Files
nethack/src/apply.c
cohrs 6f0fb33e9f general musical instrument use while polymorphed
Extend the previous patch to cover all blown instruments.  Also covers
the case of the player strangling.  The test is moved to a new can_blow
function to keep the test in one place.  It supports any monster, although
all current tests are for the player.
2004-01-27 00:23:31 +00:00

3182 lines
83 KiB
C

/* SCCS Id: @(#)apply.c 3.4 2003/11/18 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "edog.h"
static const char tools[] = { TOOL_CLASS, WEAPON_CLASS, WAND_CLASS, 0 };
static const char tools_too[] = { ALL_CLASSES, TOOL_CLASS, POTION_CLASS,
WEAPON_CLASS, WAND_CLASS, GEM_CLASS, 0 };
#ifdef TOURIST
STATIC_DCL int FDECL(use_camera, (struct obj *));
#endif
STATIC_DCL int FDECL(use_towel, (struct obj *));
STATIC_DCL boolean FDECL(its_dead, (int,int,int *));
STATIC_DCL int FDECL(use_stethoscope, (struct obj *));
STATIC_DCL void FDECL(use_whistle, (struct obj *));
STATIC_DCL void FDECL(use_magic_whistle, (struct obj *));
STATIC_DCL void FDECL(use_leash, (struct obj *));
STATIC_DCL int FDECL(use_mirror, (struct obj *));
STATIC_DCL void FDECL(use_bell, (struct obj **));
STATIC_DCL void FDECL(use_candelabrum, (struct obj *));
STATIC_DCL void FDECL(use_candle, (struct obj **));
STATIC_DCL void FDECL(use_lamp, (struct obj *));
STATIC_DCL void FDECL(light_cocktail, (struct obj *));
STATIC_DCL void FDECL(use_tinning_kit, (struct obj *));
STATIC_DCL void FDECL(use_figurine, (struct obj **));
STATIC_DCL void FDECL(use_grease, (struct obj *));
STATIC_DCL void FDECL(use_trap, (struct obj *));
STATIC_DCL void FDECL(use_stone, (struct obj *));
STATIC_PTR int NDECL(set_trap); /* occupation callback */
STATIC_DCL int FDECL(use_whip, (struct obj *));
STATIC_DCL int FDECL(use_pole, (struct obj *));
STATIC_DCL int FDECL(use_cream_pie, (struct obj *));
STATIC_DCL int FDECL(use_grapple, (struct obj *));
STATIC_DCL int FDECL(do_break_wand, (struct obj *));
STATIC_DCL boolean FDECL(figurine_location_checks,
(struct obj *, coord *, BOOLEAN_P));
STATIC_DCL boolean NDECL(uhave_graystone);
STATIC_DCL void FDECL(add_class, (char *, CHAR_P));
#ifdef AMIGA
void FDECL( amii_speaker, ( struct obj *, char *, int ) );
#endif
static const char no_elbow_room[] = "don't have enough elbow-room to maneuver.";
#ifdef TOURIST
STATIC_OVL int
use_camera(obj)
struct obj *obj;
{
register struct monst *mtmp;
if(Underwater) {
pline("Using your camera underwater would void the warranty.");
return(0);
}
if(!getdir((char *)0)) return(0);
if (obj->spe <= 0) {
pline(nothing_happens);
return (1);
}
consume_obj_charge(obj, TRUE);
if (obj->cursed && !rn2(2)) {
(void) zapyourself(obj, TRUE);
} else if (u.uswallow) {
You("take a picture of %s %s.", s_suffix(mon_nam(u.ustuck)),
mbodypart(u.ustuck, STOMACH));
} else if (u.dz) {
You("take a picture of the %s.",
(u.dz > 0) ? surface(u.ux,u.uy) : ceiling(u.ux,u.uy));
} else if (!u.dx && !u.dy) {
(void) zapyourself(obj, TRUE);
} else if ((mtmp = bhit(u.dx, u.dy, COLNO, FLASHED_LIGHT,
(int FDECL((*),(MONST_P,OBJ_P)))0,
(int FDECL((*),(OBJ_P,OBJ_P)))0,
obj)) != 0) {
obj->ox = u.ux, obj->oy = u.uy;
(void) flash_hits_mon(mtmp, obj);
}
return 1;
}
#endif
STATIC_OVL int
use_towel(obj)
struct obj *obj;
{
if(!freehand()) {
You("have no free %s!", body_part(HAND));
return 0;
} else if (obj->owornmask) {
You("cannot use it while you're wearing it!");
return 0;
} else if (obj->cursed) {
long old;
switch (rn2(3)) {
case 2:
old = Glib;
Glib += rn1(10, 3);
Your("%s %s!", makeplural(body_part(HAND)),
(old ? "are filthier than ever" : "get slimy"));
return 1;
case 1:
if (!ublindf) {
old = u.ucreamed;
u.ucreamed += rn1(10, 3);
pline("Yecch! Your %s %s gunk on it!", body_part(FACE),
(old ? "has more" : "now has"));
make_blinded(Blinded + (long)u.ucreamed - old, TRUE);
} else {
const char *what = (ublindf->otyp == LENSES) ?
"lenses" : "blindfold";
if (ublindf->cursed) {
You("push your %s %s.", what,
rn2(2) ? "cock-eyed" : "crooked");
} else {
struct obj *saved_ublindf = ublindf;
You("push your %s off.", what);
Blindf_off(ublindf);
dropx(saved_ublindf);
}
}
return 1;
case 0:
break;
}
}
if (Glib) {
Glib = 0;
You("wipe off your %s.", makeplural(body_part(HAND)));
return 1;
} else if(u.ucreamed) {
Blinded -= u.ucreamed;
u.ucreamed = 0;
if (!Blinded) {
pline("You've got the glop off.");
if (!gulp_blnd_check()) {
Blinded = 1;
make_blinded(0L,TRUE);
}
} else {
Your("%s feels clean now.", body_part(FACE));
}
return 1;
}
Your("%s and %s are already clean.",
body_part(FACE), makeplural(body_part(HAND)));
return 0;
}
/* maybe give a stethoscope message based on floor objects */
STATIC_OVL boolean
its_dead(rx, ry, resp)
int rx, ry, *resp;
{
char buf[BUFSZ];
boolean more_corpses;
struct permonst *mptr;
struct obj *corpse = sobj_at(CORPSE, rx, ry),
*statue = sobj_at(STATUE, rx, ry);
if (!can_reach_floor()) { /* levitation or unskilled riding */
corpse = 0; /* can't reach corpse on floor */
/* you can't reach tiny statues (even though you can fight
tiny monsters while levitating--consistency, what's that?) */
while (statue && mons[statue->corpsenm].msize == MZ_TINY)
statue = nxtobj(statue, STATUE, TRUE);
}
/* when both corpse and statue are present, pick the uppermost one */
if (corpse && statue) {
if (nxtobj(statue, CORPSE, TRUE) == corpse)
corpse = 0; /* corpse follows statue; ignore it */
else
statue = 0; /* corpse precedes statue; ignore statue */
}
more_corpses = (corpse && nxtobj(corpse, CORPSE, TRUE));
/* additional stethoscope messages from jyoung@apanix.apana.org.au */
if (!corpse && !statue) {
; /* nothing to do */
} else if (Hallucination) {
if (!corpse) {
/* it's a statue */
Strcpy(buf, "You're both stoned");
} else if (corpse->quan == 1L && !more_corpses) {
int gndr = 2; /* neuter: "it" */
struct monst *mtmp = get_mtraits(corpse, FALSE);
/* (most corpses don't retain the monster's sex, so
we're usually forced to use generic pronoun here) */
if (mtmp) {
mptr = &mons[mtmp->mnum];
/* can't use mhe() here; it calls pronoun_gender() which
expects monster to be on the map (visibility check) */
if ((humanoid(mptr) || (mptr->geno & G_UNIQ) ||
type_is_pname(mptr)) && !is_neuter(mptr))
gndr = (int)mtmp->female;
} else {
mptr = &mons[corpse->corpsenm];
if (is_female(mptr)) gndr = 1;
else if (is_male(mptr)) gndr = 0;
}
Sprintf(buf, "%s's dead", genders[gndr].he); /* "he"/"she"/"it" */
buf[0] = highc(buf[0]);
} else { /* plural */
Strcpy(buf, "They're dead");
}
/* variations on "He's dead, Jim." (Star Trek's Dr McCoy) */
You_hear("a voice say, \"%s, Jim.\"", buf);
*resp = 1;
return TRUE;
} else if (corpse) {
boolean here = (rx == u.ux && ry == u.uy),
one = (corpse->quan == 1L && !more_corpses),
reviver = FALSE;
if (Role_if(PM_HEALER)) {
/* ok to reset `corpse' here; we're done with it */
do {
if (obj_has_timer(corpse, REVIVE_MON))
reviver = TRUE;
else
corpse = nxtobj(corpse, CORPSE, TRUE);
} while (corpse && !reviver);
}
You("determine that %s unfortunate being%s %s%s dead.",
one ? (here ? "this" : "that") : (here ? "these" : "those"),
one ? "" : "s", one ? "is" : "are",
reviver ? " mostly" : "");
return TRUE;
} else { /* statue */
const char *what, *how;
mptr = &mons[statue->corpsenm];
if (Blind) { /* ignore statue->dknown; it'll always be set */
Sprintf(buf, "%s %s",
(rx == u.ux && ry == u.uy) ? "This" : "That",
humanoid(mptr) ? "person" : "creature");
what = buf;
} else {
what = mptr->mname;
if (!type_is_pname(mptr)) what = The(what);
}
how = "fine";
if (Role_if(PM_HEALER)) {
struct trap *ttmp = t_at(rx, ry);
if (ttmp && ttmp->ttyp == STATUE_TRAP) how = "extraordinary";
else if (Has_contents(statue)) how = "remarkable";
}
pline("%s is in %s health for a statue.", what, how);
return TRUE;
}
return FALSE; /* no corpse or statue */
}
static const char hollow_str[] = "a hollow sound. This must be a secret %s!";
/* Strictly speaking it makes no sense for usage of a stethoscope to
not take any time; however, unless it did, the stethoscope would be
almost useless. As a compromise, one use per turn is free, another
uses up the turn; this makes curse status have a tangible effect. */
STATIC_OVL int
use_stethoscope(obj)
register struct obj *obj;
{
struct monst *mtmp;
struct rm *lev;
int rx, ry, res;
boolean interference = (u.uswallow && is_whirly(u.ustuck->data) &&
!rn2(Role_if(PM_HEALER) ? 10 : 3));
if (nohands(youmonst.data)) {
You("have no hands!"); /* not `body_part(HAND)' */
return 0;
} else if (Deaf) {
You_cant("hear anything!");
return 0;
} else if (!freehand()) {
You("have no free %s.", body_part(HAND));
return 0;
}
if (!getdir((char *)0)) return 0;
res = (moves == context.stethoscope_move) &&
(youmonst.movement == context.stethoscope_movement);
context.stethoscope_move = moves;
context.stethoscope_movement = youmonst.movement;
#ifdef STEED
if (u.usteed && u.dz > 0) {
if (interference) {
pline("%s interferes.", Monnam(u.ustuck));
mstatusline(u.ustuck);
} else
mstatusline(u.usteed);
return res;
} else
#endif
if (u.uswallow && (u.dx || u.dy || u.dz)) {
mstatusline(u.ustuck);
return res;
} else if (u.uswallow && interference) {
pline("%s interferes.", Monnam(u.ustuck));
mstatusline(u.ustuck);
return res;
} else if (u.dz) {
if (Underwater)
You_hear("faint splashing.");
