Restore the variant phrasing used when more than one stack of potions of acid explode while being inflicted with water damage. First message: "a potion explodes" or "some potions explode"; second and subsequent messages: "another potion explodes" or "more potions explode". This trivial feature stopped working when erosion handling was overhauled and old water_damage was split into current water_damage_chain+water_damage. Augment the message so that vague "potion" is only used when the object's dknown flag isn't set (ie, object hasn't been seen yet). Use "<color> potion" or "potion of acid" otherwise, depending upon whether such potions have been fully discovered.
4916 lines
141 KiB
C
4916 lines
141 KiB
C
/* NetHack 3.5 trap.c $NHDT-Date: 1426805491 2015/03/19 22:51:31 $ $NHDT-Branch: water_damage $:$NHDT-Revision: 1.198 $ */
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/* NetHack 3.5 trap.c $Date: 2013/03/14 01:58:21 $ $Revision: 1.179 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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extern const char * const destroy_strings[][3]; /* from zap.c */
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STATIC_DCL void FDECL(dofiretrap, (struct obj *));
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STATIC_DCL void NDECL(domagictrap);
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STATIC_DCL boolean FDECL(emergency_disrobe, (boolean *));
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STATIC_DCL int FDECL(untrap_prob, (struct trap *));
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STATIC_DCL void FDECL(move_into_trap, (struct trap *));
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STATIC_DCL int FDECL(try_disarm, (struct trap *,BOOLEAN_P));
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STATIC_DCL void FDECL(reward_untrap, (struct trap *, struct monst *));
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STATIC_DCL int FDECL(disarm_holdingtrap, (struct trap *));
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STATIC_DCL int FDECL(disarm_landmine, (struct trap *));
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STATIC_DCL int FDECL(disarm_squeaky_board, (struct trap *));
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STATIC_DCL int FDECL(disarm_shooting_trap, (struct trap *, int));
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STATIC_DCL int FDECL(try_lift, (struct monst *, struct trap *, int, BOOLEAN_P));
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STATIC_DCL int FDECL(help_monster_out, (struct monst *, struct trap *));
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STATIC_DCL boolean FDECL(thitm, (int,struct monst *,struct obj *,int,BOOLEAN_P));
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STATIC_DCL void FDECL(launch_drop_spot, (struct obj *, XCHAR_P, XCHAR_P));
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STATIC_DCL int FDECL(mkroll_launch,
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(struct trap *,XCHAR_P,XCHAR_P,SHORT_P,long));
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STATIC_DCL boolean FDECL(isclearpath,(coord *, int, SCHAR_P, SCHAR_P));
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STATIC_DCL char *FDECL(trapnote, (struct trap *,BOOLEAN_P));
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#if 0
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STATIC_DCL void FDECL(join_adjacent_pits, (struct trap *));
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#endif
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STATIC_DCL void FDECL(clear_conjoined_pits, (struct trap *));
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STATIC_DCL int FDECL(steedintrap, (struct trap *, struct obj *));
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STATIC_DCL boolean FDECL(keep_saddle_with_steedcorpse,
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(unsigned, struct obj *, struct obj *));
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STATIC_DCL void NDECL(maybe_finish_sokoban);
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/* mintrap() should take a flags argument, but for time being we use this */
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STATIC_VAR int force_mintrap = 0;
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STATIC_VAR const char * const a_your[2] = { "a", "your" };
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STATIC_VAR const char * const A_Your[2] = { "A", "Your" };
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STATIC_VAR const char tower_of_flame[] = "tower of flame";
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STATIC_VAR const char * const A_gush_of_water_hits = "A gush of water hits";
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STATIC_VAR const char * const blindgas[6] =
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{"humid", "odorless", "pungent", "chilling", "acrid", "biting"};
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/* called when you're hit by fire (dofiretrap,buzz,zapyourself,explode) */
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boolean /* returns TRUE if hit on torso */
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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;
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if (!victim) return 0;
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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 = (victim == &youmonst) ? 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",
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materialnm[mat_idx], helm_simple_name(item));
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}
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if (!burn_dmg(item, item ? buf : "helmet")) continue;
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break;
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case 1:
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item = (victim == &youmonst) ? 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 = (victim == &youmonst) ? 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 = (victim == &youmonst) ? 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 = (victim == &youmonst) ? uarms : which_armor(victim, W_ARMS);
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if (!burn_dmg(item, "wooden shield")) continue;
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break;
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case 3:
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item = (victim == &youmonst) ? uarmg : which_armor(victim, W_ARMG);
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if (!burn_dmg(item, "gloves")) continue;
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break;
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case 4:
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item = (victim == &youmonst) ? uarmf : which_armor(victim, W_ARMF);
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if (!burn_dmg(item, "boots")) 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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return FALSE;
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#undef burn_dmg
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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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register 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 * const action[] = { "smoulder", "rust", "rot", "corrode" };
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static NEARDATA const char * const msg[] = { "burnt", "rusted", "rotten", "corroded" };
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boolean vulnerable = FALSE;
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boolean is_primary = TRUE;
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boolean check_grease = ef_flags & EF_GREASE;
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boolean print = ef_flags & EF_VERBOSE;
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int erosion;
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struct monst *victim;
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boolean vismon;
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boolean visobj;
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int cost_type;
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if (!otmp) return ER_NOTHING;
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victim = carried(otmp) ? &youmonst : mcarried(otmp) ?
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otmp->ocarry : NULL;
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vismon = victim && (victim != &youmonst) && canseemon(victim);
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/* Is bhitpos correct here? Ugh. */
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visobj = !victim && cansee(bhitpos.x, 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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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 (!vulnerable || (otmp->oerodeproof && otmp->rknown)) {
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if (print && flags.verbose) {
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if (victim == &youmonst)
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Your("%s %s not affected.", ostr, vtense(ostr, "are"));
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else if (vismon)
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pline("%s %s %s not affected.", s_suffix(Monnam(victim)),
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ostr, vtense(ostr, "are"));
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}
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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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if (victim == &youmonst)
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pline("Somehow, your %s %s not affected.",
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ostr, vtense(ostr, "are"));
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else if (vismon)
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pline("Somehow, %s %s %s not affected.",
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s_suffix(mon_nam(victim)), ostr,
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vtense(ostr, "are"));
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else if (visobj)
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pline("Somehow, the %s %s not affected.", ostr,
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vtense(ostr, "are"));
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}
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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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if (otmp->oerodeproof) {
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otmp->rknown = TRUE;
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if (victim == &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) ?
