add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.
replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.
consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)
consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).
related function or macro additions:
pmname(pm, gender) to get the gender variation of the permonst name. It
guards against monsters that haven't got anything except NEUTRAL naming
and falls back to the NEUTRAL version if FEMALE and MALE versions are
missing.
Ugender to obtain the current hero gender.
Mgender(mtmp) to obtain the gender of a monster
While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
pmname(ptr, gidx)
where -ptr is a permonst *
-gidx is an index into the pmnames array field of the
permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.
Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.
male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.
tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.
statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.
I expect some refinement will be required after broad play-testing puts it to
the test.
consolidate caveman,cavewoman and priest,priestess monst.c entries etc
This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.
Window Port Interface Change
Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.
The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.
win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.
Interface change additional info:
print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
-- Print the glyph at (x,y) on the given window. Glyphs are
integers at the interface, mapped to whatever the window-
port wants (symbol, font, color, attributes, ...there's
a 1-1 map between glyphs and distinct things on the map).
-- bkglyph is a background glyph for potential use by some
graphical or tiled environments to allow the depiction
to fall against a background consistent with the grid
around x,y. If bkglyph is NO_GLYPH, then the parameter
should be ignored (do nothing with it).
-- glyphmod provides extended information about the glyph
that window ports can use to enhance the display in
various ways.
unsigned int glyphmod[NUM_GLYPHMOD]
where:
glyphmod[GM_TTYCHAR] is the text characters associated
with the original NetHack display.
glyphmod[GM_FLAGS] are the special flags that denote
additional information that window
ports can use.
glyphmod[GM_COLOR] is the text character
color associated with the original
NetHack display.
Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
827 lines
30 KiB
C
827 lines
30 KiB
C
/* NetHack 3.7 music.c $NHDT-Date: 1596498191 2020/08/03 23:43:11 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.69 $ */
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/* Copyright (c) 1989 by Jean-Christophe Collet */
|
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/* NetHack may be freely redistributed. See license for details. */
|
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|
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/*
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* This file contains the different functions designed to manipulate the
|
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* musical instruments and their various effects.
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*
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* The list of instruments / effects is :
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*
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* (wooden) flute may calm snakes if player has enough dexterity
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* magic flute may put monsters to sleep: area of effect depends
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* on player level.
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* (tooled) horn Will awaken monsters: area of effect depends on
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* player level. May also scare monsters.
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* fire horn Acts like a wand of fire.
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* frost horn Acts like a wand of cold.
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* bugle Will awaken soldiers (if any): area of effect depends
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* on player level.
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* (wooden) harp May calm nymph if player has enough dexterity.
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* magic harp Charm monsters: area of effect depends on player
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* level.
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* (leather) drum Will awaken monsters like the horn.
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* drum of earthquake Will initiate an earthquake whose intensity depends
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* on player level. That is, it creates random pits
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* called here chasms.
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*/
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#include "hack.h"
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|
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static void FDECL(awaken_monsters, (int));
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static void FDECL(put_monsters_to_sleep, (int));
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static void FDECL(charm_snakes, (int));
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static void FDECL(calm_nymphs, (int));
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static void FDECL(charm_monsters, (int));
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static void FDECL(do_earthquake, (int));
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static const char *NDECL(generic_lvl_desc);
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static int FDECL(do_improvisation, (struct obj *));
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/*
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* Wake every monster in range...
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*/
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static void
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awaken_monsters(distance)
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int distance;
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{
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register struct monst *mtmp;
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register int distm;
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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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if ((distm = distu(mtmp->mx, mtmp->my)) < distance) {
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mtmp->msleeping = 0;
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mtmp->mcanmove = 1;
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mtmp->mfrozen = 0;
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/* may scare some monsters -- waiting monsters excluded */
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if (!unique_corpstat(mtmp->data)
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&& (mtmp->mstrategy & STRAT_WAITMASK) != 0)
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mtmp->mstrategy &= ~STRAT_WAITMASK;
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else if (distm < distance / 3
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&& !resist(mtmp, TOOL_CLASS, 0, NOTELL)
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/* some monsters are immune */
|
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&& onscary(0, 0, mtmp))
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monflee(mtmp, 0, FALSE, TRUE);
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}
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}
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}
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|
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/*
|
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* Make monsters fall asleep. Note that they may resist the spell.
