utraptype == TT_INFLOOR || u.utraptype == TT_LAVA)) {
|
||||
/* when stuck in floor (not possible at fountain or sink location,
|
||||
so must be attempting to move down), override the usual message */
|
||||
umsg = "are trapped in the %s.";
|
||||
what = surface(u.ux, u.uy); /* probably redundant */
|
||||
}
|
||||
You(umsg, what);
|
||||
}
|
||||
|
||||
RESTORE_WARNING_FORMAT_NONLITERAL
|
||||
|
||||
/* Fountain of snakes! */
|
||||
static void
|
||||
dowatersnakes(void)
|
||||
{
|
||||
register int num = rn1(5, 2); // Generate a random number between 2 and 5 to represent the number of water snakes
|
||||
struct monst *mtmp;
|
||||
|
||||
if (!(gm.mvitals[PM_WATER_MOCCASIN].mvflags & G_GONE)) { // Check if water snakes are extinct
|
||||
if (!Blind) {
|
||||
pline("An endless stream of %s pours forth!",
|
||||
Hallucination ? makeplural(rndmonnam(NULL)) : "snakes");
|
||||
} else {
|
||||
Soundeffect(se_snakes_hissing, 75); // Play a sound effect of hissing snakes
|
||||
You_hear("%s hissing!", something); // Output the sound of hissing
|
||||
}
|
||||
while (num-- > 0) {
|
||||
if ((mtmp = makemon(&mons[PM_WATER_MOCCASIN], u.ux, u.uy, MM_NOMSG)) != 0
|
||||
&& t_at(mtmp->mx, mtmp->my)) {
|
||||
(void) mintrap(mtmp, NO_TRAP_FLAGS); // Place the water snake on the map and check for traps
|
||||
}
|
||||
}
|
||||
} else {
|
||||
Soundeffect(se_furious_bubbling, 20); // Play a sound effect of furious bubbling
|
||||
pline_The("fountain bubbles furiously for a moment, then calms."); // Output a message about the fountain bubbling
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* Water demon */
|
||||
static void
|
||||
dowaterdemon(void)
|
||||
{
|
||||
struct monst *mtmp;
|
||||
|
||||
if (!(gm.mvitals[PM_WATER_DEMON].mvflags & G_GONE)) {
|
||||
if ((mtmp = makemon(&mons[PM_WATER_DEMON], u.ux, u.uy,
|
||||
MM_NOMSG)) != 0) {
|
||||
if (!Blind)
|
||||
You("unleash %s!", a_monnam(mtmp));
|
||||
else
|
||||
You_feel("the presence of evil.");
|
||||
|
||||
/* Give those on low levels a (slightly) better chance of survival
|
||||
*/
|
||||
if (rnd(100) > (80 + level_difficulty())) {
|
||||
pline("Grateful for %s release, %s grants you a wish!",
|
||||
mhis(mtmp), mhe(mtmp));
|
||||
/* give a wish and discard the monster (mtmp set to null) */
|
||||
mongrantswish(&mtmp);
|
||||
} else if (t_at(mtmp->mx, mtmp->my))
|
||||
(void) mintrap(mtmp, NO_TRAP_FLAGS);
|
||||
}
|
||||
} else {
|
||||
Soundeffect(se_furious_bubbling, 20);
|
||||
pline_The("fountain bubbles furiously for a moment, then calms.");
|
||||
}
|
||||
}
|
||||
|
||||
/* Water Nymph */
|
||||
static void
|
||||
dowaternymph(void)
|
||||
{
|
||||
register struct monst *mtmp;
|
||||
|
||||
if (!(gm.mvitals[PM_WATER_NYMPH].mvflags & G_GONE) // Check if water nymphs are extinct
|
||||
&& (mtmp = makemon(&mons[PM_WATER_NYMPH], u.ux, u.uy, MM_NOMSG)) != 0) { // Place a water nymph on the map
|
||||
if (!Blind)
|
||||
You("attract %s!", a_monnam(mtmp)); // Output a message indicating the player attracted the water nymph
|
||||
else
|
||||
