Files
nethack/src/insight.c
PatR 116642ce1e track eight more achievements
Record reaching experience level 3, 6, 10, 14, 18, 22, 26, and 30,
the levels where the character gets a new rank title, and report
those as achievements at end of game.  These achievements persist
even if enough levels to lose a rank are lost, and if lost ranks
are regained the original achievement is the one that gets tracked
and disclosed.
2020-05-04 16:35:40 -07:00

2758 lines
102 KiB
C

/* NetHack 3.7 insight.c $NHDT-Date: 1586375531 2020/04/08 19:52:11 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.14 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
/*
* Enlightenment and Conduct+Achievements and Vanquished+Extinct+Geno'd
* and stethoscope/probing feedback.
*
* Most code used to reside in cmd.c, presumeably because ^X was originally
* a wizard mode command and the majority of those are in that file.
* Some came from end.c where it is used during end of game disclosure.
* And some came from priest.c that had once been in pline.c.
*/
#include "hack.h"
static void FDECL(enlght_out, (const char *));
static void FDECL(enlght_line, (const char *, const char *, const char *,
const char *));
static char *FDECL(enlght_combatinc, (const char *, int, int, char *));
static void FDECL(enlght_halfdmg, (int, int));
static boolean NDECL(walking_on_water);
static boolean FDECL(cause_known, (int));
static char *FDECL(attrval, (int, int, char *));
static void FDECL(background_enlightenment, (int, int));
static void FDECL(basics_enlightenment, (int, int));
static void FDECL(characteristics_enlightenment, (int, int));
static void FDECL(one_characteristic, (int, int, int));
static void FDECL(status_enlightenment, (int, int));
static void FDECL(weapon_insight, (int));
static void FDECL(attributes_enlightenment, (int, int));
static void FDECL(show_achievements, (int));
static int FDECL(CFDECLSPEC vanqsort_cmp, (const genericptr,
const genericptr));
static int NDECL(set_vanq_order);
static int NDECL(num_extinct);
extern const char *hu_stat[]; /* hunger status from eat.c */
extern const char *enc_stat[]; /* encumbrance status from botl.c */
static const char You_[] = "You ", are[] = "are ", were[] = "were ",
have[] = "have ", had[] = "had ", can[] = "can ",
could[] = "could ";
static const char have_been[] = "have been ", have_never[] = "have never ",
never[] = "never ";
#define enl_msg(prefix, present, past, suffix, ps) \
enlght_line(prefix, final ? past : present, suffix, ps)
#define you_are(attr, ps) enl_msg(You_, are, were, attr, ps)
#define you_have(attr, ps) enl_msg(You_, have, had, attr, ps)
#define you_can(attr, ps) enl_msg(You_, can, could, attr, ps)
#define you_have_been(goodthing) enl_msg(You_, have_been, were, goodthing, "")
#define you_have_never(badthing) \
enl_msg(You_, have_never, never, badthing, "")
#define you_have_X(something) \
enl_msg(You_, have, (const char *) "", something, "")
static void
enlght_out(buf)
const char *buf;
{
if (g.en_via_menu) {
anything any;
any = cg.zeroany;
add_menu(g.en_win, NO_GLYPH, &any, 0, 0, ATR_NONE, buf,
MENU_ITEMFLAGS_NONE);
} else
putstr(g.en_win, 0, buf);
}
static void
enlght_line(start, middle, end, ps)
const char *start, *middle, *end, *ps;
{
char buf[BUFSZ];
Sprintf(buf, " %s%s%s%s.", start, middle, end, ps);
enlght_out(buf);
}
/* format increased chance to hit or damage or defense (Protection) */
static char *
enlght_combatinc(inctyp, incamt, final, outbuf)
const char *inctyp;
int incamt, final;
char *outbuf;
{
const char *modif, *bonus;
boolean invrt;
int absamt;
absamt = abs(incamt);
/* Protection amount is typically larger than damage or to-hit;
reduce magnitude by a third in order to stretch modifier ranges
(small:1..5, moderate:6..10, large:11..19, huge:20+) */
if (!strcmp(inctyp, "defense"))
absamt = (absamt * 2) / 3;
if (absamt <= 3)
modif = "small";
else if (absamt <= 6)
modif = "moderate";
else if (absamt <= 12)
modif = "large";
else
modif = "huge";
modif = !incamt ? "no" : an(modif); /* ("no" case shouldn't happen) */
bonus = (incamt >= 0) ? "bonus" : "penalty";
/* "bonus <foo>" (to hit) vs "<bar> bonus" (damage, defense) */
invrt = strcmp(inctyp, "to hit") ? TRUE : FALSE;
Sprintf(outbuf, "%s %s %s", modif, invrt ? inctyp : bonus,
invrt ? bonus : inctyp);
if (final || wizard)
Sprintf(eos(outbuf), " (%s%d)", (incamt > 0) ? "+" : "", incamt);
return outbuf;
}
/* report half physical or half spell damage */
static void
enlght_halfdmg(category, final)
int category;
int final;
{
const char *category_name;
char buf[BUFSZ];
switch (category) {
case HALF_PHDAM:
category_name = "physical";
break;
case HALF_SPDAM:
category_name = "spell";
break;
default:
category_name = "unknown";
break;
}
Sprintf(buf, " %s %s damage", (final || wizard) ? "half" : "reduced",
category_name);
enl_msg(You_, "take", "took", buf, from_what(category));
}
/* is hero actively using water walking capability on water (or lava)? */
static boolean
walking_on_water()
{
if (u.uinwater || Levitation || Flying)
return FALSE;
return (boolean) (Wwalking
&& (is_pool(u.ux, u.uy) || is_lava(u.ux, u.uy)));
}
/* describe u.utraptype; used by status_enlightenment() and self_lookat() */
char *
trap_predicament(outbuf, final, wizxtra)
char *outbuf;
int final;
boolean wizxtra;
{
struct trap *t;
/* caller has verified u.utrap */
*outbuf = '\0';
switch (u.utraptype) {
case TT_BURIEDBALL:
Strcpy(outbuf, "tethered to something buried");
break;
case TT_LAVA:
Sprintf(outbuf, "sinking into %s", final ? "lava" : hliquid("lava"));
break;
case TT_INFLOOR:
Sprintf(outbuf, "stuck in %s", the(surface(u.ux, u.uy)));
break;
default: /* TT_BEARTRAP, TT_PIT, or TT_WEB */
Strcpy(outbuf, "trapped");
if ((t = t_at(u.ux, u.uy)) != 0) /* should never be null */
Sprintf(eos(outbuf), " in %s", an(trapname(t->ttyp, FALSE)));
break;
}
if (wizxtra) { /* give extra information for wizard mode enlightenment */
/* curly braces: u.utrap is an escape attempt counter rather than a
turn timer so use different ornamentation than usual parentheses */
Sprintf(eos(outbuf), " {%u}", u.utrap);
}
return outbuf;
}
/* check whether hero is wearing something that player definitely knows
confers the target property; item must have been seen and its type
discovered but it doesn't necessarily have to be fully identified */
static boolean
cause_known(propindx)
int propindx; /* index of a property which can be conveyed by worn item */
{
register struct obj *o;
long mask = W_ARMOR | W_AMUL | W_RING | W_TOOL;
/* simpler than from_what()/what_gives(); we don't attempt to
handle artifacts and we deliberately ignore wielded items */
for (o = g.invent; o; o = o->nobj) {
if (!(o->owornmask & mask))
continue;
if ((int) objects[o->otyp].oc_oprop == propindx
&& objects[o->otyp].oc_name_known && o->dknown)
return TRUE;
}
return FALSE;
}
/* format a characteristic value, accommodating Strength's strangeness */
static char *
attrval(attrindx, attrvalue, resultbuf)
int attrindx, attrvalue;
char resultbuf[]; /* should be at least [7] to hold "18/100\0" */
{
if (attrindx != A_STR || attrvalue <= 18)
Sprintf(resultbuf, "%d", attrvalue);
else if (attrvalue > STR18(100)) /* 19 to 25 */
Sprintf(resultbuf, "%d", attrvalue - 100);
else /* simplify "18/ **" to be "18/100" */
Sprintf(resultbuf, "18/%02d", attrvalue - 18);
return resultbuf;
}
void
enlightenment(mode, final)
int mode; /* BASICENLIGHTENMENT | MAGICENLIGHTENMENT (| both) */
int final; /* ENL_GAMEINPROGRESS:0, ENL_GAMEOVERALIVE, ENL_GAMEOVERDEAD */
{
char buf[BUFSZ], tmpbuf[BUFSZ];
g.en_win = create_nhwindow(NHW_MENU);
g.en_via_menu = !final;
if (g.en_via_menu)
start_menu(g.en_win, MENU_BEHAVE_STANDARD);
Strcpy(tmpbuf, g.plname);
*tmpbuf = highc(*tmpbuf); /* same adjustment as bottom line */
/* as in background_enlightenment, when poly'd we need to use the saved
gender in u.mfemale rather than the current you-as-monster gender */
Sprintf(buf, "%s the %s's attributes:", tmpbuf,
((Upolyd ? u.mfemale : flags.female) && g.urole.name.f)
? g.urole.name.f
: g.urole.name.m);
/* title */
enlght_out(buf); /* "Conan the Archeologist's attributes:" */
/* background and characteristics; ^X or end-of-game disclosure */
if (mode & BASICENLIGHTENMENT) {
/* role, race, alignment, deities, dungeon level, time, experience */
background_enlightenment(mode, final);
/* hit points, energy points, armor class, gold */
basics_enlightenment(mode, final);
/* strength, dexterity, &c */
characteristics_enlightenment(mode, final);
}
/* expanded status line information, including things which aren't
included there due to space considerations--such as obvious
alternative movement indicators (riding, levitation, &c), and
various troubles (turning to stone, trapped, confusion, &c);
shown for both basic and magic enlightenment */
status_enlightenment(mode, final);
/* remaining attributes; shown for potion,&c or wizard mode and
explore mode ^X or end of game disclosure */
if (mode & MAGICENLIGHTENMENT) {
/* intrinsics and other traditional enlightenment feedback */
attributes_enlightenment(mode, final);
}
if (!g.en_via_menu) {
display_nhwindow(g.en_win, TRUE);
} else {
menu_item *selected = 0;
end_menu(g.en_win, (char *) 0);
if (select_menu(g.en_win, PICK_NONE, &selected) > 0)
free((genericptr_t) selected);
g.en_via_menu = FALSE;
}
destroy_nhwindow(g.en_win);
g.en_win = WIN_ERR;
}
/*ARGSUSED*/
/* display role, race, alignment and such to en_win */
static void
background_enlightenment(unused_mode, final)
int unused_mode UNUSED;
int final;
{
const char *role_titl, *rank_titl;
int innategend, difgend, difalgn;
char buf[BUFSZ], tmpbuf[BUFSZ];
/* note that if poly'd, we need to use u.mfemale instead of flags.female
to access hero's saved gender-as-human/elf/&c rather than current */
innategend = (Upolyd ? u.mfemale : flags.female) ? 1 : 0;
role_titl = (innategend && g.urole.name.f) ? g.urole.name.f
: g.urole.name.m;
rank_titl = rank_of(u.ulevel, Role_switch, innategend);
enlght_out(""); /* separator after title */
enlght_out("Background:");
/* if polymorphed, report current shape before underlying role;
will be repeated as first status: "you are transformed" and also
among various attributes: "you are in beast form" (after being
told about lycanthropy) or "you are polymorphed into <a foo>"
(with countdown timer appended for wizard mode); we really want
the player to know he's not a samurai at the moment... */
if (Upolyd) {
char anbuf[20]; /* includes trailing space; [4] suffices */
struct permonst *uasmon = g.youmonst.data;
boolean altphrasing = vampshifted(&g.youmonst);
tmpbuf[0] = '\0';
/* here we always use current gender, not saved role gender */
if (!is_male(uasmon) && !is_female(uasmon) && !is_neuter(uasmon))
Sprintf(tmpbuf, "%s ", genders[flags.female ? 1 : 0].adj);
if (altphrasing)
Sprintf(eos(tmpbuf), "%s in ", mons[g.youmonst.cham].mname);
Sprintf(buf, "%s%s%s%s form", !final ? "currently " : "",
altphrasing ? just_an(anbuf, tmpbuf) : "in ",
tmpbuf, uasmon->mname);
you_are(buf, "");
}
/* report role; omit gender if it's redundant (eg, "female priestess") */
tmpbuf[0] = '\0';
if (!g.urole.name.f
&& ((g.urole.allow & ROLE_GENDMASK) == (ROLE_MALE | ROLE_FEMALE)
|| innategend != flags.initgend))
Sprintf(tmpbuf, "%s ", genders[innategend].adj);
buf[0] = '\0';
if (Upolyd)
Strcpy(buf, "actually "); /* "You are actually a ..." */
if (!strcmpi(rank_titl, role_titl)) {
/* omit role when rank title matches it */
Sprintf(eos(buf), "%s, level %d %s%s", an(rank_titl), u.ulevel,
tmpbuf, g.urace.noun);
} else {
Sprintf(eos(buf), "%s, a level %d %s%s %s", an(rank_titl), u.ulevel,
tmpbuf, g.urace.adj, role_titl);
}
you_are(buf, "");
/* report alignment (bypass you_are() in order to omit ending period);
adverb is used to distinguish between temporary change (helm of opp.