else if (u.dz < 0 || !can_reach_floor())
You_cant("reach the %s.",
(u.dz > 0) ? surface(u.ux,u.uy) : ceiling(u.ux,u.uy));
else if (its_dead(u.ux, u.uy, &res))
; /* message already given */
else if (Is_stronghold(&u.uz))
You_hear("the crackling of hellfire.");
else
pline_The("%s seems healthy enough.", surface(u.ux,u.uy));
return res;
} else if (obj->cursed && !rn2(2)) {
You_hear("your heart beat.");
return res;
}
if (Stunned || (Confusion && !rn2(5))) confdir();
if (!u.dx && !u.dy) {
ustatusline();
return res;
}
rx = u.ux + u.dx; ry = u.uy + u.dy;
if (!isok(rx,ry)) {
You_hear("a faint typing noise.");
return 0;
}
if ((mtmp = m_at(rx,ry)) != 0) {
mstatusline(mtmp);
if (mtmp->mundetected) {
mtmp->mundetected = 0;
if (cansee(rx,ry)) newsym(mtmp->mx,mtmp->my);
}
if (!canspotmon(mtmp))
map_invisible(rx,ry);
return res;
}
if (glyph_is_invisible(levl[rx][ry].glyph)) {
unmap_object(rx, ry);
newsym(rx, ry);
pline_The("invisible monster must have moved.");
}
lev = &levl[rx][ry];
switch(lev->typ) {
case SDOOR:
You_hear(hollow_str, "door");
cvt_sdoor_to_door(lev); /* ->typ = DOOR */
if (Blind) feel_location(rx,ry);
else newsym(rx,ry);
return res;
case SCORR:
You_hear(hollow_str, "passage");
lev->typ = CORR;
unblock_point(rx,ry);
if (Blind) feel_location(rx,ry);
else newsym(rx,ry);
return res;
}
if (!its_dead(rx, ry, &res))
You("hear nothing special."); /* not You_hear() */
return res;
}
static const char whistle_str[] = "produce a %s whistling sound.";
STATIC_OVL void
use_whistle(obj)
struct obj *obj;
{
if (!can_blow(&youmonst)) {
You("are incapable of using the whistle.");
} else if(Underwater) {
You("blow bubbles through %s.", yname(obj));
} else {
You(whistle_str, obj->cursed ? "shrill" : "high");
wake_nearby();
}
}
STATIC_OVL void
use_magic_whistle(obj)
struct obj *obj;
{
register struct monst *mtmp, *nextmon;
if (!can_blow(&youmonst)) {
You("are incapable of using the whistle.");
} else if (obj->cursed && !rn2(2)) {
You("produce a %shigh-pitched humming noise.",
Underwater ? "very " : "");
wake_nearby();
} else {
int pet_cnt = 0;
/* it's magic! it works underwater too (at a higher pitch) */
You(whistle_str, Hallucination ? "normal" :
Underwater ? "strange, high-pitched" : "strange");
for(mtmp = fmon; mtmp; mtmp = nextmon) {
nextmon = mtmp->nmon; /* trap might kill mon */
if (DEADMONSTER(mtmp)) continue;
if (mtmp->mtame) {
if (mtmp->mtrapped) {
/* no longer in previous trap (affects mintrap) */
mtmp->mtrapped = 0;
fill_pit(mtmp->mx, mtmp->my);
}
mnexto(mtmp);
if (canspotmon(mtmp)) ++pet_cnt;
if (mintrap(mtmp) == 2) change_luck(-1);
}
}
if (pet_cnt > 0) makeknown(obj->otyp);
}
}
boolean
um_dist(x,y,n)
register xchar x, y, n;
{
return((boolean)(abs(u.ux - x) > n || abs(u.uy - y) > n));
}
int
number_leashed()
{
register int i = 0;
register struct obj *obj;
for(obj = invent; obj; obj = obj->nobj)
if(obj->otyp == LEASH && obj->leashmon != 0) i++;
return(i);
}
void
o_unleash(otmp) /* otmp is about to be destroyed or stolen */
register struct obj *otmp;
{
register struct monst *mtmp;
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
if(mtmp->m_id == (unsigned)otmp->leashmon)
mtmp->mleashed = 0;
otmp->leashmon = 0;
}
void
m_unleash(mtmp, feedback) /* mtmp is about to die, or become untame */
register struct monst *mtmp;
boolean feedback;
{
register struct obj *otmp;
if (feedback) {
if (canseemon(mtmp))
pline("%s pulls free of %s leash!", Monnam(mtmp), mhis(mtmp));
else
Your("leash falls slack.");
}
for(otmp = invent; otmp; otmp = otmp->nobj)
if(otmp->otyp == LEASH &&
otmp->leashmon == (int)mtmp->m_id)
otmp->leashmon = 0;
mtmp->mleashed = 0;
}
void
unleash_all() /* player is about to die (for bones) */
{
register struct obj *otmp;
register struct monst *mtmp;
for(otmp = invent; otmp; otmp = otmp->nobj)
if(otmp->otyp == LEASH) otmp->leashmon = 0;
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
mtmp->mleashed = 0;
}
#define MAXLEASHED 2
/* ARGSUSED */
STATIC_OVL void
use_leash(obj)
struct obj *obj;
{
coord cc;
register struct monst *mtmp;
int spotmon;
if(!obj->leashmon && number_leashed() >= MAXLEASHED) {
You("cannot leash any more pets.");
return;
}
if(!get_adjacent_loc((char *)0, (char *)0, u.ux, u.uy, &cc)) return;
if((cc.x == u.ux) && (cc.y == u.uy)) {
#ifdef STEED
if (u.usteed && u.dz > 0) {
mtmp = u.usteed;
spotmon = 1;
goto got_target;
}
#endif
pline("Leash yourself? Very funny...");
return;
}
if(!(mtmp = m_at(cc.x, cc.y))) {
There("is no creature there.");
return;
}
spotmon = canspotmon(mtmp);
#ifdef STEED
got_target:
#endif
if(!mtmp->mtame) {
if(!spotmon)
There("is no creature there.");
else
pline("%s %s leashed!", Monnam(mtmp), (!obj->leashmon) ?
"cannot be" : "is not");
return;
}
if(!obj->leashmon) {
if(mtmp->mleashed) {
pline("This %s is already leashed.",
spotmon ? l_monnam(mtmp) : "monster");
return;
}
You("slip the leash around %s%s.",
spotmon ? "your " : "", l_monnam(mtmp));
mtmp->mleashed = 1;
obj->leashmon = (int)mtmp->m_id;
mtmp->msleeping = 0;
return;
}
if(obj->leashmon != (int)mtmp->m_id) {
pline("This leash is not attached to that creature.");
return;
} else {
if(obj->cursed) {
pline_The("leash would not come off!");
obj->bknown = TRUE;
return;
}
mtmp->mleashed = 0;
obj->leashmon = 0;
You("remove the leash from %s%s.",
spotmon ? "your " : "", l_monnam(mtmp));
}
return;
}
struct obj *
get_mleash(mtmp) /* assuming mtmp->mleashed has been checked */
register struct monst *mtmp;
{
register struct obj *otmp;
otmp = invent;
while(otmp) {
if(otmp->otyp == LEASH && otmp->leashmon == (int)mtmp->m_id)
return(otmp);
otmp = otmp->nobj;
}
return((struct obj *)0);
}
boolean
next_to_u()
{
register struct monst *mtmp;
register struct obj *otmp;
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp)) continue;
if(mtmp->mleashed) {
if (distu(mtmp->mx,mtmp->my) > 2) mnexto(mtmp);
if (distu(mtmp->mx,mtmp->my) > 2) {
for(otmp = invent; otmp; otmp = otmp->nobj)
if(otmp->otyp == LEASH &&
otmp->leashmon == (int)mtmp->m_id) {
if(otmp->cursed) return(FALSE);
You_feel("%s leash go slack.",
(number_leashed() > 1) ? "a" : "the");
mtmp->mleashed = 0;
otmp->leashmon = 0;
}
}
}
}
#ifdef STEED
/* no pack mules for the Amulet */
if (u.usteed && mon_has_amulet(u.usteed)) return FALSE;
#endif
return(TRUE);
}
void
check_leash(x, y)
register xchar x, y;
{
register struct obj *otmp;
register struct monst *mtmp;
for (otmp = invent; otmp; otmp = otmp->nobj) {
if (otmp->otyp != LEASH || otmp->leashmon == 0) continue;
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp)) continue;
if ((int)mtmp->m_id == otmp->leashmon) break;
}
if (!mtmp) {
impossible("leash in use isn't attached to anything?");
otmp->leashmon = 0;
continue;
}
if (dist2(u.ux,u.uy,mtmp->mx,mtmp->my) >
dist2(x,y,mtmp->mx,mtmp->my)) {
if (!um_dist(mtmp->mx, mtmp->my, 3)) {
; /* still close enough */
} else if (otmp->cursed && !breathless(mtmp->data)) {
if (um_dist(mtmp->mx, mtmp->my, 5) ||
(mtmp->mhp -= rnd(2)) <= 0) {
long save_pacifism = u.uconduct.killer;
Your("leash chokes %s to death!", mon_nam(mtmp));
/* hero might not have intended to kill pet, but
that's the result of his actions; gain experience,
lose pacifism, take alignment and luck hit, make
corpse less likely to remain tame after revival */
xkilled(mtmp, 0); /* no "you kill it" message */
/* life-saving doesn't ordinarily reset this */
if (mtmp->mhp > 0) u.uconduct.killer = save_pacifism;
} else {
pline("%s chokes on the leash!", Monnam(mtmp));
/* tameness eventually drops to 1 here (never 0) */
if (mtmp->mtame && rn2(mtmp->mtame)) mtmp->mtame--;
}
} else {
if (um_dist(mtmp->mx, mtmp->my, 5)) {
pline("%s leash snaps loose!", s_suffix(Monnam(mtmp)));
m_unleash(mtmp, FALSE);
} else {
You("pull on the leash.");
if (mtmp->data->msound != MS_SILENT)
switch (rn2(3)) {
case 0: growl(mtmp); break;
case 1: yelp(mtmp); break;
default: whimper(mtmp); break;
}
}
}
}
}
}
#define WEAK 3 /* from eat.c */
static const char look_str[] = "look %s.";
STATIC_OVL int
use_mirror(obj)
struct obj *obj;
{
register struct monst *mtmp;
register char mlet;
boolean vis;
if(!getdir((char *)0)) return 0;
if(obj->cursed && !rn2(2)) {
if (!Blind)
pline_The("mirror fogs up and doesn't reflect!");
return 1;
}
if(!u.dx && !u.dy && !u.dz) {
if(!Blind && !Invisible) {
if (u.umonnum == PM_FLOATING_EYE) {
if (!Free_action) {
pline(Hallucination ?
"Yow! The mirror stares back!" :
"Yikes! You've frozen yourself!");
nomul(-rnd((MAXULEV+6) - u.ulevel));
} else You("stiffen momentarily under your gaze.");
} else if (youmonst.data->mlet == S_VAMPIRE)
You("don't have a reflection.");
else if (u.umonnum == PM_UMBER_HULK) {
pline("Huh? That doesn't look like you!");
make_confused(HConfusion + d(3,4),FALSE);
} else if (Hallucination)
You(look_str, hcolor((char *)0));
else if (Sick)
You(look_str, "peaked");
else if (u.uhs >= WEAK)
You(look_str, "undernourished");
else You("look as %s as ever.",
ACURR(A_CHA) > 14 ?
(poly_gender()==1 ? "beautiful" : "handsome") :
"ugly");
} else {
You_cant("see your %s %s.",
ACURR(A_CHA) > 14 ?
(poly_gender()==1 ? "beautiful" : "handsome") :
"ugly",
body_part(FACE));
}
return 1;
}
if(u.uswallow) {
if (!Blind) You("reflect %s %s.", s_suffix(mon_nam(u.ustuck)),
mbodypart(u.ustuck, STOMACH));
return 1;
}
if(Underwater) {
You(Hallucination ?
