1920 lines
63 KiB
C
1920 lines
63 KiB
C
/* NetHack 3.6 do.c $NHDT-Date: 1472809073 2016/09/02 09:37:53 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.158 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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/* Contains code for 'd', 'D' (drop), '>', '<' (up, down) */
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#include "hack.h"
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#include "lev.h"
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STATIC_DCL void FDECL(trycall, (struct obj *));
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STATIC_DCL void NDECL(polymorph_sink);
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STATIC_DCL boolean NDECL(teleport_sink);
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STATIC_DCL void FDECL(dosinkring, (struct obj *));
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STATIC_PTR int FDECL(drop, (struct obj *));
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STATIC_PTR int NDECL(wipeoff);
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STATIC_DCL int FDECL(menu_drop, (int));
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STATIC_DCL int NDECL(currentlevel_rewrite);
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STATIC_DCL void NDECL(final_level);
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/* static boolean FDECL(badspot, (XCHAR_P,XCHAR_P)); */
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extern int n_dgns; /* number of dungeons, from dungeon.c */
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static NEARDATA const char drop_types[] = { ALLOW_COUNT, COIN_CLASS,
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ALL_CLASSES, 0 };
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/* 'd' command: drop one inventory item */
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int
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dodrop()
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{
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int result, i = (invent) ? 0 : (SIZE(drop_types) - 1);
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if (*u.ushops)
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sellobj_state(SELL_DELIBERATE);
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result = drop(getobj(&drop_types[i], "drop"));
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if (*u.ushops)
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sellobj_state(SELL_NORMAL);
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if (result)
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reset_occupations();
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return result;
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}
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/* Called when a boulder is dropped, thrown, or pushed. If it ends up
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* in a pool, it either fills the pool up or sinks away. In either case,
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* it's gone for good... If the destination is not a pool, returns FALSE.
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*/
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boolean
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boulder_hits_pool(otmp, rx, ry, pushing)
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struct obj *otmp;
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register int rx, ry;
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boolean pushing;
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{
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if (!otmp || otmp->otyp != BOULDER) {
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impossible("Not a boulder?");
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} else if (!Is_waterlevel(&u.uz) && is_pool_or_lava(rx, ry)) {
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boolean lava = is_lava(rx, ry), fills_up;
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const char *what = waterbody_name(rx, ry);
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schar ltyp = levl[rx][ry].typ;
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int chance = rn2(10); /* water: 90%; lava: 10% */
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fills_up = lava ? chance == 0 : chance != 0;
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if (fills_up) {
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struct trap *ttmp = t_at(rx, ry);
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if (ltyp == DRAWBRIDGE_UP) {
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levl[rx][ry].drawbridgemask &= ~DB_UNDER; /* clear lava */
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levl[rx][ry].drawbridgemask |= DB_FLOOR;
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} else
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levl[rx][ry].typ = ROOM;
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if (ttmp)
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(void) delfloortrap(ttmp);
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bury_objs(rx, ry);
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newsym(rx, ry);
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if (pushing) {
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char whobuf[BUFSZ];
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Strcpy(whobuf, "you");
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if (u.usteed)
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Strcpy(whobuf, y_monnam(u.usteed));
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pline("%s %s %s into the %s.", upstart(whobuf),
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vtense(whobuf, "push"), the(xname(otmp)), what);
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if (flags.verbose && !Blind)
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pline("Now you can cross it!");
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/* no splashing in this case */
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}
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}
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if (!fills_up || !pushing) { /* splashing occurs */
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if (!u.uinwater) {
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if (pushing ? !Blind : cansee(rx, ry)) {
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There("is a large splash as %s %s the %s.",
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the(xname(otmp)), fills_up ? "fills" : "falls into",
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what);
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} else if (!Deaf)
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You_hear("a%s splash.", lava ? " sizzling" : "");
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wake_nearto(rx, ry, 40);
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}
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if (fills_up && u.uinwater && distu(rx, ry) == 0) {
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u.uinwater = 0;
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docrt();
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vision_full_recalc = 1;
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You("find yourself on dry land again!");
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} else if (lava && distu(rx, ry) <= 2) {
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int dmg;
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You("are hit by molten %s%c",
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hliquid("lava"), Fire_resistance ? '.' : '!');
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burn_away_slime();
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dmg = d((Fire_resistance ? 1 : 3), 6);
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losehp(Maybe_Half_Phys(dmg), /* lava damage */
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"molten lava", KILLED_BY);
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} else if (!fills_up && flags.verbose
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&& (pushing ? !Blind : cansee(rx, ry)))
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pline("It sinks without a trace!");
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}
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/* boulder is now gone */
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if (pushing)
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delobj(otmp);
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else
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obfree(otmp, (struct obj *) 0);
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return TRUE;
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}
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return FALSE;
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}
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/* Used for objects which sometimes do special things when dropped; must be
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* called with the object not in any chain. Returns TRUE if the object goes
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* away.
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*/
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boolean
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flooreffects(obj, x, y, verb)
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struct obj *obj;
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int x, y;
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const char *verb;
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{
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struct trap *t;
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struct monst *mtmp;
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struct obj *otmp;
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if (obj->where != OBJ_FREE)
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panic("flooreffects: obj not free");
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/* make sure things like water_damage() have no pointers to follow */
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obj->nobj = obj->nexthere = (struct obj *) 0;
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if (obj->otyp == BOULDER && boulder_hits_pool(obj, x, y, FALSE)) {
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return TRUE;
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} else if (obj->otyp == BOULDER && (t = t_at(x, y)) != 0
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&& (t->ttyp == PIT || t->ttyp == SPIKED_PIT
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|| t->ttyp == TRAPDOOR || t->ttyp == HOLE)) {
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if (((mtmp = m_at(x, y)) && mtmp->mtrapped)
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|| (u.utrap && u.ux == x && u.uy == y)) {
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if (*verb)
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pline_The("boulder %s into the pit%s.",
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vtense((const char *) 0, verb),
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(mtmp) ? "" : " with you");
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if (mtmp) {
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if (!passes_walls(mtmp->data) && !throws_rocks(mtmp->data)) {
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int dieroll = rnd(20);
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if (hmon(mtmp, obj, HMON_THROWN, dieroll)
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&& !is_whirly(mtmp->data))
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return FALSE; /* still alive */
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}
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mtmp->mtrapped = 0;
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} else {
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if (!Passes_walls && !throws_rocks(youmonst.data)) {
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losehp(Maybe_Half_Phys(rnd(15)),
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"squished under a boulder", NO_KILLER_PREFIX);
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return FALSE; /* player remains trapped */
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} else
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u.utrap = 0;
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}
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}
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if (*verb) {
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if (Blind && (x == u.ux) && (y == u.uy)) {
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You_hear("a CRASH! beneath you.");
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} else if (!Blind && cansee(x, y)) {
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pline_The("boulder %s%s.", t->tseen ? "" : "triggers and ",
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t->ttyp == TRAPDOOR
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? "plugs a trap door"
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: t->ttyp == HOLE ? "plugs a hole"
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: "fills a pit");
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} else {
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You_hear("a boulder %s.", verb);
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}
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}
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deltrap(t);
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useupf(obj, 1L);
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bury_objs(x, y);
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newsym(x, y);
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return TRUE;
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} else if (is_lava(x, y)) {
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return lava_damage(obj, x, y);
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} else if (is_pool(x, y)) {
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/* Reasonably bulky objects (arbitrary) splash when dropped.