alignment), permanent change (one-time conversion), and original */
Sprintf(buf, " %s%s%s, %son a mission for %s",
You_, !final ? are : were,
align_str(u.ualign.type),
/* helm of opposite alignment (might hide conversion) */
(u.ualign.type != u.ualignbase[A_CURRENT])
/* what's the past tense of "currently"? if we used "formerly"
it would sound like a reference to the original alignment */
? (!final ? "currently " : "temporarily ")
/* permanent conversion */
: (u.ualign.type != u.ualignbase[A_ORIGINAL])
/* and what's the past tense of "now"? certainly not "then"
in a context like this...; "belatedly" == weren't that
way sooner (in other words, didn't start that way) */
? (!final ? "now " : "belatedly ")
/* atheist (ignored in very early game) */
: (!u.uconduct.gnostic && g.moves > 1000L)
? "nominally "
/* lastly, normal case */
: "",
u_gname());
enlght_out(buf);
/* show the rest of this game's pantheon (finishes previous sentence)
[appending "also Moloch" at the end would allow for straightforward
trailing "and" on all three aligned entries but looks too verbose] */
Sprintf(buf, " who %s opposed by", !final ? "is" : "was");
if (u.ualign.type != A_LAWFUL)
Sprintf(eos(buf), " %s (%s) and", align_gname(A_LAWFUL),
align_str(A_LAWFUL));
if (u.ualign.type != A_NEUTRAL)
Sprintf(eos(buf), " %s (%s)%s", align_gname(A_NEUTRAL),
align_str(A_NEUTRAL),
(u.ualign.type != A_CHAOTIC) ? " and" : "");
if (u.ualign.type != A_CHAOTIC)
Sprintf(eos(buf), " %s (%s)", align_gname(A_CHAOTIC),
align_str(A_CHAOTIC));
Strcat(buf, "."); /* terminate sentence */
enlght_out(buf);
/* show original alignment,gender,race,role if any have been changed;
giving separate message for temporary alignment change bypasses need
for tricky phrasing otherwise necessitated by possibility of having
helm of opposite alignment mask a permanent alignment conversion */
difgend = (innategend != flags.initgend);
difalgn = (((u.ualign.type != u.ualignbase[A_CURRENT]) ? 1 : 0)
+ ((u.ualignbase[A_CURRENT] != u.ualignbase[A_ORIGINAL])
? 2 : 0));
if (difalgn & 1) { /* have temporary alignment so report permanent one */
Sprintf(buf, "actually %s", align_str(u.ualignbase[A_CURRENT]));
you_are(buf, "");
difalgn &= ~1; /* suppress helm from "started out <foo>" message */
}
if (difgend || difalgn) { /* sex change or perm align change or both */
Sprintf(buf, " You started out %s%s%s.",
difgend ? genders[flags.initgend].adj : "",
(difgend && difalgn) ? " and " : "",
difalgn ? align_str(u.ualignbase[A_ORIGINAL]) : "");
enlght_out(buf);
}
/* As of 3.6.2: dungeon level, so that ^X really has all status info as
claimed by the comment below; this reveals more information than
the basic status display, but that's one of the purposes of ^X;
similar information is revealed by #overview; the "You died in
<location>" given by really_done() is more rudimentary than this */
*buf = *tmpbuf = '\0';
if (In_endgame(&u.uz)) {
int egdepth = observable_depth(&u.uz);
(void) endgamelevelname(tmpbuf, egdepth);
Sprintf(buf, "in the endgame, on the %s%s",
!strncmp(tmpbuf, "Plane", 5) ? "Elemental " : "", tmpbuf);
} else if (Is_knox(&u.uz)) {
/* this gives away the fact that the knox branch is only 1 level */
Sprintf(buf, "on the %s level", g.dungeons[u.uz.dnum].dname);
/* TODO? maybe phrase it differently when actually inside the fort,
if we're able to determine that (not trivial) */
} else {
char dgnbuf[QBUFSZ];
Strcpy(dgnbuf, g.dungeons[u.uz.dnum].dname);
if (!strncmpi(dgnbuf, "The ", 4))
*dgnbuf = lowc(*dgnbuf);
Sprintf(tmpbuf, "level %d",
In_quest(&u.uz) ? dunlev(&u.uz) : depth(&u.uz));
/* TODO? maybe extend this bit to include various other automatic
annotations from the dungeon overview code */
if (Is_rogue_level(&u.uz))
Strcat(tmpbuf, ", a primitive area");
else if (Is_bigroom(&u.uz) && !Blind)
Strcat(tmpbuf, ", a very big room");
Sprintf(buf, "in %s, on %s", dgnbuf, tmpbuf);
}
you_are(buf, "");
/* this is shown even if the 'time' option is off */
if (g.moves == 1L) {
you_have("just started your adventure", "");
} else {
/* 'turns' grates on the nerves in this context... */
Sprintf(buf, "the dungeon %ld turn%s ago", g.moves, plur(g.moves));
/* same phrasing for current and final: "entered" is unconditional */
enlght_line(You_, "entered ", buf, "");
}
/* for gameover, these have been obtained in really_done() so that they
won't vary if user leaves a disclosure prompt or --More-- unanswered
long enough for the dynamic value to change between then and now */
if (final ? iflags.at_midnight : midnight()) {
enl_msg("It ", "is ", "was ", "the midnight hour", "");
} else if (final ? iflags.at_night : night()) {
enl_msg("It ", "is ", "was ", "nighttime", "");
}
/* other environmental factors */
if (flags.moonphase == FULL_MOON || flags.moonphase == NEW_MOON) {
/* [This had "tonight" but has been changed to "in effect".
There is a similar issue to Friday the 13th--it's the value
at the start of the current session but that session might
have dragged on for an arbitrary amount of time. We want to
report the values that currently affect play--or affected
play when game ended--rather than actual outside situation.] */
Sprintf(buf, "a %s moon in effect%s",
(flags.moonphase == FULL_MOON) ? "full"
: (flags.moonphase == NEW_MOON) ? "new"
/* showing these would probably just lead to confusion
since they have no effect on game play... */
: (flags.moonphase < FULL_MOON) ? "first quarter"
: "last quarter",
/* we don't have access to 'how' here--aside from survived
vs died--so settle for general platitude */
final ? " when your adventure ended" : "");
enl_msg("There ", "is ", "was ", buf, "");
}
if (flags.friday13) {
/* let player know that friday13 penalty is/was in effect;
we don't say "it is/was Friday the 13th" because that was at
the start of the session and it might be past midnight (or
days later if the game has been paused without save/restore),
so phrase this similar to the start up message */
Sprintf(buf, " Bad things %s on Friday the 13th.",
!final ? "can happen"
: (final == ENL_GAMEOVERALIVE) ? "could have happened"
/* there's no may to tell whether -1 Luck made a
difference but hero has died... */
: "happened");
enlght_out(buf);
}
if (!Upolyd) {
int ulvl = (int) u.ulevel;
/* [flags.showexp currently does not matter; should it?] */
/* experience level is already shown above */
Sprintf(buf, "%-1ld experience point%s", u.uexp, plur(u.uexp));
/* TODO?
* Remove wizard-mode restriction since patient players can
* determine the numbers needed without resorting to spoilers
* (even before this started being disclosed for 'final';
* just enable 'showexp' and look at normal status lines
* after drinking gain level potions or eating wraith corpses
* or being level-drained by vampires).
*/
if (ulvl < 30 && (final || wizard)) {
long nxtlvl = newuexp(ulvl), delta = nxtlvl - u.uexp;
Sprintf(eos(buf), ", %ld %s%sneeded %s level %d",
delta, (u.uexp > 0) ? "more " : "",
/* present tense=="needed", past tense=="were needed" */
!final ? "" : (delta == 1L) ? "was " : "were ",
/* "for": grammatically iffy but less likely to wrap */
(ulvl < 18) ? "to attain" : "for", (ulvl + 1));
}
you_have(buf, "");
}
#ifdef SCORE_ON_BOTL
if (flags.showscore) {
/* describes what's shown on status line, which is an approximation;
only show it here if player has the 'showscore' option enabled */
Sprintf(buf, "%ld%s", botl_score(),
!final ? "" : " before end-of-game adjustments");
enl_msg("Your score ", "is ", "was ", buf, "");
}
#endif
}
/* hit points, energy points, armor class -- essential information which
doesn't fit very well in other categories */
/*ARGSUSED*/
static void
basics_enlightenment(mode, final)
int mode UNUSED;
int final;
{
static char Power[] = "energy points (spell power)";
char buf[BUFSZ];
int pw = u.uen, hp = (Upolyd ? u.mh : u.uhp),
pwmax = u.uenmax, hpmax = (Upolyd ? u.mhmax : u.uhpmax);
enlght_out(""); /* separator after background */
enlght_out("Basics:");
if (hp < 0)
hp = 0;
/* "1 out of 1" rather than "all" if max is only 1; should never happen */
if (hp == hpmax && hpmax > 1)
Sprintf(buf, "all %d hit points", hpmax);
else
Sprintf(buf, "%d out of %d hit point%s", hp, hpmax, plur(hpmax));
you_have(buf, "");
/* low max energy is feasible, so handle couple of extra special cases */
if (pwmax == 0 || (pw == pwmax && pwmax == 2)) /* both: not "all 2" */
Sprintf(buf, "%s %s", !pwmax ? "no" : "both", Power);
else if (pw == pwmax && pwmax > 2)
Sprintf(buf, "all %d %s", pwmax, Power);
else
Sprintf(buf, "%d out of %d %s", pw, pwmax, Power);
you_have(buf, "");
if (Upolyd) {
switch (mons[u.umonnum].mlevel) {
case 0:
/* status line currently being explained shows "HD:0" */
Strcpy(buf, "0 hit dice (actually 1/2)");
break;
case 1:
Strcpy(buf, "1 hit die");
break;
default:
Sprintf(buf, "%d hit dice", mons[u.umonnum].mlevel);
break;
}
you_have(buf, "");
}
Sprintf(buf, "%d", u.uac);
enl_msg("Your armor class ", "is ", "was ", buf, "");
/* gold; similar to doprgold(#seegold) but without shop billing info;
same amount as shown on status line which ignores container contents */
{
static const char Your_wallet[] = "Your wallet ";
long umoney = money_cnt(g.invent);
if (!umoney) {
enl_msg(Your_wallet, "is ", "was ", "empty", "");
} else {
Sprintf(buf, "%ld %s", umoney, currency(umoney));
enl_msg(Your_wallet, "contains ", "contained ", buf, "");
}
}
if (flags.pickup) {
char ocl[MAXOCLASSES + 1];
Strcpy(buf, "on");
oc_to_str(flags.pickup_types, ocl);
Sprintf(eos(buf), " for %s%s%s",
*ocl ? "'" : "", *ocl ? ocl : "all types", *ocl ? "'" : "");
if (flags.pickup_thrown && *ocl) /* *ocl: don't show if 'all types' */
Strcat(buf, " plus thrown");
if (g.apelist)
Strcat(buf, ", with exceptions");
} else
Strcpy(buf, "off");
enl_msg("Autopickup ", "is ", "was ", buf, "");
}
/* characteristics: expanded version of bottom line strength, dexterity, &c */
static void
characteristics_enlightenment(mode, final)
int mode;
int final;
{
char buf[BUFSZ];
enlght_out("");
Sprintf(buf, "%s Characteristics:", !final ? "Current" : "Final");
enlght_out(buf);
/* bottom line order */
one_characteristic(mode, final, A_STR); /* strength */
one_characteristic(mode, final, A_DEX); /* dexterity */
one_characteristic(mode, final, A_CON); /* constitution */
