Files
nethack/src/fountain.c
nhmall 4e19221e55 variable 'display' causes shadow variable warnings in X11 build
display.botl      -> disp.botl
display.botlx     -> disp.botlx
display.time_botl -> disp.time_botl
2024-01-05 05:58:51 -05:00

818 lines
26 KiB
C

/* NetHack 3.7 fountain.c $NHDT-Date: 1699582923 2023/11/10 02:22:03 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.100 $ */
/* Copyright Scott R. Turner, srt@ucla, 10/27/86 */
/* NetHack may be freely redistributed. See license for details. */
/* Code for drinking from fountains. */
#include "hack.h"
static void dowatersnakes(void);
static void dowaterdemon(void);
static void dowaternymph(void);
static void gush(coordxy, coordxy, genericptr_t) NONNULLARG3;
static void dofindgem(void);
static boolean watchman_warn_fountain(struct monst *) NONNULLARG1;
DISABLE_WARNING_FORMAT_NONLITERAL
/* used when trying to dip in or drink from fountain or sink or pool while
levitating above it, or when trying to move downwards in that state */
void
floating_above(const char *what)
{
const char *umsg = "are floating high above the %s.";
if (u.utrap && (u.utraptype == TT_INFLOOR || u.utraptype == TT_LAVA)) {
/* when stuck in floor (not possible at fountain or sink location,
so must be attempting to move down), override the usual message */
umsg = "are trapped in the %s.";
what = surface(u.ux, u.uy); /* probably redundant */
}
You(umsg, what);
}
RESTORE_WARNING_FORMAT_NONLITERAL
/* Fountain of snakes! */
static void
dowatersnakes(void)
{
register int num = rn1(5, 2);
struct monst *mtmp;
if (!(gm.mvitals[PM_WATER_MOCCASIN].mvflags & G_GONE)) {
if (!Blind) {
pline("An endless stream of %s pours forth!",
Hallucination ? makeplural(rndmonnam(NULL)) : "snakes");
} else {
Soundeffect(se_snakes_hissing, 75);
You_hear("%s hissing!", something);
}
while (num-- > 0)
if ((mtmp = makemon(&mons[PM_WATER_MOCCASIN], u.ux, u.uy,
MM_NOMSG)) != 0
&& t_at(mtmp->mx, mtmp->my))
(void) mintrap(mtmp, NO_TRAP_FLAGS);
} else {
Soundeffect(se_furious_bubbling, 20);
pline_The("fountain bubbles furiously for a moment, then calms.");
}
}
/* Water demon */
static void
dowaterdemon(void)
{
struct monst *mtmp;
if (!(gm.mvitals[PM_WATER_DEMON].mvflags & G_GONE)) {
if ((mtmp = makemon(&mons[PM_WATER_DEMON], u.ux, u.uy,
MM_NOMSG)) != 0) {
if (!Blind)
You("unleash %s!", a_monnam(mtmp));
else
You_feel("the presence of evil.");
/* Give those on low levels a (slightly) better chance of survival
*/
if (rnd(100) > (80 + level_difficulty())) {
pline("Grateful for %s release, %s grants you a wish!",
mhis(mtmp), mhe(mtmp));
/* give a wish and discard the monster (mtmp set to null) */
mongrantswish(&mtmp);
} else if (t_at(mtmp->mx, mtmp->my))
(void) mintrap(mtmp, NO_TRAP_FLAGS);
}
} else {
Soundeffect(se_furious_bubbling, 20);
pline_The("fountain bubbles furiously for a moment, then calms.");
}
}
/* Water Nymph */
static void
dowaternymph(void)
{
register struct monst *mtmp;
if (!(gm.mvitals[PM_WATER_NYMPH].mvflags & G_GONE)
&& (mtmp = makemon(&mons[PM_WATER_NYMPH], u.ux, u.uy,
MM_NOMSG)) != 0) {
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, NO_TRAP_FLAGS);
} else if (!Blind) {
Soundeffect(se_bubble_rising, 50);
