5861 lines
195 KiB
C
5861 lines
195 KiB
C
/* NetHack 3.7 trap.c $NHDT-Date: 1606558763 2020/11/28 10:19:23 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.367 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2013. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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extern const char *const destroy_strings[][3]; /* from zap.c */
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static boolean FDECL(keep_saddle_with_steedcorpse, (unsigned, struct obj *,
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struct obj *));
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static boolean FDECL(mu_maybe_destroy_web, (struct monst *, BOOLEAN_P,
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struct trap *));
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static struct obj *FDECL(t_missile, (int, struct trap *));
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static int FDECL(trapeffect_arrow_trap, (struct monst *, struct trap *, unsigned));
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static int FDECL(trapeffect_dart_trap, (struct monst *, struct trap *, unsigned));
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static int FDECL(trapeffect_rocktrap, (struct monst *, struct trap *, unsigned));
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static int FDECL(trapeffect_sqky_board, (struct monst *, struct trap *, unsigned));
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static void FDECL(trapeffect_bear_trap, (struct trap *, unsigned));
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static void FDECL(trapeffect_slp_gas_trap, (struct trap *, unsigned));
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static void FDECL(trapeffect_rust_trap, (struct trap *, unsigned));
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static void FDECL(trapeffect_fire_trap, (struct trap *, unsigned));
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static void FDECL(trapeffect_pit, (struct trap *, unsigned));
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static void FDECL(trapeffect_hole, (struct trap *, unsigned));
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static void FDECL(trapeffect_telep_trap, (struct trap *, unsigned));
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static void FDECL(trapeffect_level_telep, (struct trap *, unsigned));
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static void FDECL(trapeffect_web, (struct trap *, unsigned));
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static void FDECL(trapeffect_statue_trap, (struct trap *, unsigned));
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static void FDECL(trapeffect_magic_trap, (struct trap *, unsigned));
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static void FDECL(trapeffect_anti_magic, (struct trap *, unsigned));
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static void FDECL(trapeffect_poly_trap, (struct trap *, unsigned));
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static void FDECL(trapeffect_landmine, (struct trap *, unsigned));
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static void FDECL(trapeffect_rolling_boulder_trap, (struct trap *, unsigned));
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static void FDECL(trapeffect_magic_portal, (struct trap *, unsigned));
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static char *FDECL(trapnote, (struct trap *, BOOLEAN_P));
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static int FDECL(steedintrap, (struct trap *, struct obj *));
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static void FDECL(launch_drop_spot, (struct obj *, XCHAR_P, XCHAR_P));
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static int FDECL(mkroll_launch, (struct trap *, XCHAR_P, XCHAR_P,
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SHORT_P, long));
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static boolean FDECL(isclearpath, (coord *, int, SCHAR_P, SCHAR_P));
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static void FDECL(dofiretrap, (struct obj *));
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static void NDECL(domagictrap);
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static boolean FDECL(emergency_disrobe, (boolean *));
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static int FDECL(untrap_prob, (struct trap *));
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static void FDECL(move_into_trap, (struct trap *));
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static int FDECL(try_disarm, (struct trap *, BOOLEAN_P));
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static void FDECL(reward_untrap, (struct trap *, struct monst *));
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static int FDECL(disarm_holdingtrap, (struct trap *));
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static int FDECL(disarm_landmine, (struct trap *));
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static int FDECL(disarm_squeaky_board, (struct trap *));
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static int FDECL(disarm_shooting_trap, (struct trap *, int));
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static void FDECL(clear_conjoined_pits, (struct trap *));
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static boolean FDECL(adj_nonconjoined_pit, (struct trap *));
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static int FDECL(try_lift, (struct monst *, struct trap *, int,
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BOOLEAN_P));
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static int FDECL(help_monster_out, (struct monst *, struct trap *));
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#if 0
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static void FDECL(join_adjacent_pits, (struct trap *));
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#endif
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static boolean FDECL(thitm, (int, struct monst *, struct obj *, int,
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BOOLEAN_P));
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static void NDECL(maybe_finish_sokoban);
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static const char *const a_your[2] = { "a", "your" };
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static const char *const A_Your[2] = { "A", "Your" };
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static const char tower_of_flame[] = "tower of flame";
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static const char *const A_gush_of_water_hits = "A gush of water hits";
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static const char *const blindgas[6] = { "humid", "odorless",
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"pungent", "chilling",
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"acrid", "biting" };
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/* called when you're hit by fire (dofiretrap,buzz,zapyourself,explode);
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returns TRUE if hit on torso */
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boolean
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burnarmor(victim)
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struct monst *victim;
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{
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struct obj *item;
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char buf[BUFSZ];
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int mat_idx, oldspe;
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boolean hitting_u;
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if (!victim)
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return 0;
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hitting_u = (victim == &g.youmonst);
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/* burning damage may dry wet towel */
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item = hitting_u ? carrying(TOWEL) : m_carrying(victim, TOWEL);
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while (item) {
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if (is_wet_towel(item)) {
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oldspe = item->spe;
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dry_a_towel(item, rn2(oldspe + 1), TRUE);
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if (item->spe != oldspe)
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break; /* stop once one towel has been affected */
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}
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item = item->nobj;
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}
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#define burn_dmg(obj, descr) erode_obj(obj, descr, ERODE_BURN, EF_GREASE)
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while (1) {
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switch (rn2(5)) {
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case 0:
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item = hitting_u ? uarmh : which_armor(victim, W_ARMH);
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if (item) {
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mat_idx = objects[item->otyp].oc_material;
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Sprintf(buf, "%s %s", materialnm[mat_idx],
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helm_simple_name(item));
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}
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if (!burn_dmg(item, item ? buf : "helmet"))
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continue;
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break;
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case 1:
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item = hitting_u ? uarmc : which_armor(victim, W_ARMC);
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if (item) {
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(void) burn_dmg(item, cloak_simple_name(item));
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return TRUE;
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}
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item = hitting_u ? uarm : which_armor(victim, W_ARM);
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if (item) {
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(void) burn_dmg(item, xname(item));
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return TRUE;
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}
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item = hitting_u ? uarmu : which_armor(victim, W_ARMU);
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if (item)
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(void) burn_dmg(item, "shirt");
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return TRUE;
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case 2:
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item = hitting_u ? uarms : which_armor(victim, W_ARMS);
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if (!burn_dmg(item, "wooden shield"))
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continue;
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break;
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case 3:
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item = hitting_u ? uarmg : which_armor(victim, W_ARMG);
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if (!burn_dmg(item, "gloves"))
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continue;
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break;
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case 4:
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item = hitting_u ? uarmf : which_armor(victim, W_ARMF);
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if (!burn_dmg(item, "boots"))
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continue;
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break;
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}
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break; /* Out of while loop */
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}
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#undef burn_dmg
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return FALSE;
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}
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/* Generic erode-item function.
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* "ostr", if non-null, is an alternate string to print instead of the
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* object's name.
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* "type" is an ERODE_* value for the erosion type
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* "flags" is an or-ed list of EF_* flags
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*
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* Returns an erosion return value (ER_*)
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*/
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int
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erode_obj(otmp, ostr, type, ef_flags)
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register struct obj *otmp;
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const char *ostr;
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int type;
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int ef_flags;
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{
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static NEARDATA const char
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*const action[] = { "smoulder", "rust", "rot", "corrode" },
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*const msg[] = { "burnt", "rusted", "rotten", "corroded" },
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*const bythe[] = { "heat", "oxidation", "decay", "corrosion" };
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boolean vulnerable = FALSE, is_primary = TRUE,
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check_grease = (ef_flags & EF_GREASE) ? TRUE : FALSE,
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print = (ef_flags & EF_VERBOSE) ? TRUE : FALSE,
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uvictim, vismon, visobj;
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int erosion, cost_type;
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struct monst *victim;
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if (!otmp)
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return ER_NOTHING;
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victim = carried(otmp) ? &g.youmonst
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: mcarried(otmp) ? otmp->ocarry
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: (struct monst *) 0;
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uvictim = (victim == &g.youmonst);
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vismon = victim && (victim != &g.youmonst) && canseemon(victim);
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/* Is g.bhitpos correct here? Ugh. */
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visobj = !victim && cansee(g.bhitpos.x, g.bhitpos.y);
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switch (type) {
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case ERODE_BURN:
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vulnerable = is_flammable(otmp);
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check_grease = FALSE;
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cost_type = COST_BURN;
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break;
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case ERODE_RUST:
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vulnerable = is_rustprone(otmp);
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cost_type = COST_RUST;
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break;
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case ERODE_ROT:
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vulnerable = is_rottable(otmp);
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check_grease = FALSE;
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is_primary = FALSE;
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cost_type = COST_ROT;
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break;
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case ERODE_CORRODE:
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vulnerable = is_corrodeable(otmp);
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is_primary = FALSE;
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cost_type = COST_CORRODE;
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break;
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default:
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impossible("Invalid erosion type in erode_obj");
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return ER_NOTHING;
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}
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erosion = is_primary ? otmp->oeroded : otmp->oeroded2;
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if (!ostr)
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ostr = cxname(otmp);
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/* 'visobj' messages insert "the"; probably ought to switch to the() */
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if (visobj && !(uvictim || vismon) && !strncmpi(ostr, "the ", 4))
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ostr += 4;
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if (check_grease && otmp->greased) {
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grease_protect(otmp, ostr, victim);
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return ER_GREASED;
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} else if (!erosion_matters(otmp)) {
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return ER_NOTHING;
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} else if (!vulnerable || (otmp->oerodeproof && otmp->rknown)) {
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if (flags.verbose && print && (uvictim || vismon))
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pline("%s %s %s not affected by %s.",
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uvictim ? "Your" : s_suffix(Monnam(victim)),
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ostr, vtense(ostr, "are"), bythe[type]);
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return ER_NOTHING;
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} else if (otmp->oerodeproof || (otmp->blessed && !rnl(4))) {
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if (flags.verbose && (print || otmp->oerodeproof)
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&& (uvictim || vismon || visobj))
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pline("Somehow, %s %s %s not affected by the %s.",
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uvictim ? "your"
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: !vismon ? "the" /* visobj */
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: s_suffix(mon_nam(victim)),
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ostr, vtense(ostr, "are"), bythe[type]);
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/* We assume here that if the object is protected because it
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* is blessed, it still shows some minor signs of wear, and
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* the hero can distinguish this from an object that is
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* actually proof against damage.
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*/
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if (otmp->oerodeproof) {
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otmp->rknown = TRUE;
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if (victim == &g.youmonst)
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update_inventory();
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}
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return ER_NOTHING;
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} else if (erosion < MAX_ERODE) {
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const char *adverb = (erosion + 1 == MAX_ERODE) ? " completely"
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: erosion ? " further"
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: "";
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if (uvictim || vismon || visobj)
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pline("%s %s %s%s!",
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uvictim ? "Your"
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: !vismon ? "The" /* visobj */
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: s_suffix(Monnam(victim)),
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ostr, vtense(ostr, action[type]), adverb);
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if (ef_flags & EF_PAY)
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costly_alteration(otmp, cost_type);
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if (is_primary)
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otmp->oeroded++;
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else
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otmp->oeroded2++;
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if (victim == &g.youmonst)
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update_inventory();
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return ER_DAMAGED;
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} else if (ef_flags & EF_DESTROY) {
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if (uvictim || vismon || visobj)
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pline("%s %s %s away!",
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uvictim ? "Your"
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: !vismon ? "The" /* visobj */
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: s_suffix(Monnam(victim)),
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ostr, vtense(ostr, action[type]));
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if (ef_flags & EF_PAY)
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costly_alteration(otmp, cost_type);
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setnotworn(otmp);
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delobj(otmp);
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return ER_DESTROYED;
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} else {
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if (flags.verbose && print) {
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if (uvictim)
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Your("%s %s completely %s.",
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ostr, vtense(ostr, Blind ? "feel" : "look"), msg[type]);
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else if (vismon || visobj)
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pline("%s %s %s completely %s.",
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!vismon ? "The" : s_suffix(Monnam(victim)),
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ostr, vtense(ostr, "look"), msg[type]);
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}
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return ER_NOTHING;
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}
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}
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/* Protect an item from erosion with grease. Returns TRUE if the grease
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* wears off.
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*/
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boolean
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grease_protect(otmp, ostr, victim)
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register struct obj *otmp;
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const char *ostr;
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struct monst *victim;
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{
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static const char txt[] = "protected by the layer of grease!";
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boolean vismon = victim && (victim != &g.youmonst) && canseemon(victim);
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if (ostr) {
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if (victim == &g.youmonst)
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Your("%s %s %s", ostr, vtense(ostr, "are"), txt);
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else if (vismon)
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pline("%s's %s %s %s", Monnam(victim),
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ostr, vtense(ostr, "are"), txt);
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} else if (victim == &g.youmonst || vismon) {
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pline("%s %s", Yobjnam2(otmp, "are"), txt);
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}
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if (!rn2(2)) {
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otmp->greased = 0;
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if (carried(otmp)) {
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pline_The("grease dissolves.");
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update_inventory();
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}
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return TRUE;
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}
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return FALSE;
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}
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struct trap *
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maketrap(x, y, typ)
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int x, y, typ;
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{
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static union vlaunchinfo zero_vl;
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boolean oldplace;
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struct trap *ttmp;
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struct rm *lev = &levl[x][y];
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if ((ttmp = t_at(x, y)) != 0) {
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if (ttmp->ttyp == MAGIC_PORTAL || ttmp->ttyp == VIBRATING_SQUARE)
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return (struct trap *) 0;
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oldplace = TRUE;
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if (u.utrap && x == u.ux && y == u.uy
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&& ((u.utraptype == TT_BEARTRAP && typ != BEAR_TRAP)
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|| (u.utraptype == TT_WEB && typ != WEB)
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|| (u.utraptype == TT_PIT && !is_pit(typ))
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|| (u.utraptype == TT_LAVA && !is_lava(x, y))))
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reset_utrap(FALSE);
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/* old <tx,ty> remain valid */
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} else if (IS_FURNITURE(lev->typ)
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&& (!IS_GRAVE(lev->typ) || (typ != PIT && typ != HOLE))) {
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/* no trap on top of furniture (caller usually screens the
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location to inhibit this, but wizard mode wishing doesn't) */
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return (struct trap *) 0;
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} else {
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oldplace = FALSE;
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ttmp = newtrap();
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(void) memset((genericptr_t)ttmp, 0, sizeof(struct trap));
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ttmp->ntrap = 0;
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ttmp->tx = x;
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ttmp->ty = y;
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}
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/* [re-]initialize all fields except ntrap (handled below) and <tx,ty> */
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ttmp->vl = zero_vl;
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ttmp->launch.x = ttmp->launch.y = -1; /* force error if used before set */
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ttmp->dst.dnum = ttmp->dst.dlevel = -1;
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ttmp->madeby_u = 0;
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ttmp->once = 0;
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ttmp->tseen = (typ == HOLE); /* hide non-holes */
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ttmp->ttyp = typ;
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switch (typ) {
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case SQKY_BOARD: {
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int tavail[12], tpick[12], tcnt = 0, k;
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struct trap *t;
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for (k = 0; k < 12; ++k)
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tavail[k] = tpick[k] = 0;
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for (t = g.ftrap; t; t = t->ntrap)
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if (t->ttyp == SQKY_BOARD && t != ttmp)
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tavail[t->tnote] = 1;
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/* now populate tpick[] with the available indices */
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for (k = 0; k < 12; ++k)
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if (tavail[k] == 0)
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tpick[tcnt++] = k;
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/* choose an unused note; if all are in use, pick a random one */
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ttmp->tnote = (short) ((tcnt > 0) ? tpick[rn2(tcnt)] : rn2(12));
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break;
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}
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case STATUE_TRAP: { /* create a "living" statue */
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struct monst *mtmp;
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struct obj *otmp, *statue;
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struct permonst *mptr;
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int trycount = 10;
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do { /* avoid ultimately hostile co-aligned unicorn */
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mptr = &mons[rndmonnum()];
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} while (--trycount > 0 && is_unicorn(mptr)
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&& sgn(u.ualign.type) == sgn(mptr->maligntyp));
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statue = mkcorpstat(STATUE, (struct monst *) 0, mptr, x, y,
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CORPSTAT_NONE);
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mtmp = makemon(&mons[statue->corpsenm], 0, 0, MM_NOCOUNTBIRTH);
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if (!mtmp)
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break; /* should never happen */
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while (mtmp->minvent) {
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otmp = mtmp->minvent;
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otmp->owornmask = 0;
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obj_extract_self(otmp);
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(void) add_to_container(statue, otmp);
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}
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statue->owt = weight(statue);
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mongone(mtmp);
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break;
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}
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case ROLLING_BOULDER_TRAP: /* boulder will roll towards trigger */
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(void) mkroll_launch(ttmp, x, y, BOULDER, 1L);
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break;
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case PIT:
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case SPIKED_PIT:
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ttmp->conjoined = 0;
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/*FALLTHRU*/
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case HOLE:
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case TRAPDOOR:
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if (*in_rooms(x, y, SHOPBASE)
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&& (is_hole(typ) || IS_DOOR(lev->typ) || IS_WALL(lev->typ)))
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add_damage(x, y, /* schedule repair */
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((IS_DOOR(lev->typ) || IS_WALL(lev->typ))
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&& !g.context.mon_moving)
|
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? SHOP_HOLE_COST
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: 0L);
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lev->doormask = 0; /* subsumes altarmask, icedpool... */
|
|
if (IS_ROOM(lev->typ)) /* && !IS_AIR(lev->typ) */
|
|
lev->typ = ROOM;
|
|
/*
|
|
* some cases which can happen when digging
|
|
* down while phazing thru solid areas
|
|
*/
|
|
else if (lev->typ == STONE || lev->typ == SCORR)
|
|
lev->typ = CORR;
|
|
else if (IS_WALL(lev->typ) || lev->typ == SDOOR)
|
|
lev->typ = g.level.flags.is_maze_lev ? ROOM
|
|
: g.level.flags.is_cavernous_lev ? CORR
|
|
: DOOR;
|
|
|
|
unearth_objs(x, y);
|
|
break;
|
|
}
|
|
|
|
if (!oldplace) {
|
|
ttmp->ntrap = g.ftrap;
|
|
g.ftrap = ttmp;
|
|
} else {
|
|
/* oldplace;
|
|
it shouldn't be possible to override a sokoban pit or hole
|
|
with some other trap, but we'll check just to be safe */
|
|
if (Sokoban)
|
|
maybe_finish_sokoban();
|
|
}
|
|
return ttmp;
|
|
}
|
|
|
|
void
|
|
fall_through(td, ftflags)
|
|
boolean td; /* td == TRUE : trap door or hole */
|
|
unsigned ftflags;
|
|
{
|
|
d_level dtmp;
|
|
char msgbuf[BUFSZ];
|
|
const char *dont_fall = 0;
|
|
int newlevel, bottom;
|
|
struct trap *t = (struct trap *) 0;
|
|
|
|
/* we'll fall even while levitating in Sokoban; otherwise, if we
|
|
won't fall and won't be told that we aren't falling, give up now */
|
|
if (Blind && Levitation && !Sokoban)
|
|
return;
|
|
|
|
bottom = dunlevs_in_dungeon(&u.uz);
|
|
/* when in the upper half of the quest, don't fall past the
|
|
middle "quest locate" level if hero hasn't been there yet */
|
|
if (In_quest(&u.uz)) {
|
|
int qlocate_depth = qlocate_level.dlevel;
|
|
|
|
/* deepest reached < qlocate implies current < qlocate */
|
|
if (dunlev_reached(&u.uz) < qlocate_depth)
|
|
bottom = qlocate_depth; /* early cut-off */
|
|
}
|
|
newlevel = dunlev(&u.uz); /* current level */
|
|
do {
|
|
newlevel++;
|
|
} while (!rn2(4) && newlevel < bottom);
|
|
|
|
if (td) {
|
|
t = t_at(u.ux, u.uy);
|
|
feeltrap(t);
|
|
if (!Sokoban && !(ftflags & TOOKPLUNGE)) {
|
|
if (t->ttyp == TRAPDOOR)
|
|
pline("A trap door opens up under you!");
|
|
else
|
|
pline("There's a gaping hole under you!");
|
|
}
|
|
} else
|
|
pline_The("%s opens up under you!", surface(u.ux, u.uy));
|
|
|
|
if (Sokoban && Can_fall_thru(&u.uz)) {
|
|
; /* KMH -- You can't escape the Sokoban level traps */
|
|
} else if (Levitation || u.ustuck
|
|
|| (!Can_fall_thru(&u.uz) && !levl[u.ux][u.uy].candig)
|
|
|| ((Flying || is_clinger(g.youmonst.data)
|
|
|| (ceiling_hider(g.youmonst.data) && u.uundetected))
|
|
&& !(ftflags & TOOKPLUNGE))
|
|
|| (Inhell && !u.uevent.invoked && newlevel == bottom)) {
|
|
dont_fall = "don't fall in.";
|
|
} else if (g.youmonst.data->msize >= MZ_HUGE) {
|
|
dont_fall = "don't fit through.";
|
|
} else if (!next_to_u()) {
|
|
dont_fall = "are jerked back by your pet!";
|
|
}
|
|
if (dont_fall) {
|
|
You1(dont_fall);
|
|
/* hero didn't fall through, but any objects here might */
|
|
impact_drop((struct obj *) 0, u.ux, u.uy, 0);
|
|
if (!td) {
|
|
display_nhwindow(WIN_MESSAGE, FALSE);
|
|
pline_The("opening under you closes up.");
|
|
}
|
|
return;
|
|
}
|
|
if ((Flying || is_clinger(g.youmonst.data))
|
|
&& (ftflags & TOOKPLUNGE) && td && t)
|
|
You("%s down %s!",
|
|
Flying ? "swoop" : "deliberately drop",
|
|
(t->ttyp == TRAPDOOR)
|
|
? "through the trap door"
|
|
: "into the gaping hole");
|
|
|
|
if (*u.ushops)
|
|
shopdig(1);
|
|
if (Is_stronghold(&u.uz)) {
|
|
find_hell(&dtmp);
|
|
} else {
|
|
int dist = newlevel - dunlev(&u.uz);
|
|
|
|
dtmp.dnum = u.uz.dnum;
|
|
dtmp.dlevel = newlevel;
|
|
if (dist > 1)
|
|
You("fall down a %s%sshaft!", dist > 3 ? "very " : "",
|
|
dist > 2 ? "deep " : "");
|
|
}
|
|
if (!td)
|
|
Sprintf(msgbuf, "The hole in the %s above you closes up.",
|
|
ceiling(u.ux, u.uy));
|
|
|
|
schedule_goto(&dtmp, UTOTYPE_FALLING, (char *) 0,
|
|
!td ? msgbuf : (char *) 0);
|
|
}
|
|
|
|
/*
|
|
* Animate the given statue. May have been via shatter attempt, trap,
|
|
* or stone to flesh spell. Return a monster if successfully animated.
|
|
* If the monster is animated, the object is deleted. If fail_reason
|
|
* is non-null, then fill in the reason for failure (or success).
|
|
*
|
|
* The cause of animation is:
|
|
*
|
|
* ANIMATE_NORMAL - hero "finds" the monster
|
|
* ANIMATE_SHATTER - hero tries to destroy the statue
|
|
* ANIMATE_SPELL - stone to flesh spell hits the statue
|
|
*
|
|
* Perhaps x, y is not needed if we can use get_obj_location() to find
|
|
* the statue's location... ???
|
|
*
|
|
* Sequencing matters:
|
|
* create monster; if it fails, give up with statue intact;
|
|
* give "statue comes to life" message;
|
|
* if statue belongs to shop, have shk give "you owe" message;
|
|
* transfer statue contents to monster (after stolen_value());
|
|
* delete statue.
|
|
* [This ordering means that if the statue ends up wearing a cloak of
|
|
* invisibility or a mummy wrapping, the visibility checks might be
|
|
* wrong, but to avoid that we'd have to clone the statue contents
|
|
* first in order to give them to the monster before checking their
|
|
* shop status--it's not worth the hassle.]
|
|
*/
|
|
struct monst *
|
|
animate_statue(statue, x, y, cause, fail_reason)
|
|
struct obj *statue;
|
|
xchar x, y;
|
|
int cause;
|
|
int *fail_reason;
|
|
{
|
|
int mnum = statue->corpsenm;
|
|
struct permonst *mptr = &mons[mnum];
|
|
struct monst *mon = 0, *shkp;
|
|
struct obj *item;
|
|
coord cc;
|
|
boolean historic = (Role_if(PM_ARCHEOLOGIST)
|
|
&& (statue->spe & STATUE_HISTORIC) != 0),
|
|
golem_xform = FALSE, use_saved_traits;
|
|
const char *comes_to_life;
|
|
char statuename[BUFSZ], tmpbuf[BUFSZ];
|
|
static const char historic_statue_is_gone[] =
|
|
"that the historic statue is now gone";
|
|
|
|
if (cant_revive(&mnum, TRUE, statue)) {
|
|
/* mnum has changed; we won't be animating this statue as itself */
|
|
if (mnum != PM_DOPPELGANGER)
|
|
mptr = &mons[mnum];
|
|
use_saved_traits = FALSE;
|
|
} else if (is_golem(mptr) && cause == ANIMATE_SPELL) {
|
|
/* statue of any golem hit by stone-to-flesh becomes flesh golem */
|
|
golem_xform = (mptr != &mons[PM_FLESH_GOLEM]);
|
|
mnum = PM_FLESH_GOLEM;
|
|
mptr = &mons[PM_FLESH_GOLEM];
|
|
use_saved_traits = (has_omonst(statue) && !golem_xform);
|
|
} else {
|
|
use_saved_traits = has_omonst(statue);
|
|
}
|
|
|
|
if (use_saved_traits) {
|
|
/* restore a petrified monster */
|
|
cc.x = x, cc.y = y;
|
|
mon = montraits(statue, &cc, (cause == ANIMATE_SPELL));
|
|
if (mon && mon->mtame && !mon->isminion)
|
|
wary_dog(mon, TRUE);
|
|
} else {
|
|
/* statues of unique monsters from bones or wishing end
|
|
up here (cant_revive() sets mnum to be doppelganger;
|
|
mptr reflects the original form for use by newcham()) */
|
|
if ((mnum == PM_DOPPELGANGER && mptr != &mons[PM_DOPPELGANGER])
|
|
/* block quest guards from other roles */
|
|
|| (mptr->msound == MS_GUARDIAN
|
|
&& quest_info(MS_GUARDIAN) != mnum)) {
|
|
mon = makemon(&mons[PM_DOPPELGANGER], x, y,
|
|
NO_MINVENT | MM_NOCOUNTBIRTH | MM_ADJACENTOK);
|
|
/* if hero has protection from shape changers, cham field will
|
|
be NON_PM; otherwise, set form to match the statue */
|
|
if (mon && mon->cham >= LOW_PM)
|
|
(void) newcham(mon, mptr, FALSE, FALSE);
|
|
} else
|
|
mon = makemon(mptr, x, y, (cause == ANIMATE_SPELL)
|
|
? (NO_MINVENT | MM_ADJACENTOK)
|
|
: NO_MINVENT);
|
|
}
|
|
|
|
if (!mon) {
|
|
if (fail_reason)
|
|
*fail_reason = unique_corpstat(&mons[statue->corpsenm])
|
|
? AS_MON_IS_UNIQUE
|
|
: AS_NO_MON;
|
|
return (struct monst *) 0;
|
|
}
|
|
|
|
/* a non-montraits() statue might specify gender */
|
|
if (statue->spe & STATUE_MALE)
|
|
mon->female = FALSE;
|
|
else if (statue->spe & STATUE_FEMALE)
|
|
mon->female = TRUE;
|
|
/* if statue has been named, give same name to the monster */
|
|
if (has_oname(statue) && !unique_corpstat(mon->data))
|
|
mon = christen_monst(mon, ONAME(statue));
|
|
/* mimic statue becomes seen mimic; other hiders won't be hidden */
|
|
if (M_AP_TYPE(mon))
|
|
seemimic(mon);
|
|
else
|
|
mon->mundetected = FALSE;
|
|
mon->msleeping = 0;
|
|
if (cause == ANIMATE_NORMAL || cause == ANIMATE_SHATTER) {
|
|
/* trap always releases hostile monster */
|
|
mon->mtame = 0; /* (might be petrified pet tossed onto trap) */
|
|
mon->mpeaceful = 0;
|
|
set_malign(mon);
|
|
}
|
|
|
|
comes_to_life = !canspotmon(mon) ? "disappears"
|
|
: golem_xform ? "turns into flesh"
|
|
: (nonliving(mon->data) || is_vampshifter(mon)) ? "moves"
|
|
: "comes to life";
|
|
if ((x == u.ux && y == u.uy) || cause == ANIMATE_SPELL) {
|
|
/* "the|your|Manlobbi's statue [of a wombat]" */
|
|
shkp = shop_keeper(*in_rooms(mon->mx, mon->my, SHOPBASE));
|
|
Sprintf(statuename, "%s%s", shk_your(tmpbuf, statue),
|
|
(cause == ANIMATE_SPELL
|
|
/* avoid "of a shopkeeper" if it's Manlobbi himself
|
|
(if carried, it can't be unpaid--hence won't be
|
|
described as "Manlobbi's statue"--because there
|
|
wasn't any living shk when statue was picked up) */
|
|
&& (mon != shkp || carried(statue)))
|
|
? xname(statue)
|
|
: "statue");
|
|
pline("%s %s!", upstart(statuename), comes_to_life);
|
|
} else if (Hallucination) { /* They don't know it's a statue */
|
|
pline_The("%s suddenly seems more animated.", rndmonnam((char *) 0));
|
|
} else if (cause == ANIMATE_SHATTER) {
|
|
if (cansee(x, y))
|
|
Sprintf(statuename, "%s%s", shk_your(tmpbuf, statue),
|
|
xname(statue));
|
|
else
|
|
Strcpy(statuename, "a statue");
|
|
pline("Instead of shattering, %s suddenly %s!", statuename,
|
|
comes_to_life);
|
|
} else { /* cause == ANIMATE_NORMAL */
|
|
You("find %s posing as a statue.",
|
|
canspotmon(mon) ? a_monnam(mon) : something);
|
|
if (!canspotmon(mon) && Blind)
|
|
map_invisible(x, y);
|
|
stop_occupation();
|
|
}
|
|
|
|
/* if this isn't caused by a monster using a wand of striking,
|
|
there might be consequences for the hero */
|
|
if (!g.context.mon_moving) {
|
|
/* if statue is owned by a shop, hero will have to pay for it;
|
|
stolen_value gives a message (about debt or use of credit)
|
|
which refers to "it" so needs to follow a message describing
|
|
the object ("the statue comes to life" one above) */
|
|
if (cause != ANIMATE_NORMAL && costly_spot(x, y)
|
|
&& (carried(statue) ? statue->unpaid : !statue->no_charge)
|
|
&& (shkp = shop_keeper(*in_rooms(x, y, SHOPBASE))) != 0
|
|
/* avoid charging for Manlobbi's statue of Manlobbi
|
|
if stone-to-flesh is used on petrified shopkeep */
|
|
&& mon != shkp)
|
|
(void) stolen_value(statue, x, y, (boolean) shkp->mpeaceful,
|
|
FALSE);
|
|
|
|
if (historic) {
|
|
You_feel("guilty %s.", historic_statue_is_gone);
|
|
adjalign(-1);
|
|
}
|
|
} else {
|
|
if (historic && cansee(x, y))
|
|
You_feel("regret %s.", historic_statue_is_gone);
|
|
/* no alignment penalty */
|
|
}
|
|
|
|
/* transfer any statue contents to monster's inventory */
|
|
while ((item = statue->cobj) != 0) {
|
|
obj_extract_self(item);
|
|
(void) mpickobj(mon, item);
|
|
}
|
|
m_dowear(mon, TRUE);
|
|
/* in case statue is wielded and hero zaps stone-to-flesh at self */
|
|
if (statue->owornmask)
|
|
remove_worn_item(statue, TRUE);
|
|
/* statue no longer exists */
|
|
delobj(statue);
|
|
|
|
/* avoid hiding under nothing */
|
|
if (x == u.ux && y == u.uy && Upolyd && hides_under(g.youmonst.data)
|
|
&& !OBJ_AT(x, y))
|
|
u.uundetected = 0;
|
|
|
|
if (fail_reason)
|
|
*fail_reason = AS_OK;
|
|
return mon;
|
|
}
|
|
|
|
/*
|
|
* You've either stepped onto a statue trap's location or you've triggered a
|
|
* statue trap by searching next to it or by trying to break it with a wand
|
|
* or pick-axe.