one_characteristic(mode, final, A_INT); /* intelligence */
one_characteristic(mode, final, A_WIS); /* wisdom */
one_characteristic(mode, final, A_CHA); /* charisma */
}
/* display one attribute value for characteristics_enlightenment() */
static void
one_characteristic(mode, final, attrindx)
int mode, final, attrindx;
{
extern const char *const attrname[]; /* attrib.c */
boolean hide_innate_value = FALSE, interesting_alimit;
int acurrent, abase, apeak, alimit;
const char *paren_pfx;
char subjbuf[BUFSZ], valubuf[BUFSZ], valstring[32];
/* being polymorphed or wearing certain cursed items prevents
hero from reliably tracking changes to characteristics so
we don't show base & peak values then; when the items aren't
cursed, hero could take them off to check underlying values
and we show those in such case so that player doesn't need
to actually resort to doing that */
if (Upolyd) {
hide_innate_value = TRUE;
} else if (Fixed_abil) {
if (stuck_ring(uleft, RIN_SUSTAIN_ABILITY)
|| stuck_ring(uright, RIN_SUSTAIN_ABILITY))
hide_innate_value = TRUE;
}
switch (attrindx) {
case A_STR:
if (uarmg && uarmg->otyp == GAUNTLETS_OF_POWER && uarmg->cursed)
hide_innate_value = TRUE;
break;
case A_DEX:
break;
case A_CON:
if (uwep && uwep->oartifact == ART_OGRESMASHER && uwep->cursed)
hide_innate_value = TRUE;
break;
case A_INT:
if (uarmh && uarmh->otyp == DUNCE_CAP && uarmh->cursed)
hide_innate_value = TRUE;
break;
case A_WIS:
if (uarmh && uarmh->otyp == DUNCE_CAP && uarmh->cursed)
hide_innate_value = TRUE;
break;
case A_CHA:
break;
default:
return; /* impossible */
};
/* note: final disclosure includes MAGICENLIGHTENTMENT */
if ((mode & MAGICENLIGHTENMENT) && !Upolyd)
hide_innate_value = FALSE;
acurrent = ACURR(attrindx);
(void) attrval(attrindx, acurrent, valubuf); /* Sprintf(valubuf,"%d",) */
Sprintf(subjbuf, "Your %s ", attrname[attrindx]);
if (!hide_innate_value) {
/* show abase, amax, and/or attrmax if acurr doesn't match abase
(a magic bonus or penalty is in effect) or abase doesn't match
amax (some points have been lost to poison or exercise abuse
and are restorable) or attrmax is different from normal human
(while game is in progress; trying to reduce dependency on
spoilers to keep track of such stuff) or attrmax was different
from abase (at end of game; this attribute wasn't maxed out) */
abase = ABASE(attrindx);
apeak = AMAX(attrindx);
alimit = ATTRMAX(attrindx);
/* criterium for whether the limit is interesting varies */
interesting_alimit =
final ? TRUE /* was originally `(abase != alimit)' */
: (alimit != (attrindx != A_STR ? 18 : STR18(100)));
paren_pfx = final ? " (" : " (current; ";
if (acurrent != abase) {
Sprintf(eos(valubuf), "%sbase:%s", paren_pfx,
attrval(attrindx, abase, valstring));
paren_pfx = ", ";
}
if (abase != apeak) {
Sprintf(eos(valubuf), "%speak:%s", paren_pfx,
attrval(attrindx, apeak, valstring));
paren_pfx = ", ";
}
if (interesting_alimit) {
Sprintf(eos(valubuf), "%s%slimit:%s", paren_pfx,
/* more verbose if exceeding 'limit' due to magic bonus */
(acurrent > alimit) ? "innate " : "",
attrval(attrindx, alimit, valstring));
/* paren_pfx = ", "; */
}
if (acurrent != abase || abase != apeak || interesting_alimit)
Strcat(valubuf, ")");
}
enl_msg(subjbuf, "is ", "was ", valubuf, "");
}
/* status: selected obvious capabilities, assorted troubles */
static void
status_enlightenment(mode, final)
int mode;
int final;
{
boolean magic = (mode & MAGICENLIGHTENMENT) ? TRUE : FALSE;
int cap;
char buf[BUFSZ], youtoo[BUFSZ];
boolean Riding = (u.usteed
/* if hero dies while dismounting, u.usteed will still
be set; we want to ignore steed in that situation */
&& !(final == ENL_GAMEOVERDEAD
&& !strcmp(g.killer.name, "riding accident")));
const char *steedname = (!Riding ? (char *) 0
: x_monnam(u.usteed,
u.usteed->mtame ? ARTICLE_YOUR : ARTICLE_THE,
(char *) 0,
(SUPPRESS_SADDLE | SUPPRESS_HALLUCINATION),
FALSE));
/*\
* Status (many are abbreviated on bottom line; others are or
* should be discernible to the hero hence to the player)
\*/
enlght_out(""); /* separator after title or characteristics */
enlght_out(final ? "Final Status:" : "Current Status:");
Strcpy(youtoo, You_);
/* not a traditional status but inherently obvious to player; more
detail given below (attributes section) for magic enlightenment */
if (Upolyd) {
Strcpy(buf, "transformed");
if (ugenocided())
Sprintf(eos(buf), " and %s %s inside",
final ? "felt" : "feel", udeadinside());
you_are(buf, "");
}
/* not a trouble, but we want to display riding status before maybe
reporting steed as trapped or hero stuck to cursed saddle */
if (Riding) {
Sprintf(buf, "riding %s", steedname);
you_are(buf, "");
Sprintf(eos(youtoo), "and %s ", steedname);
}
/* other movement situations that hero should always know */
if (Levitation) {
if (Lev_at_will && magic)
you_are("levitating, at will", "");
else
enl_msg(youtoo, are, were, "levitating", from_what(LEVITATION));
} else if (Flying) { /* can only fly when not levitating */
enl_msg(youtoo, are, were, "flying", from_what(FLYING));
}
if (Underwater) {
you_are("underwater", "");
} else if (u.uinwater) {
you_are(Swimming ? "swimming" : "in water", from_what(SWIMMING));
} else if (walking_on_water()) {
/* show active Wwalking here, potential Wwalking elsewhere */
Sprintf(buf, "walking on %s",
is_pool(u.ux, u.uy) ? "water"
: is_lava(u.ux, u.uy) ? "lava"
: surface(u.ux, u.uy)); /* catchall; shouldn't happen */
you_are(buf, from_what(WWALKING));
}
if (Upolyd && (u.uundetected || U_AP_TYPE != M_AP_NOTHING))
youhiding(TRUE, final);
/* internal troubles, mostly in the order that prayer ranks them */
if (Stoned) {
if (final && (Stoned & I_SPECIAL))
enlght_out(" You turned into stone.");
else
you_are("turning to stone", "");
}
if (Slimed) {
if (final && (Slimed & I_SPECIAL))
enlght_out(" You turned into slime.");
else
you_are("turning into slime", "");
}
if (Strangled) {
if (u.uburied) {
you_are("buried", "");
} else {
if (final && (Strangled & I_SPECIAL)) {
enlght_out(" You died from strangulation.");
} else {
Strcpy(buf, "being strangled");
if (wizard)
Sprintf(eos(buf), " (%ld)", (Strangled & TIMEOUT));
you_are(buf, from_what(STRANGLED));
}
}
}
if (Sick) {
/* the two types of sickness are lumped together; hero can be
afflicted by both but there is only one timeout; botl status
puts TermIll before FoodPois and death due to timeout reports
terminal illness if both are in effect, so do the same here */
if (final && (Sick & I_SPECIAL)) {
Sprintf(buf, " %sdied from %s.", You_, /* has trailing space */
(u.usick_type & SICK_NONVOMITABLE)
? "terminal illness" : "food poisoning");
enlght_out(buf);
} else {
/* unlike death due to sickness, report the two cases separately
because it is possible to cure one without curing the other */
if (u.usick_type & SICK_NONVOMITABLE)
you_are("terminally sick from illness", "");
if (u.usick_type & SICK_VOMITABLE)
you_are("terminally sick from food poisoning", "");
}
}
if (Vomiting)
you_are("nauseated", "");
if (Stunned)
you_are("stunned", "");
if (Confusion)
you_are("confused", "");
if (Hallucination)
you_are("hallucinating", "");
if (Blind) {
/* from_what() (currently wizard-mode only) checks !haseyes()
before u.uroleplay.blind, so we should too */
Sprintf(buf, "%s blind",
!haseyes(g.youmonst.data) ? "innately"
: u.uroleplay.blind ? "permanently"
/* better phrasing desperately wanted... */
: Blindfolded_only ? "deliberately"
: "temporarily");
if (wizard && (Blinded & TIMEOUT) != 0L
&& !u.uroleplay.blind && haseyes(g.youmonst.data))
Sprintf(eos(buf), " (%ld)", (Blinded & TIMEOUT));
/* !haseyes: avoid "you are innately blind innately" */
you_are(buf, !haseyes(g.youmonst.data) ? "" : from_what(BLINDED));
}
if (Deaf)
you_are("deaf", from_what(DEAF));
/* external troubles, more or less */
if (Punished) {
if (uball) {
Sprintf(buf, "chained to %s", ansimpleoname(uball));
} else {
impossible("Punished without uball?");
Strcpy(buf, "punished");
}
you_are(buf, "");
}
if (u.utrap) {
char predicament[BUFSZ];
boolean anchored = (u.utraptype == TT_BURIEDBALL);
(void) trap_predicament(predicament, final, wizard);
if (u.usteed) { /* not `Riding' here */
Sprintf(buf, "%s%s ", anchored ? "you and " : "", steedname);
*buf = highc(*buf);
enl_msg(buf, (anchored ? "are " : "is "),
(anchored ? "were " : "was "), predicament, "");
} else
you_are(predicament, "");
} /* (u.utrap) */
if (u.uswallow) { /* implies u.ustuck is non-Null */
Sprintf(buf, "%s by %s",
is_animal(u.ustuck->data) ? "swallowed" : "engulfed",
a_monnam(u.ustuck));
if (dmgtype(u.ustuck->data, AD_DGST)) {
/* if final, death via digestion can be deduced by u.uswallow
still being True and u.uswldtim having been decremented to 0 */
if (final && !u.uswldtim)
Strcat(buf, " and got totally digested");
else
Sprintf(eos(buf), " and %s being digested",
final ? "were" : "are");
}
if (wizard)
Sprintf(eos(buf), " (%u)", u.uswldtim);
you_are(buf, "");
} else if (u.ustuck) {
boolean ustick = (Upolyd && sticks(g.youmonst.data));
int dx = u.ustuck->mx - u.ux, dy = u.ustuck->my - u.uy;
Sprintf(buf, "%s %s (%s)", ustick ? "holding" : "held by",
a_monnam(u.ustuck), dxdy_to_dist_descr(dx, dy, TRUE));
you_are(buf, "");
}
if (Riding) {
struct obj *saddle = which_armor(u.usteed, W_SADDLE);
if (saddle && saddle->cursed) {
Sprintf(buf, "stuck to %s %s", s_suffix(steedname),
simpleonames(saddle));
you_are(buf, "");
}
}
if (Wounded_legs) {
/* when mounted, Wounded_legs applies to steed rather than to
hero; we only report steed's wounded legs in wizard mode */
if (u.usteed) { /* not `Riding' here */
if (wizard && steedname) {
Strcpy(buf, steedname);
*buf = highc(*buf);
enl_msg(buf, " has", " had", " wounded legs", "");
}
} else {
long wl = (EWounded_legs & BOTH_SIDES);
const char *bp = body_part(LEG), *article = "a ";
if (wl == BOTH_SIDES)
bp = makeplural(bp), article = "";
Sprintf(buf, "%swounded %s", article, bp);
you_have(buf, "");
}
}
if (Glib) {
Sprintf(buf, "slippery %s", fingers_or_gloves(TRUE));
if (wizard)
Sprintf(eos(buf), " (%ld)", (Glib & TIMEOUT));
you_have(buf, "");
}
if (Fumbling) {
if (magic || cause_known(FUMBLING))
enl_msg(You_, "fumble", "fumbled", "", from_what(FUMBLING));
}
if (Sleepy) {
if (magic || cause_known(SLEEPY)) {
Strcpy(buf, from_what(SLEEPY));