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*/
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|
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static void
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put_monsters_to_sleep(distance)
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int distance;
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{
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register struct monst *mtmp;
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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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if (distu(mtmp->mx, mtmp->my) < distance
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&& sleep_monst(mtmp, d(10, 10), TOOL_CLASS)) {
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mtmp->msleeping = 1; /* 10d10 turns + wake_nearby to rouse */
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slept_monst(mtmp);
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}
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}
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}
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|
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/*
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* Charm snakes in range. Note that the snakes are NOT tamed.
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*/
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|
|
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static void
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charm_snakes(distance)
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int distance;
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|
{
|
|
register struct monst *mtmp;
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int could_see_mon, was_peaceful;
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|
|
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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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if (mtmp->data->mlet == S_SNAKE && mtmp->mcanmove
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&& distu(mtmp->mx, mtmp->my) < distance) {
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was_peaceful = mtmp->mpeaceful;
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mtmp->mpeaceful = 1;
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mtmp->mavenge = 0;
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mtmp->mstrategy &= ~STRAT_WAITMASK;
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could_see_mon = canseemon(mtmp);
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mtmp->mundetected = 0;
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newsym(mtmp->mx, mtmp->my);
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if (canseemon(mtmp)) {
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if (!could_see_mon)
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You("notice %s, swaying with the music.", a_monnam(mtmp));
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else
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pline("%s freezes, then sways with the music%s.",
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Monnam(mtmp),
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was_peaceful ? "" : ", and now seems quieter");
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}
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}
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}
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}
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|
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/*
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* Calm nymphs in range.
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*/
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|
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static void
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calm_nymphs(distance)
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int distance;
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{
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register struct monst *mtmp;
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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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if (mtmp->data->mlet == S_NYMPH && mtmp->mcanmove
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&& distu(mtmp->mx, mtmp->my) < distance) {
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mtmp->msleeping = 0;
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mtmp->mpeaceful = 1;
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mtmp->mavenge = 0;
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mtmp->mstrategy &= ~STRAT_WAITMASK;
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if (canseemon(mtmp))
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pline(
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"%s listens cheerfully to the music, then seems quieter.",
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Monnam(mtmp));
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}
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}
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}
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/* Awake soldiers anywhere the level (and any nearby monster). */
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void
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|
awaken_soldiers(bugler)
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struct monst *bugler; /* monster that played instrument */
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{
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register struct monst *mtmp;
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int distance, distm;
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/* distance of affected non-soldier monsters to bugler */
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distance = ((bugler == &g.youmonst) ? u.ulevel : bugler->data->mlevel) * 30;
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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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if (is_mercenary(mtmp->data) && mtmp->data != &mons[PM_GUARD]) {
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mtmp->mpeaceful = mtmp->msleeping = mtmp->mfrozen = 0;
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mtmp->mcanmove = 1;
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mtmp->mstrategy &= ~STRAT_WAITMASK;
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if (canseemon(mtmp))
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pline("%s is now ready for battle!", Monnam(mtmp));
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else if (!Deaf)
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Norep("%s the rattle of battle gear being readied.",
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"You hear"); /* Deaf-aware */
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} else if ((distm = ((bugler == &g.youmonst)
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? distu(mtmp->mx, mtmp->my)
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: dist2(bugler->mx, bugler->my, mtmp->mx,
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mtmp->my))) < distance) {
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mtmp->msleeping = 0;
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mtmp->mcanmove = 1;
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mtmp->mfrozen = 0;
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/* may scare some monsters -- waiting monsters excluded */
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if (!unique_corpstat(mtmp->data)
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&& (mtmp->mstrategy & STRAT_WAITMASK) != 0)
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mtmp->mstrategy &= ~STRAT_WAITMASK;
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else if (distm < distance / 3
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&& !resist(mtmp, TOOL_CLASS, 0, NOTELL))
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monflee(mtmp, 0, FALSE, TRUE);
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}
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}
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}
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/* Charm monsters in range. Note that they may resist the spell.
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* If swallowed, range is reduced to 0.
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*/
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static void
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charm_monsters(distance)
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int distance;
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{
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struct monst *mtmp, *mtmp2;
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if (u.uswallow) {
|
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if (!resist(u.ustuck, TOOL_CLASS, 0, NOTELL))
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(void) tamedog(u.ustuck, (struct obj *) 0);
|
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} else {
|
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for (mtmp = fmon; mtmp; mtmp = mtmp2) {
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mtmp2 = mtmp->nmon;
|
|
if (DEADMONSTER(mtmp))
|
|
continue;
|
|
|
|
if (distu(mtmp->mx, mtmp->my) <= distance) {
|
|
if (!resist(mtmp, TOOL_CLASS, 0, NOTELL))
|
|
(void) tamedog(mtmp, (struct obj *) 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Generate earthquake :-) of desired force.
|
|
* That is: create random chasms (pits).