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" completely" : erosion ? " further" : "";
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if (victim == &youmonst)
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Your("%s %s%s!", ostr, vtense(ostr, action[type]), adverb);
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else if (vismon)
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pline("%s %s %s%s!", s_suffix(Monnam(victim)), ostr,
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vtense(ostr, action[type]), adverb);
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else if (visobj)
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pline("The %s %s%s!", 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 == &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 (victim == &youmonst)
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Your("%s %s away!", ostr, vtense(ostr, action[type]));
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else if (vismon)
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pline("%s %s %s away!", s_suffix(Monnam(victim)), ostr,
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vtense(ostr, action[type]));
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else if (visobj)
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pline("The %s %s away!", 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 (victim == &youmonst)
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Your("%s %s completely %s.", ostr,
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vtense(ostr, Blind ? "feel" : "look"),
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msg[type]);
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else if (vismon)
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pline("%s %s %s completely %s.",
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s_suffix(Monnam(victim)), ostr,
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vtense(ostr, "look"), msg[type]);
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else if (visobj)
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pline("The %s %s completely %s.", ostr,
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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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register 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 != &youmonst) && canseemon(victim);
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if (ostr) {
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if (victim == &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 == &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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register int x, y, typ;
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{
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register struct trap *ttmp;
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register struct rm *lev;
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register boolean oldplace;
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if ((ttmp = t_at(x,y)) != 0) {
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if (ttmp->ttyp == MAGIC_PORTAL) 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 && typ != PIT && typ != SPIKED_PIT)))
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u.utrap = 0;
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} else {
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oldplace = FALSE;
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ttmp = newtrap();
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ttmp->tx = x;
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ttmp->ty = y;
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ttmp->launch.x = -1; /* force error if used before set */
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ttmp->launch.y = -1;
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}
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ttmp->ttyp = typ;
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switch(typ) {
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case SQKY_BOARD:
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{
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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] = 0;
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for (t = ftrap; t; t = t->ntrap)
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if (t->ttyp == SQKY_BOARD)
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tavail[t->tnote] = 1;
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/* Now populate tpick with the available indexes */
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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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}
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if (tcnt > 0)
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ttmp->tnote = (short)tpick[rn2(tcnt)];
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else
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ttmp->tnote = (short)rn2(12); /* all in use anyway */
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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,
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mptr, x, y, CORPSTAT_NONE);
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mtmp = makemon(&mons[statue->corpsenm], 0, 0, MM_NOCOUNTBIRTH);
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if (!mtmp) 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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/* fall through */
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case HOLE:
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case TRAPDOOR:
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lev = &levl[x][y];
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if (*in_rooms(x, y, SHOPBASE) &&
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((typ == HOLE || typ == TRAPDOOR) ||
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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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&& !context.mon_moving) ? 200L : 0L);
|
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lev->doormask = 0; /* subsumes altarmask, icedpool... */
|
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if (IS_ROOM(lev->typ)) /* && !IS_AIR(lev->typ) */
|
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lev->typ = ROOM;
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|
|
/*
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* some cases which can happen when digging
|
|
* down while phazing thru solid areas
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|
*/
|
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else if (lev->typ == STONE || lev->typ == SCORR)
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lev->typ = CORR;
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else if (IS_WALL(lev->typ) || lev->typ == SDOOR)
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lev->typ = level.flags.is_maze_lev ? ROOM :
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level.flags.is_cavernous_lev ? CORR : DOOR;
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|
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unearth_objs(x, y);
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break;
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}
|
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ttmp->tseen = (ttmp->ttyp == HOLE); /* hide non-holes */
|
|
ttmp->once = 0;
|
|
ttmp->madeby_u = 0;
|
|
ttmp->dst.dnum = -1;
|
|
ttmp->dst.dlevel = -1;
|
|
if (!oldplace) {
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|
ttmp->ntrap = ftrap;
|
|
ftrap = ttmp;
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|
} else {
|
|
/* oldplace;
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|
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
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|
fall_through(td)
|
|
boolean td; /* td == TRUE : trap door or hole */
|
|
{
|
|
d_level dtmp;
|
|
char msgbuf[BUFSZ];
|
|
const char *dont_fall = 0;
|
|
int newlevel, bottom;
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|
|
|
/* 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;
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|
|
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;
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|
|
/* 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) {
|
|
struct trap *t = t_at(u.ux,u.uy);
|
|
|
|
feeltrap(t);
|
|
if (!Sokoban) {
|
|
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(youmonst.data)
|
|
|| (Inhell && !u.uevent.invoked && newlevel == bottom)
|
|
) {
|
|
dont_fall = "don't fall in.";
|
|
} else if (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(*u.ushops) shopdig(1);
|
|
if (Is_stronghold(&u.uz)) {
|
|
find_hell(&dtmp);
|
|
} else {
|
|
dtmp.dnum = u.uz.dnum;
|
|
dtmp.dlevel = newlevel;