if (wizard)
Sprintf(eos(buf), " (%ld)", (HSleepy & TIMEOUT));
enl_msg("You ", "fall", "fell", " asleep uncontrollably", buf);
}
}
/* hunger/nutrition */
if (Hunger) {
if (magic || cause_known(HUNGER))
enl_msg(You_, "hunger", "hungered", " rapidly",
from_what(HUNGER));
}
Strcpy(buf, hu_stat[u.uhs]); /* hunger status; omitted if "normal" */
mungspaces(buf); /* strip trailing spaces */
if (*buf) {
*buf = lowc(*buf); /* override capitalization */
if (!strcmp(buf, "weak"))
Strcat(buf, " from severe hunger");
else if (!strncmp(buf, "faint", 5)) /* fainting, fainted */
Strcat(buf, " due to starvation");
you_are(buf, "");
}
/* encumbrance */
if ((cap = near_capacity()) > UNENCUMBERED) {
const char *adj = "?_?"; /* (should always get overridden) */
Strcpy(buf, enc_stat[cap]);
*buf = lowc(*buf);
switch (cap) {
case SLT_ENCUMBER:
adj = "slightly";
break; /* burdened */
case MOD_ENCUMBER:
adj = "moderately";
break; /* stressed */
case HVY_ENCUMBER:
adj = "very";
break; /* strained */
case EXT_ENCUMBER:
adj = "extremely";
break; /* overtaxed */
case OVERLOADED:
adj = "not possible";
break;
}
Sprintf(eos(buf), "; movement %s %s%s", !final ? "is" : "was", adj,
(cap < OVERLOADED) ? " slowed" : "");
you_are(buf, "");
} else {
/* last resort entry, guarantees Status section is non-empty
(no longer needed for that purpose since weapon status added;
still useful though) */
you_are("unencumbered", "");
}
/* current weapon(s) and corresponding skill level(s) */
weapon_insight(final);
/* report 'nudity' */
if (!uarm && !uarmu && !uarmc && !uarms && !uarmg && !uarmf && !uarmh) {
if (u.uroleplay.nudist)
enl_msg(You_, "do", "did", " not wear any armor", "");
else
you_are("not wearing any armor", "");
}
}
/* extracted from status_enlightenment() to reduce clutter there */
static void
weapon_insight(final)
int final;
{
char buf[BUFSZ];
int wtype;
/* report being weaponless; distinguish whether gloves are worn
[perhaps mention silver ring(s) when not wearning gloves?] */
if (!uwep) {
you_are(uarmg ? "empty handed" /* gloves imply hands */
: humanoid(g.youmonst.data)
/* hands but no weapon and no gloves */
? "bare handed"
/* alternate phrasing for paws or lack of hands */
: "not wielding anything",
"");
/* two-weaponing implies hands and
a weapon or wep-tool (not other odd stuff) in each hand */
} else if (u.twoweap) {
you_are("wielding two weapons at once", "");
/* report most weapons by their skill class (so a katana will be
described as a long sword, for instance; mattock, hook, and aklys
are exceptions), or wielded non-weapon item by its object class */
} else {
const char *what = weapon_descr(uwep);
/* [what about other silver items?] */
if (uwep->otyp == SHIELD_OF_REFLECTION)
what = shield_simple_name(uwep); /* silver|smooth shield */
else if (is_wet_towel(uwep))
what = /* (uwep->spe < 3) ? "moist towel" : */ "wet towel";
if (!strcmpi(what, "armor") || !strcmpi(what, "food")
|| !strcmpi(what, "venom"))
Sprintf(buf, "wielding some %s", what);
else
/* [maybe include known blessed?] */
Sprintf(buf, "wielding %s",
(uwep->quan == 1L) ? an(what) : makeplural(what));
you_are(buf, "");
}
/*
* Skill with current weapon. Might help players who've never
* noticed #enhance or decided that it was pointless.
*/
if ((wtype = weapon_type(uwep)) != P_NONE && (!uwep || !is_ammo(uwep))) {
char sklvlbuf[20];
int sklvl = P_SKILL(wtype);
boolean hav = (sklvl != P_UNSKILLED && sklvl != P_SKILLED);
if (sklvl == P_ISRESTRICTED)
Strcpy(sklvlbuf, "no");
else
(void) lcase(skill_level_name(wtype, sklvlbuf));
/* "you have no/basic/expert/master/grand-master skill with <skill>"
or "you are unskilled/skilled in <skill>" */
Sprintf(buf, "%s %s %s", sklvlbuf,
hav ? "skill with" : "in", skill_name(wtype));
if (!u.twoweap) {
if (can_advance(wtype, FALSE))
Sprintf(eos(buf), " and %s that",
!final ? "can enhance" : "could have enhanced");
if (hav)
you_have(buf, "");
else
you_are(buf, "");
} else { /* two-weapon */
static const char also_[] = "also ";
char pfx[QBUFSZ], sfx[QBUFSZ],
sknambuf2[20], sklvlbuf2[20], twobuf[20];
const char *also = "", *also2 = "", *also3 = (char *) 0,
*verb_present, *verb_past;
int wtype2 = weapon_type(uswapwep),
sklvl2 = P_SKILL(wtype2),
twoskl = P_SKILL(P_TWO_WEAPON_COMBAT);
boolean a1, a2, ab,
hav2 = (sklvl2 != P_UNSKILLED && sklvl2 != P_SKILLED);
/* normally hero must have access to two-weapon skill in
order to initiate u.twoweap, but not if polymorphed into
a form which has multiple weapon attacks, so we need to
avoid getting bitten by unexpected skill value */
if (twoskl == P_ISRESTRICTED) {
twoskl = P_UNSKILLED;
/* restricted is the same as unskilled as far as bonus
or penalty goes, and it isn't ordinarily seen so
skill_level_name() returns "Unknown" for it */
Strcpy(twobuf, "restricted");
} else {
(void) lcase(skill_level_name(P_TWO_WEAPON_COMBAT, twobuf));
}
/* keep buf[] from above in case skill levels match */
pfx[0] = sfx[0] = '\0';
if (twoskl < sklvl) {
/* twoskil won't be restricted so sklvl is at least basic */
Sprintf(pfx, "Your skill in %s ", skill_name(wtype));
Sprintf(sfx, " limited by being %s with two weapons", twobuf);
also = also_;
} else if (twoskl > sklvl) {
/* sklvl might be restricted */
Strcpy(pfx, "Your two weapon skill ");
Strcpy(sfx, " limited by ");
if (sklvl > P_ISRESTRICTED)
Sprintf(eos(sfx), "being %s", sklvlbuf);
else
Sprintf(eos(sfx), "having no skill");
Sprintf(eos(sfx), " with %s", skill_name(wtype));
also2 = also_;
} else {
Strcat(buf, " and two weapons");
also3 = also_;
}
if (*pfx)
enl_msg(pfx, "is", "was", sfx, "");
else if (hav)
you_have(buf, "");
else
you_are(buf, "");
/* skip comparison between secondary and two-weapons if it is
identical to the comparison between primary and twoweap */
if (wtype2 != wtype) {
Strcpy(sknambuf2, skill_name(wtype2));
(void) lcase(skill_level_name(wtype2, sklvlbuf2));
verb_present = "is", verb_past = "was";
pfx[0] = sfx[0] = buf[0] = '\0';
if (twoskl < sklvl2) {
/* twoskil is at least unskilled, sklvl2 at least basic */
Sprintf(pfx, "Your skill in %s ", sknambuf2);
Sprintf(sfx, " %slimited by being %s with two weapons",
also, twobuf);
} else if (twoskl > sklvl2) {
/* sklvl2 might be restricted */
Strcpy(pfx, "Your two weapon skill ");
Sprintf(sfx, " %slimited by ", also2);
if (sklvl2 > P_ISRESTRICTED)
Sprintf(eos(sfx), "being %s with", sklvlbuf2);
else
Strcat(eos(sfx), "having no skill");
Sprintf(eos(sfx), " with %s", sknambuf2);
} else {
/* equal; two-weapon is at least unskilled, so sklvl2 is
too; "you [also] have basic/expert/master/grand-master
skill with <skill>" or "you [also] are unskilled/
skilled in <skill> */
Sprintf(buf, "%s %s %s", sklvlbuf2,
hav2 ? "skill with" : "in", sknambuf2);
Strcat(buf, " and two weapons");
if (also3) {
Strcpy(pfx, "You also ");
Sprintf(sfx, " %s", buf), buf[0] = '\0';
verb_present = hav2 ? "have" : "are";
verb_past = hav2 ? "had" : "were";
}
}
if (*pfx)
enl_msg(pfx, verb_present, verb_past, sfx, "");
else if (hav2)
you_have(buf, "");
else
you_are(buf, "");
} /* wtype2 != wtype */
/* if training and available skill credits already allow
#enhance for any of primary, secondary, or two-weapon,
tell the player; avoid attempting figure out whether
spending skill credits enhancing one might make either
or both of the others become ineligible for enhancement */
a1 = can_advance(wtype, FALSE);
a2 = (wtype2 != wtype) ? can_advance(wtype2, FALSE) : FALSE;
ab = can_advance(P_TWO_WEAPON_COMBAT, FALSE);
if (a1 || a2 || ab) {
static const char also_wik_[] = " and also with ";
/* for just one, the conditionals yield
1) "skill with <that one>"; for more than one:
2) "skills with <primary> and also with <secondary>" or
3) "skills with <primary> and also with two-weapons" or
4) "skills with <secondary> and also with two-weapons" or
5) "skills with <primary>, <secondary>, and two-weapons"
(no 'also's or extra 'with's for case 5); when primary
and secondary use the same skill, only cases 1 and 3 are
possible because 'a2' gets forced to False above */
Sprintf(sfx, " skill%s with %s%s%s%s%s",
((int) a1 + (int) a2 + (int) ab > 1) ? "s" : "",
a1 ? skill_name(wtype) : "",
((a1 && a2 && ab) ? ", "
: (a1 && (a2 || ab)) ? also_wik_ : ""),
a2 ? skill_name(wtype2) : "",
((a1 && a2 && ab) ? ", and "
: (a2 && ab) ? also_wik_ : ""),
ab ? "two weapons" : "");
enl_msg(You_, "can enhance", "could have enhanced", sfx, "");
}
} /* two-weapon */
} /* skill applies */
}
/* attributes: intrinsics and the like, other non-obvious capabilities */
static void
attributes_enlightenment(unused_mode, final)
int unused_mode UNUSED;
int final;
{
static NEARDATA const char if_surroundings_permitted[] =
" if surroundings permitted";
int ltmp, armpro;
char buf[BUFSZ];
/*\
* Attributes
\*/
enlght_out("");
enlght_out(final ? "Final Attributes:" : "Current Attributes:");
if (u.uevent.uhand_of_elbereth) {
static const char *const hofe_titles[3] = { "the Hand of Elbereth",
"the Envoy of Balance",
"the Glory of Arioch" };
you_are(hofe_titles[u.uevent.uhand_of_elbereth - 1], "");
}
Sprintf(buf, "%s", piousness(TRUE, "aligned"));
if (u.ualign.record >= 0)
you_are(buf, "");
else
you_have(buf, "");
if (wizard) {
Sprintf(buf, " %d", u.ualign.record);
enl_msg("Your alignment ", "is", "was", buf, "");
}
/*** Resistances to troubles ***/
if (Invulnerable)
you_are("invulnerable", from_what(INVULNERABLE));
if (Antimagic)
you_are("magic-protected", from_what(ANTIMAGIC));
if (Fire_resistance)
you_are("fire resistant", from_what(FIRE_RES));
if (Cold_resistance)
you_are("cold resistant", from_what(COLD_RES));
if (Sleep_resistance)
you_are("sleep resistant", from_what(SLEEP_RES));
if (Disint_resistance)
you_are("disintegration-resistant", from_what(DISINT_RES));
if (Shock_resistance)
you_are("shock resistant", from_what(SHOCK_RES));
if (Poison_resistance)
you_are("poison resistant", from_what(POISON_RES));
if (Acid_resistance)
you_are("acid resistant", from_what(ACID_RES));
if (Drain_resistance)
you_are("level-drain resistant", from_what(DRAIN_RES));
if (Sick_resistance)
you_are("immune to sickness", from_what(SICK_RES));
if (Stone_resistance)
you_are("petrification resistant", from_what(STONE_RES));
if (Halluc_resistance)
enl_msg(You_, "resist", "resisted", " hallucinations",