You_hear("a seductive voice."); // Output a message indicating the sound of a seductive voice
|
||||
mtmp->msleeping = 0;
|
||||
if (t_at(mtmp->mx, mtmp->my))
|
||||
(void) mintrap(mtmp, NO_TRAP_FLAGS); // Check for traps at the location of the water nymph
|
||||
} else if (!Blind) {
|
||||
Soundeffect(se_bubble_rising, 50); // Play a sound effect of a rising bubble
|
||||
Soundeffect(se_loud_pop, 50); // Play a sound effect of a loud pop
|
||||
pline("A large bubble rises to the surface and pops."); // Output a message about a large bubble popping
|
||||
} else {
|
||||
Soundeffect(se_loud_pop, 50); // Play a sound effect of a loud pop
|
||||
You_hear("a loud pop."); // Output a message indicating the sound of a loud pop
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* Gushing forth along LOS from (u.ux, u.uy) */
|
||||
/*
|
||||
* Function to handle fountain gushing event
|
||||
*/
|
||||
void dogushforth(int drinking)
|
||||
{
|
||||
int madepool = 0;
|
||||
|
||||
/*
|
||||
* Clear the area around player's position and check for fountain gushing
|
||||
*/
|
||||
do_clear_area(u.ux, u.uy, 7, gush, (genericptr_t) &madepool);
|
||||
|
||||
/*
|
||||
* If no pool was generated, display appropriate message based on whether the player is drinking or not
|
||||
*/
|
||||
if (!madepool) {
|
||||
if (drinking)
|
||||
Your("thirst is quenched.");
|
||||
else
|
||||
pline("Water sprays all over you.");
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Callback function for do_clear_area to handle each grid square
|
||||
*/
|
||||
static void gush(coordxy x, coordxy y, genericptr_t poolcnt)
|
||||
{
|
||||
register struct monst *mtmp;
|
||||
register struct trap *ttmp;
|
||||
|
||||
/*
|
||||
* Check various conditions to determine if a pool can be created at the specified location
|
||||
*/
|
||||
if (((x + y) % 2) || u_at(x, y)
|
||||
|| (rn2(1 + distmin(u.ux, u.uy, x, y))) || (levl[x][y].typ != ROOM)
|
||||
|| (sobj_at(BOULDER, x, y)) || nexttodoor(x, y))
|
||||
return;
|
||||
|
||||
/*
|
||||
* If there's a trap at the location, attempt to remove it
|
||||
*/
|
||||
if ((ttmp = t_at(x, y)) != 0 && !delfloortrap(ttmp))
|
||||
return;
|
||||
|
||||
/*
|
||||
* If a pool is created for the first time, display a message
|
||||
*/
|
||||
if (!((*(int *) poolcnt)++))
|
||||
pline("Water gushes forth from the overflowing fountain!");
|
||||
}
|
||||
|
||||
/* Put a pool at x, y */
|
||||
set_levltyp(x, y, POOL);
|
||||
levl[x][y].flags = 0;
|
||||
/* No kelp! */
|
||||
del_engr_at(x, y);
|
||||
water_damage_chain(gl.level.objects[x][y], TRUE);
|
||||
|
||||
if ((mtmp = m_at(x, y)) != 0)
|
||||
(void) minliquid(mtmp);
|
||||
else
|
||||
newsym(x, y);
|
||||
}
|
||||
|
||||
/* Find a gem in the sparkling waters. */
|
||||
static void
|
||||
dofindgem(void)
|
||||
{
|
||||
if (!Blind)
|
||||
You("spot a gem in the sparkling waters!"); // If the player is not blind, they spot a gem in the fountain.
|
||||
else
|
||||
You_feel("a gem here!"); // If the player is blind, they feel a gem in the fountain.
