poison messages (trunk only)

<Someone> reported something along the lines of

  "You are hit by a little dart."
[ "The dart was poisoned." -- this expected message was missing ]
  "The poison doesn't seem to affect you."

Remove the overloading of ``chance for fatal poison'' and ``thrown weapon''
(which reduces that chance, among other things) for the arguments passed to
poisoned() and change how it decides whether feedback about being poisoned
is needed.  Also, move poisoned() and poisontell() from mon.c to attrib.c.
This commit is contained in:
nethack.rankin
2003-11-27 05:00:29 +00:00
parent 43664aa310
commit 3c29cbfeab
8 changed files with 111 additions and 93 deletions

View File

@@ -1,4 +1,4 @@
/* SCCS Id: @(#)attrib.c 3.4 2002/10/07 */
/* SCCS Id: @(#)attrib.c 3.4 2003/11/26 */
/* Copyright 1988, 1989, 1990, 1992, M. Stephenson */
/* NetHack may be freely redistributed. See license for details. */
@@ -193,6 +193,90 @@ losestr(num) /* may kill you; cause may be poison or monster like 'a' */
(void) adjattrib(A_STR, -num, TRUE);
}
static const struct poison_effect_message {
void VDECL((*delivery_func), (const char *,...));
const char *effect_msg;
} poiseff[] = {
{ You_feel, "weaker" }, /* A_STR */
{ Your, "brain is on fire" }, /* A_INT */
{ Your, "judgement is impaired" }, /* A_WIS */
{ Your, "muscles won't obey you" }, /* A_DEX */
{ You_feel, "very sick" }, /* A_CON */
{ You, "break out in hives" } /* A_CHA */
};
/* feedback for attribute loss due to poisoning */
void
poisontell(typ, exclaim)
int typ; /* which attribute */
boolean exclaim; /* emphasis */
{
void VDECL((*func), (const char *,...)) = poiseff[typ].delivery_func;
(*func)("%s%c", poiseff[typ].effect_msg, exclaim ? '!' : '.');
}
/* called when an attack or trap has poisoned the hero (used to be in mon.c) */
void
poisoned(reason, typ, pkiller, fatal, thrown_weapon)
const char *reason, /* controls what messages we display */
*pkiller; /* for score+log file if fatal */
int typ, fatal;
boolean thrown_weapon; /* thrown weapons are less deadly */
{
int i, kprefix = KILLED_BY_AN;
/* inform player about being poisoned unless that's already been done;
"blast" has given a "blast of poison gas" message; "poison arrow",
"poison dart", etc have implicitly given poison messages too... */
if (strcmp(reason, "blast") && !strstri(reason, "poison")) {
boolean plural = (reason[strlen(reason) - 1] == 's') ? 1 : 0;
/* avoid "The" Orcus's sting was poisoned... */
pline("%s%s %s poisoned!",
isupper(*reason) ? "" : "The ", reason,
plural ? "were" : "was");
}
if (Poison_resistance) {
if (!strcmp(reason, "blast")) shieldeff(u.ux, u.uy);
pline_The("poison doesn't seem to affect you.");
return;
}
/* suppress killer prefix if it already has one */
i = name_to_mon(pkiller);
if (i >= LOW_PM && (mons[i].geno & G_UNIQ)) {
kprefix = KILLED_BY;
if (!type_is_pname(&mons[i])) pkiller = the(pkiller);
} else if (!strncmpi(pkiller, "the ", 4) ||
!strncmpi(pkiller, "an ", 3) ||
!strncmpi(pkiller, "a ", 2)) {
/*[ does this need a plural check too? ]*/
kprefix = KILLED_BY;
}
i = rn2(fatal + (thrown_weapon ? 20 : 0));
if (i == 0 && typ != A_CHA) {
u.uhp = -1;
pline_The("poison was deadly...");
} else if (i <= 5) {
/* check that a stat change was made */
if (adjattrib(typ, thrown_weapon ? -1 : -rn1(3,3), 1))
poisontell(typ, TRUE);
} else {
i = thrown_weapon ? rnd(6) : rn1(10,6);
losehp(i, pkiller, kprefix); /* poison damage */
}
if (u.uhp < 1) {
killer.format = kprefix;
Strcpy(killer.name, pkiller);
/* "Poisoned by a poisoned ___" is redundant */
done(strstri(pkiller, "poison") ? DIED : POISONING);
}
(void) encumber_msg();
}
void
change_luck(n)
register schar n;