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fountain.c
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C/C++ Source or Header
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1988-07-22
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8KB
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343 lines
/* SCCS Id: @(#)fountain.c 2.3 88/01/21
/* fountain.c v 1.4.4 */
/*
* Revision 1.4.4 88/02/11 08:31:00 M. Stephenson
* Implemented "coins" fixes by woodbury@bme.unc.edu
* Fixed minor bugs.
*
* Revision 1.4.3 87/11/25 19:16:00 M. Stephenson
* Implemented levitation bug fixes.
*
* Revision 1.4.2 87/10/19 11:48:00 M. Stephenson
* Implementation of KJS bug fixes.
*
* Revision 1.4.1 87/05/20 11:53:00 M. Stephenson
* Implementation of KAA bug fixes.
*
* Revision 1.4 87/05/04 17:39:00 M. Stephenson
* Integration of independent modifications
*
* Revision 1.3 87/03/02 Eric Backus
* Rearranged, and dipfountain added
*
* Revision 1.2 87/03/01 13:59:59 gil
* patches
*
* Revision 1.1 87/02/11 15:14:10 gil
* Initial revision
*
*/
/* Code for drinking from fountains. */
/* Scott R. Turner, srt@ucla, 10/27/86 */
#include "hack.h"
extern struct monst *mkmon_at();
extern struct obj *mkobj_at();
extern char genocided[];
#ifdef FOUNTAINS
#define somex() ((int)(rand()%(croom->hx-croom->lx+1))+croom->lx)
#define somey() ((int)(rand()%(croom->hy-croom->ly+1))+croom->ly)
dowatersnakes() /* Fountain of snakes! */ {
register int num = rnd(6);
if (!index(genocided, 'S')) {
pline("Good Lord! An endless stream of snakes pours forth!");
while(num-- > 0) (void) mkmon_at('S',u.ux,u.uy);
} else
pline("The fountain bubbles furiously for a moment, then calms.");
}
dowaterdemon() /* Water demon */ {
register struct monst *mtmp;
if((mtmp = mkmon_at('&',u.ux,u.uy))) {
pline("You have unleashed a water demon!");
/* Give those on low levels a (slightly) better chance of survival */
if ( rnd(100) > (80 + dlevel)) {
pline("Grateful for his release, he grants you a wish!");
makewish();
mondied(mtmp);
}
}
}
dowaternymph() /* Water Nymph */ {
register struct monst *mtmp;
if((mtmp = mkmon_at('N',u.ux,u.uy))) {
pline("You have attracted a water nymph!");
mtmp->msleep = 0;
} else
pline("A large bubble rises to the surface and pops.");
}
#include "mkroom.h"
dogushforth() /* Gushing forth in this room */ {
register int num = rnd(10);
register xchar mx,my;
register int tryct = 0;
register int uroom = inroom(u.ux, u.uy);
register struct mkroom *croom = &rooms[uroom];
register int madepool = 0;
if(croom->hx < 0 || has_upstairs(croom) ||
has_dnstairs(croom)) {
pline("Your thirst is quenched.");
return;
}
while(num--) {
do {
if(++tryct > 200) {
if(madepool)
pline("Water gushes forth from the overflowing fountain!");
else
pline("Your thirst is quenched.");
return;
}
mx = somex();
my = somey();
} while(nexttodoor(mx,my) || !((mx+my)%2) ||
(mx == u.ux && my == u.uy) ||
(IS_POOL(RM_TYP(levl[mx][my]))));
/* Put a pool at mx, my */
RM_SET_TYP(levl[mx][my], POOL);
atl(mx,my,POOL_SYM);
madepool = 1;
}
pline("Water gushes forth from the overflowing fountain!");
}
dofindgem() /* Find a gem in the sparkling waters. */ {
if (!Blind) pline("You spot a gem in the sparkling waters!");
mkobj_at('*',u.ux,u.uy);
}
dryup(){
if (!rn2(3) && (RM_TYP(levl[u.ux][u.uy]) == FOUNTAIN)) {
pline("The fountain dries up!");
RM_SET_TYP(levl[u.ux][u.uy], ROOM);
if(Invis) newsym(u.ux, u.uy);
}
}
drinkfountain() {
/* What happens when you drink from a fountain? */
register int fate = rnd(30);
if(Levitation) pline("You are floating high above the fountain.");
else if (fate < 10) {
pline("The cool draught refreshes you.");
lesshungry(rnd(10));
} else {
switch (fate) {
case 20: /* Foul water */
pline("The water is foul! You gag and vomit.");
morehungry(rnd(20)+10);
if(Sick) {
Sick = 0;
pline("What a relief!");
}
break;
case 21: /* Poisonous */