|
|
}
|
|
if (!td)
|
|
Sprintf(msgbuf, "The hole in the %s above you closes up.",
|
|
ceiling(u.ux,u.uy));
|
|
schedule_goto(&dtmp, FALSE, TRUE, 0,
|
|
(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);
|
|
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))
|
|
mon = christen_monst(mon, ONAME(statue));
|
|
/* mimic statue becomes seen mimic; other hiders won't be hidden */
|
|
if (mon->m_ap_type) 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(NULL));
|
|
} 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 (!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) &&
|
|
(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(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);
|
|
}
|
|
|
|
if (Blind) feel_location(x, y);
|
|
else newsym(x, y);
|
|
return mtmp;
|
|
}
|
|
|
|
STATIC_OVL 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;
|
|
}
|
|
|
|
void
|
|
dotrap(trap, trflags)
|
|
register struct trap *trap;
|
|
unsigned trflags;
|
|
{
|
|
register int ttype = trap->ttyp;
|
|
register struct obj *otmp;
|
|
boolean already_seen = trap->tseen,
|
|
forcetrap = (trflags & FORCETRAP) != 0,
|
|
webmsgok = (trflags & NOWEBMSG) == 0,
|
|
forcebungle = (trflags & FORCEBUNGLE) != 0,
|
|
plunged = (trflags & TOOKPLUNGE) != 0,
|
|
adj_pit = conjoined_pits(trap, t_at(u.ux0,u.uy0), TRUE);
|
|
int oldumort;
|
|
int steed_article = ARTICLE_THE;
|
|
|
|
nomul(0);
|
|
|
|
/* KMH -- You can't escape the Sokoban level traps */
|
|
if (Sokoban &&
|
|
(ttype == PIT || ttype == SPIKED_PIT || ttype == HOLE ||
|
|
ttype == TRAPDOOR)) {
|
|
/* 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],
|
|
defsyms[trap_to_defsym(ttype)].explanation);
|
|
/* then proceed to normal trap effect */
|
|
} else if (already_seen && !forcetrap) {
|
|
if ((Levitation || (Flying && !plunged)) &&
|
|
(ttype == PIT || ttype == SPIKED_PIT || ttype == HOLE ||
|
|
ttype == BEAR_TRAP)) {
|
|
You("%s over %s %s.",
|
|
Levitation ? "float" : "fly",
|
|
a_your[trap->madeby_u],
|
|
defsyms[trap_to_defsym(ttype)].explanation);
|
|
return;
|
|
}
|
|
if(!Fumbling && ttype != MAGIC_PORTAL &&
|
|
ttype != ANTI_MAGIC && !forcebungle && !plunged && !adj_pit &&
|
|
(!rn2(5) ||
|
|
((ttype == PIT || ttype == SPIKED_PIT) && is_clinger(youmonst.data)))) {
|
|
You("escape %s %s.",
|
|
(ttype == ARROW_TRAP && !trap->madeby_u) ? "an" :
|
|
a_your[trap->madeby_u],
|
|
defsyms[trap_to_defsym(ttype)].explanation);
|
|
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;
|
|
}
|
|
|
|
switch(ttype) {
|
|
case ARROW_TRAP:
|
|
if (trap->once && trap->tseen && !rn2(15)) {
|
|
You_hear("a loud click!");
|
|
deltrap(trap);
|
|
newsym(u.ux,u.uy);
|
|
break;
|
|
}
|
|
trap->once = 1;
|
|
seetrap(trap);
|
|
pline("An arrow shoots out at you!");
|
|
otmp = mksobj(ARROW, TRUE, FALSE);
|
|
otmp->quan = 1L;
|
|
otmp->owt = weight(otmp);
|
|
otmp->opoisoned = 0;
|
|
if (u.usteed && !rn2(2) && steedintrap(trap, otmp)) /* nothing */;
|
|
else if (thitu(8, dmgval(otmp, &youmonst), otmp, "arrow")) {
|
|
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);
|
|
}
|
|
break;
|
|
case DART_TRAP:
|
|
if (trap->once && trap->tseen && !rn2(15)) {
|
|
You_hear("a soft click.");
|
|
deltrap(trap);
|
|
newsym(u.ux,u.uy);
|
|
break;
|
|
}
|
|
trap->once = 1;
|
|
seetrap(trap);
|
|
pline("A little dart shoots out at you!");
|
|
otmp = mksobj(DART, TRUE, FALSE);
|
|
otmp->quan = 1L;
|
|
otmp->owt = weight(otmp);
|
|
if (!rn2(6)) otmp->opoisoned = 1;
|
|
oldumort = u.umortality;
|
|
if (u.usteed && !rn2(2) && steedintrap(trap, otmp)) /* nothing */;
|
|
else if (thitu(7, dmgval(otmp, &youmonst), otmp, "little dart")) {
|
|
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);
|
|
}
|
|
break;
|
|
case ROCKTRAP:
|
|
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 = mksobj_at(ROCK, u.ux, u.uy, TRUE, FALSE);
|
|
otmp->quan = 1L;
|
|
otmp->owt = weight(otmp);
|
|
|
|
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);
|
|
}
|
|
break;
|
|
|
|
case SQKY_BOARD: /* stepped on a squeaky board */
|
|
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();
|
|
}
|
|
break;
|
|
|
|
case BEAR_TRAP:
|
|
{
|
|
int dmg = d(2, 4);
|
|
|
|
if ((Levitation || Flying) && !forcetrap) break;
|
|
feeltrap(trap);
|
|
if(amorphous(youmonst.data) || is_whirly(youmonst.data) ||
|
|
unsolid(youmonst.data)) {
|
|
pline("%s bear trap closes harmlessly through you.",
|
|
A_Your[trap->madeby_u]);
|
|
break;
|
|
}
|
|
if( !u.usteed && youmonst.data->msize <= MZ_SMALL) {
|
|
pline("%s bear trap closes harmlessly over you.",
|
|
A_Your[trap->madeby_u]);
|
|
break;
|
|
}
|
|
u.utrap = rn1(4, 4);
|
|
u.utraptype = 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))
|
|
u.utrap = 0; /* steed died, hero not trapped */
|
|
} else {
|
|
pline("%s bear trap closes on your %s!",
|
|
A_Your[trap->madeby_u], body_part(FOOT));
|
|
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);
|
|
break;
|
|
}
|
|
|
|
case SLP_GAS_TRAP:
|
|
seetrap(trap);
|
|
if(Sleep_resistance || breathless(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);
|
|
break;
|
|
|
|
case RUST_TRAP:
|
|
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, "gauntlets", TRUE);
|
|
/* Not "metal gauntlets" since it gets called
|
|
* even if it's leather for the message
|
|
*/
|
|
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);
|
|
for (otmp = invent; otmp; otmp = otmp->nobj)
|
|
if (otmp->lamplit && otmp != uwep &&
|
|
(otmp != uswapwep || !u.twoweap))
|
|
(void) snuff_lit(otmp);
|
|
if (uarmc)
|
|
(void) water_damage(uarmc, cloak_simple_name(uarmc),
|
|
TRUE);
|
|
else if (uarm)
|
|
(void) water_damage(uarm, "armor", TRUE);
|
|
else if (uarmu)
|
|
(void) water_damage(uarmu, "shirt", TRUE);
|
|
}
|
|
update_inventory();
|
|
|
|
if (u.umonnum == PM_IRON_GOLEM) {
|
|
int dam = u.mhmax;
|
|
|
|
pline("%s you!", A_gush_of_water_hits);
|
|
You("are covered with rust!");
|
|
losehp(Maybe_Half_Phys(dam), "rusting away", KILLED_BY);
|
|
} else if (u.umonnum == PM_GREMLIN && rn2(3)) {
|
|
pline("%s you!", A_gush_of_water_hits);
|
|
(void)split_mon(&youmonst, (struct monst *)0);
|
|
}
|
|
|
|
break;
|
|
|
|
case FIRE_TRAP:
|
|
seetrap(trap);
|
|
dofiretrap((struct obj *)0);
|
|
break;
|
|
|
|
case PIT:
|
|
case SPIKED_PIT:
|
|
/* KMH -- You can't escape the Sokoban level traps */
|
|
if (!Sokoban && (Levitation || (Flying && !plunged))) break;
|
|
feeltrap(trap);
|
|
if (!Sokoban && is_clinger(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!");
|
|
}
|
|
break;
|
|
}
|
|
if (!Sokoban) {
|
|
char verbbuf[BUFSZ];
|
|
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 (adj_pit) {
|
|
You("move into an adjacent pit.");
|
|
} else {
|
|
Strcpy(verbbuf, !plunged ? "fall" :
|
|
(Flying ? "dive" : "plunge"));
|
|
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)),
|
|
adj_pit ? "steps" : "lands",
|
|
predicament);
|
|
} else
|
|
You("%s %s!", adj_pit ? "step" : "land", predicament);
|
|
}
|
|
u.utrap = rn1(6,2);
|
|
u.utraptype = TT_PIT;
|
|
if (!steedintrap(trap, (struct obj *)0)) {
|
|
if (ttype == SPIKED_PIT) {
|
|
oldumort = u.umortality;
|
|
losehp(Maybe_Half_Phys(rnd(adj_pit ? 6 : 10)),
|
|
plunged ? "deliberately plunged into a pit of iron spikes" :
|
|
adj_pit ? "stepped into a pit of iron spikes" :
|
|
"fell into a pit of iron spikes",
|
|
NO_KILLER_PREFIX);
|
|
if (!rn2(6))
|
|
poisoned("spikes", A_STR,
|
|
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 (!adj_pit &&
|
|
!(plunged && (Flying || is_clinger(youmonst.data))))
|
|
losehp(Maybe_Half_Phys(rnd(6)),
|
|
plunged ? "deliberately plunged into a pit" :
|
|
"fell into a pit",
|
|
NO_KILLER_PREFIX);
|
|
}
|
|
if (Punished && !carried(uball)) {
|
|
unplacebc();
|
|
ballfall();
|
|
placebc();
|
|
}
|
|
if (!adj_pit) selftouch("Falling, you");
|
|
vision_full_recalc = 1; /* vision limits change */
|
|
exercise(A_STR, FALSE);
|
|
exercise(A_DEX, FALSE);
|
|
}
|
|
break;
|
|
case HOLE:
|
|
case TRAPDOOR:
|
|
if (!Can_fall_thru(&u.uz)) {
|
|
seetrap(trap); /* normally done in fall_through */
|
|
impossible("dotrap: %ss cannot exist on this level.",
|
|
defsyms[trap_to_defsym(ttype)].explanation);
|
|
break; /* don't activate it after all */
|
|
}
|
|
fall_through(TRUE);
|
|
break;
|
|
|
|
case TELEP_TRAP:
|
|
seetrap(trap);
|
|
tele_trap(trap);
|
|
break;
|
|
case LEVEL_TELEP:
|
|
seetrap(trap);
|
|
level_tele_trap(trap);
|
|
break;
|
|
|
|
case WEB: /* Our luckless player has stumbled into a web. */
|
|
feeltrap(trap);
|
|
if (amorphous(youmonst.data) || is_whirly(youmonst.data) ||
|
|
unsolid(youmonst.data)) {
|
|
if (acidic(youmonst.data) || u.umonnum == PM_GELATINOUS_CUBE ||
|
|
u.umonnum == PM_FIRE_ELEMENTAL) {
|
|
if (webmsgok)
|
|
You("%s %s spider web!",
|
|
(u.umonnum == PM_FIRE_ELEMENTAL) ? "burn" : "dissolve",
|
|
a_your[trap->madeby_u]);
|
|
deltrap(trap);
|
|
newsym(u.ux,u.uy);
|
|
break;
|
|
}
|
|
if (webmsgok) You("flow through %s spider web.",
|
|
a_your[trap->madeby_u]);
|
|
break;
|
|
}
|
|
if (webmaker(youmonst.data)) {
|
|
if (webmsgok)
|
|
pline(trap->madeby_u ? "You take a walk on your web."