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* If you're floating above the water even small things make
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* noise. Stuff dropped near fountains always misses */
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if ((Blind || (Levitation || Flying)) && !Deaf
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&& ((x == u.ux) && (y == u.uy))) {
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if (!Underwater) {
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if (weight(obj) > 9) {
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pline("Splash!");
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} else if (Levitation || Flying) {
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pline("Plop!");
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}
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}
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map_background(x, y, 0);
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newsym(x, y);
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}
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return water_damage(obj, NULL, FALSE) == ER_DESTROYED;
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} else if (u.ux == x && u.uy == y && (t = t_at(x, y)) != 0
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&& uteetering_at_seen_pit(t)) {
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if (Blind && !Deaf)
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You_hear("%s tumble downwards.", the(xname(obj)));
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else
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pline("%s %s into %s pit.", The(xname(obj)),
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otense(obj, "tumble"), the_your[t->madeby_u]);
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} else if (obj->globby) {
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/* Globby things like puddings might stick together */
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while (obj && (otmp = obj_nexto_xy(obj, x, y, TRUE)) != 0) {
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pudding_merge_message(obj, otmp);
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/* intentionally not getting the melded object; obj_meld may set
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* obj to null. */
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(void) obj_meld(&obj, &otmp);
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}
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return (boolean) !obj;
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}
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return FALSE;
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}
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/* obj is an object dropped on an altar */
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void
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doaltarobj(obj)
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register struct obj *obj;
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{
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if (Blind)
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return;
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if (obj->oclass != COIN_CLASS) {
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/* KMH, conduct */
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u.uconduct.gnostic++;
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} else {
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/* coins don't have bless/curse status */
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obj->blessed = obj->cursed = 0;
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}
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if (obj->blessed || obj->cursed) {
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There("is %s flash as %s %s the altar.",
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an(hcolor(obj->blessed ? NH_AMBER : NH_BLACK)), doname(obj),
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otense(obj, "hit"));
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if (!Hallucination)
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obj->bknown = 1;
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} else {
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pline("%s %s on the altar.", Doname2(obj), otense(obj, "land"));
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if (obj->oclass != COIN_CLASS)
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obj->bknown = 1;
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}
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}
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STATIC_OVL void
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trycall(obj)
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register struct obj *obj;
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{
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if (!objects[obj->otyp].oc_name_known && !objects[obj->otyp].oc_uname)
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docall(obj);
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}
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/* Transforms the sink at the player's position into
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a fountain, throne, altar or grave. */
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STATIC_DCL void
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polymorph_sink()
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{
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uchar sym = S_sink;
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if (levl[u.ux][u.uy].typ != SINK)
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return;
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level.flags.nsinks--;
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levl[u.ux][u.uy].doormask = 0;
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switch (rn2(4)) {
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default:
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case 0:
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sym = S_fountain;
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levl[u.ux][u.uy].typ = FOUNTAIN;
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level.flags.nfountains++;
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break;
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case 1:
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sym = S_throne;
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levl[u.ux][u.uy].typ = THRONE;
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break;
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case 2:
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sym = S_altar;
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levl[u.ux][u.uy].typ = ALTAR;
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levl[u.ux][u.uy].altarmask = Align2amask(rn2((int) A_LAWFUL + 2) - 1);
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break;
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case 3:
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sym = S_room;
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levl[u.ux][u.uy].typ = ROOM;
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make_grave(u.ux, u.uy, (char *) 0);
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if (levl[u.ux][u.uy].typ == GRAVE)
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sym = S_grave;
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break;
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}
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/* give message even if blind; we know we're not levitating,
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so can feel the outcome even if we can't directly see it */
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if (levl[u.ux][u.uy].typ != ROOM)
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pline_The("sink transforms into %s!", an(defsyms[sym].explanation));
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else
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pline_The("sink vanishes.");
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newsym(u.ux, u.uy);
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}
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/* Teleports the sink at the player's position;
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return True if sink teleported. */
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STATIC_DCL boolean
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teleport_sink()
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{
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int cx, cy;
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int cnt = 0;
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struct trap *trp;
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struct engr *eng;
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do {
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cx = rnd(COLNO - 1);
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cy = rn2(ROWNO);
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trp = t_at(cx, cy);
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eng = engr_at(cx, cy);
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} while ((levl[cx][cy].typ != ROOM || trp || eng || cansee(cx, cy))
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&& cnt++ < 200);
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if (levl[cx][cy].typ == ROOM && !trp && !eng) {
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/* create sink at new position */
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levl[cx][cy].typ = SINK;
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levl[cx][cy].looted = levl[u.ux][u.uy].looted;
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newsym(cx, cy);
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/* remove old sink */
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levl[u.ux][u.uy].typ = ROOM;
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levl[u.ux][u.uy].looted = 0;
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newsym(u.ux, u.uy);
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return TRUE;
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}
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return FALSE;
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}
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/* obj is a ring being dropped over a kitchen sink */
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STATIC_OVL void
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dosinkring(obj)
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register struct obj *obj;
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{
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struct obj *otmp, *otmp2;
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boolean ideed = TRUE;
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boolean nosink = FALSE;
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You("drop %s down the drain.", doname(obj));
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obj->in_use = TRUE; /* block free identification via interrupt */
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switch (obj->otyp) { /* effects that can be noticed without eyes */
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case RIN_SEARCHING:
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You("thought %s got lost in the sink, but there it is!", yname(obj));
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goto giveback;
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case RIN_SLOW_DIGESTION:
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pline_The("ring is regurgitated!");
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giveback:
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obj->in_use = FALSE;
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dropx(obj);
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trycall(obj);
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return;
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case RIN_LEVITATION:
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pline_The("sink quivers upward for a moment.");
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break;
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case RIN_POISON_RESISTANCE:
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You("smell rotten %s.", makeplural(fruitname(FALSE)));
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break;
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case RIN_AGGRAVATE_MONSTER:
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pline("Several %s buzz angrily around the sink.",
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Hallucination ? makeplural(rndmonnam(NULL)) : "flies");
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break;
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case RIN_SHOCK_RESISTANCE:
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pline("Static electricity surrounds the sink.");
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break;
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case RIN_CONFLICT:
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You_hear("loud noises coming from the drain.");
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break;
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case RIN_SUSTAIN_ABILITY: /* KMH */
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pline_The("%s flow seems fixed.", hliquid("water"));
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break;
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case RIN_GAIN_STRENGTH:
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pline_The("%s flow seems %ser now.",
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hliquid("water"),
