Files
nethack/src/apply.c
nethack.allison 1fcbfd85c9 additonal oextra care
Be deliberately careful with copies taken of
oextra pointers and clear the pointer if it
truly is a redundant copy that will become
invalid if/when the original holder is deallocated.
2006-05-13 20:19:06 +00:00

3207 lines
84 KiB
C

/* SCCS Id: @(#)apply.c 3.5 2006/05/13 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.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(TRUE)) { /* 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(TRUE))
cant_reach_floor(u.ux, u.uy, (u.dz < 0), TRUE);
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;
{
const char *mirror;
struct monst *mtmp;
char mlet;
boolean vis;
if(!getdir((char *)0)) return 0;
mirror = simple_typename(obj->otyp); /* "mirror" or "looking glass" */
if(obj->cursed && !rn2(2)) {
if (!Blind)
pline_The("%s fogs up and doesn't reflect!", mirror);
return 1;
}
if(!u.dx && !u.dy && !u.dz) {
if(!Blind && !Invisible) {
if (u.umonnum == PM_FLOATING_EYE) {
if (Free_action) {
You("stiffen momentarily under your gaze.");
} else {
if (Hallucination)
pline("Yow! The %s stares back!", mirror);
else
pline("Yikes! You've frozen yourself!");
nomul(-rnd((MAXULEV+6) - u.ulevel));
nomovemsg = 0; /* default, "you can move again" */
}
} 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 %s.",
Monnam(mtmp), mirror);
} 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 || is_vampshifter(mtmp)) {
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);
paralyze_monst(mtmp, (int)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] ||
mtmp->data == &mons[PM_INCUBUS])) {
if (vis) {
char buf[BUFSZ]; /* "She" or "He" */
pline("%s admires %sself in your %s.", Monnam(mtmp),
mhim(mtmp), mirror);
pline("%s takes it!", upstart(strcpy(buf, mhe(mtmp))));
} else
pline("It steals your %s!", 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);
/* avoid a grammatical error if obj->quan gets
reduced to 1 candle from more than one */
s = (obj->quan != 1) ? "candles" : "candle";
} 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 (carried(obj) && obj->unpaid && costly_spot(u.ux, u.uy)) {
/* 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 == 1L ? "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)) {
if (!Blind)
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 */
/* bones preparation: perform the lamp transformation
before releasing the djinni in case the latter turns out
to be fatal (a hostile djinni has no chance to attack yet,
but an indebtted one who grants a wish might bestow an
artifact which blasts the hero with lethal results) */
uwep->otyp = OIL_LAMP;
uwep->spe = 0; /* for safety */
uwep->age = rn1(500,1000);
if (uwep->lamplit) begin_burn(uwep, TRUE);
djinni_from_bottle(uwep);
makeknown(MAGIC_LAMP);
update_inventory();
} else if (rn2(2)) {
You("%s smoke.", !Blind ? "see a puff of" : "smell");
} 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_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;
goldobj.oextra = (struct oextra *)0; /* dealloc_obj(obj) will invalidate
the target of this copied ptr
here, so clear it out */
dealloc_obj(obj);
obj = &goldobj;
}
#endif
if (obj == tstone && obj->quan == 1L) {
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 > 1L) ? "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)
You("make %s%sscratch marks on the %s.",
streak_color ? streak_color : (const char *)"",
streak_color ? " " : "", stonebuf);
else if (streak_color)
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->madeby_u = 1;
feeltrap(ttmp);
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));
}
/* useup() is appropriate, but we want costly_alteration()'s message */
costly_alteration(obj, COST_SPLAT);
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 */
costly_alteration(obj, COST_DSTROY);
}
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, -(obj->otyp), 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;
}
/*
* Let liquid flow into the newly created pits.
* Adjust corresponding code in music.c for
* drum of earthquake if you alter this sequence.
*/
typ = fillholetyp(x,y,FALSE);
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) && !levl[x][y].candig)) ?
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*/