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nethack-3.1
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fountain.c
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1993-01-16
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/* SCCS Id: @(#)fountain.c 3.1 92/12/19 */
/* Copyright Scott R. Turner, srt@ucla, 10/27/86 */
/* NetHack may be freely redistributed. See license for details. */
/* Code for drinking from fountains. */
#include "hack.h"
static void NDECL(dowatersnakes);
static void NDECL(dowaterdemon);
static void NDECL(dowaternymph);
STATIC_PTR void FDECL(gush, (int,int,genericptr_t));
static void NDECL(dofindgem);
static void
dowatersnakes() /* Fountain of snakes! */
{
register int num = rn1(5,2);
struct monst *mtmp;
if (!(mons[PM_WATER_MOCCASIN].geno & (G_GENOD | G_EXTINCT))) {
if (!Blind)
pline("An endless stream of %s pours forth!",
Hallucination ? makeplural(rndmonnam()) : "snakes");
else
You("hear something hissing!");
while(num-- > 0)
if((mtmp = makemon(&mons[PM_WATER_MOCCASIN],u.ux,u.uy)) &&
t_at(mtmp->mx, mtmp->my))
(void) mintrap(mtmp);
} else
pline("The fountain bubbles furiously for a moment, then calms.");
}
static
void
dowaterdemon() /* Water demon */
{
register struct monst *mtmp;
if(mons[PM_WATER_DEMON].geno & (G_GENOD | G_EXTINCT)) return;
if((mtmp = makemon(&mons[PM_WATER_DEMON],u.ux,u.uy))) {
if (!Blind)
You("have unleashed %s!", a_monnam(mtmp));
else
You("feel the presence of evil.");
/* Give those on low levels a (slightly) better chance of survival */
if ( rnd(100) > (80 + level_difficulty())) {
pline("Grateful for %s release, %s grants you a wish!",
Blind ? "its" : "his", Blind ? "it" : "he" );
makewish();
mongone(mtmp);
} else if (t_at(mtmp->mx, mtmp->my))
(void) mintrap(mtmp);
}
}
static void
dowaternymph() /* Water Nymph */
{
register struct monst *mtmp;
if(mons[PM_WATER_NYMPH].geno & (G_GENOD | G_EXTINCT)) return;
if((mtmp = makemon(&mons[PM_WATER_NYMPH],u.ux,u.uy))) {
if (!Blind)
You("have attracted %s!", a_monnam(mtmp));
else
You("hear a seductive voice.");
mtmp->msleep = 0;
if (t_at(mtmp->mx, mtmp->my))
(void) mintrap(mtmp);
} else
if (!Blind)
pline("A large bubble rises to the surface and pops.");
else
You("hear a loud pop.");
}
void
dogushforth(drinking) /* Gushing forth along LOS from (u.ux, u.uy) */
int drinking;
{
int madepool = 0;
do_clear_area(u.ux, u.uy, 7, gush, (genericptr_t)&madepool);
if (!madepool)
if (drinking)
Your("thirst is quenched.");
else
pline("Water sprays all over you.");
}
STATIC_PTR void
gush(x, y, poolcnt)
int x, y;
genericptr_t poolcnt;
{
register struct monst *mtmp;
if (((x+y)%2) || (x == u.ux && y == u.uy) ||
(rn2(1 + distmin(u.ux, u.uy, x, y))) ||
(levl[x][y].typ != ROOM) || t_at(x,y) ||
(sobj_at(BOULDER, x, y)) || nexttodoor(x, y))
return;
if (!((*(int *)poolcnt)++))
pline("Water gushes forth from the overflowing fountain!");
/* Put a pool at x, y */
levl[x][y].typ = POOL;
if ((mtmp = m_at(x, y)) != 0)
(void) minwater(mtmp);
else
newsym(x,y);
}
static void
dofindgem() /* Find a gem in the sparkling waters. */
{
if (!Blind) You("spot a gem in the sparkling waters!");
(void) mksobj_at(rnd_class(DILITHIUM_CRYSTAL, LUCKSTONE-1),
u.ux, u.uy, FALSE);
levl[u.ux][u.uy].looted |= F_LOOTED;
newsym(u.ux, u.uy);
exercise(A_WIS, TRUE); /* a discovery! */
}
void
dryup(x,y)
xchar x, y;
{
boolean isyou = (x == u.ux && y == u.uy);
if (IS_FOUNTAIN(levl[x][y].typ) &&
(!rn2(3) || (levl[x][y].looted & F_WARNED))) {
s_level *slev = Is_special(&u.uz);
if(isyou && slev && slev->flags.town &&
!(levl[x][y].looted & F_WARNED)) {
struct monst *mtmp;
levl[x][y].looted |= F_WARNED;
/* Warn about future fountain use. */
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if((mtmp->data == &mons[PM_WATCHMAN] ||
mtmp->data == &mons[PM_WATCH_CAPTAIN]) &&
couldsee(mtmp->mx, mtmp->my) &&
mtmp->mpeaceful) {
pline("%s yells:", Amonnam(mtmp));