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(obj->spe < 0) ? "weak" : "strong");
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break;
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case RIN_GAIN_CONSTITUTION:
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pline_The("%s flow seems %ser now.",
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hliquid("water"),
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(obj->spe < 0) ? "less" : "great");
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break;
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case RIN_INCREASE_ACCURACY: /* KMH */
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pline_The("%s flow %s the drain.",
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hliquid("water"),
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(obj->spe < 0) ? "misses" : "hits");
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break;
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case RIN_INCREASE_DAMAGE:
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pline_The("water's force seems %ser now.",
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(obj->spe < 0) ? "small" : "great");
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break;
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case RIN_HUNGER:
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ideed = FALSE;
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for (otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp2) {
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otmp2 = otmp->nexthere;
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if (otmp != uball && otmp != uchain
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&& !obj_resists(otmp, 1, 99)) {
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if (!Blind) {
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pline("Suddenly, %s %s from the sink!", doname(otmp),
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otense(otmp, "vanish"));
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ideed = TRUE;
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}
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delobj(otmp);
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}
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}
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break;
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case MEAT_RING:
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/* Not the same as aggravate monster; besides, it's obvious. */
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pline("Several flies buzz around the sink.");
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break;
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case RIN_TELEPORTATION:
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nosink = teleport_sink();
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/* give message even if blind; we know we're not levitating,
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so can feel the outcome even if we can't directly see it */
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pline_The("sink %svanishes.", nosink ? "" : "momentarily ");
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ideed = FALSE;
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break;
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case RIN_POLYMORPH:
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polymorph_sink();
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nosink = TRUE;
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/* for S_room case, same message as for teleportation is given */
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ideed = (levl[u.ux][u.uy].typ != ROOM);
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break;
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default:
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ideed = FALSE;
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break;
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}
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if (!Blind && !ideed) {
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ideed = TRUE;
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switch (obj->otyp) { /* effects that need eyes */
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case RIN_ADORNMENT:
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pline_The("faucets flash brightly for a moment.");
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break;
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case RIN_REGENERATION:
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pline_The("sink looks as good as new.");
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break;
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case RIN_INVISIBILITY:
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You("don't see anything happen to the sink.");
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break;
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case RIN_FREE_ACTION:
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You_see("the ring slide right down the drain!");
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break;
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case RIN_SEE_INVISIBLE:
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You_see("some %s in the sink.",
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Hallucination ? "oxygen molecules" : "air");
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break;
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case RIN_STEALTH:
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pline_The("sink seems to blend into the floor for a moment.");
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break;
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case RIN_FIRE_RESISTANCE:
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pline_The("hot %s faucet flashes brightly for a moment.",
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hliquid("water"));
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break;
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case RIN_COLD_RESISTANCE:
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pline_The("cold %s faucet flashes brightly for a moment.",
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hliquid("water"));
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break;
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case RIN_PROTECTION_FROM_SHAPE_CHAN:
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pline_The("sink looks nothing like a fountain.");
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break;
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case RIN_PROTECTION:
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pline_The("sink glows %s for a moment.",
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hcolor((obj->spe < 0) ? NH_BLACK : NH_SILVER));
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break;
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case RIN_WARNING:
|
|
pline_The("sink glows %s for a moment.", hcolor(NH_WHITE));
|
|
break;
|
|
case RIN_TELEPORT_CONTROL:
|
|
pline_The("sink looks like it is being beamed aboard somewhere.");
|
|
break;
|
|
case RIN_POLYMORPH_CONTROL:
|
|
pline_The(
|
|
"sink momentarily looks like a regularly erupting geyser.");
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
if (ideed)
|
|
trycall(obj);
|
|
else if (!nosink)
|
|
You_hear("the ring bouncing down the drainpipe.");
|
|
|
|
if (!rn2(20) && !nosink) {
|
|
pline_The("sink backs up, leaving %s.", doname(obj));
|
|
obj->in_use = FALSE;
|
|
dropx(obj);
|
|
} else if (!rn2(5)) {
|
|
freeinv(obj);
|
|
obj->in_use = FALSE;
|
|
obj->ox = u.ux;
|
|
obj->oy = u.uy;
|
|
add_to_buried(obj);
|
|
} else
|
|
useup(obj);
|
|
}
|
|
|
|
/* some common tests when trying to drop or throw items */
|
|
boolean
|
|
canletgo(obj, word)
|
|
struct obj *obj;
|
|
const char *word;
|
|
{
|
|
if (obj->owornmask & (W_ARMOR | W_ACCESSORY)) {
|
|
if (*word)
|
|
Norep("You cannot %s %s you are wearing.", word, something);
|
|
return FALSE;
|
|
}
|
|
if (obj->otyp == LOADSTONE && obj->cursed) {
|
|
/* getobj() kludge sets corpsenm to user's specified count
|
|
when refusing to split a stack of cursed loadstones */
|
|
if (*word) {
|
|
/* getobj() ignores a count for throwing since that is
|
|
implicitly forced to be 1; replicate its kludge... */
|
|
if (!strcmp(word, "throw") && obj->quan > 1L)
|
|
obj->corpsenm = 1;
|
|
pline("For some reason, you cannot %s%s the stone%s!", word,
|
|
obj->corpsenm ? " any of" : "", plur(obj->quan));
|
|
}
|
|
obj->corpsenm = 0; /* reset */
|
|
obj->bknown = 1;
|
|
return FALSE;
|
|
}
|
|
if (obj->otyp == LEASH && obj->leashmon != 0) {
|
|
if (*word)
|
|
pline_The("leash is tied around your %s.", body_part(HAND));
|
|
return FALSE;
|
|
}
|
|
if (obj->owornmask & W_SADDLE) {
|
|
if (*word)
|
|
You("cannot %s %s you are sitting on.", word, something);
|
|
return FALSE;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
STATIC_PTR int
|
|
drop(obj)
|
|
register struct obj *obj;
|
|
{
|
|
if (!obj)
|
|
return 0;
|
|
if (!canletgo(obj, "drop"))
|
|
return 0;
|
|
if (obj == uwep) {
|
|
if (welded(uwep)) {
|
|
weldmsg(obj);
|
|
return 0;
|
|
}
|
|
setuwep((struct obj *) 0);
|
|
}
|
|
if (obj == uquiver) {
|
|
setuqwep((struct obj *) 0);
|
|
}
|
|
if (obj == uswapwep) {
|
|
setuswapwep((struct obj *) 0);
|
|
}
|
|
|
|
if (u.uswallow) {
|
|
/* barrier between you and the floor */
|
|
if (flags.verbose) {
|
|
char buf[BUFSZ];
|
|
|
|
/* doname can call s_suffix, reusing its buffer */
|
|
Strcpy(buf, s_suffix(mon_nam(u.ustuck)));
|
|
You("drop %s into %s %s.", doname(obj), buf,
|
|
mbodypart(u.ustuck, STOMACH));
|
|
}
|
|
} else {
|
|
if ((obj->oclass == RING_CLASS || obj->otyp == MEAT_RING)
|
|
&& IS_SINK(levl[u.ux][u.uy].typ)) {
|
|
dosinkring(obj);
|
|
return 1;
|
|
}
|
|
if (!can_reach_floor(TRUE)) {
|
|
/* we might be levitating due to #invoke Heart of Ahriman;
|
|
if so, levitation would end during call to freeinv()
|
|
and we want hitfloor() to happen before float_down() */
|
|
boolean levhack = finesse_ahriman(obj);
|
|
|
|
if (levhack)
|
|
ELevitation = W_ART; /* other than W_ARTI */
|
|
if (flags.verbose)
|
|
You("drop %s.", doname(obj));
|
|
/* Ensure update when we drop gold objects */
|
|
if (obj->oclass == COIN_CLASS)
|
|
context.botl = 1;
|
|
freeinv(obj);
|
|
hitfloor(obj);
|
|
if (levhack)
|
|
float_down(I_SPECIAL | TIMEOUT, W_ARTI | W_ART);
|
|
return 1;
|
|
}
|
|
if (!IS_ALTAR(levl[u.ux][u.uy].typ) && flags.verbose)
|
|
You("drop %s.", doname(obj));
|
|
}
|
|
dropx(obj);
|
|
return 1;
|
|
}
|
|
|
|
/* dropx - take dropped item out of inventory;
|
|
called in several places - may produce output
|
|
(eg ship_object() and dropy() -> sellobj() both produce output) */
|
|
void
|
|
dropx(obj)
|
|
register struct obj *obj;
|
|
{
|
|
/* Ensure update when we drop gold objects */
|
|
if (obj->oclass == COIN_CLASS)
|
|
context.botl = 1;
|
|
freeinv(obj);
|
|
if (!u.uswallow) {
|
|
if (ship_object(obj, u.ux, u.uy, FALSE))
|
|
return;
|
|
if (IS_ALTAR(levl[u.ux][u.uy].typ))
|
|
doaltarobj(obj); /* set bknown */
|
|
}
|
|
dropy(obj);
|
|
}
|
|
|
|
/* dropy - put dropped object at destination; called from lots of places */
|
|
void
|
|
dropy(obj)
|
|
struct obj *obj;
|
|
{
|
|
dropz(obj, FALSE);
|
|
}
|
|
|
|
/* dropz - really put dropped object at its destination... */
|
|
void
|
|
dropz(obj, with_impact)
|
|
struct obj *obj;
|
|
boolean with_impact;
|
|
{
|
|
if (obj == uwep)
|
|
setuwep((struct obj *) 0);
|
|
if (obj == uquiver)
|
|
setuqwep((struct obj *) 0);
|
|
if (obj == uswapwep)
|
|
setuswapwep((struct obj *) 0);
|
|
|
|
if (!u.uswallow && flooreffects(obj, u.ux, u.uy, "drop"))
|
|
return;
|
|
/* uswallow check done by GAN 01/29/87 */
|
|
if (u.uswallow) {
|
|
boolean could_petrify = FALSE;
|
|
boolean could_poly = FALSE;
|
|
boolean could_slime = FALSE;
|
|
boolean could_grow = FALSE;
|
|
boolean could_heal = FALSE;
|
|
|
|
if (obj != uball) { /* mon doesn't pick up ball */
|
|
if (obj->otyp == CORPSE) {
|
|
could_petrify = touch_petrifies(&mons[obj->corpsenm]);
|
|
could_poly = polyfodder(obj);
|
|
could_slime = (obj->corpsenm == PM_GREEN_SLIME);
|
|
could_grow = (obj->corpsenm == PM_WRAITH);
|
|
could_heal = (obj->corpsenm == PM_NURSE);
|
|
}
|
|
(void) mpickobj(u.ustuck, obj);
|
|
if (is_animal(u.ustuck->data)) {
|
|
if (could_poly || could_slime) {
|
|
(void) newcham(u.ustuck,
|
|
could_poly ? (struct permonst *) 0
|
|
: &mons[PM_GREEN_SLIME],
|
|
FALSE, could_slime);
|
|
delobj(obj); /* corpse is digested */
|
|
} else if (could_petrify) {
|
|
minstapetrify(u.ustuck, TRUE);
|
|
/* Don't leave a cockatrice corpse in a statue */
|
|
if (!u.uswallow)
|
|
delobj(obj);
|
|
} else if (could_grow) {
|
|
(void) grow_up(u.ustuck, (struct monst *) 0);
|
|
delobj(obj); /* corpse is digested */
|
|
} else if (could_heal) {
|
|
u.ustuck->mhp = u.ustuck->mhpmax;
|
|
delobj(obj); /* corpse is digested */
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
place_object(obj, u.ux, u.uy);
|
|
if (with_impact)
|
|
container_impact_dmg(obj, u.ux, u.uy);
|
|
if (obj == uball)
|
|
drop_ball(u.ux, u.uy);
|
|
else if (level.flags.has_shop)
|
|
sellobj(obj, u.ux, u.uy);
|
|
stackobj(obj);
|
|
if (Blind && Levitation)
|
|
map_object(obj, 0);
|
|
newsym(u.ux, u.uy); /* remap location under self */
|
|
}
|
|
}
|
|
|
|
/* things that must change when not held; recurse into containers.
|
|
Called for both player and monsters */
|
|
void
|
|
obj_no_longer_held(obj)
|
|
struct obj *obj;
|
|
{
|
|
if (!obj) {
|
|
return;
|
|
} else if (Has_contents(obj)) {
|
|
struct obj *contents;
|
|
|
|
for (contents = obj->cobj; contents; contents = contents->nobj)
|
|
obj_no_longer_held(contents);
|
|
}
|
|
switch (obj->otyp) {
|
|
case CRYSKNIFE:
|
|
/* Normal crysknife reverts to worm tooth when not held by hero
|
|
* or monster; fixed crysknife has only 10% chance of reverting.
|
|
* When a stack of the latter is involved, it could be worthwhile
|
|
* to give each individual crysknife its own separate 10% chance,
|
|
* but we aren't in any position to handle stack splitting here.
