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711 lines
24 KiB
711 lines
24 KiB
/* NetHack 3.7 fountain.c $NHDT-Date: 1687058871 2023/06/18 03:27:51 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.95 $ */
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/* Copyright Scott R. Turner, srt@ucla, 10/27/86 */
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/* NetHack may be freely redistributed. See license for details. */
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/* Code for drinking from fountains. */
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#include "hack.h"
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static void dowatersnakes(void);
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static void dowaterdemon(void);
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static void dowaternymph(void);
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static void gush(coordxy, coordxy, genericptr_t);
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static void dofindgem(void);
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static boolean watchman_warn_fountain(struct monst *);
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DISABLE_WARNING_FORMAT_NONLITERAL
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/* used when trying to dip in or drink from fountain or sink or pool while
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levitating above it, or when trying to move downwards in that state */
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void
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floating_above(const char *what)
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{
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const char *umsg = "are floating high above the %s.";
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if (u.utrap && (u.utraptype == TT_INFLOOR || u.utraptype == TT_LAVA)) {
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/* when stuck in floor (not possible at fountain or sink location,
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so must be attempting to move down), override the usual message */
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umsg = "are trapped in the %s.";
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what = surface(u.ux, u.uy); /* probably redundant */
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}
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You(umsg, what);
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}
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RESTORE_WARNING_FORMAT_NONLITERAL
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/* Fountain of snakes! */
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static void
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dowatersnakes(void)
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{
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register int num = rn1(5, 2); // Generate a random number between 2 and 5 to represent the number of water snakes
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struct monst *mtmp;
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if (!(gm.mvitals[PM_WATER_MOCCASIN].mvflags & G_GONE)) { // Check if water snakes are extinct
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if (!Blind) {
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pline("An endless stream of %s pours forth!",
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Hallucination ? makeplural(rndmonnam(NULL)) : "snakes");
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} else {
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Soundeffect(se_snakes_hissing, 75); // Play a sound effect of hissing snakes
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You_hear("%s hissing!", something); // Output the sound of hissing
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}
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while (num-- > 0) {
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if ((mtmp = makemon(&mons[PM_WATER_MOCCASIN], u.ux, u.uy, MM_NOMSG)) != 0
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&& t_at(mtmp->mx, mtmp->my)) {
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(void) mintrap(mtmp, NO_TRAP_FLAGS); // Place the water snake on the map and check for traps
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}
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}
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} else {
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Soundeffect(se_furious_bubbling, 20); // Play a sound effect of furious bubbling
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pline_The("fountain bubbles furiously for a moment, then calms."); // Output a message about the fountain bubbling
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}
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}
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/* Water demon */
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static void
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dowaterdemon(void)
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{
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struct monst *mtmp;
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if (!(gm.mvitals[PM_WATER_DEMON].mvflags & G_GONE)) {
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if ((mtmp = makemon(&mons[PM_WATER_DEMON], u.ux, u.uy,
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MM_NOMSG)) != 0) {
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if (!Blind)
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You("unleash %s!", a_monnam(mtmp));
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else
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You_feel("the presence of evil.");
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/* Give those on low levels a (slightly) better chance of survival
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*/
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if (rnd(100) > (80 + level_difficulty())) {
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pline("Grateful for %s release, %s grants you a wish!",
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mhis(mtmp), mhe(mtmp));
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/* give a wish and discard the monster (mtmp set to null) */
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mongrantswish(&mtmp);
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} else if (t_at(mtmp->mx, mtmp->my))
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(void) mintrap(mtmp, NO_TRAP_FLAGS);
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}
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} else {
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Soundeffect(se_furious_bubbling, 20);
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pline_The("fountain bubbles furiously for a moment, then calms.");
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}
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}
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/* Water Nymph */
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static void
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dowaternymph(void)
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{
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register struct monst *mtmp;
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if (!(gm.mvitals[PM_WATER_NYMPH].mvflags & G_GONE) // Check if water nymphs are extinct
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&& (mtmp = makemon(&mons[PM_WATER_NYMPH], u.ux, u.uy, MM_NOMSG)) != 0) { // Place a water nymph on the map
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if (!Blind)
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You("attract %s!", a_monnam(mtmp)); // Output a message indicating the player attracted the water nymph
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else
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You_hear("a seductive voice."); // Output a message indicating the sound of a seductive voice
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mtmp->msleeping = 0;
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if (t_at(mtmp->mx, mtmp->my))