|
||||
(void) mksobj_at(rnd_class(DILITHIUM_CRYSTAL, LUCKSTONE - 1), u.ux, u.uy,
|
||||
FALSE, FALSE); // Create a random gem object at the player's location.
|
||||
SET_FOUNTAIN_LOOTED(u.ux, u.uy); // Set the fountain as looted.
|
||||
newsym(u.ux, u.uy); // Update the symbol of the fountain on the map.
|
||||
exercise(A_WIS, TRUE); /* a discovery! */ // Increase the player's wisdom experience.
|
||||
}
|
||||
|
||||
static boolean
|
||||
watchman_warn_fountain(struct monst *mtmp)
|
||||
{
|
||||
if (is_watch(mtmp->data) && couldsee(mtmp->mx, mtmp->my)
|
||||
&& mtmp->mpeaceful) {
|
||||
if (!Deaf) {
|
||||
pline("%s yells:", Amonnam(mtmp));
|
||||
verbalize("Hey, stop using that fountain!"); // If a peaceful watchman can see the player, they yell at the player to stop using the fountain.
|
||||
} else {
|
||||
pline("%s earnestly %s %s %s!",
|
||||
Amonnam(mtmp),
|
||||
nolimbs(mtmp->data) ? "shakes" : "waves",
|
||||
mhis(mtmp),
|
||||
nolimbs(mtmp->data)
|
||||
? mbodypart(mtmp, HEAD)
|
||||
: makeplural(mbodypart(mtmp, ARM))); // If the player is deaf, the watchman communicates their message through body language.
|
||||
}
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
void
|
||||
dryup(coordxy x, coordxy y, boolean isyou)
|
||||
{
|
||||
if (IS_FOUNTAIN(levl[x][y].typ)
|
||||
&& (!rn2(3) || FOUNTAIN_IS_WARNED(x, y))) {
|
||||
if (isyou && in_town(x, y) && !FOUNTAIN_IS_WARNED(x, y)) {
|
||||
struct monst *mtmp;
|
||||
|
||||
SET_FOUNTAIN_WARNED(x, y);
|
||||
/* Warn about future fountain use. */
|
||||
mtmp = get_iter_mons(watchman_warn_fountain);
|
||||
/* You can see or hear this effect */
|
||||
if (!mtmp)
|
||||
pline_The("flow reduces to a trickle."); // If the player is in a town and no warning has been issued, issue the warning for future fountain use.
|
||||
return;
|
||||
}
|
||||
if (isyou && wizard) {
|
||||
if (y_n("Dry up fountain?") == 'n')
|
||||
return;
|
||||
}
|
||||
/* FIXME: sight-blocking clouds should use block_point() when
|
||||
being created and unblock_point() when going away, then this
|
||||
glyph hackery wouldn't be necessary */
|
||||
if (cansee(x, y)) {
|
||||
int glyph = glyph_at(x, y);
|
||||
|
||||
if (!glyph_is_cmap(glyph) || glyph_to_cmap(glyph) != S_cloud)
|
||||
pline_The("fountain dries up!"); // If the player can see, display the message that the fountain dries up.
|
||||
}
|
||||
/* replace the fountain with ordinary floor */
|
||||
set_levltyp(x, y, ROOM); /* updates level.flags.nfountains */ // Change the tile of the fountain to ordinary floor.
|
||||
levl[x][y].flags = 0;
|
||||
levl[x][y].blessedftn = 0;
|
||||
/* The location is seen if the hero/monster is invisible
|
||||
or felt if the hero is blind. */
|
||||
newsym(x, y); // Update the symbol of the fountain on the map.
|
||||
if (isyou && in_town(x, y))
|
||||
(void) angry_guards(FALSE); // If the fountain was located in a town, generate angry guards.