verbalize("Hey, stop using that fountain!");
break;
}
}
/* You can see or hear this effect */
if(!mtmp) pline("The waterflow reduces to a trickle.");
return;
}
#ifdef WIZARD
if (isyou && wizard) {
if (yn("Dry up fountain?") == 'n')
return;
}
#endif
if (cansee(x,y)) pline("The fountain dries up!");
levl[x][y].typ = ROOM;
levl[x][y].looted = 0;
levl[x][y].blessedftn = 0;
/* The location is seen if the hero/monster is invisible */
/* or felt if the hero is blind. */
newsym(x, y);
level.flags.nfountains--;
if(isyou && slev && slev->flags.town)
(void) angry_guards(FALSE);
}
}
void
drinkfountain()
{
/* What happens when you drink from a fountain? */
register boolean mgkftn = (levl[u.ux][u.uy].blessedftn == 1);
register int fate = rnd(30);
if (Levitation) {
You("are floating high above the fountain.");
return;
}
if (mgkftn && u.uluck >= 0 && fate >= 10) {
int i, ii, littleluck = (u.uluck < 4);
pline("Wow! This makes you feel great!");
/* blessed restore ability */
for (ii = 0; ii < A_MAX; ii++)
if (ABASE(ii) < AMAX(ii)) {
ABASE(ii) = AMAX(ii);
flags.botl = 1;
}
/* gain ability, blessed if "natural" luck is high */
i = rn2(A_MAX); /* start at a random attribute */
for (ii = 0; ii < A_MAX; ii++) {
if (adjattrib(i, 1, littleluck ? -1 : 0) && littleluck)
break;
if (++i >= A_MAX) i = 0;
}
display_nhwindow(WIN_MESSAGE, FALSE);
pline("A wisp of vapor escapes the fountain....");
exercise(A_WIS, TRUE);
levl[u.ux][u.uy].blessedftn = 0;
return;
}
if (fate < 10) {
pline("The cool draught refreshes you.");
u.uhunger += rnd(10); /* don't choke on water */
newuhs(FALSE);
if(mgkftn) return;
} else {
switch (fate) {
case 19: /* Self-knowledge */
You("feel self-knowledgeable....");
display_nhwindow(WIN_MESSAGE, FALSE);
enlightenment(FALSE);
exercise(A_WIS, TRUE);
pline("The feeling subsides.");
break;
case 20: /* Foul water */
pline("The water is foul! You gag and vomit.");
morehungry(rn1(20, 11));
vomit();
break;
case 21: /* Poisonous */
pline("The water is contaminated!");
if (Poison_resistance) {
#ifdef TUTTI_FRUTTI
pline("Perhaps it is runoff from the nearby %s farm.", pl_fruit);
#else
pline("Perhaps it is runoff from the nearby orange farm.");
#endif
losehp(rnd(4),"unrefrigerated sip of juice",
KILLED_BY_AN);
break;
}
losestr(rn1(4,3));
losehp(rnd(10),"contaminated water", KILLED_BY);
exercise(A_CON, FALSE);
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(rn1(20, 11));
exercise(A_CON, FALSE);
for(obj = invent; obj ; obj = obj->nobj)
if (!rn2(5)) curse(obj);
break;
}
case 25: /* See invisible */
You("see an image of someone stalking you.");
pline("But it disappears.");
HSee_invisible |= FROMOUTSIDE;
newsym(u.ux,u.uy);
exercise(A_WIS, TRUE);
break;
case 26: /* See Monsters */
(void) monster_detect((struct obj *)0, 0);
exercise(A_WIS, TRUE);
break;
case 27: /* Find a gem in the sparkling waters. */
if (!levl[u.ux][u.uy].looted) {
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(TRUE);
break;
default:
pline("This tepid water is tasteless.");
break;
}
}
dryup(u.ux, u.uy);
}
void
dipfountain(obj)
register struct obj *obj;
{
if (Levitation) {
You("are floating high above the fountain.");
return;
}
/* Don't grant Excalibur when there's more than one object. */
/* (quantity could be > 1 if merged daggers got polymorphed) */
if (obj->otyp == LONG_SWORD && obj->quan == 1L
&& u.ulevel >= 5 && !rn2(6)
&& !obj->oartifact
&& !exist_artifact(LONG_SWORD, artiname(ART_EXCALIBUR))) {
if (u.ualign.type != A_LAWFUL) {
/* Ha! Trying to cheat her. */
pline("A freezing mist rises from the water and envelopes the sword.");
pline("The fountain disappears!");
curse(obj);
if (obj->spe > -6 && !rn2(3)) obj->spe--;
obj->oerodeproof = FALSE;
exercise(A_WIS, FALSE);
} else {
/* The lady of the lake acts! - Eric Backus */
/* Be *REAL* nice */
pline("From the murky depths, a hand reaches up to bless the sword.");