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(void) mintrap(mtmp, NO_TRAP_FLAGS); // Check for traps at the location of the water nymph
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} else if (!Blind) {
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Soundeffect(se_bubble_rising, 50); // Play a sound effect of a rising bubble
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Soundeffect(se_loud_pop, 50); // Play a sound effect of a loud pop
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pline("A large bubble rises to the surface and pops."); // Output a message about a large bubble popping
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} else {
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Soundeffect(se_loud_pop, 50); // Play a sound effect of a loud pop
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You_hear("a loud pop."); // Output a message indicating the sound of a loud pop
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}
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}
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/* Gushing forth along LOS from (u.ux, u.uy) */
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/*
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* Function to handle fountain gushing event
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*/
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void dogushforth(int drinking)
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{
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int madepool = 0;
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/*
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* Clear the area around player's position and check for fountain gushing
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*/
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do_clear_area(u.ux, u.uy, 7, gush, (genericptr_t) &madepool);
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/*
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* If no pool was generated, display appropriate message based on whether the player is drinking or not
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*/
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if (!madepool) {
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if (drinking)
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Your("thirst is quenched.");
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else
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pline("Water sprays all over you.");
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}
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}
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/*
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* Callback function for do_clear_area to handle each grid square
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*/
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static void gush(coordxy x, coordxy y, genericptr_t poolcnt)
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{
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register struct monst *mtmp;
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register struct trap *ttmp;
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/*
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* Check various conditions to determine if a pool can be created at the specified location
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*/
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if (((x + y) % 2) || u_at(x, y)
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|| (rn2(1 + distmin(u.ux, u.uy, x, y))) || (levl[x][y].typ != ROOM)
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|| (sobj_at(BOULDER, x, y)) || nexttodoor(x, y))
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return;
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/*
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* If there's a trap at the location, attempt to remove it
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*/
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if ((ttmp = t_at(x, y)) != 0 && !delfloortrap(ttmp))
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return;
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/*
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* If a pool is created for the first time, display a message
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*/
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if (!((*(int *) poolcnt)++))
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pline("Water gushes forth from the overflowing fountain!");
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}
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/* Put a pool at x, y */
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set_levltyp(x, y, POOL);
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levl[x][y].flags = 0;
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/* No kelp! */
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del_engr_at(x, y);
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water_damage_chain(gl.level.objects[x][y], TRUE);
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if ((mtmp = m_at(x, y)) != 0)
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(void) minliquid(mtmp);
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else
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newsym(x, y);
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}
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/* Find a gem in the sparkling waters. */
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static void
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dofindgem(void)
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{
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if (!Blind)
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You("spot a gem in the sparkling waters!"); // If the player is not blind, they spot a gem in the fountain.
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else
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You_feel("a gem here!"); // If the player is blind, they feel a gem in the fountain.
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(void) mksobj_at(rnd_class(DILITHIUM_CRYSTAL, LUCKSTONE - 1), u.ux, u.uy,
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FALSE, FALSE); // Create a random gem object at the player's location.
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SET_FOUNTAIN_LOOTED(u.ux, u.uy); // Set the fountain as looted.
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newsym(u.ux, u.uy); // Update the symbol of the fountain on the map.
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exercise(A_WIS, TRUE); /* a discovery! */ // Increase the player's wisdom experience.
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}
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static boolean
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watchman_warn_fountain(struct monst *mtmp)
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{
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if (is_watch(mtmp->data) && couldsee(mtmp->mx, mtmp->my)
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&& mtmp->mpeaceful) {
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if (!Deaf) {
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pline("%s yells:", Amonnam(mtmp));
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verbalize("Hey, stop using that fountain!"); // If a peaceful watchman can see the player, they yell at the player to stop using the fountain.
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} else {
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pline("%s earnestly %s %s %s!",
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Amonnam(mtmp),
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nolimbs(mtmp->data) ? "shakes" : "waves",
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mhis(mtmp),
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nolimbs(mtmp->data)
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? mbodypart(mtmp, HEAD)
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: makeplural(mbodypart(mtmp, ARM))); // If the player is deaf, the watchman communicates their message through body language.