"give the fish a chance to fix their makeup." :
"reflect the murky water.");
return 1;
}
if(u.dz) {
if (!Blind)
You("reflect the %s.",
(u.dz > 0) ? surface(u.ux,u.uy) : ceiling(u.ux,u.uy));
return 1;
}
mtmp = bhit(u.dx, u.dy, COLNO, INVIS_BEAM,
(int FDECL((*),(MONST_P,OBJ_P)))0,
(int FDECL((*),(OBJ_P,OBJ_P)))0,
obj);
if (!mtmp || !haseyes(mtmp->data))
return 1;
vis = canseemon(mtmp);
mlet = mtmp->data->mlet;
if (mtmp->msleeping) {
if (vis)
pline ("%s is too tired to look at your mirror.",
Monnam(mtmp));
} else if (!mtmp->mcansee) {
if (vis)
pline("%s can't see anything right now.", Monnam(mtmp));
/* some monsters do special things */
} else if (mlet == S_VAMPIRE || mlet == S_GHOST) {
if (vis)
pline ("%s doesn't have a reflection.", Monnam(mtmp));
} else if(!mtmp->mcan && !mtmp->minvis &&
mtmp->data == &mons[PM_MEDUSA]) {
if (mon_reflects(mtmp, "The gaze is reflected away by %s %s!"))
return 1;
if (vis)
pline("%s is turned to stone!", Monnam(mtmp));
stoned = TRUE;
killed(mtmp);
} else if(!mtmp->mcan && !mtmp->minvis &&
mtmp->data == &mons[PM_FLOATING_EYE]) {
int tmp = d((int)mtmp->m_lev, (int)mtmp->data->mattk[0].damd);
if (!rn2(4)) tmp = 120;
if (vis)
pline("%s is frozen by its reflection.", Monnam(mtmp));
else You_hear("%s stop moving.",something);
mtmp->mcanmove = 0;
if ( (int) mtmp->mfrozen + tmp > 127)
mtmp->mfrozen = 127;
else mtmp->mfrozen += tmp;
} else if(!mtmp->mcan && !mtmp->minvis &&
mtmp->data == &mons[PM_UMBER_HULK]) {
if (vis)
pline ("%s confuses itself!", Monnam(mtmp));
mtmp->mconf = 1;
} else if(!mtmp->mcan && !mtmp->minvis && (mlet == S_NYMPH
|| mtmp->data==&mons[PM_SUCCUBUS])) {
if (vis) {
pline ("%s admires herself in your mirror.", Monnam(mtmp));
pline ("She takes it!");
} else pline ("It steals your mirror!");
setnotworn(obj); /* in case mirror was wielded */
freeinv(obj);
(void) mpickobj(mtmp,obj);
if (!tele_restrict(mtmp)) (void) rloc(mtmp, FALSE);
} else if (!is_unicorn(mtmp->data) && !humanoid(mtmp->data) &&
(!mtmp->minvis || perceives(mtmp->data)) && rn2(5)) {
if (vis)
pline("%s is frightened by its reflection.", Monnam(mtmp));
monflee(mtmp, d(2,4), FALSE, FALSE);
} else if (!Blind) {
if (mtmp->minvis && !See_invisible)
;
else if ((mtmp->minvis && !perceives(mtmp->data))
|| !haseyes(mtmp->data))
pline("%s doesn't seem to notice its reflection.",
Monnam(mtmp));
else
pline("%s ignores %s reflection.",
Monnam(mtmp), mhis(mtmp));
}
return 1;
}
STATIC_OVL void
use_bell(optr)
struct obj **optr;
{
register struct obj *obj = *optr;
struct monst *mtmp;
boolean wakem = FALSE, learno = FALSE,
ordinary = (obj->otyp != BELL_OF_OPENING || !obj->spe),
invoking = (obj->otyp == BELL_OF_OPENING &&
invocation_pos(u.ux, u.uy) && !On_stairs(u.ux, u.uy));
You("ring %s.", the(xname(obj)));
if (Underwater || (u.uswallow && ordinary)) {
#ifdef AMIGA
amii_speaker( obj, "AhDhGqEqDhEhAqDqFhGw", AMII_MUFFLED_VOLUME );
#endif
pline("But the sound is muffled.");
} else if (invoking && ordinary) {
/* needs to be recharged... */
pline("But it makes no sound.");
learno = TRUE; /* help player figure out why */
} else if (ordinary) {
#ifdef AMIGA
amii_speaker( obj, "ahdhgqeqdhehaqdqfhgw", AMII_MUFFLED_VOLUME );
#endif
if (obj->cursed && !rn2(4) &&
/* note: once any of them are gone, we stop all of them */
!(mvitals[PM_WOOD_NYMPH].mvflags & G_GONE) &&
!(mvitals[PM_WATER_NYMPH].mvflags & G_GONE) &&
!(mvitals[PM_MOUNTAIN_NYMPH].mvflags & G_GONE) &&
(mtmp = makemon(mkclass(S_NYMPH, 0),
u.ux, u.uy, NO_MINVENT)) != 0) {
You("summon %s!", a_monnam(mtmp));
if (!obj_resists(obj, 93, 100)) {
pline("%s shattered!", Tobjnam(obj, "have"));
useup(obj);
*optr = 0;
} else switch (rn2(3)) {
default:
break;
case 1:
mon_adjust_speed(mtmp, 2, (struct obj *)0);
break;
case 2: /* no explanation; it just happens... */
nomovemsg = "";
nomul(-rnd(2));
break;
}
}
wakem = TRUE;
} else {
/* charged Bell of Opening */
consume_obj_charge(obj, TRUE);
if (u.uswallow) {
if (!obj->cursed)
(void) openit();
else
pline(nothing_happens);
} else if (obj->cursed) {
coord mm;
mm.x = u.ux;
mm.y = u.uy;
mkundead(&mm, FALSE, NO_MINVENT);
wakem = TRUE;
} else if (invoking) {
pline("%s an unsettling shrill sound...",
Tobjnam(obj, "issue"));
#ifdef AMIGA
amii_speaker( obj, "aefeaefeaefeaefeaefe", AMII_LOUDER_VOLUME );
#endif
obj->age = moves;
learno = TRUE;
wakem = TRUE;
} else if (obj->blessed) {
int res = 0;
#ifdef AMIGA
amii_speaker( obj, "ahahahDhEhCw", AMII_SOFT_VOLUME );
#endif
if (uchain) {
unpunish();
res = 1;
}
else if (u.utrap && u.utraptype == TT_BURIEDBALL) {
buried_ball_to_freedom();
res = 1;
}
res += openit();
switch (res) {
case 0: pline(nothing_happens); break;
case 1: pline("%s opens...", Something);
learno = TRUE; break;
default: pline("Things open around you...");
learno = TRUE; break;
}
} else { /* uncursed */
#ifdef AMIGA
amii_speaker( obj, "AeFeaeFeAefegw", AMII_OKAY_VOLUME );
#endif
if (findit() != 0) learno = TRUE;
else pline(nothing_happens);
}
} /* charged BofO */
if (learno) {
makeknown(BELL_OF_OPENING);
obj->known = 1;
}
if (wakem) wake_nearby();
}
STATIC_OVL void
use_candelabrum(obj)
register struct obj *obj;
{
const char *s = (obj->spe != 1) ? "candles" : "candle";
if(Underwater) {
You("cannot make fire under water.");
return;
}
if(obj->lamplit) {
You("snuff the %s.", s);
end_burn(obj, TRUE);
return;
}
if(obj->spe <= 0) {
pline("This %s has no %s.", xname(obj), s);
return;
}
if(u.uswallow || obj->cursed) {
if (!Blind)
pline_The("%s %s for a moment, then %s.",
s, vtense(s, "flicker"), vtense(s, "die"));
return;
}
if(obj->spe < 7) {
There("%s only %d %s in %s.",
vtense(s, "are"), obj->spe, s, the(xname(obj)));
if (!Blind)
pline("%s lit. %s dimly.",
obj->spe == 1 ? "It is" : "They are",
Tobjnam(obj, "shine"));
} else {
pline("%s's %s burn%s", The(xname(obj)), s,
(Blind ? "." : " brightly!"));
}
if (!invocation_pos(u.ux, u.uy)) {
pline_The("%s %s being rapidly consumed!", s, vtense(s, "are"));
obj->age /= 2;
} else {
if(obj->spe == 7) {
if (Blind)
pline("%s a strange warmth!", Tobjnam(obj, "radiate"));
else
pline("%s with a strange light!", Tobjnam(obj, "glow"));
}
obj->known = 1;
}
begin_burn(obj, FALSE);
}
STATIC_OVL void
use_candle(optr)
struct obj **optr;
{
register struct obj *obj = *optr;
register struct obj *otmp;
const char *s = (obj->quan != 1) ? "candles" : "candle";
char qbuf[QBUFSZ];
if(u.uswallow) {
You(no_elbow_room);
return;
}
if(Underwater) {
pline("Sorry, fire and water don't mix.");
return;
}
otmp = carrying(CANDELABRUM_OF_INVOCATION);
if(!otmp || otmp->spe == 7) {
use_lamp(obj);
return;
}
Sprintf(qbuf, "Attach %s", the(xname(obj)));
Sprintf(eos(qbuf), " to %s?",
safe_qbuf(qbuf, sizeof(" to ?"), the(xname(otmp)),
the(simple_typename(otmp->otyp)), "it"));
if(yn(qbuf) == 'n') {
if (!obj->lamplit)
You("try to light %s...", the(xname(obj)));
use_lamp(obj);
return;
} else {
if ((long)otmp->spe + obj->quan > 7L)
obj = splitobj(obj, 7L - (long)otmp->spe);
else *optr = 0;
You("attach %ld%s %s to %s.",
obj->quan, !otmp->spe ? "" : " more",
s, the(xname(otmp)));
if (!otmp->spe || otmp->age > obj->age)
otmp->age = obj->age;
otmp->spe += (int)obj->quan;
if (otmp->lamplit && !obj->lamplit)
pline_The("new %s magically %s!", s, vtense(s, "ignite"));
else if (!otmp->lamplit && obj->lamplit)
pline("%s out.", (obj->quan > 1L) ? "They go" : "It goes");
if (obj->unpaid)
verbalize("You %s %s, you bought %s!",
otmp->lamplit ? "burn" : "use",
(obj->quan > 1L) ? "them" : "it",
(obj->quan > 1L) ? "them" : "it");
if (obj->quan < 7L && otmp->spe == 7)
pline("%s now has seven%s candles attached.",
The(xname(otmp)), otmp->lamplit ? " lit" : "");
/* candelabrum's light range might increase */
if (otmp->lamplit) obj_merge_light_sources(otmp, otmp);
/* candles are no longer a separate light source */
if (obj->lamplit) end_burn(obj, TRUE);
/* candles are now gone */
useupall(obj);
}
}
boolean
snuff_candle(otmp) /* call in drop, throw, and put in box, etc. */
register struct obj *otmp;
{
register boolean candle = Is_candle(otmp);
if ((candle || otmp->otyp == CANDELABRUM_OF_INVOCATION) &&
otmp->lamplit) {
char buf[BUFSZ];
xchar x, y;
register boolean many = candle ? otmp->quan > 1L : otmp->spe > 1;
(void) get_obj_location(otmp, &x, &y, 0);
if (otmp->where == OBJ_MINVENT ? cansee(x,y) : !Blind)
pline("%s%scandle%s flame%s extinguished.",
Shk_Your(buf, otmp),
(candle ? "" : "candelabrum's "),
(many ? "s'" : "'s"), (many ? "s are" : " is"));
end_burn(otmp, TRUE);
return(TRUE);
}
return(FALSE);
}
/* called when lit lamp is hit by water or put into a container or
you've been swallowed by a monster; obj might be in transit while
being thrown or dropped so don't assume that its location is valid */
boolean
snuff_lit(obj)
struct obj *obj;
{
xchar x, y;
if (obj->lamplit) {
if (obj->otyp == OIL_LAMP || obj->otyp == MAGIC_LAMP ||
obj->otyp == BRASS_LANTERN || obj->otyp == POT_OIL) {
(void) get_obj_location(obj, &x, &y, 0);
if (obj->where == OBJ_MINVENT ? cansee(x,y) : !Blind)
pline("%s %s out!", Yname2(obj), otense(obj, "go"));
end_burn(obj, TRUE);
return TRUE;
}
if (snuff_candle(obj)) return TRUE;
}
return FALSE;
}
/* Called when potentially lightable object is affected by fire_damage().