from_what(HALLUC_RES));
if (u.uedibility)
you_can("recognize detrimental food", "");
/*** Vision and senses ***/
if (!Blind && (Blinded || !haseyes(g.youmonst.data)))
you_can("see", from_what(-BLINDED)); /* Eyes of the Overworld */
if (See_invisible) {
if (!Blind)
enl_msg(You_, "see", "saw", " invisible", from_what(SEE_INVIS));
else
enl_msg(You_, "will see", "would have seen",
" invisible when not blind", from_what(SEE_INVIS));
}
if (Blind_telepat)
you_are("telepathic", from_what(TELEPAT));
if (Warning)
you_are("warned", from_what(WARNING));
if (Warn_of_mon && g.context.warntype.obj) {
Sprintf(buf, "aware of the presence of %s",
(g.context.warntype.obj & M2_ORC) ? "orcs"
: (g.context.warntype.obj & M2_ELF) ? "elves"
: (g.context.warntype.obj & M2_DEMON) ? "demons" : something);
you_are(buf, from_what(WARN_OF_MON));
}
if (Warn_of_mon && g.context.warntype.polyd) {
Sprintf(buf, "aware of the presence of %s",
((g.context.warntype.polyd & (M2_HUMAN | M2_ELF))
== (M2_HUMAN | M2_ELF))
? "humans and elves"
: (g.context.warntype.polyd & M2_HUMAN)
? "humans"
: (g.context.warntype.polyd & M2_ELF)
? "elves"
: (g.context.warntype.polyd & M2_ORC)
? "orcs"
: (g.context.warntype.polyd & M2_DEMON)
? "demons"
: "certain monsters");
you_are(buf, "");
}
if (Warn_of_mon && g.context.warntype.speciesidx >= LOW_PM) {
Sprintf(buf, "aware of the presence of %s",
makeplural(mons[g.context.warntype.speciesidx].mname));
you_are(buf, from_what(WARN_OF_MON));
}
if (Undead_warning)
you_are("warned of undead", from_what(WARN_UNDEAD));
if (Searching)
you_have("automatic searching", from_what(SEARCHING));
if (Clairvoyant)
you_are("clairvoyant", from_what(CLAIRVOYANT));
else if ((HClairvoyant || EClairvoyant) && BClairvoyant) {
Strcpy(buf, from_what(-CLAIRVOYANT));
if (!strncmp(buf, " because of ", 12))
/* overwrite substring; strncpy doesn't add terminator */
(void) strncpy(buf, " if not for ", 12);
enl_msg(You_, "could be", "could have been", " clairvoyant", buf);
}
if (Infravision)
you_have("infravision", from_what(INFRAVISION));
if (Detect_monsters)
you_are("sensing the presence of monsters", "");
if (u.umconf)
you_are("going to confuse monsters", "");
/*** Appearance and behavior ***/
if (Adornment) {
int adorn = 0;
if (uleft && uleft->otyp == RIN_ADORNMENT)
adorn += uleft->spe;
if (uright && uright->otyp == RIN_ADORNMENT)
adorn += uright->spe;
/* the sum might be 0 (+0 ring or two which negate each other);
that yields "you are charismatic" (which isn't pointless
because it potentially impacts seduction attacks) */
Sprintf(buf, "%scharismatic",
(adorn > 0) ? "more " : (adorn < 0) ? "less " : "");
you_are(buf, from_what(ADORNED));
}
if (Invisible)
you_are("invisible", from_what(INVIS));
else if (Invis)
you_are("invisible to others", from_what(INVIS));
/* ordinarily "visible" is redundant; this is a special case for
the situation when invisibility would be an expected attribute */
else if ((HInvis || EInvis) && BInvis)
you_are("visible", from_what(-INVIS));
if (Displaced)
you_are("displaced", from_what(DISPLACED));
if (Stealth)
you_are("stealthy", from_what(STEALTH));
if (Aggravate_monster)
enl_msg("You aggravate", "", "d", " monsters",
from_what(AGGRAVATE_MONSTER));
if (Conflict)
enl_msg("You cause", "", "d", " conflict", from_what(CONFLICT));
/*** Transportation ***/
if (Jumping)
you_can("jump", from_what(JUMPING));
if (Teleportation)
you_can("teleport", from_what(TELEPORT));
if (Teleport_control)
you_have("teleport control", from_what(TELEPORT_CONTROL));
/* actively levitating handled earlier as a status condition */
if (BLevitation) { /* levitation is blocked */
long save_BLev = BLevitation;
BLevitation = 0L;
if (Levitation) {
/* either trapped in the floor or inside solid rock
(or both if chained to buried iron ball and have
moved one step into solid rock somehow) */
boolean trapped = (save_BLev & I_SPECIAL) != 0L,
terrain = (save_BLev & FROMOUTSIDE) != 0L;
Sprintf(buf, "%s%s%s",
trapped ? " if not trapped" : "",
(trapped && terrain) ? " and" : "",
terrain ? if_surroundings_permitted : "");
enl_msg(You_, "would levitate", "would have levitated", buf, "");
}
BLevitation = save_BLev;
}
/* actively flying handled earlier as a status condition */
if (BFlying) { /* flight is blocked */
long save_BFly = BFlying;
BFlying = 0L;
if (Flying) {
enl_msg(You_, "would fly", "would have flown",
/* wording quibble: for past tense, "hadn't been"
would sound better than "weren't" (and
"had permitted" better than "permitted"), but
"weren't" and "permitted" are adequate so the
extra complexity to handle that isn't worth it */
Levitation
? " if you weren't levitating"
: (save_BFly == I_SPECIAL)
/* this is an oversimpliction; being trapped
might also be blocking levitation so flight
would still be blocked after escaping trap */
? " if you weren't trapped"
: (save_BFly == FROMOUTSIDE)
? if_surroundings_permitted
/* two or more of levitation, surroundings,
and being trapped in the floor */
: " if circumstances permitted",
"");
}
BFlying = save_BFly;
}
/* actively walking on water handled earlier as a status condition */
if (Wwalking && !walking_on_water())
you_can("walk on water", from_what(WWALKING));
/* actively swimming (in water but not under it) handled earlier */
if (Swimming && (Underwater || !u.uinwater))
you_can("swim", from_what(SWIMMING));
if (Breathless)
you_can("survive without air", from_what(MAGICAL_BREATHING));
else if (Amphibious)
you_can("breathe water", from_what(MAGICAL_BREATHING));
if (Passes_walls)
you_can("walk through walls", from_what(PASSES_WALLS));
/*** Physical attributes ***/
if (Regeneration)
enl_msg("You regenerate", "", "d", "", from_what(REGENERATION));
if (Slow_digestion)
you_have("slower digestion", from_what(SLOW_DIGESTION));
if (u.uhitinc)
you_have(enlght_combatinc("to hit", u.uhitinc, final, buf), "");
if (u.udaminc)
you_have(enlght_combatinc("damage", u.udaminc, final, buf), "");
if (u.uspellprot || Protection) {
int prot = 0;
if (uleft && uleft->otyp == RIN_PROTECTION)
prot += uleft->spe;
if (uright && uright->otyp == RIN_PROTECTION)
prot += uright->spe;
if (uamul && uamul->otyp == AMULET_OF_GUARDING)
prot += 2;
if (HProtection & INTRINSIC)
prot += u.ublessed;
prot += u.uspellprot;
if (prot)
you_have(enlght_combatinc("defense", prot, final, buf), "");
}
if ((armpro = magic_negation(&g.youmonst)) > 0) {
/* magic cancellation factor, conferred by worn armor */
static const char *const mc_types[] = {
"" /*ordinary*/, "warded", "guarded", "protected",
};
/* sanity check */
if (armpro >= SIZE(mc_types))
armpro = SIZE(mc_types) - 1;
you_are(mc_types[armpro], "");
}
if (Half_physical_damage)
enlght_halfdmg(HALF_PHDAM, final);
if (Half_spell_damage)
enlght_halfdmg(HALF_SPDAM, final);
if (Half_gas_damage)
enl_msg(You_, "take", "took", " reduced poison gas damage", "");
/* polymorph and other shape change */
if (Protection_from_shape_changers)
you_are("protected from shape changers",
from_what(PROT_FROM_SHAPE_CHANGERS));
if (Unchanging) {
const char *what = 0;
if (!Upolyd) /* Upolyd handled below after current form */
you_can("not change from your current form",
from_what(UNCHANGING));
/* blocked shape changes */
if (Polymorph)
what = !final ? "polymorph" : "have polymorphed";
else if (u.ulycn >= LOW_PM)
what = !final ? "change shape" : "have changed shape";
if (what) {
Sprintf(buf, "would %s periodically", what);
/* omit from_what(UNCHANGING); too verbose */
enl_msg(You_, buf, buf, " if not locked into your current form",
"");
}
} else if (Polymorph) {
you_are("polymorphing periodically", from_what(POLYMORPH));
}
if (Polymorph_control)
you_have("polymorph control", from_what(POLYMORPH_CONTROL));
if (Upolyd && u.umonnum != u.ulycn
/* if we've died from turning into slime, we're polymorphed
right now but don't want to list it as a temporary attribute
[we need a more reliable way to detect this situation] */
&& !(final == ENL_GAMEOVERDEAD
&& u.umonnum == PM_GREEN_SLIME && !Unchanging)) {
/* foreign shape (except were-form which is handled below) */
if (!vampshifted(&g.youmonst))
Sprintf(buf, "polymorphed into %s", an(g.youmonst.data->mname));
else
Sprintf(buf, "polymorphed into %s in %s form",
an(mons[g.youmonst.cham].mname), g.youmonst.data->mname);
if (wizard)
Sprintf(eos(buf), " (%d)", u.mtimedone);
you_are(buf, "");
}
if (lays_eggs(g.youmonst.data) && flags.female) /* Upolyd */
you_can("lay eggs", "");
if (u.ulycn >= LOW_PM) {
/* "you are a werecreature [in beast form]" */
Strcpy(buf, an(mons[u.ulycn].mname));
if (u.umonnum == u.ulycn) {
Strcat(buf, " in beast form");
if (wizard)
Sprintf(eos(buf), " (%d)", u.mtimedone);
}
you_are(buf, "");
}
if (Unchanging && Upolyd) /* !Upolyd handled above */
you_can("not change from your current form", from_what(UNCHANGING));
if (Hate_silver)
you_are("harmed by silver", "");
/* movement and non-armor-based protection */
if (Fast)
you_are(Very_fast ? "very fast" : "fast", from_what(FAST));
if (Reflecting)
you_have("reflection", from_what(REFLECTING));
if (Free_action)
you_have("free action", from_what(FREE_ACTION));
if (Fixed_abil)
you_have("fixed abilities", from_what(FIXED_ABIL));
if (Lifesaved)
enl_msg("Your life ", "will be", "would have been", " saved", "");
/*** Miscellany ***/
if (Luck) {
ltmp = abs((int) Luck);
Sprintf(buf, "%s%slucky",
ltmp >= 10 ? "extremely " : ltmp >= 5 ? "very " : "",
Luck < 0 ? "un" : "");
if (wizard)
Sprintf(eos(buf), " (%d)", Luck);
you_are(buf, "");
} else if (wizard)
enl_msg("Your luck ", "is", "was", " zero", "");
if (u.moreluck > 0)
you_have("extra luck", "");
else if (u.moreluck < 0)
you_have("reduced luck", "");
if (carrying(LUCKSTONE) || stone_luck(TRUE)) {
ltmp = stone_luck(FALSE);
if (ltmp <= 0)
enl_msg("Bad luck ", "does", "did", " not time out for you", "");
if (ltmp >= 0)
enl_msg("Good luck ", "does", "did", " not time out for you", "");
}
if (u.ugangr) {
Sprintf(buf, " %sangry with you",
u.ugangr > 6 ? "extremely " : u.ugangr > 3 ? "very " : "");
if (wizard)
Sprintf(eos(buf), " (%d)", u.ugangr);
enl_msg(u_gname(), " is", " was", buf, "");
} else {
/*
* We need to suppress this when the game is over, because death
* can change the value calculated by can_pray(), potentially
* resulting in a false claim that you could have prayed safely.