Soundeffect(se_loud_pop, 50);
pline("A large bubble rises to the surface and pops.");
} else {
Soundeffect(se_loud_pop, 50);
You_hear("a loud pop.");
}
}
/* Gushing forth along LOS from (u.ux, u.uy) */
void
dogushforth(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 void
gush(coordxy x, coordxy y, genericptr_t poolcnt)
{
register struct monst *mtmp;
register struct trap *ttmp;
if (((x + y) % 2) || u_at(x, y)
|| (rn2(1 + distmin(u.ux, u.uy, x, y))) || (levl[x][y].typ != ROOM)
|| (sobj_at(BOULDER, x, y)) || nexttodoor(x, y))
return;
if ((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 */
set_levltyp(x, y, POOL);
levl[x][y].flags = 0;
/* No kelp! */
del_engr_at(x, y);
water_damage_chain(gl.level.objects[x][y], TRUE);
if ((mtmp = m_at(x, y)) != 0)
(void) minliquid(mtmp);
else
newsym(x, y);
}
/* Find a gem in the sparkling waters. */
static void
dofindgem(void)
{
if (!Blind)
You("spot a gem in the sparkling waters!");
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! */
}
static boolean
watchman_warn_fountain(struct monst *mtmp)
{
if (is_watch(mtmp->data) && couldsee(mtmp->mx, mtmp->my)
&& mtmp->mpeaceful) {
if (!Deaf) {
pline("%s yells:", Amonnam(mtmp));
verbalize("Hey, stop using that fountain!");
} else {
pline("%s earnestly %s %s %s!",
Amonnam(mtmp),
nolimbs(mtmp->data) ? "shakes" : "waves",
mhis(mtmp),
nolimbs(mtmp->data)
? mbodypart(mtmp, HEAD)
: makeplural(mbodypart(mtmp, ARM)));
}
return TRUE;
}
return FALSE;
}
void
dryup(coordxy x, coordxy y, boolean isyou)
{
if (IS_FOUNTAIN(levl[x][y].typ)
&& (!rn2(3) || FOUNTAIN_IS_WARNED(x, y))) {
if (isyou && in_town(x, y) && !FOUNTAIN_IS_WARNED(x, y)) {
struct monst *mtmp;
SET_FOUNTAIN_WARNED(x, y);
/* Warn about future fountain use. */
mtmp = get_iter_mons(watchman_warn_fountain);
/* You can see or hear this effect */
if (!mtmp)
pline_The("flow reduces to a trickle.");
return;
}
if (isyou && wizard) {
if (y_n("Dry up fountain?") == 'n')
return;
}
/* FIXME: sight-blocking clouds should use block_point() when
being created and unblock_point() when going away, then this
glyph hackery wouldn't be necessary */
if (cansee(x, y)) {
int glyph = glyph_at(x, y);
if (!glyph_is_cmap(glyph) || glyph_to_cmap(glyph) != S_cloud)
pline_The("fountain dries up!");
}
/* replace the fountain with ordinary floor */
set_levltyp(x, y, ROOM); /* updates level.flags.nfountains */
levl[x][y].flags = 0;
levl[x][y].blessedftn = 0;
/* The location is seen if the hero/monster is invisible
or felt if the hero is blind. */
newsym(x, y);
if (isyou && in_town(x, y))
(void) angry_guards(FALSE);
}
}
/* quaff from a fountain when standing on its location */
void
drinkfountain(void)
{
/* What happens when you drink from a fountain? */
register boolean mgkftn = (levl[u.ux][u.uy].blessedftn == 1);
register int fate = rnd(30);
if (Levitation) {
floating_above("fountain");
return;
}
if (mgkftn && u.uluck >= 0 && fate >= 10) {
int i, ii, littleluck = (u.uluck < 4);
pline("Wow! This makes you feel great!");
/* blessed restore ability */
for (ii = 0; ii < A_MAX; ii++)
if (ABASE(ii) < AMAX(ii)) {
ABASE(ii) = AMAX(ii);
disp.botl = TRUE;
}
/* gain ability, blessed if "natural" luck is high */
i = rn2(A_MAX); /* start at a random attribute */