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
drinkfountain(void)
|
||||
{
|
||||
/* What happens when you drink from a fountain? */
|
||||
register boolean mgkftn = (levl[u.ux][u.uy].blessedftn == 1);
|
||||
register int fate = rnd(30);
|
||||
|
||||
if (Levitation) {
|
||||
floating_above("fountain");
|
||||
return;
|
||||
}
|
||||
|
||||
if (mgkftn && u.uluck >= 0 && fate >= 10) {
|
||||
int i, ii, littleluck = (u.uluck < 4);
|
||||
|
||||
pline("Wow! This makes you feel great!");
|
||||
/* blessed restore ability */
|
||||
for (ii = 0; ii < A_MAX; ii++)
|
||||
if (ABASE(ii) < AMAX(ii)) {
|
||||
ABASE(ii) = AMAX(ii);
|
||||
gc.context.botl = 1;
|
||||
}
|
||||
/* gain ability, blessed if "natural" luck is high */
|
||||
i = rn2(A_MAX); /* start at a random attribute */
|
||||
for (ii = 0; ii < A_MAX; ii++) {
|
||||
if (adjattrib(i, 1, littleluck ? -1 : 0) && littleluck)
|
||||
break;
|
||||
if (++i >= A_MAX)
|
||||
i = 0;
|
||||
}
|
||||
display_nhwindow(WIN_MESSAGE, FALSE);
|
||||
pline("A wisp of vapor escapes the fountain...");
|
||||
exercise(A_WIS, TRUE);
|
||||
levl[u.ux][u.uy].blessedftn = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if (fate < 10) {
|
||||
pline_The("cool draught refreshes you.");
|
||||
u.uhunger += rnd(10); /* don't choke on water */
|
||||
newuhs(FALSE);
|
||||
if (mgkftn)
|
||||
return;
|
||||
} else {
|
||||
switch (fate) {
|
||||
case 19: /* Self-knowledge */
|
||||
You_feel("self-knowledgeable...");
|
||||
display_nhwindow(WIN_MESSAGE, FALSE);
|
||||
enlightenment(MAGICENLIGHTENMENT, ENL_GAMEINPROGRESS);
|
||||
exercise(A_WIS, TRUE);
|
||||
pline_The("feeling subsides.");
|
||||
break;
|
||||
case 20: /* Foul water */
|
||||
pline_The("water is foul! You gag and vomit.");
|
||||
morehungry(rn1(20, 11));
|
||||
vomit();
|
||||
break;
|
||||
case 21: /* Poisonous */
|
||||
pline_The("water is contaminated!");
|
||||
if (Poison_resistance) {
|
||||
pline("Perhaps it is runoff from the nearby %s farm.",
|
||||
fruitname(FALSE));
|
||||
losehp(rnd(4), "unrefrigerated sip of juice", KILLED_BY_AN);
|
||||
break;
|
||||
}
|
||||
poison_strdmg(rn1(4, 3), rnd(10), "contaminated water",
|
||||
KILLED_BY);
|
||||
exercise(A_CON, FALSE);
|
||||
break;
|
||||
case 22: /* Fountain of snakes! */
|
||||
dowatersnakes();
|
||||
break;
|
||||
case 23: /* Water demon */
|
||||
dowaterdemon();
|
||||
break;
|
||||
case 24: { /* Maybe curse some items */
|
||||
register struct obj *obj;
|
||||
int buc_changed = 0;
|
||||
|
||||
pline("This water's no good!");
|
||||
morehungry(rn1(20, 11));
|
||||
exercise(A_CON, FALSE);
|
||||
/* this is more severe than rndcurse() */
|
||||
for (obj = gi.invent; obj; obj = obj->nobj)
|
||||
if (obj->oclass != COIN_CLASS && !obj->cursed && !rn2(5)) {
|
||||
curse(obj);
|
||||
++buc_changed;
|
||||
}
|
||||
if (buc_changed)
|
||||