|
|
: "There is a spider web here.");
|
|
break;
|
|
}
|
|
if (webmsgok) {
|
|
char verbbuf[BUFSZ];
|
|
|
|
if (forcetrap) {
|
|
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(youmonst.data, "stumble"));
|
|
}
|
|
You("%s %s spider web!", verbbuf, a_your[trap->madeby_u]);
|
|
}
|
|
u.utraptype = TT_WEB;
|
|
|
|
/* Time stuck in the web depends on your/steed strength. */
|
|
{
|
|
register int 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 {
|
|
break;
|
|
}
|
|
|
|
webmsgok = FALSE; /* mintrap printed the messages */
|
|
}
|
|
if (str <= 3) u.utrap = rn1(6,6);
|
|
else if (str < 6) u.utrap = rn1(6,4);
|
|
else if (str < 9) u.utrap = rn1(4,4);
|
|
else if (str < 12) u.utrap = rn1(4,2);
|
|
else if (str < 15) u.utrap = rn1(2,2);
|
|
else if (str < 18) u.utrap = rnd(2);
|
|
else if (str < 69) u.utrap = 1;
|
|
else {
|
|
u.utrap = 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 */
|
|
}
|
|
}
|
|
break;
|
|
|
|
case STATUE_TRAP:
|
|
(void) activate_statue_trap(trap, u.ux, u.uy, FALSE);
|
|
break;
|
|
|
|
case MAGIC_TRAP: /* A magic trap. */
|
|
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);
|
|
break;
|
|
} else domagictrap();
|
|
(void) steedintrap(trap, (struct obj *)0);
|
|
break;
|
|
|
|
case ANTI_MAGIC:
|
|
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 {
|
|
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 = 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);
|
|
}
|
|
break;
|
|
|
|
case POLY_TRAP: {
|
|
char verbbuf[BUFSZ];
|
|
seetrap(trap);
|
|
if (u.usteed)
|
|
Sprintf(verbbuf, "lead %s",
|
|
x_monnam(u.usteed, steed_article,
|
|
(char *)0, SUPPRESS_SADDLE, FALSE));
|
|
else
|
|
Sprintf(verbbuf,"%s",
|
|
Levitation ? (const char *)"float" :
|
|
locomotion(youmonst.data, "step"));
|
|
You("%s onto 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);
|
|
}
|
|
break;
|
|
}
|
|
case LANDMINE: {
|
|
unsigned steed_mid = 0;
|
|
struct obj *saddle = 0;
|
|
if ((Levitation || Flying) && !forcetrap) {
|
|
if (!already_seen && rn2(3)) break;
|
|
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)) break;
|
|
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) break;
|
|
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);
|
|
break;
|
|
}
|
|
case ROLLING_BOULDER_TRAP: {
|
|
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.");
|
|
}
|
|
break;
|
|
}
|
|
case MAGIC_PORTAL:
|
|
feeltrap(trap);
|
|
domagicportal(trap);
|
|
break;
|
|
|
|
default:
|
|
feeltrap(trap);
|
|
impossible("You hit a trap of type %u", trap->ttyp);
|
|
}
|
|
}
|
|
|
|
STATIC_OVL 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_OVL int
|
|
steedintrap(trap, otmp)
|
|
struct trap *trap;
|
|
struct obj *otmp;
|
|
{
|
|
struct monst *steed = u.usteed;
|
|
int tt;
|
|
boolean in_sight, trapkilled, steedhit;
|
|
|
|
if (!steed || !trap) return 0;
|
|
tt = trap->ttyp;
|
|
steed->mx = u.ux;
|
|
steed->my = u.uy;
|
|
in_sight = !Blind;
|
|
trapkilled = steedhit = FALSE;
|
|
|
|
switch (tt) {
|
|
case ARROW_TRAP:
|
|
if (!otmp) {
|
|
impossible("steed hit by non-existant arrow?");
|
|
return 0;
|
|
}
|
|
trapkilled = thitm(8, steed, otmp, 0, FALSE);
|
|
steedhit = TRUE;
|
|
break;
|
|
case DART_TRAP:
|
|
if (!otmp) {
|
|
impossible("steed hit by non-existant 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 = (steed->mhp <= 0 ||
|
|
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)) {
|
|
(void) newcham(steed, (struct permonst *)0, FALSE, FALSE);
|
|
if (!can_saddle(steed) || !can_ride(steed))
|
|
dismount_steed(DISMOUNT_POLY);
|
|
else
|
|
You("have to adjust yourself in the saddle on %s.",
|
|
x_monnam(steed, ARTICLE_A,
|
|
(char *)0, SUPPRESS_SADDLE, FALSE));
|
|
}
|
|
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 */
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* The following are used to track launched objects to
|
|
* prevent them from vanishing if you are killed. They
|
|
* will reappear at the launchplace in bones files.
|
|
*/
|
|
static struct {
|
|
struct obj *obj;
|
|
xchar x,y;
|
|
} launchplace;
|
|
|
|
static void
|
|
launch_drop_spot(obj,x,y)
|
|
struct obj *obj;
|
|
xchar x,y;
|
|
{
|
|
if (!obj) {
|
|
launchplace.obj = (struct obj *)0;
|
|
launchplace.x = 0;
|
|
launchplace.y = 0;
|
|
} else {
|
|
launchplace.obj = obj;
|
|
launchplace.x = x;
|
|
launchplace.y = y;
|
|
}
|
|
}
|
|
|
|
boolean
|
|
launch_in_progress()
|
|
{
|
|
if (launchplace.obj) return TRUE;
|
|
return FALSE;
|
|
}
|
|
|
|
void
|
|
force_launch_placement()
|
|
{
|
|
if (launchplace.obj) {
|
|
launchplace.obj->otrapped = 0;
|
|
place_object(launchplace.obj, launchplace.x, 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 == context.digging.pos.x &&
|
|
singleobj->oy == context.digging.pos.y)
|
|
(void) memset((genericptr_t)&context.digging, 0, sizeof(struct dig_info));
|
|
|
|
dist = distmin(x1,y1,x2,y2);
|
|
bhitpos.x = x1;
|
|
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;
|
|
/* fall through */
|
|
roll:
|
|
case ROLL:
|
|
delaycnt = 2;
|
|
/* fall through */
|
|
default:
|
|
if (!delaycnt) delaycnt = 1;
|
|
if (!cansee(bhitpos.x,bhitpos.y)) curs_on_u();
|
|
tmp_at(DISP_FLASH, obj_to_glyph(singleobj));
|
|
tmp_at(bhitpos.x, 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, bhitpos.x, bhitpos.y);
|
|
|
|
/* Set the object in motion */
|
|
while(dist-- > 0 && !used_up) {
|
|
struct trap *t;
|
|
tmp_at(bhitpos.x, bhitpos.y);
|
|
tmp = delaycnt;
|
|
|
|
/* dstage@u.washington.edu -- Delay only if hero sees it */
|
|
if (cansee(bhitpos.x, bhitpos.y))
|
|
while (tmp-- > 0) delay_output();
|
|
|
|
bhitpos.x += dx;
|
|
bhitpos.y += dy;
|
|
t = t_at(bhitpos.x, bhitpos.y);
|
|
|
|
if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
|
|
if (otyp == BOULDER && throws_rocks(mtmp->data)) {
|
|
if (rn2(3)) {
|
|
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 (bhitpos.x == u.ux && bhitpos.y == u.uy) {
|
|
if (multi) nomul(0);
|
|
if (thitu(9 + singleobj->spe,
|
|
dmgval(singleobj, &youmonst),
|
|
singleobj, (char *)0))
|
|
stop_occupation();
|
|
}
|
|
if (style == ROLL) {
|
|
if (down_gate(bhitpos.x, bhitpos.y) != -1) {
|
|
if(ship_object(singleobj, bhitpos.x, bhitpos.y, FALSE)){
|
|
used_up = TRUE;
|
|
launch_drop_spot((struct obj *)0, 0, 0);
|
|
break;
|
|
}
|
|
}
|
|
if (t && otyp == BOULDER) {
|
|
switch(t->ttyp) {
|
|
case LANDMINE:
|
|
if (rn2(10) > 2) {
|
|
pline(
|
|
"KAABLAMM!!!%s",
|
|
cansee(bhitpos.x, bhitpos.y) ?