Return TRUE if object was lit and FALSE otherwise --ALI */
boolean
catch_lit(obj)
struct obj *obj;
{
xchar x, y;
if (!obj->lamplit && (obj->otyp == MAGIC_LAMP || ignitable(obj))) {
if ((obj->otyp == MAGIC_LAMP ||
obj->otyp == CANDELABRUM_OF_INVOCATION) &&
obj->spe == 0)
return FALSE;
else if (obj->otyp != MAGIC_LAMP && obj->age == 0)
return FALSE;
if (!get_obj_location(obj, &x, &y, 0))
return FALSE;
if (obj->otyp == CANDELABRUM_OF_INVOCATION && obj->cursed)
return FALSE;
if ((obj->otyp == OIL_LAMP || obj->otyp == MAGIC_LAMP ||
obj->otyp == BRASS_LANTERN) && obj->cursed && !rn2(2))
return FALSE;
if (obj->where == OBJ_MINVENT ? cansee(x,y) : !Blind)
pline("%s %s light!", Yname2(obj), otense(obj, "catch"));
if (obj->otyp == POT_OIL) makeknown(obj->otyp);
if (obj->unpaid && costly_spot(u.ux, u.uy) && (obj->where == OBJ_INVENT)) {
/* if it catches while you have it, then it's your tough luck */
check_unpaid(obj);
verbalize("That's in addition to the cost of %s %s, of course.",
yname(obj), obj->quan == 1 ? "itself" : "themselves");
bill_dummy_object(obj);
}
begin_burn(obj, FALSE);
return TRUE;
}
return FALSE;
}
STATIC_OVL void
use_lamp(obj)
struct obj *obj;
{
char buf[BUFSZ];
if(Underwater) {
pline("This is not a diving lamp.");
return;
}
if(obj->lamplit) {
if(obj->otyp == OIL_LAMP || obj->otyp == MAGIC_LAMP ||
obj->otyp == BRASS_LANTERN)
pline("%slamp is now off.", Shk_Your(buf, obj));
else
You("snuff out %s.", yname(obj));
end_burn(obj, TRUE);
return;
}
/* magic lamps with an spe == 0 (wished for) cannot be lit */
if ((!Is_candle(obj) && obj->age == 0)
|| (obj->otyp == MAGIC_LAMP && obj->spe == 0)) {
if (obj->otyp == BRASS_LANTERN)
Your("lamp has run out of power.");
else pline("This %s has no oil.", xname(obj));
return;
}
if (obj->cursed && !rn2(2)) {
pline("%s for a moment, then %s.",
Tobjnam(obj, "flicker"), otense(obj, "die"));
} else {
if(obj->otyp == OIL_LAMP || obj->otyp == MAGIC_LAMP ||
obj->otyp == BRASS_LANTERN) {
check_unpaid(obj);
pline("%slamp is now on.", Shk_Your(buf, obj));
} else { /* candle(s) */
pline("%s flame%s %s%s",
s_suffix(Yname2(obj)),
plur(obj->quan), otense(obj, "burn"),
Blind ? "." : " brightly!");
if (obj->unpaid && costly_spot(u.ux, u.uy) &&
obj->age == 20L * (long)objects[obj->otyp].oc_cost) {
const char *ithem = obj->quan > 1L ? "them" : "it";
verbalize("You burn %s, you bought %s!", ithem, ithem);
bill_dummy_object(obj);
}
}
begin_burn(obj, FALSE);
}
}
STATIC_OVL void
light_cocktail(obj)
struct obj *obj; /* obj is a potion of oil */
{
char buf[BUFSZ];
if (u.uswallow) {
You(no_elbow_room);
return;
}
if (obj->lamplit) {
You("snuff the lit potion.");
end_burn(obj, TRUE);
/*
* Free & add to re-merge potion. This will average the
* age of the potions. Not exactly the best solution,
* but its easy.
*/
freeinv(obj);
(void) addinv(obj);
return;
} else if (Underwater) {
There("is not enough oxygen to sustain a fire.");
return;
}
You("light %spotion.%s", shk_your(buf, obj),
Blind ? "" : " It gives off a dim light.");
if (obj->unpaid && costly_spot(u.ux, u.uy)) {
/* Normally, we shouldn't both partially and fully charge
* for an item, but (Yendorian Fuel) Taxes are inevitable...
*/
check_unpaid(obj);
verbalize("That's in addition to the cost of the potion, of course.");
bill_dummy_object(obj);
}
makeknown(obj->otyp);
if (obj->quan > 1L) {
obj = splitobj(obj, 1L);
begin_burn(obj, FALSE); /* burn before free to get position */
obj_extract_self(obj); /* free from inv */
/* shouldn't merge */
obj = hold_another_object(obj, "You drop %s!",
doname(obj), (const char *)0);
} else
begin_burn(obj, FALSE);
}
static NEARDATA const char cuddly[] = { TOOL_CLASS, GEM_CLASS, 0 };
int
dorub()
{
struct obj *obj = getobj(cuddly, "rub");
if (obj && obj->oclass == GEM_CLASS) {
if (is_graystone(obj)) {
use_stone(obj);
return 1;
} else {
pline("Sorry, I don't know how to use that.");
return 0;
}
}
if (!obj || !wield_tool(obj, "rub")) return 0;
/* now uwep is obj */
if (uwep->otyp == MAGIC_LAMP) {
if (uwep->spe > 0 && !rn2(3)) {
check_unpaid_usage(uwep, TRUE); /* unusual item use */
djinni_from_bottle(uwep);
makeknown(MAGIC_LAMP);
uwep->otyp = OIL_LAMP;
uwep->spe = 0; /* for safety */
uwep->age = rn1(500,1000);
if (uwep->lamplit) begin_burn(uwep, TRUE);
update_inventory();
} else if (rn2(2) && !Blind)
You("see a puff of smoke.");
else pline(nothing_happens);
} else if (obj->otyp == BRASS_LANTERN) {
/* message from Adventure */
pline("Rubbing the electric lamp is not particularly rewarding.");
pline("Anyway, nothing exciting happens.");
} else pline(nothing_happens);
return 1;
}
int
dojump()
{
/* Physical jump */
return jump(0);
}
int
jump(magic)
int magic; /* 0=Physical, otherwise skill level */
{
coord cc;
if (!magic && (nolimbs(youmonst.data) || slithy(youmonst.data))) {
/* normally (nolimbs || slithy) implies !Jumping,
but that isn't necessarily the case for knights */
You_cant("jump; you have no legs!");
return 0;
} else if (!magic && !Jumping) {
You_cant("jump very far.");
return 0;
} else if (u.uswallow) {
if (magic) {
You("bounce around a little.");
return 1;
}
pline("You've got to be kidding!");
return 0;
} else if (u.uinwater) {
if (magic) {
You("swish around a little.");
return 1;
}
pline("This calls for swimming, not jumping!");
return 0;
} else if (u.ustuck) {
if (u.ustuck->mtame && !Conflict && !u.ustuck->mconf) {
You("pull free from %s.", mon_nam(u.ustuck));
u.ustuck = 0;
return 1;
}
if (magic) {
You("writhe a little in the grasp of %s!", mon_nam(u.ustuck));
return 1;
}
You("cannot escape from %s!", mon_nam(u.ustuck));
return 0;
} else if (Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)) {
if (magic) {
You("flail around a little.");
return 1;
}
You("don't have enough traction to jump.");
return 0;
} else if (!magic && near_capacity() > UNENCUMBERED) {
You("are carrying too much to jump!");
return 0;
} else if (!magic && (u.uhunger <= 100 || ACURR(A_STR) < 6)) {
You("lack the strength to jump!");
return 0;
} else if (Wounded_legs) {
long wl = (Wounded_legs & BOTH_SIDES);
const char *bp = body_part(LEG);
if (wl == BOTH_SIDES) bp = makeplural(bp);
#ifdef STEED
if (u.usteed)
pline("%s is in no shape for jumping.", Monnam(u.usteed));
else
#endif
Your("%s%s %s in no shape for jumping.",
(wl == LEFT_SIDE) ? "left " :
(wl == RIGHT_SIDE) ? "right " : "",
bp, (wl == BOTH_SIDES) ? "are" : "is");
return 0;
}
#ifdef STEED
else if (u.usteed && u.utrap) {
pline("%s is stuck in a trap.", Monnam(u.usteed));
return (0);
}
#endif
pline("Where do you want to jump?");
cc.x = u.ux;
cc.y = u.uy;
if (getpos(&cc, TRUE, "the desired position") < 0)
return 0; /* user pressed ESC */
if (!magic && !(HJumping & ~INTRINSIC) && !EJumping &&
distu(cc.x, cc.y) != 5) {
/* The Knight jumping restriction still applies when riding a
* horse. After all, what shape is the knight piece in chess?
*/
pline("Illegal move!");
return 0;
} else if (distu(cc.x, cc.y) > (magic ? 6+magic*3 : 9)) {
pline("Too far!");
return 0;
} else if (!cansee(cc.x, cc.y)) {
You("cannot see where to land!");
return 0;
} else if (!isok(cc.x, cc.y)) {
You("cannot jump there!");
return 0;
} else {
coord uc;
int range, temp;
if(u.utrap)
switch(u.utraptype) {
case TT_BEARTRAP: {
register long side = rn2(3) ? LEFT_SIDE : RIGHT_SIDE;
You("rip yourself free of the bear trap! Ouch!");
losehp(Maybe_Half_Phys(rnd(10)),
"jumping out of a bear trap", KILLED_BY);
set_wounded_legs(side, rn1(1000,500));
break;
}
case TT_PIT:
You("leap from the pit!");
break;
case TT_WEB:
You("tear the web apart as you pull yourself free!");
deltrap(t_at(u.ux,u.uy));
break;
case TT_LAVA:
You("pull yourself above the lava!");
u.utrap = 0;
return 1;
case TT_BURIEDBALL:
case TT_INFLOOR:
You("strain your %s, but you're still %s.",
makeplural(body_part(LEG)),
(u.utraptype == TT_INFLOOR) ? "stuck in the floor" :
"attached to the buried ball");
set_wounded_legs(LEFT_SIDE, rn1(10, 11));
set_wounded_legs(RIGHT_SIDE, rn1(10, 11));
return 1;
}
/*
* Check the path from uc to cc, calling hurtle_step at each
* location. The final position actually reached will be
* in cc.
*/
uc.x = u.ux;
uc.y = u.uy;
/* calculate max(abs(dx), abs(dy)) as the range */
range = cc.x - uc.x;
if (range < 0) range = -range;
temp = cc.y - uc.y;
if (temp < 0) temp = -temp;
if (range < temp)
range = temp;
(void) walk_path(&uc, &cc, hurtle_step, (genericptr_t)&range);
/* A little Sokoban guilt... */
if (In_sokoban(&u.uz))
change_luck(-1);
teleds(cc.x, cc.y, TRUE);
nomul(-1);
nomovemsg = "";
morehungry(rnd(25));
return 1;
}
}
boolean
tinnable(corpse)
struct obj *corpse;
{
if (corpse->oeaten) return 0;
if (!mons[corpse->corpsenm].cnutrit) return 0;
return 1;
}
STATIC_OVL void
use_tinning_kit(obj)
register struct obj *obj;
{
register struct obj *corpse, *can;
/* This takes only 1 move. If this is to be changed to take many
* moves, we've got to deal with decaying corpses...
*/
if (obj->spe <= 0) {
You("seem to be out of tins.");
return;
}
if (!(corpse = floorfood("tin", 2))) return;
if (corpse->oeaten) {
You("cannot tin %s which is partly eaten.",something);
return;
}
if (touch_petrifies(&mons[corpse->corpsenm])
&& !Stone_resistance && !uarmg) {
char kbuf[BUFSZ];
if (poly_when_stoned(youmonst.data))
You("tin %s without wearing gloves.",
an(mons[corpse->corpsenm].mname));
else {
pline("Tinning %s without wearing gloves is a fatal mistake...",
an(mons[corpse->corpsenm].mname));
Sprintf(kbuf, "trying to tin %s without gloves",
an(mons[corpse->corpsenm].mname));
}
instapetrify(kbuf);
}
if (is_rider(&mons[corpse->corpsenm])) {
(void) revive_corpse(corpse);
verbalize("Yes... But War does not preserve its enemies...");
return;
}
if (mons[corpse->corpsenm].cnutrit == 0) {
pline("That's too insubstantial to tin.");
return;
}
consume_obj_charge(obj, TRUE);
if ((can = mksobj(TIN, FALSE, FALSE)) != 0) {
static const char you_buy_it[] = "You tin it, you bought it!";
can->corpsenm = corpse->corpsenm;
can->cursed = obj->cursed;
can->blessed = obj->blessed;
can->owt = weight(can);
can->known = 1;
/* Mark tinned tins. No spinach allowed... */
set_tin_variety(can, HOMEMADE_TIN);
if (carried(corpse)) {
if (corpse->unpaid)
verbalize(you_buy_it);
useup(corpse);
} else {
if (costly_spot(corpse->ox, corpse->oy) && !corpse->no_charge)
verbalize(you_buy_it);
useupf(corpse, 1L);
}
can = hold_another_object(can, "You make, but cannot pick up, %s.",
doname(can), (const char *)0);
} else impossible("Tinning failed.");
}
void
use_unicorn_horn(obj)
struct obj *obj;
{
#define PROP_COUNT 6 /* number of properties we're dealing with */
#define ATTR_COUNT (A_MAX*3) /* number of attribute points we might fix */
int idx, val, val_limit,
trouble_count, unfixable_trbl, did_prop, did_attr;
int trouble_list[PROP_COUNT + ATTR_COUNT];
if (obj && obj->cursed) {
long lcount = (long) rnd(100);
switch (rn2(6)) {
case 0: make_sick(Sick ? Sick/3L + 1L : (long)rn1(ACURR(A_CON),20),
xname(obj), TRUE, SICK_NONVOMITABLE);
break;
case 1: make_blinded(Blinded + lcount, TRUE);
break;
case 2: if (!Confusion)
You("suddenly feel %s.",
Hallucination ? "trippy" : "confused");
make_confused(HConfusion + lcount, TRUE);
break;
case 3: make_stunned(HStun + lcount, TRUE);
break;
case 4: (void) adjattrib(rn2(A_MAX), -1, FALSE);
break;
case 5: (void) make_hallucinated(HHallucination + lcount, TRUE, 0L);
break;
}
return;
}
/*
* Entries in the trouble list use a very simple encoding scheme.