|
|
*/
|
|
if (!obj->oerodeproof || !rn2(10)) {
|
|
/* if monsters aren't moving, assume player is responsible */
|
|
if (!context.mon_moving && !program_state.gameover)
|
|
costly_alteration(obj, COST_DEGRD);
|
|
obj->otyp = WORM_TOOTH;
|
|
obj->oerodeproof = 0;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* 'D' command: drop several things */
|
|
int
|
|
doddrop()
|
|
{
|
|
int result = 0;
|
|
|
|
if (!invent) {
|
|
You("have nothing to drop.");
|
|
return 0;
|
|
}
|
|
add_valid_menu_class(0); /* clear any classes already there */
|
|
if (*u.ushops)
|
|
sellobj_state(SELL_DELIBERATE);
|
|
if (flags.menu_style != MENU_TRADITIONAL
|
|
|| (result = ggetobj("drop", drop, 0, FALSE, (unsigned *) 0)) < -1)
|
|
result = menu_drop(result);
|
|
if (*u.ushops)
|
|
sellobj_state(SELL_NORMAL);
|
|
if (result)
|
|
reset_occupations();
|
|
|
|
return result;
|
|
}
|
|
|
|
/* Drop things from the hero's inventory, using a menu. */
|
|
STATIC_OVL int
|
|
menu_drop(retry)
|
|
int retry;
|
|
{
|
|
int n, i, n_dropped = 0;
|
|
long cnt;
|
|
struct obj *otmp, *otmp2;
|
|
menu_item *pick_list;
|
|
boolean all_categories = TRUE;
|
|
boolean drop_everything = FALSE;
|
|
|
|
if (retry) {
|
|
all_categories = (retry == -2);
|
|
} else if (flags.menu_style == MENU_FULL) {
|
|
all_categories = FALSE;
|
|
n = query_category("Drop what type of items?", invent,
|
|
UNPAID_TYPES | ALL_TYPES | CHOOSE_ALL | BUC_BLESSED
|
|
| BUC_CURSED | BUC_UNCURSED | BUC_UNKNOWN,
|
|
&pick_list, PICK_ANY);
|
|
if (!n)
|
|
goto drop_done;
|
|
for (i = 0; i < n; i++) {
|
|
if (pick_list[i].item.a_int == ALL_TYPES_SELECTED)
|
|
all_categories = TRUE;
|
|
else if (pick_list[i].item.a_int == 'A')
|
|
drop_everything = TRUE;
|
|
else
|
|
add_valid_menu_class(pick_list[i].item.a_int);
|
|
}
|
|
free((genericptr_t) pick_list);
|
|
} else if (flags.menu_style == MENU_COMBINATION) {
|
|
unsigned ggoresults = 0;
|
|
|
|
all_categories = FALSE;
|
|
/* Gather valid classes via traditional NetHack method */
|
|
i = ggetobj("drop", drop, 0, TRUE, &ggoresults);
|
|
if (i == -2)
|
|
all_categories = TRUE;
|
|
if (ggoresults & ALL_FINISHED) {
|
|
n_dropped = i;
|
|
goto drop_done;
|
|
}
|
|
}
|
|
|
|
if (drop_everything) {
|
|
/*
|
|
* Dropping a burning potion of oil while levitating can cause
|
|
* an explosion which might destroy some of hero's inventory,
|
|
* so the old code
|
|
* for (otmp = invent; otmp; otmp = otmp2) {
|
|
* otmp2 = otmp->nobj;
|
|
* n_dropped += drop(otmp);
|
|
* }
|
|
* was unreliable and could lead to an "object lost" panic.
|
|
*
|
|
* Use the bypass bit to mark items already processed (hence
|
|
* not droppable) and rescan inventory until no unbypassed
|
|
* items remain.
|
|
*/
|
|
bypass_objlist(invent, FALSE); /* clear bypass bit for invent */
|
|
while ((otmp = nxt_unbypassed_obj(invent)) != 0)
|
|
n_dropped += drop(otmp);
|
|
/* we might not have dropped everything (worn armor, welded weapon,
|
|
cursed loadstones), so reset any remaining inventory to normal */
|
|
bypass_objlist(invent, FALSE);
|
|
} else {
|
|
/* should coordinate with perm invent, maybe not show worn items */
|
|
n = query_objlist("What would you like to drop?", &invent,
|
|
(USE_INVLET | INVORDER_SORT), &pick_list, PICK_ANY,
|
|
all_categories ? allow_all : allow_category);
|
|
if (n > 0) {
|
|
/*
|
|
* picklist[] contains a set of pointers into inventory, but
|
|
* as soon as something gets dropped, they might become stale
|
|
* (see the drop_everything code above for an explanation).
|
|
* Just checking to see whether one is still in the invent
|
|
* chain is not sufficient validation since destroyed items
|
|
* will be freed and items we've split here might have already
|
|
* reused that memory and put the same pointer value back into
|
|
* invent. Ditto for using invlet to validate. So we start
|
|
* by setting bypass on all of invent, then check each pointer
|
|
* to verify that it is in invent and has that bit set.
|
|
*/
|
|
bypass_objlist(invent, TRUE);
|
|
for (i = 0; i < n; i++) {
|
|
otmp = pick_list[i].item.a_obj;
|
|
for (otmp2 = invent; otmp2; otmp2 = otmp2->nobj)
|
|
if (otmp2 == otmp)
|
|
break;
|
|
if (!otmp2 || !otmp2->bypass)
|
|
continue;
|
|
/* found next selected invent item */
|
|
cnt = pick_list[i].count;
|
|
if (cnt < otmp->quan) {
|
|
if (welded(otmp)) {
|
|
; /* don't split */
|
|
} else if (otmp->otyp == LOADSTONE && otmp->cursed) {
|
|
/* same kludge as getobj(), for canletgo()'s use */
|
|
otmp->corpsenm = (int) cnt; /* don't split */
|
|
} else {
|
|
otmp = splitobj(otmp, cnt);
|
|
}
|
|
}
|
|
n_dropped += drop(otmp);
|
|
}
|
|
bypass_objlist(invent, FALSE); /* reset invent to normal */
|
|
free((genericptr_t) pick_list);
|
|
}
|
|
}
|
|
|
|
drop_done:
|
|
return n_dropped;
|
|
}
|
|
|
|
/* on a ladder, used in goto_level */
|
|
static NEARDATA boolean at_ladder = FALSE;
|
|
|
|
/* the '>' command */
|
|
int
|
|
dodown()
|
|
{
|
|
struct trap *trap = 0;
|
|
boolean stairs_down = ((u.ux == xdnstair && u.uy == ydnstair)
|
|
|| (u.ux == sstairs.sx && u.uy == sstairs.sy
|
|
&& !sstairs.up)),
|
|
ladder_down = (u.ux == xdnladder && u.uy == ydnladder);
|
|
|
|
if (u_rooted())
|
|
return 1;
|
|
|
|
if (stucksteed(TRUE)) {
|
|
return 0;
|
|
}
|
|
/* Levitation might be blocked, but player can still use '>' to
|
|
turn off controlled levitation */
|
|
if (HLevitation || ELevitation) {
|
|
if ((HLevitation & I_SPECIAL) || (ELevitation & W_ARTI)) {
|
|
/* end controlled levitation */
|
|
if (ELevitation & W_ARTI) {
|
|
struct obj *obj;
|
|
|
|
for (obj = invent; obj; obj = obj->nobj) {
|
|
if (obj->oartifact
|
|
&& artifact_has_invprop(obj, LEVITATION)) {
|
|
if (obj->age < monstermoves)
|
|
obj->age = monstermoves;
|
|
obj->age += rnz(100);
|
|
}
|
|
}
|
|
}
|
|
if (float_down(I_SPECIAL | TIMEOUT, W_ARTI)) {
|
|
return 1; /* came down, so moved */
|
|
} else if (!HLevitation && !ELevitation) {
|
|
Your("latent levitation ceases.");
|
|
return 1; /* did something, effectively moved */
|
|
}
|
|
}
|
|
if (BLevitation) {
|
|
; /* weren't actually floating after all */
|
|
} else if (Blind) {
|
|
/* Avoid alerting player to an unknown stair or ladder.
|
|
* Changes the message for a covered, known staircase
|
|
* too; staircase knowledge is not stored anywhere.