*/
if (!final) {
#if 0
/* "can [not] safely pray" vs "could [not] have safely prayed" */
Sprintf(buf, "%s%ssafely pray%s", can_pray(FALSE) ? "" : "not ",
final ? "have " : "", final ? "ed" : "");
#else
Sprintf(buf, "%ssafely pray", can_pray(FALSE) ? "" : "not ");
#endif
if (wizard)
Sprintf(eos(buf), " (%d)", u.ublesscnt);
you_can(buf, "");
}
}
#ifdef DEBUG
/* named fruit debugging (doesn't really belong here...); to enable,
include 'fruit' in DEBUGFILES list (even though it isn't a file...) */
if (wizard && explicitdebug("fruit")) {
struct fruit *f;
reorder_fruit(TRUE); /* sort by fruit index, from low to high;
* this modifies the g.ffruit chain, so could
* possibly mask or even introduce a problem,
* but it does useful sanity checking */
for (f = g.ffruit; f; f = f->nextf) {
Sprintf(buf, "Fruit #%d ", f->fid);
enl_msg(buf, "is ", "was ", f->fname, "");
}
enl_msg("The current fruit ", "is ", "was ", g.pl_fruit, "");
Sprintf(buf, "%d", flags.made_fruit);
enl_msg("The made fruit flag ", "is ", "was ", buf, "");
}
#endif
{
const char *p;
buf[0] = '\0';
if (final < 2) { /* still in progress, or quit/escaped/ascended */
p = "survived after being killed ";
switch (u.umortality) {
case 0:
p = !final ? (char *) 0 : "survived";
break;
case 1:
Strcpy(buf, "once");
break;
case 2:
Strcpy(buf, "twice");
break;
case 3:
Strcpy(buf, "thrice");
break;
default:
Sprintf(buf, "%d times", u.umortality);
break;
}
} else { /* game ended in character's death */
p = "are dead";
switch (u.umortality) {
case 0:
impossible("dead without dying?");
case 1:
break; /* just "are dead" */
default:
Sprintf(buf, " (%d%s time!)", u.umortality,
ordin(u.umortality));
break;
}
}
if (p)
enl_msg(You_, "have been killed ", p, buf, "");
}
}
/* ^X command */
int
doattributes(VOID_ARGS)
{
int mode = BASICENLIGHTENMENT;
/* show more--as if final disclosure--for wizard and explore modes */
if (wizard || discover)
mode |= MAGICENLIGHTENMENT;
enlightenment(mode, ENL_GAMEINPROGRESS);
return 0;
}
void
youhiding(via_enlghtmt, msgflag)
boolean via_enlghtmt; /* englightment line vs topl message */
int msgflag; /* for variant message phrasing */
{
char *bp, buf[BUFSZ];
Strcpy(buf, "hiding");
if (U_AP_TYPE != M_AP_NOTHING) {
/* mimic; hero is only able to mimic a strange object or gold
or hallucinatory alternative to gold, so we skip the details
for the hypothetical furniture and monster cases */
bp = eos(strcpy(buf, "mimicking"));
if (U_AP_TYPE == M_AP_OBJECT) {
Sprintf(bp, " %s", an(simple_typename(g.youmonst.mappearance)));
} else if (U_AP_TYPE == M_AP_FURNITURE) {
Strcpy(bp, " something");
} else if (U_AP_TYPE == M_AP_MONSTER) {
Strcpy(bp, " someone");
} else {
; /* something unexpected; leave 'buf' as-is */
}
} else if (u.uundetected) {
bp = eos(buf); /* points past "hiding" */
if (g.youmonst.data->mlet == S_EEL) {
if (is_pool(u.ux, u.uy))
Sprintf(bp, " in the %s", waterbody_name(u.ux, u.uy));
} else if (hides_under(g.youmonst.data)) {
struct obj *o = g.level.objects[u.ux][u.uy];
if (o)
Sprintf(bp, " underneath %s", ansimpleoname(o));
} else if (is_clinger(g.youmonst.data) || Flying) {
/* Flying: 'lurker above' hides on ceiling but doesn't cling */
Sprintf(bp, " on the %s", ceiling(u.ux, u.uy));
} else {
/* on floor; is_hider() but otherwise not special: 'trapper' */
if (u.utrap && u.utraptype == TT_PIT) {
struct trap *t = t_at(u.ux, u.uy);
Sprintf(bp, " in a %spit",
(t && t->ttyp == SPIKED_PIT) ? "spiked " : "");
} else
Sprintf(bp, " on the %s", surface(u.ux, u.uy));
}
} else {
; /* shouldn't happen; will result in generic "you are hiding" */
}
if (via_enlghtmt) {
int final = msgflag; /* 'final' is used by you_are() macro */
you_are(buf, "");
} else {
/* for dohide(), when player uses '#monster' command */
You("are %s %s.", msgflag ? "already" : "now", buf);
}
}
/* #conduct command [KMH]; shares enlightenment's tense handling */
int
doconduct(VOID_ARGS)
{
show_conduct(0);
return 0;
}
/* display conducts; for doconduct(), also disclose() and dump_everything() */
void
show_conduct(final)
int final;
{
char buf[BUFSZ];
int ngenocided;
/* Create the conduct window */
g.en_win = create_nhwindow(NHW_MENU);
putstr(g.en_win, 0, "Voluntary challenges:");
if (u.uroleplay.blind)
you_have_been("blind from birth");
if (u.uroleplay.nudist)
you_have_been("faithfully nudist");
if (!u.uconduct.food)
enl_msg(You_, "have gone", "went", " without food", "");
/* but beverages are okay */
else if (!u.uconduct.unvegan)
you_have_X("followed a strict vegan diet");
else if (!u.uconduct.unvegetarian)
you_have_been("vegetarian");
if (!u.uconduct.gnostic)
you_have_been("an atheist");
if (!u.uconduct.weaphit) {
you_have_never("hit with a wielded weapon");
} else if (wizard) {
Sprintf(buf, "used a wielded weapon %ld time%s", u.uconduct.weaphit,
plur(u.uconduct.weaphit));
you_have_X(buf);
}
if (!u.uconduct.killer)
you_have_been("a pacifist");
if (!u.uconduct.literate) {
you_have_been("illiterate");
} else if (wizard) {
Sprintf(buf, "read items or engraved %ld time%s", u.uconduct.literate,
plur(u.uconduct.literate));
you_have_X(buf);
}
ngenocided = num_genocides();
if (ngenocided == 0) {
you_have_never("genocided any monsters");
} else {
Sprintf(buf, "genocided %d type%s of monster%s", ngenocided,
plur(ngenocided), plur(ngenocided));
you_have_X(buf);
}
if (!u.uconduct.polypiles) {
you_have_never("polymorphed an object");
} else if (wizard) {
Sprintf(buf, "polymorphed %ld item%s", u.uconduct.polypiles,
plur(u.uconduct.polypiles));
you_have_X(buf);
}
if (!u.uconduct.polyselfs) {
you_have_never("changed form");
} else if (wizard) {
Sprintf(buf, "changed form %ld time%s", u.uconduct.polyselfs,
plur(u.uconduct.polyselfs));
you_have_X(buf);
}
if (!u.uconduct.wishes) {
you_have_X("used no wishes");
} else {
Sprintf(buf, "used %ld wish%s", u.uconduct.wishes,
(u.uconduct.wishes > 1L) ? "es" : "");
if (u.uconduct.wisharti) {
/* if wisharti == wishes
* 1 wish (for an artifact)
* 2 wishes (both for artifacts)
* N wishes (all for artifacts)
* else (N is at least 2 in order to get here; M < N)
* N wishes (1 for an artifact)
* N wishes (M for artifacts)
*/
if (u.uconduct.wisharti == u.uconduct.wishes)
Sprintf(eos(buf), " (%s",
(u.uconduct.wisharti > 2L) ? "all "
: (u.uconduct.wisharti == 2L) ? "both " : "");
else
Sprintf(eos(buf), " (%ld ", u.uconduct.wisharti);
Sprintf(eos(buf), "for %s)",
(u.uconduct.wisharti == 1L) ? "an artifact"
: "artifacts");
}
you_have_X(buf);
if (!u.uconduct.wisharti)
enl_msg(You_, "have not wished", "did not wish",
" for any artifacts", "");
}
show_achievements(final);
/* Pop up the window and wait for a key */
display_nhwindow(g.en_win, TRUE);
destroy_nhwindow(g.en_win);
g.en_win = WIN_ERR;
}
/*
* Achievements (see 'enum achievements' in you.h).
*/
static void
show_achievements(final)
int final; /* used "behind the curtain" by enl_foo() macros */
{
int i, achidx, absidx, acnt;
char title[QBUFSZ], buf[QBUFSZ];
winid awin = WIN_ERR;
/* unfortunately we can't show the achievements (at least not all of
them) while the game is in progress because it would give away the
ID of luckstone (at Mine's End) and of real Amulet of Yendor */
if (!final && !wizard)
return;
/* first, figure whether any achievements have been accomplished
so that we don't show the header for them if the resulting list
below it would be empty */
if ((acnt = count_achievements()) == 0)
return;
if (g.en_win != WIN_ERR) {
awin = g.en_win; /* end of game disclosure window */
putstr(awin, 0, "");
} else {
awin = create_nhwindow(NHW_MENU);
}
Sprintf(title, "Achievement%s:", plur(acnt));
putstr(awin, 0, title);
/* display achievements in the order in which they were recorded;
lone exception is to defer the Amulet if we just ascended;
it warrants alternate wording when given away during ascension,
but the Amulet achievement is always attained before entering
endgame and the alternate wording looks strange if shown before
"reached endgame" and "reached Astral" */
if (remove_achievement(ACH_UWIN)) { /* UWIN == Ascended! */
/* for ascension, force it to be last and Amulet next to last
by taking them out and then adding them back */
if (remove_achievement(ACH_AMUL)) /* should always be True here */
record_achievement(ACH_AMUL);
record_achievement(ACH_UWIN);
}
for (i = 0; i < acnt; ++i) {
achidx = u.uachieved[i];
absidx = abs(achidx);
switch (absidx) {
case ACH_BLND:
enl_msg(You_, "are exploring", "explored",
" without being able to see", "");
break;
case ACH_NUDE:
enl_msg(You_, "have gone", "went", " without any armor", "");
break;
case ACH_MINE:
you_have_X("entered the Gnomish Mines");
break;
case ACH_TOWN:
you_have_X("entered Minetown");
break;
case ACH_SHOP:
you_have_X("entered a shop");
break;
case ACH_TMPL:
you_have_X("entered a temple");
break;
case ACH_ORCL:
you_have_X("consulted the Oracle of Delphi");
break;
case ACH_NOVL:
you_have_X("read from a Discworld novel");
break;
case ACH_SOKO:
you_have_X("entered Sokoban");
break;
case ACH_SOKO_PRIZE: /* hard to reach guaranteed bag or amulet */
you_have_X("completed Sokoban");
break;
case ACH_MINE_PRIZE: /* hidden guaranteed luckstone */
you_have_X("completed the Gnomish Mines");
break;
case ACH_BGRM:
you_have_X("entered the Big Room");
break;
case ACH_MEDU:
you_have_X("defeated Medusa");
break;
case ACH_BELL:
/* alternate phrasing for present vs past and also for
possessing the item vs once held it */
enl_msg(You_,
u.uhave.bell ? "have" : "have handled",
u.uhave.bell ? "had" : "handled",
" the Bell of Opening", "");
break;
case ACH_HELL:
enl_msg(You_, "have ", "", "entered Gehennom", "");
break;
case ACH_CNDL:
enl_msg(You_,
u.uhave.menorah ? "have" : "have handled",
u.uhave.menorah ? "had" : "handled",
" the Candelabrum of Invocation", "");
break;
case ACH_BOOK:
enl_msg(You_,
u.uhave.book ? "have" : "have handled",
u.uhave.book ? "had" : "handled",
" the Book of the Dead", "");
break;
case ACH_INVK:
you_have_X("gained access to Moloch's Sanctum");
break;
case ACH_AMUL:
/* alternate wording for ascended (always past tense) since
hero had it until #offer forced it to be relinquished */
enl_msg(You_,
u.uhave.amulet ? "have" : "have obtained",
u.uevent.ascended ? "delivered"
: u.uhave.amulet ? "had" : "had obtained",
" the Amulet of Yendor", "");
break;
/* reaching Astral makes feedback about reaching the Planes
be redundant and ascending makes both be redundant, but
we display all that apply */
case ACH_ENDG:
you_have_X("reached the Elemental Planes");
break;
case ACH_ASTR:
you_have_X("reached the Astral Plane");
break;
case ACH_UWIN:
/* the ultimate achievement... */
enlght_out(" You ascended!");
break;
/* rank 0 is the starting condition, not an achievement; 8 is Xp 30 */
case ACH_RNK1: case ACH_RNK2: case ACH_RNK3: case ACH_RNK4:
case ACH_RNK5: case ACH_RNK6: case ACH_RNK7: case ACH_RNK8:
Sprintf(buf, "attained the rank of %s",
rank_of(rank_to_xlev(absidx - (ACH_RNK1 - 1)),
Role_switch, (achidx < 0) ? TRUE : FALSE));
you_have_X(buf);
break;
default:
Sprintf(buf, " [Unexpected achievement #%d.]", achidx);
enlght_out(buf);
break;
} /* switch */
} /* for */
if (awin != g.en_win) {
display_nhwindow(awin, TRUE);
destroy_nhwindow(awin);
}
}
/* record an achievement (add at end of list unless already present) */
void
record_achievement(achidx)
schar achidx;
{
int i, absidx;
absidx = abs(achidx);
/* valid achievements range from 1 to N_ACH-1; however, ranks can be
stored as the complement (ie, negative) to track gender */
if ((achidx < 1 && (absidx < ACH_RNK1 || absidx > ACH_RNK8))
|| achidx >= N_ACH) {
impossible("Achievement #%d is out of range.", achidx);
return;
}
/* the list has an extra slot so there is always at least one 0 at
its end (more than one unless all N_ACH-1 possible achievements
have been recorded); find first empty slot or achievement #achidx;
an attempt to duplicate an achievement can happen if any of Bell,
Candelabrum, Book, or Amulet is dropped then picked up again */
for (i = 0; u.uachieved[i]; ++i)
if (abs(u.uachieved[i]) == abs(achidx))
return; /* already recorded, don't duplicate it */
u.uachieved[i] = achidx;
return;
}
/* discard a recorded achievement; return True if removed, False otherwise */
boolean
remove_achievement(achidx)
schar achidx;
{
int i;
for (i = 0; u.uachieved[i]; ++i)
if (abs(u.uachieved[i]) == abs(achidx))
break; /* stop when found */
if (!u.uachieved[i]) /* not found */
return FALSE;
/* list is 0 terminated so any beyond the removed one move up a slot */
do {
u.uachieved[i] = u.uachieved[i + 1];
} while (u.uachieved[++i]);
return TRUE;
}
/* used to decide whether there are any achievements to display */
int
count_achievements()
{
int i, acnt = 0;
for (i = 0; u.uachieved[i]; ++i)
++acnt;
return acnt;
}
/* convert a rank index to an achievement number; encode it when female
in order to subsequently report gender-specific ranks accurately */
schar
achieve_rank(rank)
int rank; /* 1..8 */
{
schar achidx = (schar) ((rank - 1) + ACH_RNK1);
if (flags.female)
achidx = -achidx;
return achidx;
}
/*
* Vanquished monsters.