update_inventory();
|
||||
break;
|
||||
}
|
||||
case 25: /* See invisible */
|
||||
if (Blind) {
|
||||
if (Invisible) {
|
||||
You("feel transparent.");
|
||||
} else {
|
||||
You("feel very self-conscious.");
|
||||
pline("Then it passes.");
|
||||
}
|
||||
} else {
|
||||
You_see("an image of someone stalking you.");
|
||||
pline("But it disappears.");
|
||||
}
|
||||
HSee_invisible |= FROMOUTSIDE;
|
||||
newsym(u.ux, u.uy);
|
||||
exercise(A_WIS, TRUE);
|
||||
break;
|
||||
case 26: /* See Monsters */
|
||||
if (monster_detect((struct obj *) 0, 0))
|
||||
pline_The("%s tastes like nothing.", hliquid("water"));
|
||||
exercise(A_WIS, TRUE);
|
||||
break;
|
||||
case 27: /* Find a gem in the sparkling waters. */
|
||||
if (!FOUNTAIN_IS_LOOTED(u.ux, u.uy)) {
|
||||
dofindgem();
|
||||
break;
|
||||
}
|
||||
/*FALLTHRU*/
|
||||
case 28: /* Water Nymph */
|
||||
dowaternymph();
|
||||
break;
|
||||
case 29: /* Scare */
|
||||
{
|
||||
register struct monst *mtmp;
|
||||
|
||||
pline("This %s gives you bad breath!",
|
||||
hliquid("water"));
|
||||
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
|
||||
if (DEADMONSTER(mtmp))
|
||||
continue;
|
||||
monflee(mtmp, 0, FALSE, FALSE);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 30: /* Gushing forth in this room */
|
||||
dogushforth(TRUE);
|
||||
break;
|
||||
default:
|
||||
pline("This tepid %s is tasteless.",
|
||||
hliquid("water"));
|
||||
break;
|
||||
}
|
||||
}
|
||||
dryup(u.ux, u.uy, TRUE);
|
||||
}
|
||||
|
||||
void
|
||||
dipfountain(register struct obj *obj)
|
||||
{
|
||||
int er = ER_NOTHING;
|
||||
|
||||
if (Levitation) {
|
||||
floating_above("fountain");
|
||||
return;
|
||||
}
|
||||
|
||||
if (obj->otyp == LONG_SWORD && u.ulevel >= 5 && !rn2(6)
|
||||
/* once upon a time it was possible to poly N daggers into N swords */
|
||||
&& obj->quan == 1L && !obj->oartifact
|
||||
&& !exist_artifact(LONG_SWORD, artiname(ART_EXCALIBUR))) {
|
||||
static const char lady[] = "Lady of the Lake";
|
||||
|
||||
if (u.ualign.type != A_LAWFUL) {
|
||||
/* Ha! Trying to cheat her. */
|
||||
pline("A freezing mist rises from the %s and envelopes the sword.",
|
||||
hliquid("water"));
|
||||
pline_The("fountain disappears!");
|
||||
curse(obj);
|
||||
if (obj->spe > -6 && !rn2(3))
|
||||
obj->spe--;
|
||||
obj->oerodeproof = FALSE;
|
||||
exercise(A_WIS, FALSE);
|
||||
livelog_printf(LL_ARTIFACT,
|
||||
"was denied %s! The %s has deemed %s unworthy",
|
||||
artiname(ART_EXCALIBUR), lady, uhim());
|
||||
} else {
|
||||
/* The lady of the lake acts! - Eric Backus */
|
||||
/* Be *REAL* nice */
|
||||
pline(
|
||||
"From the murky depths, a hand reaches up to bless the sword.");
|
||||
pline("As the hand retreats, the fountain disappears!");
|
||||
obj = oname(obj, artiname(ART_EXCALIBUR),
|
||||
ONAME_VIA_DIP | ONAME_KNOW_ARTI);