pline("As the hand retreats, the fountain disappears!");
obj = oname(obj, artiname(ART_EXCALIBUR), 1);
bless(obj);
obj->oeroded = 0;
obj->oerodeproof = TRUE;
exercise(A_WIS, TRUE);
}
levl[u.ux][u.uy].typ = ROOM;
levl[u.ux][u.uy].looted = 0;
if(Invisible) newsym(u.ux, u.uy);
level.flags.nfountains--;
return;
} else (void) get_wet(obj);
switch (rnd(30)) {
case 16: /* Curse the item */
curse(obj);
break;
case 17:
case 18:
case 19:
case 20: /* Uncurse the item */
if(obj->cursed) {
if (!Blind)
pline("The water glows for a moment.");
uncurse(obj);
} 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(FALSE);
break;
case 26: /* Strange feeling */
pline("A strange tingling runs up your %s.",
body_part(ARM));
break;
case 27: /* Strange feeling */
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;
You("lost some of your gold in the fountain!");
levl[u.ux][u.uy].looted &= ~F_LOOTED;
exercise(A_WIS, FALSE);
}
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((dunlevs_in_dungeon(&u.uz)-dunlev(&u.uz)+1)*2)+5),
u.ux, u.uy);
if (!Blind)
pline("Far below you, you see coins glistening in the water.");
exercise(A_WIS, TRUE);
break;
}
dryup(u.ux, u.uy);
}
#ifdef SINKS
void
breaksink(x,y)
int x, y;
{
if(cansee(x,y) || (x == u.ux && y == u.uy))
pline("The pipes break! Water spurts out!");
level.flags.nsinks--;
levl[x][y].doormask = 0;
levl[x][y].typ = FOUNTAIN;
level.flags.nfountains++;
newsym(x,y);
}
void
drinksink()
{
if (Levitation) {
You("are floating high above the sink.");
return;
}
switch(rn2(20)) {
static struct obj NEARDATA *otmp;
case 0: You("take a sip of very cold water.");
break;
case 1: You("take a sip of very warm water.");
break;
case 2: You("take a sip of scalding hot water.");
if (Fire_resistance)
pline("It seems quite tasty.");
else losehp(rnd(6), "sipping boiling water", KILLED_BY);
break;
case 3: if (mons[PM_SEWER_RAT].geno & (G_GENOD | G_EXTINCT))
pline("The sink seems quite dirty.");
else {
static struct monst NEARDATA *mtmp;
mtmp = makemon(&mons[PM_SEWER_RAT], u.ux, u.uy);
pline("Eek! There's %s in the sink!",
Blind ? "something squirmy" :
a_monnam(mtmp));
}
break;
case 4: do {
otmp = mkobj(POTION_CLASS,FALSE);
if (otmp->otyp == POT_WATER) {
obfree(otmp, (struct obj *)0);
otmp = (struct obj *) 0;
}
} while(!otmp);
otmp->cursed = otmp->blessed = 0;
if (Blind)
pline("The sink emits some odd liquid.");
else
pline("The sink emits a stream of %s water.",
Hallucination ? hcolor() :
OBJ_DESCR(objects[otmp->otyp]));
otmp->dknown = !(Blind || Hallucination);
otmp->quan++; /* Avoid panic upon useup() */
otmp->corpsenm = 1; /* kludge for docall() */
(void) dopotion(otmp);
obfree(otmp, (struct obj *)0);
break;
case 5: if (!(levl[u.ux][u.uy].looted & S_LRING)) {
You("find a ring in the sink!");
(void) mkobj_at(RING_CLASS, u.ux, u.uy, TRUE);
levl[u.ux][u.uy].looted |= S_LRING;
exercise(A_WIS, TRUE);
} else pline("Some dirty water backs up in the drain.");
break;
case 6: breaksink(u.ux,u.uy);
break;
case 7: pline("The water moves as though of its own will!");
if ((mons[PM_WATER_ELEMENTAL].geno & (G_GENOD | G_EXTINCT))
|| !makemon(&mons[PM_WATER_ELEMENTAL], u.ux, u.uy))
pline("But it quiets down.");
break;
case 8: pline("Yuk, this water tastes awful.");
more_experienced(1,0);
newexplevel();
break;
case 9: pline("Gaggg... this tastes like sewage! You vomit.");
morehungry(rn1(30-ACURR(A_CON), 11));
vomit();
break;
#ifdef POLYSELF
case 10: pline("This water contains toxic wastes!");
You("undergo a freakish metamorphosis!");
polyself();
break;
#endif
/* more odd messages --JJB */
case 11: You("hear clanking from the pipes....");
break;
case 12: You("hear snatches of song from among the sewers....");
break;
case 19: if (Hallucination) {
pline("From the murky drain, a hand reaches up... --oops--");
break;
}
default: You("take a sip of %s water.",
rn2(3) ? (rn2(2) ? "cold" : "warm") : "hot");
}
}
#endif /* SINKS */
/*fountain.c*/