*/
static const char *vanqorders[NUM_VANQ_ORDER_MODES] = {
"traditional: by monster level, by internal monster index",
"by monster toughness, by internal monster index",
"alphabetically, first unique monsters, then others",
"alphabetically, unique monsters and others intermixed",
"by monster class, high to low level within class",
"by monster class, low to high level within class",
"by count, high to low, by internal index within tied count",
"by count, low to high, by internal index within tied count",
};
static int CFDECLSPEC
vanqsort_cmp(vptr1, vptr2)
const genericptr vptr1;
const genericptr vptr2;
{
int indx1 = *(short *) vptr1, indx2 = *(short *) vptr2,
mlev1, mlev2, mstr1, mstr2, uniq1, uniq2, died1, died2, res;
const char *name1, *name2, *punct;
schar mcls1, mcls2;
switch (g.vanq_sortmode) {
default:
case VANQ_MLVL_MNDX:
/* sort by monster level */
mlev1 = mons[indx1].mlevel, mlev2 = mons[indx2].mlevel;
res = mlev2 - mlev1; /* mlevel high to low */
break;
case VANQ_MSTR_MNDX:
/* sort by monster toughness */
mstr1 = mons[indx1].difficulty, mstr2 = mons[indx2].difficulty;
res = mstr2 - mstr1; /* monstr high to low */
break;
case VANQ_ALPHA_SEP:
uniq1 = ((mons[indx1].geno & G_UNIQ) && indx1 != PM_HIGH_PRIEST);
uniq2 = ((mons[indx2].geno & G_UNIQ) && indx2 != PM_HIGH_PRIEST);
if (uniq1 ^ uniq2) { /* one or other uniq, but not both */
res = uniq2 - uniq1;
break;
} /* else both unique or neither unique */
/*FALLTHRU*/
case VANQ_ALPHA_MIX:
name1 = mons[indx1].mname, name2 = mons[indx2].mname;
res = strcmpi(name1, name2); /* caseblind alhpa, low to high */
break;
case VANQ_MCLS_HTOL:
case VANQ_MCLS_LTOH:
/* mons[].mlet is a small integer, 1..N, of type plain char;
if 'char' happens to be unsigned, (mlet1 - mlet2) would yield
an inappropriate result when mlet2 is greater than mlet1,
so force our copies (mcls1, mcls2) to be signed */
mcls1 = (schar) mons[indx1].mlet, mcls2 = (schar) mons[indx2].mlet;
/* S_ANT through S_ZRUTY correspond to lowercase monster classes,
S_ANGEL through S_ZOMBIE correspond to uppercase, and various
punctuation characters are used for classes beyond those */
if (mcls1 > S_ZOMBIE && mcls2 > S_ZOMBIE) {
/* force a specific order to the punctuation classes that's
different from the internal order;
internal order is ok if neither or just one is punctuation
since letters have lower values so come out before punct */
static const char punctclasses[] = {
S_LIZARD, S_EEL, S_GOLEM, S_GHOST, S_DEMON, S_HUMAN, '\0'
};
if ((punct = index(punctclasses, mcls1)) != 0)
mcls1 = (schar) (S_ZOMBIE + 1 + (int) (punct - punctclasses));
if ((punct = index(punctclasses, mcls2)) != 0)
mcls2 = (schar) (S_ZOMBIE + 1 + (int) (punct - punctclasses));
}
res = mcls1 - mcls2; /* class */
if (res == 0) {
mlev1 = mons[indx1].mlevel, mlev2 = mons[indx2].mlevel;
res = mlev1 - mlev2; /* mlevel low to high */
if (g.vanq_sortmode == VANQ_MCLS_HTOL)
res = -res; /* mlevel high to low */
}
break;
case VANQ_COUNT_H_L:
case VANQ_COUNT_L_H:
died1 = g.mvitals[indx1].died, died2 = g.mvitals[indx2].died;
res = died2 - died1; /* dead count high to low */
if (g.vanq_sortmode == VANQ_COUNT_L_H)
res = -res; /* dead count low to high */
break;
}
/* tiebreaker: internal mons[] index */
if (res == 0)
res = indx1 - indx2; /* mndx low to high */
return res;
}
/* returns -1 if cancelled via ESC */
static int
set_vanq_order()
{
winid tmpwin;
menu_item *selected;
anything any;
int i, n, choice;
tmpwin = create_nhwindow(NHW_MENU);
start_menu(tmpwin, MENU_BEHAVE_STANDARD);
any = cg.zeroany; /* zero out all bits */
for (i = 0; i < SIZE(vanqorders); i++) {
if (i == VANQ_ALPHA_MIX || i == VANQ_MCLS_HTOL) /* skip these */
continue;
any.a_int = i + 1;
add_menu(tmpwin, NO_GLYPH, &any, 0, 0, ATR_NONE, vanqorders[i],
(i == g.vanq_sortmode)
? MENU_ITEMFLAGS_SELECTED : MENU_ITEMFLAGS_NONE);
}
end_menu(tmpwin, "Sort order for vanquished monster counts");
n = select_menu(tmpwin, PICK_ONE, &selected);
destroy_nhwindow(tmpwin);
if (n > 0) {
choice = selected[0].item.a_int - 1;
/* skip preselected entry if we have more than one item chosen */
if (n > 1 && choice == g.vanq_sortmode)
choice = selected[1].item.a_int - 1;
free((genericptr_t) selected);
g.vanq_sortmode = choice;
}
return (n < 0) ? -1 : g.vanq_sortmode;
}
/* #vanquished command */
int
dovanquished()
{
list_vanquished('a', FALSE);
return 0;
}
/* #wizborn extended command */
int
doborn()
{
static const char fmt[] = "%4i %4i %c %-30s";
int i;
winid datawin = create_nhwindow(NHW_TEXT);
char buf[BUFSZ];
int nborn = 0, ndied = 0;
putstr(datawin, 0, "died born");
for (i = LOW_PM; i < NUMMONS; i++)
if (g.mvitals[i].born || g.mvitals[i].died
|| (g.mvitals[i].mvflags & G_GONE)) {
Sprintf(buf, fmt,
g.mvitals[i].died, g.mvitals[i].born,
((g.mvitals[i].mvflags & G_GONE) == G_EXTINCT) ? 'E' :
((g.mvitals[i].mvflags & G_GONE) == G_GENOD) ? 'G' : ' ',
mons[i].mname);
putstr(datawin, 0, buf);
nborn += g.mvitals[i].born;
ndied += g.mvitals[i].died;
}
putstr(datawin, 0, "");
Sprintf(buf, fmt, ndied, nborn, ' ', "");
display_nhwindow(datawin, FALSE);
destroy_nhwindow(datawin);
return 0;
}
/* high priests aren't unique but are flagged as such to simplify something */
#define UniqCritterIndx(mndx) ((mons[mndx].geno & G_UNIQ) \
&& mndx != PM_HIGH_PRIEST)
#define done_stopprint g.program_state.stopprint
void
list_vanquished(defquery, ask)
char defquery;
boolean ask;
{
register int i;
int pfx, nkilled;
unsigned ntypes, ni;
long total_killed = 0L;
winid klwin;
short mindx[NUMMONS];
char c, buf[BUFSZ], buftoo[BUFSZ];
boolean dumping; /* for DUMPLOG; doesn't need to be conditional */
dumping = (defquery == 'd');
if (dumping)
defquery = 'y';
/* get totals first */
ntypes = 0;
for (i = LOW_PM; i < NUMMONS; i++) {
if ((nkilled = (int) g.mvitals[i].died) == 0)
continue;
mindx[ntypes++] = i;
total_killed += (long) nkilled;
}
/* vanquished creatures list;
* includes all dead monsters, not just those killed by the player
*/
if (ntypes != 0) {
char mlet, prev_mlet = 0; /* used as small integer, not character */
boolean class_header, uniq_header, was_uniq = FALSE;
c = ask ? yn_function(
"Do you want an account of creatures vanquished?",
ynaqchars, defquery)
: defquery;
if (c == 'q')
done_stopprint++;
if (c == 'y' || c == 'a') {
if (c == 'a') { /* ask player to choose sort order */
/* choose value for vanq_sortmode via menu; ESC cancels list
of vanquished monsters but does not set 'done_stopprint' */
if (set_vanq_order() < 0)
return;
}
uniq_header = (g.vanq_sortmode == VANQ_ALPHA_SEP);
class_header = (g.vanq_sortmode == VANQ_MCLS_LTOH
|| g.vanq_sortmode == VANQ_MCLS_HTOL);
klwin = create_nhwindow(NHW_MENU);
putstr(klwin, 0, "Vanquished creatures:");
if (!dumping)
putstr(klwin, 0, "");
qsort((genericptr_t) mindx, ntypes, sizeof *mindx, vanqsort_cmp);
for (ni = 0; ni < ntypes; ni++) {
i = mindx[ni];
nkilled = g.mvitals[i].died;
mlet = mons[i].mlet;
if (class_header && mlet != prev_mlet) {
Strcpy(buf, def_monsyms[(int) mlet].explain);
putstr(klwin, ask ? 0 : iflags.menu_headings,
upstart(buf));
prev_mlet = mlet;
}
if (UniqCritterIndx(i)) {
Sprintf(buf, "%s%s",
!type_is_pname(&mons[i]) ? "the " : "",
mons[i].mname);
if (nkilled > 1) {
switch (nkilled) {
case 2:
Sprintf(eos(buf), " (twice)");
break;
case 3:
Sprintf(eos(buf), " (thrice)");
break;
default:
Sprintf(eos(buf), " (%d times)", nkilled);
break;
}
}
was_uniq = TRUE;
} else {
if (uniq_header && was_uniq) {
putstr(klwin, 0, "");
was_uniq = FALSE;
}
/* trolls or undead might have come back,
but we don't keep track of that */
if (nkilled == 1)
Strcpy(buf, an(mons[i].mname));
else
Sprintf(buf, "%3d %s", nkilled,
makeplural(mons[i].mname));
}
/* number of leading spaces to match 3 digit prefix */
pfx = !strncmpi(buf, "the ", 3) ? 0
: !strncmpi(buf, "an ", 3) ? 1
: !strncmpi(buf, "a ", 2) ? 2
: !digit(buf[2]) ? 4 : 0;
if (class_header)
++pfx;
Sprintf(buftoo, "%*s%s", pfx, "", buf);
putstr(klwin, 0, buftoo);
}
/*
* if (Hallucination)
* putstr(klwin, 0, "and a partridge in a pear tree");
*/
if (ntypes > 1) {
if (!dumping)
putstr(klwin, 0, "");
Sprintf(buf, "%ld creatures vanquished.", total_killed);
putstr(klwin, 0, buf);
}
display_nhwindow(klwin, TRUE);
destroy_nhwindow(klwin);
}
} else if (defquery == 'a') {
/* #dovanquished rather than final disclosure, so pline() is ok */
pline("No creatures have been vanquished.");
#ifdef DUMPLOG
} else if (dumping) {
putstr(0, 0, "No creatures were vanquished."); /* not pline() */
#endif
}
}