|
|
*/
|
|
if (stairs_down)
|
|
stairs_down =
|
|
(glyph_to_cmap(levl[u.ux][u.uy].glyph) == S_dnstair);
|
|
else if (ladder_down)
|
|
ladder_down =
|
|
(glyph_to_cmap(levl[u.ux][u.uy].glyph) == S_dnladder);
|
|
}
|
|
if (Is_airlevel(&u.uz))
|
|
You("are floating in the %s.", surface(u.ux, u.uy));
|
|
else if (Is_waterlevel(&u.uz))
|
|
You("are floating in %s.",
|
|
is_pool(u.ux, u.uy) ? "the water" : "a bubble of air");
|
|
else
|
|
floating_above(stairs_down ? "stairs" : ladder_down
|
|
? "ladder"
|
|
: surface(u.ux, u.uy));
|
|
return 0; /* didn't move */
|
|
}
|
|
if (!stairs_down && !ladder_down) {
|
|
trap = t_at(u.ux, u.uy);
|
|
if (trap && uteetering_at_seen_pit(trap)) {
|
|
dotrap(trap, TOOKPLUNGE);
|
|
return 1;
|
|
} else if (!trap || (trap->ttyp != TRAPDOOR && trap->ttyp != HOLE)
|
|
|| !Can_fall_thru(&u.uz) || !trap->tseen) {
|
|
if (flags.autodig && !context.nopick && uwep && is_pick(uwep)) {
|
|
return use_pick_axe2(uwep);
|
|
} else {
|
|
You_cant("go down here.");
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
if (u.ustuck) {
|
|
You("are %s, and cannot go down.",
|
|
!u.uswallow ? "being held" : is_animal(u.ustuck->data)
|
|
? "swallowed"
|
|
: "engulfed");
|
|
return 1;
|
|
}
|
|
if (on_level(&valley_level, &u.uz) && !u.uevent.gehennom_entered) {
|
|
You("are standing at the gate to Gehennom.");
|
|
pline("Unspeakable cruelty and harm lurk down there.");
|
|
if (yn("Are you sure you want to enter?") != 'y')
|
|
return 0;
|
|
else
|
|
pline("So be it.");
|
|
u.uevent.gehennom_entered = 1; /* don't ask again */
|
|
}
|
|
|
|
if (!next_to_u()) {
|
|
You("are held back by your pet!");
|
|
return 0;
|
|
}
|
|
|
|
if (trap)
|
|
You("%s %s.", Flying ? "fly" : locomotion(youmonst.data, "jump"),
|
|
trap->ttyp == HOLE ? "down the hole" : "through the trap door");
|
|
|
|
if (trap && Is_stronghold(&u.uz)) {
|
|
goto_hell(FALSE, TRUE);
|
|
} else {
|
|
at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
|
|
next_level(!trap);
|
|
at_ladder = FALSE;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
/* the '<' command */
|
|
int
|
|
doup()
|
|
{
|
|
if (u_rooted())
|
|
return 1;
|
|
|
|
/* "up" to get out of a pit... */
|
|
if (u.utrap && u.utraptype == TT_PIT) {
|
|
climb_pit();
|
|
return 1;
|
|
}
|
|
|
|
if ((u.ux != xupstair || u.uy != yupstair)
|
|
&& (!xupladder || u.ux != xupladder || u.uy != yupladder)
|
|
&& (!sstairs.sx || u.ux != sstairs.sx || u.uy != sstairs.sy
|
|
|| !sstairs.up)) {
|
|
You_cant("go up here.");
|
|
return 0;
|
|
}
|
|
if (stucksteed(TRUE)) {
|
|
return 0;
|
|
}
|
|
if (u.ustuck) {
|
|
You("are %s, and cannot go up.",
|
|
!u.uswallow ? "being held" : is_animal(u.ustuck->data)
|
|
? "swallowed"
|
|
: "engulfed");
|
|
return 1;
|
|
}
|
|
if (near_capacity() > SLT_ENCUMBER) {
|
|
/* No levitation check; inv_weight() already allows for it */
|
|
Your("load is too heavy to climb the %s.",
|
|
levl[u.ux][u.uy].typ == STAIRS ? "stairs" : "ladder");
|
|
return 1;
|
|
}
|
|
if (ledger_no(&u.uz) == 1) {
|
|
if (yn("Beware, there will be no return! Still climb?") != 'y')
|
|
return 0;
|
|
}
|
|
if (!next_to_u()) {
|
|
You("are held back by your pet!");
|
|
return 0;
|
|
}
|
|
at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
|
|
prev_level(TRUE);
|
|
at_ladder = FALSE;
|
|
return 1;
|
|
}
|
|
|
|
d_level save_dlevel = { 0, 0 };
|
|
|
|
/* check that we can write out the current level */
|
|
STATIC_OVL int
|
|
currentlevel_rewrite()
|
|
{
|
|
register int fd;
|
|
char whynot[BUFSZ];
|
|
|
|
/* since level change might be a bit slow, flush any buffered screen
|
|
* output (like "you fall through a trap door") */
|
|
mark_synch();
|
|
|
|
fd = create_levelfile(ledger_no(&u.uz), whynot);
|
|
if (fd < 0) {
|
|
/*
|
|
* This is not quite impossible: e.g., we may have
|
|
* exceeded our quota. If that is the case then we
|
|
* cannot leave this level, and cannot save either.
|
|
* Another possibility is that the directory was not
|
|
* writable.
|
|
*/
|
|
pline1(whynot);
|
|
return -1;
|
|
}
|
|
|
|
#ifdef MFLOPPY
|
|
if (!savelev(fd, ledger_no(&u.uz), COUNT_SAVE)) {
|
|
(void) nhclose(fd);
|
|
delete_levelfile(ledger_no(&u.uz));
|
|
pline("NetHack is out of disk space for making levels!");
|
|
You("can save, quit, or continue playing.");
|
|
return -1;
|
|
}
|
|
#endif
|
|
return fd;
|
|
}
|
|
|
|
#ifdef INSURANCE
|
|
void
|
|
save_currentstate()
|
|
{
|
|
int fd;
|
|
|
|
if (flags.ins_chkpt) {
|
|
/* write out just-attained level, with pets and everything */
|
|
fd = currentlevel_rewrite();
|
|
if (fd < 0)
|
|
return;
|
|
bufon(fd);
|
|
savelev(fd, ledger_no(&u.uz), WRITE_SAVE);
|
|
bclose(fd);
|
|
}
|
|
|
|
/* write out non-level state */
|
|
savestateinlock();
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
static boolean
|
|
badspot(x, y)
|
|
register xchar x, y;
|
|
{
|
|
return (boolean) ((levl[x][y].typ != ROOM
|
|
&& levl[x][y].typ != AIR
|
|
&& levl[x][y].typ != CORR)
|
|
|| MON_AT(x, y));
|
|
}
|
|
*/
|
|
|
|
void
|
|
goto_level(newlevel, at_stairs, falling, portal)
|
|
d_level *newlevel;
|
|
boolean at_stairs, falling, portal;
|
|
{
|
|
int fd, l_idx;
|
|
xchar new_ledger;
|
|
boolean cant_go_back, great_effort,
|
|
up = (depth(newlevel) < depth(&u.uz)),
|
|
newdungeon = (u.uz.dnum != newlevel->dnum),
|
|
was_in_W_tower = In_W_tower(u.ux, u.uy, &u.uz),
|
|
familiar = FALSE,
|
|
new = FALSE; /* made a new level? */
|
|
struct monst *mtmp;
|
|
char whynot[BUFSZ];
|
|
char *annotation;
|
|
#ifdef CONWAY
|
|
char need_late_reload_call = 0;
|
|
#endif
|
|
|
|
if (dunlev(newlevel) > dunlevs_in_dungeon(newlevel))
|
|
newlevel->dlevel = dunlevs_in_dungeon(newlevel);
|
|
if (newdungeon && In_endgame(newlevel)) { /* 1st Endgame Level !!! */
|
|
if (!u.uhave.amulet)
|
|
return; /* must have the Amulet */
|
|
if (!wizard) /* wizard ^V can bypass Earth level */
|
|
assign_level(newlevel, &earth_level); /* (redundant) */
|
|
}
|
|
new_ledger = ledger_no(newlevel);
|
|
if (new_ledger <= 0)
|
|
done(ESCAPED); /* in fact < 0 is impossible */
|
|
|
|
/* If you have the amulet and are trying to get out of Gehennom,
|
|
* going up a set of stairs sometimes does some very strange things!
|
|
* Biased against law and towards chaos. (The chance to be sent
|
|
* down multiple levels when attempting to go up are significantly
|
|
* less than the corresponding comment in older versions indicated
|
|
* due to overlooking the effect of the call to assign_rnd_lvl().)
|
|
*
|
|
* Odds for making it to the next level up, or of being sent down:
|
|
* "up" L N C
|
|
* +1 75.0 75.0 75.0
|
|
* 0 6.25 8.33 12.5
|
|
* -1 11.46 12.50 12.5
|
|
* -2 5.21 4.17 0.0
|
|
* -3 2.08 0.0 0.0
|
|
*/
|
|
if (Inhell && up && u.uhave.amulet && !newdungeon && !portal
|
|
&& (dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz) - 3)) {
|
|
if (!rn2(4)) {
|
|
int odds = 3 + (int) u.ualign.type, /* 2..4 */
|
|
diff = odds <= 1 ? 0 : rn2(odds); /* paranoia */
|
|
|
|
if (diff != 0) {
|
|
assign_rnd_level(newlevel, &u.uz, diff);
|
|
/* if inside the tower, stay inside */
|
|
if (was_in_W_tower && !On_W_tower_level(newlevel))
|
|
diff = 0;
|
|
}
|
|
if (diff == 0)
|
|
assign_level(newlevel, &u.uz);
|
|
|
|
new_ledger = ledger_no(newlevel);
|
|
|
|
pline("A mysterious force momentarily surrounds you...");
|
|
if (on_level(newlevel, &u.uz)) {
|
|
(void) safe_teleds(FALSE);
|
|
(void) next_to_u();
|
|
return;
|
|
} else
|
|
at_stairs = at_ladder = FALSE;
|
|
}
|
|
}
|
|
|
|
/* Prevent the player from going past the first quest level unless
|
|
* (s)he has been given the go-ahead by the leader.
|
|
*/
|
|
if (on_level(&u.uz, &qstart_level) && !newdungeon && !ok_to_quest()) {
|
|
pline("A mysterious force prevents you from descending.");
|
|
return;
|
|
}
|
|
|
|
if (on_level(newlevel, &u.uz))
|
|
return; /* this can happen */
|
|
|
|
/* tethered movement makes level change while trapped feasible */
|
|
if (u.utrap && u.utraptype == TT_BURIEDBALL)
|
|
buried_ball_to_punishment(); /* (before we save/leave old level) */
|
|
|
|
fd = currentlevel_rewrite();
|
|
if (fd < 0)
|
|
return;
|
|
#ifdef DROPLEVEL
|
|
/* We're now committed to the level change. */
|
|
if(dropleveltempsfn) (*dropleveltempsfn)();
|
|
#endif
|
|
|
|
if (falling) /* assuming this is only trap door or hole */
|
|
impact_drop((struct obj *) 0, u.ux, u.uy, newlevel->dlevel);
|
|
|
|
check_special_room(TRUE); /* probably was a trap door */
|
|
if (Punished)
|
|
unplacebc();
|
|
u.utrap = 0; /* needed in level_tele */
|
|
fill_pit(u.ux, u.uy);
|
|
u.ustuck = 0; /* idem */
|
|
u.uinwater = 0;
|
|
u.uundetected = 0; /* not hidden, even if means are available */
|
|
keepdogs(FALSE);
|
|
if (u.uswallow) /* idem */
|
|
u.uswldtim = u.uswallow = 0;
|
|
recalc_mapseen(); /* recalculate map overview before we leave the level */
|
|
/*
|
|
* We no longer see anything on the level. Make sure that this
|
|
* follows u.uswallow set to null since uswallow overrides all
|
|
* normal vision.