|
|
*/
|
|
struct monst *
|
|
activate_statue_trap(trap, x, y, shatter)
|
|
struct trap *trap;
|
|
xchar x, y;
|
|
boolean shatter;
|
|
{
|
|
struct monst *mtmp = (struct monst *) 0;
|
|
struct obj *otmp = sobj_at(STATUE, x, y);
|
|
int fail_reason;
|
|
|
|
/*
|
|
* Try to animate the first valid statue. Stop the loop when we
|
|
* actually create something or the failure cause is not because
|
|
* the mon was unique.
|
|
*/
|
|
deltrap(trap);
|
|
while (otmp) {
|
|
mtmp = animate_statue(otmp, x, y,
|
|
shatter ? ANIMATE_SHATTER : ANIMATE_NORMAL,
|
|
&fail_reason);
|
|
if (mtmp || fail_reason != AS_MON_IS_UNIQUE)
|
|
break;
|
|
|
|
otmp = nxtobj(otmp, STATUE, TRUE);
|
|
}
|
|
|
|
feel_newsym(x, y);
|
|
return mtmp;
|
|
}
|
|
|
|
static boolean
|
|
keep_saddle_with_steedcorpse(steed_mid, objchn, saddle)
|
|
unsigned steed_mid;
|
|
struct obj *objchn, *saddle;
|
|
{
|
|
if (!saddle)
|
|
return FALSE;
|
|
while (objchn) {
|
|
if (objchn->otyp == CORPSE && has_omonst(objchn)) {
|
|
struct monst *mtmp = OMONST(objchn);
|
|
|
|
if (mtmp->m_id == steed_mid) {
|
|
/* move saddle */
|
|
xchar x, y;
|
|
if (get_obj_location(objchn, &x, &y, 0)) {
|
|
obj_extract_self(saddle);
|
|
place_object(saddle, x, y);
|
|
stackobj(saddle);
|
|
}
|
|
return TRUE;
|
|
}
|
|
}
|
|
if (Has_contents(objchn)
|
|
&& keep_saddle_with_steedcorpse(steed_mid, objchn->cobj, saddle))
|
|
return TRUE;
|
|
objchn = objchn->nobj;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
/* monster or you go through and possibly destroy a web.
|
|
return TRUE if could go through. */
|
|
static boolean
|
|
mu_maybe_destroy_web(mtmp, domsg, trap)
|
|
struct monst *mtmp;
|
|
boolean domsg;
|
|
struct trap *trap;
|
|
{
|
|
boolean isyou = (mtmp == &g.youmonst);
|
|
struct permonst *mptr = mtmp->data;
|
|
|
|
if (amorphous(mptr) || is_whirly(mptr) || flaming(mptr)
|
|
|| unsolid(mptr) || mptr == &mons[PM_GELATINOUS_CUBE]) {
|
|
xchar x = trap->tx;
|
|
xchar y = trap->ty;
|
|
|
|
if (flaming(mptr) || acidic(mptr)) {
|
|
if (domsg) {
|
|
if (isyou)
|
|
You("%s %s spider web!",
|
|
(flaming(mptr)) ? "burn" : "dissolve",
|
|
a_your[trap->madeby_u]);
|
|
else
|
|
pline("%s %s %s spider web!", Monnam(mtmp),
|
|
(flaming(mptr)) ? "burns" : "dissolves",
|
|
a_your[trap->madeby_u]);
|
|
}
|
|
deltrap(trap);
|
|
newsym(x, y);
|
|
return TRUE;
|
|
}
|
|
if (domsg) {
|
|
if (isyou) {
|
|
You("flow through %s spider web.", a_your[trap->madeby_u]);
|
|
} else {
|
|
pline("%s flows through %s spider web.", Monnam(mtmp),
|
|
a_your[trap->madeby_u]);
|
|
seetrap(trap);
|
|
}
|
|
}
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
/* make a single arrow/dart/rock for a trap to shoot or drop */
|
|
static struct obj *
|
|
t_missile(otyp, trap)
|
|
int otyp;
|
|
struct trap *trap;
|
|
{
|
|
struct obj *otmp = mksobj(otyp, TRUE, FALSE);
|
|
|
|
otmp->quan = 1L;
|
|
otmp->owt = weight(otmp);
|
|
otmp->opoisoned = 0;
|
|
otmp->ox = trap->tx, otmp->oy = trap->ty;
|
|
return otmp;
|
|
}
|
|
|
|
void
|
|
set_utrap(tim, typ)
|
|
unsigned tim, typ;
|
|
{
|
|
/* if we get here through reset_utrap(), the caller of that might
|
|
have already set u.utrap to 0 so this check won't be sufficient
|
|
in that situation; caller will need to set context.botl itself */
|
|
if (!u.utrap ^ !tim)
|
|
g.context.botl = TRUE;
|
|
|
|
u.utrap = tim;
|
|
/* FIXME:
|
|
* utraptype==0 is bear trap rather than 'none'; we probably ought
|
|
* to change that but can't do so until save file compatability is
|
|
* able to be broken.
|
|
*/
|
|
u.utraptype = tim ? typ : 0;
|
|
|
|
float_vs_flight(); /* maybe block Lev and/or Fly */
|
|
}
|
|
|
|
void
|
|
reset_utrap(msg)
|
|
boolean msg;
|
|
{
|
|
boolean was_Lev = (Levitation != 0), was_Fly = (Flying != 0);
|
|
|
|
set_utrap(0, 0);
|
|
|
|
if (msg) {
|
|
if (!was_Lev && Levitation)
|
|
float_up();
|
|
if (!was_Fly && Flying)
|
|
You("can fly.");
|
|
}
|
|
}
|
|
|
|
static int
|
|
trapeffect_arrow_trap(mtmp, trap, trflags)
|
|
struct monst *mtmp;
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
struct obj *otmp;
|
|
|
|
if (mtmp == &g.youmonst) {
|
|
if (trap->once && trap->tseen && !rn2(15)) {
|
|
You_hear("a loud click!");
|
|
deltrap(trap);
|
|
newsym(u.ux, u.uy);
|
|
return 0;
|
|
}
|
|
trap->once = 1;
|
|
seetrap(trap);
|
|
pline("An arrow shoots out at you!");
|
|
otmp = t_missile(ARROW, trap);
|
|
if (u.usteed && !rn2(2) && steedintrap(trap, otmp)) {
|
|
; /* nothing */
|
|
} else if (thitu(8, dmgval(otmp, &g.youmonst), &otmp, "arrow")) {
|
|
if (otmp)
|
|
obfree(otmp, (struct obj *) 0);
|
|
} else {
|
|
place_object(otmp, u.ux, u.uy);
|
|
if (!Blind)
|
|
otmp->dknown = 1;
|
|
stackobj(otmp);
|
|
newsym(u.ux, u.uy);
|
|
}
|
|
} else {
|
|
boolean in_sight = canseemon(mtmp) || (mtmp == u.usteed);
|
|
boolean see_it = cansee(mtmp->mx, mtmp->my);
|
|
boolean trapkilled = FALSE;
|
|
|
|
if (trap->once && trap->tseen && !rn2(15)) {
|
|
if (in_sight && see_it)
|
|
pline("%s triggers a trap but nothing happens.",
|
|
Monnam(mtmp));
|
|
deltrap(trap);
|
|
newsym(mtmp->mx, mtmp->my);
|
|
return 0;
|
|
}
|
|
trap->once = 1;
|
|
otmp = t_missile(ARROW, trap);
|
|
if (in_sight)
|
|
seetrap(trap);
|
|
if (thitm(8, mtmp, otmp, 0, FALSE))
|
|
trapkilled = TRUE;
|
|
|
|
return trapkilled ? 2 : mtmp->mtrapped;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
trapeffect_dart_trap(mtmp, trap, trflags)
|
|
struct monst *mtmp;
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
struct obj *otmp;
|
|
|
|
if (mtmp == &g.youmonst) {
|
|
int oldumort = u.umortality;
|
|
|
|
if (trap->once && trap->tseen && !rn2(15)) {
|
|
You_hear("a soft click.");
|
|
deltrap(trap);
|
|
newsym(u.ux, u.uy);
|
|
return 0;
|
|
}
|
|
trap->once = 1;
|
|
seetrap(trap);
|
|
pline("A little dart shoots out at you!");
|
|
otmp = t_missile(DART, trap);
|
|
if (!rn2(6))
|
|
otmp->opoisoned = 1;
|
|
if (u.usteed && !rn2(2) && steedintrap(trap, otmp)) {
|
|
; /* nothing */
|
|
} else if (thitu(7, dmgval(otmp, &g.youmonst), &otmp, "little dart")) {
|
|
if (otmp) {
|
|
if (otmp->opoisoned)
|
|
poisoned("dart", A_CON, "little dart",
|
|
/* if damage triggered life-saving,
|
|
poison is limited to attrib loss */
|
|
(u.umortality > oldumort) ? 0 : 10, TRUE);
|
|
obfree(otmp, (struct obj *) 0);
|
|
}
|
|
} else {
|
|
place_object(otmp, u.ux, u.uy);
|
|
if (!Blind)
|
|
otmp->dknown = 1;
|
|
stackobj(otmp);
|
|
newsym(u.ux, u.uy);
|
|
}
|
|
} else {
|
|
boolean in_sight = canseemon(mtmp) || (mtmp == u.usteed);
|
|
boolean see_it = cansee(mtmp->mx, mtmp->my);
|
|
boolean trapkilled = FALSE;
|
|
|
|
if (trap->once && trap->tseen && !rn2(15)) {
|
|
if (in_sight && see_it)
|
|
pline("%s triggers a trap but nothing happens.",
|
|
Monnam(mtmp));
|
|
deltrap(trap);
|
|
newsym(mtmp->mx, mtmp->my);
|
|
return 0;
|
|
}
|
|
trap->once = 1;
|
|
otmp = t_missile(DART, trap);
|
|
if (!rn2(6))
|
|
otmp->opoisoned = 1;
|
|
if (in_sight)
|
|
seetrap(trap);
|
|
if (thitm(7, mtmp, otmp, 0, FALSE))
|
|
trapkilled = TRUE;
|
|
|
|
return trapkilled ? 2 : mtmp->mtrapped;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
trapeffect_rocktrap(mtmp, trap, trflags)
|
|
struct monst *mtmp;
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
struct obj *otmp;
|
|
|
|
if (mtmp == &g.youmonst) {
|
|
if (trap->once && trap->tseen && !rn2(15)) {
|
|
pline("A trap door in %s opens, but nothing falls out!",
|
|
the(ceiling(u.ux, u.uy)));
|
|
deltrap(trap);
|
|
newsym(u.ux, u.uy);
|
|
} else {
|
|
int dmg = d(2, 6); /* should be std ROCK dmg? */
|
|
|
|
trap->once = 1;
|
|
feeltrap(trap);
|
|
otmp = t_missile(ROCK, trap);
|
|
place_object(otmp, u.ux, u.uy);
|
|
|
|
pline("A trap door in %s opens and %s falls on your %s!",
|
|
the(ceiling(u.ux, u.uy)), an(xname(otmp)), body_part(HEAD));
|
|
if (uarmh) {
|
|
if (is_metallic(uarmh)) {
|
|
pline("Fortunately, you are wearing a hard helmet.");
|
|
dmg = 2;
|
|
} else if (flags.verbose) {
|
|
pline("%s does not protect you.", Yname2(uarmh));
|
|
}
|
|
}
|
|
if (!Blind)
|
|
otmp->dknown = 1;
|
|
stackobj(otmp);
|
|
newsym(u.ux, u.uy); /* map the rock */
|
|
|
|
losehp(Maybe_Half_Phys(dmg), "falling rock", KILLED_BY_AN);
|
|
exercise(A_STR, FALSE);
|
|
}
|
|
} else {
|
|
boolean in_sight = canseemon(mtmp) || (mtmp == u.usteed);
|
|
boolean see_it = cansee(mtmp->mx, mtmp->my);
|
|
boolean trapkilled = FALSE;
|
|
|
|
if (trap->once && trap->tseen && !rn2(15)) {
|
|
if (in_sight && see_it)
|
|
pline("A trap door above %s opens, but nothing falls out!",
|
|
mon_nam(mtmp));
|
|
deltrap(trap);
|
|
newsym(mtmp->mx, mtmp->my);
|
|
return 0;
|
|
}
|
|
trap->once = 1;
|
|
otmp = t_missile(ROCK, trap);
|
|
if (in_sight)
|
|
seetrap(trap);
|
|
if (thitm(0, mtmp, otmp, d(2, 6), FALSE))
|
|
trapkilled = TRUE;
|
|
|
|
return trapkilled ? 2 : mtmp->mtrapped;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
trapeffect_sqky_board(mtmp, trap, trflags)
|
|
struct monst *mtmp;
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
boolean forcetrap = ((trflags & FORCETRAP) != 0
|
|
|| (trflags & FAILEDUNTRAP) != 0);
|
|
|
|
if (mtmp == &g.youmonst) {
|
|
if ((Levitation || Flying) && !forcetrap) {
|
|
if (!Blind) {
|
|
seetrap(trap);
|
|
if (Hallucination)
|
|
You("notice a crease in the linoleum.");
|
|
else
|
|
You("notice a loose board below you.");
|
|
}
|
|
} else {
|
|
seetrap(trap);
|
|
pline("A board beneath you %s%s%s.",
|
|
Deaf ? "vibrates" : "squeaks ",
|
|
Deaf ? "" : trapnote(trap, 0), Deaf ? "" : " loudly");
|
|
wake_nearby();
|
|
}
|
|
} else {
|
|
boolean in_sight = canseemon(mtmp) || (mtmp == u.usteed);
|
|
|
|
if (is_flyer(mtmp->data))
|
|
return 0;
|
|
/* stepped on a squeaky board */
|
|
if (in_sight) {
|
|
if (!Deaf) {
|
|
pline("A board beneath %s squeaks %s loudly.",
|
|
mon_nam(mtmp), trapnote(trap, 0));
|
|
seetrap(trap);
|
|
} else {
|
|
pline("%s stops momentarily and appears to cringe.",
|
|
Monnam(mtmp));
|
|
}
|
|
} else {
|
|
/* same near/far threshold as mzapmsg() */
|
|
int range = couldsee(mtmp->mx, mtmp->my) /* 9 or 5 */
|
|
? (BOLT_LIM + 1) : (BOLT_LIM - 3);
|
|
|
|
You_hear("a %s squeak %s.", trapnote(trap, 1),
|
|
(distu(mtmp->mx, mtmp->my) <= range * range)
|
|
? "nearby" : "in the distance");
|
|
}
|
|
/* wake up nearby monsters */
|
|
wake_nearto(mtmp->mx, mtmp->my, 40);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void
|
|
trapeffect_bear_trap(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
boolean forcetrap = ((trflags & FORCETRAP) != 0
|
|
|| (trflags & FAILEDUNTRAP) != 0);
|
|
|
|
int dmg = d(2, 4);
|
|
|
|
if ((Levitation || Flying) && !forcetrap)
|
|
return;
|
|
feeltrap(trap);
|
|
if (amorphous(g.youmonst.data) || is_whirly(g.youmonst.data)
|
|
|| unsolid(g.youmonst.data)) {
|
|
pline("%s bear trap closes harmlessly through you.",
|
|
A_Your[trap->madeby_u]);
|
|
return;
|
|
}
|
|
if (!u.usteed && g.youmonst.data->msize <= MZ_SMALL) {
|
|
pline("%s bear trap closes harmlessly over you.",
|
|
A_Your[trap->madeby_u]);
|
|
return;
|
|
}
|
|
set_utrap((unsigned) rn1(4, 4), TT_BEARTRAP);
|
|
if (u.usteed) {
|
|
pline("%s bear trap closes on %s %s!", A_Your[trap->madeby_u],
|
|
s_suffix(mon_nam(u.usteed)), mbodypart(u.usteed, FOOT));
|
|
if (thitm(0, u.usteed, (struct obj *) 0, dmg, FALSE))
|
|
reset_utrap(TRUE); /* steed died, hero not trapped */
|
|
} else {
|
|
pline("%s bear trap closes on your %s!", A_Your[trap->madeby_u],
|
|
body_part(FOOT));
|
|
set_wounded_legs(rn2(2) ? RIGHT_SIDE : LEFT_SIDE, rn1(10, 10));
|
|
if (u.umonnum == PM_OWLBEAR || u.umonnum == PM_BUGBEAR)
|
|
You("howl in anger!");
|
|
losehp(Maybe_Half_Phys(dmg), "bear trap", KILLED_BY_AN);
|
|
}
|
|
exercise(A_DEX, FALSE);
|
|
}
|
|
|
|
static void
|
|
trapeffect_slp_gas_trap(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
seetrap(trap);
|
|
if (Sleep_resistance || breathless(g.youmonst.data)) {
|
|
You("are enveloped in a cloud of gas!");
|
|
} else {
|
|
pline("A cloud of gas puts you to sleep!");
|
|
fall_asleep(-rnd(25), TRUE);
|
|
}
|
|
(void) steedintrap(trap, (struct obj *) 0);
|
|
}
|
|
|
|
static void
|
|
trapeffect_rust_trap(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
struct obj *otmp;
|
|
|
|
seetrap(trap);
|
|
|
|
/* Unlike monsters, traps cannot aim their rust attacks at
|
|
* you, so instead of looping through and taking either the
|
|
* first rustable one or the body, we take whatever we get,
|
|
* even if it is not rustable.
|
|
*/
|
|
switch (rn2(5)) {
|
|
case 0:
|
|
pline("%s you on the %s!", A_gush_of_water_hits, body_part(HEAD));
|
|
(void) water_damage(uarmh, helm_simple_name(uarmh), TRUE);
|
|
break;
|
|
case 1:
|
|
pline("%s your left %s!", A_gush_of_water_hits, body_part(ARM));
|
|
if (water_damage(uarms, "shield", TRUE) != ER_NOTHING)
|
|
break;
|
|
if (u.twoweap || (uwep && bimanual(uwep)))
|
|
(void) water_damage(u.twoweap ? uswapwep : uwep, 0, TRUE);
|
|
glovecheck:
|
|
(void) water_damage(uarmg, gloves_simple_name(uarmg), TRUE);
|
|
break;
|
|
case 2:
|
|
pline("%s your right %s!", A_gush_of_water_hits, body_part(ARM));
|
|
(void) water_damage(uwep, 0, TRUE);
|
|
goto glovecheck;
|
|
default:
|
|
pline("%s you!", A_gush_of_water_hits);
|
|
/* note: exclude primary and seconary weapons from splashing
|
|
because cases 1 and 2 target them [via water_damage()] */
|
|
for (otmp = g.invent; otmp; otmp = otmp->nobj)
|
|
if (otmp->lamplit && otmp != uwep
|
|
&& (otmp != uswapwep || !u.twoweap))
|
|
(void) splash_lit(otmp);
|
|
if (uarmc)
|
|
(void) water_damage(uarmc, cloak_simple_name(uarmc), TRUE);
|
|
else if (uarm)
|
|
(void) water_damage(uarm, suit_simple_name(uarm), TRUE);
|
|
else if (uarmu)
|
|
(void) water_damage(uarmu, "shirt", TRUE);
|
|
}
|
|
update_inventory();
|
|
|
|
if (u.umonnum == PM_IRON_GOLEM) {
|
|
int dam = u.mhmax;
|
|
|
|
You("are covered with rust!");
|
|
losehp(Maybe_Half_Phys(dam), "rusting away", KILLED_BY);
|
|
} else if (u.umonnum == PM_GREMLIN && rn2(3)) {
|
|
(void) split_mon(&g.youmonst, (struct monst *) 0);
|
|
}
|
|
}
|
|
|
|
static void
|
|
trapeffect_fire_trap(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
seetrap(trap);
|
|
dofiretrap((struct obj *) 0);
|
|
}
|
|
|
|
static void
|
|
trapeffect_pit(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
int ttype = trap->ttyp;
|
|
boolean plunged = (trflags & TOOKPLUNGE) != 0;
|
|
boolean conj_pit = conjoined_pits(trap, t_at(u.ux0, u.uy0), TRUE);
|
|
boolean adj_pit = adj_nonconjoined_pit(trap);
|
|
int steed_article = ARTICLE_THE;
|
|
int oldumort;
|
|
|
|
/* KMH -- You can't escape the Sokoban level traps */
|
|
if (!Sokoban && (Levitation || (Flying && !plunged)))
|
|
return;
|
|
feeltrap(trap);
|
|
if (!Sokoban && is_clinger(g.youmonst.data) && !plunged) {
|
|
if (trap->tseen) {
|
|
You_see("%s %spit below you.", a_your[trap->madeby_u],
|
|
ttype == SPIKED_PIT ? "spiked " : "");
|
|
} else {
|
|
pline("%s pit %sopens up under you!", A_Your[trap->madeby_u],
|
|
ttype == SPIKED_PIT ? "full of spikes " : "");
|
|
You("don't fall in!");
|
|
}
|
|
return;
|
|
}
|
|
if (!Sokoban) {
|
|
char verbbuf[BUFSZ];
|
|
|
|
*verbbuf = '\0';
|
|
if (u.usteed) {
|
|
if ((trflags & RECURSIVETRAP) != 0)
|
|
Sprintf(verbbuf, "and %s fall",
|
|
x_monnam(u.usteed, steed_article, (char *) 0,
|
|
SUPPRESS_SADDLE, FALSE));
|
|
else
|
|
Sprintf(verbbuf, "lead %s",
|
|
x_monnam(u.usteed, steed_article, "poor",
|
|
SUPPRESS_SADDLE, FALSE));
|
|
} else if (conj_pit) {
|
|
You("move into an adjacent pit.");
|
|
} else if (adj_pit) {
|
|
You("stumble over debris%s.",
|
|
!rn2(5) ? " between the pits" : "");
|
|
} else {
|
|
Strcpy(verbbuf,
|
|
!plunged ? "fall" : (Flying ? "dive" : "plunge"));
|
|
}
|
|
if (*verbbuf)
|
|
You("%s into %s pit!", verbbuf, a_your[trap->madeby_u]);
|
|
}
|
|
/* wumpus reference */
|
|
if (Role_if(PM_RANGER) && !trap->madeby_u && !trap->once
|
|
&& In_quest(&u.uz) && Is_qlocate(&u.uz)) {
|
|
pline("Fortunately it has a bottom after all...");
|
|
trap->once = 1;
|
|
} else if (u.umonnum == PM_PIT_VIPER || u.umonnum == PM_PIT_FIEND) {
|
|
pline("How pitiful. Isn't that the pits?");
|
|
}
|
|
if (ttype == SPIKED_PIT) {
|
|
const char *predicament = "on a set of sharp iron spikes";
|
|
|
|
if (u.usteed) {
|
|
pline("%s %s %s!",
|
|
upstart(x_monnam(u.usteed, steed_article, "poor",
|
|
SUPPRESS_SADDLE, FALSE)),
|
|
conj_pit ? "steps" : "lands", predicament);
|
|
} else
|
|
You("%s %s!", conj_pit ? "step" : "land", predicament);
|
|
}
|
|
/* FIXME:
|
|
* if hero gets killed here, setting u.utrap in advance will
|
|
* show "you were trapped in a pit" during disclosure's display
|
|
* of enlightenment, but hero is dying *before* becoming trapped.
|
|
*/
|
|
set_utrap((unsigned) rn1(6, 2), TT_PIT);
|
|
if (!steedintrap(trap, (struct obj *) 0)) {
|
|
if (ttype == SPIKED_PIT) {
|
|
oldumort = u.umortality;
|
|
losehp(Maybe_Half_Phys(rnd(conj_pit ? 4 : adj_pit ? 6 : 10)),
|
|
/* note: these don't need locomotion() handling;
|
|
if fatal while poly'd and Unchanging, the
|
|
death reason will be overridden with
|
|
"killed while stuck in creature form" */
|
|
plunged
|
|
? "deliberately plunged into a pit of iron spikes"
|
|
: conj_pit
|
|
? "stepped into a pit of iron spikes"
|
|
: adj_pit
|
|
? "stumbled into a pit of iron spikes"
|
|
: "fell into a pit of iron spikes",
|
|
NO_KILLER_PREFIX);
|
|
if (!rn2(6))
|
|
poisoned("spikes", A_STR,
|
|
(conj_pit || adj_pit)
|
|
? "stepping on poison spikes"
|
|
: "fall onto poison spikes",
|
|
/* if damage triggered life-saving,
|
|
poison is limited to attrib loss */
|
|
(u.umortality > oldumort) ? 0 : 8, FALSE);
|
|
} else {
|
|
/* plunging flyers take spike damage but not pit damage */
|
|
if (!conj_pit
|
|
&& !(plunged && (Flying || is_clinger(g.youmonst.data))))
|
|
losehp(Maybe_Half_Phys(rnd(adj_pit ? 3 : 6)),
|
|
plunged ? "deliberately plunged into a pit"
|
|
: "fell into a pit",
|
|
NO_KILLER_PREFIX);
|
|
}
|
|
if (Punished && !carried(uball)) {
|
|
unplacebc();
|
|
ballfall();
|
|
placebc();
|
|
}
|
|
if (!conj_pit)
|
|
selftouch("Falling, you");
|
|
g.vision_full_recalc = 1; /* vision limits change */
|
|
exercise(A_STR, FALSE);
|
|
exercise(A_DEX, FALSE);
|
|
}
|
|
}
|
|
|
|
static void
|
|
trapeffect_hole(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
if (!Can_fall_thru(&u.uz)) {
|
|
seetrap(trap); /* normally done in fall_through */
|
|
impossible("dotrap: %ss cannot exist on this level.",
|
|
trapname(trap->ttyp, TRUE));
|
|
return; /* don't activate it after all */
|
|
}
|
|
fall_through(TRUE, (trflags & TOOKPLUNGE));
|
|
}
|
|
|
|
static void
|
|
trapeffect_telep_trap(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
seetrap(trap);
|
|
tele_trap(trap);
|
|
}
|
|
|
|
static void
|
|
trapeffect_level_telep(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
seetrap(trap);
|
|
level_tele_trap(trap, trflags);
|
|
}
|
|
|
|
static void
|
|
trapeffect_web(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
boolean webmsgok = (trflags & NOWEBMSG) == 0;
|
|
boolean forcetrap = ((trflags & FORCETRAP) != 0
|
|
|| (trflags & FAILEDUNTRAP) != 0);
|
|
boolean viasitting = (trflags & VIASITTING) != 0;
|
|
int steed_article = ARTICLE_THE;
|
|
|
|
feeltrap(trap);
|
|
if (mu_maybe_destroy_web(&g.youmonst, webmsgok, trap))
|
|
return;
|
|
if (webmaker(g.youmonst.data)) {
|
|
if (webmsgok)
|
|
pline(trap->madeby_u ? "You take a walk on your web."
