Source:NetHack 3.0.0/fountain.c
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Below is the full text to fountain.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/fountain.c#line123]], for example.
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1. /* SCCS Id: @(#)fountain.c 3.0 88/12/22 2. /* Code for drinking from fountains. */ 3. /* Scott R. Turner, srt@ucla, 10/27/86 */ 4. /* NetHack may be freely redistributed. See license for details. */ 5. 6. #include "hack.h" 7. 8. #ifdef FOUNTAINS 9. 10. static 11. void 12. dowatersnakes() /* Fountain of snakes! */ { 13. register int num = rnd(6); 14. if (!(mons[PM_WATER_MOCCASIN].geno & G_GENOD)) { /* && chgd to &*/ 15. 16. pline("Good Lord! An endless stream of snakes pours forth!"); 17. while(num-- > 0) (void) makemon(&mons[PM_WATER_MOCCASIN],u.ux,u.uy); 18. } else 19. pline("The fountain bubbles furiously for a moment, then calms."); 20. } 21. 22. static 23. void 24. dowaterdemon() /* Water demon */ { 25. register struct monst *mtmp; 26. 27. if((mtmp = makemon(&mons[PM_WATER_DEMON],u.ux,u.uy))) { 28. You("have unleashed %s!", defmonnam(mtmp)); 29. 30. /* Give those on low levels a (slightly) better chance of survival */ 31. if ( rnd(100) > (80 + dlevel)) { 32. pline("Grateful for his release, he grants you a wish!"); 33. makewish(); 34. mongone(mtmp); 35. } 36. } 37. } 38. 39. static 40. void 41. dowaternymph() /* Water Nymph */ { 42. register struct monst *mtmp; 43. if((mtmp = makemon(&mons[PM_WATER_NYMPH],u.ux,u.uy))) { 44. 45. You("have attracted %s!", defmonnam(mtmp)); 46. mtmp->msleep = 0; 47. } else 48. pline("A large bubble rises to the surface and pops."); 49. } 50. 51. 52. static 53. void 54. dogushforth(drinking) /* Gushing forth in this room */ 55. int drinking; 56. { 57. register int num = rnd(10); 58. register xchar mx,my; 59. register int tryct = 0; 60. register int uroom = inroom(u.ux, u.uy); 61. register struct mkroom *croom = &rooms[uroom]; 62. register int madepool = 0; 63. 64. if(croom->hx < 0 || has_upstairs(croom) || 65. has_dnstairs(croom)) { 66. if (drinking) Your("thirst is quenched."); 67. else pline("Water sprays all over you."); 68. return; 69. } 70. while(num--) { 71. do { 72. if(++tryct > 200) { 73. if(madepool) 74. pline("Water gushes forth from the overflowing fountain!"); 75. else if (drinking) Your("thirst is quenched."); 76. else pline("Water sprays all over you."); 77. return; 78. } 79. mx = somex(croom); 80. my = somey(croom); 81. } while(nexttodoor(mx,my) || !((mx+my)%2) || 82. (mx == u.ux && my == u.uy) || 83. (IS_POOL(levl[mx][my].typ))); 84. 85. /* Put a pool at mx, my */ 86. 87. levl[mx][my].typ = POOL; 88. levl[mx][my].doormask = 0; 89. if(!Blind) atl(mx,my,(char) POOL_SYM); 90. madepool = 1; 91. } 92. 93. pline("Water gushes forth from the overflowing fountain!"); 94. } 95. 96. static 97. void 98. dofindgem() /* Find a gem in the sparkling waters. */ { 99. 100. if (!Blind) You("spot a gem in the sparkling waters!"); 101. (void) mkobj_at(GEM_SYM,u.ux,u.uy); 102. levl[u.ux][u.uy].doormask = T_LOOTED; 103. } 104. 105. void 106. dryup(){ 107. if (!rn2(3) && (levl[u.ux][u.uy].typ == FOUNTAIN)) { 108. pline("The fountain dries up!"); 109. levl[u.ux][u.uy].typ = ROOM; 110. levl[u.ux][u.uy].doormask = 0; 111. if(Invisible) newsym(u.ux, u.uy); 112. fountsound--; 113. } 114. } 115. 116. void 117. drinkfountain() { 118. 119. /* What happens when you drink from a fountain? */ 120. register int fate = rnd(30); 121. 122. if(Levitation) { 123. You("are floating high above the fountain."); 124. return; 125. } 126. else if (fate < 10) { 127. pline("The cool draught refreshes you."); 128. lesshungry(rnd(10)); 129. } else { 130. switch (fate) { 131. 132. case 19: /* Self-knowledge */ 133. 134. You("feel self-knowledgable..."); 135. more(); 136. enlightenment(); 137. pline("The feeling subsides."); 138. break; 139. 