for (ii = 0; ii < A_MAX; ii++) {
if (adjattrib(i, 1, littleluck ? -1 : 0) && littleluck)
break;
if (++i >= A_MAX)
i = 0;
}
display_nhwindow(WIN_MESSAGE, FALSE);
pline("A wisp of vapor escapes the fountain...");
exercise(A_WIS, TRUE);
levl[u.ux][u.uy].blessedftn = 0;
return;
}
if (fate < 10) {
pline_The("cool draught refreshes you.");
u.uhunger += rnd(10); /* don't choke on water */
newuhs(FALSE);
if (mgkftn)
return;
} else {
switch (fate) {
case 19: /* Self-knowledge */
You_feel("self-knowledgeable...");
display_nhwindow(WIN_MESSAGE, FALSE);
enlightenment(MAGICENLIGHTENMENT, ENL_GAMEINPROGRESS);
exercise(A_WIS, TRUE);
pline_The("feeling subsides.");
break;
case 20: /* Foul water */
pline_The("water is foul! You gag and vomit.");
morehungry(rn1(20, 11));
vomit();
break;
case 21: /* Poisonous */
pline_The("water is contaminated!");
if (Poison_resistance) {
pline("Perhaps it is runoff from the nearby %s farm.",
fruitname(FALSE));
losehp(rnd(4), "unrefrigerated sip of juice", KILLED_BY_AN);
break;
}
poison_strdmg(rn1(4, 3), rnd(10), "contaminated water",
KILLED_BY);
exercise(A_CON, FALSE);
break;
case 22: /* Fountain of snakes! */
dowatersnakes();
break;
case 23: /* Water demon */
dowaterdemon();
break;
case 24: { /* Maybe curse some items */
register struct obj *obj;
int buc_changed = 0;
pline("This water's no good!");
morehungry(rn1(20, 11));
exercise(A_CON, FALSE);
/* this is more severe than rndcurse() */
for (obj = gi.invent; obj; obj = obj->nobj)
if (obj->oclass != COIN_CLASS && !obj->cursed && !rn2(5)) {
curse(obj);
++buc_changed;
}
if (buc_changed)
update_inventory();
break;
}
case 25: /* See invisible */
if (Blind) {
if (Invisible) {
You("feel transparent.");
} else {
You("feel very self-conscious.");
pline("Then it passes.");
}
} else {
You_see("an image of someone stalking you.");
pline("But it disappears.");
}
HSee_invisible |= FROMOUTSIDE;
newsym(u.ux, u.uy);
exercise(A_WIS, TRUE);
break;
case 26: /* See Monsters */
if (monster_detect((struct obj *) 0, 0))
pline_The("%s tastes like nothing.", hliquid("water"));
exercise(A_WIS, TRUE);
break;
case 27: /* Find a gem in the sparkling waters. */
if (!FOUNTAIN_IS_LOOTED(u.ux, u.uy)) {
dofindgem();
break;
}
/*FALLTHRU*/
case 28: /* Water Nymph */
dowaternymph();
break;
case 29: /* Scare */
{
register struct monst *mtmp;
pline("This %s gives you bad breath!",
hliquid("water"));
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp))
continue;
monflee(mtmp, 0, FALSE, FALSE);
}
break;
}
case 30: /* Gushing forth in this room */
dogushforth(TRUE);
break;
default:
pline("This tepid %s is tasteless.",
hliquid("water"));
break;
}
}
dryup(u.ux, u.uy, TRUE);
}
/* dip an object into a fountain when standing on its location */
void
dipfountain(struct obj *obj)
{
int er = ER_NOTHING;
boolean is_hands = (obj == &hands_obj);
if (Levitation) {
floating_above("fountain");
return;
}
if (obj->otyp == LONG_SWORD && u.ulevel >= 5 && !rn2(6)
/* once upon a time it was possible to poly N daggers into N swords */
&& obj->quan == 1L && !obj->oartifact
&& !exist_artifact(LONG_SWORD, artiname(ART_EXCALIBUR))) {
static const char lady[] = "Lady of the Lake";
if (u.ualign.type != A_LAWFUL) {