pline("The water is contaminated!");
if (Poison_resistance) {
pline("Perhaps it is run off from the nearby orange farm.");
losehp(rnd(4),"unrefrigerated orange juice");
break;
}
losestr(rn1(4,3));
losehp(rnd(10),"contaminated water");
break;
case 22: /* Fountain of snakes! */
dowatersnakes();
break;
case 23: /* Water demon */
dowaterdemon();
break;
case 24: /* Curse an item... */ {
register struct obj *obj;
pline("This water's no good!");
morehungry(rnd(20)+10);
for(obj = invent; obj ; obj = obj->nobj)
if (!rn2(5)) obj->cursed++;
break;
}
case 25: /* See invisible */
pline("You see an image of someone stalking you.");
pline("But it disappears.");
HSee_invisible |= INTRINSIC;
break;
case 26: /* See Monsters */ {
register struct monst *mtmp;
if(!fmon) pline("You feel oddly disturbed.");
else {
cls();
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
if(mtmp->mx > 0)
at(mtmp->mx,mtmp->my,mtmp->data->mlet);
prme();
pline("You sense the presence of monsters.");
more();
docrt();
}
}
break;
case 27: /* Find a gem in the sparkling waters. */
dofindgem();
break;
case 28: /* Water Nymph */
dowaternymph();
break;
case 29: /* Scare */ {
register struct monst *mtmp;
pline("This water gives you bad breath!");
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
mtmp->mflee = 1;
}
break;
case 30: /* Gushing forth in this room */
dogushforth();
break;
default:
break;
}
}
dryup();
}
dipfountain(obj)
register struct obj *obj;
{
register int fate = rnd(30);
if(Levitation) pline("You are floating high above the fountain.");
else if(fate<10)
if(!obj->rustfree &&
/* Only swords affected here */
(obj->otyp == LONG_SWORD ||
obj->otyp == KATANA ||
obj->otyp == BROAD_SWORD ||
obj->otyp == SHORT_SWORD ||
obj->otyp == TWO_HANDED_SWORD)) {
if(obj->spe > -6) {
pline("Your weapon rusts somewhat.");
obj->spe--;
} else pline("Your weapon looks quite rusted.");
} else pline("Well, it looks wet now.");
else if(fate<14)
if(obj->otyp == LONG_SWORD
#ifndef RPH
&& !strcmp(ONAME(obj), "Excalibur")
#endif
) {
/* The lady of the lake acts! - Eric Backus */
/* Be *REAL* nice to him */
pline("A murky hand from the depths reaches up to bless the sword.");
pline("As the hand retreats, the fountain disappears!");
#ifndef RPH
if(obj->spe < 5) obj->spe = 5;
#else
/* otherwise +rnd(10) / +5 "Super"sword */
oname(obj, "Excalibur");
#endif
#ifdef KAA
obj->dknown = 1; /* blessed */
#endif
obj->cursed = 0;
obj->rustfree = 1;
RM_SET_TYP(levl[u.ux][u.uy], ROOM);
if(Invis) newsym(u.ux, u.uy);
return(0);
} else pline ("Well, it looks wet now.");
else {
switch (fate) {
case 16: /* Curse the item */
pline("Well, it looks wet now.");
obj->cursed = 1;
break;
case 17:
case 18:
case 19:
case 20: /* Uncurse the item */
if(obj->cursed) {
pline("The water glows for a moment.");
obj->cursed = 0;
} else {
pline("A feeling of loss comes over you.");
}
break;
case 21: /* Water Demon */
dowaterdemon();
break;
case 22: /* Water Nymph */
dowaternymph();
break;
case 23: /* An Endless Stream Of Snakes */
dowatersnakes();
break;
case 24: /* Find a gem */
dofindgem();
break;
case 25: /* Water gushes forth */
dogushforth();
break;
case 26: /* Strange feeling */
pline("A strange tingling runs up your arm.");
break;
case 27: /* Strange feeling */
pline("You feel a sudden chill.");
break;
case 28: /* Strange feeling */
pline("An urge to take a bath overwhelms you.");
if (u.ugold > 10) {
u.ugold -= somegold()/10;
pline("You lost some of your gold in the fountain!");
}
break;
case 29: /* You see coins */
/* We make fountains have more coins the closer you are to the
* surface. After all, there will have been more people going
* by. Just like a shopping mall! Chris Woodbury */
mkgold((long)(rnd((MAXLEVEL-dlevel)*2)+5),u.ux,u.uy);
pline("Far below you, you see coins glistening in the water.");
break;
default:
break;
}
}
dryup();
return(0);
}
#endif