|
|
: "There is a spider web here.");
|
|
return;
|
|
}
|
|
if (webmsgok) {
|
|
char verbbuf[BUFSZ];
|
|
|
|
if (forcetrap || viasitting) {
|
|
Strcpy(verbbuf, "are caught by");
|
|
} else if (u.usteed) {
|
|
Sprintf(verbbuf, "lead %s into",
|
|
x_monnam(u.usteed, steed_article, "poor",
|
|
SUPPRESS_SADDLE, FALSE));
|
|
} else {
|
|
Sprintf(verbbuf, "%s into",
|
|
Levitation ? (const char *) "float"
|
|
: locomotion(g.youmonst.data, "stumble"));
|
|
}
|
|
You("%s %s spider web!", verbbuf, a_your[trap->madeby_u]);
|
|
}
|
|
|
|
/* time will be adjusted below */
|
|
set_utrap(1, TT_WEB);
|
|
|
|
/* Time stuck in the web depends on your/steed strength. */
|
|
{
|
|
int tim, str = ACURR(A_STR);
|
|
|
|
/* If mounted, the steed gets trapped. Use mintrap
|
|
* to do all the work. If mtrapped is set as a result,
|
|
* unset it and set utrap instead. In the case of a
|
|
* strongmonst and mintrap said it's trapped, use a
|
|
* short but non-zero trap time. Otherwise, monsters
|
|
* have no specific strength, so use player strength.
|
|
* This gets skipped for webmsgok, which implies that
|
|
* the steed isn't a factor.
|
|
*/
|
|
if (u.usteed && webmsgok) {
|
|
/* mtmp location might not be up to date */
|
|
u.usteed->mx = u.ux;
|
|
u.usteed->my = u.uy;
|
|
|
|
/* mintrap currently does not return 2(died) for webs */
|
|
if (mintrap(u.usteed)) {
|
|
u.usteed->mtrapped = 0;
|
|
if (strongmonst(u.usteed->data))
|
|
str = 17;
|
|
} else {
|
|
reset_utrap(FALSE);
|
|
return;
|
|
}
|
|
|
|
webmsgok = FALSE; /* mintrap printed the messages */
|
|
}
|
|
if (str <= 3)
|
|
tim = rn1(6, 6);
|
|
else if (str < 6)
|
|
tim = rn1(6, 4);
|
|
else if (str < 9)
|
|
tim = rn1(4, 4);
|
|
else if (str < 12)
|
|
tim = rn1(4, 2);
|
|
else if (str < 15)
|
|
tim = rn1(2, 2);
|
|
else if (str < 18)
|
|
tim = rnd(2);
|
|
else if (str < 69)
|
|
tim = 1;
|
|
else {
|
|
tim = 0;
|
|
if (webmsgok)
|
|
You("tear through %s web!", a_your[trap->madeby_u]);
|
|
deltrap(trap);
|
|
newsym(u.ux, u.uy); /* get rid of trap symbol */
|
|
}
|
|
set_utrap((unsigned) tim, TT_WEB);
|
|
}
|
|
}
|
|
|
|
static void
|
|
trapeffect_statue_trap(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
(void) activate_statue_trap(trap, u.ux, u.uy, FALSE);
|
|
}
|
|
|
|
static void
|
|
trapeffect_magic_trap(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
seetrap(trap);
|
|
if (!rn2(30)) {
|
|
deltrap(trap);
|
|
newsym(u.ux, u.uy); /* update position */
|
|
You("are caught in a magical explosion!");
|
|
losehp(rnd(10), "magical explosion", KILLED_BY_AN);
|
|
Your("body absorbs some of the magical energy!");
|
|
u.uen = (u.uenmax += 2);
|
|
return;
|
|
} else {
|
|
domagictrap();
|
|
}
|
|
(void) steedintrap(trap, (struct obj *) 0);
|
|
}
|
|
|
|
static void
|
|
trapeffect_anti_magic(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
seetrap(trap);
|
|
/* hero without magic resistance loses spell energy,
|
|
hero with magic resistance takes damage instead;
|
|
possibly non-intuitive but useful for play balance */
|
|
if (!Antimagic) {
|
|
drain_en(rnd(u.ulevel) + 1);
|
|
} else {
|
|
struct obj *otmp;
|
|
int dmgval2 = rnd(4), hp = Upolyd ? u.mh : u.uhp;
|
|
|
|
/* Half_XXX_damage has opposite its usual effect (approx)
|
|
but isn't cumulative if hero has more than one */
|
|
if (Half_physical_damage || Half_spell_damage)
|
|
dmgval2 += rnd(4);
|
|
/* give Magicbane wielder dose of own medicine */
|
|
if (uwep && uwep->oartifact == ART_MAGICBANE)
|
|
dmgval2 += rnd(4);
|
|
/* having an artifact--other than own quest one--which
|
|
confers magic resistance simply by being carried
|
|
also increases the effect */
|
|
for (otmp = g.invent; otmp; otmp = otmp->nobj)
|
|
if (otmp->oartifact && !is_quest_artifact(otmp)
|
|
&& defends_when_carried(AD_MAGM, otmp))
|
|
break;
|
|
if (otmp)
|
|
dmgval2 += rnd(4);
|
|
if (Passes_walls)
|
|
dmgval2 = (dmgval2 + 3) / 4;
|
|
|
|
You_feel((dmgval2 >= hp) ? "unbearably torpid!"
|
|
: (dmgval2 >= hp / 4) ? "very lethargic."
|
|
: "sluggish.");
|
|
/* opposite of magical explosion */
|
|
losehp(dmgval2, "anti-magic implosion", KILLED_BY_AN);
|
|
}
|
|
}
|
|
|
|
static void
|
|
trapeffect_poly_trap(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
boolean viasitting = (trflags & VIASITTING) != 0;
|
|
int steed_article = ARTICLE_THE;
|
|
char verbbuf[BUFSZ];
|
|
|
|
seetrap(trap);
|
|
if (viasitting)
|
|
Strcpy(verbbuf, "trigger"); /* follows "You sit down." */
|
|
else if (u.usteed)
|
|
Sprintf(verbbuf, "lead %s onto",
|
|
x_monnam(u.usteed, steed_article, (char *) 0,
|
|
SUPPRESS_SADDLE, FALSE));
|
|
else
|
|
Sprintf(verbbuf, "%s onto",
|
|
Levitation ? (const char *) "float"
|
|
: locomotion(g.youmonst.data, "step"));
|
|
You("%s a polymorph trap!", verbbuf);
|
|
if (Antimagic || Unchanging) {
|
|
shieldeff(u.ux, u.uy);
|
|
You_feel("momentarily different.");
|
|
/* Trap did nothing; don't remove it --KAA */
|
|
} else {
|
|
(void) steedintrap(trap, (struct obj *) 0);
|
|
deltrap(trap); /* delete trap before polymorph */
|
|
newsym(u.ux, u.uy); /* get rid of trap symbol */
|
|
You_feel("a change coming over you.");
|
|
polyself(0);
|
|
}
|
|
}
|
|
|
|
static void
|
|
trapeffect_landmine(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
boolean already_seen = trap->tseen;
|
|
boolean forcetrap = ((trflags & FORCETRAP) != 0
|
|
|| (trflags & FAILEDUNTRAP) != 0);
|
|
boolean forcebungle = (trflags & FORCEBUNGLE) != 0;
|
|
unsigned steed_mid = 0;
|
|
struct obj *saddle = 0;
|
|
|
|
if ((Levitation || Flying) && !forcetrap) {
|
|
if (!already_seen && rn2(3))
|
|
return;
|
|
feeltrap(trap);
|
|
pline("%s %s in a pile of soil below you.",
|
|
already_seen ? "There is" : "You discover",
|
|
trap->madeby_u ? "the trigger of your mine" : "a trigger");
|
|
if (already_seen && rn2(3))
|
|
return;
|
|
pline("KAABLAMM!!! %s %s%s off!",
|
|
forcebungle ? "Your inept attempt sets"
|
|
: "The air currents set",
|
|
already_seen ? a_your[trap->madeby_u] : "",
|
|
already_seen ? " land mine" : "it");
|
|
} else {
|
|
/* prevent landmine from killing steed, throwing you to
|
|
* the ground, and you being affected again by the same
|
|
* mine because it hasn't been deleted yet
|
|
*/
|
|
static boolean recursive_mine = FALSE;
|
|
|
|
if (recursive_mine)
|
|
return;
|
|
feeltrap(trap);
|
|
pline("KAABLAMM!!! You triggered %s land mine!",
|
|
a_your[trap->madeby_u]);
|
|
if (u.usteed)
|
|
steed_mid = u.usteed->m_id;
|
|
recursive_mine = TRUE;
|
|
(void) steedintrap(trap, (struct obj *) 0);
|
|
recursive_mine = FALSE;
|
|
saddle = sobj_at(SADDLE, u.ux, u.uy);
|
|
set_wounded_legs(LEFT_SIDE, rn1(35, 41));
|
|
set_wounded_legs(RIGHT_SIDE, rn1(35, 41));
|
|
exercise(A_DEX, FALSE);
|
|
}
|
|
blow_up_landmine(trap);
|
|
if (steed_mid && saddle && !u.usteed)
|
|
(void) keep_saddle_with_steedcorpse(steed_mid, fobj, saddle);
|
|
newsym(u.ux, u.uy); /* update trap symbol */
|
|
losehp(Maybe_Half_Phys(rnd(16)), "land mine", KILLED_BY_AN);
|
|
/* fall recursively into the pit... */
|
|
if ((trap = t_at(u.ux, u.uy)) != 0)
|
|
dotrap(trap, RECURSIVETRAP);
|
|
fill_pit(u.ux, u.uy);
|
|
}
|
|
|
|
static void
|
|
trapeffect_rolling_boulder_trap(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
int style = ROLL | (trap->tseen ? LAUNCH_KNOWN : 0);
|
|
|
|
feeltrap(trap);
|
|
pline("Click! You trigger a rolling boulder trap!");
|
|
if (!launch_obj(BOULDER, trap->launch.x, trap->launch.y,
|
|
trap->launch2.x, trap->launch2.y, style)) {
|
|
deltrap(trap);
|
|
newsym(u.ux, u.uy); /* get rid of trap symbol */
|
|
pline("Fortunately for you, no boulder was released.");
|
|
}
|
|
}
|
|
|
|
static void
|
|
trapeffect_magic_portal(trap, trflags)
|
|
struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
feeltrap(trap);
|
|
domagicportal(trap);
|
|
}
|
|
|
|
void
|
|
dotrap(trap, trflags)
|
|
register struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
register int ttype = trap->ttyp;
|
|
struct obj *otmp;
|
|
boolean already_seen = trap->tseen,
|
|
forcetrap = ((trflags & FORCETRAP) != 0
|
|
|| (trflags & FAILEDUNTRAP) != 0),
|
|
webmsgok = (trflags & NOWEBMSG) == 0,
|
|
forcebungle = (trflags & FORCEBUNGLE) != 0,
|
|
plunged = (trflags & TOOKPLUNGE) != 0,
|
|
viasitting = (trflags & VIASITTING) != 0,
|
|
conj_pit = conjoined_pits(trap, t_at(u.ux0, u.uy0), TRUE),
|
|
adj_pit = adj_nonconjoined_pit(trap);
|
|
int oldumort;
|
|
int steed_article = ARTICLE_THE;
|
|
|
|
nomul(0);
|
|
|
|
/* KMH -- You can't escape the Sokoban level traps */
|
|
if (Sokoban && (is_pit(ttype) || is_hole(ttype))) {
|
|
/* The "air currents" message is still appropriate -- even when
|
|
* the hero isn't flying or levitating -- because it conveys the
|
|
* reason why the player cannot escape the trap with a dexterity
|
|
* check, clinging to the ceiling, etc.
|
|
*/
|
|
pline("Air currents pull you down into %s %s!",
|
|
a_your[trap->madeby_u],
|
|
trapname(ttype, TRUE)); /* do force "pit" while hallucinating */
|
|
/* then proceed to normal trap effect */
|
|
} else if (already_seen && !forcetrap) {
|
|
if ((Levitation || (Flying && !plunged))
|
|
&& (is_pit(ttype) || ttype == HOLE || ttype == BEAR_TRAP)) {
|
|
You("%s over %s %s.", Levitation ? "float" : "fly",
|
|
a_your[trap->madeby_u],
|
|
trapname(ttype, FALSE));
|
|
return;
|
|
}
|
|
if (!Fumbling && ttype != MAGIC_PORTAL && ttype != VIBRATING_SQUARE
|
|
&& ttype != ANTI_MAGIC && !forcebungle && !plunged
|
|
&& !conj_pit && !adj_pit
|
|
&& (!rn2(5) || (is_pit(ttype)
|
|
&& is_clinger(g.youmonst.data)))) {
|
|
You("escape %s %s.", (ttype == ARROW_TRAP && !trap->madeby_u)
|
|
? "an"
|
|
: a_your[trap->madeby_u],
|
|
trapname(ttype, FALSE));
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (u.usteed) {
|
|
u.usteed->mtrapseen |= (1 << (ttype - 1));
|
|
/* suppress article in various steed messages when using its
|
|
name (which won't occur when hallucinating) */
|
|
if (has_mname(u.usteed) && !Hallucination)
|
|
steed_article = ARTICLE_NONE;
|
|
}
|
|
|
|
/*
|
|
* Note:
|
|
* Most references to trap types here don't use trapname() for
|
|
* hallucination. This could be considered to be a bug but doing
|
|
* that would hide the actual trap situation from the player which
|
|
* would be somewhat harsh for what's usually a minor impairment.
|
|
*/
|
|
|
|
switch (ttype) {
|
|
case ARROW_TRAP:
|
|
(void) trapeffect_arrow_trap(&g.youmonst, trap, trflags);
|
|
break;
|
|
|
|
case DART_TRAP:
|
|
(void) trapeffect_dart_trap(&g.youmonst, trap, trflags);
|
|
break;
|
|
|
|
case ROCKTRAP:
|
|
(void) trapeffect_rocktrap(&g.youmonst, trap, trflags);
|
|
break;
|
|
|
|
case SQKY_BOARD: /* stepped on a squeaky board */
|
|
(void) trapeffect_sqky_board(&g.youmonst, trap, trflags);
|
|
break;
|
|
|
|
case BEAR_TRAP:
|
|
trapeffect_bear_trap(trap, trflags);
|
|
break;
|
|
|
|
case SLP_GAS_TRAP:
|
|
trapeffect_slp_gas_trap(trap, trflags);
|
|
break;
|
|
|
|
case RUST_TRAP:
|
|
trapeffect_rust_trap(trap, trflags);
|
|
break;
|
|
|
|
case FIRE_TRAP:
|
|
trapeffect_fire_trap(trap, trflags);
|
|
break;
|
|
|
|
case PIT:
|
|
case SPIKED_PIT:
|
|
trapeffect_pit(trap, trflags);
|
|
break;
|
|
|
|
case HOLE:
|
|
case TRAPDOOR:
|
|
trapeffect_hole(trap, trflags);
|
|
break;
|
|
|
|
case TELEP_TRAP:
|
|
trapeffect_telep_trap(trap, trflags);
|
|
break;
|
|
|
|
case LEVEL_TELEP:
|
|
trapeffect_level_telep(trap, trflags);
|
|
break;
|
|
|
|
case WEB: /* Our luckless player has stumbled into a web. */
|
|
trapeffect_web(trap, trflags);
|
|
break;
|
|
|
|
case STATUE_TRAP:
|
|
trapeffect_statue_trap(trap, trflags);
|
|
break;
|
|
|
|
case MAGIC_TRAP: /* A magic trap. */
|
|
trapeffect_magic_trap(trap, trflags);
|
|
break;
|
|
|
|
case ANTI_MAGIC:
|
|
trapeffect_anti_magic(trap, trflags);
|
|
break;
|
|
|
|
case POLY_TRAP:
|
|
trapeffect_poly_trap(trap, trflags);
|
|
break;
|
|
|
|
case LANDMINE:
|
|
trapeffect_landmine(trap, trflags);
|
|
break;
|
|
|
|
case ROLLING_BOULDER_TRAP:
|
|
trapeffect_rolling_boulder_trap(trap, trflags);
|
|
break;
|
|
|
|
case MAGIC_PORTAL:
|
|
trapeffect_magic_portal(trap, trflags);
|
|
break;
|
|
|
|
case VIBRATING_SQUARE:
|
|
feeltrap(trap);
|
|
/* messages handled elsewhere; the trap symbol is merely to mark the
|
|
* square for future reference */
|
|
break;
|
|
|
|
default:
|
|
feeltrap(trap);
|
|
impossible("You hit a trap of type %u", trap->ttyp);
|
|
}
|
|
}
|
|
|
|
static char *
|
|
trapnote(trap, noprefix)
|
|
struct trap *trap;
|
|
boolean noprefix;
|
|
{
|
|
static char tnbuf[12];
|
|
const char *tn,
|
|
*tnnames[12] = { "C note", "D flat", "D note", "E flat",
|
|
"E note", "F note", "F sharp", "G note",
|
|
"G sharp", "A note", "B flat", "B note" };
|
|
|
|
tnbuf[0] = '\0';
|
|
tn = tnnames[trap->tnote];
|
|
if (!noprefix)
|
|
Sprintf(tnbuf, "%s ",
|
|
(*tn == 'A' || *tn == 'E' || *tn == 'F') ? "an" : "a");
|
|
Sprintf(eos(tnbuf), "%s", tn);
|
|
return tnbuf;
|
|
}
|
|
|
|
static int
|
|
steedintrap(trap, otmp)
|
|
struct trap *trap;
|
|
struct obj *otmp;
|
|
{
|
|
struct monst *steed = u.usteed;
|
|
int tt;
|
|
boolean trapkilled, steedhit;
|
|
|
|
if (!steed || !trap)
|
|
return 0;
|
|
tt = trap->ttyp;
|
|
steed->mx = u.ux;
|
|
steed->my = u.uy;
|
|
trapkilled = steedhit = FALSE;
|
|
|
|
switch (tt) {
|
|
case ARROW_TRAP:
|
|
if (!otmp) {
|
|
impossible("steed hit by non-existent arrow?");
|
|
return 0;
|
|
}
|
|
trapkilled = thitm(8, steed, otmp, 0, FALSE);
|
|
steedhit = TRUE;
|
|
break;
|
|
case DART_TRAP:
|
|
if (!otmp) {
|
|
impossible("steed hit by non-existent dart?");
|
|
return 0;
|
|
}
|
|
trapkilled = thitm(7, steed, otmp, 0, FALSE);
|
|
steedhit = TRUE;
|
|
break;
|
|
case SLP_GAS_TRAP:
|
|
if (!resists_sleep(steed) && !breathless(steed->data)
|
|
&& !steed->msleeping && steed->mcanmove) {
|
|
if (sleep_monst(steed, rnd(25), -1))
|
|
/* no in_sight check here; you can feel it even if blind */
|
|
pline("%s suddenly falls asleep!", Monnam(steed));
|
|
}
|
|
steedhit = TRUE;
|
|
break;
|
|
case LANDMINE:
|
|
trapkilled = thitm(0, steed, (struct obj *) 0, rnd(16), FALSE);
|
|
steedhit = TRUE;
|
|
break;
|
|
case PIT:
|
|
case SPIKED_PIT:
|
|
trapkilled = (DEADMONSTER(steed)
|
|
|| thitm(0, steed, (struct obj *) 0,
|
|
rnd((tt == PIT) ? 6 : 10), FALSE));
|
|
steedhit = TRUE;
|
|
break;
|
|
case POLY_TRAP:
|
|
if (!resists_magm(steed) && !resist(steed, WAND_CLASS, 0, NOTELL)) {
|
|
struct permonst *mdat = steed->data;
|
|
|
|
(void) newcham(steed, (struct permonst *) 0, FALSE, FALSE);
|
|
if (!can_saddle(steed) || !can_ride(steed)) {
|
|
dismount_steed(DISMOUNT_POLY);
|
|
} else {
|
|
char buf[BUFSZ];
|
|
|
|
Strcpy(buf, x_monnam(steed, ARTICLE_YOUR, (char *) 0,
|
|
SUPPRESS_SADDLE, FALSE));
|
|
if (mdat != steed->data)
|
|
(void) strsubst(buf, "your ", "your new ");
|
|
You("adjust yourself in the saddle on %s.", buf);
|
|
}
|
|
}
|
|
steedhit = TRUE;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (trapkilled) {
|
|
dismount_steed(DISMOUNT_POLY);
|
|
return 2;
|
|
}
|
|
return steedhit ? 1 : 0;
|
|
}
|
|
|
|
/* some actions common to both player and monsters for triggered landmine */
|
|
void
|
|
blow_up_landmine(trap)
|
|
struct trap *trap;
|
|
{
|
|
int x = trap->tx, y = trap->ty, dbx, dby;
|
|
struct rm *lev = &levl[x][y];
|
|
|
|
(void) scatter(x, y, 4,
|
|
MAY_DESTROY | MAY_HIT | MAY_FRACTURE | VIS_EFFECTS,
|
|
(struct obj *) 0);
|
|
del_engr_at(x, y);
|
|
wake_nearto(x, y, 400);
|
|
if (IS_DOOR(lev->typ))
|
|
lev->doormask = D_BROKEN;
|
|
/* destroy drawbridge if present */
|
|
if (lev->typ == DRAWBRIDGE_DOWN || is_drawbridge_wall(x, y) >= 0) {
|
|
dbx = x, dby = y;
|
|
/* if under the portcullis, the bridge is adjacent */
|
|
if (find_drawbridge(&dbx, &dby))
|
|
destroy_drawbridge(dbx, dby);
|
|
trap = t_at(x, y); /* expected to be null after destruction */
|
|
}
|
|
/* convert landmine into pit */
|
|
if (trap) {
|
|
if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz)) {
|
|
/* no pits here */
|
|
deltrap(trap);
|
|
} else {
|
|
trap->ttyp = PIT; /* explosion creates a pit */
|
|
trap->madeby_u = FALSE; /* resulting pit isn't yours */
|
|
seetrap(trap); /* and it isn't concealed */
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
launch_drop_spot(obj, x, y)
|
|
struct obj *obj;
|
|
xchar x, y;
|
|
{
|
|
if (!obj) {
|
|
g.launchplace.obj = (struct obj *) 0;
|
|
g.launchplace.x = 0;
|
|
g.launchplace.y = 0;
|
|
} else {
|
|
g.launchplace.obj = obj;
|
|
g.launchplace.x = x;
|
|
g.launchplace.y = y;
|
|
}
|
|
}
|
|
|
|
boolean
|
|
launch_in_progress()
|
|
{
|
|
if (g.launchplace.obj)
|
|
return TRUE;
|
|
return FALSE;
|
|
}
|
|
|
|
void
|
|
force_launch_placement()
|
|
{
|
|
if (g.launchplace.obj) {
|
|
g.launchplace.obj->otrapped = 0;
|
|
place_object(g.launchplace.obj, g.launchplace.x, g.launchplace.y);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Move obj from (x1,y1) to (x2,y2)
|
|
*
|
|
* Return 0 if no object was launched.
|
|
* 1 if an object was launched and placed somewhere.
|
|
* 2 if an object was launched, but used up.
|
|
*/
|
|
int
|
|
launch_obj(otyp, x1, y1, x2, y2, style)
|
|
short otyp;
|
|
register int x1, y1, x2, y2;
|
|
int style;
|
|
{
|
|
register struct monst *mtmp;
|
|
register struct obj *otmp, *otmp2;
|
|
register int dx, dy;
|
|
struct obj *singleobj;
|
|
boolean used_up = FALSE;
|
|
boolean otherside = FALSE;
|
|
int dist;
|
|
int tmp;
|
|
int delaycnt = 0;
|
|
|
|
otmp = sobj_at(otyp, x1, y1);
|
|
/* Try the other side too, for rolling boulder traps */
|
|
if (!otmp && otyp == BOULDER) {
|
|
otherside = TRUE;
|
|
otmp = sobj_at(otyp, x2, y2);
|
|
}
|
|
if (!otmp)
|
|
return 0;
|
|
if (otherside) { /* swap 'em */
|
|
int tx, ty;
|
|
|
|
tx = x1;
|
|
ty = y1;
|
|
x1 = x2;
|
|
y1 = y2;
|
|
x2 = tx;
|
|
y2 = ty;
|
|
}
|
|
|
|
if (otmp->quan == 1L) {
|
|
obj_extract_self(otmp);
|
|
singleobj = otmp;
|
|
otmp = (struct obj *) 0;
|
|
} else {
|
|
singleobj = splitobj(otmp, 1L);
|
|
obj_extract_self(singleobj);
|
|
}
|
|
newsym(x1, y1);
|
|
/* in case you're using a pick-axe to chop the boulder that's being
|
|
launched (perhaps a monster triggered it), destroy context so that
|
|
next dig attempt never thinks you're resuming previous effort */
|
|
if ((otyp == BOULDER || otyp == STATUE)
|
|
&& singleobj->ox == g.context.digging.pos.x
|
|
&& singleobj->oy == g.context.digging.pos.y)
|
|
(void) memset((genericptr_t) &g.context.digging, 0,
|
|
sizeof(struct dig_info));
|
|
|
|
dist = distmin(x1, y1, x2, y2);
|
|
g.bhitpos.x = x1;
|
|
g.bhitpos.y = y1;
|
|
dx = sgn(x2 - x1);
|
|
dy = sgn(y2 - y1);
|
|
switch (style) {
|
|
case ROLL | LAUNCH_UNSEEN:
|
|
if (otyp == BOULDER) {
|
|
You_hear(Hallucination ? "someone bowling."
|
|
: "rumbling in the distance.");
|
|
}
|
|
style &= ~LAUNCH_UNSEEN;
|
|
goto roll;
|
|
case ROLL | LAUNCH_KNOWN:
|
|
/* use otrapped as a flag to ohitmon */
|
|
singleobj->otrapped = 1;
|
|
style &= ~LAUNCH_KNOWN;
|
|
/*FALLTHRU*/
|
|
roll:
|
|
case ROLL:
|
|
delaycnt = 2;
|
|
/*FALLTHRU*/
|
|
default:
|
|
if (!delaycnt)
|
|
delaycnt = 1;
|
|
if (!cansee(g.bhitpos.x, g.bhitpos.y))
|
|
curs_on_u();
|
|
tmp_at(DISP_FLASH, obj_to_glyph(singleobj, rn2_on_display_rng));
|
|
tmp_at(g.bhitpos.x, g.bhitpos.y);
|
|
}
|
|
/* Mark a spot to place object in bones files to prevent
|
|
* loss of object. Use the starting spot to ensure that
|
|
* a rolling boulder will still launch, which it wouldn't
|
|
* do if left midstream. Unfortunately we can't use the
|
|
* target resting spot, because there are some things/situations
|
|
* that would prevent it from ever getting there (bars), and we
|
|
* can't tell that yet.
|
|
*/
|
|
launch_drop_spot(singleobj, g.bhitpos.x, g.bhitpos.y);
|
|
|
|
/* Set the object in motion */
|
|
while (dist-- > 0 && !used_up) {
|
|
struct trap *t;
|
|
|
|
tmp_at(g.bhitpos.x, g.bhitpos.y);
|
|
tmp = delaycnt;
|
|
|
|
/* dstage@u.washington.edu -- Delay only if hero sees it */
|
|
if (cansee(g.bhitpos.x, g.bhitpos.y))
|
|
while (tmp-- > 0)
|
|
delay_output();
|
|
|
|
g.bhitpos.x += dx;
|
|
g.bhitpos.y += dy;
|
|
|
|
if ((mtmp = m_at(g.bhitpos.x, g.bhitpos.y)) != 0) {
|
|
if (otyp == BOULDER && throws_rocks(mtmp->data)) {
|
|
if (rn2(3)) {
|
|
if (cansee(g.bhitpos.x, g.bhitpos.y))
|
|
pline("%s snatches the boulder.", Monnam(mtmp));
|
|
singleobj->otrapped = 0;
|
|
(void) mpickobj(mtmp, singleobj);
|
|
used_up = TRUE;
|
|
launch_drop_spot((struct obj *) 0, 0, 0);
|
|
break;
|
|
}
|
|
}
|
|
if (ohitmon(mtmp, singleobj, (style == ROLL) ? -1 : dist,
|
|
FALSE)) {
|
|
used_up = TRUE;
|
|
launch_drop_spot((struct obj *) 0, 0, 0);
|
|
break;
|
|
}
|
|
} else if (g.bhitpos.x == u.ux && g.bhitpos.y == u.uy) {
|
|
if (g.multi)
|
|
nomul(0);
|
|
if (thitu(9 + singleobj->spe, dmgval(singleobj, &g.youmonst),
|
|
&singleobj, (char *) 0))
|
|
stop_occupation();
|
|
}
|
|
if (style == ROLL) {
|
|
if (down_gate(g.bhitpos.x, g.bhitpos.y) != -1) {
|
|
if (ship_object(singleobj, g.bhitpos.x, g.bhitpos.y, FALSE)) {
|
|
used_up = TRUE;
|
|
launch_drop_spot((struct obj *) 0, 0, 0);
|
|
break;
|
|
}
|
|
}
|
|
if ((t = t_at(g.bhitpos.x, g.bhitpos.y)) != 0 && otyp == BOULDER) {
|
|
switch (t->ttyp) {
|
|
case LANDMINE:
|
|
if (rn2(10) > 2) {
|
|
pline("KAABLAMM!!!%s",
|
|
cansee(g.bhitpos.x, g.bhitpos.y)
|
|
? " The rolling boulder triggers a land mine."