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}
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return TRUE;
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}
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return FALSE;
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}
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void
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dryup(coordxy x, coordxy y, boolean isyou)
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{
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if (IS_FOUNTAIN(levl[x][y].typ)
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&& (!rn2(3) || FOUNTAIN_IS_WARNED(x, y))) {
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if (isyou && in_town(x, y) && !FOUNTAIN_IS_WARNED(x, y)) {
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struct monst *mtmp;
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SET_FOUNTAIN_WARNED(x, y);
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/* Warn about future fountain use. */
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mtmp = get_iter_mons(watchman_warn_fountain);
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/* You can see or hear this effect */
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if (!mtmp)
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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.
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return;
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}
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if (isyou && wizard) {
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if (y_n("Dry up fountain?") == 'n')
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return;
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}
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/* FIXME: sight-blocking clouds should use block_point() when
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being created and unblock_point() when going away, then this
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glyph hackery wouldn't be necessary */
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if (cansee(x, y)) {
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int glyph = glyph_at(x, y);
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if (!glyph_is_cmap(glyph) || glyph_to_cmap(glyph) != S_cloud)
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pline_The("fountain dries up!"); // If the player can see, display the message that the fountain dries up.
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}
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/* replace the fountain with ordinary floor */
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set_levltyp(x, y, ROOM); /* updates level.flags.nfountains */ // Change the tile of the fountain to ordinary floor.
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levl[x][y].flags = 0;
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levl[x][y].blessedftn = 0;
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/* The location is seen if the hero/monster is invisible
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or felt if the hero is blind. */
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newsym(x, y); // Update the symbol of the fountain on the map.
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if (isyou && in_town(x, y))
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(void) angry_guards(FALSE); // If the fountain was located in a town, generate angry guards.
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}
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}
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void
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drinkfountain(void)
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{
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/* What happens when you drink from a fountain? */
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register boolean mgkftn = (levl[u.ux][u.uy].blessedftn == 1);
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register int fate = rnd(30);
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if (Levitation) {
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floating_above("fountain");
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return;
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}
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if (mgkftn && u.uluck >= 0 && fate >= 10) {
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int i, ii, littleluck = (u.uluck < 4);
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pline("Wow! This makes you feel great!");
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/* blessed restore ability */
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for (ii = 0; ii < A_MAX; ii++)
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if (ABASE(ii) < AMAX(ii)) {
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ABASE(ii) = AMAX(ii);
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gc.context.botl = 1;
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}
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/* gain ability, blessed if "natural" luck is high */
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i = rn2(A_MAX); /* start at a random attribute */
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for (ii = 0; ii < A_MAX; ii++) {
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if (adjattrib(i, 1, littleluck ? -1 : 0) && littleluck)
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break;
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if (++i >= A_MAX)
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i = 0;
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}
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display_nhwindow(WIN_MESSAGE, FALSE);
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pline("A wisp of vapor escapes the fountain...");
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exercise(A_WIS, TRUE);
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levl[u.ux][u.uy].blessedftn = 0;
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return;
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}
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if (fate < 10) {
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pline_The("cool draught refreshes you.");
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u.uhunger += rnd(10); /* don't choke on water */
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newuhs(FALSE);
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if (mgkftn)
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return;
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} else {
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switch (fate) {
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case 19: /* Self-knowledge */
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You_feel("self-knowledgeable...");
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display_nhwindow(WIN_MESSAGE, FALSE);
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enlightenment(MAGICENLIGHTENMENT, ENL_GAMEINPROGRESS);
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exercise(A_WIS, TRUE);
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pline_The("feeling subsides.");
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break;
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case 20: /* Foul water */
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pline_The("water is foul! You gag and vomit.");
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morehungry(rn1(20, 11));
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vomit();
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break;
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case 21: /* Poisonous */
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pline_The("water is contaminated!");
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if (Poison_resistance) {
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pline("Perhaps it is runoff from the nearby %s farm.",
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fruitname(FALSE));
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losehp(rnd(4), "unrefrigerated sip of juice", KILLED_BY_AN);
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break;
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}
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poison_strdmg(rn1(4, 3), rnd(10), "contaminated water",
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KILLED_BY);
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exercise(A_CON, FALSE);
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break;
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case 22: /* Fountain of snakes! */
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dowatersnakes();
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break;
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case 23: /* Water demon */
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dowaterdemon();
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break;
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case 24: { /* Maybe curse some items */
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register struct obj *obj;
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int buc_changed = 0;
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pline("This water's no good!");
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morehungry(rn1(20, 11));
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exercise(A_CON, FALSE);