|
|
" The rolling boulder triggers a land mine." : "");
|
|
deltrap(t);
|
|
del_engr_at(bhitpos.x,bhitpos.y);
|
|
place_object(singleobj, bhitpos.x, bhitpos.y);
|
|
singleobj->otrapped = 0;
|
|
fracture_rock(singleobj);
|
|
(void)scatter(bhitpos.x,bhitpos.y, 4,
|
|
MAY_DESTROY|MAY_HIT|MAY_FRACTURE|VIS_EFFECTS,
|
|
(struct obj *)0);
|
|
if (cansee(bhitpos.x,bhitpos.y))
|
|
newsym(bhitpos.x,bhitpos.y);
|
|
used_up = TRUE;
|
|
launch_drop_spot((struct obj *)0, 0, 0);
|
|
}
|
|
break;
|
|
case LEVEL_TELEP:
|
|
case TELEP_TRAP:
|
|
if (cansee(bhitpos.x, 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 = bhitpos.x, y2 = 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, bhitpos.x, bhitpos.y, "fall")) {
|
|
used_up = TRUE;
|
|
launch_drop_spot((struct obj *)0, 0, 0);
|
|
break;
|
|
}
|
|
if (otyp == BOULDER &&
|
|
(otmp2 = sobj_at(BOULDER, bhitpos.x, bhitpos.y)) != 0) {
|
|
const char *bmsg =
|
|
" as one boulder sets another in motion";
|
|
|
|
if (!isok(bhitpos.x + dx, bhitpos.y + dy) || !dist ||
|
|
IS_ROCK(levl[bhitpos.x + dx][bhitpos.y + dy].typ))
|
|
bmsg = " as one boulder hits another";
|
|
|
|
You_hear("a loud crash%s!",
|
|
cansee(bhitpos.x, 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, bhitpos.x, bhitpos.y);
|
|
singleobj = otmp2;
|
|
otmp2 = (struct obj *)0;
|
|
wake_nearto(bhitpos.x, bhitpos.y, 10*10);
|
|
}
|
|
}
|
|
if (otyp == BOULDER && closed_door(bhitpos.x,bhitpos.y)) {
|
|
if (cansee(bhitpos.x, bhitpos.y))
|
|
pline_The("boulder crashes through a door.");
|
|
levl[bhitpos.x][bhitpos.y].doormask = D_BROKEN;
|
|
if (dist) unblock_point(bhitpos.x, bhitpos.y);
|
|
}
|
|
|
|
/* if about to hit iron bars, do so now */
|
|
if (dist > 0 && isok(bhitpos.x + dx,bhitpos.y + dy) &&
|
|
levl[bhitpos.x + dx][bhitpos.y + dy].typ == IRONBARS) {
|
|
x2 = bhitpos.x, y2 = bhitpos.y; /* object stops here */
|
|
if (hits_bars(&singleobj, x2, y2, !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_OVL 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_OVL 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) &&
|
|
(trap->ttyp == SPIKED_PIT || trap->ttyp == BEAR_TRAP ||
|
|
trap->ttyp == HOLE || trap->ttyp == PIT ||
|
|
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) &&
|
|
(trap->ttyp == PIT || trap->ttyp == SPIKED_PIT)) {
|
|
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 = force_mintrap ||
|
|
((tt == HOLE || tt == PIT) &&
|
|
Sokoban && !trap->madeby_u);
|
|
const char *fallverb;
|
|
|
|
/* 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);
|
|
|
|
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:
|
|
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);
|
|
break;
|
|
}
|
|
trap->once = 1;
|
|
otmp = mksobj(ARROW, TRUE, FALSE);
|
|
otmp->quan = 1L;
|
|
otmp->owt = weight(otmp);
|
|
otmp->opoisoned = 0;
|
|
if (in_sight) seetrap(trap);
|
|
if (thitm(8, mtmp, otmp, 0, FALSE)) trapkilled = TRUE;
|
|
break;
|
|
case DART_TRAP:
|
|
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);
|
|
break;
|
|
}
|
|
trap->once = 1;
|
|
otmp = mksobj(DART, TRUE, FALSE);
|
|
otmp->quan = 1L;
|
|
otmp->owt = weight(otmp);
|
|
if (!rn2(6)) otmp->opoisoned = 1;
|
|
if (in_sight) seetrap(trap);
|
|
if (thitm(7, mtmp, otmp, 0, FALSE)) trapkilled = TRUE;
|
|
break;
|
|
case ROCKTRAP:
|
|
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);
|
|
break;
|
|
}
|
|
trap->once = 1;
|
|
otmp = mksobj(ROCK, TRUE, FALSE);
|
|
otmp->quan = 1L;
|
|
otmp->owt = weight(otmp);
|
|
if (in_sight) seetrap(trap);
|
|
if (thitm(0, mtmp, otmp, d(2, 6), FALSE))
|
|
trapkilled = TRUE;
|
|
break;
|
|
|
|
case SQKY_BOARD:
|
|
if(is_flyer(mptr)) break;
|
|
/* 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
|
|
You_hear("a distant %s squeak.",
|
|
trapnote(trap,1));
|
|
/* wake up nearby monsters */
|
|
wake_nearto(mtmp->mx, mtmp->my, 40);
|
|
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 (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, "gauntlets", 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 &&
|
|
(otmp->owornmask & (W_WEP|W_SWAPWEP)) == 0)
|
|
(void) snuff_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, "armor", TRUE);
|
|
else if ((target = which_armor(mtmp, W_ARMU)) != 0)
|
|
(void) water_damage(target, "shirt", TRUE);
|
|
}
|
|
|
|
if (mptr == &mons[PM_IRON_GOLEM]) {
|
|
if (in_sight)
|
|
pline("%s falls to pieces!", Monnam(mtmp));
|
|
else if(mtmp->mtame)
|
|
pline("May %s rust in peace.",
|
|
mon_nam(mtmp));
|
|
mondied(mtmp);
|
|
if (mtmp->mhp <= 0)
|
|
trapkilled = TRUE;
|
|
} else if (mptr == &mons[PM_GREMLIN] && rn2(3)) {
|
|
(void)split_mon(mtmp, (struct monst *)0);
|
|
}
|
|
break;
|
|
}
|
|
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 */
|
|
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);
|
|
}
|
|
if (burn_floor_paper(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) 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 (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 (mtmp->mhp <= 0 ||
|
|
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.",
|
|
defsyms[trap_to_defsym(tt)].explanation);
|
|
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 (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;
|
|
}
|
|
/* Fall through */
|
|
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 (amorphous(mptr) || is_whirly(mptr) || unsolid(mptr)){
|
|
if(acidic(mptr) ||
|
|
mptr == &mons[PM_GELATINOUS_CUBE] ||
|
|
mptr == &mons[PM_FIRE_ELEMENTAL]) {
|
|
if (in_sight)
|
|
pline("%s %s %s spider web!",
|
|
Monnam(mtmp),
|
|
(mptr == &mons[PM_FIRE_ELEMENTAL]) ?
|
|
"burns" : "dissolves",
|
|
a_your[trap->madeby_u]);
|
|
deltrap(trap);
|
|
newsym(mtmp->mx, mtmp->my);
|
|
break;
|
|
}
|
|
if (in_sight) {
|
|
pline("%s flows through %s spider web.",
|
|
Monnam(mtmp),
|
|
a_your[trap->madeby_u]);
|
|
seetrap(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;
|
|
}
|
|
/* fall though */
|
|
default:
|
|
if (mptr->mlet == S_GIANT ||
|
|
(mptr->mlet == S_DRAGON &&
|
|
extra_nasty(mptr)) || /* excl. babies */
|
|
(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 (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);
|
|
if ((mtmp->mhp -= dmgval2) <= 0)
|
|
monkilled(mtmp, in_sight ?