|
|
: "");
|
|
deltrap(t);
|
|
del_engr_at(g.bhitpos.x, g.bhitpos.y);
|
|
place_object(singleobj, g.bhitpos.x, g.bhitpos.y);
|
|
singleobj->otrapped = 0;
|
|
fracture_rock(singleobj);
|
|
(void) scatter(g.bhitpos.x, g.bhitpos.y, 4,
|
|
MAY_DESTROY | MAY_HIT | MAY_FRACTURE
|
|
| VIS_EFFECTS,
|
|
(struct obj *) 0);
|
|
if (cansee(g.bhitpos.x, g.bhitpos.y))
|
|
newsym(g.bhitpos.x, g.bhitpos.y);
|
|
used_up = TRUE;
|
|
launch_drop_spot((struct obj *) 0, 0, 0);
|
|
}
|
|
break;
|
|
case LEVEL_TELEP:
|
|
case TELEP_TRAP:
|
|
if (cansee(g.bhitpos.x, g.bhitpos.y))
|
|
pline("Suddenly the rolling boulder disappears!");
|
|
else
|
|
You_hear("a rumbling stop abruptly.");
|
|
singleobj->otrapped = 0;
|
|
if (t->ttyp == TELEP_TRAP)
|
|
(void) rloco(singleobj);
|
|
else {
|
|
int newlev = random_teleport_level();
|
|
d_level dest;
|
|
|
|
if (newlev == depth(&u.uz) || In_endgame(&u.uz))
|
|
continue;
|
|
add_to_migration(singleobj);
|
|
get_level(&dest, newlev);
|
|
singleobj->ox = dest.dnum;
|
|
singleobj->oy = dest.dlevel;
|
|
singleobj->owornmask = (long) MIGR_RANDOM;
|
|
}
|
|
seetrap(t);
|
|
used_up = TRUE;
|
|
launch_drop_spot((struct obj *) 0, 0, 0);
|
|
break;
|
|
case PIT:
|
|
case SPIKED_PIT:
|
|
case HOLE:
|
|
case TRAPDOOR:
|
|
/* the boulder won't be used up if there is a
|
|
monster in the trap; stop rolling anyway */
|
|
x2 = g.bhitpos.x, y2 = g.bhitpos.y; /* stops here */
|
|
if (flooreffects(singleobj, x2, y2, "fall")) {
|
|
used_up = TRUE;
|
|
launch_drop_spot((struct obj *) 0, 0, 0);
|
|
}
|
|
dist = -1; /* stop rolling immediately */
|
|
break;
|
|
}
|
|
if (used_up || dist == -1)
|
|
break;
|
|
}
|
|
if (flooreffects(singleobj, g.bhitpos.x, g.bhitpos.y, "fall")) {
|
|
used_up = TRUE;
|
|
launch_drop_spot((struct obj *) 0, 0, 0);
|
|
break;
|
|
}
|
|
if (otyp == BOULDER
|
|
&& (otmp2 = sobj_at(BOULDER, g.bhitpos.x, g.bhitpos.y)) != 0) {
|
|
const char *bmsg = " as one boulder sets another in motion";
|
|
|
|
if (!isok(g.bhitpos.x + dx, g.bhitpos.y + dy) || !dist
|
|
|| IS_ROCK(levl[g.bhitpos.x + dx][g.bhitpos.y + dy].typ))
|
|
bmsg = " as one boulder hits another";
|
|
|
|
You_hear("a loud crash%s!",
|
|
cansee(g.bhitpos.x, g.bhitpos.y) ? bmsg : "");
|
|
obj_extract_self(otmp2);
|
|
/* pass off the otrapped flag to the next boulder */
|
|
otmp2->otrapped = singleobj->otrapped;
|
|
singleobj->otrapped = 0;
|
|
place_object(singleobj, g.bhitpos.x, g.bhitpos.y);
|
|
singleobj = otmp2;
|
|
otmp2 = (struct obj *) 0;
|
|
wake_nearto(g.bhitpos.x, g.bhitpos.y, 10 * 10);
|
|
}
|
|
}
|
|
if (otyp == BOULDER && closed_door(g.bhitpos.x, g.bhitpos.y)) {
|
|
if (cansee(g.bhitpos.x, g.bhitpos.y))
|
|
pline_The("boulder crashes through a door.");
|
|
levl[g.bhitpos.x][g.bhitpos.y].doormask = D_BROKEN;
|
|
if (dist)
|
|
unblock_point(g.bhitpos.x, g.bhitpos.y);
|
|
}
|
|
|
|
/* if about to hit iron bars, do so now */
|
|
if (dist > 0 && isok(g.bhitpos.x + dx, g.bhitpos.y + dy)
|
|
&& levl[g.bhitpos.x + dx][g.bhitpos.y + dy].typ == IRONBARS) {
|
|
x2 = g.bhitpos.x, y2 = g.bhitpos.y; /* object stops here */
|
|
if (hits_bars(&singleobj, x2, y2, x2 + dx, y2 + dy, !rn2(20), 0)) {
|
|
if (!singleobj) {
|
|
used_up = TRUE;
|
|
launch_drop_spot((struct obj *) 0, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
tmp_at(DISP_END, 0);
|
|
launch_drop_spot((struct obj *) 0, 0, 0);
|
|
if (!used_up) {
|
|
singleobj->otrapped = 0;
|
|
place_object(singleobj, x2, y2);
|
|
newsym(x2, y2);
|
|
return 1;
|
|
} else
|
|
return 2;
|
|
}
|
|
|
|
void
|
|
seetrap(trap)
|
|
struct trap *trap;
|
|
{
|
|
if (!trap->tseen) {
|
|
trap->tseen = 1;
|
|
newsym(trap->tx, trap->ty);
|
|
}
|
|
}
|
|
|
|
/* like seetrap() but overrides vision */
|
|
void
|
|
feeltrap(trap)
|
|
struct trap *trap;
|
|
{
|
|
trap->tseen = 1;
|
|
map_trap(trap, 1);
|
|
/* in case it's beneath something, redisplay the something */
|
|
newsym(trap->tx, trap->ty);
|
|
}
|
|
|
|
static int
|
|
mkroll_launch(ttmp, x, y, otyp, ocount)
|
|
struct trap *ttmp;
|
|
xchar x, y;
|
|
short otyp;
|
|
long ocount;
|
|
{
|
|
struct obj *otmp;
|
|
register int tmp;
|
|
schar dx, dy;
|
|
int distance;
|
|
coord cc;
|
|
coord bcc;
|
|
int trycount = 0;
|
|
boolean success = FALSE;
|
|
int mindist = 4;
|
|
|
|
if (ttmp->ttyp == ROLLING_BOULDER_TRAP)
|
|
mindist = 2;
|
|
distance = rn1(5, 4); /* 4..8 away */
|
|
tmp = rn2(8); /* randomly pick a direction to try first */
|
|
while (distance >= mindist) {
|
|
dx = xdir[tmp];
|
|
dy = ydir[tmp];
|
|
cc.x = x;
|
|
cc.y = y;
|
|
/* Prevent boulder from being placed on water */
|
|
if (ttmp->ttyp == ROLLING_BOULDER_TRAP
|
|
&& is_pool_or_lava(x + distance * dx, y + distance * dy))
|
|
success = FALSE;
|
|
else
|
|
success = isclearpath(&cc, distance, dx, dy);
|
|
if (ttmp->ttyp == ROLLING_BOULDER_TRAP) {
|
|
boolean success_otherway;
|
|
|
|
bcc.x = x;
|
|
bcc.y = y;
|
|
success_otherway = isclearpath(&bcc, distance, -(dx), -(dy));
|
|
if (!success_otherway)
|
|
success = FALSE;
|
|
}
|
|
if (success)
|
|
break;
|
|
if (++tmp > 7)
|
|
tmp = 0;
|
|
if ((++trycount % 8) == 0)
|
|
--distance;
|
|
}
|
|
if (!success) {
|
|
/* create the trap without any ammo, launch pt at trap location */
|
|
cc.x = bcc.x = x;
|
|
cc.y = bcc.y = y;
|
|
} else {
|
|
otmp = mksobj(otyp, TRUE, FALSE);
|
|
otmp->quan = ocount;
|
|
otmp->owt = weight(otmp);
|
|
place_object(otmp, cc.x, cc.y);
|
|
stackobj(otmp);
|
|
}
|
|
ttmp->launch.x = cc.x;
|
|
ttmp->launch.y = cc.y;
|
|
if (ttmp->ttyp == ROLLING_BOULDER_TRAP) {
|
|
ttmp->launch2.x = bcc.x;
|
|
ttmp->launch2.y = bcc.y;
|
|
} else
|
|
ttmp->launch_otyp = otyp;
|
|
newsym(ttmp->launch.x, ttmp->launch.y);
|
|
return 1;
|
|
}
|
|
|
|
static boolean
|
|
isclearpath(cc, distance, dx, dy)
|
|
coord *cc;
|
|
int distance;
|
|
schar dx, dy;
|
|
{
|
|
uchar typ;
|
|
xchar x, y;
|
|
|
|
x = cc->x;
|
|
y = cc->y;
|
|
while (distance-- > 0) {
|
|
x += dx;
|
|
y += dy;
|
|
typ = levl[x][y].typ;
|
|
if (!isok(x, y) || !ZAP_POS(typ) || closed_door(x, y))
|
|
return FALSE;
|
|
}
|
|
cc->x = x;
|
|
cc->y = y;
|
|
return TRUE;
|
|
}
|
|
|
|
int
|
|
mintrap(mtmp)
|
|
register struct monst *mtmp;
|
|
{
|
|
register struct trap *trap = t_at(mtmp->mx, mtmp->my);
|
|
boolean trapkilled = FALSE;
|
|
struct permonst *mptr = mtmp->data;
|
|
struct obj *otmp;
|
|
|
|
if (!trap) {
|
|
mtmp->mtrapped = 0; /* perhaps teleported? */
|
|
} else if (mtmp->mtrapped) { /* is currently in the trap */
|
|
if (!trap->tseen && cansee(mtmp->mx, mtmp->my) && canseemon(mtmp)
|
|
&& (is_pit(trap->ttyp) || trap->ttyp == BEAR_TRAP
|
|
|| trap->ttyp == HOLE
|
|
|| trap->ttyp == WEB)) {
|
|
/* If you come upon an obviously trapped monster, then
|
|
* you must be able to see the trap it's in too.
|
|
*/
|
|
seetrap(trap);
|
|
}
|
|
|
|
if (!rn2(40)) {
|
|
if (sobj_at(BOULDER, mtmp->mx, mtmp->my)
|
|
&& is_pit(trap->ttyp)) {
|
|
if (!rn2(2)) {
|
|
mtmp->mtrapped = 0;
|
|
if (canseemon(mtmp))
|
|
pline("%s pulls free...", Monnam(mtmp));
|
|
fill_pit(mtmp->mx, mtmp->my);
|
|
}
|
|
} else {
|
|
mtmp->mtrapped = 0;
|
|
}
|
|
} else if (metallivorous(mptr)) {
|
|
if (trap->ttyp == BEAR_TRAP) {
|
|
if (canseemon(mtmp))
|
|
pline("%s eats a bear trap!", Monnam(mtmp));
|
|
deltrap(trap);
|
|
mtmp->meating = 5;
|
|
mtmp->mtrapped = 0;
|
|
} else if (trap->ttyp == SPIKED_PIT) {
|
|
if (canseemon(mtmp))
|
|
pline("%s munches on some spikes!", Monnam(mtmp));
|
|
trap->ttyp = PIT;
|
|
mtmp->meating = 5;
|
|
}
|
|
}
|
|
} else {
|
|
register int tt = trap->ttyp;
|
|
boolean in_sight, tear_web, see_it,
|
|
inescapable = (g.force_mintrap
|
|
|| ((tt == HOLE || tt == PIT)
|
|
&& Sokoban && !trap->madeby_u));
|
|
const char *fallverb;
|
|
xchar tx = trap->tx, ty = trap->ty;
|
|
|
|
/* true when called from dotrap, inescapable is not an option */
|
|
if (mtmp == u.usteed)
|
|
inescapable = TRUE;
|
|
if (!inescapable && ((mtmp->mtrapseen & (1 << (tt - 1))) != 0
|
|
|| (tt == HOLE && !mindless(mptr)))) {
|
|
/* it has been in such a trap - perhaps it escapes */
|
|
if (rn2(4))
|
|
return 0;
|
|
} else {
|
|
mtmp->mtrapseen |= (1 << (tt - 1));
|
|
}
|
|
/* Monster is aggravated by being trapped by you.
|
|
Recognizing who made the trap isn't completely
|
|
unreasonable; everybody has their own style. */
|
|
if (trap->madeby_u && rnl(5))
|
|
setmangry(mtmp, TRUE);
|
|
|
|
in_sight = canseemon(mtmp);
|
|
see_it = cansee(mtmp->mx, mtmp->my);
|
|
/* assume hero can tell what's going on for the steed */
|
|
if (mtmp == u.usteed)
|
|
in_sight = TRUE;
|
|
switch (tt) {
|
|
case ARROW_TRAP:
|
|
return trapeffect_arrow_trap(mtmp, trap, 0);
|
|
case DART_TRAP:
|
|
return trapeffect_dart_trap(mtmp, trap, 0);
|
|
case ROCKTRAP:
|
|
return trapeffect_rocktrap(mtmp, trap, 0);
|
|
case SQKY_BOARD:
|
|
return trapeffect_sqky_board(mtmp, trap, 0);
|
|
break;
|
|
case BEAR_TRAP:
|
|
if (mptr->msize > MZ_SMALL && !amorphous(mptr) && !is_flyer(mptr)
|
|
&& !is_whirly(mptr) && !unsolid(mptr)) {
|
|
mtmp->mtrapped = 1;
|
|
if (in_sight) {
|
|
pline("%s is caught in %s bear trap!", Monnam(mtmp),
|
|
a_your[trap->madeby_u]);
|
|
seetrap(trap);
|
|
} else {
|
|
if (mptr == &mons[PM_OWLBEAR]
|
|
|| mptr == &mons[PM_BUGBEAR])
|
|
You_hear("the roaring of an angry bear!");
|
|
}
|
|
} else if (g.force_mintrap) {
|
|
if (in_sight) {
|
|
pline("%s evades %s bear trap!", Monnam(mtmp),
|
|
a_your[trap->madeby_u]);
|
|
seetrap(trap);
|
|
}
|
|
}
|
|
if (mtmp->mtrapped)
|
|
trapkilled = thitm(0, mtmp, (struct obj *) 0, d(2, 4), FALSE);
|
|
break;
|
|
case SLP_GAS_TRAP:
|
|
if (!resists_sleep(mtmp) && !breathless(mptr) && !mtmp->msleeping
|
|
&& mtmp->mcanmove) {
|
|
if (sleep_monst(mtmp, rnd(25), -1) && in_sight) {
|
|
pline("%s suddenly falls asleep!", Monnam(mtmp));
|
|
seetrap(trap);
|
|
}
|
|
}
|
|
break;
|
|
case RUST_TRAP: {
|
|
struct obj *target;
|
|
|
|
if (in_sight)
|
|
seetrap(trap);
|
|
switch (rn2(5)) {
|
|
case 0:
|
|
if (in_sight)
|
|
pline("%s %s on the %s!", A_gush_of_water_hits,
|
|
mon_nam(mtmp), mbodypart(mtmp, HEAD));
|
|
target = which_armor(mtmp, W_ARMH);
|
|
(void) water_damage(target, helm_simple_name(target), TRUE);
|
|
break;
|
|
case 1:
|
|
if (in_sight)
|
|
pline("%s %s's left %s!", A_gush_of_water_hits,
|
|
mon_nam(mtmp), mbodypart(mtmp, ARM));
|
|
target = which_armor(mtmp, W_ARMS);
|
|
if (water_damage(target, "shield", TRUE) != ER_NOTHING)
|
|
break;
|
|
target = MON_WEP(mtmp);
|
|
if (target && bimanual(target))
|
|
(void) water_damage(target, 0, TRUE);
|
|
glovecheck:
|
|
target = which_armor(mtmp, W_ARMG);
|
|
(void) water_damage(target, gloves_simple_name(target), TRUE);
|
|
break;
|
|
case 2:
|
|
if (in_sight)
|
|
pline("%s %s's right %s!", A_gush_of_water_hits,
|
|
mon_nam(mtmp), mbodypart(mtmp, ARM));
|
|
(void) water_damage(MON_WEP(mtmp), 0, TRUE);
|
|
goto glovecheck;
|
|
default:
|
|
if (in_sight)
|
|
pline("%s %s!", A_gush_of_water_hits, mon_nam(mtmp));
|
|
for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
|
|
if (otmp->lamplit
|
|
/* exclude weapon(s) because cases 1 and 2 do them */
|
|
&& (otmp->owornmask & (W_WEP | W_SWAPWEP)) == 0)
|
|
(void) splash_lit(otmp);
|
|
if ((target = which_armor(mtmp, W_ARMC)) != 0)
|
|
(void) water_damage(target, cloak_simple_name(target),
|
|
TRUE);
|
|
else if ((target = which_armor(mtmp, W_ARM)) != 0)
|
|
(void) water_damage(target, suit_simple_name(target),
|
|
TRUE);
|
|
else if ((target = which_armor(mtmp, W_ARMU)) != 0)
|
|
(void) water_damage(target, "shirt", TRUE);
|
|
}
|
|
|
|
if (completelyrusts(mptr)) {
|
|
if (in_sight)
|
|
pline("%s %s to pieces!", Monnam(mtmp),
|
|
!mlifesaver(mtmp) ? "falls" : "starts to fall");
|
|
monkilled(mtmp, (const char *) 0, AD_RUST);
|
|
if (DEADMONSTER(mtmp))
|
|
trapkilled = TRUE;
|
|
} else if (mptr == &mons[PM_GREMLIN] && rn2(3)) {
|
|
(void) split_mon(mtmp, (struct monst *) 0);
|
|
}
|
|
break;
|
|
} /* RUST_TRAP */
|
|
case FIRE_TRAP:
|
|
mfiretrap:
|
|
if (in_sight)
|
|
pline("A %s erupts from the %s under %s!", tower_of_flame,
|
|
surface(mtmp->mx, mtmp->my), mon_nam(mtmp));
|
|
else if (see_it) /* evidently `mtmp' is invisible */
|
|
You_see("a %s erupt from the %s!", tower_of_flame,
|
|
surface(mtmp->mx, mtmp->my));
|
|
|
|
if (resists_fire(mtmp)) {
|
|
if (in_sight) {
|
|
shieldeff(mtmp->mx, mtmp->my);
|
|
pline("%s is uninjured.", Monnam(mtmp));
|
|
}
|
|
} else {
|
|
int num = d(2, 4), alt;
|
|
boolean immolate = FALSE;
|
|
|
|
/* paper burns very fast, assume straw is tightly packed
|
|
and burns a bit slower
|
|
(note: this is inconsistent with mattackm()'s AD_FIRE
|
|
damage where completelyburns() includes straw golem) */
|
|
switch (monsndx(mptr)) {
|
|
case PM_PAPER_GOLEM:
|
|
immolate = TRUE;
|
|
alt = mtmp->mhpmax;
|
|
break;
|
|
case PM_STRAW_GOLEM:
|
|
alt = mtmp->mhpmax / 2;
|
|
break;
|
|
case PM_WOOD_GOLEM:
|
|
alt = mtmp->mhpmax / 4;
|
|
break;
|
|
case PM_LEATHER_GOLEM:
|
|
alt = mtmp->mhpmax / 8;
|
|
break;
|
|
default:
|
|
alt = 0;
|
|
break;
|
|
}
|
|
if (alt > num)
|
|
num = alt;
|
|
|
|
if (thitm(0, mtmp, (struct obj *) 0, num, immolate))
|
|
trapkilled = TRUE;
|
|
else
|
|
/* we know mhp is at least `num' below mhpmax,
|
|
so no (mhp > mhpmax) check is needed here */
|
|
mtmp->mhpmax -= rn2(num + 1);
|
|
}
|
|
if (burnarmor(mtmp) || rn2(3)) {
|
|
(void) destroy_mitem(mtmp, SCROLL_CLASS, AD_FIRE);
|
|
(void) destroy_mitem(mtmp, SPBOOK_CLASS, AD_FIRE);
|
|
(void) destroy_mitem(mtmp, POTION_CLASS, AD_FIRE);
|
|
ignite_items(mtmp->minvent);
|
|
}
|
|
if (burn_floor_objects(mtmp->mx, mtmp->my, see_it, FALSE)
|
|
&& !see_it && distu(mtmp->mx, mtmp->my) <= 3 * 3)
|
|
You("smell smoke.");
|
|
if (is_ice(mtmp->mx, mtmp->my))
|
|
melt_ice(mtmp->mx, mtmp->my, (char *) 0);
|
|
if (see_it && t_at(mtmp->mx, mtmp->my))
|
|
seetrap(trap);
|
|
break;
|
|
case PIT:
|
|
case SPIKED_PIT:
|
|
fallverb = "falls";
|
|
if (is_flyer(mptr) || is_floater(mptr)
|
|
|| (mtmp->wormno && count_wsegs(mtmp) > 5)
|
|
|| is_clinger(mptr)) {
|
|
if (g.force_mintrap && !Sokoban) {
|
|
/* openfallingtrap; not inescapable here */
|
|
if (in_sight) {
|
|
seetrap(trap);
|
|
pline("%s doesn't fall into the pit.", Monnam(mtmp));
|
|
}
|
|
break; /* inescapable = FALSE; */
|
|
}
|
|
if (!inescapable)
|
|
break; /* avoids trap */
|
|
fallverb = "is dragged"; /* sokoban pit */
|
|
}
|
|
if (!passes_walls(mptr))
|
|
mtmp->mtrapped = 1;
|
|
if (in_sight) {
|
|
pline("%s %s into %s pit!", Monnam(mtmp), fallverb,
|
|
a_your[trap->madeby_u]);
|
|
if (mptr == &mons[PM_PIT_VIPER]
|
|
|| mptr == &mons[PM_PIT_FIEND])
|
|
pline("How pitiful. Isn't that the pits?");
|
|
seetrap(trap);
|
|
}
|
|
mselftouch(mtmp, "Falling, ", FALSE);
|
|
if (DEADMONSTER(mtmp) || thitm(0, mtmp, (struct obj *) 0,
|
|
rnd((tt == PIT) ? 6 : 10), FALSE))
|
|
trapkilled = TRUE;
|
|
break;
|
|
case HOLE:
|
|
case TRAPDOOR:
|
|
if (!Can_fall_thru(&u.uz)) {
|
|
impossible("mintrap: %ss cannot exist on this level.",
|
|
trapname(tt, TRUE));
|
|
break; /* don't activate it after all */
|
|
}
|
|
if (is_flyer(mptr) || is_floater(mptr) || mptr == &mons[PM_WUMPUS]
|
|
|| (mtmp->wormno && count_wsegs(mtmp) > 5)
|
|
|| mptr->msize >= MZ_HUGE) {
|
|
if (g.force_mintrap && !Sokoban) {
|
|
/* openfallingtrap; not inescapable here */
|
|
if (in_sight) {
|
|
seetrap(trap);
|
|
if (tt == TRAPDOOR)
|
|
pline(
|
|
"A trap door opens, but %s doesn't fall through.",
|
|
mon_nam(mtmp));
|
|
else /* (tt == HOLE) */
|
|
pline("%s doesn't fall through the hole.",
|
|
Monnam(mtmp));
|
|
}
|
|
break; /* inescapable = FALSE; */
|
|
}
|
|
if (inescapable) { /* sokoban hole */
|
|
if (in_sight) {
|
|
pline("%s seems to be yanked down!", Monnam(mtmp));
|
|
/* suppress message in mlevel_tele_trap() */
|
|
in_sight = FALSE;
|
|
seetrap(trap);
|
|
}
|
|
} else
|
|
break;
|
|
}
|
|
/*FALLTHRU*/
|
|
case LEVEL_TELEP:
|
|
case MAGIC_PORTAL: {
|
|
int mlev_res;
|
|
|
|
mlev_res = mlevel_tele_trap(mtmp, trap, inescapable, in_sight);
|
|
if (mlev_res)
|
|
return mlev_res;
|
|
break;
|
|
}
|
|
case TELEP_TRAP:
|
|
mtele_trap(mtmp, trap, in_sight);
|
|
break;
|
|
case WEB:
|
|
/* Monster in a web. */
|
|
if (webmaker(mptr))
|
|
break;
|
|
if (mu_maybe_destroy_web(mtmp, in_sight, trap))
|
|
break;
|
|
tear_web = FALSE;
|
|
switch (monsndx(mptr)) {
|
|
case PM_OWLBEAR: /* Eric Backus */
|
|
case PM_BUGBEAR:
|
|
if (!in_sight) {
|
|
You_hear("the roaring of a confused bear!");
|
|
mtmp->mtrapped = 1;
|
|
break;
|
|
}
|
|
/*FALLTHRU*/
|
|
default:
|
|
if (mptr->mlet == S_GIANT
|
|
/* exclude baby dragons and relatively short worms */
|
|
|| (mptr->mlet == S_DRAGON && extra_nasty(mptr))
|
|
|| (mtmp->wormno && count_wsegs(mtmp) > 5)) {
|
|
tear_web = TRUE;
|
|
} else if (in_sight) {
|
|
pline("%s is caught in %s spider web.", Monnam(mtmp),
|
|
a_your[trap->madeby_u]);
|
|
seetrap(trap);
|
|
}
|
|
mtmp->mtrapped = tear_web ? 0 : 1;
|
|
break;
|
|
/* this list is fairly arbitrary; it deliberately
|
|
excludes wumpus & giant/ettin zombies/mummies */
|
|
case PM_TITANOTHERE:
|
|
case PM_BALUCHITHERIUM:
|
|
case PM_PURPLE_WORM:
|
|
case PM_JABBERWOCK:
|
|
case PM_IRON_GOLEM:
|
|
case PM_BALROG:
|
|
case PM_KRAKEN:
|
|
case PM_MASTODON:
|
|
case PM_ORION:
|
|
case PM_NORN:
|
|
case PM_CYCLOPS:
|
|
case PM_LORD_SURTUR:
|
|
tear_web = TRUE;
|
|
break;
|
|
}
|
|
if (tear_web) {
|
|
if (in_sight)
|
|
pline("%s tears through %s spider web!", Monnam(mtmp),
|
|
a_your[trap->madeby_u]);
|
|
deltrap(trap);
|
|
newsym(mtmp->mx, mtmp->my);
|
|
} else if (g.force_mintrap && !mtmp->mtrapped) {
|
|
if (in_sight) {
|
|
pline("%s avoids %s spider web!", Monnam(mtmp),
|
|
a_your[trap->madeby_u]);
|
|
seetrap(trap);
|
|
}
|
|
}
|
|
break;
|
|
case STATUE_TRAP:
|
|
break;
|
|
case MAGIC_TRAP:
|
|
/* A magic trap. Monsters usually immune. */
|
|
if (!rn2(21))
|
|
goto mfiretrap;
|
|
break;
|
|
case ANTI_MAGIC:
|
|
/* similar to hero's case, more or less */
|
|
if (!resists_magm(mtmp)) { /* lose spell energy */
|
|
if (!mtmp->mcan && (attacktype(mptr, AT_MAGC)
|
|
|| attacktype(mptr, AT_BREA))) {
|
|
mtmp->mspec_used += d(2, 2);
|
|
if (in_sight) {
|
|
seetrap(trap);
|
|
pline("%s seems lethargic.", Monnam(mtmp));
|
|
}
|
|
}
|
|
} else { /* take some damage */
|
|
int dmgval2 = rnd(4);
|
|
|
|
if ((otmp = MON_WEP(mtmp)) != 0
|
|
&& otmp->oartifact == ART_MAGICBANE)
|
|
dmgval2 += rnd(4);
|
|
for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
|
|
if (otmp->oartifact
|
|
&& defends_when_carried(AD_MAGM, otmp))
|
|
break;
|
|
if (otmp)
|
|
dmgval2 += rnd(4);
|
|
if (passes_walls(mptr))
|
|
dmgval2 = (dmgval2 + 3) / 4;
|
|
|
|
if (in_sight)
|
|
seetrap(trap);
|
|
mtmp->mhp -= dmgval2;
|
|
if (DEADMONSTER(mtmp))
|
|
monkilled(mtmp,
|
|
in_sight
|
|
? "compression from an anti-magic field"
|
|
: (const char *) 0,
|
|
-AD_MAGM);
|
|
if (DEADMONSTER(mtmp))
|
|
trapkilled = TRUE;
|
|
if (see_it)
|
|
newsym(trap->tx, trap->ty);
|
|
}
|
|
break;
|
|
case LANDMINE:
|
|
if (rn2(3))
|
|
break; /* monsters usually don't set it off */
|
|
if (is_flyer(mptr)) {
|
|
boolean already_seen = trap->tseen;
|
|
|
|
if (in_sight && !already_seen) {
|
|
pline("A trigger appears in a pile of soil below %s.",
|
|
mon_nam(mtmp));
|
|
seetrap(trap);
|
|
}
|
|
if (rn2(3))
|
|
break;
|
|
if (in_sight) {
|
|
newsym(mtmp->mx, mtmp->my);
|
|
pline_The("air currents set %s off!",
|
|
already_seen ? "a land mine" : "it");
|
|
}
|
|
} else if (in_sight) {
|
|
newsym(mtmp->mx, mtmp->my);
|
|
pline("%s%s triggers %s land mine!",
|
|
!Deaf ? "KAABLAMM!!! " : "", Monnam(mtmp),
|
|
a_your[trap->madeby_u]);
|
|
}
|
|
if (!in_sight && !Deaf)
|
|
pline("Kaablamm! %s an explosion in the distance!",
|
|
"You hear"); /* Deaf-aware */
|
|
blow_up_landmine(trap);
|
|
/* explosion might have destroyed a drawbridge; don't
|
|
dish out more damage if monster is already dead */
|
|
if (DEADMONSTER(mtmp)
|
|
|| thitm(0, mtmp, (struct obj *) 0, rnd(16), FALSE)) {
|
|
trapkilled = TRUE;
|
|
} else {
|
|
/* monsters recursively fall into new pit */
|
|
if (mintrap(mtmp) == 2)
|
|
trapkilled = TRUE;
|
|
}
|
|
/* a boulder may fill the new pit, crushing monster */
|
|
fill_pit(tx, ty); /* thitm may have already destroyed the trap */
|
|
if (DEADMONSTER(mtmp))
|
|
trapkilled = TRUE;
|
|
if (unconscious()) {
|
|
g.multi = -1;
|
|
g.nomovemsg = "The explosion awakens you!";
|
|
}
|
|
break;
|
|
case POLY_TRAP:
|
|
if (resists_magm(mtmp)) {
|
|
shieldeff(mtmp->mx, mtmp->my);
|
|
} else if (!resist(mtmp, WAND_CLASS, 0, NOTELL)) {
|
|
if (newcham(mtmp, (struct permonst *) 0, FALSE, FALSE))
|
|
/* we're done with mptr but keep it up to date */
|
|
mptr = mtmp->data;
|
|
if (in_sight)
|
|
seetrap(trap);
|
|
}
|
|
break;
|
|
case ROLLING_BOULDER_TRAP:
|
|
if (!is_flyer(mptr)) {
|
|
int style = ROLL | (in_sight ? 0 : LAUNCH_UNSEEN);
|
|
|
|
newsym(mtmp->mx, mtmp->my);
|
|
if (in_sight)
|
|
pline("Click! %s triggers %s.", Monnam(mtmp),
|
|
trap->tseen ? "a rolling boulder trap" : something);
|
|
if (launch_obj(BOULDER, trap->launch.x, trap->launch.y,
|
|
trap->launch2.x, trap->launch2.y, style)) {
|
|
if (in_sight)
|
|
trap->tseen = TRUE;
|
|
if (DEADMONSTER(mtmp))
|
|
trapkilled = TRUE;
|
|
} else {
|
|