|
||||
discover_artifact(ART_EXCALIBUR);
|
||||
bless(obj);
|
||||
obj->oeroded = obj->oeroded2 = 0;
|
||||
obj->oerodeproof = TRUE;
|
||||
exercise(A_WIS, TRUE);
|
||||
livelog_printf(LL_ARTIFACT, "was given %s by the %s",
|
||||
artiname(ART_EXCALIBUR), lady);
|
||||
}
|
||||
update_inventory();
|
||||
set_levltyp(u.ux, u.uy, ROOM); /* updates level.flags.nfountains */
|
||||
levl[u.ux][u.uy].flags = 0;
|
||||
newsym(u.ux, u.uy);
|
||||
if (in_town(u.ux, u.uy))
|
||||
(void) angry_guards(FALSE);
|
||||
return;
|
||||
} else {
|
||||
er = water_damage(obj, NULL, TRUE);
|
||||
|
||||
if (er == ER_DESTROYED || (er != ER_NOTHING && !rn2(2))) {
|
||||
return; /* no further effect */
|
||||
}
|
||||
}
|
||||
|
||||
switch (rnd(30)) {
|
||||
case 16: /* Curse the item */
|
||||
if (obj->oclass != COIN_CLASS && !obj->cursed) {
|
||||
curse(obj);
|
||||
}
|
||||
break;
|
||||
case 17:
|
||||
case 18:
|
||||
case 19:
|
||||
case 20: /* Uncurse the item */
|
||||
if (obj->cursed) {
|
||||
if (!Blind)
|
||||
pline_The("%s glows for a moment.", hliquid("water"));
|
||||
uncurse(obj);
|
||||
} else {
|
||||
pline("A feeling of loss comes over you.");
|
||||
}
|
||||
break;
|
||||
case 21: /* Water Demon */
|
||||
dowaterdemon();
|
||||
break;
|
||||
case 22: /* Water Nymph */
|
||||
dowaternymph();
|
||||
break;
|
||||
case 23: /* an Endless Stream of Snakes */
|
||||
dowatersnakes();
|
||||
break;
|
||||
case 24: /* Find a gem */
|
||||
if (!FOUNTAIN_IS_LOOTED(u.ux, u.uy)) {
|
||||
dofindgem();
|
||||
break;
|
||||
}
|
||||
/*FALLTHRU*/
|
||||
case 25: /* Water gushes forth */
|
||||
dogushforth(FALSE);
|
||||
break;
|
||||
case 26: /* Strange feeling */
|
||||
pline("A strange tingling runs up your %s.", body_part(ARM));
|
||||
break;
|
||||
case 27: /* Strange feeling */
|
||||
You_feel("a sudden chill.");
|
||||
break;
|
||||
case 28: /* Strange feeling */
|
||||
pline("An urge to take a bath overwhelms you.");
|
||||
{
|
||||
long money = money_cnt(gi.invent);
|
||||
struct obj *otmp;
|
||||
if (money > 10) {
|
||||
/* Amount to lose. Might get rounded up as fountains don't
|
||||
* pay change... */
|
||||
money = somegold(money) / 10;
|
||||
for (otmp = gi.invent; otmp && money > 0; otmp = otmp->nobj)
|
||||
if (otmp->oclass == COIN_CLASS) {
|
||||
int denomination = objects[otmp->otyp].oc_cost;
|
||||
long coin_loss =
|
||||
(money + denomination - 1) / denomination;
|
||||
coin_loss = min(coin_loss, otmp->quan);
|
||||
otmp->quan -= coin_loss;
|
||||
money -= coin_loss * denomination;
|
||||
if (!otmp->quan)
|
||||
delobj(otmp);
|
||||
}
|
||||
You("lost some of your gold in the fountain!");
|
||||
CLEAR_FOUNTAIN_LOOTED(u.ux, u.uy);
|
||||
exercise(A_WIS, FALSE);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 29: /* You see coins */
|
||||
/* We make fountains have more coins the closer you are to the
