pull/3/head
luojunhui 1 year ago
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*/
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