*/
#define prop2trbl(X) ((X) + A_MAX)
#define attr2trbl(Y) (Y)
#define prop_trouble(X) trouble_list[trouble_count++] = prop2trbl(X)
#define attr_trouble(Y) trouble_list[trouble_count++] = attr2trbl(Y)
trouble_count = unfixable_trbl = did_prop = did_attr = 0;
/* collect property troubles */
if (Sick) prop_trouble(SICK);
if (Blinded > (long)u.ucreamed &&
!(u.uswallow &&
attacktype_fordmg(u.ustuck->data, AT_ENGL, AD_BLND)))
prop_trouble(BLINDED);
if (HHallucination) prop_trouble(HALLUC);
if (Vomiting) prop_trouble(VOMITING);
if (HConfusion) prop_trouble(CONFUSION);
if (HStun) prop_trouble(STUNNED);
unfixable_trbl = unfixable_trouble_count(TRUE);
/* collect attribute troubles */
for (idx = 0; idx < A_MAX; idx++) {
val_limit = AMAX(idx);
/* don't recover strength lost from hunger */
if (idx == A_STR && u.uhs >= WEAK) val_limit--;
/* don't recover more than 3 points worth of any attribute */
if (val_limit > ABASE(idx) + 3) val_limit = ABASE(idx) + 3;
for (val = ABASE(idx); val < val_limit; val++)
attr_trouble(idx);
/* keep track of unfixed trouble, for message adjustment below */
unfixable_trbl += (AMAX(idx) - val_limit);
}
if (trouble_count == 0) {
pline(nothing_happens);
return;
} else if (trouble_count > 1) { /* shuffle */
int i, j, k;
for (i = trouble_count - 1; i > 0; i--)
if ((j = rn2(i + 1)) != i) {
k = trouble_list[j];
trouble_list[j] = trouble_list[i];
trouble_list[i] = k;
}
}
/*
* Chances for number of troubles to be fixed
* 0 1 2 3 4 5 6 7
* blessed: 22.7% 22.7% 19.5% 15.4% 10.7% 5.7% 2.6% 0.8%
* uncursed: 35.4% 35.4% 22.9% 6.3% 0 0 0 0
*/
val_limit = rn2( d(2, (obj && obj->blessed) ? 4 : 2) );
if (val_limit > trouble_count) val_limit = trouble_count;
/* fix [some of] the troubles */
for (val = 0; val < val_limit; val++) {
idx = trouble_list[val];
switch (idx) {
case prop2trbl(SICK):
make_sick(0L, (char *) 0, TRUE, SICK_ALL);
did_prop++;
break;
case prop2trbl(BLINDED):
make_blinded((long)u.ucreamed, TRUE);
did_prop++;
break;
case prop2trbl(HALLUC):
(void) make_hallucinated(0L, TRUE, 0L);
did_prop++;
break;
case prop2trbl(VOMITING):
make_vomiting(0L, TRUE);
did_prop++;
break;
case prop2trbl(CONFUSION):
make_confused(0L, TRUE);
did_prop++;
break;
case prop2trbl(STUNNED):
make_stunned(0L, TRUE);
did_prop++;
break;
default:
if (idx >= 0 && idx < A_MAX) {
ABASE(idx) += 1;
did_attr++;
} else
panic("use_unicorn_horn: bad trouble? (%d)", idx);
break;
}
}
if (did_attr)
pline("This makes you feel %s!",
(did_prop + did_attr) == (trouble_count + unfixable_trbl) ?
"great" : "better");
else if (!did_prop)
pline("Nothing seems to happen.");
context.botl = (did_attr || did_prop);
#undef PROP_COUNT
#undef ATTR_COUNT
#undef prop2trbl
#undef attr2trbl
#undef prop_trouble
#undef attr_trouble
}
/*
* Timer callback routine: turn figurine into monster
*/
void
fig_transform(arg, timeout)
genericptr_t arg;
long timeout;
{
struct obj *figurine = (struct obj *)arg;
struct monst *mtmp;
coord cc;
boolean cansee_spot, silent, okay_spot;
boolean redraw = FALSE;
boolean suppress_see = FALSE;
char monnambuf[BUFSZ], carriedby[BUFSZ];
if (!figurine) {
#ifdef DEBUG
pline("null figurine in fig_transform()");
#endif
return;
}
silent = (timeout != monstermoves); /* happened while away */
okay_spot = get_obj_location(figurine, &cc.x, &cc.y, 0);
if (figurine->where == OBJ_INVENT ||
figurine->where == OBJ_MINVENT)
okay_spot = enexto(&cc, cc.x, cc.y,
&mons[figurine->corpsenm]);
if (!okay_spot ||
!figurine_location_checks(figurine,&cc, TRUE)) {
/* reset the timer to try again later */
(void) start_timer((long)rnd(5000), TIMER_OBJECT,
FIG_TRANSFORM, (genericptr_t)figurine);
return;
}
cansee_spot = cansee(cc.x, cc.y);
mtmp = make_familiar(figurine, cc.x, cc.y, TRUE);
if (mtmp) {
char and_vanish[BUFSZ];
struct obj *mshelter = level.objects[mtmp->mx][mtmp->my];
Sprintf(monnambuf, "%s",an(m_monnam(mtmp)));
and_vanish[0] = '\0';
if ((mtmp->minvis && !See_invisible) ||
(mtmp->data->mlet == S_MIMIC &&
mtmp->m_ap_type != M_AP_NOTHING))
suppress_see = TRUE;
if (mtmp->mundetected) {
if (hides_under(mtmp->data) && mshelter) {
Sprintf(and_vanish, " and %s under %s",
locomotion(mtmp->data, "crawl"),
doname(mshelter));
} else if (mtmp->data->mlet == S_MIMIC ||
mtmp->data->mlet == S_EEL) {
suppress_see = TRUE;
} else
Strcpy(and_vanish, " and vanish");
}
switch (figurine->where) {
case OBJ_INVENT:
if (Blind || suppress_see)
You_feel("%s %s from your pack!", something,
locomotion(mtmp->data,"drop"));
else
You("see %s %s out of your pack%s!",
monnambuf,
locomotion(mtmp->data,"drop"),
and_vanish);
break;
case OBJ_FLOOR:
if (cansee_spot && !silent) {
if (suppress_see)
pline("%s suddenly vanishes!", an(xname(figurine)));
else
You("suddenly see a figurine transform into %s%s!",
monnambuf, and_vanish);
redraw = TRUE; /* update figurine's map location */
}
break;
case OBJ_MINVENT:
if (cansee_spot && !silent && !suppress_see) {
struct monst *mon;
mon = figurine->ocarry;
/* figurine carring monster might be invisible */
if (canseemon(figurine->ocarry)) {
Sprintf(carriedby, "%s pack",
s_suffix(a_monnam(mon)));
}
else if (is_pool(mon->mx, mon->my))
Strcpy(carriedby, "empty water");
else
Strcpy(carriedby, "thin air");
You("see %s %s out of %s%s!", monnambuf,
locomotion(mtmp->data, "drop"), carriedby,
and_vanish);
}
break;
#if 0
case OBJ_MIGRATING:
break;
#endif
default:
impossible("figurine came to life where? (%d)",
(int)figurine->where);
break;
}
}
/* free figurine now */
obj_extract_self(figurine);
obfree(figurine, (struct obj *)0);
if (redraw) newsym(cc.x, cc.y);
}
STATIC_OVL boolean
figurine_location_checks(obj, cc, quietly)
struct obj *obj;
coord *cc;
boolean quietly;
{
xchar x,y;
if (carried(obj) && u.uswallow) {
if (!quietly)
You("don't have enough room in here.");
return FALSE;
}
x = cc->x; y = cc->y;
if (!isok(x,y)) {
if (!quietly)
You("cannot put the figurine there.");
return FALSE;
}
if (IS_ROCK(levl[x][y].typ) &&
!(passes_walls(&mons[obj->corpsenm]) && may_passwall(x,y))) {
if (!quietly)
You("cannot place a figurine in %s!",
IS_TREE(levl[x][y].typ) ? "a tree" : "solid rock");
return FALSE;
}
if (sobj_at(BOULDER,x,y) && !passes_walls(&mons[obj->corpsenm])
&& !throws_rocks(&mons[obj->corpsenm])) {
if (!quietly)
You("cannot fit the figurine on the boulder.");
return FALSE;
}
return TRUE;
}
STATIC_OVL void
use_figurine(optr)
struct obj **optr;
{
register struct obj *obj = *optr;
xchar x, y;
coord cc;
if (u.uswallow) {
/* can't activate a figurine while swallowed */
if (!figurine_location_checks(obj, (coord *)0, FALSE))
return;
}
if(!getdir((char *)0)) {
context.move = multi = 0;
return;
}
x = u.ux + u.dx; y = u.uy + u.dy;
cc.x = x; cc.y = y;
/* Passing FALSE arg here will result in messages displayed */
if (!figurine_location_checks(obj, &cc, FALSE)) return;
You("%s and it transforms.",
(u.dx||u.dy) ? "set the figurine beside you" :
(Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) ||
is_pool(cc.x, cc.y)) ?
"release the figurine" :
(u.dz < 0 ?