|
||||
* surface. After all, there will have been more people going
|
||||
* by. Just like a shopping mall! Chris Woodbury */
|
||||
|
||||
if (FOUNTAIN_IS_LOOTED(u.ux, u.uy))
|
||||
break;
|
||||
SET_FOUNTAIN_LOOTED(u.ux, u.uy);
|
||||
(void) mkgold((long) (rnd((dunlevs_in_dungeon(&u.uz) - dunlev(&u.uz)
|
||||
+ 1) * 2) + 5),
|
||||
u.ux, u.uy);
|
||||
if (!Blind)
|
||||
pline("Far below you, you see coins glistening in the %s.",
|
||||
hliquid("water"));
|
||||
exercise(A_WIS, TRUE);
|
||||
newsym(u.ux, u.uy);
|
||||
break;
|
||||
default:
|
||||
if (er == ER_NOTHING)
|
||||
pline("Nothing seems to happen.");
|
||||
break;
|
||||
}
|
||||
update_inventory();
|
||||
dryup(u.ux, u.uy, TRUE);
|
||||
}
|
||||
|
||||
void
|
||||
breaksink(coordxy x, coordxy y)
|
||||
{
|
||||
if (cansee(x, y) || u_at(x, y))
|
||||
pline_The("pipes break! Water spurts out!");
|
||||
/* updates level.flags.nsinks and level.flags.nfountains */
|
||||
set_levltyp(x, y, FOUNTAIN);
|
||||
levl[x][y].looted = 0;
|
||||
levl[x][y].blessedftn = 0;
|
||||
SET_FOUNTAIN_LOOTED(x, y);
|
||||
newsym(x, y);
|
||||
}
|
||||
|
||||
void
|
||||
drinksink(void)
|
||||
{
|
||||
struct obj *otmp;
|
||||
struct monst *mtmp;
|
||||
|
||||
/* If the player is levitating, they can't drink from the sink. */
|
||||
if (Levitation) {
|
||||
floating_above("sink");
|
||||
return;
|
||||
}
|
||||
|
||||
/* Randomly determine what happens when the player drinks from the sink. */
|
||||
switch (rn2(20)) {
|
||||
case 0:
|
||||
You("take a sip of very cold %s.", hliquid("water"));
|
||||
break;
|
||||
case 1:
|
||||
You("take a sip of very warm %s.", hliquid("water"));
|
||||
break;
|
||||
case 2:
|
||||
You("take a sip of scalding hot %s.", hliquid("water"));
|
||||
if (Fire_resistance) {
|
||||
pline("It seems quite tasty.");
|
||||
monstseesu(M_SEEN_FIRE);
|
||||
} else {
|
||||
losehp(rnd(6), "sipping boiling water", KILLED_BY);
|
||||
monstunseesu(M_SEEN_FIRE);
|
||||
}
|
||||
/* Boiling water burns are considered fire damage. */
|
||||
break;
|
||||
case 3:
|
||||
/* Spawn a sewer rat in the sink, unless they're already gone. */
|
||||
if (gm.mvitals[PM_SEWER_RAT].mvflags & G_GONE)
|
||||
pline_The("sink seems quite dirty.");
|
||||
else {
|
||||
mtmp = makemon(&mons[PM_SEWER_RAT], u.ux, u.uy, MM_NOMSG);
|
||||
if (mtmp)
|
||||
pline("Eek! There's %s in the sink!",
|
||||
(Blind || !canspotmon(mtmp)) ? "something squirmy"
|
||||
: a_monnam(mtmp));
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
/* Spawn a potion that isn't water. */
|
||||
for (;;) {
|
||||
otmp = mkobj(POTION_CLASS, FALSE);
|
||||
if (otmp->otyp != POT_WATER)
|
||||
break;
|
||||
/* Reject water and try again. */
|
||||
obfree(otmp, (struct obj *) 0);
|
||||
}
|
||||
otmp->cursed = otmp->blessed = 0;
|
||||
pline("Some %s liquid flows from the faucet.",