|
|
"compression from an anti-magic field" : (const char *)0,
|
|
-AD_MAGM);
|
|
if (mtmp->mhp <= 0) 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("KAABLAMM!!! %s triggers %s land mine!",
|
|
Monnam(mtmp), a_your[trap->madeby_u]);
|
|
}
|
|
if (!in_sight)
|
|
pline("Kaablamm! You hear an explosion in the distance!");
|
|
blow_up_landmine(trap);
|
|
/* explosion might have destroyed a drawbridge; don't
|
|
dish out more damage if monster is already dead */
|
|
if (mtmp->mhp <= 0 ||
|
|
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(trap->tx, trap->ty);
|
|
if (mtmp->mhp <= 0) trapkilled = TRUE;
|
|
if (unconscious()) {
|
|
multi = -1;
|
|
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 (mtmp->mhp <= 0) trapkilled = TRUE;
|
|
} else {
|
|
deltrap(trap);
|
|
newsym(mtmp->mx,mtmp->my);
|
|
}
|
|
}
|
|
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(youmonst.data) && polymon(PM_STONE_GOLEM))
|
|
return;
|
|
You("turn to stone...");
|
|
killer.format = KILLED_BY;
|
|
if (str != killer.name) Strcpy(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;
|
|
}
|
|
|
|
/* 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) {
|
|
stoned = TRUE;
|
|
xkilled(mon,0);
|
|
} 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 (mon->mhp > 0 && !which_armor(mon, W_ARMG) &&
|
|
!resists_ston(mon))
|
|
mwepgone(mon);
|
|
}
|
|
}
|
|
|
|
void
|
|
float_up()
|
|
{
|
|
if(u.utrap) {
|
|
if(u.utraptype == TT_PIT) {
|
|
u.utrap = 0;
|
|
You("float up, out of the pit!");
|
|
vision_full_recalc = 1; /* vision limits change */
|
|
fill_pit(u.ux, u.uy);
|
|
} else if (u.utraptype == TT_INFLOOR) {
|
|
Your("body pulls upward, but your %s are still stuck.",
|
|
makeplural(body_part(LEG)));
|
|
} else {
|
|
You("float up, only your %s is still stuck.",
|
|
body_part(LEG));
|
|
}
|
|
}
|
|
#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.");
|
|
BFlying |= I_SPECIAL;
|
|
return;
|
|
}
|
|
|
|
void
|
|
fill_pit(x, y)
|
|
int x, y;
|
|
{
|
|
struct obj *otmp;
|
|
struct trap *t;
|
|
|
|
if ((t = t_at(x, y)) &&
|
|
((t->ttyp == PIT) || (t->ttyp == SPIKED_PIT)) &&
|
|
(otmp = sobj_at(BOULDER, x, y))) {
|
|
obj_extract_self(otmp);
|
|
(void) flooreffects(otmp, x, y, "settle");
|
|
}
|
|
}
|
|
|
|
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) {
|
|
/* Levitation is blocked, so hero is not actually floating
|
|
hence shouldn't have float_down effects and feedback */
|
|
float_vs_flight(); /* before nomul() rather than after */
|
|
return 0;
|
|
}
|
|
nomul(0); /* stop running or resting */
|
|
if (BFlying) {
|
|
/* controlled flight no longer overridden by levitation */
|
|
BFlying &= ~I_SPECIAL;
|
|
if (Flying) {
|
|
You("have stopped levitating and are now flying.");
|
|
return 1;
|
|
}
|
|
}
|
|
if(u.uswallow) {
|
|
You("float down, but you are still %s.",
|
|
is_animal(u.ustuck->data) ? "swallowed" : "engulfed");
|
|
return(1);
|
|
}
|
|
|
|
if (Punished && !carried(uball) &&
|
|
(is_pool(uball->ox, uball->oy) ||
|
|
((trap = t_at(uball->ox, uball->oy)) &&
|
|
((trap->ttyp == PIT) || (trap->ttyp == SPIKED_PIT) ||
|
|
(trap->ttyp == TRAPDOOR) || (trap->ttyp == HOLE))))) {
|
|
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);
|
|
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(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));
|
|
u.ustuck = 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 leviation
|
|
* 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));
|
|
}
|
|
}
|
|
}
|
|
|
|
/* 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;
|
|
/* fall into next case */
|
|
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()
|
|
{
|
|
if (!u.utrap || u.utraptype != TT_PIT) return;
|
|
|
|
if (Passes_walls) {
|
|
/* marked as trapped so they can pick things up */
|
|
You("ascend from the pit.");
|
|
u.utrap = 0;
|
|
fill_pit(u.ux, u.uy);
|
|
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(youmonst.data)) && !Sokoban) {
|
|
/* eg fell in pit, then poly'd to a flying monster;
|
|
or used '>' to deliberately enter it */
|
|
You("%s from the pit.", Flying ? "fly" : "climb");
|
|
u.utrap = 0;
|
|
fill_pit(u.ux, u.uy);
|
|
vision_full_recalc = 1; /* vision limits change */
|
|
} else if (!(--u.utrap)) {
|
|
You("%s to the edge of the pit.",
|
|
(Sokoban && Levitation) ?
|
|
"struggle against the air currents and float" :
|
|
u.usteed ? "ride" :
|
|
"crawl");
|
|
fill_pit(u.ux, u.uy);
|
|
vision_full_recalc = 1; /* vision limits change */
|
|
} else if (u.dz || flags.verbose) {
|
|
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_OVL 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_paper() 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)), context.botl = 1;
|
|
} else {
|
|
num = d(2,4);
|
|
if (u.uhpmax > u.ulevel)
|
|
u.uhpmax -= rn2(min(u.uhpmax,num + 1)), context.botl = 1;
|
|
}
|
|
if (!num)
|
|
You("are uninjured.");
|
|
else
|
|
losehp(num, tower_of_flame, KILLED_BY_AN); /* fire damage */
|
|
burn_away_slime();
|
|
|
|
if (burnarmor(&youmonst) || rn2(3)) {
|
|
destroy_item(SCROLL_CLASS, AD_FIRE);
|
|
destroy_item(SPBOOK_CLASS, AD_FIRE);
|
|
destroy_item(POTION_CLASS, AD_FIRE);
|
|
}
|
|
if (!box && burn_floor_paper(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_OVL void
|
|
domagictrap()
|
|
{
|
|
register int fate = rnd(20);
|
|
|
|
/* What happened to the poor sucker? */
|
|
|
|
if (fate < 10) {
|
|
/* Most of the time, it creates some monsters. */
|
|
register int cnt = rnd(4);
|
|
|
|
if (!resists_blnd(&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!");
|
|
} else
|
|
You_hear("a deafening roar!");
|
|
incr_itimeout(&HDeaf, rn1(20,30));
|
|
while(cnt--)
|
|
(void) makemon((struct permonst *) 0, u.ux, u.uy, NO_MM_FLAGS);
|
|
}
|
|
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(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 */
|
|
{ register int i,j;
|
|
register 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 = 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, NULL, 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;
|
|
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;
|
|
}
|
|
|
|
void
|
|
acid_damage(obj)
|
|
struct obj *obj;
|
|
{
|
|
/* Scrolls but not spellbooks can be erased by acid. */
|
|
struct monst *victim =
|
|
carried(obj) ? &youmonst : mcarried(obj) ? obj->ocarry : NULL;
|
|
boolean vismon = victim && (victim != &youmonst) && canseemon(victim);
|
|
|
|
if (obj->greased)
|
|
grease_protect(obj, NULL, victim);
|
|
else if (obj->oclass == SCROLL_CLASS && obj->otyp != SCR_BLANK_PAPER) {
|
|
if (obj->otyp != SCR_BLANK_PAPER
|
|
#ifdef MAIL
|
|
&& obj->otyp != SCR_MAIL
|
|
#endif
|
|
) {
|
|
if (!Blind) {
|
|
if (victim == &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, NULL, ERODE_CORRODE, EF_GREASE | EF_VERBOSE);
|
|
}
|
|
|
|
/* context for water_damage(), managed by water_damage_chain();
|
|
when more than one stack of potions of acid explode while processing
|
|
a chain of objects, use alternate phrasing after the first message */
|
|
static struct h2o_ctx {
|
|
int dkn_boom, unk_boom; /* track dknown, !dknown separately */
|
|
boolean ctx_valid;
|
|
} acid_ctx = { 0, 0, FALSE };
|
|
|
|
/* 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 (snuff_lit(obj))
|
|
return ER_DAMAGED;
|
|
|
|
if(obj->otyp == CAN_OF_GREASE && obj->spe > 0) {
|
|
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)))) {
|
|
water_damage_chain(obj->cobj, FALSE);
|
|
return ER_NOTHING;
|
|
} 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) {
|
|
#ifdef MAIL
|
|
if (obj->otyp == SCR_MAIL) return 0;
|
|
#endif
|
|
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;
|
|
}
|
|
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 (acid_ctx.ctx_valid)
|
|
exploded = ((obj->dknown ? acid_ctx.dkn_boom
|
|
: 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 (acid_ctx.ctx_valid) {
|
|
if (obj->dknown)
|
|
acid_ctx.dkn_boom++;
|
|
else
|
|
acid_ctx.unk_boom++;
|
|
}
|
|
setnotworn(obj);
|
|
delobj(obj);
|
|
if (update)
|
|
update_inventory();
|
|
return ER_DESTROYED;
|
|
} else if (obj->odiluted) {
|
|
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) {
|
|
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;
|
|
|
|
/* initialize acid context: so far, neither seen (dknown) potions of
|
|
acid nor unseen have exploded during this water damage sequence */
|
|
acid_ctx.dkn_boom = acid_ctx.unk_boom = 0;
|
|
acid_ctx.ctx_valid = TRUE;
|
|
|
|
for (; obj; obj = otmp) {
|
|
otmp = here ? obj->nexthere : obj->nobj;
|
|