"toss the figurine into the air" :
"set the figurine on the ground"));
(void) make_familiar(obj, cc.x, cc.y, FALSE);
(void) stop_timer(FIG_TRANSFORM, (genericptr_t)obj);
useup(obj);
*optr = 0;
}
static NEARDATA const char lubricables[] = { ALL_CLASSES, ALLOW_NONE, 0 };
static NEARDATA const char need_to_remove_outer_armor[] =
"need to remove %s to grease %s.";
STATIC_OVL void
use_grease(obj)
struct obj *obj;
{
struct obj *otmp;
char buf[BUFSZ];
if (Glib) {
pline("%s from your %s.", Tobjnam(obj, "slip"),
makeplural(body_part(FINGER)));
dropx(obj);
return;
}
if (obj->spe > 0) {
if ((obj->cursed || Fumbling) && !rn2(2)) {
consume_obj_charge(obj, TRUE);
pline("%s from your %s.", Tobjnam(obj, "slip"),
makeplural(body_part(FINGER)));
dropx(obj);
return;
}
otmp = getobj(lubricables, "grease");
if (!otmp) return;
if ((otmp->owornmask & WORN_ARMOR) && uarmc) {
Strcpy(buf, yname(uarmc));
You(need_to_remove_outer_armor, buf, yname(otmp));
return;
}
#ifdef TOURIST
if ((otmp->owornmask & WORN_SHIRT) && (uarmc || uarm)) {
Strcpy(buf, uarmc ? yname(uarmc) : "");
if (uarmc && uarm)
Strcat(strcat(buf, " and "), xname(uarm));
else Strcat(buf, uarm ? yname(uarm) : "");
You(need_to_remove_outer_armor, buf, yname(otmp));
return;
}
#endif
consume_obj_charge(obj, TRUE);
if (otmp != &zeroobj) {
You("cover %s with a thick layer of grease.",
yname(otmp));
otmp->greased = 1;
if (obj->cursed && !nohands(youmonst.data)) {
incr_itimeout(&Glib, rnd(15));
pline("Some of the grease gets all over your %s.",
makeplural(body_part(HAND)));
}
} else {
Glib += rnd(15);
You("coat your %s with grease.",
makeplural(body_part(FINGER)));
}
} else {
if (obj->known)
pline("%s empty.", Tobjnam(obj, "are"));
else
pline("%s to be empty.", Tobjnam(obj, "seem"));
}
update_inventory();
}
static struct trapinfo {
struct obj *tobj;
xchar tx, ty;
int time_needed;
boolean force_bungle;
} trapinfo;
void
reset_trapset()
{
trapinfo.tobj = 0;
trapinfo.force_bungle = 0;
}
/* touchstones - by Ken Arnold */
STATIC_OVL void
use_stone(tstone)
struct obj *tstone;
{
struct obj *obj;
boolean do_scratch;
const char *streak_color, *choices;
char stonebuf[QBUFSZ];
static const char scritch[] = "\"scritch, scritch\"";
static const char allowall[3] = { COIN_CLASS, ALL_CLASSES, 0 };
static const char coins_gems[3] = { COIN_CLASS, GEM_CLASS, 0 };
#ifndef GOLDOBJ
struct obj goldobj;
#endif
/* in case it was acquired while blinded */
if (!Blind) tstone->dknown = 1;
/* when the touchstone is fully known, don't bother listing extra
junk as likely candidates for rubbing */
choices = (tstone->otyp == TOUCHSTONE && tstone->dknown &&
objects[TOUCHSTONE].oc_name_known) ? coins_gems : allowall;
Sprintf(stonebuf, "rub on the stone%s", plur(tstone->quan));
if ((obj = getobj(choices, stonebuf)) == 0)
return;
#ifndef GOLDOBJ
if (obj->oclass == COIN_CLASS) {
u.ugold += obj->quan; /* keep botl up to date */
goldobj = *obj;
dealloc_obj(obj);
obj = &goldobj;
}
#endif
if (obj == tstone && obj->quan == 1) {
You_cant("rub %s on itself.", the(xname(obj)));
return;
}
if (tstone->otyp == TOUCHSTONE && tstone->cursed &&
obj->oclass == GEM_CLASS && !is_graystone(obj) &&
!obj_resists(obj, 80, 100)) {
if (Blind)
pline("You feel something shatter.");
else if (Hallucination)
pline("Oh, wow, look at the pretty shards.");
else
pline("A sharp crack shatters %s%s.",
(obj->quan > 1) ? "one of " : "", the(xname(obj)));
#ifndef GOLDOBJ
/* assert(obj != &goldobj); */
#endif
useup(obj);
return;
}
if (Blind) {
pline(scritch);
return;
} else if (Hallucination) {
pline("Oh wow, man: Fractals!");
return;
}
do_scratch = FALSE;
streak_color = 0;
switch (obj->oclass) {
case GEM_CLASS: /* these have class-specific handling below */
case RING_CLASS:
if (tstone->otyp != TOUCHSTONE) {
do_scratch = TRUE;
} else if (obj->oclass == GEM_CLASS && (tstone->blessed ||
(!tstone->cursed &&
(Role_if(PM_ARCHEOLOGIST) || Race_if(PM_GNOME))))) {
makeknown(TOUCHSTONE);
makeknown(obj->otyp);
prinv((char *)0, obj, 0L);
return;
} else {
/* either a ring or the touchstone was not effective */
if (objects[obj->otyp].oc_material == GLASS) {
do_scratch = TRUE;
break;
}
}
streak_color = c_obj_colors[objects[obj->otyp].oc_color];
break; /* gem or ring */
default:
switch (objects[obj->otyp].oc_material) {
case CLOTH:
pline("%s a little more polished now.", Tobjnam(tstone, "look"));
return;
case LIQUID:
if (!obj->known) /* note: not "whetstone" */
You("must think this is a wetstone, do you?");
else
pline("%s a little wetter now.", Tobjnam(tstone, "are"));
return;
case WAX:
streak_color = "waxy";
break; /* okay even if not touchstone */
case WOOD:
streak_color = "wooden";
break; /* okay even if not touchstone */
case GOLD:
do_scratch = TRUE; /* scratching and streaks */
streak_color = "golden";
break;
case SILVER:
do_scratch = TRUE; /* scratching and streaks */
streak_color = "silvery";
break;
default:
/* Objects passing the is_flimsy() test will not
scratch a stone. They will leave streaks on
non-touchstones and touchstones alike. */
if (is_flimsy(obj))
streak_color = c_obj_colors[objects[obj->otyp].oc_color];
else
do_scratch = (tstone->otyp != TOUCHSTONE);
break;
}
break; /* default oclass */
}
Sprintf(stonebuf, "stone%s", plur(tstone->quan));
if (do_scratch)
pline("You make %s%sscratch marks on the %s.",
streak_color ? streak_color : (const char *)"",
streak_color ? " " : "", stonebuf);
else if (streak_color)
pline("You see %s streaks on the %s.", streak_color, stonebuf);
else
pline(scritch);
return;
}
/* Place a landmine/bear trap. Helge Hafting */
STATIC_OVL void
use_trap(otmp)
struct obj *otmp;
{
int ttyp, tmp;
const char *what = (char *)0;
char buf[BUFSZ];
const char *occutext = "setting the trap";
if (nohands(youmonst.data))
what = "without hands";
else if (Stunned)
what = "while stunned";
else if (u.uswallow)
what = is_animal(u.ustuck->data) ? "while swallowed" :
"while engulfed";
else if (Underwater)
what = "underwater";
else if (Levitation)
what = "while levitating";
else if (is_pool(u.ux, u.uy))
what = "in water";
else if (is_lava(u.ux, u.uy))
what = "in lava";
else if (On_stairs(u.ux, u.uy))
what = (u.ux == xdnladder || u.ux == xupladder) ?
"on the ladder" : "on the stairs";
else if (IS_FURNITURE(levl[u.ux][u.uy].typ) ||
IS_ROCK(levl[u.ux][u.uy].typ) ||
closed_door(u.ux, u.uy) || t_at(u.ux, u.uy))
what = "here";
if (what) {
You_cant("set a trap %s!",what);
reset_trapset();
return;
}
ttyp = (otmp->otyp == LAND_MINE) ? LANDMINE : BEAR_TRAP;
if (otmp == trapinfo.tobj &&
u.ux == trapinfo.tx && u.uy == trapinfo.ty) {
You("resume setting %s%s.",
shk_your(buf, otmp),
defsyms[trap_to_defsym(what_trap(ttyp))].explanation);
set_occupation(set_trap, occutext, 0);
return;
}
trapinfo.tobj = otmp;
trapinfo.tx = u.ux, trapinfo.ty = u.uy;
tmp = ACURR(A_DEX);
trapinfo.time_needed = (tmp > 17) ? 2 : (tmp > 12) ? 3 :
(tmp > 7) ? 4 : 5;
if (Blind) trapinfo.time_needed *= 2;
tmp = ACURR(A_STR);
if (ttyp == BEAR_TRAP && tmp < 18)
trapinfo.time_needed += (tmp > 12) ? 1 : (tmp > 7) ? 2 : 4;
/*[fumbling and/or confusion and/or cursed object check(s)
should be incorporated here instead of in set_trap]*/
#ifdef STEED
if (u.usteed && P_SKILL(P_RIDING) < P_BASIC) {
boolean chance;
if (Fumbling || otmp->cursed) chance = (rnl(10) > 3);
else chance = (rnl(10) > 5);
You("aren't very skilled at reaching from %s.",
mon_nam(u.usteed));
Sprintf(buf, "Continue your attempt to set %s?",
the(defsyms[trap_to_defsym(what_trap(ttyp))].explanation));
if(yn(buf) == 'y') {
if (chance) {
switch(ttyp) {
case LANDMINE: /* set it off */
trapinfo.time_needed = 0;
trapinfo.force_bungle = TRUE;
break;
case BEAR_TRAP: /* drop it without arming it */
reset_trapset();
You("drop %s!",
the(defsyms[trap_to_defsym(what_trap(ttyp))].explanation));
dropx(otmp);
return;
}
}
} else {
reset_trapset();
return;
}
}
#endif
You("begin setting %s%s.",
shk_your(buf, otmp),
defsyms[trap_to_defsym(what_trap(ttyp))].explanation);
set_occupation(set_trap, occutext, 0);
return;
}
STATIC_PTR
int
set_trap()
{
struct obj *otmp = trapinfo.tobj;
struct trap *ttmp;
int ttyp;
if (!otmp || !carried(otmp) ||
u.ux != trapinfo.tx || u.uy != trapinfo.ty) {
/* ?? */
reset_trapset();
return 0;
}
if (--trapinfo.time_needed > 0) return 1; /* still busy */
ttyp = (otmp->otyp == LAND_MINE) ? LANDMINE : BEAR_TRAP;
ttmp = maketrap(u.ux, u.uy, ttyp);
if (ttmp) {
ttmp->tseen = 1;
ttmp->madeby_u = 1;
newsym(u.ux, u.uy); /* if our hero happens to be invisible */
if (*in_rooms(u.ux,u.uy,SHOPBASE)) {
add_damage(u.ux, u.uy, 0L); /* schedule removal */
}
if (!trapinfo.force_bungle)
You("finish arming %s.",
the(defsyms[trap_to_defsym(what_trap(ttyp))].explanation));
if (((otmp->cursed || Fumbling) && (rnl(10) > 5)) || trapinfo.force_bungle)
dotrap(ttmp,
(unsigned)(trapinfo.force_bungle ? FORCEBUNGLE : 0));
} else {
/* this shouldn't happen */
Your("trap setting attempt fails.");
}
useup(otmp);
reset_trapset();
return 0;
}
STATIC_OVL int
use_whip(obj)
struct obj *obj;
{
char buf[BUFSZ];
struct monst *mtmp;
struct obj *otmp;
int rx, ry, proficient, res = 0;
const char *msg_slipsfree = "The bullwhip slips free.";
const char *msg_snap = "Snap!";
if (obj != uwep) {
if (!wield_tool(obj, "lash")) return 0;
else res = 1;
}
if (!getdir((char *)0)) return res;
if (Stunned || (Confusion && !rn2(5))) confdir();
rx = u.ux + u.dx;
ry = u.uy + u.dy;
mtmp = m_at(rx, ry);
/* fake some proficiency checks */
proficient = 0;
if (Role_if(PM_ARCHEOLOGIST)) ++proficient;
if (ACURR(A_DEX) < 6) proficient--;
else if (ACURR(A_DEX) >= 14) proficient += (ACURR(A_DEX) - 14);
if (Fumbling) --proficient;
if (proficient > 3) proficient = 3;
if (proficient < 0) proficient = 0;
if (u.uswallow && attack(u.ustuck)) {
There("is not enough room to flick your bullwhip.");
} else if (Underwater) {
There("is too much resistance to flick your bullwhip.");
} else if (u.dz < 0) {
You("flick a bug off of the %s.",ceiling(u.ux,u.uy));
} else if ((!u.dx && !u.dy) || (u.dz > 0)) {
int dam;
#ifdef STEED
/* Sometimes you hit your steed by mistake */
if (u.usteed && !rn2(proficient + 2)) {
You("whip %s!", mon_nam(u.usteed));
kick_steed();
return 1;
}
#endif
if (Levitation
#ifdef STEED
|| u.usteed
#endif
) {
/* Have a shot at snaring something on the floor */
otmp = level.objects[u.ux][u.uy];
if (otmp && otmp->otyp == CORPSE && otmp->corpsenm == PM_HORSE) {
pline("Why beat a dead horse?");
return 1;
}
if (otmp && proficient) {
You("wrap your bullwhip around %s on the %s.",
an(singular(otmp, xname)), surface(u.ux, u.uy));
if (rnl(6) || pickup_object(otmp, 1L, TRUE) < 1)
pline(msg_slipsfree);
return 1;
}
}
dam = rnd(2) + dbon() + obj->spe;
if (dam <= 0) dam = 1;
You("hit your %s with your bullwhip.", body_part(FOOT));
Sprintf(buf, "killed %sself with %s bullwhip", uhim(), uhis());
losehp(Maybe_Half_Phys(dam), buf, NO_KILLER_PREFIX);
context.botl = 1;
return 1;
} else if ((Fumbling || Glib) && !rn2(5)) {
pline_The("bullwhip slips out of your %s.", body_part(HAND));
dropx(obj);
} else if (u.utrap && u.utraptype == TT_PIT) {
/*
* Assumptions:
*
* if you're in a pit
* - you are attempting to get out of the pit
* - or, if you are applying it towards a small
* monster then it is assumed that you are
* trying to hit it.
* else if the monster is wielding a weapon
* - you are attempting to disarm a monster
* else
* - you are attempting to hit the monster
*
* if you're confused (and thus off the mark)
* - you only end up hitting.