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|
*/
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static void
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do_earthquake(force)
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int force;
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|
{
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|
static const char into_a_chasm[] = " into a chasm";
|
|
register int x, y;
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|
struct monst *mtmp;
|
|
struct obj *otmp;
|
|
struct trap *chasm, *trap_at_u = t_at(u.ux, u.uy);
|
|
int start_x, start_y, end_x, end_y, amsk;
|
|
aligntyp algn;
|
|
schar filltype;
|
|
unsigned tu_pit = 0;
|
|
|
|
if (trap_at_u)
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|
tu_pit = is_pit(trap_at_u->ttyp);
|
|
if (force > 13) /* sanity precaution; maximum used is actually 10 */
|
|
force = 13;
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start_x = u.ux - (force * 2);
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start_y = u.uy - (force * 2);
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|
end_x = u.ux + (force * 2);
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|
end_y = u.uy + (force * 2);
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|
start_x = max(start_x, 1);
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|
start_y = max(start_y, 0);
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|
end_x = min(end_x, COLNO - 1);
|
|
end_y = min(end_y, ROWNO - 1);
|
|
for (x = start_x; x <= end_x; x++)
|
|
for (y = start_y; y <= end_y; y++) {
|
|
if ((mtmp = m_at(x, y)) != 0) {
|
|
wakeup(mtmp, TRUE); /* peaceful monster will become hostile */
|
|
if (mtmp->mundetected) {
|
|
mtmp->mundetected = 0;
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|
newsym(x, y);
|
|
if (ceiling_hider(mtmp->data)) {
|
|
if (cansee(x, y))
|
|
pline("%s is shaken loose from the ceiling!",
|
|
Amonnam(mtmp));
|
|
else if (!is_flyer(mtmp->data))
|
|
You_hear("a thump.");
|
|
}
|
|
}
|
|
if (M_AP_TYPE(mtmp) != M_AP_NOTHING
|
|
&& M_AP_TYPE(mtmp) != M_AP_MONSTER)
|
|
seemimic(mtmp);
|
|
}
|
|
if (rn2(14 - force))
|
|
continue;
|
|
|
|
/*
|
|
* Possible extensions:
|
|
* When a door is trapped, explode it instead of silently
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|
* turning it into an empty doorway.
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|
* Trigger divine wrath when an altar is dumped into a chasm.
|
|
* Sometimes replace sink with fountain or fountain with pool
|
|
* instead of always producing a pit.
|
|
* Sometimes release monster and/or treasure from a grave or
|
|
* a throne instead of just dumping them into the chasm.
|
|
* Chance to destroy wall segments? Trees too?
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* Honor non-diggable for locked doors, walls, and trees.
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* Treat non-passwall as if it was non-diggable?
|
|
* Conjoin some of the umpteen pits when they're adjacent?
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|
*
|
|
* Replace 'goto do_pit;' with 'do_pit = TRUE; break;' and
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* move the pit code to after the switch.