water_damage(obj, NULL, FALSE);
|
|
}
|
|
|
|
/* reset acid context */
|
|
acid_ctx.dkn_boom = acid_ctx.unk_boom = 0;
|
|
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_OVL 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 = 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) == player relocated
|
|
*/
|
|
boolean
|
|
drown()
|
|
{
|
|
const char *pool_of_water;
|
|
boolean inpool_ok = FALSE, crawl_ok;
|
|
int i, x, y;
|
|
|
|
/* 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 water%c",
|
|
Is_waterlevel(&u.uz) ? "plunge" : "fall",
|
|
Amphibious || Swimming ? '.' : '!');
|
|
if (!Swimming && !Is_waterlevel(&u.uz))
|
|
You("sink like %s.",
|
|
Hallucination ? "the Titanic" : "a rock");
|
|
}
|
|
|
|
water_damage_chain(invent, FALSE);
|
|
|
|
if (u.umonnum == PM_GREMLIN && rn2(3))
|
|
(void)split_mon(&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 */
|
|
u.uinwater = 1;
|
|
under_water(1);
|
|
vision_full_recalc = 1;
|
|
return(FALSE);
|
|
}
|
|
if ((Teleportation || can_teleport(youmonst.data)) &&
|
|
!Unaware && (Teleport_control || rn2(3) < Luck+2)) {
|
|
You("attempt a teleport spell."); /* utcsri!carroll */
|
|
if (!level.flags.noteleport) {
|
|
(void) dotele();
|
|
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 (multi < 0 || (Upolyd && !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 water.");
|
|
if (lost)
|
|
You("dump some of your gear to lose weight...");
|
|
if (succ) {
|
|
pline("Pheew! That was close.");
|
|
teleds(x,y,TRUE);
|
|
return(TRUE);
|
|
}
|
|
/* still too much weight */
|
|
pline("But in vain.");
|
|
}
|
|
u.uinwater = 1;
|
|
You("drown.");
|
|
for (;;) {
|
|
/* killer format and name are reconstructed every iteration
|
|
because lifesaving resets them */
|
|
pool_of_water = waterbody_name(u.ux, u.uy);
|
|
killer.format = KILLED_BY_AN;
|
|
/* avoid "drowned in [a] water" */
|
|
if (!strcmp(pool_of_water, "water"))
|
|
pool_of_water = "deep water", killer.format = KILLED_BY;
|
|
Strcpy(killer.name, pool_of_water);
|
|
done(DROWNING);
|
|
/* oops, we're still alive. better get out of the water. */
|
|
if (safe_teleds(TRUE)) break; /* successful life-save */
|
|
/* nowhere safe to land; repeat drowning loop... */
|
|
pline("You're still drowning.");
|
|
}
|
|
if (u.uinwater) {
|
|
u.uinwater = 0;
|
|
You("find yourself back %s.", Is_waterlevel(&u.uz) ?
|
|
"in an air bubble" : "on land");
|
|
}
|
|
return(TRUE);
|
|
}
|
|
|
|
void
|
|
drain_en(n)
|
|
register 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;
|
|
}
|
|
context.botl = 1;
|
|
}
|
|
}
|
|
|
|
int
|
|
dountrap() /* disarm a trap */
|
|
{
|
|
if (near_capacity() >= HVY_ENCUMBER) {
|
|
pline("You're too strained to do that.");
|
|
return 0;
|
|
}
|
|
if ((nohands(youmonst.data) && !webmaker(youmonst.data)) || !youmonst.data->mmove) {
|
|
pline("And just how do you expect to do that?");
|
|
return 0;
|
|
} else if (u.ustuck && sticks(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_OVL int
|
|
untrap_prob(ttmp)
|
|
struct trap *ttmp;
|
|
{
|
|
int chance = 3;
|
|
|
|
/* Only spiders know how to deal with webs reliably */
|
|
if (ttmp->ttyp == WEB && !webmaker(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);
|
|
} 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) u.utrap = 0;
|
|
deltrap(ttmp);
|
|
}
|
|
|
|
/* while attempting to disarm an adjacent trap, we've fallen into it */
|
|
STATIC_OVL void
|
|
move_into_trap(ttmp)
|
|
struct trap *ttmp;
|
|
{
|
|
int bc;
|
|
xchar x = ttmp->tx, y = ttmp->ty, bx, by, cx, cy;
|
|
boolean unused;
|
|
|
|
/* 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;
|
|
u.ux = x, u.uy = 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 redudant "there is a <trap> here" message when
|
|
there are objects covering this trap */
|
|
ttmp->tseen = 0; /* hack for check_here() */
|
|
/* trigger the trap */
|
|
spoteffects(TRUE); /* pickup() + dotrap() */
|
|
exercise(A_WIS, FALSE);
|
|
}
|
|
}
|
|
|
|
/* 0: doesn't even try
|
|
* 1: tries and fails
|
|
* 2: succeeds
|
|
*/
|
|
STATIC_OVL 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(youmonst.data,u.ux,ttmp->ty) &&
|
|
bad_rock(youmonst.data,ttmp->tx,u.uy)) {
|
|
if ((invent && (inv_weight() + weight_cap() > 600)) ||
|
|
bigmonst(youmonst.data)) {
|
|
/* don't allow untrap if they can't get thru to it */
|
|
You("are unable to reach the %s!",
|
|
defsyms[trap_to_defsym(ttype)].explanation);
|
|
return 0;
|
|
}
|
|
}
|
|
/* untrappable traps are located on the ground. */
|
|
if (!can_reach_floor(TRUE)) {
|
|
if (u.usteed && P_SKILL(P_RIDING) < P_BASIC)
|
|
rider_cant_reach();
|
|
else
|
|
You("are unable to reach the %s!",
|
|
defsyms[trap_to_defsym(ttype)].explanation);
|
|
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);
|
|
if ((mtmp->mhp -= rnd(4)) <= 0) killed(mtmp);
|
|
} else if (ttype == WEB) {
|
|
if (!webmaker(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) {
|
|
dotrap(ttmp, 0);
|
|
} else {
|
|
move_into_trap(ttmp);
|
|
}
|
|
} else {
|
|
pline("%s %s is difficult to %s.",
|
|
ttmp->madeby_u ? "Your" : under_u ? "This" : "That",
|
|
defsyms[trap_to_defsym(ttype)].explanation,
|
|
(ttype == WEB) ? "remove" : "disarm");
|
|
}
|
|
return 1;
|
|
}
|
|
return 2;
|
|
}
|
|
|
|
STATIC_OVL 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_OVL 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_OVL 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_OVL 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_OVL 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_OVL 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_OVL 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(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;
|
|
fill_pit(mtmp->mx, mtmp->my);
|
|
reward_untrap(ttmp, mtmp);
|
|
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,
|
|
confused = (Confusion || Hallucination),
|
|
trap_skipped = FALSE,
|
|
deal_with_floor_trap;
|
|
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;
|
|
}
|
|
ttmp = t_at(x, y);
|
|
if (ttmp && !ttmp->tseen) ttmp = 0;
|
|
trapdescr = ttmp ? defsyms[trap_to_defsym(ttmp->ttyp)].explanation : 0;
|
|
here = (x == u.ux && y == u.uy); /* !u.dx && !u.dy */
|
|
|
|
if (here) /* are there are one or more containers here? */
|
|
for (otmp = 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 (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT) {
|
|
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 &&
|
|
(mtmp->m_ap_type == M_AP_FURNITURE ||
|
|
mtmp->m_ap_type == 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 = 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 ((mtmp = m_at(x,y)) &&
|
|
mtmp->m_ap_type == M_AP_FURNITURE &&
|
|
(mtmp->mappearance == S_hcdoor ||
|
|
mtmp->mappearance == S_vcdoor) &&
|
|
!Protection_from_shape_changers) {
|
|
stumble_onto_mimic(mtmp);
|
|
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
|
|
&& (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];
|
|
const char *trapdescr, *which;
|
|
boolean ishero = (mon == &youmonst);
|
|
|
|
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;
|
|
|
|
trapdescr = defsyms[trap_to_defsym(t->ttyp)].explanation;
|
|
which = t->tseen ? the_your[t->madeby_u] :
|
|
index(vowels, *trapdescr) ? "an" : "a";
|
|
|
|
if (ishero) {
|
|
if (!u.utrap) return FALSE;
|
|
u.utrap = 0; /* released regardless of type */
|
|
*noticed = TRUE;
|
|
/* give message only if trap was the expected type */
|
|
if (u.utraptype == TT_BEARTRAP || u.utraptype == TT_WEB) {
|
|
if (u.usteed)
|
|
Sprintf(buf, "%s is", noit_Monnam(u.usteed));
|
|
else
|
|
Strcpy(buf, "You are");
|
|
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 == &youmonst), result;
|
|
|
|
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;
|
|
++force_mintrap;
|
|
dotrap(t, dotrapflags);
|
|
--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);
|
|
++force_mintrap;
|
|
result = (mintrap(mon) != 0);
|
|
--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 == &youmonst), result;
|
|
|
|
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 && t->ttyp != PIT && t->ttyp != SPIKED_PIT))))
|
|
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);
|
|
++force_mintrap;
|
|
result = (mintrap(mon) != 0);
|
|
--force_mintrap;
|
|
/* mon might now be on the migrating monsters list */
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
/* 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);
|
|
/* we're about to delete all things at this location,
|
|
* which could include the ball & chain.