/* number of monster species which have been genocided */
int
num_genocides()
{
int i, n = 0;
for (i = LOW_PM; i < NUMMONS; ++i) {
if (g.mvitals[i].mvflags & G_GENOD) {
++n;
if (UniqCritterIndx(i))
impossible("unique creature '%d: %s' genocided?",
i, mons[i].mname);
}
}
return n;
}
static int
num_extinct()
{
int i, n = 0;
for (i = LOW_PM; i < NUMMONS; ++i) {
if (UniqCritterIndx(i))
continue;
if ((g.mvitals[i].mvflags & G_GONE) == G_EXTINCT)
++n;
}
return n;
}
void
list_genocided(defquery, ask)
char defquery;
boolean ask;
{
register int i;
int ngenocided, nextinct;
char c;
winid klwin;
char buf[BUFSZ];
boolean dumping; /* for DUMPLOG; doesn't need to be conditional */
dumping = (defquery == 'd');
if (dumping)
defquery = 'y';
ngenocided = num_genocides();
nextinct = num_extinct();
/* genocided or extinct species list */
if (ngenocided != 0 || nextinct != 0) {
Sprintf(buf, "Do you want a list of %sspecies%s%s?",
(nextinct && !ngenocided) ? "extinct " : "",
(ngenocided) ? " genocided" : "",
(nextinct && ngenocided) ? " and extinct" : "");
c = ask ? yn_function(buf, ynqchars, defquery) : defquery;
if (c == 'q')
done_stopprint++;
if (c == 'y') {
klwin = create_nhwindow(NHW_MENU);
Sprintf(buf, "%s%s species:",
(ngenocided) ? "Genocided" : "Extinct",
(nextinct && ngenocided) ? " or extinct" : "");
putstr(klwin, 0, buf);
if (!dumping)
putstr(klwin, 0, "");
for (i = LOW_PM; i < NUMMONS; i++) {
/* uniques can't be genocided but can become extinct;
however, they're never reported as extinct, so skip them */
if (UniqCritterIndx(i))
continue;
if (g.mvitals[i].mvflags & G_GONE) {
Sprintf(buf, " %s", makeplural(mons[i].mname));
/*
* "Extinct" is unfortunate terminology. A species
* is marked extinct when its birth limit is reached,
* but there might be members of the species still
* alive, contradicting the meaning of the word.
*/
if ((g.mvitals[i].mvflags & G_GONE) == G_EXTINCT)
Strcat(buf, " (extinct)");
putstr(klwin, 0, buf);
}
}
if (!dumping)
putstr(klwin, 0, "");
if (ngenocided > 0) {
Sprintf(buf, "%d species genocided.", ngenocided);
putstr(klwin, 0, buf);
}
if (nextinct > 0) {
Sprintf(buf, "%d species extinct.", nextinct);
putstr(klwin, 0, buf);
}
display_nhwindow(klwin, TRUE);
destroy_nhwindow(klwin);
}
#ifdef DUMPLOG
} else if (dumping) {
putstr(0, 0, "No species were genocided or became extinct.");
#endif
}
}
/*
* align_str(), piousness(), mstatusline() and ustatusline() once resided
* in pline.c, then got moved to priest.c just to be out of there. They
* fit better here.
*/
const char *
align_str(alignment)
aligntyp alignment;
{
switch ((int) alignment) {
case A_CHAOTIC:
return "chaotic";
case A_NEUTRAL:
return "neutral";
case A_LAWFUL:
return "lawful";
case A_NONE:
return "unaligned";
}
return "unknown";
}
/* used for self-probing */
char *
piousness(showneg, suffix)
boolean showneg;
const char *suffix;
{
static char buf[32]; /* bigger than "insufficiently neutral" */
const char *pio;
/* note: piousness 20 matches MIN_QUEST_ALIGN (quest.h) */
if (u.ualign.record >= 20)
pio = "piously";
else if (u.ualign.record > 13)
pio = "devoutly";
else if (u.ualign.record > 8)
pio = "fervently";
else if (u.ualign.record > 3)
pio = "stridently";
else if (u.ualign.record == 3)
pio = "";
else if (u.ualign.record > 0)
pio = "haltingly";
else if (u.ualign.record == 0)
pio = "nominally";
else if (!showneg)
pio = "insufficiently";
else if (u.ualign.record >= -3)
pio = "strayed";
else if (u.ualign.record >= -8)
pio = "sinned";
else
pio = "transgressed";
Sprintf(buf, "%s", pio);
if (suffix && (!showneg || u.ualign.record >= 0)) {
if (u.ualign.record != 3)
Strcat(buf, " ");
Strcat(buf, suffix);
}
return buf;
}
/* stethoscope or probing applied to monster -- one-line feedback */
void
mstatusline(mtmp)
struct monst *mtmp;
{
aligntyp alignment = mon_aligntyp(mtmp);
char info[BUFSZ], monnambuf[BUFSZ];
info[0] = 0;
if (mtmp->mtame) {
Strcat(info, ", tame");
if (wizard) {
Sprintf(eos(info), " (%d", mtmp->mtame);
if (!mtmp->isminion)
Sprintf(eos(info), "; hungry %ld; apport %d",
EDOG(mtmp)->hungrytime, EDOG(mtmp)->apport);
Strcat(info, ")");
}
} else if (mtmp->mpeaceful)
Strcat(info, ", peaceful");
if (mtmp->data == &mons[PM_LONG_WORM]) {
int segndx, nsegs = count_wsegs(mtmp);
/* the worm code internals don't consider the head of be one of
the worm's segments, but we count it as such when presenting
worm feedback to the player */
if (!nsegs) {
Strcat(info, ", single segment");
} else {
++nsegs; /* include head in the segment count */
segndx = wseg_at(mtmp, g.bhitpos.x, g.bhitpos.y);
Sprintf(eos(info), ", %d%s of %d segments",
segndx, ordin(segndx), nsegs);
}
}
if (mtmp->cham >= LOW_PM && mtmp->data != &mons[mtmp->cham])
/* don't reveal the innate form (chameleon, vampire, &c),
just expose the fact that this current form isn't it */
Strcat(info, ", shapechanger");
/* pets eating mimic corpses mimic while eating, so this comes first */
if (mtmp->meating)
Strcat(info, ", eating");
/* a stethoscope exposes mimic before getting here so this
won't be relevant for it, but wand of probing doesn't */
if (mtmp->mundetected || mtmp->m_ap_type)
mhidden_description(mtmp, TRUE, eos(info));
if (mtmp->mcan)
Strcat(info, ", cancelled");
if (mtmp->mconf)
Strcat(info, ", confused");
if (mtmp->mblinded || !mtmp->mcansee)
Strcat(info, ", blind");
if (mtmp->mstun)
Strcat(info, ", stunned");
if (mtmp->msleeping)
Strcat(info, ", asleep");
#if 0 /* unfortunately mfrozen covers temporary sleep and being busy \
(donning armor, for instance) as well as paralysis */
else if (mtmp->mfrozen)
Strcat(info, ", paralyzed");
#else
else if (mtmp->mfrozen || !mtmp->mcanmove)
Strcat(info, ", can't move");
#endif
/* [arbitrary reason why it isn't moving] */
else if ((mtmp->mstrategy & STRAT_WAITMASK) != 0)
Strcat(info, ", meditating");
if (mtmp->mflee)
Strcat(info, ", scared");
if (mtmp->mtrapped)
Strcat(info, ", trapped");
if (mtmp->mspeed)
Strcat(info, (mtmp->mspeed == MFAST) ? ", fast"
: (mtmp->mspeed == MSLOW) ? ", slow"
: ", [? speed]");
if (mtmp->minvis)
Strcat(info, ", invisible");
if (mtmp == u.ustuck)
Strcat(info, sticks(g.youmonst.data) ? ", held by you"
: !u.uswallow ? ", holding you"
: attacktype_fordmg(u.ustuck->data, AT_ENGL, AD_DGST)
? ", digesting you"
: is_animal(u.ustuck->data) ? ", swallowing you"
: ", engulfing you");
if (mtmp == u.usteed)
Strcat(info, ", carrying you");
/* avoid "Status of the invisible newt ..., invisible" */
/* and unlike a normal mon_nam, use "saddled" even if it has a name */
Strcpy(monnambuf, x_monnam(mtmp, ARTICLE_THE, (char *) 0,
(SUPPRESS_IT | SUPPRESS_INVISIBLE), FALSE));
pline("Status of %s (%s): Level %d HP %d(%d) AC %d%s.", monnambuf,
align_str(alignment), mtmp->m_lev, mtmp->mhp, mtmp->mhpmax,
find_mac(mtmp), info);
}
/* stethoscope or probing applied to hero -- one-line feedback */
void
ustatusline()
{
char info[BUFSZ];
info[0] = '\0';
if (Sick) {
Strcat(info, ", dying from");
if (u.usick_type & SICK_VOMITABLE)
Strcat(info, " food poisoning");
if (u.usick_type & SICK_NONVOMITABLE) {
if (u.usick_type & SICK_VOMITABLE)
Strcat(info, " and");
Strcat(info, " illness");
}
}
if (Stoned)
Strcat(info, ", solidifying");
if (Slimed)
Strcat(info, ", becoming slimy");
if (Strangled)
Strcat(info, ", being strangled");
if (Vomiting)
Strcat(info, ", nauseated"); /* !"nauseous" */
if (Confusion)
Strcat(info, ", confused");
if (Blind) {
Strcat(info, ", blind");
if (u.ucreamed) {
if ((long) u.ucreamed < Blinded || Blindfolded
|| !haseyes(g.youmonst.data))
Strcat(info, ", cover");
Strcat(info, "ed by sticky goop");
} /* note: "goop" == "glop"; variation is intentional */
}
if (Stunned)
Strcat(info, ", stunned");
if (!u.usteed && Wounded_legs) {
const char *what = body_part(LEG);
if ((Wounded_legs & BOTH_SIDES) == BOTH_SIDES)
what = makeplural(what);
Sprintf(eos(info), ", injured %s", what);
}
if (Glib)
Sprintf(eos(info), ", slippery %s", makeplural(body_part(HAND)));
if (u.utrap)
Strcat(info, ", trapped");
if (Fast)
Strcat(info, Very_fast ? ", very fast" : ", fast");
if (u.uundetected)
Strcat(info, ", concealed");
if (Invis)
Strcat(info, ", invisible");
if (u.ustuck) {
if (sticks(g.youmonst.data))
Strcat(info, ", holding ");
else
Strcat(info, ", held by ");
Strcat(info, mon_nam(u.ustuck));
}
pline("Status of %s (%s): Level %d HP %d(%d) AC %d%s.", g.plname,
piousness(FALSE, align_str(u.ualign.type)),
Upolyd ? mons[u.umonnum].mlevel : u.ulevel, Upolyd ? u.mh : u.uhp,
Upolyd ? u.mhmax : u.uhpmax, u.uac, info);
}
/*insight.c*/