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/* this is more severe than rndcurse() */
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for (obj = gi.invent; obj; obj = obj->nobj)
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if (obj->oclass != COIN_CLASS && !obj->cursed && !rn2(5)) {
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curse(obj);
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++buc_changed;
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}
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if (buc_changed)
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update_inventory();
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break;
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}
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case 25: /* See invisible */
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if (Blind) {
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if (Invisible) {
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You("feel transparent.");
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} else {
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You("feel very self-conscious.");
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pline("Then it passes.");
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}
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} else {
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You_see("an image of someone stalking you.");
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pline("But it disappears.");
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}
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HSee_invisible |= FROMOUTSIDE;
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newsym(u.ux, u.uy);
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exercise(A_WIS, TRUE);
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break;
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case 26: /* See Monsters */
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if (monster_detect((struct obj *) 0, 0))
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pline_The("%s tastes like nothing.", hliquid("water"));
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exercise(A_WIS, TRUE);
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break;
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case 27: /* Find a gem in the sparkling waters. */
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if (!FOUNTAIN_IS_LOOTED(u.ux, u.uy)) {
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dofindgem();
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break;
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}
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/*FALLTHRU*/
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case 28: /* Water Nymph */
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dowaternymph();
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break;
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case 29: /* Scare */
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{
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register struct monst *mtmp;
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pline("This %s gives you bad breath!",
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hliquid("water"));
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
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if (DEADMONSTER(mtmp))
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continue;
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monflee(mtmp, 0, FALSE, FALSE);
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}
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break;
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}
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case 30: /* Gushing forth in this room */
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dogushforth(TRUE);
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break;
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default:
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pline("This tepid %s is tasteless.",
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hliquid("water"));
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break;
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}
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}
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dryup(u.ux, u.uy, TRUE);
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}
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void
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dipfountain(register struct obj *obj)
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{
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int er = ER_NOTHING;
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if (Levitation) {
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floating_above("fountain");
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return;
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}
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if (obj->otyp == LONG_SWORD && u.ulevel >= 5 && !rn2(6)
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/* once upon a time it was possible to poly N daggers into N swords */
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&& obj->quan == 1L && !obj->oartifact
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&& !exist_artifact(LONG_SWORD, artiname(ART_EXCALIBUR))) {
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static const char lady[] = "Lady of the Lake";
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if (u.ualign.type != A_LAWFUL) {
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/* Ha! Trying to cheat her. */
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pline("A freezing mist rises from the %s and envelopes the sword.",
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hliquid("water"));
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pline_The("fountain disappears!");
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curse(obj);
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if (obj->spe > -6 && !rn2(3))
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obj->spe--;
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obj->oerodeproof = FALSE;
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exercise(A_WIS, FALSE);
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livelog_printf(LL_ARTIFACT,
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"was denied %s! The %s has deemed %s unworthy",
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artiname(ART_EXCALIBUR), lady, uhim());
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} else {
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/* The lady of the lake acts! - Eric Backus */
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/* Be *REAL* nice */
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pline(
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"From the murky depths, a hand reaches up to bless the sword.");
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pline("As the hand retreats, the fountain disappears!");
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obj = oname(obj, artiname(ART_EXCALIBUR),
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ONAME_VIA_DIP | ONAME_KNOW_ARTI);
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discover_artifact(ART_EXCALIBUR);
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bless(obj);
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obj->oeroded = obj->oeroded2 = 0;
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obj->oerodeproof = TRUE;
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exercise(A_WIS, TRUE);
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livelog_printf(LL_ARTIFACT, "was given %s by the %s",
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artiname(ART_EXCALIBUR), lady);
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}
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update_inventory();
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set_levltyp(u.ux, u.uy, ROOM); /* updates level.flags.nfountains */
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levl[u.ux][u.uy].flags = 0;
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newsym(u.ux, u.uy);
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if (in_town(u.ux, u.uy))
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(void) angry_guards(FALSE);
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return;
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} else {
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er = water_damage(obj, NULL, TRUE);
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if (er == ER_DESTROYED || (er != ER_NOTHING && !rn2(2))) {
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return; /* no further effect */
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}
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}
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switch (rnd(30)) {
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case 16: /* Curse the item */
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if (obj->oclass != COIN_CLASS && !obj->cursed) {
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curse(obj);
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}
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break;
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case 17:
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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*/
|