/* Ha! Trying to cheat her. */
pline("A freezing mist rises from the %s and envelopes the sword.",
hliquid("water"));
pline_The("fountain disappears!");
curse(obj);
if (obj->spe > -6 && !rn2(3))
obj->spe--;
obj->oerodeproof = FALSE;
exercise(A_WIS, FALSE);
livelog_printf(LL_ARTIFACT,
"was denied %s! The %s has deemed %s unworthy",
artiname(ART_EXCALIBUR), lady, uhim());
} else {
/* The lady of the lake acts! - Eric Backus */
/* Be *REAL* nice */
pline(
"From the murky depths, a hand reaches up to bless the sword.");
pline("As the hand retreats, the fountain disappears!");
obj = oname(obj, artiname(ART_EXCALIBUR),
ONAME_VIA_DIP | ONAME_KNOW_ARTI);
discover_artifact(ART_EXCALIBUR);
bless(obj);
obj->oeroded = obj->oeroded2 = 0;
obj->oerodeproof = TRUE;
exercise(A_WIS, TRUE);
livelog_printf(LL_ARTIFACT, "was given %s by the %s",
artiname(ART_EXCALIBUR), lady);
}
update_inventory();
set_levltyp(u.ux, u.uy, ROOM); /* updates level.flags.nfountains */
levl[u.ux][u.uy].flags = 0;
newsym(u.ux, u.uy);
if (in_town(u.ux, u.uy))
(void) angry_guards(FALSE);
return;
} else if (is_hands || obj == uarmg) {
er = wash_hands();
} else {
er = water_damage(obj, NULL, TRUE);
}
if (er == ER_DESTROYED || (er != ER_NOTHING && !rn2(2))) {
return; /* no further effect */
}
switch (rnd(30)) {
case 16: /* Curse the item */
if (!is_hands && obj->oclass != COIN_CLASS && !obj->cursed) {
curse(obj);
}
break;
case 17:
case 18:
case 19:
case 20: /* Uncurse the item */
if (!is_hands && 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)
pline1(nothing_seems_to_happen);
break;
}
update_inventory();
dryup(u.ux, u.uy, TRUE);
}
/* dipping '-' in fountain, pool, or sink */
int
wash_hands(void)
{
const char *hands = makeplural(body_part(HAND));
int res = ER_NOTHING;
boolean was_glib = !!Glib;
You("wash your %s%s in the %s.", uarmg ? "gloved " : "", hands,
hliquid("water"));
if (Glib) {
make_glib(0);
Your("%s are no longer slippery.", fingers_or_gloves(TRUE));
}
if (uarmg)
res = water_damage(uarmg, (const char *) 0, TRUE);
/* not what ER_GREASED is for, but the checks in dipfountain just
compare the result to ER_DESTROYED and ER_NOTHING, so it works */
if (was_glib && res == ER_NOTHING)
res = ER_GREASED;
return res;
}
/* convert a sink into a fountain */
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);
}
/* quaff from a sink while standing on its location */
void
drinksink(void)
{
struct obj *otmp;
struct monst *mtmp;
if (Levitation) {
floating_above("sink");
return;
}
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 considered fire damage */
break;
case 3:
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:
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:
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:
breaksink(u.ux, u.uy);
break;
case 7:
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:
pline("Yuk, this %s tastes awful.", hliquid("water"));
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 %s contains toxic wastes!", hliquid("water"));
if (!Unchanging) {
You("undergo a freakish metamorphosis!");
polyself(POLY_NOFLAGS);
}
break;
/* more odd messages --JJB */
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:
pline("Ew, what a stench!");