|
|
*/
|
|
vision_recalc(2);
|
|
|
|
/*
|
|
* Save the level we're leaving. If we're entering the endgame,
|
|
* we can get rid of all existing levels because they cannot be
|
|
* reached any more. We still need to use savelev()'s cleanup
|
|
* for the level being left, to recover dynamic memory in use and
|
|
* to avoid dangling timers and light sources.
|
|
*/
|
|
cant_go_back = (newdungeon && In_endgame(newlevel));
|
|
if (!cant_go_back) {
|
|
update_mlstmv(); /* current monsters are becoming inactive */
|
|
bufon(fd); /* use buffered output */
|
|
}
|
|
savelev(fd, ledger_no(&u.uz),
|
|
cant_go_back ? FREE_SAVE : (WRITE_SAVE | FREE_SAVE));
|
|
bclose(fd);
|
|
if (cant_go_back) {
|
|
/* discard unreachable levels; keep #0 */
|
|
for (l_idx = maxledgerno(); l_idx > 0; --l_idx)
|
|
delete_levelfile(l_idx);
|
|
/* mark #overview data for all dungeon branches as uninteresting */
|
|
for (l_idx = 0; l_idx < n_dgns; ++l_idx)
|
|
remdun_mapseen(l_idx);
|
|
}
|
|
|
|
if (Is_rogue_level(newlevel) || Is_rogue_level(&u.uz))
|
|
assign_graphics(Is_rogue_level(newlevel) ? ROGUESET : PRIMARY);
|
|
#ifdef USE_TILES
|
|
substitute_tiles(newlevel);
|
|
#endif
|
|
check_gold_symbol();
|
|
/* record this level transition as a potential seen branch unless using
|
|
* some non-standard means of transportation (level teleport).
|
|
*/
|
|
if ((at_stairs || falling || portal) && (u.uz.dnum != newlevel->dnum))
|
|
recbranch_mapseen(&u.uz, newlevel);
|
|
assign_level(&u.uz0, &u.uz);
|
|
assign_level(&u.uz, newlevel);
|
|
assign_level(&u.utolev, newlevel);
|
|
u.utotype = 0;
|
|
if (!builds_up(&u.uz)) { /* usual case */
|
|
if (dunlev(&u.uz) > dunlev_reached(&u.uz))
|
|
dunlev_reached(&u.uz) = dunlev(&u.uz);
|
|
} else {
|
|
if (dunlev_reached(&u.uz) == 0
|
|
|| dunlev(&u.uz) < dunlev_reached(&u.uz))
|
|
dunlev_reached(&u.uz) = dunlev(&u.uz);
|
|
}
|
|
reset_rndmonst(NON_PM); /* u.uz change affects monster generation */
|
|
|
|
/* set default level change destination areas */
|
|
/* the special level code may override these */
|
|
(void) memset((genericptr_t) &updest, 0, sizeof updest);
|
|
(void) memset((genericptr_t) &dndest, 0, sizeof dndest);
|
|
|
|
if (!(level_info[new_ledger].flags & LFILE_EXISTS)) {
|
|
/* entering this level for first time; make it now */
|
|
if (level_info[new_ledger].flags & (FORGOTTEN | VISITED)) {
|
|
impossible("goto_level: returning to discarded level?");
|
|
level_info[new_ledger].flags &= ~(FORGOTTEN | VISITED);
|
|
}
|
|
mklev();
|
|
new = TRUE; /* made the level */
|
|
} else {
|
|
/* returning to previously visited level; reload it */
|
|
fd = open_levelfile(new_ledger, whynot);
|
|
if (tricked_fileremoved(fd, whynot)) {
|
|
/* we'll reach here if running in wizard mode */
|
|
error("Cannot continue this game.");
|
|
}
|
|
minit(); /* ZEROCOMP */
|
|
getlev(fd, hackpid, new_ledger, FALSE);
|
|
(void) nhclose(fd);
|
|
oinit(); /* reassign level dependent obj probabilities */
|
|
#ifdef CONWAY
|
|
/* XXX move into DROPLEVEL framework? */
|
|
need_late_reload_call = 1;
|
|
#endif
|
|
}
|
|
reglyph_darkroom();
|
|
/* do this prior to level-change pline messages */
|
|
vision_reset(); /* clear old level's line-of-sight */
|
|
vision_full_recalc = 0; /* don't let that reenable vision yet */
|
|
flush_screen(-1); /* ensure all map flushes are postponed */
|
|
|
|
if (portal && !In_endgame(&u.uz)) {
|
|
/* find the portal on the new level */
|
|
register struct trap *ttrap;
|
|
|
|
for (ttrap = ftrap; ttrap; ttrap = ttrap->ntrap)
|
|
if (ttrap->ttyp == MAGIC_PORTAL)
|
|
break;
|
|
|
|
if (!ttrap)
|
|
panic("goto_level: no corresponding portal!");
|
|
seetrap(ttrap);
|
|
u_on_newpos(ttrap->tx, ttrap->ty);
|
|
} else if (at_stairs && !In_endgame(&u.uz)) {
|
|
if (up) {
|
|
if (at_ladder)
|
|
u_on_newpos(xdnladder, ydnladder);
|
|
else if (newdungeon)
|
|
u_on_sstairs(1);
|
|
else
|
|
u_on_dnstairs();
|
|
/* you climb up the {stairs|ladder};
|
|
fly up the stairs; fly up along the ladder */
|
|
great_effort = (Punished && !Levitation);
|
|
if (flags.verbose || great_effort)
|
|
pline("%s %s up%s the %s.",
|
|
great_effort ? "With great effort, you" : "You",
|
|
Levitation ? "float" : Flying ? "fly" : "climb",
|
|
(Flying && at_ladder) ? " along" : "",
|
|
at_ladder ? "ladder" : "stairs");
|
|
} else { /* down */
|
|
if (at_ladder)
|
|
u_on_newpos(xupladder, yupladder);
|
|
else if (newdungeon)
|
|
u_on_sstairs(0);
|
|
else
|
|
u_on_upstairs();
|
|
if (!u.dz) {
|
|
; /* stayed on same level? (no transit effects) */
|
|
} else if (Flying) {
|
|
if (flags.verbose)
|
|
You("fly down %s.",
|
|
at_ladder ? "along the ladder" : "the stairs");
|
|
} else if (near_capacity() > UNENCUMBERED
|
|
|| Punished || Fumbling) {
|
|
You("fall down the %s.", at_ladder ? "ladder" : "stairs");
|
|
if (Punished) {
|
|
drag_down();
|
|
ballrelease(FALSE);
|
|
}
|
|
/* falling off steed has its own losehp() call */
|
|
if (u.usteed)
|
|
dismount_steed(DISMOUNT_FELL);
|
|
else
|
|
losehp(Maybe_Half_Phys(rnd(3)),
|
|
at_ladder ? "falling off a ladder"
|
|
: "tumbling down a flight of stairs",
|
|
KILLED_BY);
|
|
selftouch("Falling, you");
|
|
} else { /* ordinary descent */
|
|
if (flags.verbose)
|
|
You("%s.", at_ladder ? "climb down the ladder"
|
|
: "descend the stairs");
|
|
}
|
|
}
|
|
} else { /* trap door or level_tele or In_endgame */
|
|
u_on_rndspot((up ? 1 : 0) | (was_in_W_tower ? 2 : 0));
|
|
if (falling) {
|
|
if (Punished)
|
|
ballfall();
|
|
selftouch("Falling, you");
|
|
}
|
|
}
|
|
|
|
if (Punished)
|
|
placebc();
|
|
obj_delivery(FALSE);
|
|
losedogs();
|
|
kill_genocided_monsters(); /* for those wiped out while in limbo */
|
|
/*
|
|
* Expire all timers that have gone off while away. Must be
|
|
* after migrating monsters and objects are delivered
|
|
* (losedogs and obj_delivery).
|
|
*/
|
|
run_timers();
|
|
|
|
initrack();
|
|
|
|
if ((mtmp = m_at(u.ux, u.uy)) != 0 && mtmp != u.usteed) {
|
|
/* There's a monster at your target destination; it might be one
|
|
which accompanied you--see mon_arrive(dogmove.c)--or perhaps
|
|
it was already here. Randomly move you to an adjacent spot
|
|
or else the monster to any nearby location. Prior to 3.3.0
|
|
the latter was done unconditionally. */
|
|
coord cc;
|
|
|
|
if (!rn2(2) && enexto(&cc, u.ux, u.uy, youmonst.data)
|
|
&& distu(cc.x, cc.y) <= 2)
|
|
u_on_newpos(cc.x, cc.y); /*[maybe give message here?]*/
|
|
else
|
|
mnexto(mtmp);
|
|
|
|
if ((mtmp = m_at(u.ux, u.uy)) != 0) {
|
|
/* there was an unconditional impossible("mnearto failed")
|
|
here, but it's not impossible and we're prepared to cope
|
|
with the situation, so only say something when debugging */
|
|
if (wizard)
|
|
pline("(monster in hero's way)");
|
|
if (!rloc(mtmp, TRUE))
|
|
/* no room to move it; send it away, to return later */
|
|
migrate_to_level(mtmp, ledger_no(&u.uz), MIGR_RANDOM,
|
|
(coord *) 0);
|
|
}
|
|
}
|
|
|
|
/* initial movement of bubbles just before vision_recalc */
|
|
if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz))
|
|
movebubbles();
|
|
else if (Is_firelevel(&u.uz))
|
|
fumaroles();
|
|
|
|
if (level_info[new_ledger].flags & FORGOTTEN) {
|
|
forget_map(ALL_MAP); /* forget the map */
|
|
forget_traps(); /* forget all traps too */
|
|
familiar = TRUE;
|
|
level_info[new_ledger].flags &= ~FORGOTTEN;
|
|
}
|
|
|
|
/* Reset the screen. */
|
|
vision_reset(); /* reset the blockages */
|
|
docrt(); /* does a full vision recalc */
|
|
flush_screen(-1);
|
|
|
|
/*
|
|
* Move all plines beyond the screen reset.