|
|
*/
|
|
|
|
switch (levl[x][y].typ) {
|
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case FOUNTAIN: /* make the fountain disappear */
|
|
if (cansee(x, y))
|
|
pline_The("fountain falls%s.", into_a_chasm);
|
|
goto do_pit;
|
|
case SINK:
|
|
if (cansee(x, y))
|
|
pline_The("kitchen sink falls%s.", into_a_chasm);
|
|
goto do_pit;
|
|
case ALTAR:
|
|
/* always preserve the high altars */
|
|
if (Is_astralevel(&u.uz) || Is_sanctum(&u.uz))
|
|
break;
|
|
/* no need to check for high altar here; we've just
|
|
excluded those */
|
|
amsk = altarmask_at(x, y);
|
|
algn = Amask2align(amsk & AM_MASK);
|
|
if (cansee(x, y))
|
|
pline_The("%s altar falls%s.",
|
|
align_str(algn), into_a_chasm);
|
|
goto do_pit;
|
|
case GRAVE:
|
|
if (cansee(x, y))
|
|
pline_The("headstone topples%s.", into_a_chasm);
|
|
goto do_pit;
|
|
case THRONE:
|
|
if (cansee(x, y))
|
|
pline_The("throne falls%s.", into_a_chasm);
|
|
goto do_pit;
|
|
case SCORR:
|
|
levl[x][y].typ = CORR;
|
|
unblock_point(x, y);
|
|
if (cansee(x, y))
|
|
pline("A secret corridor is revealed.");
|
|
/*FALLTHRU*/
|
|
case CORR:
|
|
case ROOM: /* Try to make a pit. */
|
|
do_pit:
|
|
/* maketrap() won't replace furniture with a trap,
|
|
so remove the furniture first */
|
|
if (levl[x][y].typ != CORR) {
|
|
if (levl[x][y].typ != DOOR) {
|
|
levl[x][y].typ = ROOM;
|
|
/* clear blessed fountain, disturbed grave */
|
|
levl[x][y].horizontal = 0;
|
|
}
|
|
/* clear doormask, altarmask, looted throne */
|
|
levl[x][y].flags = 0; /* same as 'doormask = D_NODOOR' */
|
|
}
|
|
chasm = maketrap(x, y, PIT);
|
|
if (!chasm)
|
|
break; /* no pit if portal at that location */
|
|
chasm->tseen = 1;
|
|
|
|
/* Let liquid flow into the newly created chasm.
|
|
Adjust corresponding code in apply.c for exploding
|
|
wand of digging if you alter this sequence. */
|
|
filltype = fillholetyp(x, y, FALSE);
|
|
if (filltype != ROOM) {
|
|
levl[x][y].typ = filltype; /* flags set via doormask */
|
|
liquid_flow(x, y, filltype, chasm, (char *) 0);
|
|
}
|
|
|
|
mtmp = m_at(x, y); /* (redundant?) */
|
|
if ((otmp = sobj_at(BOULDER, x, y)) != 0) {
|
|
if (cansee(x, y))
|
|
pline("KADOOM! The boulder falls into a chasm%s!",
|
|
(x == u.ux && y == u.uy) ? " below you" : "");
|
|
if (mtmp)
|
|
mtmp->mtrapped = 0;
|
|
obj_extract_self(otmp);
|
|
(void) flooreffects(otmp, x, y, "");
|
|
break; /* from switch, not loop */
|
|
}
|
|
|
|
/* We have to check whether monsters or player
|
|
falls in a chasm... */
|
|
if (mtmp) {
|
|
if (!is_flyer(mtmp->data) && !is_clinger(mtmp->data)) {
|
|
boolean m_already_trapped = mtmp->mtrapped;
|
|
|
|
mtmp->mtrapped = 1;
|
|
if (!m_already_trapped) { /* suppress messages */
|
|
if (cansee(x, y))
|
|
pline("%s falls into a chasm!", Monnam(mtmp));
|
|
else if (humanoid(mtmp->data))
|
|
You_hear("a scream!");
|
|
}
|
|
/* Falling is okay for falling down
|
|
within a pit from jostling too */
|
|
mselftouch(mtmp, "Falling, ", TRUE);
|
|
if (!DEADMONSTER(mtmp)) {
|
|
mtmp->mhp -= rnd(m_already_trapped ? 4 : 6);
|
|
if (DEADMONSTER(mtmp)) {
|
|
if (!cansee(x, y)) {
|
|
pline("It is destroyed!");
|
|
} else {
|
|
You("destroy %s!",
|
|
mtmp->mtame
|
|
? x_monnam(mtmp, ARTICLE_THE, "poor",
|
|
has_mgivenname(mtmp)
|
|
? SUPPRESS_SADDLE : 0,
|
|
FALSE)
|
|
: mon_nam(mtmp));
|
|
}
|
|
xkilled(mtmp, XKILL_NOMSG);
|
|
}
|
|
}
|
|
}
|
|
} else if (x == u.ux && y == u.uy) {
|
|
if (u.utrap && u.utraptype == TT_BURIEDBALL) {
|
|
/* Note: the chain should break if a pit gets
|
|
created at the buried ball's location, which
|
|