*
*/
const char *wrapped_what = (char *)0;
if (mtmp) {
if (bigmonst(mtmp->data)) {
wrapped_what = strcpy(buf, mon_nam(mtmp));
} else if (proficient) {
if (attack(mtmp)) return 1;
else pline(msg_snap);
}
}
if (!wrapped_what) {
if (IS_FURNITURE(levl[rx][ry].typ))
wrapped_what = something;
else if (sobj_at(BOULDER, rx, ry))
wrapped_what = "a boulder";
}
if (wrapped_what) {
coord cc;
cc.x = rx; cc.y = ry;
You("wrap your bullwhip around %s.", wrapped_what);
if (proficient && rn2(proficient + 2)) {
if (!mtmp || enexto(&cc, rx, ry, youmonst.data)) {
You("yank yourself out of the pit!");
teleds(cc.x, cc.y, TRUE);
u.utrap = 0;
vision_full_recalc = 1;
}
} else {
pline(msg_slipsfree);
}
if (mtmp) wakeup(mtmp);
} else pline(msg_snap);
} else if (mtmp) {
if (!canspotmon(mtmp) &&
!glyph_is_invisible(levl[rx][ry].glyph)) {
pline("A monster is there that you couldn't see.");
map_invisible(rx, ry);
}
otmp = MON_WEP(mtmp); /* can be null */
if (otmp) {
char onambuf[BUFSZ];
const char *mon_hand;
boolean gotit = proficient && (!Fumbling || !rn2(10));
Strcpy(onambuf, cxname(otmp));
if (gotit) {
mon_hand = mbodypart(mtmp, HAND);
if (bimanual(otmp)) mon_hand = makeplural(mon_hand);
} else
mon_hand = 0; /* lint suppression */
You("wrap your bullwhip around %s.", yname(otmp));
if (gotit && otmp->cursed) {
pline("%s welded to %s %s%c",
(otmp->quan == 1L) ? "It is" : "They are",
mhis(mtmp), mon_hand,
!otmp->bknown ? '!' : '.');
otmp->bknown = 1;
gotit = FALSE; /* can't pull it free */
}
if (gotit) {
obj_extract_self(otmp);
possibly_unwield(mtmp, FALSE);
setmnotwielded(mtmp,otmp);
switch (rn2(proficient + 1)) {
case 2:
/* to floor near you */
You("yank %s to the %s!",
yname(otmp), surface(u.ux, u.uy));
place_object(otmp, u.ux, u.uy);
stackobj(otmp);
break;
case 3:
/* right to you */
#if 0
if (!rn2(25)) {
/* proficient with whip, but maybe not
so proficient at catching weapons */
int hitu, hitvalu;
hitvalu = 8 + otmp->spe;
hitu = thitu(hitvalu,
dmgval(otmp, &youmonst),
otmp, (char *)0);
if (hitu) {
pline_The("%s hits you as you try to snatch it!",
the(onambuf));
}
place_object(otmp, u.ux, u.uy);
stackobj(otmp);
break;
}
#endif /* 0 */
/* right into your inventory */
You("snatch %s!", yname(otmp));
if (otmp->otyp == CORPSE &&
touch_petrifies(&mons[otmp->corpsenm]) &&
!uarmg && !Stone_resistance &&
!(poly_when_stoned(youmonst.data) &&
polymon(PM_STONE_GOLEM))) {
char kbuf[BUFSZ];
Sprintf(kbuf, "%s corpse",
an(mons[otmp->corpsenm].mname));
pline("Snatching %s is a fatal mistake.", kbuf);
instapetrify(kbuf);
}
otmp = hold_another_object(otmp, "You drop %s!",
doname(otmp), (const char *)0);
break;
default:
/* to floor beneath mon */
You("yank %s from %s %s!", the(onambuf),
s_suffix(mon_nam(mtmp)), mon_hand);
obj_no_longer_held(otmp);
place_object(otmp, mtmp->mx, mtmp->my);
stackobj(otmp);
break;
}
} else {
pline(msg_slipsfree);
}
wakeup(mtmp);
} else {
if (mtmp->m_ap_type &&
!Protection_from_shape_changers && !sensemon(mtmp))
stumble_onto_mimic(mtmp);
else You("flick your bullwhip towards %s.", mon_nam(mtmp));
if (proficient) {
if (attack(mtmp)) return 1;
else pline(msg_snap);
}
}
} else if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)) {
/* it must be air -- water checked above */
You("snap your whip through thin air.");
} else {
pline(msg_snap);
}
return 1;
}
static const char
not_enough_room[] = "There's not enough room here to use that.",
where_to_hit[] = "Where do you want to hit?",
cant_see_spot[] = "won't hit anything if you can't see that spot.",
cant_reach[] = "can't reach that spot from here.";
/* Distance attacks by pole-weapons */
STATIC_OVL int
use_pole (obj)
struct obj *obj;
{
int res = 0, typ, max_range = 4, min_range = 4;
coord cc;
struct monst *mtmp;
/* Are you allowed to use the pole? */
if (u.uswallow) {
pline(not_enough_room);
return (0);
}
if (obj != uwep) {
if (!wield_tool(obj, "swing")) return(0);
else res = 1;
}
/* assert(obj == uwep); */
/* Prompt for a location */
pline(where_to_hit);
cc.x = u.ux;
cc.y = u.uy;
if (getpos(&cc, TRUE, "the spot to hit") < 0)
return 0; /* user pressed ESC */
/* Calculate range */
typ = uwep_skill_type();
if (typ == P_NONE || P_SKILL(typ) <= P_BASIC) max_range = 4;
else if (P_SKILL(typ) == P_SKILLED) max_range = 5;
else max_range = 8;
if (distu(cc.x, cc.y) > max_range) {
pline("Too far!");
return (res);
} else if (distu(cc.x, cc.y) < min_range) {
pline("Too close!");
return (res);
} else if (!cansee(cc.x, cc.y) &&
((mtmp = m_at(cc.x, cc.y)) == (struct monst *)0 ||
!canseemon(mtmp))) {
You(cant_see_spot);
return (res);
} else if (!couldsee(cc.x, cc.y)) { /* Eyes of the Overworld */
You(cant_reach);
return res;
}
/* Attack the monster there */
if ((mtmp = m_at(cc.x, cc.y)) != (struct monst *)0) {
int oldhp = mtmp->mhp;
bhitpos = cc;
check_caitiff(mtmp);
(void) thitmonst(mtmp, uwep);
/* check the monster's HP because thitmonst() doesn't return
* an indication of whether it hit. Not perfect (what if it's a
* non-silver weapon on a shade?)
*/
if (mtmp->mhp < oldhp)
u.uconduct.weaphit++;
} else
/* Now you know that nothing is there... */
pline(nothing_happens);
return (1);
}
STATIC_OVL int
use_cream_pie(obj)
struct obj *obj;
{
boolean wasblind = Blind;
boolean wascreamed = u.ucreamed;
boolean several = FALSE;
if (obj->quan > 1L) {
several = TRUE;
obj = splitobj(obj, 1L);
}
if (Hallucination)
You("give yourself a facial.");
else
pline("You immerse your %s in %s%s.", body_part(FACE),
several ? "one of " : "",
several ? makeplural(the(xname(obj))) : the(xname(obj)));
if(can_blnd((struct monst*)0, &youmonst, AT_WEAP, obj)) {
int blindinc = rnd(25);
u.ucreamed += blindinc;
make_blinded(Blinded + (long)blindinc, FALSE);
if (!Blind || (Blind && wasblind))
pline("There's %ssticky goop all over your %s.",
wascreamed ? "more " : "",
body_part(FACE));
else /* Blind && !wasblind */
You_cant("see through all the sticky goop on your %s.",
body_part(FACE));
}
if (obj->unpaid) {
verbalize("You used it, you bought it!");
bill_dummy_object(obj);
}
obj_extract_self(obj);
delobj(obj);
return(0);
}
STATIC_OVL int
use_grapple (obj)
struct obj *obj;
{
int res = 0, typ, max_range = 4, tohit;
coord cc;
struct monst *mtmp;
struct obj *otmp;
/* Are you allowed to use the hook? */
if (u.uswallow) {
pline(not_enough_room);
return (0);
}
if (obj != uwep) {
if (!wield_tool(obj, "cast")) return(0);
else res = 1;
}
/* assert(obj == uwep); */
/* Prompt for a location */
pline(where_to_hit);
cc.x = u.ux;
cc.y = u.uy;
if (getpos(&cc, TRUE, "the spot to hit") < 0)
return 0; /* user pressed ESC */
/* Calculate range */
typ = uwep_skill_type();
if (typ == P_NONE || P_SKILL(typ) <= P_BASIC) max_range = 4;
else if (P_SKILL(typ) == P_SKILLED) max_range = 5;
else max_range = 8;
if (distu(cc.x, cc.y) > max_range) {
pline("Too far!");
return (res);
} else if (!cansee(cc.x, cc.y)) {
You(cant_see_spot);
return (res);
} else if (!couldsee(cc.x, cc.y)) { /* Eyes of the Overworld */
You(cant_reach);
return res;
}
/* What do you want to hit? */
tohit = rn2(5);
if (typ != P_NONE && P_SKILL(typ) >= P_SKILLED) {
winid tmpwin = create_nhwindow(NHW_MENU);
anything any;
char buf[BUFSZ];
menu_item *selected;
any.a_void = 0; /* set all bits to zero */
any.a_int = 1; /* use index+1 (cant use 0) as identifier */
start_menu(tmpwin);
any.a_int++;
Sprintf(buf, "an object on the %s", surface(cc.x, cc.y));
add_menu(tmpwin, NO_GLYPH, &any, 0, 0, ATR_NONE,
buf, MENU_UNSELECTED);
any.a_int++;
add_menu(tmpwin, NO_GLYPH, &any, 0, 0, ATR_NONE,
"a monster", MENU_UNSELECTED);
any.a_int++;
Sprintf(buf, "the %s", surface(cc.x, cc.y));
add_menu(tmpwin, NO_GLYPH, &any, 0, 0, ATR_NONE,
buf, MENU_UNSELECTED);
end_menu(tmpwin, "Aim for what?");
tohit = rn2(4);
if (select_menu(tmpwin, PICK_ONE, &selected) > 0 &&
rn2(P_SKILL(typ) > P_SKILLED ? 20 : 2))
tohit = selected[0].item.a_int - 1;
free((genericptr_t)selected);
destroy_nhwindow(tmpwin);
}
/* What did you hit? */
switch (tohit) {
case 0: /* Trap */
/* FIXME -- untrap needs to deal with non-adjacent traps */
break;
case 1: /* Object */
if ((otmp = level.objects[cc.x][cc.y]) != 0) {
You("snag an object from the %s!", surface(cc.x, cc.y));
(void) pickup_object(otmp, 1L, FALSE);
/* If pickup fails, leave it alone */
newsym(cc.x, cc.y);
return (1);
}
break;
case 2: /* Monster */
if ((mtmp = m_at(cc.x, cc.y)) == (struct monst *)0) break;
if (verysmall(mtmp->data) && !rn2(4) &&
enexto(&cc, u.ux, u.uy, (struct permonst *)0)) {
You("pull in %s!", mon_nam(mtmp));
mtmp->mundetected = 0;
rloc_to(mtmp, cc.x, cc.y);
return (1);
} else if ((!bigmonst(mtmp->data) && !strongmonst(mtmp->data)) ||
rn2(4)) {
(void) thitmonst(mtmp, uwep);
return (1);
}
/* FALL THROUGH */
case 3: /* Surface */
if (IS_AIR(levl[cc.x][cc.y].typ) || is_pool(cc.x, cc.y))
pline_The("hook slices through the %s.", surface(cc.x, cc.y));
else {
You("are yanked toward the %s!", surface(cc.x, cc.y));
hurtle(sgn(cc.x-u.ux), sgn(cc.y-u.uy), 1, FALSE);
spoteffects(TRUE);
}
return (1);
default: /* Yourself (oops!) */
if (P_SKILL(typ) <= P_BASIC) {
You("hook yourself!");
losehp(Maybe_Half_Phys(rn1(10,10)), "a grappling hook", KILLED_BY);
return (1);
}
break;
}
pline(nothing_happens);
return (1);
}
#define BY_OBJECT ((struct monst *)0)
/* return 1 if the wand is broken, hence some time elapsed */
STATIC_OVL int
do_break_wand(obj)
struct obj *obj;
{
static const char nothing_else_happens[] = "But nothing else happens...";
register int i, x, y;
register struct monst *mon;
int dmg, damage;
boolean affects_objects;
boolean shop_damage = FALSE;
boolean fillmsg = FALSE;
int expltype = EXPL_MAGICAL;
char confirm[QBUFSZ], the_wand[BUFSZ], buf[BUFSZ];
Strcpy(the_wand, yname(obj));
Sprintf(confirm, "Are you really sure you want to break %s?",
safe_qbuf("", sizeof("Are you really sure you want to break ?"),
the_wand, ysimple_name(obj), "the wand"));
if (yn(confirm) == 'n' ) return 0;
if (nohands(youmonst.data)) {
You_cant("break %s without hands!", the_wand);
return 0;
} else if (ACURR(A_STR) < 10) {
You("don't have the strength to break %s!", the_wand);
return 0;
}
pline("Raising %s high above your %s, you break it in two!",
the_wand, body_part(HEAD));
/* [ALI] Do this first so that wand is removed from bill. Otherwise,
* the freeinv() below also hides it from setpaid() which causes problems.