deltrap(trap);
|
|
newsym(mtmp->mx, mtmp->my);
|
|
}
|
|
}
|
|
break;
|
|
case VIBRATING_SQUARE:
|
|
if (see_it && !Blind) {
|
|
seetrap(trap); /* before messages */
|
|
if (in_sight) {
|
|
char buf[BUFSZ], *p, *monnm = mon_nam(mtmp);
|
|
|
|
if (nolimbs(mtmp->data)
|
|
|| is_floater(mtmp->data) || is_flyer(mtmp->data)) {
|
|
/* just "beneath <mon>" */
|
|
Strcpy(buf, monnm);
|
|
} else {
|
|
Strcpy(buf, s_suffix(monnm));
|
|
p = eos(strcat(buf, " "));
|
|
Strcpy(p, makeplural(mbodypart(mtmp, FOOT)));
|
|
/* avoid "beneath 'rear paws'" or 'rear hooves' */
|
|
(void) strsubst(p, "rear ", "");
|
|
}
|
|
You_see("a strange vibration beneath %s.", buf);
|
|
} else {
|
|
/* notice something (hearing uses a larger threshold
|
|
for 'nearby') */
|
|
You_see("the ground vibrate %s.",
|
|
(distu(mtmp->mx, mtmp->my) <= 2 * 2)
|
|
? "nearby" : "in the distance");
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
impossible("Some monster encountered a strange trap of type %d.",
|
|
tt);
|
|
}
|
|
}
|
|
if (trapkilled)
|
|
return 2;
|
|
return mtmp->mtrapped;
|
|
}
|
|
|
|
/* Combine cockatrice checks into single functions to avoid repeating code. */
|
|
void
|
|
instapetrify(str)
|
|
const char *str;
|
|
{
|
|
if (Stone_resistance)
|
|
return;
|
|
if (poly_when_stoned(g.youmonst.data) && polymon(PM_STONE_GOLEM))
|
|
return;
|
|
You("turn to stone...");
|
|
g.killer.format = KILLED_BY;
|
|
if (str != g.killer.name)
|
|
Strcpy(g.killer.name, str ? str : "");
|
|
done(STONING);
|
|
}
|
|
|
|
void
|
|
minstapetrify(mon, byplayer)
|
|
struct monst *mon;
|
|
boolean byplayer;
|
|
{
|
|
if (resists_ston(mon))
|
|
return;
|
|
if (poly_when_stoned(mon->data)) {
|
|
mon_to_stone(mon);
|
|
return;
|
|
}
|
|
if (!vamp_stone(mon))
|
|
return;
|
|
|
|
/* give a "<mon> is slowing down" message and also remove
|
|
intrinsic speed (comparable to similar effect on the hero) */
|
|
mon_adjust_speed(mon, -3, (struct obj *) 0);
|
|
|
|
if (cansee(mon->mx, mon->my))
|
|
pline("%s turns to stone.", Monnam(mon));
|
|
if (byplayer) {
|
|
g.stoned = TRUE;
|
|
xkilled(mon, XKILL_NOMSG);
|
|
} else
|
|
monstone(mon);
|
|
}
|
|
|
|
void
|
|
selftouch(arg)
|
|
const char *arg;
|
|
{
|
|
char kbuf[BUFSZ];
|
|
|
|
if (uwep && uwep->otyp == CORPSE && touch_petrifies(&mons[uwep->corpsenm])
|
|
&& !Stone_resistance) {
|
|
pline("%s touch the %s corpse.", arg, mons[uwep->corpsenm].mname);
|
|
Sprintf(kbuf, "%s corpse", an(mons[uwep->corpsenm].mname));
|
|
instapetrify(kbuf);
|
|
/* life-saved; unwield the corpse if we can't handle it */
|
|
if (!uarmg && !Stone_resistance)
|
|
uwepgone();
|
|
}
|
|
/* Or your secondary weapon, if wielded [hypothetical; we don't
|
|
allow two-weapon combat when either weapon is a corpse] */
|
|
if (u.twoweap && uswapwep && uswapwep->otyp == CORPSE
|
|
&& touch_petrifies(&mons[uswapwep->corpsenm]) && !Stone_resistance) {
|
|
pline("%s touch the %s corpse.", arg, mons[uswapwep->corpsenm].mname);
|
|
Sprintf(kbuf, "%s corpse", an(mons[uswapwep->corpsenm].mname));
|
|
instapetrify(kbuf);
|
|
/* life-saved; unwield the corpse */
|
|
if (!uarmg && !Stone_resistance)
|
|
uswapwepgone();
|
|
}
|
|
}
|
|
|
|
void
|
|
mselftouch(mon, arg, byplayer)
|
|
struct monst *mon;
|
|
const char *arg;
|
|
boolean byplayer;
|
|
{
|
|
struct obj *mwep = MON_WEP(mon);
|
|
|
|
if (mwep && mwep->otyp == CORPSE && touch_petrifies(&mons[mwep->corpsenm])
|
|
&& !resists_ston(mon)) {
|
|
if (cansee(mon->mx, mon->my)) {
|
|
pline("%s%s touches %s.", arg ? arg : "",
|
|
arg ? mon_nam(mon) : Monnam(mon),
|
|
corpse_xname(mwep, (const char *) 0, CXN_PFX_THE));
|
|
}
|
|
minstapetrify(mon, byplayer);
|
|
/* if life-saved, might not be able to continue wielding */
|
|
if (!DEADMONSTER(mon)
|
|
&& !which_armor(mon, W_ARMG) && !resists_ston(mon))
|
|
mwepgone(mon);
|
|
}
|
|
}
|
|
|
|
/* start levitating */
|
|
void
|
|
float_up()
|
|
{
|
|
g.context.botl = TRUE;
|
|
if (u.utrap) {
|
|
if (u.utraptype == TT_PIT) {
|
|
reset_utrap(FALSE);
|
|
You("float up, out of the %s!", trapname(PIT, FALSE));
|
|
g.vision_full_recalc = 1; /* vision limits change */
|
|
fill_pit(u.ux, u.uy);
|
|
} else if (u.utraptype == TT_LAVA /* molten lava */
|
|
|| u.utraptype == TT_INFLOOR) { /* solidified lava */
|
|
Your("body pulls upward, but your %s are still stuck.",
|
|
makeplural(body_part(LEG)));
|
|
} else if (u.utraptype == TT_BURIEDBALL) { /* tethered */
|
|
coord cc;
|
|
|
|
cc.x = u.ux, cc.y = u.uy;
|
|
/* caveat: this finds the first buried iron ball within
|
|
one step of the specified location, not necessarily the
|
|
buried [former] uball at the original anchor point */
|
|
(void) buried_ball(&cc);
|
|
/* being chained to the floor blocks levitation from floating
|
|
above that floor but not from enhancing carrying capacity */
|
|
You("feel lighter, but your %s is still chained to the %s.",
|
|
body_part(LEG),
|
|
IS_ROOM(levl[cc.x][cc.y].typ) ? "floor" : "ground");
|
|
} else if (u.utraptype == WEB) {
|
|
You("float up slightly, but you are still stuck in the %s.",
|
|
trapname(WEB, FALSE));
|
|
} else { /* bear trap */
|
|
You("float up slightly, but your %s is still stuck.",
|
|
body_part(LEG));
|
|
}
|
|
/* when still trapped, float_vs_flight() below will block levitation */
|
|
#if 0
|
|
} else if (Is_waterlevel(&u.uz)) {
|
|
pline("It feels as though you've lost some weight.");
|
|
#endif
|
|
} else if (u.uinwater) {
|
|
spoteffects(TRUE);
|
|
} else if (u.uswallow) {
|
|
You(is_animal(u.ustuck->data) ? "float away from the %s."
|
|
: "spiral up into %s.",
|
|
is_animal(u.ustuck->data) ? surface(u.ux, u.uy)
|
|
: mon_nam(u.ustuck));
|
|
} else if (Hallucination) {
|
|
pline("Up, up, and awaaaay! You're walking on air!");
|
|
} else if (Is_airlevel(&u.uz)) {
|
|
You("gain control over your movements.");
|
|
} else {
|
|
You("start to float in the air!");
|
|
}
|
|
if (u.usteed && !is_floater(u.usteed->data) && !is_flyer(u.usteed->data)) {
|
|
if (Lev_at_will) {
|
|
pline("%s magically floats up!", Monnam(u.usteed));
|
|
} else {
|
|
You("cannot stay on %s.", mon_nam(u.usteed));
|
|
dismount_steed(DISMOUNT_GENERIC);
|
|
}
|
|
}
|
|
if (Flying)
|
|
You("are no longer able to control your flight.");
|
|
float_vs_flight(); /* set BFlying, also BLevitation if still trapped */
|
|
/* levitation gives maximum carrying capacity, so encumbrance
|
|
state might be reduced */
|
|
(void) encumber_msg();
|
|
return;
|
|
}
|
|
|
|
void
|
|
fill_pit(x, y)
|
|
int x, y;
|
|
{
|
|
struct obj *otmp;
|
|
struct trap *t;
|
|
|
|
if ((t = t_at(x, y)) != 0 && is_pit(t->ttyp)
|
|
&& (otmp = sobj_at(BOULDER, x, y)) != 0) {
|
|
obj_extract_self(otmp);
|
|
(void) flooreffects(otmp, x, y, "settle");
|
|
}
|
|
}
|
|
|
|
/* stop levitating */
|
|
int
|
|
float_down(hmask, emask)
|
|
long hmask, emask; /* might cancel timeout */
|
|
{
|
|
register struct trap *trap = (struct trap *) 0;
|
|
d_level current_dungeon_level;
|
|
boolean no_msg = FALSE;
|
|
|
|
HLevitation &= ~hmask;
|
|
ELevitation &= ~emask;
|
|
if (Levitation)
|
|
return 0; /* maybe another ring/potion/boots */
|
|
if (BLevitation) {
|
|
/* if blocked by terrain, we haven't actually been levitating so
|
|
we don't give any end-of-levitation feedback or side-effects,
|
|
but if blocking is solely due to being trapped in/on floor,
|
|
do give some feedback but skip other float_down() effects */
|
|
boolean trapped = (BLevitation == I_SPECIAL);
|
|
|
|
float_vs_flight();
|
|
if (trapped && u.utrap) /* u.utrap => paranoia */
|
|
You("are no longer trying to float up from the %s.",
|
|
(u.utraptype == TT_BEARTRAP) ? "trap's jaws"
|
|
: (u.utraptype == TT_WEB) ? "web"
|
|
: (u.utraptype == TT_BURIEDBALL) ? "chain"
|
|
: (u.utraptype == TT_LAVA) ? "lava"
|
|
: "ground"); /* TT_INFLOOR */
|
|
(void) encumber_msg(); /* carrying capacity might have changed */
|
|
return 0;
|
|
}
|
|
g.context.botl = TRUE;
|
|
nomul(0); /* stop running or resting */
|
|
if (BFlying) {
|
|
/* controlled flight no longer overridden by levitation */
|
|
float_vs_flight(); /* clears BFlying & I_SPECIAL
|
|
* unless hero is stuck in floor */
|
|
if (Flying) {
|
|
You("have stopped levitating and are now flying.");
|
|
(void) encumber_msg(); /* carrying capacity might have changed */
|
|
return 1;
|
|
}
|
|
}
|
|
if (u.uswallow) {
|
|
You("float down, but you are still %s.",
|
|
is_animal(u.ustuck->data) ? "swallowed" : "engulfed");
|
|
(void) encumber_msg();
|
|
return 1;
|
|
}
|
|
|
|
if (Punished && !carried(uball)
|
|
&& (is_pool(uball->ox, uball->oy)
|
|
|| ((trap = t_at(uball->ox, uball->oy))
|
|
&& (is_pit(trap->ttyp) || is_hole(trap->ttyp))))) {
|
|
u.ux0 = u.ux;
|
|
u.uy0 = u.uy;
|
|
u.ux = uball->ox;
|
|
u.uy = uball->oy;
|
|
movobj(uchain, uball->ox, uball->oy);
|
|
newsym(u.ux0, u.uy0);
|
|
g.vision_full_recalc = 1; /* in case the hero moved. */
|
|
}
|
|
/* check for falling into pool - added by GAN 10/20/86 */
|
|
if (!Flying) {
|
|
if (!u.uswallow && u.ustuck) {
|
|
if (sticks(g.youmonst.data))
|
|
You("aren't able to maintain your hold on %s.",
|
|
mon_nam(u.ustuck));
|
|
else
|
|
pline("Startled, %s can no longer hold you!",
|
|
mon_nam(u.ustuck));
|
|
set_ustuck((struct monst *) 0);
|
|
}
|
|
/* kludge alert:
|
|
* drown() and lava_effects() print various messages almost
|
|
* every time they're called which conflict with the "fall
|
|
* into" message below. Thus, we want to avoid printing
|
|
* confusing, duplicate or out-of-order messages.
|
|
* Use knowledge of the two routines as a hack -- this
|
|
* should really be handled differently -dlc
|
|
*/
|
|
if (is_pool(u.ux, u.uy) && !Wwalking && !Swimming && !u.uinwater)
|
|
no_msg = drown();
|
|
|
|
if (is_lava(u.ux, u.uy)) {
|
|
(void) lava_effects();
|
|
no_msg = TRUE;
|
|
}
|
|
}
|
|
if (!trap) {
|
|
trap = t_at(u.ux, u.uy);
|
|
if (Is_airlevel(&u.uz)) {
|
|
You("begin to tumble in place.");
|
|
} else if (Is_waterlevel(&u.uz) && !no_msg) {
|
|
You_feel("heavier.");
|
|
/* u.uinwater msgs already in spoteffects()/drown() */
|
|
} else if (!u.uinwater && !no_msg) {
|
|
if (!(emask & W_SADDLE)) {
|
|
if (Sokoban && trap) {
|
|
/* Justification elsewhere for Sokoban traps is based
|
|
* on air currents. This is consistent with that.
|
|
* The unexpected additional force of the air currents
|
|
* once levitation ceases knocks you off your feet.
|
|
*/
|
|
if (Hallucination)
|
|
pline("Bummer! You've crashed.");
|
|
else
|
|
You("fall over.");
|
|
losehp(rnd(2), "dangerous winds", KILLED_BY);
|
|
if (u.usteed)
|
|
dismount_steed(DISMOUNT_FELL);
|
|
selftouch("As you fall, you");
|
|
} else if (u.usteed && (is_floater(u.usteed->data)
|
|
|| is_flyer(u.usteed->data))) {
|
|
You("settle more firmly in the saddle.");
|
|
} else if (Hallucination) {
|
|
pline("Bummer! You've %s.",
|
|
is_pool(u.ux, u.uy)
|
|
? "splashed down"
|
|
: "hit the ground");
|
|
} else {
|
|
You("float gently to the %s.", surface(u.ux, u.uy));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* levitation gives maximum carrying capacity, so having it end
|
|
potentially triggers greater encumbrance; do this after
|
|
'come down' messages, before trap activation or autopickup */
|
|
(void) encumber_msg();
|
|
|
|
/* can't rely on u.uz0 for detecting trap door-induced level change;
|
|
it gets changed to reflect the new level before we can check it */
|
|
assign_level(¤t_dungeon_level, &u.uz);
|
|
if (trap) {
|
|
switch (trap->ttyp) {
|
|
case STATUE_TRAP:
|
|
break;
|
|
case HOLE:
|
|
case TRAPDOOR:
|
|
if (!Can_fall_thru(&u.uz) || u.ustuck)
|
|
break;
|
|
/*FALLTHRU*/
|
|
default:
|
|
if (!u.utrap) /* not already in the trap */
|
|
dotrap(trap, 0);
|
|
}
|
|
}
|
|
if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) && !u.uswallow
|
|
/* falling through trap door calls goto_level,
|
|
and goto_level does its own pickup() call */
|
|
&& on_level(&u.uz, ¤t_dungeon_level))
|
|
(void) pickup(1);
|
|
return 1;
|
|
}
|
|
|
|
/* shared code for climbing out of a pit */
|
|
void
|
|
climb_pit()
|
|
{
|
|
const char *pitname;
|
|
|
|
if (!u.utrap || u.utraptype != TT_PIT)
|
|
return;
|
|
|
|
pitname = trapname(PIT, FALSE);
|
|
if (Passes_walls) {
|
|
/* marked as trapped so they can pick things up */
|
|
You("ascend from the %s.", pitname);
|
|
reset_utrap(FALSE);
|
|
fill_pit(u.ux, u.uy);
|
|
g.vision_full_recalc = 1; /* vision limits change */
|
|
} else if (!rn2(2) && sobj_at(BOULDER, u.ux, u.uy)) {
|
|
Your("%s gets stuck in a crevice.", body_part(LEG));
|
|
display_nhwindow(WIN_MESSAGE, FALSE);
|
|
clear_nhwindow(WIN_MESSAGE);
|
|
You("free your %s.", body_part(LEG));
|
|
} else if ((Flying || is_clinger(g.youmonst.data)) && !Sokoban) {
|
|
/* eg fell in pit, then poly'd to a flying monster;
|
|
or used '>' to deliberately enter it */
|
|
You("%s from the %s.", Flying ? "fly" : "climb", pitname);
|
|
reset_utrap(FALSE);
|
|
fill_pit(u.ux, u.uy);
|
|
g.vision_full_recalc = 1; /* vision limits change */
|
|
} else if (!(--u.utrap)) {
|
|
reset_utrap(FALSE);
|
|
You("%s to the edge of the %s.",
|
|
(Sokoban && Levitation)
|
|
? "struggle against the air currents and float"
|
|
: u.usteed ? "ride" : "crawl",
|
|
pitname);
|
|
fill_pit(u.ux, u.uy);
|
|
g.vision_full_recalc = 1; /* vision limits change */
|
|
} else if (u.dz || flags.verbose) {
|
|
/* these should use 'pitname' rather than "pit" for hallucination
|
|
but that would nullify Norep (this message can be repeated
|
|
many times without further user intervention by using a run
|
|
attempt to keep retrying to escape from the pit) */
|
|
if (u.usteed)
|
|
Norep("%s is still in a pit.", upstart(y_monnam(u.usteed)));
|
|
else
|
|
Norep((Hallucination && !rn2(5))
|
|
? "You've fallen, and you can't get up."
|
|
: "You are still in a pit.");
|
|
}
|
|
}
|
|
|
|
static void
|
|
dofiretrap(box)
|
|
struct obj *box; /* null for floor trap */
|
|
{
|
|
boolean see_it = !Blind;
|
|
int num, alt;
|
|
|
|
/* Bug: for box case, the equivalent of burn_floor_objects() ought
|
|
* to be done upon its contents.
|
|
*/
|
|
|
|
if ((box && !carried(box)) ? is_pool(box->ox, box->oy) : Underwater) {
|
|
pline("A cascade of steamy bubbles erupts from %s!",
|
|
the(box ? xname(box) : surface(u.ux, u.uy)));
|
|
if (Fire_resistance)
|
|
You("are uninjured.");
|
|
else
|
|
losehp(rnd(3), "boiling water", KILLED_BY);
|
|
return;
|
|
}
|
|
pline("A %s %s from %s!", tower_of_flame, box ? "bursts" : "erupts",
|
|
the(box ? xname(box) : surface(u.ux, u.uy)));
|
|
if (Fire_resistance) {
|
|
shieldeff(u.ux, u.uy);
|
|
num = rn2(2);
|
|
} else if (Upolyd) {
|
|
num = d(2, 4);
|
|
switch (u.umonnum) {
|
|
case PM_PAPER_GOLEM:
|
|
alt = u.mhmax;
|
|
break;
|
|
case PM_STRAW_GOLEM:
|
|
alt = u.mhmax / 2;
|
|
break;
|
|
case PM_WOOD_GOLEM:
|
|
alt = u.mhmax / 4;
|
|
break;
|
|
case PM_LEATHER_GOLEM:
|
|
alt = u.mhmax / 8;
|
|
break;
|
|
default:
|
|
alt = 0;
|
|
break;
|
|
}
|
|
if (alt > num)
|
|
num = alt;
|
|
if (u.mhmax > mons[u.umonnum].mlevel)
|
|
u.mhmax -= rn2(min(u.mhmax, num + 1)), g.context.botl = 1;
|
|
} else {
|
|
num = d(2, 4);
|
|
if (u.uhpmax > u.ulevel)
|
|
u.uhpmax -= rn2(min(u.uhpmax, num + 1)), g.context.botl = 1;
|
|
}
|
|
if (!num)
|
|
You("are uninjured.");
|
|
else
|
|
losehp(num, tower_of_flame, KILLED_BY_AN); /* fire damage */
|
|
burn_away_slime();
|
|
|
|
if (burnarmor(&g.youmonst) || rn2(3)) {
|
|
destroy_item(SCROLL_CLASS, AD_FIRE);
|
|
destroy_item(SPBOOK_CLASS, AD_FIRE);
|
|
destroy_item(POTION_CLASS, AD_FIRE);
|
|
ignite_items(g.invent);
|
|
}
|
|
if (!box && burn_floor_objects(u.ux, u.uy, see_it, TRUE) && !see_it)
|
|
You("smell paper burning.");
|
|
if (is_ice(u.ux, u.uy))
|
|
melt_ice(u.ux, u.uy, (char *) 0);
|
|
}
|
|
|
|
static void
|
|
domagictrap()
|
|
{
|
|
register int fate = rnd(20);
|
|
|
|
/* What happened to the poor sucker? */
|
|
|
|
if (fate < 10) {
|
|
/* Most of the time, it creates some monsters. */
|
|
int cnt = rnd(4);
|
|
|
|
/* blindness effects */
|
|
if (!resists_blnd(&g.youmonst)) {
|
|
You("are momentarily blinded by a flash of light!");
|
|
make_blinded((long) rn1(5, 10), FALSE);
|
|
if (!Blind)
|
|
Your1(vision_clears);
|
|
} else if (!Blind) {
|
|
You_see("a flash of light!");
|
|
}
|
|
|
|
/* deafness effects */
|
|
if (!Deaf) {
|
|
You_hear("a deafening roar!");
|
|
incr_itimeout(&HDeaf, rn1(20, 30));
|
|
g.context.botl = TRUE;
|
|
} else {
|
|
/* magic vibrations still hit you */
|
|
You_feel("rankled.");
|
|
incr_itimeout(&HDeaf, rn1(5, 15));
|
|
g.context.botl = TRUE;
|
|
}
|
|
while (cnt--)
|
|
(void) makemon((struct permonst *) 0, u.ux, u.uy, NO_MM_FLAGS);
|
|
/* roar: wake monsters in vicinity, after placing trap-created ones */
|
|
wake_nearto(u.ux, u.uy, 7 * 7);
|
|
/* [flash: should probably also hit nearby gremlins with light] */
|
|
} else {
|
|
switch (fate) {
|
|
case 10:
|
|
case 11:
|
|
/* sometimes nothing happens */
|
|
break;
|
|
case 12: /* a flash of fire */
|
|
dofiretrap((struct obj *) 0);
|
|
break;
|
|
|
|
/* odd feelings */
|
|
case 13:
|
|
pline("A shiver runs up and down your %s!", body_part(SPINE));
|
|
break;
|
|
case 14:
|
|
You_hear(Hallucination ? "the moon howling at you."
|
|
: "distant howling.");
|
|
break;
|
|
case 15:
|
|
if (on_level(&u.uz, &qstart_level))
|
|
You_feel(
|
|
"%slike the prodigal son.",
|
|
(flags.female || (Upolyd && is_neuter(g.youmonst.data)))
|
|
? "oddly "
|
|
: "");
|
|
else
|
|
You("suddenly yearn for %s.",
|
|
Hallucination
|
|
? "Cleveland"
|
|
: (In_quest(&u.uz) || at_dgn_entrance("The Quest"))
|
|
? "your nearby homeland"
|
|
: "your distant homeland");
|
|
break;
|
|
case 16:
|
|
Your("pack shakes violently!");
|
|
break;
|
|
case 17:
|
|
You(Hallucination ? "smell hamburgers." : "smell charred flesh.");
|
|
break;
|
|
case 18:
|
|
You_feel("tired.");
|
|
break;
|
|
|
|
/* very occasionally something nice happens. */
|
|
case 19: { /* tame nearby monsters */
|
|
int i, j;
|
|
struct monst *mtmp;
|
|
|
|
(void) adjattrib(A_CHA, 1, FALSE);
|
|
for (i = -1; i <= 1; i++)
|
|
for (j = -1; j <= 1; j++) {
|
|
if (!isok(u.ux + i, u.uy + j))
|
|
continue;
|
|
mtmp = m_at(u.ux + i, u.uy + j);
|
|
if (mtmp)
|
|
(void) tamedog(mtmp, (struct obj *) 0);
|
|
}
|
|
break;
|
|
}
|
|
case 20: { /* uncurse stuff */
|
|
struct obj pseudo;
|
|
long save_conf = HConfusion;
|
|
|
|
pseudo = cg.zeroobj; /* neither cursed nor blessed,
|
|
and zero out oextra */
|
|
pseudo.otyp = SCR_REMOVE_CURSE;
|
|
HConfusion = 0L;
|
|
(void) seffects(&pseudo);
|
|
HConfusion = save_conf;
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Set an item on fire.
|
|
* "force" means not to roll a luck-based protection check for the
|
|
* item.
|
|
* "x" and "y" are the coordinates to dump the contents of a
|
|
* container, if it burns up.
|
|
*
|
|
* Return whether the object was destroyed.
|
|
*/
|
|
boolean
|
|
fire_damage(obj, force, x, y)
|
|
struct obj *obj;
|
|
boolean force;
|
|
xchar x, y;
|
|
{
|
|
int chance;
|
|
struct obj *otmp, *ncobj;
|
|
int in_sight = !Blind && couldsee(x, y); /* Don't care if it's lit */
|
|
int dindx;
|
|
|
|
/* object might light in a controlled manner */
|
|
if (catch_lit(obj))
|
|
return FALSE;
|
|
|
|
if (Is_container(obj)) {
|
|
switch (obj->otyp) {
|
|
case ICE_BOX:
|
|
return FALSE; /* Immune */
|
|
case CHEST:
|
|
chance = 40;
|
|
break;
|
|
case LARGE_BOX:
|
|
chance = 30;
|
|
break;
|
|
default:
|
|
chance = 20;
|
|
break;
|
|
}
|
|
if ((!force && (Luck + 5) > rn2(chance))
|
|
|| (is_flammable(obj) && obj->oerodeproof))
|
|
return FALSE;
|
|
/* Container is burnt up - dump contents out */
|
|
if (in_sight)
|
|
pline("%s catches fire and burns.", Yname2(obj));
|
|
if (Has_contents(obj)) {
|
|
if (in_sight)
|
|
pline("Its contents fall out.");
|
|
for (otmp = obj->cobj; otmp; otmp = ncobj) {
|
|
ncobj = otmp->nobj;
|
|
obj_extract_self(otmp);
|
|
if (!flooreffects(otmp, x, y, ""))
|
|
place_object(otmp, x, y);
|
|
}
|
|
}
|
|
setnotworn(obj);
|
|
delobj(obj);
|
|
return TRUE;
|
|
} else if (!force && (Luck + 5) > rn2(20)) {
|
|
/* chance per item of sustaining damage:
|
|
* max luck (Luck==13): 10%
|
|
* avg luck (Luck==0): 75%
|
|
* awful luck (Luck<-4): 100%
|
|
*/
|
|
return FALSE;
|
|
} else if (obj->oclass == SCROLL_CLASS || obj->oclass == SPBOOK_CLASS) {
|
|
if (obj->otyp == SCR_FIRE || obj->otyp == SPE_FIREBALL)
|
|
return FALSE;
|
|
if (obj->otyp == SPE_BOOK_OF_THE_DEAD) {
|
|
if (in_sight)
|
|
pline("Smoke rises from %s.", the(xname(obj)));
|
|
return FALSE;
|
|
}
|
|
dindx = (obj->oclass == SCROLL_CLASS) ? 3 : 4;
|
|
if (in_sight)
|
|
pline("%s %s.", Yname2(obj),
|
|
destroy_strings[dindx][(obj->quan > 1L)]);
|
|
setnotworn(obj);
|
|
delobj(obj);
|
|
return TRUE;
|
|
} else if (obj->oclass == POTION_CLASS) {
|
|
dindx = (obj->otyp != POT_OIL) ? 1 : 2;
|
|
if (in_sight)
|
|
pline("%s %s.", Yname2(obj),
|
|
destroy_strings[dindx][(obj->quan > 1L)]);
|
|
setnotworn(obj);
|
|
delobj(obj);
|
|
return TRUE;
|
|
} else if (erode_obj(obj, (char *) 0, ERODE_BURN, EF_DESTROY)
|
|
== ER_DESTROYED) {
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
/*
|
|
* Apply fire_damage() to an entire chain.