is not necessarily here. But if we don't do
|
|
things this way, entering the new pit below
|
|
will override current trap anyway, but too
|
|
late to get Lev and Fly handling. */
|
|
Your("chain breaks!");
|
|
reset_utrap(TRUE);
|
|
}
|
|
if (Levitation || Flying || is_clinger(g.youmonst.data)) {
|
|
if (!tu_pit) { /* no pit here previously */
|
|
pline("A chasm opens up under you!");
|
|
You("don't fall in!");
|
|
}
|
|
} else if (!tu_pit || !u.utrap || u.utraptype != TT_PIT) {
|
|
/* no pit here previously, or you were
|
|
not in it even if there was */
|
|
You("fall into a chasm!");
|
|
set_utrap(rn1(6, 2), TT_PIT);
|
|
losehp(Maybe_Half_Phys(rnd(6)),
|
|
"fell into a chasm", NO_KILLER_PREFIX);
|
|
selftouch("Falling, you");
|
|
} else if (u.utrap && u.utraptype == TT_PIT) {
|
|
boolean keepfooting =
|
|
((Fumbling && !rn2(5))
|
|
|| (!rnl(Role_if(PM_ARCHEOLOGIST) ? 3 : 9))
|
|
|| ((ACURR(A_DEX) > 7) && rn2(5)));
|
|
|
|
You("are jostled around violently!");
|
|
set_utrap(rn1(6, 2), TT_PIT);
|
|
losehp(Maybe_Half_Phys(rnd(keepfooting ? 2 : 4)),
|
|
"hurt in a chasm", NO_KILLER_PREFIX);
|
|
if (keepfooting)
|
|
exercise(A_DEX, TRUE);
|
|
else
|
|
selftouch((Upolyd && (slithy(g.youmonst.data)
|
|
|| nolimbs(g.youmonst.data)))
|
|
? "Shaken, you"
|
|
: "Falling down, you");
|
|
}
|
|
} else {
|
|
newsym(x, y);
|
|
}
|
|
break;
|
|
case SDOOR:
|
|
cvt_sdoor_to_door(&levl[x][y]); /* .typ = DOOR */
|
|
if (cansee(x, y))
|
|
pline("A secret door is revealed.");
|
|
/*FALLTHRU*/
|
|
case DOOR: /* make the door collapse */
|
|
/* if already doorless, treat like room or corridor */
|
|
if (levl[x][y].doormask == D_NODOOR)
|
|
goto do_pit;
|
|
/* wasn't doorless, now it will be */
|
|
levl[x][y].doormask = D_NODOOR;
|
|
unblock_point(x, y);
|
|
newsym(x, y); /* before pline */
|
|
if (cansee(x, y))
|
|
pline_The("door collapses.");
|
|
if (*in_rooms(x, y, SHOPBASE))
|
|
add_damage(x, y, 0L);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static const char *
|
|
generic_lvl_desc()
|
|
{
|
|
if (Is_astralevel(&u.uz))
|
|
return "astral plane";
|
|
else if (In_endgame(&u.uz))
|
|
return "plane";
|
|
else if (Is_sanctum(&u.uz))
|
|
return "sanctum";
|
|
else if (In_sokoban(&u.uz))
|
|
return "puzzle";
|
|
else if (In_V_tower(&u.uz))
|
|
return "tower";
|
|
else
|
|
return "dungeon";
|
|
}
|
|
|
|
const char *beats[] = {
|
|
"stepper", "one drop", "slow two", "triple stroke roll",
|
|
"double shuffle", "half-time shuffle", "second line", "train"
|
|
};
|
|
|
|
/*
|
|
* The player is trying to extract something from his/her instrument.
|
|
*/
|
|
static int
|
|
do_improvisation(instr)
|
|
struct obj *instr;
|
|
{
|
|
int damage, mode, do_spec = !(Stunned || Confusion);
|
|
struct obj itmp;
|
|
boolean mundane = FALSE;
|
|
|
|
itmp = *instr;
|
|
itmp.oextra = (struct oextra *) 0; /* ok on this copy as instr maintains
|
|
the ptr to free at some point if
|
|
there is one */
|
|
|
|
/* if won't yield special effect, make sound of mundane counterpart */
|
|
if (!do_spec || instr->spe <= 0)
|
|
while (objects[itmp.otyp].oc_magic) {
|
|
itmp.otyp -= 1;
|
|
mundane = TRUE;
|
|
}
|
|
|
|
|
|
#define PLAY_NORMAL 0x00
|
|
#define PLAY_STUNNED 0x01
|
|
#define PLAY_CONFUSED 0x02
|
|
#define PLAY_HALLU 0x04
|
|
mode = PLAY_NORMAL;
|
|
if (Stunned)
|
|
mode |= PLAY_STUNNED;
|
|
if (Confusion)
|
|
mode |= PLAY_CONFUSED;
|
|
if (Hallucination)
|
|
mode |= PLAY_HALLU;
|
|
|
|
if (!rn2(2)) {
|
|
/*
|
|
* TEMPORARY? for multiple impairments, don't always
|
|
* give the generic "it's far from music" message.