|
|
*/
|
|
|
|
/* special levels can have a custom arrival message */
|
|
deliver_splev_message();
|
|
|
|
/* give room entrance message, if any */
|
|
check_special_room(FALSE);
|
|
|
|
/* deliver objects traveling with player */
|
|
obj_delivery(TRUE);
|
|
|
|
/* Check whether we just entered Gehennom. */
|
|
if (!In_hell(&u.uz0) && Inhell) {
|
|
if (Is_valley(&u.uz)) {
|
|
You("arrive at the Valley of the Dead...");
|
|
pline_The("odor of burnt flesh and decay pervades the air.");
|
|
#ifdef MICRO
|
|
display_nhwindow(WIN_MESSAGE, FALSE);
|
|
#endif
|
|
You_hear("groans and moans everywhere.");
|
|
} else
|
|
pline("It is hot here. You smell smoke...");
|
|
u.uachieve.enter_gehennom = 1;
|
|
}
|
|
/* in case we've managed to bypass the Valley's stairway down */
|
|
if (Inhell && !Is_valley(&u.uz))
|
|
u.uevent.gehennom_entered = 1;
|
|
|
|
if (familiar) {
|
|
static const char *const fam_msgs[4] = {
|
|
"You have a sense of deja vu.",
|
|
"You feel like you've been here before.",
|
|
"This place %s familiar...", 0 /* no message */
|
|
};
|
|
static const char *const halu_fam_msgs[4] = {
|
|
"Whoa! Everything %s different.",
|
|
"You are surrounded by twisty little passages, all alike.",
|
|
"Gee, this %s like uncle Conan's place...", 0 /* no message */
|
|
};
|
|
const char *mesg;
|
|
char buf[BUFSZ];
|
|
int which = rn2(4);
|
|
|
|
if (Hallucination)
|
|
mesg = halu_fam_msgs[which];
|
|
else
|
|
mesg = fam_msgs[which];
|
|
if (mesg && index(mesg, '%')) {
|
|
Sprintf(buf, mesg, !Blind ? "looks" : "seems");
|
|
mesg = buf;
|
|
}
|
|
if (mesg)
|
|
pline1(mesg);
|
|
}
|
|
|
|
/* special location arrival messages/events */
|
|
if (In_endgame(&u.uz)) {
|
|
if (new &&on_level(&u.uz, &astral_level))
|
|
final_level(); /* guardian angel,&c */
|
|
else if (newdungeon && u.uhave.amulet)
|
|
resurrect(); /* force confrontation with Wizard */
|
|
} else if (In_quest(&u.uz)) {
|
|
onquest(); /* might be reaching locate|goal level */
|
|
} else if (In_V_tower(&u.uz)) {
|
|
if (newdungeon && In_hell(&u.uz0))
|
|
pline_The("heat and smoke are gone.");
|
|
} else if (Is_knox(&u.uz)) {
|
|
/* alarm stops working once Croesus has died */
|
|
if (new || !mvitals[PM_CROESUS].died) {
|
|
You("have penetrated a high security area!");
|
|
pline("An alarm sounds!");
|
|
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
|
|
if (DEADMONSTER(mtmp))
|
|
continue;
|
|
mtmp->msleeping = 0;
|
|
}
|
|
}
|
|
} else {
|
|
if (new && Is_rogue_level(&u.uz))
|
|
You("enter what seems to be an older, more primitive world.");
|
|
#ifdef CONWAY
|
|
if (level.flags.conway)
|
|
You("feel the rules of Life are different here.");
|
|
#endif
|
|
/* main dungeon message from your quest leader */
|
|
if (!In_quest(&u.uz0) && at_dgn_entrance("The Quest")
|
|
&& !(u.uevent.qcompleted || u.uevent.qexpelled
|
|
|| quest_status.leader_is_dead)) {
|
|
if (!u.uevent.qcalled) {
|
|
u.uevent.qcalled = 1;
|
|
com_pager(2); /* main "leader needs help" message */
|
|
} else { /* reminder message */
|
|
com_pager(Role_if(PM_ROGUE) ? 4 : 3);
|
|
}
|
|
}
|
|
}
|
|
|
|
assign_level(&u.uz0, &u.uz); /* reset u.uz0 */
|
|
#ifdef INSURANCE
|
|
save_currentstate();
|
|
#endif
|
|
#ifdef CONWAY
|
|
if (need_late_reload_call){
|
|
/* This MUST be after save_currenstate() to prevent freeing
|
|
* the state table we just allocated. */
|
|
if(level.flags.conway){
|
|
conway_restore();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ((annotation = get_annotation(&u.uz)) != 0)
|
|
You("remember this level as %s.", annotation);
|
|
|
|
/* assume this will always return TRUE when changing level */
|
|
(void) in_out_region(u.ux, u.uy);
|
|
(void) pickup(1);
|
|
|
|
/* discard context which applied to previous level */
|
|
maybe_reset_pick(); /* for door or for box not accompanying hero */
|
|
reset_trapset(); /* even if to-be-armed trap obj is accompanying hero */
|
|
iflags.travelcc.x = iflags.travelcc.y = -1; /* travel destination cache */
|
|
context.polearm.hitmon = (struct monst *) 0; /* polearm target */
|
|
/* digging context is level-aware and can actually be resumed if
|
|
hero returns to the previous level without any intervening dig */
|
|
}
|
|
|
|
STATIC_OVL void
|
|
final_level()
|
|
{
|
|
struct monst *mtmp;
|
|
|
|
/* reset monster hostility relative to player */
|
|
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
|
|
if (DEADMONSTER(mtmp))
|
|
continue;
|
|
reset_hostility(mtmp);
|
|
}
|
|
|
|
/* create some player-monsters */
|
|
create_mplayers(rn1(4, 3), TRUE);
|
|
|
|
/* create a guardian angel next to player, if worthy */
|
|
gain_guardian_angel();
|
|
}
|
|
|
|
static char *dfr_pre_msg = 0, /* pline() before level change */
|
|
*dfr_post_msg = 0; /* pline() after level change */
|
|
|
|
/* change levels at the end of this turn, after monsters finish moving */
|
|
void
|
|
schedule_goto(tolev, at_stairs, falling, portal_flag, pre_msg, post_msg)
|
|
d_level *tolev;
|
|
boolean at_stairs, falling;
|
|
int portal_flag;
|
|
const char *pre_msg, *post_msg;
|
|
{
|
|
int typmask = 0100; /* non-zero triggers `deferred_goto' */
|
|
|
|
/* destination flags (`goto_level' args) */
|
|
if (at_stairs)
|
|
typmask |= 1;
|
|
if (falling)
|
|
typmask |= 2;
|
|
if (portal_flag)
|
|
typmask |= 4;
|
|
if (portal_flag < 0)
|
|
typmask |= 0200; /* flag for portal removal */
|
|
u.utotype = typmask;
|
|
/* destination level */
|
|
assign_level(&u.utolev, tolev);
|
|
|
|
if (pre_msg)
|
|
dfr_pre_msg = dupstr(pre_msg);
|
|
if (post_msg)
|
|
dfr_post_msg = dupstr(post_msg);
|
|
}
|
|
|
|
/* handle something like portal ejection */
|
|
void
|
|
deferred_goto()
|
|
{
|
|
if (!on_level(&u.uz, &u.utolev)) {
|
|
d_level dest;
|
|
int typmask = u.utotype; /* save it; goto_level zeroes u.utotype */
|
|
|
|
assign_level(&dest, &u.utolev);
|
|
if (dfr_pre_msg)
|
|
pline1(dfr_pre_msg);
|
|
goto_level(&dest, !!(typmask & 1), !!(typmask & 2), !!(typmask & 4));
|
|
if (typmask & 0200) { /* remove portal */
|
|
struct trap *t = t_at(u.ux, u.uy);
|
|
|
|
if (t) {
|
|
deltrap(t);
|
|
newsym(u.ux, u.uy);
|
|
}
|
|
}
|
|
if (dfr_post_msg)
|
|
pline1(dfr_post_msg);
|
|
}
|
|
u.utotype = 0; /* our caller keys off of this */
|
|
if (dfr_pre_msg)
|
|
free((genericptr_t) dfr_pre_msg), dfr_pre_msg = 0;
|
|
if (dfr_post_msg)
|
|
free((genericptr_t) dfr_post_msg), dfr_post_msg = 0;
|
|
}
|
|
|
|
/*
|
|
* Return TRUE if we created a monster for the corpse. If successful, the
|
|
* corpse is gone.