|
|
*
|
|
* Return number of objects destroyed. --ALI
|
|
*/
|
|
int
|
|
fire_damage_chain(chain, force, here, x, y)
|
|
struct obj *chain;
|
|
boolean force, here;
|
|
xchar x, y;
|
|
{
|
|
struct obj *obj, *nobj;
|
|
int num = 0;
|
|
|
|
/* erode_obj() relies on bhitpos if target objects aren't carried by
|
|
the hero or a monster, to check visibility controlling feedback */
|
|
g.bhitpos.x = x, g.bhitpos.y = y;
|
|
|
|
for (obj = chain; obj; obj = nobj) {
|
|
nobj = here ? obj->nexthere : obj->nobj;
|
|
if (fire_damage(obj, force, x, y))
|
|
++num;
|
|
}
|
|
|
|
if (num && (Blind && !couldsee(x, y)))
|
|
You("smell smoke.");
|
|
return num;
|
|
}
|
|
|
|
/* obj has been thrown or dropped into lava; damage is worse than mere fire */
|
|
boolean
|
|
lava_damage(obj, x, y)
|
|
struct obj *obj;
|
|
xchar x, y;
|
|
{
|
|
int otyp = obj->otyp, ocls = obj->oclass;
|
|
|
|
/* the Amulet, invocation items, and Rider corpses are never destroyed
|
|
(let Book of the Dead fall through to fire_damage() to get feedback) */
|
|
if (obj_resists(obj, 0, 0) && otyp != SPE_BOOK_OF_THE_DEAD)
|
|
return FALSE;
|
|
/* destroy liquid (venom), wax, veggy, flesh, paper (except for scrolls
|
|
and books--let fire damage deal with them), cloth, leather, wood, bone
|
|
unless it's inherently or explicitly fireproof or contains something;
|
|
note: potions are glass so fall through to fire_damage() and boil */
|
|
if (objects[otyp].oc_material < DRAGON_HIDE
|
|
&& ocls != SCROLL_CLASS && ocls != SPBOOK_CLASS
|
|
&& objects[otyp].oc_oprop != FIRE_RES
|
|
&& otyp != WAN_FIRE && otyp != FIRE_HORN
|
|
/* assumes oerodeproof isn't overloaded for some other purpose on
|
|
non-eroding items */
|
|
&& !obj->oerodeproof
|
|
/* fire_damage() knows how to deal with containers and contents */
|
|
&& !Has_contents(obj)) {
|
|
if (cansee(x, y)) {
|
|
/* this feedback is pretty clunky and can become very verbose
|
|
when former contents of a burned container get here via
|
|
flooreffects() */
|
|
if (obj == g.thrownobj || obj == g.kickedobj)
|
|
pline("%s %s up!", is_plural(obj) ? "They" : "It",
|
|
otense(obj, "burn"));
|
|
else
|
|
You_see("%s hit lava and burn up!", doname(obj));
|
|
}
|
|
if (carried(obj)) { /* shouldn't happen */
|
|
remove_worn_item(obj, TRUE);
|
|
useupall(obj);
|
|
} else
|
|
delobj(obj);
|
|
return TRUE;
|
|
}
|
|
return fire_damage(obj, TRUE, x, y);
|
|
}
|
|
|
|
void
|
|
acid_damage(obj)
|
|
struct obj *obj;
|
|
{
|
|
/* Scrolls but not spellbooks can be erased by acid. */
|
|
struct monst *victim;
|
|
boolean vismon;
|
|
|
|
if (!obj)
|
|
return;
|
|
|
|
victim = carried(obj) ? &g.youmonst : mcarried(obj) ? obj->ocarry : NULL;
|
|
vismon = victim && (victim != &g.youmonst) && canseemon(victim);
|
|
|
|
if (obj->greased) {
|
|
grease_protect(obj, (char *) 0, victim);
|
|
} else if (obj->oclass == SCROLL_CLASS && obj->otyp != SCR_BLANK_PAPER) {
|
|
if (obj->otyp != SCR_BLANK_PAPER
|
|
#ifdef MAIL_STRUCTURES
|
|
&& obj->otyp != SCR_MAIL
|
|
#endif
|
|
) {
|
|
if (!Blind) {
|
|
if (victim == &g.youmonst)
|
|
pline("Your %s.", aobjnam(obj, "fade"));
|
|
else if (vismon)
|
|
pline("%s %s.", s_suffix(Monnam(victim)),
|
|
aobjnam(obj, "fade"));
|
|
}
|
|
}
|
|
obj->otyp = SCR_BLANK_PAPER;
|
|
obj->spe = 0;
|
|
obj->dknown = 0;
|
|
} else
|
|
erode_obj(obj, (char *) 0, ERODE_CORRODE, EF_GREASE | EF_VERBOSE);
|
|
}
|
|
|
|
/* Get an object wet and damage it appropriately.
|
|
* "ostr", if present, is used instead of the object name in some
|
|
* messages.
|
|
* "force" means not to roll luck to protect some objects.
|
|
* Returns an erosion return value (ER_*)
|
|
*/
|
|
int
|
|
water_damage(obj, ostr, force)
|
|
struct obj *obj;
|
|
const char *ostr;
|
|
boolean force;
|
|
{
|
|
if (!obj)
|
|
return ER_NOTHING;
|
|
|
|
if (splash_lit(obj))
|
|
return ER_DAMAGED;
|
|
|
|
if (!ostr)
|
|
ostr = cxname(obj);
|
|
|
|
if (obj->otyp == CAN_OF_GREASE && obj->spe > 0) {
|
|
return ER_NOTHING;
|
|
} else if (obj->otyp == TOWEL && obj->spe < 7) {
|
|
wet_a_towel(obj, rnd(7), TRUE);
|
|
return ER_NOTHING;
|
|
} else if (obj->greased) {
|
|
if (!rn2(2))
|
|
obj->greased = 0;
|
|
if (carried(obj))
|
|
update_inventory();
|
|
return ER_GREASED;
|
|
} else if (Is_container(obj) && !Is_box(obj)
|
|
&& (obj->otyp != OILSKIN_SACK || (obj->cursed && !rn2(3)))) {
|
|
if (carried(obj))
|
|
pline("Water gets into your %s!", ostr);
|
|
|
|
water_damage_chain(obj->cobj, FALSE);
|
|
return ER_DAMAGED; /* contents were damaged */
|
|
} else if (obj->otyp == OILSKIN_SACK) {
|
|
if (carried(obj))
|
|
pline("Some water slides right off your %s.", ostr);
|
|
makeknown(OILSKIN_SACK);
|
|
/* not actually damaged, but because we /didn't/ get the "water
|
|
gets into!" message, the player now has more information and
|
|
thus we need to waste any potion they may have used (also,
|
|
flavourwise the water is now on the floor) */
|
|
return ER_DAMAGED;
|
|
} else if (!force && (Luck + 5) > rn2(20)) {
|
|
/* chance per item of sustaining damage:
|
|
* max luck: 10%
|
|
* avg luck (Luck==0): 75%
|
|
* awful luck (Luck<-4): 100%
|
|
*/
|
|
return ER_NOTHING;
|
|
} else if (obj->oclass == SCROLL_CLASS) {
|
|
if (obj->otyp == SCR_BLANK_PAPER
|
|
#ifdef MAIL_STRUCTURES
|
|
|| obj->otyp == SCR_MAIL
|
|
#endif
|
|
) return 0;
|
|
if (carried(obj))
|
|
pline("Your %s %s.", ostr, vtense(ostr, "fade"));
|
|
|
|
obj->otyp = SCR_BLANK_PAPER;
|
|
obj->dknown = 0;
|
|
obj->spe = 0;
|
|
if (carried(obj))
|
|
update_inventory();
|
|
return ER_DAMAGED;
|
|
} else if (obj->oclass == SPBOOK_CLASS) {
|
|
if (obj->otyp == SPE_BOOK_OF_THE_DEAD) {
|
|
pline("Steam rises from %s.", the(xname(obj)));
|
|
return 0;
|
|
} else if (obj->otyp == SPE_BLANK_PAPER) {
|
|
return 0;
|
|
}
|
|
if (carried(obj))
|
|
pline("Your %s %s.", ostr, vtense(ostr, "fade"));
|
|
|
|
if (obj->otyp == SPE_NOVEL) {
|
|
obj->novelidx = 0;
|
|
free_oname(obj);
|
|
}
|
|
|
|
obj->otyp = SPE_BLANK_PAPER;
|
|
obj->dknown = 0;
|
|
if (carried(obj))
|
|
update_inventory();
|
|
return ER_DAMAGED;
|
|
} else if (obj->oclass == POTION_CLASS) {
|
|
if (obj->otyp == POT_ACID) {
|
|
char *bufp;
|
|
boolean one = (obj->quan == 1L), update = carried(obj),
|
|
exploded = FALSE;
|
|
|
|
if (Blind && !carried(obj))
|
|
obj->dknown = 0;
|
|
if (g.acid_ctx.ctx_valid)
|
|
exploded = ((obj->dknown ? g.acid_ctx.dkn_boom
|
|
: g.acid_ctx.unk_boom) > 0);
|
|
/* First message is
|
|
* "a [potion|<color> potion|potion of acid] explodes"
|
|
* depending on obj->dknown (potion has been seen) and
|
|
* objects[POT_ACID].oc_name_known (fully discovered),
|
|
* or "some {plural version} explode" when relevant.
|
|
* Second and subsequent messages for same chain and
|
|
* matching dknown status are
|
|
* "another [potion|<color> &c] explodes" or plural
|
|
* variant.
|
|
*/
|
|
bufp = simpleonames(obj);
|
|
pline("%s %s %s!", /* "A potion explodes!" */
|
|
!exploded ? (one ? "A" : "Some")
|
|
: (one ? "Another" : "More"),
|
|
bufp, vtense(bufp, "explode"));
|
|
if (g.acid_ctx.ctx_valid) {
|
|
if (obj->dknown)
|
|
g.acid_ctx.dkn_boom++;
|
|
else
|
|
g.acid_ctx.unk_boom++;
|
|
}
|
|
setnotworn(obj);
|
|
delobj(obj);
|
|
if (update)
|
|
update_inventory();
|
|
return ER_DESTROYED;
|
|
} else if (obj->odiluted) {
|
|
if (carried(obj))
|
|
pline("Your %s %s further.", ostr, vtense(ostr, "dilute"));
|
|
|
|
obj->otyp = POT_WATER;
|
|
obj->dknown = 0;
|
|
obj->blessed = obj->cursed = 0;
|
|
obj->odiluted = 0;
|
|
if (carried(obj))
|
|
update_inventory();
|
|
return ER_DAMAGED;
|
|
} else if (obj->otyp != POT_WATER) {
|
|
if (carried(obj))
|
|
pline("Your %s %s.", ostr, vtense(ostr, "dilute"));
|
|
|
|
obj->odiluted++;
|
|
if (carried(obj))
|
|
update_inventory();
|
|
return ER_DAMAGED;
|
|
}
|
|
} else {
|
|
return erode_obj(obj, ostr, ERODE_RUST, EF_NONE);
|
|
}
|
|
return ER_NOTHING;
|
|
}
|
|
|
|
void
|
|
water_damage_chain(obj, here)
|
|
struct obj *obj;
|
|
boolean here;
|
|
{
|
|
struct obj *otmp;
|
|
xchar x, y;
|
|
|
|
if (!obj)
|
|
return;
|
|
|
|
/* initialize acid context: so far, neither seen (dknown) potions of
|
|
acid nor unseen have exploded during this water damage sequence */
|
|
g.acid_ctx.dkn_boom = g.acid_ctx.unk_boom = 0;
|
|
g.acid_ctx.ctx_valid = TRUE;
|
|
|
|
/* erode_obj() relies on bhitpos if target objects aren't carried by
|
|
the hero or a monster, to check visibility controlling feedback */
|
|
if (get_obj_location(obj, &x, &y, CONTAINED_TOO))
|
|
g.bhitpos.x = x, g.bhitpos.y = y;
|
|
|
|
for (; obj; obj = otmp) {
|
|
otmp = here ? obj->nexthere : obj->nobj;
|
|
water_damage(obj, (char *) 0, FALSE);
|
|
}
|
|
|
|
/* reset acid context */
|
|
g.acid_ctx.dkn_boom = g.acid_ctx.unk_boom = 0;
|
|
g.acid_ctx.ctx_valid = FALSE;
|
|
}
|
|
|
|
/*
|
|
* This function is potentially expensive - rolling
|
|
* inventory list multiple times. Luckily it's seldom needed.
|
|
* Returns TRUE if disrobing made player unencumbered enough to
|
|
* crawl out of the current predicament.
|
|
*/
|
|
static boolean
|
|
emergency_disrobe(lostsome)
|
|
boolean *lostsome;
|
|
{
|
|
int invc = inv_cnt(TRUE);
|
|
|
|
while (near_capacity() > (Punished ? UNENCUMBERED : SLT_ENCUMBER)) {
|
|
register struct obj *obj, *otmp = (struct obj *) 0;
|
|
register int i;
|
|
|
|
/* Pick a random object */
|
|
if (invc > 0) {
|
|
i = rn2(invc);
|
|
for (obj = g.invent; obj; obj = obj->nobj) {
|
|
/*
|
|
* Undroppables are: body armor, boots, gloves,
|
|
* amulets, and rings because of the time and effort
|
|
* in removing them + loadstone and other cursed stuff
|
|
* for obvious reasons.
|
|
*/
|
|
if (!((obj->otyp == LOADSTONE && obj->cursed) || obj == uamul
|
|
|| obj == uleft || obj == uright || obj == ublindf
|
|
|| obj == uarm || obj == uarmc || obj == uarmg
|
|
|| obj == uarmf || obj == uarmu
|
|
|| (obj->cursed && (obj == uarmh || obj == uarms))
|
|
|| welded(obj)))
|
|
otmp = obj;
|
|
/* reached the mark and found some stuff to drop? */
|
|
if (--i < 0 && otmp)
|
|
break;
|
|
|
|
/* else continue */
|
|
}
|
|
}
|
|
if (!otmp)
|
|
return FALSE; /* nothing to drop! */
|
|
if (otmp->owornmask)
|
|
remove_worn_item(otmp, FALSE);
|
|
*lostsome = TRUE;
|
|
dropx(otmp);
|
|
invc--;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
/* return TRUE iff player relocated */
|
|
boolean
|
|
drown()
|
|
{
|
|
const char *pool_of_water;
|
|
boolean inpool_ok = FALSE, crawl_ok;
|
|
int i, x, y;
|
|
|
|
feel_newsym(u.ux, u.uy); /* in case Blind, map the water here */
|
|
/* happily wading in the same contiguous pool */
|
|
if (u.uinwater && is_pool(u.ux - u.dx, u.uy - u.dy)
|
|
&& (Swimming || Amphibious)) {
|
|
/* water effects on objects every now and then */
|
|
if (!rn2(5))
|
|
inpool_ok = TRUE;
|
|
else
|
|
return FALSE;
|
|
}
|
|
|
|
if (!u.uinwater) {
|
|
You("%s into the %s%c", Is_waterlevel(&u.uz) ? "plunge" : "fall",
|
|
hliquid("water"),
|
|
Amphibious || Swimming ? '.' : '!');
|
|
if (!Swimming && !Is_waterlevel(&u.uz))
|
|
You("sink like %s.", Hallucination ? "the Titanic" : "a rock");
|
|
}
|
|
|
|
water_damage_chain(g.invent, FALSE);
|
|
|
|
if (u.umonnum == PM_GREMLIN && rn2(3))
|
|
(void) split_mon(&g.youmonst, (struct monst *) 0);
|
|
else if (u.umonnum == PM_IRON_GOLEM) {
|
|
You("rust!");
|
|
i = Maybe_Half_Phys(d(2, 6));
|
|
if (u.mhmax > i)
|
|
u.mhmax -= i;
|
|
losehp(i, "rusting away", KILLED_BY);
|
|
}
|
|
if (inpool_ok)
|
|
return FALSE;
|
|
|
|
if ((i = number_leashed()) > 0) {
|
|
pline_The("leash%s slip%s loose.", (i > 1) ? "es" : "",
|
|
(i > 1) ? "" : "s");
|
|
unleash_all();
|
|
}
|
|
|
|
if (Amphibious || Swimming) {
|
|
if (Amphibious) {
|
|
if (flags.verbose)
|
|
pline("But you aren't drowning.");
|
|
if (!Is_waterlevel(&u.uz)) {
|
|
if (Hallucination)
|
|
Your("keel hits the bottom.");
|
|
else
|
|
You("touch bottom.");
|
|
}
|
|
}
|
|
if (Punished) {
|
|
unplacebc();
|
|
placebc();
|
|
}
|
|
vision_recalc(2); /* unsee old position */
|
|
set_uinwater(1); /* u.uinwater = 1 */
|
|
under_water(1);
|
|
g.vision_full_recalc = 1;
|
|
return FALSE;
|
|
}
|
|
if ((Teleportation || can_teleport(g.youmonst.data)) && !Unaware
|
|
&& (Teleport_control || rn2(3) < Luck + 2)) {
|
|
You("attempt a teleport spell."); /* utcsri!carroll */
|
|
if (!noteleport_level(&g.youmonst)) {
|
|
(void) dotele(FALSE);
|
|
if (!is_pool(u.ux, u.uy))
|
|
return TRUE;
|
|
} else
|
|
pline_The("attempted teleport spell fails.");
|
|
}
|
|
if (u.usteed) {
|
|
dismount_steed(DISMOUNT_GENERIC);
|
|
if (!is_pool(u.ux, u.uy))
|
|
return TRUE;
|
|
}
|
|
crawl_ok = FALSE;
|
|
x = y = 0; /* lint suppression */
|
|
/* if sleeping, wake up now so that we don't crawl out of water
|
|
while still asleep; we can't do that the same way that waking
|
|
due to combat is handled; note unmul() clears u.usleep */
|
|
if (u.usleep)
|
|
unmul("Suddenly you wake up!");
|
|
/* being doused will revive from fainting */
|
|
if (is_fainted())
|
|
reset_faint();
|
|
/* can't crawl if unable to move (crawl_ok flag stays false) */
|
|
if (g.multi < 0 || (Upolyd && !g.youmonst.data->mmove))
|
|
goto crawl;
|
|
/* look around for a place to crawl to */
|
|
for (i = 0; i < 100; i++) {
|
|
x = rn1(3, u.ux - 1);
|
|
y = rn1(3, u.uy - 1);
|
|
if (crawl_destination(x, y)) {
|
|
crawl_ok = TRUE;
|
|
goto crawl;
|
|
}
|
|
}
|
|
/* one more scan */
|
|
for (x = u.ux - 1; x <= u.ux + 1; x++)
|
|
for (y = u.uy - 1; y <= u.uy + 1; y++)
|
|
if (crawl_destination(x, y)) {
|
|
crawl_ok = TRUE;
|
|
goto crawl;
|
|
}
|
|
crawl:
|
|
if (crawl_ok) {
|
|
boolean lost = FALSE;
|
|
/* time to do some strip-tease... */
|
|
boolean succ = Is_waterlevel(&u.uz) ? TRUE : emergency_disrobe(&lost);
|
|
|
|
You("try to crawl out of the %s.", hliquid("water"));
|
|
if (lost)
|
|
You("dump some of your gear to lose weight...");
|
|
if (succ) {
|
|
pline("Pheew! That was close.");
|
|
teleds(x, y, TELEDS_ALLOW_DRAG);
|
|
return TRUE;
|
|
}
|
|
/* still too much weight */
|
|
pline("But in vain.");
|
|
}
|
|
set_uinwater(1); /* u.uinwater = 1 */
|
|
You("drown.");
|
|
for (i = 0; i < 5; i++) { /* arbitrary number of loops */
|
|
/* killer format and name are reconstructed every iteration
|
|
because lifesaving resets them */
|
|
pool_of_water = waterbody_name(u.ux, u.uy);
|
|
g.killer.format = KILLED_BY_AN;
|
|
/* avoid "drowned in [a] water" */
|
|
if (!strcmp(pool_of_water, "water"))
|
|
pool_of_water = "deep water", g.killer.format = KILLED_BY;
|
|
Strcpy(g.killer.name, pool_of_water);
|
|
done(DROWNING);
|
|
/* oops, we're still alive. better get out of the water. */
|
|
if (safe_teleds(TELEDS_ALLOW_DRAG | TELEDS_TELEPORT))
|
|
break; /* successful life-save */
|
|
/* nowhere safe to land; repeat drowning loop... */
|
|
pline("You're still drowning.");
|
|
}
|
|
if (u.uinwater) {
|
|
set_uinwater(0); /* u.uinwater = 0 */
|
|
You("find yourself back %s.",
|
|
Is_waterlevel(&u.uz) ? "in an air bubble" : "on land");
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
void
|
|
drain_en(n)
|
|
int n;
|
|
{
|
|
if (!u.uenmax) {
|
|
/* energy is completely gone */
|
|
You_feel("momentarily lethargic.");
|
|
} else {
|
|
/* throttle further loss a bit when there's not much left to lose */
|
|
if (n > u.uenmax || n > u.ulevel)
|
|
n = rnd(n);
|
|
|
|
You_feel("your magical energy drain away%c", (n > u.uen) ? '!' : '.');
|
|
u.uen -= n;
|
|
if (u.uen < 0) {
|
|
u.uenmax -= rnd(-u.uen);
|
|
if (u.uenmax < 0)
|
|
u.uenmax = 0;
|
|
u.uen = 0;
|
|
}
|
|
g.context.botl = 1;
|
|
}
|
|
}
|
|
|
|
/* disarm a trap */
|
|
int
|
|
dountrap()
|
|
{
|
|
if (near_capacity() >= HVY_ENCUMBER) {
|
|
pline("You're too strained to do that.");
|
|
return 0;
|
|
}
|
|
if ((nohands(g.youmonst.data) && !webmaker(g.youmonst.data))
|
|
|| !g.youmonst.data->mmove) {
|
|
pline("And just how do you expect to do that?");
|
|
return 0;
|
|
} else if (u.ustuck && sticks(g.youmonst.data)) {
|
|
pline("You'll have to let go of %s first.", mon_nam(u.ustuck));
|
|
return 0;
|
|
}
|
|
if (u.ustuck || (welded(uwep) && bimanual(uwep))) {
|
|
Your("%s seem to be too busy for that.", makeplural(body_part(HAND)));
|
|
return 0;
|
|
}
|
|
return untrap(FALSE);
|
|
}
|
|
|
|
/* Probability of disabling a trap. Helge Hafting */
|
|
static int
|
|
untrap_prob(ttmp)
|
|
struct trap *ttmp;
|
|
{
|
|
int chance = 3;
|
|
|
|
/* Only spiders know how to deal with webs reliably */
|
|
if (ttmp->ttyp == WEB && !webmaker(g.youmonst.data))
|
|
chance = 30;
|
|
if (Confusion || Hallucination)
|
|
chance++;
|
|
if (Blind)
|
|
chance++;
|
|
if (Stunned)
|
|
chance += 2;
|
|
if (Fumbling)
|
|
chance *= 2;
|
|
/* Your own traps are better known than others. */
|
|
if (ttmp && ttmp->madeby_u)
|
|
chance--;
|
|
if (Role_if(PM_ROGUE)) {
|
|
if (rn2(2 * MAXULEV) < u.ulevel)
|
|
chance--;
|
|
if (u.uhave.questart && chance > 1)
|
|
chance--;
|
|
} else if (Role_if(PM_RANGER) && chance > 1)
|
|
chance--;
|
|
return rn2(chance);
|
|
}
|
|
|
|
/* Replace trap with object(s). Helge Hafting */
|
|
void
|
|
cnv_trap_obj(otyp, cnt, ttmp, bury_it)
|
|
int otyp;
|
|
int cnt;
|
|
struct trap *ttmp;
|
|
boolean bury_it;
|
|
{
|
|
struct obj *otmp = mksobj(otyp, TRUE, FALSE);
|
|
|
|
otmp->quan = cnt;
|
|
otmp->owt = weight(otmp);
|
|
/* Only dart traps are capable of being poisonous */
|
|
if (otyp != DART)
|
|
otmp->opoisoned = 0;
|
|
place_object(otmp, ttmp->tx, ttmp->ty);
|
|
if (bury_it) {
|
|
/* magical digging first disarms this trap, then will unearth it */
|
|
(void) bury_an_obj(otmp, (boolean *) 0);
|
|
} else {
|
|
/* Sell your own traps only... */
|
|
if (ttmp->madeby_u)
|
|
sellobj(otmp, ttmp->tx, ttmp->ty);
|
|
stackobj(otmp);
|
|
}
|
|
newsym(ttmp->tx, ttmp->ty);
|
|
if (u.utrap && ttmp->tx == u.ux && ttmp->ty == u.uy)
|
|
reset_utrap(TRUE);
|
|
deltrap(ttmp);
|
|
}
|
|
|
|
/* while attempting to disarm an adjacent trap, we've fallen into it */
|
|
static void
|
|
move_into_trap(ttmp)
|
|
struct trap *ttmp;
|
|
{
|
|
int bc = 0;
|
|
xchar x = ttmp->tx, y = ttmp->ty, bx, by, cx, cy;
|
|
boolean unused;
|
|
|
|
bx = by = cx = cy = 0; /* lint suppression */
|
|
/* we know there's no monster in the way, and we're not trapped */
|
|
if (!Punished
|
|
|| drag_ball(x, y, &bc, &bx, &by, &cx, &cy, &unused, TRUE)) {
|
|
u.ux0 = u.ux, u.uy0 = u.uy;
|
|
/* set u.ux,u.uy and u.usteed->mx,my plus handle CLIPPING */
|
|
u_on_newpos(x, y);
|
|
u.umoved = TRUE;
|
|
newsym(u.ux0, u.uy0);
|
|
vision_recalc(1);
|
|
check_leash(u.ux0, u.uy0);
|
|
if (Punished)
|
|
move_bc(0, bc, bx, by, cx, cy);
|
|
/* marking the trap unseen forces dotrap() to treat it like a new
|
|
discovery and prevents pickup() -> look_here() -> check_here()
|
|
from giving a redundant "there is a <trap> here" message when
|
|
there are objects covering this trap */
|
|
ttmp->tseen = 0; /* hack for check_here() */
|
|
/* trigger the trap */
|
|
iflags.failing_untrap++; /* spoteffects() -> dotrap(,FAILEDUNTRAP) */
|
|
spoteffects(TRUE); /* pickup() + dotrap() */
|
|
iflags.failing_untrap--;
|
|
/* this should no longer be necessary; before the failing_untrap
|
|
hack, Flying hero would not trigger an unseen bear trap and
|
|
setting it not-yet-seen above resulted in leaving it hidden */
|
|
if ((ttmp = t_at(u.ux, u.uy)) != 0)
|
|
ttmp->tseen = 1;
|
|
exercise(A_WIS, FALSE);
|
|
}
|
|
}
|
|
|
|
/* 0: doesn't even try
|
|
* 1: tries and fails
|
|
* 2: succeeds
|
|
*/
|
|
static int
|
|
try_disarm(ttmp, force_failure)
|
|
struct trap *ttmp;
|
|
boolean force_failure;
|
|
{
|
|
struct monst *mtmp = m_at(ttmp->tx, ttmp->ty);
|
|
int ttype = ttmp->ttyp;
|
|
boolean under_u = (!u.dx && !u.dy);
|
|
boolean holdingtrap = (ttype == BEAR_TRAP || ttype == WEB);
|
|
|
|
/* Test for monster first, monsters are displayed instead of trap. */
|
|
if (mtmp && (!mtmp->mtrapped || !holdingtrap)) {
|
|
pline("%s is in the way.", Monnam(mtmp));
|
|
return 0;
|
|
}
|
|
/* We might be forced to move onto the trap's location. */
|
|
if (sobj_at(BOULDER, ttmp->tx, ttmp->ty) && !Passes_walls && !under_u) {
|
|
There("is a boulder in your way.");
|
|
return 0;
|
|
}
|
|
/* duplicate tight-space checks from test_move */
|
|
if (u.dx && u.dy && bad_rock(g.youmonst.data, u.ux, ttmp->ty)
|
|
&& bad_rock(g.youmonst.data, ttmp->tx, u.uy)) {
|
|
if ((g.invent && (inv_weight() + weight_cap() > 600))
|
|
|| bigmonst(g.youmonst.data)) {
|
|
/* don't allow untrap if they can't get thru to it */
|
|
You("are unable to reach the %s!", trapname(ttype, FALSE));
|
|
return 0;
|
|
}
|
|
}
|
|
/* untrappable traps are located on the ground. */
|
|
if (!can_reach_floor(under_u)) {
|
|
if (u.usteed && P_SKILL(P_RIDING) < P_BASIC)
|
|
rider_cant_reach();
|
|
else
|
|
You("are unable to reach the %s!", trapname(ttype, FALSE));
|
|
return 0;
|
|
}
|
|
|
|
/* Will our hero succeed? */
|
|
if (force_failure || untrap_prob(ttmp)) {
|
|
if (rnl(5)) {
|
|
pline("Whoops...");
|
|
if (mtmp) { /* must be a trap that holds monsters */
|
|
if (ttype == BEAR_TRAP) {
|
|
if (mtmp->mtame)
|
|
abuse_dog(mtmp);
|
|
mtmp->mhp -= rnd(4);
|
|
if (DEADMONSTER(mtmp))
|
|
killed(mtmp);
|
|
} else if (ttype == WEB) {
|
|
if (!webmaker(g.youmonst.data)) {
|
|
struct trap *ttmp2 = maketrap(u.ux, u.uy, WEB);
|
|
|
|
if (ttmp2) {
|
|
pline_The(
|
|
"webbing sticks to you. You're caught too!");
|
|
dotrap(ttmp2, NOWEBMSG);
|
|
if (u.usteed && u.utrap) {
|
|
/* you, not steed, are trapped */
|
|
dismount_steed(DISMOUNT_FELL);
|
|
}
|
|
}
|
|
} else
|
|
pline("%s remains entangled.", Monnam(mtmp));
|
|
}
|
|
} else if (under_u) {
|
|
/* [don't need the iflags.failing_untrap hack here] */
|
|
dotrap(ttmp, FAILEDUNTRAP);
|
|
} else {
|
|
move_into_trap(ttmp);
|
|
}
|
|
} else {
|
|
pline("%s %s is difficult to %s.",
|
|
ttmp->madeby_u ? "Your" : under_u ? "This" : "That",
|
|
trapname(ttype, FALSE),
|
|
(ttype == WEB) ? "remove" : "disarm");
|
|
}
|
|
return 1;
|
|
}
|
|
return 2;
|
|
}
|
|
|
|
static void
|
|
reward_untrap(ttmp, mtmp)
|
|
struct trap *ttmp;
|
|
struct monst *mtmp;
|
|
{
|
|
if (!ttmp->madeby_u) {
|
|
if (rnl(10) < 8 && !mtmp->mpeaceful && !mtmp->msleeping
|
|
&& !mtmp->mfrozen && !mindless(mtmp->data)
|
|
&& mtmp->data->mlet != S_HUMAN) {
|
|
mtmp->mpeaceful = 1;
|
|
set_malign(mtmp); /* reset alignment */
|
|
pline("%s is grateful.", Monnam(mtmp));
|
|
}
|
|
/* Helping someone out of a trap is a nice thing to do,
|
|
* A lawful may be rewarded, but not too often. */
|
|
if (!rn2(3) && !rnl(8) && u.ualign.type == A_LAWFUL) {
|
|
adjalign(1);
|
|
You_feel("that you did the right thing.");
|
|
}
|
|
}
|
|
}
|
|
|
|
static int
|
|
disarm_holdingtrap(ttmp) /* Helge Hafting */
|
|
struct trap *ttmp;
|
|
{
|
|
struct monst *mtmp;
|
|
int fails = try_disarm(ttmp, FALSE);
|
|
|
|
if (fails < 2)
|
|
return fails;
|
|
|
|
/* ok, disarm it. */
|
|
|
|
/* untrap the monster, if any.