|
||||
Blind ? "odd" : hcolor(OBJ_DESCR(objects[otmp->otyp])));
|
||||
otmp->dknown = !(Blind || Hallucination);
|
||||
otmp->quan++; /* Avoid panic upon useup() */
|
||||
otmp->fromsink = 1; /* Kludge for docall() */
|
||||
(void) dopotion(otmp);
|
||||
obfree(otmp, (struct obj *) 0);
|
||||
break;
|
||||
case 5:
|
||||
/* Spawn a ring in the sink, unless one has already been looted. */
|
||||
if (!(levl[u.ux][u.uy].looted & S_LRING)) {
|
||||
You("find a ring in the sink!");
|
||||
(void) mkobj_at(RING_CLASS, u.ux, u.uy, TRUE);
|
||||
levl[u.ux][u.uy].looted |= S_LRING;
|
||||
exercise(A_WIS, TRUE);
|
||||
newsym(u.ux, u.uy);
|
||||
} else
|
||||
pline("Some dirty %s backs up in the drain.", hliquid("water"));
|
||||
break;
|
||||
case 6:
|
||||
/* Break the sink. */
|
||||
breaksink(u.ux, u.uy);
|
||||
break;
|
||||
case 7:
|
||||
/* Spawn a water elemental in the sink. */
|
||||
pline_The("%s moves as though of its own will!", hliquid("water"));
|
||||
if ((gm.mvitals[PM_WATER_ELEMENTAL].mvflags & G_GONE)
|
||||
|| !makemon(&mons[PM_WATER_ELEMENTAL], u.ux, u.uy, MM_NOMSG))
|
||||
pline("But it quiets down.");
|
||||
break;
|
||||
case 8:
|
||||
/* Drinking the water gives the player experience and a level-up. */
|
||||
pline("Yuk, this %s tastes awful.", hliquid("water"));
|
||||
more_experienced(1, 0);
|
||||
newexplevel();
|
||||
break;
|
||||
case 9:
|
||||
/* Drinking sewage causes the player to vomit and become hungry. */
|
||||
pline("Gaggg... this tastes like sewage! You vomit.");
|
||||
morehungry(rn1(30 - ACURR(A_CON), 11));
|
||||
vomit();
|
||||
break;
|
||||
case 10:
|
||||
/* Drinking toxic waste polymorphs the player. */
|
||||
pline("This %s contains toxic wastes!", hliquid("water"));
|
||||
if (!Unchanging) {
|
||||
You("undergo a freakish metamorphosis!");
|
||||
polyself(POLY_NOFLAGS);
|
||||
}
|
||||
break;
|
||||
/* More odd messages. */
|
||||
case 11:
|
||||
Soundeffect(se_clanking_pipe, 50);
|
||||
You_hear("clanking from the pipes...");
|
||||
break;
|
||||
case 12:
|
||||
Soundeffect(se_sewer_song, 100);
|
||||
You_hear("snatches of song from among the sewers...");
|
||||
break;
|
||||
case 13:
|
||||
/* Drinking the water creates a gas cloud. */
|
||||
pline("Ew, what a stench!");
|
||||
create_gas_cloud(u.ux, u.uy, 1, 4);
|
||||
break;
|
||||
case 19:
|
||||
/* Drinking the water causes something to grab at the player's hand, unless they're hallucinating. */
|
||||
if (Hallucination) {
|
||||
pline("From the murky drain, a hand reaches up... --oops--");
|
||||
break;
|
||||
}
|
||||
/*FALLTHRU*/
|
||||
default:
|
||||
/* Drinking the water has no special effect. */
|
||||
You("take a sip of %s %s.",
|
||||
rn2(3) ? (rn2(2) ? "cold" : "warm") : "hot",
|
||||
hliquid("water"));
|
||||
}
|
||||
}
|
||||
|
||||
/*fountain.c*/
|
Loading…
Reference in new issue