|
|
* If we attempt to call unpunish() in the
|
|
* for-loop below we can end up with otmp2
|
|
* being invalid once the chain is gone.
|
|
* Deal with ball & chain right now instead.
|
|
*/
|
|
if (Punished && !carried(uball) &&
|
|
((uchain->ox == u.ux && uchain->oy == u.uy) ||
|
|
(uball->ox == u.ux && uball->oy == u.uy)))
|
|
unpunish();
|
|
|
|
for(otmp = 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 20:
|
|
case 19:
|
|
case 18:
|
|
case 17:
|
|
pline("A cloud of noxious gas billows from %s.",
|
|
the(xname(obj)));
|
|
poisoned("gas cloud", A_STR, "cloud of poison gas",
|
|
15, FALSE);
|
|
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 5:
|
|
case 4:
|
|
case 3:
|
|
if (!Free_action) {
|
|
pline("Suddenly you are frozen in place!");
|
|
nomul(-d(5, 6));
|
|
exercise(A_DEX, FALSE);
|
|
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(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 = 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 == ftrap)
|
|
ftrap = ftrap->ntrap;
|
|
else {
|
|
for(ttmp = ftrap; ttmp->ntrap != trap; ttmp = ttmp->ntrap) ;
|
|
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) ||
|
|
!(trap2->ttyp == PIT || trap2->ttyp == SPIKED_PIT) ||
|
|
!(trap1->ttyp == PIT || trap1->ttyp == SPIKED_PIT) ||
|
|
(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;
|
|
}
|
|
|
|
void
|
|
clear_conjoined_pits(trap)
|
|
struct trap *trap;
|
|
{
|
|
int diridx, adjidx, x, y;
|
|
struct trap *t;
|
|
if (trap && (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT)) {
|
|
for(diridx = 0; diridx < 8; ++diridx) {
|
|
if (trap->conjoined & (1 << diridx)) {
|
|
x = trap->tx + xdir[diridx];
|
|
y = trap->ty + ydir[diridx];
|
|
t = t_at(x,y);
|
|
if (isok(x,y) && t &&
|
|
(t->ttyp == PIT || t->ttyp == SPIKED_PIT)) {
|
|
adjidx = (diridx + 4) % 8;
|
|
t->conjoined &= ~(1 << adjidx);
|
|
}
|
|
trap->conjoined &= ~(1 << diridx);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
/*
|
|
* Mark all neighboring pits as conjoined pits.
|
|
* (currently not called from anywhere)
|
|
*/
|
|
STATIC_OVL 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) &&
|
|
(t->ttyp == PIT || t->ttyp == SPIKED_PIT)) {
|
|
trap->conjoined |= (1 << diridx);
|
|
join_adjacent_pits(t);
|
|
} else trap->conjoined &= ~(1 << diridx);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
* Returns TRUE if you escaped a pit and are standing on the precipice.
|
|
*/
|
|
boolean
|
|
uteetering_at_seen_pit(trap)
|
|
struct trap *trap;
|
|
{
|
|
if (trap && trap->tseen &&
|
|
(!u.utrap || u.utraptype != TT_PIT) &&
|
|
(trap->ttyp==PIT || trap->ttyp==SPIKED_PIT))
|
|
return TRUE;
|
|
else
|
|
return FALSE;
|
|
}
|
|
|
|
boolean
|
|
delfloortrap(ttmp)
|
|
register struct trap *ttmp;
|
|
{
|
|
/* Destroy a trap that emanates from the floor. */
|
|
/* some of these are arbitrary -dlc */
|
|
if (ttmp && ((ttmp->ttyp == SQKY_BOARD) ||
|
|
(ttmp->ttyp == BEAR_TRAP) ||
|
|
(ttmp->ttyp == LANDMINE) ||
|
|
(ttmp->ttyp == FIRE_TRAP) ||
|
|
(ttmp->ttyp == PIT) ||
|
|
(ttmp->ttyp == SPIKED_PIT) ||
|
|
(ttmp->ttyp == HOLE) ||
|
|
(ttmp->ttyp == TRAPDOOR) ||
|
|
(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) {
|
|
u.utrap = 0;
|
|
u.utraptype = 0;
|
|
} else if ((mtmp = m_at(ttmp->tx, ttmp->ty)) != 0) {
|
|
mtmp->mtrapped = 0;
|
|
}
|
|
deltrap(ttmp);
|
|
return TRUE;
|
|
} else
|
|
return FALSE;
|
|
}
|
|
|
|
/* used for doors (also tins). can be used for anything else that opens. */
|
|
void
|
|
b_trapped(item, bodypart)
|
|
register const char *item;
|
|
register int bodypart;
|
|
{
|
|
register int lvl = level_difficulty();
|
|
int 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_OVL 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;
|
|
}
|
|
if ((mon->mhp -= dam) <= 0) {
|
|
int xx = mon->mx;
|
|
int yy = mon->my;
|
|
|
|
monkilled(mon, "", nocorpse ? -AD_RBRE : AD_PHYS);
|
|
if (mon->mhp <= 0) {
|
|
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()
|
|
{
|
|
return (boolean)(multi < 0 &&
|
|
(u.usleep || (nomovemsg &&
|
|
(!strncmp(nomovemsg, "You awake", 9) ||
|
|
!strncmp(nomovemsg, "You regain con", 14) ||
|
|
!strncmp(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;
|
|
|
|
burn_away_slime();
|
|
if (likes_lava(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 = 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 = TRUE;
|
|
|
|
/* 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 (Wwalking && 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("lava here burns you!");
|
|
if (usurvive) {
|
|
losehp(dmg, lava_killer, KILLED_BY); /* lava damage */
|
|
goto burn_stuff;
|
|
}
|
|
} else
|
|
You("fall into the 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 = 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 */
|
|
killer.format = KILLED_BY;
|
|
Strcpy(killer.name, lava_killer);
|
|
You("%s...", boil_away ? "boil away" : "burn to a crisp");
|
|
done(BURNING);
|
|
if (safe_teleds(TRUE)) 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));
|
|
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 */
|
|
u.utrap = rn1(4, 4) + ((boil_away ? 2 : rn1(4, 12)) << 8);
|
|
u.utraptype = TT_LAVA;
|
|
You("sink into the lava%s!",
|
|
!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);
|
|
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 shouldn't happen */
|
|
} else if (!is_lava(u.ux, u.uy)) {
|
|
u.utrap = 0; /* 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)) {
|
|
killer.format = KILLED_BY;
|
|
Strcpy(killer.name, "molten lava");
|
|
You("sink below the surface and die.");
|
|
burn_away_slime(); /* add insult to injury? */
|
|
done(DISSOLVED);
|
|
} 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) {
|
|
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_OVL void
|
|
maybe_finish_sokoban()
|
|
{
|
|
struct trap *t;
|
|
|
|
if (Sokoban && !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 = 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 level.flags.sokoban_rules */
|
|
/* TODO: give some feedback about solving the sokoban puzzle
|
|
(perhaps say "congratulations" in Japanese?) */
|
|
}
|
|
}
|
|
}
|
|
|
|
/*trap.c*/
|