*/
if (obj->unpaid) {
check_unpaid(obj); /* Extra charge for use */
bill_dummy_object(obj);
}
current_wand = obj; /* destroy_item might reset this */
freeinv(obj); /* hide it from destroy_item instead... */
setnotworn(obj); /* so we need to do this ourselves */
if (obj->spe <= 0) {
pline(nothing_else_happens);
goto discard_broken_wand;
}
obj->ox = u.ux;
obj->oy = u.uy;
dmg = obj->spe * 4;
affects_objects = FALSE;
switch (obj->otyp) {
case WAN_WISHING:
case WAN_NOTHING:
case WAN_LOCKING:
case WAN_PROBING:
case WAN_ENLIGHTENMENT:
case WAN_OPENING:
case WAN_SECRET_DOOR_DETECTION:
pline(nothing_else_happens);
goto discard_broken_wand;
case WAN_DEATH:
case WAN_LIGHTNING:
dmg *= 4;
goto wanexpl;
case WAN_FIRE:
expltype = EXPL_FIERY;
case WAN_COLD:
if (expltype == EXPL_MAGICAL) expltype = EXPL_FROSTY;
dmg *= 2;
case WAN_MAGIC_MISSILE:
wanexpl:
explode(u.ux, u.uy,
(obj->otyp - WAN_MAGIC_MISSILE), dmg, WAND_CLASS, expltype);
makeknown(obj->otyp); /* explode described the effect */
goto discard_broken_wand;
case WAN_STRIKING:
/* we want this before the explosion instead of at the very end */
pline("A wall of force smashes down around you!");
dmg = d(1 + obj->spe,6); /* normally 2d12 */
case WAN_CANCELLATION:
case WAN_POLYMORPH:
case WAN_TELEPORTATION:
case WAN_UNDEAD_TURNING:
affects_objects = TRUE;
break;
default:
break;
}
/* magical explosion and its visual effect occur before specific effects */
explode(obj->ox, obj->oy, 0, rnd(dmg), WAND_CLASS, EXPL_MAGICAL);
/* this makes it hit us last, so that we can see the action first */
for (i = 0; i <= 8; i++) {
bhitpos.x = x = obj->ox + xdir[i];
bhitpos.y = y = obj->oy + ydir[i];
if (!isok(x,y)) continue;
if (obj->otyp == WAN_DIGGING) {
schar typ;
if(dig_check(BY_OBJECT, FALSE, x, y)) {
if (IS_WALL(levl[x][y].typ) || IS_DOOR(levl[x][y].typ)) {
/* normally, pits and holes don't anger guards, but they
* do if it's a wall or door that's being dug */
watch_dig((struct monst *)0, x, y, TRUE);
if (*in_rooms(x,y,SHOPBASE)) shop_damage = TRUE;
}
typ = fillholetyp(x,y);
if (typ != ROOM) {
levl[x][y].typ = typ;
liquid_flow(x, y, typ, t_at(x,y),
fillmsg ? (char *)0 :
"Some holes are quickly filled with %s!");
fillmsg = TRUE;
} else
digactualhole(x, y, BY_OBJECT,
(rn2(obj->spe) < 3 || !Can_dig_down(&u.uz)) ?
PIT : HOLE);
}
continue;
} else if(obj->otyp == WAN_CREATE_MONSTER) {
/* u.ux,u.uy creates it near you--x,y might create it in rock */
(void) makemon((struct permonst *)0, u.ux, u.uy, NO_MM_FLAGS);
continue;
} else {
if (x == u.ux && y == u.uy) {
/* teleport objects first to avoid race with tele control and
autopickup. Other wand/object effects handled after
possible wand damage is assessed */
if (obj->otyp == WAN_TELEPORTATION &&
affects_objects && level.objects[x][y]) {
(void) bhitpile(obj, bhito, x, y);
if (context.botl) bot(); /* potion effects */
}
damage = zapyourself(obj, FALSE);
if (damage) {
Sprintf(buf, "killed %sself by breaking a wand", uhim());
losehp(Maybe_Half_Phys(damage), buf, NO_KILLER_PREFIX);
}
if (context.botl) bot(); /* blindness */
} else if ((mon = m_at(x, y)) != 0) {
(void) bhitm(mon, obj);
/* if (context.botl) bot(); */
}
if (affects_objects && level.objects[x][y]) {
(void) bhitpile(obj, bhito, x, y);
if (context.botl) bot(); /* potion effects */
}
}
}
/* Note: if player fell thru, this call is a no-op.
Damage is handled in digactualhole in that case */
if (shop_damage) pay_for_damage("dig into", FALSE);
if (obj->otyp == WAN_LIGHT)
litroom(TRUE, obj); /* only needs to be done once */
discard_broken_wand:
obj = current_wand; /* [see dozap() and destroy_item()] */
current_wand = 0;
if (obj)
delobj(obj);
nomul(0);
return 1;
}
STATIC_OVL boolean
uhave_graystone()
{
register struct obj *otmp;
for(otmp = invent; otmp; otmp = otmp->nobj)
if(is_graystone(otmp))
return TRUE;
return FALSE;
}
STATIC_OVL void
add_class(cl, class)
char *cl;
char class;
{
char tmp[2];
tmp[0] = class;
tmp[1] = '\0';
Strcat(cl, tmp);
}
int
doapply()
{
struct obj *obj;
register int res = 1;
char class_list[MAXOCLASSES+2];
if(check_capacity((char *)0)) return (0);
if (carrying(POT_OIL) || uhave_graystone())
Strcpy(class_list, tools_too);
else
Strcpy(class_list, tools);
if (carrying(CREAM_PIE) || carrying(EUCALYPTUS_LEAF))
add_class(class_list, FOOD_CLASS);
obj = getobj(class_list, "use or apply");
if(!obj) return 0;
if (obj->oartifact && !touch_artifact(obj, &youmonst))
return 1; /* evading your grasp costs a turn; just be
grateful that you don't drop it as well */
if (obj->oclass == WAND_CLASS)
return do_break_wand(obj);
switch(obj->otyp){
case BLINDFOLD:
case LENSES:
if (obj == ublindf) {
if (!cursed(obj)) Blindf_off(obj);
} else if (!ublindf)
Blindf_on(obj);
else You("are already %s.",
ublindf->otyp == TOWEL ? "covered by a towel" :
ublindf->otyp == BLINDFOLD ? "wearing a blindfold" :
"wearing lenses");
break;
case CREAM_PIE:
res = use_cream_pie(obj);
break;
case BULLWHIP:
res = use_whip(obj);
break;
case GRAPPLING_HOOK:
res = use_grapple(obj);
break;
case LARGE_BOX:
case CHEST:
case ICE_BOX:
case SACK:
case BAG_OF_HOLDING:
case OILSKIN_SACK:
res = use_container(obj, 1);
break;
case BAG_OF_TRICKS:
bagotricks(obj);
break;
case CAN_OF_GREASE:
use_grease(obj);
break;
case LOCK_PICK:
#ifdef TOURIST
case CREDIT_CARD:
#endif
case SKELETON_KEY:
(void) pick_lock(obj);
break;
case PICK_AXE:
case DWARVISH_MATTOCK:
res = use_pick_axe(obj);
break;
case TINNING_KIT:
use_tinning_kit(obj);
break;
case LEASH:
use_leash(obj);
break;
#ifdef STEED
case SADDLE:
res = use_saddle(obj);
break;
#endif
case MAGIC_WHISTLE:
use_magic_whistle(obj);
break;
case TIN_WHISTLE:
use_whistle(obj);
break;
case EUCALYPTUS_LEAF:
/* MRKR: Every Australian knows that a gum leaf makes an */
/* excellent whistle, especially if your pet is a */
/* tame kangaroo named Skippy. */
if (obj->blessed) {
use_magic_whistle(obj);
/* sometimes the blessing will be worn off */
if (!rn2(49)) {
if (!Blind) {
pline("%s %s.",
Yobjnam2(obj, "glow"), hcolor("brown"));
obj->bknown = 1;
}
unbless(obj);
}
} else {
use_whistle(obj);
}
break;
case STETHOSCOPE:
res = use_stethoscope(obj);
break;
case MIRROR:
res = use_mirror(obj);
break;
case BELL:
case BELL_OF_OPENING:
use_bell(&obj);
break;
case CANDELABRUM_OF_INVOCATION:
use_candelabrum(obj);
break;
case WAX_CANDLE:
case TALLOW_CANDLE:
use_candle(&obj);
break;
case OIL_LAMP:
case MAGIC_LAMP:
case BRASS_LANTERN:
use_lamp(obj);
break;
case POT_OIL:
light_cocktail(obj);
break;
#ifdef TOURIST
case EXPENSIVE_CAMERA:
res = use_camera(obj);
break;
#endif
case TOWEL:
res = use_towel(obj);
break;
case CRYSTAL_BALL:
use_crystal_ball(obj);
break;
case MAGIC_MARKER:
res = dowrite(obj);
break;
case TIN_OPENER:
if(!carrying(TIN)) {
You("have no tin to open.");
goto xit;
}
You("cannot open a tin without eating or discarding its contents.");
if(flags.verbose)
pline("In order to eat, use the 'e' command.");
if(obj != uwep)
pline("Opening the tin will be much easier if you wield the tin opener.");
goto xit;
case FIGURINE:
use_figurine(&obj);
break;
case UNICORN_HORN:
use_unicorn_horn(obj);
break;
case WOODEN_FLUTE:
case MAGIC_FLUTE:
case TOOLED_HORN:
case FROST_HORN:
case FIRE_HORN:
case WOODEN_HARP:
case MAGIC_HARP:
case BUGLE:
case LEATHER_DRUM:
case DRUM_OF_EARTHQUAKE:
res = do_play_instrument(obj);
break;
case HORN_OF_PLENTY: /* not a musical instrument */
if (obj->spe > 0) {
struct obj *otmp;
const char *what;
consume_obj_charge(obj, TRUE);
if (!rn2(13)) {
otmp = mkobj(POTION_CLASS, FALSE);
if (objects[otmp->otyp].oc_magic) do {
otmp->otyp = rnd_class(POT_BOOZE, POT_WATER);
} while (otmp->otyp == POT_SICKNESS);
what = "A potion";
} else {
otmp = mkobj(FOOD_CLASS, FALSE);
if (otmp->otyp == FOOD_RATION && !rn2(7))
otmp->otyp = LUMP_OF_ROYAL_JELLY;
what = "Some food";
}
pline("%s spills out.", what);
otmp->blessed = obj->blessed;
otmp->cursed = obj->cursed;
otmp->owt = weight(otmp);
otmp = hold_another_object(otmp, u.uswallow ?
"Oops! %s out of your reach!" :
(Is_airlevel(&u.uz) ||
Is_waterlevel(&u.uz) ||
levl[u.ux][u.uy].typ < IRONBARS ||
levl[u.ux][u.uy].typ >= ICE) ?
"Oops! %s away from you!" :
"Oops! %s to the floor!",
The(aobjnam(otmp, "slip")),
(const char *)0);
makeknown(HORN_OF_PLENTY);
} else
pline(nothing_happens);
break;
case LAND_MINE:
case BEARTRAP:
use_trap(obj);
break;
case FLINT:
case LUCKSTONE:
case LOADSTONE:
case TOUCHSTONE:
use_stone(obj);
break;
default:
/* Pole-weapons can strike at a distance */
if (is_pole(obj)) {
res = use_pole(obj);
break;
} else if (is_pick(obj) || is_axe(obj)) {
res = use_pick_axe(obj);
break;
}
pline("Sorry, I don't know how to use that.");
xit:
nomul(0);
return 0;
}
if (res && obj && obj->oartifact) arti_speak(obj);
nomul(0);
return res;
}
/* Keep track of unfixable troubles for purposes of messages saying you feel
* great.
*/
int
unfixable_trouble_count(is_horn)
boolean is_horn;
{
int unfixable_trbl = 0;
if (Stoned) unfixable_trbl++;
if (Strangled) unfixable_trbl++;
if (Wounded_legs
#ifdef STEED
&& !u.usteed
#endif
) unfixable_trbl++;
if (Slimed) unfixable_trbl++;
/* lycanthropy is not desirable, but it doesn't actually make you feel
bad */
/* we'll assume that intrinsic stunning from being a bat/stalker
doesn't make you feel bad */
if (!is_horn) {
if (Confusion) unfixable_trbl++;
if (Sick) unfixable_trbl++;
if (HHallucination) unfixable_trbl++;
if (Vomiting) unfixable_trbl++;
if (HStun) unfixable_trbl++;
}
return unfixable_trbl;
}
/*apply.c*/