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/* SCCS Id: @(#)fountain.c 3.4 2003/03/23 */
/* 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_DCL void NDECL(dowatersnakes);
STATIC_DCL void NDECL(dowaterdemon);
STATIC_DCL void NDECL(dowaternymph);
STATIC_PTR void FDECL(gush, (int,int,genericptr_t));
STATIC_DCL void NDECL(dofindgem);
void
floating_above(what)
const char *what;
{
You("are floating high above the %s.", what);
}
STATIC_OVL void
dowatersnakes() /* Fountain of snakes! */
{
register int num = rn1(5,2);
struct monst *mtmp;
if (!(mvitals[PM_WATER_MOCCASIN].mvflags & G_GONE)) {
if (!Blind)
pline("An endless stream of %s pours forth!",
Hallucination ? makeplural(rndmonnam()) : "snakes");
else
You_hear("%s hissing!", something);
while(num-- > 0)
if((mtmp = makemon(&mons[PM_WATER_MOCCASIN],
u.ux, u.uy, NO_MM_FLAGS)) && t_at(mtmp->mx, mtmp->my))
(void) mintrap(mtmp);
} else
pline_The("fountain bubbles furiously for a moment, then calms.");
}
STATIC_OVL
void
dowaterdemon() /* Water demon */
{
register struct monst *mtmp;
if(!(mvitals[PM_WATER_DEMON].mvflags & G_GONE)) {
if((mtmp = makemon(&mons[PM_WATER_DEMON],u.ux,u.uy, NO_MM_FLAGS))) {
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));
makewish();
mongone(mtmp);
} else if (t_at(mtmp->mx, mtmp->my))
(void) mintrap(mtmp);
}
} else
pline_The("fountain bubbles furiously for a moment, then calms.");
}
STATIC_OVL void
dowaternymph() /* Water Nymph */
{
register struct monst *mtmp;
if(!(mvitals[PM_WATER_NYMPH].mvflags & G_GONE) &&
(mtmp = makemon(&mons[PM_WATER_NYMPH],u.ux,u.uy, NO_MM_FLAGS))) {
if (!Blind)
You("attract %s!", a_monnam(mtmp));
else
You_hear("a seductive voice.");
mtmp->msleeping = 0;
if (t_at(mtmp->mx, mtmp->my))
(void) mintrap(mtmp);
} else
if (!Blind)
pline("A large bubble rises to the surface and pops.");
else
You_hear("a loud pop.");
}
void
dogushforth(drinking) /* Gushing forth along LOS from (u.ux, u.uy) */
int drinking;
{
int madepool = 0;
do_clear_area(u.ux, u.uy, 7, gush, (genericptr_t)&madepool);
if (!madepool) {
if (drinking)
Your("thirst is quenched.");
else
pline("Water sprays all over you.");
}
}
STATIC_PTR void
gush(x, y, poolcnt)
int x, y;
genericptr_t poolcnt;
{
register struct monst *mtmp;
register struct trap *ttmp;
if (((x+y)%2) || (x == u.ux && y == u.uy) ||
(rn2(1 + distmin(u.ux, u.uy, x, y))) ||
(levl[x][y].typ != ROOM) ||
(sobj_at(BOULDER, x, y)) || nexttodoor(x, y))
return;
if ((ttmp = t_at(x, y)) != 0 && !delfloortrap(ttmp))
return;
if (!((*(int *)poolcnt)++))
pline("Water gushes forth from the overflowing fountain!");
/* Put a pool at x, y */
levl[x][y].typ = POOL;
/* No kelp! */
del_engr_at(x, y);
water_damage(level.objects[x][y], FALSE, TRUE);
if ((mtmp = m_at(x, y)) != 0)
(void) minliquid(mtmp);
else
newsym(x,y);
}
STATIC_OVL void
dofindgem() /* Find a gem in the sparkling waters. */
{
if (!Blind) You("spot a gem in the sparkling waters!");
else You_feel("a gem here!");
(void) mksobj_at(rnd_class(DILITHIUM_CRYSTAL, LUCKSTONE-1),
u.ux, u.uy, FALSE, FALSE);
SET_FOUNTAIN_LOOTED(u.ux,u.uy);
newsym(u.ux, u.uy);
exercise(A_WIS, TRUE); /* a discovery! */
}
void
dryup(x, y, isyou)
xchar x, 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. */