|
|
*/
|
|
/* remove if STUNNED+CONFUSED ever gets its own message below */
|
|
if (mode == (PLAY_STUNNED | PLAY_CONFUSED))
|
|
mode = !rn2(2) ? PLAY_STUNNED : PLAY_CONFUSED;
|
|
/* likewise for stunned and/or confused combined with hallucination */
|
|
if (mode & PLAY_HALLU)
|
|
mode = PLAY_HALLU;
|
|
}
|
|
|
|
/* 3.6.3: most of these gave "You produce <blah>" and then many of
|
|
the instrument-specific messages below which immediately follow
|
|
also gave "You produce <something>." That looked strange so we
|
|
now use a different verb here */
|
|
switch (mode) {
|
|
case PLAY_NORMAL:
|
|
You("start playing %s.", yname(instr));
|
|
break;
|
|
case PLAY_STUNNED:
|
|
if (!Deaf)
|
|
You("radiate an obnoxious droning sound.");
|
|
else
|
|
You_feel("a monotonous vibration.");
|
|
break;
|
|
case PLAY_CONFUSED:
|
|
if (!Deaf)
|
|
You("generate a raucous noise.");
|
|
else
|
|
You_feel("a jarring vibration.");
|
|
break;
|
|
case PLAY_HALLU:
|
|
You("disseminate a kaleidoscopic display of floating butterflies.");
|
|
break;
|
|
/* TODO? give some or all of these combinations their own feedback;
|
|
hallucination ones should reference senses other than hearing... */
|
|
case PLAY_STUNNED | PLAY_CONFUSED:
|
|
case PLAY_STUNNED | PLAY_HALLU:
|
|
case PLAY_CONFUSED | PLAY_HALLU:
|
|
case PLAY_STUNNED | PLAY_CONFUSED | PLAY_HALLU:
|
|
default:
|
|
pline("What you perform is quite far from music...");
|
|
break;
|
|
}
|
|
#undef PLAY_NORMAL
|
|
#undef PLAY_STUNNED
|
|
#undef PLAY_CONFUSED
|
|
#undef PLAY_HALLU
|
|
|
|
switch (itmp.otyp) { /* note: itmp.otyp might differ from instr->otyp */
|
|
case MAGIC_FLUTE: /* Make monster fall asleep */
|
|
consume_obj_charge(instr, TRUE);
|
|
|
|
You("%sproduce %s music.", !Deaf ? "" : "seem to ",
|
|
Hallucination ? "piped" : "soft");
|
|
put_monsters_to_sleep(u.ulevel * 5);
|
|
exercise(A_DEX, TRUE);
|
|
break;
|
|
case WOODEN_FLUTE: /* May charm snakes */
|
|
do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
|
|
if (!Deaf)
|
|
pline("%s.", Tobjnam(instr, do_spec ? "trill" : "toot"));
|
|
else
|
|
You_feel("%s %s.", yname(instr), do_spec ? "trill" : "toot");
|
|
if (do_spec)
|
|
charm_snakes(u.ulevel * 3);
|
|
exercise(A_DEX, TRUE);
|
|
break;
|
|
case FIRE_HORN: /* Idem wand of fire */
|
|
case FROST_HORN: /* Idem wand of cold */
|
|
consume_obj_charge(instr, TRUE);
|
|
|
|
if (!getdir((char *) 0)) {
|
|
pline("%s.", Tobjnam(instr, "vibrate"));
|
|
break;
|
|
} else if (!u.dx && !u.dy && !u.dz) {
|
|
if ((damage = zapyourself(instr, TRUE)) != 0) {
|
|
char buf[BUFSZ];
|
|
|
|