140. case 20: /* Foul water */ 141. 142. pline("The water is foul! You gag and vomit."); 143. morehungry(rnd(20)+10); 144. vomit(); 145. break; 146. 147. case 21: /* Poisonous */ 148. 149. pline("The water is contaminated!"); 150. if (Poison_resistance) { 151. pline("Perhaps it is runoff from the nearby %s farm.", pl_fruit); 152. losehp(rnd(4),"unrefrigerated sip of juice"); 153. break; 154. } 155. losestr(rn1(4,3)); 156. losehp(rnd(10),"contaminated water"); 157. break; 158. 159. case 22: /* Fountain of snakes! */ 160. 161. dowatersnakes(); 162. break; 163. 164. case 23: /* Water demon */ 165. dowaterdemon(); 166. break; 167. 168. case 24: /* Curse an item... */ { 169. register struct obj *obj; 170. 171. pline("This water's no good!"); 172. morehungry(rnd(20)+10); 173. for(obj = invent; obj ; obj = obj->nobj) 174. if (!rn2(5)) curse(obj); 175. break; 176. } 177. 178. case 25: /* See invisible */ 179. 180. You("see an image of someone stalking you."); 181. pline("But it disappears."); 182. HSee_invisible |= INTRINSIC; 183. break; 184. 185. case 26: /* See Monsters */ 186. 187. (void) monster_detect((struct obj *)0); 188. break; 189. 190. case 27: /* Find a gem in the sparkling waters. */ 191. 192. if (levl[u.ux][u.uy].doormask == 0) { 193. dofindgem(); 194. break; 195. } 196. 197. case 28: /* Water Nymph */ 198. 199. dowaternymph(); 200. break; 201. 202. case 29: /* Scare */ { 203. register struct monst *mtmp; 204. 205. pline("This water gives you bad breath!"); 206. for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) 207. mtmp->mflee = 1; 208. } 209. break; 210. 211. case 30: /* Gushing forth in this room */ 212. 213. dogushforth(TRUE); 214. break; 215. 216. default: 217. 218. pline("This tepid water is tasteless."); 219. break; 220. } 221. } 222. dryup(); 223. } 224. 225. void 226. dipfountain(obj) 227. register struct obj *obj; 228. { 229. register int fate = rnd(30); 230. 231. if(Levitation) You("are floating high above the fountain."); 232. else if(fate<10) 233. if(!obj->rustfree && is_sword(obj)) { 234. if(obj->spe > -6) { 235. Your("sword rusts somewhat."); 236. obj->spe--; 237. } else Your("sword looks quite rusted."); 238. } else pline("Well, it looks wet now."); 239. else if(fate<14) 240. if(obj->otyp == LONG_SWORD 241. #ifndef NAMED_ITEMS 242. && !strcmp(ONAME(obj), "Excalibur") 243. #endif 244. && u.ulevel >= 5 245. ) { 246. /* The lady of the lake acts! - Eric Backus */ 247. /* Be *REAL* nice to him */ 248. pline("A murky hand from the depths reaches up to bless the sword."); 249. pline("As the hand retreats, the fountain disappears!"); 250. 251. #ifndef NAMED_ITEMS 252. if(obj->spe < 5) obj->spe = 5; 253. #else 254. /* otherwise +rnd(10) / +5 "Super"sword */ 255. obj = oname(obj, "Excalibur", 1); 256. #endif 257. bless(obj); 258. obj->rustfree = 1; 259. levl[u.ux][u.uy].typ = ROOM; 260. if(Invisible) newsym(u.ux, u.uy); 261. fountsound--; 262. return; 263. } else pline ("Well, it looks wet now."); 264. else { 265. switch (fate) { 266. case 16: /* Curse the item */ 267. pline("Well, it looks wet now."); 268. curse(obj); 269. break; 270. case 17: 271. case 18: 272. case 19: 273. case 20: /* Uncurse the item */ 274. if(obj->cursed) { 275. if (!Blind) 276. pline("The water glows for a moment."); 277. obj->cursed = 0; 278. } else { 279. pline("A feeling of loss comes over you."); 280. } 281. break; 282. case 21: /* Water Demon */ 283. dowaterdemon(); 284. break; 285. case 22: /* Water Nymph */ 286. dowaternymph(); 287. break; 288. case 23: /* An Endless Stream Of Snakes */ 289. dowatersnakes(); 290. break; 291. case 24: /* Find a gem */ 292. dofindgem(); 293. break; 294. case 25: /* Water gushes forth */ 295. dogushforth(FALSE); 296. break; 297. case 26: /* Strange feeling */ 298. pline("A strange tingling runs up your %s.", 299. body_part(ARM)); 300. break; 301. case 27: /* Strange feeling */ 302. You("feel a sudden chill."); 303. break; 304. case 28: /* Strange feeling */ 305. pline("An urge to take a bath overwhelms you."); 306. if (u.ugold > 10) { 307. u.ugold -= somegold()/10; 308. You("lost some of your gold in the fountain!"); 309. levl[u.ux][u.uy].doormask = 0; 310. } 311. break; 312. case 29: /* You see coins */ 313. 