create_gas_cloud(u.ux, u.uy, 1, 4);
break;
case 19:
if (Hallucination) {
pline("From the murky drain, a hand reaches up... --oops--");
break;
}
/*FALLTHRU*/
default:
You("take a sip of %s %s.",
rn2(3) ? (rn2(2) ? "cold" : "warm") : "hot",
hliquid("water"));
}
}
/* for #dip(potion.c) when standing on a sink */
void
dipsink(struct obj *obj)
{
boolean try_call = FALSE,
not_looted_yet = (levl[u.ux][u.uy].looted & S_LRING) == 0,
is_hands = (obj == &hands_obj || (uarmg && obj == uarmg));
if (!rn2(not_looted_yet ? 25 : 15)) {
/* can't rely on using sink for unlimited scroll blanking; however,
since sink will be converted into a fountain, hero can dip again */
breaksink(u.ux, u.uy); /* "The pipes break! Water spurts out!" */
if (Glib && is_hands)
Your("%s are still slippery.", fingers_or_gloves(TRUE));
return;
} else if (is_hands) {
(void) wash_hands();
return;
} else if (obj->oclass != POTION_CLASS) {
You("hold %s under the tap.", the(xname(obj)));
if (water_damage(obj, (const char *) 0, TRUE) == ER_NOTHING)
pline1(nothing_seems_to_happen);
return;
}
/* at this point the object must be a potion */
You("pour %s%s down the drain.", (obj->quan > 1L ? "one of " : ""),
the(xname(obj)));
switch (obj->otyp) {
case POT_POLYMORPH:
polymorph_sink();
try_call = TRUE;
break;
case POT_OIL:
if (!Blind) {
pline("It leaves an oily film on the basin.");
try_call = TRUE;
} else {
pline1(nothing_seems_to_happen);
}
break;
case POT_ACID:
/* acts like a drain cleaner product */
try_call = TRUE;
if (!Blind) {
pline_The("drain seems less clogged.");
} else if (!Deaf) {
You_hear("a sucking sound.");
} else {
pline1(nothing_seems_to_happen);
try_call = FALSE;
}
break;
case POT_LEVITATION:
sink_backs_up(u.ux, u.uy);
try_call = TRUE;
break;
case POT_OBJECT_DETECTION:
if (!(levl[u.ux][u.uy].looted & S_LRING)) {
You("sense a ring lost down the drain.");
try_call = TRUE;
break;
}
/* FALLTHRU */
case POT_GAIN_LEVEL:
case POT_GAIN_ENERGY:
case POT_MONSTER_DETECTION:
case POT_FRUIT_JUICE:
case POT_WATER:
/* potions with no potionbreathe() effects, plus water. if effects
are added to potionbreathe these should go to that instead (except
for water). */
pline1(nothing_seems_to_happen);
break;
default:
/* hero can feel the vapor on her skin, so no need to check Blind or
breathless for this message */
pline("A wisp of vapor rises up...");
/* NB: potionbreathe calls trycall or makeknown as appropriate */
if (!breathless(gy.youmonst.data) || haseyes(gy.youmonst.data))
potionbreathe(obj);
break;
}
if (try_call && obj->dknown)
trycall(obj);
useup(obj);
}
/* find a ring in a sink */
void
sink_backs_up(coordxy x, coordxy y)
{
char buf[BUFSZ];
if (!Blind)
Strcpy(buf, "Muddy waste pops up from the drain");
else if (!Deaf)
Strcpy(buf, "You hear a sloshing sound"); /* Deaf-aware */
else
Sprintf(buf, "Something splashes you in the %s", body_part(FACE));
pline("%s%s.", !Deaf ? "Flupp! " : "", buf);
if (!(levl[x][y].looted & S_LRING)) { /* once per sink */
if (!Blind)
You_see("a ring shining in its midst.");
(void) mkobj_at(RING_CLASS, x, y, TRUE);
newsym(x, y);
exercise(A_DEX, TRUE);
exercise(A_WIS, TRUE); /* a discovery! */
levl[x][y].looted |= S_LRING;
}
}
/*fountain.c*/