Sprintf(buf, "using a magical horn on %sself", uhim());
|
|
losehp(damage, buf, KILLED_BY); /* fire or frost damage */
|
|
}
|
|
} else {
|
|
buzz((instr->otyp == FROST_HORN) ? AD_COLD - 1 : AD_FIRE - 1,
|
|
rn1(6, 6), u.ux, u.uy, u.dx, u.dy);
|
|
}
|
|
makeknown(instr->otyp);
|
|
break;
|
|
case TOOLED_HORN: /* Awaken or scare monsters */
|
|
if (!Deaf)
|
|
You("produce a frightful, grave sound.");
|
|
else
|
|
You("blow into the horn.");
|
|
awaken_monsters(u.ulevel * 30);
|
|
exercise(A_WIS, FALSE);
|
|
break;
|
|
case BUGLE: /* Awaken & attract soldiers */
|
|
if (!Deaf)
|
|
You("extract a loud noise from %s.", yname(instr));
|
|
else
|
|
You("blow into the bugle.");
|
|
awaken_soldiers(&g.youmonst);
|
|
exercise(A_WIS, FALSE);
|
|
break;
|
|
case MAGIC_HARP: /* Charm monsters */
|
|
consume_obj_charge(instr, TRUE);
|
|
|
|
if (!Deaf)
|
|
pline("%s very attractive music.", Tobjnam(instr, "produce"));
|
|
else
|
|
You_feel("very soothing vibrations.");
|
|
charm_monsters((u.ulevel - 1) / 3 + 1);
|
|
exercise(A_DEX, TRUE);
|
|
break;
|
|
case WOODEN_HARP: /* May calm Nymph */
|
|
do_spec &= (rn2(ACURR(A_DEX)) + u.ulevel > 25);
|
|
if (!Deaf)
|
|
pline("%s %s.", Yname2(instr),
|
|
do_spec ? "produces a lilting melody" : "twangs");
|
|
else
|
|
You_feel("soothing vibrations.");
|
|
if (do_spec)
|
|
calm_nymphs(u.ulevel * 3);
|
|
exercise(A_DEX, TRUE);
|
|
break;
|
|
case DRUM_OF_EARTHQUAKE: /* create several pits */
|
|
/* a drum of earthquake does not cause deafness
|
|
while still magically functional, nor afterwards
|
|
when it invokes the LEATHER_DRUM case instead and
|
|
mundane is flagged */
|
|
consume_obj_charge(instr, TRUE);
|
|
|
|
You("produce a heavy, thunderous rolling!");
|
|
pline_The("entire %s is shaking around you!", generic_lvl_desc());
|
|
do_earthquake((u.ulevel - 1) / 3 + 1);
|
|
/* shake up monsters in a much larger radius... */
|
|
awaken_monsters(ROWNO * COLNO);
|
|
makeknown(DRUM_OF_EARTHQUAKE);
|
|
break;
|
|
case LEATHER_DRUM: /* Awaken monsters */
|
|
if (!mundane) {
|
|
if (!Deaf) {
|
|
You("beat a deafening row!");
|
|
incr_itimeout(&HDeaf, rn1(20, 30));
|
|
} else {
|
|
You("pound on the drum.");
|
|
}
|
|
exercise(A_WIS, FALSE);
|
|
} else
|
|
You("%s %s.",
|
|
rn2(2) ? "butcher" : rn2(2) ? "manage" : "pull off",
|
|
an(beats[rn2(SIZE(beats))]));
|
|
awaken_monsters(u.ulevel * (mundane ? 5 : 40));
|
|
g.context.botl = TRUE;
|
|
break;
|
|
default:
|
|
impossible("What a weird instrument (%d)!", instr->otyp);
|
|
return 0;
|
|
}
|
|
return 2; /* That takes time */
|
|
}
|
|
|
|
/*
|
|
* So you want music...