|
|
*/
|
|
boolean
|
|
revive_corpse(corpse)
|
|
struct obj *corpse;
|
|
{
|
|
struct monst *mtmp, *mcarry;
|
|
boolean is_uwep, chewed;
|
|
xchar where;
|
|
char cname[BUFSZ];
|
|
struct obj *container = (struct obj *) 0;
|
|
int container_where = 0;
|
|
|
|
where = corpse->where;
|
|
is_uwep = (corpse == uwep);
|
|
chewed = (corpse->oeaten != 0);
|
|
Strcpy(cname,
|
|
corpse_xname(corpse, chewed ? "bite-covered" : (const char *) 0,
|
|
CXN_SINGULAR));
|
|
mcarry = (where == OBJ_MINVENT) ? corpse->ocarry : 0;
|
|
|
|
if (where == OBJ_CONTAINED) {
|
|
struct monst *mtmp2;
|
|
|
|
container = corpse->ocontainer;
|
|
mtmp2 =
|
|
get_container_location(container, &container_where, (int *) 0);
|
|
/* container_where is the outermost container's location even if
|
|
* nested */
|
|
if (container_where == OBJ_MINVENT && mtmp2)
|
|
mcarry = mtmp2;
|
|
}
|
|
mtmp = revive(corpse, FALSE); /* corpse is gone if successful */
|
|
|
|
if (mtmp) {
|
|
switch (where) {
|
|
case OBJ_INVENT:
|
|
if (is_uwep)
|
|
pline_The("%s writhes out of your grasp!", cname);
|
|
else
|
|
You_feel("squirming in your backpack!");
|
|
break;
|
|
|
|
case OBJ_FLOOR:
|
|
if (cansee(mtmp->mx, mtmp->my))
|
|
pline("%s rises from the dead!",
|
|
chewed ? Adjmonnam(mtmp, "bite-covered")
|
|
: Monnam(mtmp));
|
|
break;
|
|
|
|
case OBJ_MINVENT: /* probably a nymph's */
|
|
if (cansee(mtmp->mx, mtmp->my)) {
|
|
if (canseemon(mcarry))
|
|
pline("Startled, %s drops %s as it revives!",
|
|
mon_nam(mcarry), an(cname));
|
|
else
|
|
pline("%s suddenly appears!",
|
|
chewed ? Adjmonnam(mtmp, "bite-covered")
|
|
: Monnam(mtmp));
|
|
}
|
|
break;
|
|
case OBJ_CONTAINED: {
|
|
char sackname[BUFSZ];
|
|
|
|
if (container_where == OBJ_MINVENT && cansee(mtmp->mx, mtmp->my)
|
|
&& mcarry && canseemon(mcarry) && container) {
|
|
pline("%s writhes out of %s!", Amonnam(mtmp),
|
|
yname(container));
|
|
} else if (container_where == OBJ_INVENT && container) {
|
|
Strcpy(sackname, an(xname(container)));
|
|
pline("%s %s out of %s in your pack!",
|
|
Blind ? Something : Amonnam(mtmp),
|
|
locomotion(mtmp->data, "writhes"), sackname);
|
|
} else if (container_where == OBJ_FLOOR && container
|
|
&& cansee(mtmp->mx, mtmp->my)) {
|
|
Strcpy(sackname, an(xname(container)));
|
|
pline("%s escapes from %s!", Amonnam(mtmp), sackname);
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
/* we should be able to handle the other cases... */
|
|
impossible("revive_corpse: lost corpse @ %d", where);
|
|
break;
|
|
}
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
/* Revive the corpse via a timeout. */
|
|
/*ARGSUSED*/
|
|
void
|
|
revive_mon(arg, timeout)
|
|
anything *arg;
|
|
long timeout UNUSED;
|
|
{
|
|
struct obj *body = arg->a_obj;
|
|
struct permonst *mptr = &mons[body->corpsenm];
|
|
struct monst *mtmp;
|
|
xchar x, y;
|
|
|
|
/* corpse will revive somewhere else if there is a monster in the way;
|
|
Riders get a chance to try to bump the obstacle out of their way */
|
|
if ((mptr->mflags3 & M3_DISPLACES) != 0 && body->where == OBJ_FLOOR
|
|
&& get_obj_location(body, &x, &y, 0) && (mtmp = m_at(x, y)) != 0) {
|
|
boolean notice_it = canseemon(mtmp); /* before rloc() */
|
|
char *monname = Monnam(mtmp);
|
|
|
|
if (rloc(mtmp, TRUE)) {
|
|
if (notice_it && !canseemon(mtmp))
|
|
pline("%s vanishes.", monname);
|
|
else if (!notice_it && canseemon(mtmp))
|
|
pline("%s appears.", Monnam(mtmp)); /* not pre-rloc monname */
|
|
else if (notice_it && dist2(mtmp->mx, mtmp->my, x, y) > 2)
|
|
pline("%s teleports.", monname); /* saw it and still see it */
|
|
}
|
|
}
|
|
|
|
/* if we succeed, the corpse is gone */
|
|
if (!revive_corpse(body)) {
|
|
long when;
|
|
int action;
|
|
|
|
if (is_rider(mptr) && rn2(99)) { /* Rider usually tries again */
|
|
action = REVIVE_MON;
|
|
for (when = 3L; when < 67L; when++)
|
|
if (!rn2(3))
|
|
break;
|
|
} else { /* rot this corpse away */
|
|
You_feel("%sless hassled.", is_rider(mptr) ? "much " : "");
|
|
action = ROT_CORPSE;
|
|
when = 250L - (monstermoves - body->age);
|
|
if (when < 1L)
|
|
when = 1L;
|
|
}
|
|
(void) start_timer(when, TIMER_OBJECT, action, arg);
|
|
}
|
|
}
|
|
|
|
int
|
|
donull()
|
|
{
|
|
return 1; /* Do nothing, but let other things happen */
|
|
}
|
|
|
|
STATIC_PTR int
|
|
wipeoff(VOID_ARGS)
|
|
{
|
|
if (u.ucreamed < 4)
|
|
u.ucreamed = 0;
|
|
else
|
|
u.ucreamed -= 4;
|
|
if (Blinded < 4)
|
|
Blinded = 0;
|
|
else
|
|
Blinded -= 4;
|
|
if (!Blinded) {
|
|
pline("You've got the glop off.");
|
|
u.ucreamed = 0;
|
|
if (!gulp_blnd_check()) {
|
|
Blinded = 1;
|
|
make_blinded(0L, TRUE);
|
|
}
|
|
return 0;
|
|
} else if (!u.ucreamed) {
|
|
Your("%s feels clean now.", body_part(FACE));
|
|
return 0;
|
|
}
|
|
return 1; /* still busy */
|
|
}
|
|
|
|
int
|
|
dowipe()
|
|
{
|
|
if (u.ucreamed) {
|
|
static NEARDATA char buf[39];
|
|
|
|
Sprintf(buf, "wiping off your %s", body_part(FACE));
|
|
set_occupation(wipeoff, buf, 0);
|
|
/* Not totally correct; what if they change back after now
|
|
* but before they're finished wiping?
|
|
*/
|
|
return 1;
|
|
}
|
|
Your("%s is already clean.", body_part(FACE));
|
|
return 1;
|
|
}
|
|
|
|
void
|
|
set_wounded_legs(side, timex)
|
|
register long side;
|
|
register int timex;
|
|
{
|
|
/* KMH -- STEED
|
|
* If you are riding, your steed gets the wounded legs instead.
|
|
* You still call this function, but don't lose hp.
|
|
* Caller is also responsible for adjusting messages.
|
|
*/
|
|
|
|
if (!Wounded_legs) {
|
|
ATEMP(A_DEX)--;
|
|
context.botl = 1;
|
|
}
|
|
|
|
if (!Wounded_legs || (HWounded_legs & TIMEOUT))
|
|
HWounded_legs = timex;
|
|
EWounded_legs = side;
|
|
(void) encumber_msg();
|
|
}
|
|
|
|
void
|
|
heal_legs()
|
|
{
|
|
if (Wounded_legs) {
|
|
if (ATEMP(A_DEX) < 0) {
|
|
ATEMP(A_DEX)++;
|
|
context.botl = 1;
|
|
}
|
|
|
|
if (!u.usteed) {
|
|
const char *legs = body_part(LEG);
|
|
|
|
if ((EWounded_legs & BOTH_SIDES) == BOTH_SIDES)
|
|
legs = makeplural(legs);
|
|
/* this used to say "somewhat better" but that was
|
|
misleading since legs are being fully healed */
|
|
Your("%s %s better.", legs, vtense(legs, "feel"));
|
|
}
|
|
|
|
HWounded_legs = EWounded_legs = 0;
|
|
|
|
/* Wounded_legs reduces carrying capacity, so we want
|
|
an encumbrance check when they're healed. However,
|
|
while dismounting, first steed's legs get healed,
|
|
then hero is dropped to floor and a new encumbrance
|
|
check is made [in dismount_steed()]. So don't give
|
|
encumbrance feedback during the dismount stage
|
|
because it could seem to be shown out of order and
|
|
it might be immediately contradicted [able to carry
|
|
more when steed becomes healthy, then possible floor
|
|
feedback, then able to carry less when back on foot]. */
|
|
if (!in_steed_dismounting)
|
|
(void) encumber_msg();
|
|
}
|
|
}
|
|
|
|
/*do.c*/
|