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp)) continue;
if ((mtmp->data == &mons[PM_WATCHMAN] ||
mtmp->data == &mons[PM_WATCH_CAPTAIN]) &&
couldsee(mtmp->mx, mtmp->my) &&
mtmp->mpeaceful) {
pline("%s yells:", Amonnam(mtmp));
verbalize("Hey, stop using that fountain!");
break;
}
}
/* You can see or hear this effect */
if(!mtmp) pline_The("flow reduces to a trickle.");
return;
}
#ifdef WIZARD
if (isyou && wizard) {
if (yn("Dry up fountain?") == 'n')
return;
}
#endif
/* replace the fountain with ordinary floor */
levl[x][y].typ = ROOM;
levl[x][y].looted = 0;
levl[x][y].blessedftn = 0;
if (cansee(x,y)) pline_The("fountain dries up!");
/* The location is seen if the hero/monster is invisible */
/* or felt if the hero is blind. */
newsym(x, y);
level.flags.nfountains--;
if(isyou && in_town(x, y))
(void) angry_guards(FALSE);
}
}
void
drinkfountain()
{
/* 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);
flags.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(0);
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;
}
losestr(rn1(4,3));
losehp(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: /* Curse an item */ {
register struct obj *obj;
pline("This water's no good!");
morehungry(rn1(20, 11));
exercise(A_CON, FALSE);
for(obj = invent; obj ; obj = obj->nobj)
if (!rn2(5)) curse(obj);
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 */
(void) monster_detect((struct obj *)0, 0);
exercise(A_WIS, TRUE);
break;
case 27: /* Find a gem in the sparkling waters. */
if (!FOUNTAIN_IS_LOOTED(u.ux,u.uy)) {
dofindgem();
break;
}
case 28: /* Water Nymph */
dowaternymph();
break;
case 29: /* Scare */ {
register struct monst *mtmp;
pline("This water gives you bad breath!");
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
if(!DEADMONSTER(mtmp))
monflee(mtmp, 0, FALSE, FALSE);
}
break;
case 30: /* Gushing forth in this room */
dogushforth(TRUE);
break;
default:
pline("This tepid water is tasteless.");
break;
}
}
dryup(u.ux, u.uy, TRUE);
}
void
dipfountain(obj)
register struct obj *obj;
{
if (Levitation) {
floating_above("fountain");
return;
}
/* Don't grant Excalibur when there's more than one object. */
/* (quantity could be > 1 if merged daggers got polymorphed) */
if (obj->otyp == LONG_SWORD && obj->quan == 1L
&& u.ulevel >= 5 && !rn2(6)
&& !obj->oartifact
&& !exist_artifact(LONG_SWORD, artiname(ART_EXCALIBUR))) {
if (u.ualign.type != A_LAWFUL) {
/* Ha! Trying to cheat her. */
pline("A freezing mist rises from the water and envelopes the sword.");
pline_The("fountain disappears!");
curse(obj);
if (obj->spe > -6 && !rn2(3)) obj->spe--;
obj->oerodeproof = FALSE;
exercise(A_WIS, FALSE);
} 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));
discover_artifact(ART_EXCALIBUR);
bless(obj);
obj->oeroded = obj->oeroded2 = 0;
obj->oerodeproof = TRUE;
exercise(A_WIS, TRUE);
}
update_inventory();
levl[u.ux][u.uy].typ = ROOM;
levl[u.ux][u.uy].looted = 0;
newsym(u.ux, u.uy);
level.flags.nfountains--;
if(in_town(u.ux, u.uy))
(void) angry_guards(FALSE);
return;
} else if (get_wet(obj) && !rn2(2))
return;
/* Acid and water don't mix */
if (obj->otyp == POT_ACID) {
useup(obj);
return;
}
switch (rnd(30)) {