|
|
*/
|
|
int
|
|
do_play_instrument(instr)
|
|
struct obj *instr;
|
|
{
|
|
char buf[BUFSZ] = DUMMY, c = 'y';
|
|
char *s;
|
|
int x, y;
|
|
boolean ok;
|
|
|
|
if (Underwater) {
|
|
You_cant("play music underwater!");
|
|
return 0;
|
|
} else if ((instr->otyp == WOODEN_FLUTE || instr->otyp == MAGIC_FLUTE
|
|
|| instr->otyp == TOOLED_HORN || instr->otyp == FROST_HORN
|
|
|| instr->otyp == FIRE_HORN || instr->otyp == BUGLE)
|
|
&& !can_blow(&g.youmonst)) {
|
|
You("are incapable of playing %s.", the(distant_name(instr, xname)));
|
|
return 0;
|
|
}
|
|
if (instr->otyp != LEATHER_DRUM && instr->otyp != DRUM_OF_EARTHQUAKE
|
|
&& !(Stunned || Confusion || Hallucination)) {
|
|
c = ynq("Improvise?");
|
|
if (c == 'q')
|
|
goto nevermind;
|
|
}
|
|
|
|
if (c == 'n') {
|
|
if (u.uevent.uheard_tune == 2)
|
|
c = ynq("Play the passtune?");
|
|
if (c == 'q') {
|
|
goto nevermind;
|
|
} else if (c == 'y') {
|
|
Strcpy(buf, g.tune);
|
|
} else {
|
|
getlin("What tune are you playing? [5 notes, A-G]", buf);
|
|
(void) mungspaces(buf);
|
|
if (*buf == '\033')
|
|
goto nevermind;
|
|
|
|
/* convert to uppercase and change any "H" to the expected "B" */
|
|
for (s = buf; *s; s++) {
|
|
*s = highc(*s);
|
|
if (*s == 'H')
|
|
*s = 'B';
|
|
}
|
|
}
|
|
|
|
You(!Deaf ? "extract a strange sound from %s!"
|
|
: "can feel %s emitting vibrations.", the(xname(instr)));
|
|
|
|
|
|
/* Check if there was the Stronghold drawbridge near
|
|
* and if the tune conforms to what we're waiting for.
|
|
*/
|
|
if (Is_stronghold(&u.uz)) {
|
|
exercise(A_WIS, TRUE); /* just for trying */
|
|
if (!strcmp(buf, g.tune)) {
|
|
/* Search for the drawbridge */
|
|
for (y = u.uy - 1; y <= u.uy + 1; y++)
|
|
for (x = u.ux - 1; x <= u.ux + 1; x++)
|
|
if (isok(x, y))
|
|
if (find_drawbridge(&x, &y)) {
|
|
/* tune now fully known */
|
|
u.uevent.uheard_tune = 2;
|
|
if (levl[x][y].typ == DRAWBRIDGE_DOWN)
|
|
close_drawbridge(x, y);
|
|
else
|
|
open_drawbridge(x, y);
|
|
return 1;
|
|
}
|
|
} else if (!Deaf) {
|
|
if (u.uevent.uheard_tune < 1)
|
|
u.uevent.uheard_tune = 1;
|
|
/* Okay, it wasn't the right tune, but perhaps
|
|
* we can give the player some hints like in the
|
|
* Mastermind game */
|
|
ok = FALSE;
|
|
for (y = u.uy - 1; y <= u.uy + 1 && !ok; y++)
|
|
for (x = u.ux - 1; x <= u.ux + 1 && !ok; x++)
|
|
if (isok(x, y))
|
|
if (IS_DRAWBRIDGE(levl[x][y].typ)
|
|
|| is_drawbridge_wall(x, y) >= 0)
|
|
ok = TRUE;
|
|
if (ok) { /* There is a drawbridge near */
|
|
int tumblers, gears;
|
|
boolean matched[5];
|
|
|
|
tumblers = gears = 0;
|
|
for (x = 0; x < 5; x++)
|
|
matched[x] = FALSE;
|
|
|
|
for (x = 0; x < (int) strlen(buf); x++)
|
|
if (x < 5) {
|
|
if (buf[x] == g.tune[x]) {
|
|
gears++;
|
|
matched[x] = TRUE;
|
|
} else {
|
|
for (y = 0; y < 5; y++)
|
|
if (!matched[y] && buf[x] == g.tune[y]
|
|
&& buf[y] != g.tune[y]) {
|
|
tumblers++;
|
|
matched[y] = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (tumblers) {
|
|
if (gears)
|
|
You_hear("%d tumbler%s click and %d gear%s turn.",
|
|
tumblers, plur(tumblers), gears,
|
|
plur(gears));
|
|
else
|
|
You_hear("%d tumbler%s click.", tumblers,
|
|
plur(tumblers));
|
|
} else if (gears) {
|
|
You_hear("%d gear%s turn.", gears, plur(gears));
|
|
/* could only get `gears == 5' by playing five
|
|
correct notes followed by excess; otherwise,
|
|
tune would have matched above */
|
|
if (gears == 5)
|
|
u.uevent.uheard_tune = 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return 1;
|
|
} else
|
|
return do_improvisation(instr);
|
|
|
|
nevermind:
|
|
pline1(Never_mind);
|
|
return 0;
|
|
}
|
|
|
|
/*music.c*/
|