|
|
There's no need for a cockatrice test, only the trap is touched */
|
|
if ((mtmp = m_at(ttmp->tx, ttmp->ty)) != 0) {
|
|
mtmp->mtrapped = 0;
|
|
You("remove %s %s from %s.", the_your[ttmp->madeby_u],
|
|
(ttmp->ttyp == BEAR_TRAP) ? "bear trap" : "webbing",
|
|
mon_nam(mtmp));
|
|
reward_untrap(ttmp, mtmp);
|
|
} else {
|
|
if (ttmp->ttyp == BEAR_TRAP) {
|
|
You("disarm %s bear trap.", the_your[ttmp->madeby_u]);
|
|
cnv_trap_obj(BEARTRAP, 1, ttmp, FALSE);
|
|
} else /* if (ttmp->ttyp == WEB) */ {
|
|
You("succeed in removing %s web.", the_your[ttmp->madeby_u]);
|
|
deltrap(ttmp);
|
|
}
|
|
}
|
|
newsym(u.ux + u.dx, u.uy + u.dy);
|
|
return 1;
|
|
}
|
|
|
|
static int
|
|
disarm_landmine(ttmp) /* Helge Hafting */
|
|
struct trap *ttmp;
|
|
{
|
|
int fails = try_disarm(ttmp, FALSE);
|
|
|
|
if (fails < 2)
|
|
return fails;
|
|
You("disarm %s land mine.", the_your[ttmp->madeby_u]);
|
|
cnv_trap_obj(LAND_MINE, 1, ttmp, FALSE);
|
|
return 1;
|
|
}
|
|
|
|
/* getobj will filter down to cans of grease and known potions of oil */
|
|
static NEARDATA const char oil[] = { ALL_CLASSES, TOOL_CLASS, POTION_CLASS,
|
|
0 };
|
|
|
|
/* it may not make much sense to use grease on floor boards, but so what? */
|
|
static int
|
|
disarm_squeaky_board(ttmp)
|
|
struct trap *ttmp;
|
|
{
|
|
struct obj *obj;
|
|
boolean bad_tool;
|
|
int fails;
|
|
|
|
obj = getobj(oil, "untrap with");
|
|
if (!obj)
|
|
return 0;
|
|
|
|
bad_tool = (obj->cursed
|
|
|| ((obj->otyp != POT_OIL || obj->lamplit)
|
|
&& (obj->otyp != CAN_OF_GREASE || !obj->spe)));
|
|
fails = try_disarm(ttmp, bad_tool);
|
|
if (fails < 2)
|
|
return fails;
|
|
|
|
/* successfully used oil or grease to fix squeaky board */
|
|
if (obj->otyp == CAN_OF_GREASE) {
|
|
consume_obj_charge(obj, TRUE);
|
|
} else {
|
|
useup(obj); /* oil */
|
|
makeknown(POT_OIL);
|
|
}
|
|
You("repair the squeaky board."); /* no madeby_u */
|
|
deltrap(ttmp);
|
|
newsym(u.ux + u.dx, u.uy + u.dy);
|
|
more_experienced(1, 5);
|
|
newexplevel();
|
|
return 1;
|
|
}
|
|
|
|
/* removes traps that shoot arrows, darts, etc. */
|
|
static int
|
|
disarm_shooting_trap(ttmp, otyp)
|
|
struct trap *ttmp;
|
|
int otyp;
|
|
{
|
|
int fails = try_disarm(ttmp, FALSE);
|
|
|
|
if (fails < 2)
|
|
return fails;
|
|
You("disarm %s trap.", the_your[ttmp->madeby_u]);
|
|
cnv_trap_obj(otyp, 50 - rnl(50), ttmp, FALSE);
|
|
return 1;
|
|
}
|
|
|
|
/* Is the weight too heavy?
|
|
* Formula as in near_capacity() & check_capacity() */
|
|
static int
|
|
try_lift(mtmp, ttmp, wt, stuff)
|
|
struct monst *mtmp;
|
|
struct trap *ttmp;
|
|
int wt;
|
|
boolean stuff;
|
|
{
|
|
int wc = weight_cap();
|
|
|
|
if (((wt * 2) / wc) >= HVY_ENCUMBER) {
|
|
pline("%s is %s for you to lift.", Monnam(mtmp),
|
|
stuff ? "carrying too much" : "too heavy");
|
|
if (!ttmp->madeby_u && !mtmp->mpeaceful && mtmp->mcanmove
|
|
&& !mindless(mtmp->data) && mtmp->data->mlet != S_HUMAN
|
|
&& rnl(10) < 3) {
|
|
mtmp->mpeaceful = 1;
|
|
set_malign(mtmp); /* reset alignment */
|
|
pline("%s thinks it was nice of you to try.", Monnam(mtmp));
|
|
}
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
/* Help trapped monster (out of a (spiked) pit) */
|
|
static int
|
|
help_monster_out(mtmp, ttmp)
|
|
struct monst *mtmp;
|
|
struct trap *ttmp;
|
|
{
|
|
int wt;
|
|
struct obj *otmp;
|
|
boolean uprob;
|
|
|
|
/*
|
|
* This works when levitating too -- consistent with the ability
|
|
* to hit monsters while levitating.
|
|
*
|
|
* Should perhaps check that our hero has arms/hands at the
|
|
* moment. Helping can also be done by engulfing...
|
|
*
|
|
* Test the monster first - monsters are displayed before traps.
|
|
*/
|
|
if (!mtmp->mtrapped) {
|
|
pline("%s isn't trapped.", Monnam(mtmp));
|
|
return 0;
|
|
}
|
|
/* Do you have the necessary capacity to lift anything? */
|
|
if (check_capacity((char *) 0))
|
|
return 1;
|
|
|
|
/* Will our hero succeed? */
|
|
if ((uprob = untrap_prob(ttmp)) && !mtmp->msleeping && mtmp->mcanmove) {
|
|
You("try to reach out your %s, but %s backs away skeptically.",
|
|
makeplural(body_part(ARM)), mon_nam(mtmp));
|
|
return 1;
|
|
}
|
|
|
|
/* is it a cockatrice?... */
|
|
if (touch_petrifies(mtmp->data) && !uarmg && !Stone_resistance) {
|
|
You("grab the trapped %s using your bare %s.", mtmp->data->mname,
|
|
makeplural(body_part(HAND)));
|
|
|
|
if (poly_when_stoned(g.youmonst.data) && polymon(PM_STONE_GOLEM)) {
|
|
display_nhwindow(WIN_MESSAGE, FALSE);
|
|
} else {
|
|
char kbuf[BUFSZ];
|
|
|
|
Sprintf(kbuf, "trying to help %s out of a pit",
|
|
an(mtmp->data->mname));
|
|
instapetrify(kbuf);
|
|
return 1;
|
|
}
|
|
}
|
|
/* need to do cockatrice check first if sleeping or paralyzed */
|
|
if (uprob) {
|
|
You("try to grab %s, but cannot get a firm grasp.", mon_nam(mtmp));
|
|
if (mtmp->msleeping) {
|
|
mtmp->msleeping = 0;
|
|
pline("%s awakens.", Monnam(mtmp));
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
You("reach out your %s and grab %s.", makeplural(body_part(ARM)),
|
|
mon_nam(mtmp));
|
|
|
|
if (mtmp->msleeping) {
|
|
mtmp->msleeping = 0;
|
|
pline("%s awakens.", Monnam(mtmp));
|
|
} else if (mtmp->mfrozen && !rn2(mtmp->mfrozen)) {
|
|
/* After such manhandling, perhaps the effect wears off */
|
|
mtmp->mcanmove = 1;
|
|
mtmp->mfrozen = 0;
|
|
pline("%s stirs.", Monnam(mtmp));
|
|
}
|
|
|
|
/* is the monster too heavy? */
|
|
wt = inv_weight() + mtmp->data->cwt;
|
|
if (!try_lift(mtmp, ttmp, wt, FALSE))
|
|
return 1;
|
|
|
|
/* is the monster with inventory too heavy? */
|
|
for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
|
|
wt += otmp->owt;
|
|
if (!try_lift(mtmp, ttmp, wt, TRUE))
|
|
return 1;
|
|
|
|
You("pull %s out of the pit.", mon_nam(mtmp));
|
|
mtmp->mtrapped = 0;
|
|
reward_untrap(ttmp, mtmp);
|
|
fill_pit(mtmp->mx, mtmp->my);
|
|
return 1;
|
|
}
|
|
|
|
int
|
|
untrap(force)
|
|
boolean force;
|
|
{
|
|
register struct obj *otmp;
|
|
register int x, y;
|
|
int ch;
|
|
struct trap *ttmp;
|
|
struct monst *mtmp;
|
|
const char *trapdescr;
|
|
boolean here, useplural, deal_with_floor_trap,
|
|
confused = (Confusion || Hallucination),
|
|
trap_skipped = FALSE;
|
|
int boxcnt = 0;
|
|
char the_trap[BUFSZ], qbuf[QBUFSZ];
|
|
|
|
if (!getdir((char *) 0))
|
|
return 0;
|
|
x = u.ux + u.dx;
|
|
y = u.uy + u.dy;
|
|
if (!isok(x, y)) {
|
|
pline_The("perils lurking there are beyond your grasp.");
|
|
return 0;
|
|
}
|
|
/* 'force' is true for #invoke; make it be true for #untrap if
|
|
carrying MKoT */
|
|
if (!force && has_magic_key(&g.youmonst))
|
|
force = TRUE;
|
|
|
|
ttmp = t_at(x, y);
|
|
if (ttmp && !ttmp->tseen)
|
|
ttmp = 0;
|
|
trapdescr = ttmp ? trapname(ttmp->ttyp, FALSE) : 0;
|
|
here = (x == u.ux && y == u.uy); /* !u.dx && !u.dy */
|
|
|
|
if (here) /* are there are one or more containers here? */
|
|
for (otmp = g.level.objects[x][y]; otmp; otmp = otmp->nexthere)
|
|
if (Is_box(otmp)) {
|
|
if (++boxcnt > 1)
|
|
break;
|
|
}
|
|
|
|
deal_with_floor_trap = can_reach_floor(FALSE);
|
|
if (!deal_with_floor_trap) {
|
|
*the_trap = '\0';
|
|
if (ttmp)
|
|
Strcat(the_trap, an(trapdescr));
|
|
if (ttmp && boxcnt)
|
|
Strcat(the_trap, " and ");
|
|
if (boxcnt)
|
|
Strcat(the_trap, (boxcnt == 1) ? "a container" : "containers");
|
|
useplural = ((ttmp && boxcnt > 0) || boxcnt > 1);
|
|
/* note: boxcnt and useplural will always be 0 for !here case */
|
|
if (ttmp || boxcnt)
|
|
There("%s %s %s but you can't reach %s%s.",
|
|
useplural ? "are" : "is", the_trap, here ? "here" : "there",
|
|
useplural ? "them" : "it",
|
|
u.usteed ? " while mounted" : "");
|
|
trap_skipped = (ttmp != 0);
|
|
} else { /* deal_with_floor_trap */
|
|
|
|
if (ttmp) {
|
|
Strcpy(the_trap, the(trapdescr));
|
|
if (boxcnt) {
|
|
if (is_pit(ttmp->ttyp)) {
|
|
You_cant("do much about %s%s.", the_trap,
|
|
u.utrap ? " that you're stuck in"
|
|
: " while standing on the edge of it");
|
|
trap_skipped = TRUE;
|
|
deal_with_floor_trap = FALSE;
|
|
} else {
|
|
Sprintf(
|
|
qbuf, "There %s and %s here. %s %s?",
|
|
(boxcnt == 1) ? "is a container" : "are containers",
|
|
an(trapdescr),
|
|
(ttmp->ttyp == WEB) ? "Remove" : "Disarm", the_trap);
|
|
switch (ynq(qbuf)) {
|
|
case 'q':
|
|
return 0;
|
|
case 'n':
|
|
trap_skipped = TRUE;
|
|
deal_with_floor_trap = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (deal_with_floor_trap) {
|
|
if (u.utrap) {
|
|
You("cannot deal with %s while trapped%s!", the_trap,
|
|
(x == u.ux && y == u.uy) ? " in it" : "");
|
|
return 1;
|
|
}
|
|
if ((mtmp = m_at(x, y)) != 0
|
|
&& (M_AP_TYPE(mtmp) == M_AP_FURNITURE
|
|
|| M_AP_TYPE(mtmp) == M_AP_OBJECT)) {
|
|
stumble_onto_mimic(mtmp);
|
|
return 1;
|
|
}
|
|
switch (ttmp->ttyp) {
|
|
case BEAR_TRAP:
|
|
case WEB:
|
|
return disarm_holdingtrap(ttmp);
|
|
case LANDMINE:
|
|
return disarm_landmine(ttmp);
|
|
case SQKY_BOARD:
|
|
return disarm_squeaky_board(ttmp);
|
|
case DART_TRAP:
|
|
return disarm_shooting_trap(ttmp, DART);
|
|
case ARROW_TRAP:
|
|
return disarm_shooting_trap(ttmp, ARROW);
|
|
case PIT:
|
|
case SPIKED_PIT:
|
|
if (here) {
|
|
You("are already on the edge of the pit.");
|
|
return 0;
|
|
}
|
|
if (!mtmp) {
|
|
pline("Try filling the pit instead.");
|
|
return 0;
|
|
}
|
|
return help_monster_out(mtmp, ttmp);
|
|
default:
|
|
You("cannot disable %s trap.", !here ? "that" : "this");
|
|
return 0;
|
|
}
|
|
}
|
|
} /* end if */
|
|
|
|
if (boxcnt) {
|
|
for (otmp = g.level.objects[x][y]; otmp; otmp = otmp->nexthere)
|
|
if (Is_box(otmp)) {
|
|
(void) safe_qbuf(qbuf, "There is ",
|
|
" here. Check it for traps?", otmp,
|
|
doname, ansimpleoname, "a box");
|
|
switch (ynq(qbuf)) {
|
|
case 'q':
|
|
return 0;
|
|
case 'n':
|
|
continue;
|
|
}
|
|
|
|
if ((otmp->otrapped
|
|
&& (force || (!confused
|
|
&& rn2(MAXULEV + 1 - u.ulevel) < 10)))
|
|
|| (!force && confused && !rn2(3))) {
|
|
You("find a trap on %s!", the(xname(otmp)));
|
|
if (!confused)
|
|
exercise(A_WIS, TRUE);
|
|
|
|
switch (ynq("Disarm it?")) {
|
|
case 'q':
|
|
return 1;
|
|
case 'n':
|
|
trap_skipped = TRUE;
|
|
continue;
|
|
}
|
|
|
|
if (otmp->otrapped) {
|
|
exercise(A_DEX, TRUE);
|
|
ch = ACURR(A_DEX) + u.ulevel;
|
|
if (Role_if(PM_ROGUE))
|
|
ch *= 2;
|
|
if (!force && (confused || Fumbling
|
|
|| rnd(75 + level_difficulty() / 2)
|
|
> ch)) {
|
|
(void) chest_trap(otmp, FINGER, TRUE);
|
|
} else {
|
|
You("disarm it!");
|
|
otmp->otrapped = 0;
|
|
}
|
|
} else
|
|
pline("That %s was not trapped.", xname(otmp));
|
|
return 1;
|
|
} else {
|
|
You("find no traps on %s.", the(xname(otmp)));
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
You(trap_skipped ? "find no other traps here."
|
|
: "know of no traps here.");
|
|
return 0;
|
|
}
|
|
|
|
if (stumble_on_door_mimic(x, y))
|
|
return 1;
|
|
|
|
} /* deal_with_floor_trap */
|
|
/* doors can be manipulated even while levitating/unskilled riding */
|
|
|
|
if (!IS_DOOR(levl[x][y].typ)) {
|
|
if (!trap_skipped)
|
|
You("know of no traps there.");
|
|
return 0;
|
|
}
|
|
|
|
switch (levl[x][y].doormask) {
|
|
case D_NODOOR:
|
|
You("%s no door there.", Blind ? "feel" : "see");
|
|
return 0;
|
|
case D_ISOPEN:
|
|
pline("This door is safely open.");
|
|
return 0;
|
|
case D_BROKEN:
|
|
pline("This door is broken.");
|
|
return 0;
|
|
}
|
|
|
|
if (((levl[x][y].doormask & D_TRAPPED) != 0
|
|
&& (force || (!confused && rn2(MAXULEV - u.ulevel + 11) < 10)))
|
|
|| (!force && confused && !rn2(3))) {
|
|
You("find a trap on the door!");
|
|
exercise(A_WIS, TRUE);
|
|
if (ynq("Disarm it?") != 'y')
|
|
return 1;
|
|
if (levl[x][y].doormask & D_TRAPPED) {
|
|
ch = 15 + (Role_if(PM_ROGUE) ? u.ulevel * 3 : u.ulevel);
|
|
exercise(A_DEX, TRUE);
|
|
if (!force && (confused || Fumbling
|
|
|| rnd(75 + level_difficulty() / 2) > ch)) {
|
|
You("set it off!");
|
|
b_trapped("door", FINGER);
|
|
levl[x][y].doormask = D_NODOOR;
|
|
unblock_point(x, y);
|
|
newsym(x, y);
|
|
/* (probably ought to charge for this damage...) */
|
|
if (*in_rooms(x, y, SHOPBASE))
|
|
add_damage(x, y, 0L);
|
|
} else {
|
|
You("disarm it!");
|
|
levl[x][y].doormask &= ~D_TRAPPED;
|
|
}
|
|
} else
|
|
pline("This door was not trapped.");
|
|
return 1;
|
|
} else {
|
|
You("find no traps on the door.");
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
/* for magic unlocking; returns true if targetted monster (which might
|
|
be hero) gets untrapped; the trap remains intact */
|
|
boolean
|
|
openholdingtrap(mon, noticed)
|
|
struct monst *mon;
|
|
boolean *noticed; /* set to true iff hero notices the effect; */
|
|
{ /* otherwise left with its previous value intact */
|
|
struct trap *t;
|
|
char buf[BUFSZ], whichbuf[20];
|
|
const char *trapdescr = 0, *which = 0;
|
|
boolean ishero = (mon == &g.youmonst);
|
|
|
|
if (!mon)
|
|
return FALSE;
|
|
if (mon == u.usteed)
|
|
ishero = TRUE;
|
|
|
|
t = t_at(ishero ? u.ux : mon->mx, ishero ? u.uy : mon->my);
|
|
|
|
if (ishero && u.utrap) { /* all u.utraptype values are holding traps */
|
|
which = the_your[(!t || !t->tseen || !t->madeby_u) ? 0 : 1];
|
|
switch (u.utraptype) {
|
|
case TT_LAVA:
|
|
trapdescr = "molten lava";
|
|
break;
|
|
case TT_INFLOOR:
|
|
/* solidified lava, so not "floor" even if within a room */
|
|
trapdescr = "ground";
|
|
break;
|
|
case TT_BURIEDBALL:
|
|
trapdescr = "your anchor";
|
|
which = "";
|
|
break;
|
|
case TT_BEARTRAP:
|
|
case TT_PIT:
|
|
case TT_WEB:
|
|
trapdescr = 0; /* use defsyms[].explanation */
|
|
break;
|
|
default:
|
|
/* lint suppression in case 't' is unexpectedly Null
|
|
or u.utraptype has new value we don't know about yet */
|
|
trapdescr = "trap";
|
|
break;
|
|
}
|
|
} else {
|
|
/* if no trap here or it's not a holding trap, we're done */
|
|
if (!t || (t->ttyp != BEAR_TRAP && t->ttyp != WEB))
|
|
return FALSE;
|
|
}
|
|
|
|
if (!trapdescr)
|
|
trapdescr = trapname(t->ttyp, FALSE);
|
|
if (!which)
|
|
which = t->tseen ? the_your[t->madeby_u]
|
|
: index(vowels, *trapdescr) ? "an" : "a";
|
|
if (*which)
|
|
which = strcat(strcpy(whichbuf, which), " ");
|
|
|
|
if (ishero) {
|
|
if (!u.utrap)
|
|
return FALSE;
|
|
*noticed = TRUE;
|
|
if (u.usteed)
|
|
Sprintf(buf, "%s is", noit_Monnam(u.usteed));
|
|
else
|
|
Strcpy(buf, "You are");
|
|
reset_utrap(TRUE);
|
|
g.vision_full_recalc = 1; /* vision limits can change (pit escape) */
|
|
pline("%s released from %s%s.", buf, which, trapdescr);
|
|
} else {
|
|
if (!mon->mtrapped)
|
|
return FALSE;
|
|
mon->mtrapped = 0;
|
|
if (canspotmon(mon)) {
|
|
*noticed = TRUE;
|
|
pline("%s is released from %s%s.", Monnam(mon), which,
|
|
trapdescr);
|
|
} else if (cansee(t->tx, t->ty) && t->tseen) {
|
|
*noticed = TRUE;
|
|
if (t->ttyp == WEB)
|
|
pline("%s is released from %s%s.", Something, which,
|
|
trapdescr);
|
|
else /* BEAR_TRAP */
|
|
pline("%s%s opens.", upstart(strcpy(buf, which)), trapdescr);
|
|
}
|
|
/* might pacify monster if adjacent */
|
|
if (rn2(2) && distu(mon->mx, mon->my) <= 2)
|
|
reward_untrap(t, mon);
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
/* for magic locking; returns true if targetted monster (which might
|
|
be hero) gets hit by a trap (might avoid actually becoming trapped) */
|
|
boolean
|
|
closeholdingtrap(mon, noticed)
|
|
struct monst *mon;
|
|
boolean *noticed; /* set to true iff hero notices the effect; */
|
|
{ /* otherwise left with its previous value intact */
|
|
struct trap *t;
|
|
unsigned dotrapflags;
|
|
boolean ishero = (mon == &g.youmonst), result;
|
|
|
|
if (!mon)
|
|
return FALSE;
|
|
if (mon == u.usteed)
|
|
ishero = TRUE;
|
|
t = t_at(ishero ? u.ux : mon->mx, ishero ? u.uy : mon->my);
|
|
/* if no trap here or it's not a holding trap, we're done */
|
|
if (!t || (t->ttyp != BEAR_TRAP && t->ttyp != WEB))
|
|
return FALSE;
|
|
|
|
if (ishero) {
|
|
if (u.utrap)
|
|
return FALSE; /* already trapped */
|
|
*noticed = TRUE;
|
|
dotrapflags = FORCETRAP;
|
|
/* dotrap calls mintrap when mounted hero encounters a web */
|
|
if (u.usteed)
|
|
dotrapflags |= NOWEBMSG;
|
|
++g.force_mintrap;
|
|
dotrap(t, dotrapflags);
|
|
--g.force_mintrap;
|
|
result = (u.utrap != 0);
|
|
} else {
|
|
if (mon->mtrapped)
|
|
return FALSE; /* already trapped */
|
|
/* you notice it if you see the trap close/tremble/whatever
|
|
or if you sense the monster who becomes trapped */
|
|
*noticed = cansee(t->tx, t->ty) || canspotmon(mon);
|
|
++g.force_mintrap;
|
|
result = (mintrap(mon) != 0);
|
|
--g.force_mintrap;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/* for magic unlocking; returns true if targetted monster (which might
|
|
be hero) gets hit by a trap (target might avoid its effect) */
|
|
boolean
|
|
openfallingtrap(mon, trapdoor_only, noticed)
|
|
struct monst *mon;
|
|
boolean trapdoor_only;
|
|
boolean *noticed; /* set to true iff hero notices the effect; */
|
|
{ /* otherwise left with its previous value intact */
|
|
struct trap *t;
|
|
boolean ishero = (mon == &g.youmonst), result;
|
|
|
|
if (!mon)
|
|
return FALSE;
|
|
if (mon == u.usteed)
|
|
ishero = TRUE;
|
|
t = t_at(ishero ? u.ux : mon->mx, ishero ? u.uy : mon->my);
|
|
/* if no trap here or it's not a falling trap, we're done
|
|
(note: falling rock traps have a trapdoor in the ceiling) */
|
|
if (!t || ((t->ttyp != TRAPDOOR && t->ttyp != ROCKTRAP)
|
|
&& (trapdoor_only || (t->ttyp != HOLE && !is_pit(t->ttyp)))))
|
|
return FALSE;
|
|
|
|
if (ishero) {
|
|
if (u.utrap)
|
|
return FALSE; /* already trapped */
|
|
*noticed = TRUE;
|
|
dotrap(t, FORCETRAP);
|
|
result = (u.utrap != 0);
|
|
} else {
|
|
if (mon->mtrapped)
|
|
return FALSE; /* already trapped */
|
|
/* you notice it if you see the trap close/tremble/whatever
|
|
or if you sense the monster who becomes trapped */
|
|
*noticed = cansee(t->tx, t->ty) || canspotmon(mon);
|
|
/* monster will be angered; mintrap doesn't handle that */
|
|
wakeup(mon, TRUE);
|
|
++g.force_mintrap;
|
|
result = (mintrap(mon) != 0);
|
|
--g.force_mintrap;
|
|
/* mon might now be on the migrating monsters list */
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/* only called when the player is doing something to the chest directly */
|
|
boolean
|
|
chest_trap(obj, bodypart, disarm)
|
|
register struct obj *obj;
|
|
register int bodypart;
|
|
boolean disarm;
|
|
{
|
|
register struct obj *otmp = obj, *otmp2;
|
|
char buf[80];
|
|
const char *msg;
|
|
coord cc;
|
|
|
|
if (get_obj_location(obj, &cc.x, &cc.y, 0)) /* might be carried */
|
|
obj->ox = cc.x, obj->oy = cc.y;
|
|
|
|
otmp->otrapped = 0; /* trap is one-shot; clear flag first in case
|
|
chest kills you and ends up in bones file */
|
|
You(disarm ? "set it off!" : "trigger a trap!");
|
|
display_nhwindow(WIN_MESSAGE, FALSE);
|
|
if (Luck > -13 && rn2(13 + Luck) > 7) { /* saved by luck */
|
|
/* trap went off, but good luck prevents damage */
|
|
switch (rn2(13)) {
|
|
case 12:
|
|
case 11:
|
|
msg = "explosive charge is a dud";
|
|
break;
|
|
case 10:
|
|
case 9:
|
|
msg = "electric charge is grounded";
|
|
break;
|
|
case 8:
|
|
case 7:
|
|
msg = "flame fizzles out";
|
|
break;
|
|
case 6:
|
|
case 5:
|
|
case 4:
|
|
msg = "poisoned needle misses";
|
|
break;
|
|
case 3:
|
|
case 2:
|
|
case 1:
|
|
case 0:
|
|
msg = "gas cloud blows away";
|
|
break;
|
|
default:
|
|
impossible("chest disarm bug");
|
|
msg = (char *) 0;
|
|
break;
|
|
}
|
|
if (msg)
|
|
pline("But luckily the %s!", msg);
|
|
} else {
|
|
switch (rn2(20) ? ((Luck >= 13) ? 0 : rn2(13 - Luck)) : rn2(26)) {
|
|
case 25:
|
|
case 24:
|
|
case 23:
|
|
case 22:
|
|
case 21: {
|
|
struct monst *shkp = 0;
|
|
long loss = 0L;
|
|
boolean costly, insider;
|
|
register xchar ox = obj->ox, oy = obj->oy;
|
|
|
|
/* the obj location need not be that of player */
|
|
costly = (costly_spot(ox, oy)
|
|
&& (shkp = shop_keeper(*in_rooms(ox, oy, SHOPBASE)))
|
|
!= (struct monst *) 0);
|
|
insider = (*u.ushops && inside_shop(u.ux, u.uy)
|
|
&& *in_rooms(ox, oy, SHOPBASE) == *u.ushops);
|
|
|
|
pline("%s!", Tobjnam(obj, "explode"));
|
|
Sprintf(buf, "exploding %s", xname(obj));
|
|
|
|
if (costly)
|
|
loss += stolen_value(obj, ox, oy, (boolean) shkp->mpeaceful,
|
|
TRUE);
|
|
delete_contents(obj);
|
|
/* unpunish() in advance if either ball or chain (or both)
|
|
is going to be destroyed */
|
|
if (Punished && ((uchain->ox == u.ux && uchain->oy == u.uy)
|
|
|| (uball->where == OBJ_FLOOR
|
|
&& uball->ox == u.ux && uball->oy == u.uy)))
|
|
unpunish();
|
|
|
|
for (otmp = g.level.objects[u.ux][u.uy]; otmp; otmp = otmp2) {
|
|
otmp2 = otmp->nexthere;
|
|
if (costly)
|
|
loss += stolen_value(otmp, otmp->ox, otmp->oy,
|
|
(boolean) shkp->mpeaceful, TRUE);
|
|
delobj(otmp);
|
|
}
|
|
wake_nearby();
|
|
losehp(Maybe_Half_Phys(d(6, 6)), buf, KILLED_BY_AN);
|
|
exercise(A_STR, FALSE);
|
|
if (costly && loss) {
|
|
if (insider)
|
|