case 16: /* Curse the item */
curse(obj);
break;
case 17:
case 18:
case 19:
case 20: /* Uncurse the item */
if(obj->cursed) {
if (!Blind)
pline_The("water glows for a moment.");
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;
}
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.");
#ifndef GOLDOBJ
if (u.ugold > 10) {
u.ugold -= somegold() / 10;
You("lost some of your gold in the fountain!");
CLEAR_FOUNTAIN_LOOTED(u.ux,u.uy);
exercise(A_WIS, FALSE);
}
#else
{
long money = money_cnt(invent);
struct obj *otmp;
if (money > 10) {
/* Amount to loose. Might get rounded up as fountains don't pay change... */
money = somegold(money) / 10;
for (otmp = 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 money in the fountain!");
CLEAR_FOUNTAIN_LOOTED(u.ux,u.uy);
exercise(A_WIS, FALSE);
}
}
#endif
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 water.");
exercise(A_WIS, TRUE);
newsym(u.ux,u.uy);
break;
}
update_inventory();
dryup(u.ux, u.uy, TRUE);
}
#ifdef SINKS
void
breaksink(x,y)
int x, y;
{
if(cansee(x,y) || (x == u.ux && y == u.uy))
pline_The("pipes break! Water spurts out!");
level.flags.nsinks--;
levl[x][y].doormask = 0;
levl[x][y].typ = FOUNTAIN;
level.flags.nfountains++;
newsym(x,y);
}
void
drinksink()
{
struct obj *otmp;
struct monst *mtmp;
if (Levitation) {
floating_above("sink");
return;
}
switch(rn2(20)) {
case 0: You("take a sip of very cold water.");
break;
case 1: You("take a sip of very warm water.");
break;
case 2: You("take a sip of scalding hot water.");
if (Fire_resistance)
pline("It seems quite tasty.");
else losehp(rnd(6), "sipping boiling water", KILLED_BY);
break;
case 3: if (mvitals[PM_SEWER_RAT].mvflags & G_GONE)
pline_The("sink seems quite dirty.");
else {
mtmp = makemon(&mons[PM_SEWER_RAT],
u.ux, u.uy, NO_MM_FLAGS);
if (mtmp) pline("Eek! There's %s in the sink!",
(Blind || !canspotmon(mtmp)) ?
"something squirmy" :
a_monnam(mtmp));
}
break;
case 4: do {
otmp = mkobj(POTION_CLASS,FALSE);
if (otmp->otyp == POT_WATER) {
obfree(otmp, (struct obj *)0);
otmp = (struct obj *) 0;
}
} while(!otmp);
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: 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 water backs up in the drain.");
break;
case 6: breaksink(u.ux,u.uy);
break;
case 7: pline_The("water moves as though of its own will!");
if ((mvitals[PM_WATER_ELEMENTAL].mvflags & G_GONE)
|| !makemon(&mons[PM_WATER_ELEMENTAL],
u.ux, u.uy, NO_MM_FLAGS))
pline("But it quiets down.");
break;
case 8: pline("Yuk, this water tastes awful.");
more_experienced(1,0);
newexplevel();
break;
case 9: pline("Gaggg... this tastes like sewage! You vomit.");
morehungry(rn1(30-ACURR(A_CON), 11));
vomit();
break;
case 10: pline("This water contains toxic wastes!");
if (!Unchanging) {
You("undergo a freakish metamorphosis!");
polyself(FALSE);
}
break;
/* more odd messages --JJB */
case 11: You_hear("clanking from the pipes...");
break;
case 12: You_hear("snatches of song from among the sewers...");
break;
case 19: if (Hallucination) {
pline("From the murky drain, a hand reaches up... --oops--");
break;
}
default: You("take a sip of %s water.",
rn2(3) ? (rn2(2) ? "cold" : "warm") : "hot");
}
}
#endif /* SINKS */
/*fountain.c*/