314. /* We make fountains have more coins the closer you are to the 315. * surface. After all, there will have been more people going 316. * by. Just like a shopping mall! Chris Woodbury */ 317. 318. mkgold((long)(rnd((MAXLEVEL-dlevel)*2)+5),u.ux,u.uy); 319. pline("Far below you, you see coins glistening in the water."); 320. break; 321. default: 322. break; 323. } 324. } 325. dryup(); 326. return; 327. } 328. #endif 329. 330. #ifdef SINKS 331. void 332. drinksink() 333. { 334. if (Levitation) { 335. You("are floating high above the sink."); 336. return; 337. } 338. switch(rn2(20)) { 339. static struct obj *otmp; 340. case 0: You("take a sip of very cold water."); 341. break; 342. case 1: You("take a sip of very warm water."); 343. break; 344. case 2: You("take a sip of scalding hot water."); 345. if (Fire_resistance) 346. pline("It seems quite tasty."); 347. else losehp(rnd(6), "sip of boiling water"); 348. break; 349. case 3: if (mons[PM_SEWER_RAT].geno & G_GENOD) 350. pline("The sink seems quite dirty."); 351. else { 352. static struct monst *mtmp; 353. 354. mtmp = makemon(&mons[PM_SEWER_RAT], u.ux, u.uy); 355. pline("Eek! There's %s in the sink!", 356. Blind ? "something squirmy" : 357. defmonnam(mtmp)); 358. } 359. break; 360. case 4: do { 361. otmp = mkobj(POTION_SYM,FALSE); 362. } while(otmp->otyp == POT_WATER); 363. otmp->cursed = otmp->blessed = 0; 364. if (Blind) 365. pline("The sink emits some odd liquid."); 366. else 367. pline("The sink emits a stream of %s water.", 368. Hallucination ? hcolor() : 369. objects[otmp->otyp].oc_descr); 370. otmp->dknown = !(Blind || Hallucination); 371. otmp->quan++; /* Avoid panic upon useup() */ 372. otmp->corpsenm = 1; /* kludge for docall() */ 373. (void) dopotion(otmp); 374. obfree(otmp, (struct obj *)0); 375. break; 376. case 5: if (levl[u.ux][u.uy].doormask == 0) { 377. You("find a ring in the sink!"); 378. (void) mkobj_at(RING_SYM, u.ux, u.uy); 379. levl[u.ux][u.uy].doormask = T_LOOTED; 380. } else pline("Some dirty water backs up in the drain."); 381. break; 382. case 6: pline("The pipes break! Water spurts out!"); 383. sinksound--; 384. levl[u.ux][u.uy].doormask = 0; 385. #ifdef FOUNTAINS 386. levl[u.ux][u.uy].typ = FOUNTAIN; 387. fountsound++; 388. #else 389. levl[u.ux][u.uy].typ = ROOM; 390. #endif 391. if (Invisible) newsym(u.ux,u.uy); 392. break; 393. case 7: pline("The water moves as though of its own will!"); 394. if (!makemon(&mons[PM_WATER_ELEMENTAL], u.ux, u.uy)) 395. pline("But it quiets down."); 396. break; 397. case 8: pline("Yuk, this water tastes awful."); 398. more_experienced(1,0); 399. newexplevel(); 400. break; 401. case 9: pline("Gaggg... this tastes like sewage! You vomit."); 402. morehungry(rnd(30-ACURR(A_CON))+10); 403. vomit(); 404. break; 405. #ifdef POLYSELF 406. case 10: pline("This water contains toxic wastes!"); 407. You("undergo a freakish metamorphosis!"); 408. polyself(); 409. break; 410. #endif 411. /* more odd messages --JJB */ 412. case 11: You("hear clanking from the pipes...."); 413. break; 414. case 12: You("hear snatches of song from among the sewers..."); 415. break; 416. case 19: if (Hallucination) { 417. pline("A murky hand reaches up out of the drain... --oops--"); 418. break; 419. } 420. default: You("take a sip of %s water.", 421. rn2(3) ? (rn2(2) ? "cold" : "warm") : "hot"); 422. } 423. } 424. #endif /* SINKS /**/