You("owe %ld %s for objects destroyed.", loss,
|
|
currency(loss));
|
|
else {
|
|
You("caused %ld %s worth of damage!", loss,
|
|
currency(loss));
|
|
make_angry_shk(shkp, ox, oy);
|
|
}
|
|
}
|
|
return TRUE;
|
|
} /* case 21 */
|
|
case 20:
|
|
case 19:
|
|
case 18:
|
|
case 17:
|
|
pline("A cloud of noxious gas billows from %s.", the(xname(obj)));
|
|
if (rn2(3))
|
|
poisoned("gas cloud", A_STR, "cloud of poison gas", 15, FALSE);
|
|
else
|
|
create_gas_cloud(obj->ox, obj->oy, 1, 8);
|
|
exercise(A_CON, FALSE);
|
|
break;
|
|
case 16:
|
|
case 15:
|
|
case 14:
|
|
case 13:
|
|
You_feel("a needle prick your %s.", body_part(bodypart));
|
|
poisoned("needle", A_CON, "poisoned needle", 10, FALSE);
|
|
exercise(A_CON, FALSE);
|
|
break;
|
|
case 12:
|
|
case 11:
|
|
case 10:
|
|
case 9:
|
|
dofiretrap(obj);
|
|
break;
|
|
case 8:
|
|
case 7:
|
|
case 6: {
|
|
int dmg;
|
|
|
|
You("are jolted by a surge of electricity!");
|
|
if (Shock_resistance) {
|
|
shieldeff(u.ux, u.uy);
|
|
You("don't seem to be affected.");
|
|
dmg = 0;
|
|
} else
|
|
dmg = d(4, 4);
|
|
destroy_item(RING_CLASS, AD_ELEC);
|
|
destroy_item(WAND_CLASS, AD_ELEC);
|
|
if (dmg)
|
|
losehp(dmg, "electric shock", KILLED_BY_AN);
|
|
break;
|
|
} /* case 6 */
|
|
case 5:
|
|
case 4:
|
|
case 3:
|
|
if (!Free_action) {
|
|
pline("Suddenly you are frozen in place!");
|
|
nomul(-d(5, 6));
|
|
g.multi_reason = "frozen by a trap";
|
|
exercise(A_DEX, FALSE);
|
|
g.nomovemsg = You_can_move_again;
|
|
} else
|
|
You("momentarily stiffen.");
|
|
break;
|
|
case 2:
|
|
case 1:
|
|
case 0:
|
|
pline("A cloud of %s gas billows from %s.",
|
|
Blind ? blindgas[rn2(SIZE(blindgas))] : rndcolor(),
|
|
the(xname(obj)));
|
|
if (!Stunned) {
|
|
if (Hallucination)
|
|
pline("What a groovy feeling!");
|
|
else
|
|
You("%s%s...", stagger(g.youmonst.data, "stagger"),
|
|
Halluc_resistance ? ""
|
|
: Blind ? " and get dizzy"
|
|
: " and your vision blurs");
|
|
}
|
|
make_stunned((HStun & TIMEOUT) + (long) rn1(7, 16), FALSE);
|
|
(void) make_hallucinated(
|
|
(HHallucination & TIMEOUT) + (long) rn1(5, 16), FALSE, 0L);
|
|
break;
|
|
default:
|
|
impossible("bad chest trap");
|
|
break;
|
|
}
|
|
bot(); /* to get immediate botl re-display */
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
struct trap *
|
|
t_at(x, y)
|
|
register int x, y;
|
|
{
|
|
register struct trap *trap = g.ftrap;
|
|
|
|
while (trap) {
|
|
if (trap->tx == x && trap->ty == y)
|
|
return trap;
|
|
trap = trap->ntrap;
|
|
}
|
|
return (struct trap *) 0;
|
|
}
|
|
|
|
void
|
|
deltrap(trap)
|
|
register struct trap *trap;
|
|
{
|
|
register struct trap *ttmp;
|
|
|
|
clear_conjoined_pits(trap);
|
|
if (trap == g.ftrap) {
|
|
g.ftrap = g.ftrap->ntrap;
|
|
} else {
|
|
for (ttmp = g.ftrap; ttmp; ttmp = ttmp->ntrap)
|
|
if (ttmp->ntrap == trap)
|
|
break;
|
|
if (!ttmp)
|
|
panic("deltrap: no preceding trap!");
|
|
ttmp->ntrap = trap->ntrap;
|
|
}
|
|
if (Sokoban && (trap->ttyp == PIT || trap->ttyp == HOLE))
|
|
maybe_finish_sokoban();
|
|
dealloc_trap(trap);
|
|
}
|
|
|
|
boolean
|
|
conjoined_pits(trap2, trap1, u_entering_trap2)
|
|
struct trap *trap2, *trap1;
|
|
boolean u_entering_trap2;
|
|
{
|
|
int dx, dy, diridx, adjidx;
|
|
|
|
if (!trap1 || !trap2)
|
|
return FALSE;
|
|
if (!isok(trap2->tx, trap2->ty) || !isok(trap1->tx, trap1->ty)
|
|
|| !is_pit(trap2->ttyp)
|
|
|| !is_pit(trap1->ttyp)
|
|
|| (u_entering_trap2 && !(u.utrap && u.utraptype == TT_PIT)))
|
|
return FALSE;
|
|
dx = sgn(trap2->tx - trap1->tx);
|
|
dy = sgn(trap2->ty - trap1->ty);
|
|
for (diridx = 0; diridx < 8; diridx++)
|
|
if (xdir[diridx] == dx && ydir[diridx] == dy)
|
|
break;
|
|
/* diridx is valid if < 8 */
|
|
if (diridx < 8) {
|
|
adjidx = (diridx + 4) % 8;
|
|
if ((trap1->conjoined & (1 << diridx))
|
|
&& (trap2->conjoined & (1 << adjidx)))
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
static void
|
|
clear_conjoined_pits(trap)
|
|
struct trap *trap;
|
|
{
|
|
int diridx, adjidx, x, y;
|
|
struct trap *t;
|
|
|
|
if (trap && is_pit(trap->ttyp)) {
|
|
for (diridx = 0; diridx < 8; ++diridx) {
|
|
if (trap->conjoined & (1 << diridx)) {
|
|
x = trap->tx + xdir[diridx];
|
|
y = trap->ty + ydir[diridx];
|
|
if (isok(x, y)
|
|
&& (t = t_at(x, y)) != 0
|
|
&& is_pit(t->ttyp)) {
|
|
adjidx = (diridx + 4) % 8;
|
|
t->conjoined &= ~(1 << adjidx);
|
|
}
|
|
trap->conjoined &= ~(1 << diridx);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static boolean
|
|
adj_nonconjoined_pit(adjtrap)
|
|
struct trap *adjtrap;
|
|
{
|
|
struct trap *trap_with_u = t_at(u.ux0, u.uy0);
|
|
|
|
if (trap_with_u && adjtrap && u.utrap && u.utraptype == TT_PIT
|
|
&& is_pit(trap_with_u->ttyp) && is_pit(adjtrap->ttyp)) {
|
|
int idx;
|
|
|
|
for (idx = 0; idx < 8; idx++) {
|
|
if (xdir[idx] == u.dx && ydir[idx] == u.dy)
|
|
return TRUE;
|
|
}
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
#if 0
|
|
/*
|
|
* Mark all neighboring pits as conjoined pits.
|
|
* (currently not called from anywhere)
|
|
*/
|
|
static void
|
|
join_adjacent_pits(trap)
|
|
struct trap *trap;
|
|
{
|
|
struct trap *t;
|
|
int diridx, x, y;
|
|
|
|
if (!trap)
|
|
return;
|
|
for (diridx = 0; diridx < 8; ++diridx) {
|
|
x = trap->tx + xdir[diridx];
|
|
y = trap->ty + ydir[diridx];
|
|
if (isok(x, y)) {
|
|
if ((t = t_at(x, y)) != 0 && is_pit(t->ttyp)) {
|
|
trap->conjoined |= (1 << diridx);
|
|
join_adjacent_pits(t);
|
|
} else
|
|
trap->conjoined &= ~(1 << diridx);
|
|
}
|
|
}
|
|
}
|
|
#endif /*0*/
|
|
|
|
/*
|
|
* Returns TRUE if you escaped a pit and are standing on the precipice.
|
|
*/
|
|
boolean
|
|
uteetering_at_seen_pit(trap)
|
|
struct trap *trap;
|
|
{
|
|
return (trap && is_pit(trap->ttyp) && trap->tseen
|
|
&& trap->tx == u.ux && trap->ty == u.uy
|
|
&& !(u.utrap && u.utraptype == TT_PIT));
|
|
}
|
|
|
|
/*
|
|
* Returns TRUE if you didn't fall through a hole or didn't
|
|
* release a trap door
|
|
*/
|
|
boolean
|
|
uescaped_shaft(trap)
|
|
struct trap *trap;
|
|
{
|
|
return (trap && is_hole(trap->ttyp) && trap->tseen
|
|
&& trap->tx == u.ux && trap->ty == u.uy);
|
|
}
|
|
|
|
/* Destroy a trap that emanates from the floor. */
|
|
boolean
|
|
delfloortrap(ttmp)
|
|
register struct trap *ttmp;
|
|
{
|
|
/* some of these are arbitrary -dlc */
|
|
if (ttmp && ((ttmp->ttyp == SQKY_BOARD) || (ttmp->ttyp == BEAR_TRAP)
|
|
|| (ttmp->ttyp == LANDMINE) || (ttmp->ttyp == FIRE_TRAP)
|
|
|| is_pit(ttmp->ttyp)
|
|
|| is_hole(ttmp->ttyp)
|
|
|| (ttmp->ttyp == TELEP_TRAP) || (ttmp->ttyp == LEVEL_TELEP)
|
|
|| (ttmp->ttyp == WEB) || (ttmp->ttyp == MAGIC_TRAP)
|
|
|| (ttmp->ttyp == ANTI_MAGIC))) {
|
|
register struct monst *mtmp;
|
|
|
|
if (ttmp->tx == u.ux && ttmp->ty == u.uy) {
|
|
if (u.utraptype != TT_BURIEDBALL)
|
|
reset_utrap(TRUE);
|
|
} else if ((mtmp = m_at(ttmp->tx, ttmp->ty)) != 0) {
|
|
mtmp->mtrapped = 0;
|
|
}
|
|
deltrap(ttmp);
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
/* used for doors (also tins). can be used for anything else that opens. */
|
|
void
|
|
b_trapped(item, bodypart)
|
|
const char *item;
|
|
int bodypart;
|
|
{
|
|
int lvl = level_difficulty(),
|
|
dmg = rnd(5 + (lvl < 5 ? lvl : 2 + lvl / 2));
|
|
|
|
pline("KABOOM!! %s was booby-trapped!", The(item));
|
|
wake_nearby();
|
|
losehp(Maybe_Half_Phys(dmg), "explosion", KILLED_BY_AN);
|
|
exercise(A_STR, FALSE);
|
|
if (bodypart)
|
|
exercise(A_CON, FALSE);
|
|
make_stunned((HStun & TIMEOUT) + (long) dmg, TRUE);
|
|
}
|
|
|
|
/* Monster is hit by trap. */
|
|
/* Note: doesn't work if both obj and d_override are null */
|
|
static boolean
|
|
thitm(tlev, mon, obj, d_override, nocorpse)
|
|
int tlev;
|
|
struct monst *mon;
|
|
struct obj *obj;
|
|
int d_override;
|
|
boolean nocorpse;
|
|
{
|
|
int strike;
|
|
boolean trapkilled = FALSE;
|
|
|
|
if (d_override)
|
|
strike = 1;
|
|
else if (obj)
|
|
strike = (find_mac(mon) + tlev + obj->spe <= rnd(20));
|
|
else
|
|
strike = (find_mac(mon) + tlev <= rnd(20));
|
|
|
|
/* Actually more accurate than thitu, which doesn't take
|
|
* obj->spe into account.
|
|
*/
|
|
if (!strike) {
|
|
if (obj && cansee(mon->mx, mon->my))
|
|
pline("%s is almost hit by %s!", Monnam(mon), doname(obj));
|
|
} else {
|
|
int dam = 1;
|
|
|
|
if (obj && cansee(mon->mx, mon->my))
|
|
pline("%s is hit by %s!", Monnam(mon), doname(obj));
|
|
if (d_override) {
|
|
dam = d_override;
|
|
} else if (obj) {
|
|
dam = dmgval(obj, mon);
|
|
if (dam < 1)
|
|
dam = 1;
|
|
}
|
|
mon->mhp -= dam;
|
|
if (mon->mhp <= 0) {
|
|
int xx = mon->mx, yy = mon->my;
|
|
|
|
monkilled(mon, "", nocorpse ? -AD_RBRE : AD_PHYS);
|
|
if (DEADMONSTER(mon)) {
|
|
newsym(xx, yy);
|
|
trapkilled = TRUE;
|
|
}
|
|
}
|
|
}
|
|
if (obj && (!strike || d_override)) {
|
|
place_object(obj, mon->mx, mon->my);
|
|
stackobj(obj);
|
|
} else if (obj)
|
|
dealloc_obj(obj);
|
|
|
|
return trapkilled;
|
|
}
|
|
|
|
boolean
|
|
unconscious()
|
|
{
|
|
if (g.multi >= 0)
|
|
return FALSE;
|
|
|
|
return (u.usleep
|
|
|| (g.nomovemsg
|
|
&& (!strncmp(g.nomovemsg, "You awake", 9)
|
|
|| !strncmp(g.nomovemsg, "You regain con", 14)
|
|
|| !strncmp(g.nomovemsg, "You are consci", 14))));
|
|
}
|
|
|
|
static const char lava_killer[] = "molten lava";
|
|
|
|
boolean
|
|
lava_effects()
|
|
{
|
|
register struct obj *obj, *obj2;
|
|
int dmg = d(6, 6); /* only applicable for water walking */
|
|
boolean usurvive, boil_away;
|
|
|
|
feel_newsym(u.ux, u.uy); /* in case Blind, map the lava here */
|
|
burn_away_slime();
|
|
if (likes_lava(g.youmonst.data))
|
|
return FALSE;
|
|
|
|
usurvive = Fire_resistance || (Wwalking && dmg < u.uhp);
|
|
/*
|
|
* A timely interrupt might manage to salvage your life
|
|
* but not your gear. For scrolls and potions this
|
|
* will destroy whole stacks, where fire resistant hero
|
|
* survivor only loses partial stacks via destroy_item().
|
|
*
|
|
* Flag items to be destroyed before any messages so
|
|
* that player causing hangup at --More-- won't get an
|
|
* emergency save file created before item destruction.
|
|
*/
|
|
if (!usurvive)
|
|
for (obj = g.invent; obj; obj = obj->nobj)
|
|
if ((is_organic(obj) || obj->oclass == POTION_CLASS)
|
|
&& !obj->oerodeproof
|
|
&& objects[obj->otyp].oc_oprop != FIRE_RES
|
|
&& obj->otyp != SCR_FIRE && obj->otyp != SPE_FIREBALL
|
|
&& !obj_resists(obj, 0, 0)) /* for invocation items */
|
|
obj->in_use = 1;
|
|
|
|
/* Check whether we should burn away boots *first* so we know whether to
|
|
* make the player sink into the lava. Assumption: water walking only
|
|
* comes from boots.
|
|
*/
|
|
if (uarmf && is_organic(uarmf) && !uarmf->oerodeproof) {
|
|
obj = uarmf;
|
|
pline("%s into flame!", Yobjnam2(obj, "burst"));
|
|
iflags.in_lava_effects++; /* (see above) */
|
|
(void) Boots_off();
|
|
useup(obj);
|
|
iflags.in_lava_effects--;
|
|
}
|
|
|
|
if (!Fire_resistance) {
|
|
if (Wwalking) {
|
|
pline_The("%s here burns you!", hliquid("lava"));
|
|
if (usurvive) {
|
|
losehp(dmg, lava_killer, KILLED_BY); /* lava damage */
|
|
goto burn_stuff;
|
|
}
|
|
} else
|
|
You("fall into the %s!", hliquid("lava"));
|
|
|
|
usurvive = Lifesaved || discover;
|
|
if (wizard)
|
|
usurvive = TRUE;
|
|
|
|
/* prevent remove_worn_item() -> Boots_off(WATER_WALKING_BOOTS) ->
|
|
spoteffects() -> lava_effects() recursion which would
|
|
successfully delete (via useupall) the no-longer-worn boots;
|
|
once recursive call returned, we would try to delete them again
|
|
here in the outer call (and access stale memory, probably panic) */
|
|
iflags.in_lava_effects++;
|
|
|
|
for (obj = g.invent; obj; obj = obj2) {
|
|
obj2 = obj->nobj;
|
|
/* above, we set in_use for objects which are to be destroyed */
|
|
if (obj->otyp == SPE_BOOK_OF_THE_DEAD && !Blind) {
|
|
if (usurvive)
|
|
pline("%s glows a strange %s, but remains intact.",
|
|
The(xname(obj)), hcolor("dark red"));
|
|
} else if (obj->in_use) {
|
|
if (obj->owornmask) {
|
|
if (usurvive)
|
|
pline("%s into flame!", Yobjnam2(obj, "burst"));
|
|
remove_worn_item(obj, TRUE);
|
|
}
|
|
useupall(obj);
|
|
}
|
|
}
|
|
|
|
iflags.in_lava_effects--;
|
|
|
|
/* s/he died... */
|
|
boil_away = (u.umonnum == PM_WATER_ELEMENTAL
|
|
|| u.umonnum == PM_STEAM_VORTEX
|
|
|| u.umonnum == PM_FOG_CLOUD);
|
|
for (;;) {
|
|
u.uhp = -1;
|
|
/* killer format and name are reconstructed every iteration
|
|
because lifesaving resets them */
|
|
g.killer.format = KILLED_BY;
|
|
Strcpy(g.killer.name, lava_killer);
|
|
You("%s...", boil_away ? "boil away" : "burn to a crisp");
|
|
done(BURNING);
|
|
if (safe_teleds(TELEDS_ALLOW_DRAG | TELEDS_TELEPORT))
|
|
break; /* successful life-save */
|
|
/* nowhere safe to land; repeat burning loop */
|
|
pline("You're still burning.");
|
|
}
|
|
You("find yourself back on solid %s.", surface(u.ux, u.uy));
|
|
iflags.last_msg = PLNMSG_BACK_ON_GROUND;
|
|
return TRUE;
|
|
} else if (!Wwalking && (!u.utrap || u.utraptype != TT_LAVA)) {
|
|
boil_away = !Fire_resistance;
|
|
/* if not fire resistant, sink_into_lava() will quickly be fatal;
|
|
hero needs to escape immediately */
|
|
set_utrap((unsigned) (rn1(4, 4) + ((boil_away ? 2 : rn1(4, 12)) << 8)),
|
|
TT_LAVA);
|
|
You("sink into the %s%s!", hliquid("lava"),
|
|
!boil_away ? ", but it only burns slightly"
|
|
: " and are about to be immolated");
|
|
if (u.uhp > 1)
|
|
losehp(!boil_away ? 1 : (u.uhp / 2), lava_killer,
|
|
KILLED_BY); /* lava damage */
|
|
}
|
|
|
|
burn_stuff:
|
|
destroy_item(SCROLL_CLASS, AD_FIRE);
|
|
destroy_item(SPBOOK_CLASS, AD_FIRE);
|
|
destroy_item(POTION_CLASS, AD_FIRE);
|
|
ignite_items(g.invent);
|
|
return FALSE;
|
|
}
|
|
|
|
/* called each turn when trapped in lava */
|
|
void
|
|
sink_into_lava()
|
|
{
|
|
static const char sink_deeper[] = "You sink deeper into the lava.";
|
|
|
|
if (!u.utrap || u.utraptype != TT_LAVA) {
|
|
; /* do nothing; this usually won't happen but could after
|
|
* polymorphing from a flier into a ceiling hider and then hiding;
|
|
* allmain() only checks whether the hero is at a lava location,
|
|
* not whether he or she is currently sinking */
|
|
} else if (!is_lava(u.ux, u.uy)) {
|
|
reset_utrap(FALSE); /* this shouldn't happen either */
|
|
} else if (!u.uinvulnerable) {
|
|
/* ordinarily we'd have to be fire resistant to survive long
|
|
enough to become stuck in lava, but it can happen without
|
|
resistance if water walking boots allow survival and then
|
|
get burned up; u.utrap time will be quite short in that case */
|
|
if (!Fire_resistance)
|
|
u.uhp = (u.uhp + 2) / 3;
|
|
|
|
u.utrap -= (1 << 8);
|
|
if (u.utrap < (1 << 8)) {
|
|
g.killer.format = KILLED_BY;
|
|
Strcpy(g.killer.name, "molten lava");
|
|
You("sink below the surface and die.");
|
|
burn_away_slime(); /* add insult to injury? */
|
|
done(DISSOLVED);
|
|
/* can only get here via life-saving; try to get away from lava */
|
|
reset_utrap(TRUE);
|
|
/* levitation or flight have become unblocked, otherwise Tport */
|
|
if (!Levitation && !Flying)
|
|
(void) safe_teleds(TELEDS_ALLOW_DRAG | TELEDS_TELEPORT);
|
|
} else if (!u.umoved) {
|
|
/* can't fully turn into slime while in lava, but might not
|
|
have it be burned away until you've come awfully close */
|
|
if (Slimed && rnd(10 - 1) >= (int) (Slimed & TIMEOUT)) {
|
|
pline(sink_deeper);
|
|
burn_away_slime();
|
|
} else {
|
|
Norep(sink_deeper);
|
|
}
|
|
u.utrap += rnd(4);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* called when something has been done (breaking a boulder, for instance)
|
|
which entails a luck penalty if performed on a sokoban level */
|
|
void
|
|
sokoban_guilt()
|
|
{
|
|
if (Sokoban) {
|
|
u.uconduct.sokocheat++;
|
|
change_luck(-1);
|
|
/*
|
|
* TODO:
|
|
* Issue some feedback so that player can learn that whatever
|
|
* he/she just did is a naughty thing to do in sokoban and
|
|
* should probably be avoided in future....
|
|
*
|
|
* Caveat: doing this might introduce message sequencing
|
|
* issues, depending upon feedback during the various actions
|
|
* which trigger Sokoban luck penalties.
|
|
*/
|
|
}
|
|
}
|
|
|
|
/* called when a trap has been deleted or had its ttyp replaced */
|
|
static void
|
|
maybe_finish_sokoban()
|
|
{
|
|
struct trap *t;
|
|
|
|
if (Sokoban && !g.in_mklev) {
|
|
/* scan all remaining traps, ignoring any created by the hero;
|
|
if this level has no more pits or holes, the current sokoban
|
|
puzzle has been solved */
|
|
for (t = g.ftrap; t; t = t->ntrap) {
|
|
if (t->madeby_u)
|
|
continue;
|
|
if (t->ttyp == PIT || t->ttyp == HOLE)
|
|
break;
|
|
}
|
|
if (!t) {
|
|
/* we've passed the last trap without finding a pit or hole;
|
|
clear the sokoban_rules flag so that luck penalties for
|
|
things like breaking boulders or jumping will no longer
|
|
be given, and restrictions on diagonal moves are lifted */
|
|
Sokoban = 0; /* clear g.level.flags.sokoban_rules */
|
|
/* TODO: give some feedback about solving the sokoban puzzle
|
|
(perhaps say "congratulations" in Japanese?) */
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Return the string name of the trap type passed in, unless the player is
|
|
* hallucinating, in which case return a random or hallucinatory trap name.
|
|
* If the second argument is true, return the correct trap name even when
|
|
* hallucinating (for things like wizard mode wishing for traps and impossible
|
|
* calls).
|
|
*/
|
|
const char *
|
|
trapname(ttyp, override)
|
|
int ttyp;
|
|
boolean override;
|
|
{
|
|
static const char *halu_trapnames[] = {
|
|
/* riffs on actual nethack traps */
|
|
"bottomless pit", "polymorphism trap", "devil teleporter",
|
|
"falling boulder trap", "anti-anti-magic field", "weeping gas trap",
|
|
"queasy board", "electrified web", "owlbear trap", "sand mine",
|
|
"vacillating triangle",
|
|
/* some traps found in nethack variants */
|
|
"death trap", "disintegration trap", "ice trap", "monochrome trap",
|
|
/* plausible real-life traps */
|
|
"axeblade trap", "pool of boiling oil", "pool of quicksand",
|
|
"field of caltrops", "buzzsaw trap", "spiked floor", "revolving wall",
|
|
"uneven floor", "finger trap", "jack-in-a-box", "yellow snow",
|
|
"booby trap", "rat trap", "poisoned nail", "snare", "whirlpool",
|
|
"trip wire", "roach motel (tm)",
|
|
/* sci-fi */
|
|
"negative space", "tensor field", "singularity", "imperial fleet",
|
|
"black hole", "thermal detonator", "event horizon",
|
|
"entoptic phenomenon",
|
|
/* miscellaneous suggestions */
|
|
"sweet-smelling gas vent", "phone booth", "exploding runes",
|
|
"never-ending elevator", "slime pit", "warp zone", "illusory floor",
|
|
"pile of poo", "honey trap", "tourist trap",
|
|
};
|
|
static char roletrap[33]; /* [17 + 5 + 1] should suffice */
|
|
|
|
if (Hallucination && !override) {
|
|
int total_names = TRAPNUM + SIZE(halu_trapnames),
|
|
nameidx = rn2_on_display_rng(total_names + 1);
|
|
|
|
if (nameidx == total_names) {
|
|
boolean fem = Upolyd ? u.mfemale : flags.female;
|
|
|
|
/* inspired by "tourist trap" */
|
|
copynchars(roletrap,
|
|
rn2(3) ? ((fem && g.urole.name.f) ? g.urole.name.f
|
|
: g.urole.name.m)
|
|
: rank_of(u.ulevel, Role_switch, fem),
|
|
(int) (sizeof roletrap - sizeof " trap"));
|
|
Strcat(roletrap, " trap");
|
|
return lcase(roletrap);
|
|
} else if (nameidx >= TRAPNUM) {
|
|
nameidx -= TRAPNUM;
|
|
return halu_trapnames[nameidx];
|
|
} /* else use an actual trap type */
|
|
if (nameidx != NO_TRAP)
|
|
ttyp = nameidx;
|
|
}
|
|
return defsyms[trap_to_defsym(ttyp)].explanation;
|
|
}
|
|
|
|
/* Ignite ignitable items in the given object chain, due to some external
|
|
* source of fire. The object chain should be somewhere exposed, like
|
|
* someone's open inventory or the floor.
|
|
* This is modeled after destroy_item() somewhat and hopefully will be able to
|
|
* merge into it in the future.
|
|
*/
|
|
void
|
|
ignite_items(objchn)
|
|
struct obj *objchn;
|
|
{
|
|
struct obj *obj;
|
|
boolean vis = FALSE;
|
|
if (!objchn)
|
|
return;
|
|
|
|
if (objchn->where == OBJ_INVENT)
|
|
vis = TRUE; /* even when blind; lit-state can be seen in inventory */
|
|
else if (objchn->where == OBJ_MINVENT)
|
|
vis = canseemon(objchn->ocarry);
|
|
else if (objchn->where == OBJ_FLOOR)
|
|
vis = cansee(objchn->ox, objchn->oy);
|
|
else {
|
|
impossible("igniting item in a weird location %d", objchn->where);
|
|
return;
|
|
}
|
|
|
|
for (obj = objchn; obj; obj = obj->nobj) {
|
|
if (!ignitable(obj)
|
|
/* The Candelabrum requires intention to be lit */
|
|
|| obj->otyp == CANDELABRUM_OF_INVOCATION
|
|
|| obj->otyp == BRASS_LANTERN /* doesn't ignite via fire */
|
|
|| obj->in_use /* not available */
|
|
|| obj->lamplit) { /* already burning */
|
|
continue;
|
|
}
|
|
begin_burn(obj, FALSE);
|
|
if (vis)
|
|
pline("%s on fire!", Yobjnam2(obj, "catch"));
|
|
}
|
|
}
|
|
|
|
/*trap.c*/
|