Source:NetHack 3.4.3/src/fountain.c

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Below is the full text to src/fountain.c from NetHack 3.4.3. To link to a particular line, write Source:NetHack 3.4.3/src/fountain.c#line123, for example.

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/*	SCCS Id: @(#)fountain.c	3.4	2003/03/23	*/
/*	Copyright Scott R. Turner, srt@ucla, 10/27/86 */
/* NetHack may be freely redistributed.  See license for details. */

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

/* Code for drinking from fountains. */

#include "hack.h"

STATIC_DCL void NDECL(dowatersnakes);
STATIC_DCL void NDECL(dowaterdemon);
STATIC_DCL void NDECL(dowaternymph);
STATIC_PTR void FDECL(gush, (int,int,genericptr_t));
STATIC_DCL void NDECL(dofindgem);

floating_above

void
floating_above(what)
const char *what;
{
You("are floating high above the %s.", what);
}

dowatersnakes

STATIC_OVL void
dowatersnakes() /* Fountain of snakes! */
{
register int num = rn1(5,2);
struct monst *mtmp;

if (!(mvitals[PM_WATER_MOCCASIN].mvflags & G_GONE)) {
	if (!Blind)
	    pline("An endless stream of %s pours forth!",
		  Hallucination ? makeplural(rndmonnam()) : "snakes");
	else
	    You_hear("%s hissing!", something);
	while(num-- > 0)
	    if((mtmp = makemon(&mons[PM_WATER_MOCCASIN],
			u.ux, u.uy, NO_MM_FLAGS)) && t_at(mtmp->mx, mtmp->my))
		(void) mintrap(mtmp);
} else
	pline_The("fountain bubbles furiously for a moment, then calms.");
}

dowaterdemon

STATIC_OVL
void
dowaterdemon() /* Water demon */
{
register struct monst *mtmp;

if(!(mvitals[PM_WATER_DEMON].mvflags & G_GONE)) {
	if((mtmp = makemon(&mons[PM_WATER_DEMON],u.ux,u.uy, NO_MM_FLAGS))) {
	    if (!Blind)
		You("unleash %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!",
		      mhis(mtmp), mhe(mtmp));
		makewish();
		mongone(mtmp);
	    } else if (t_at(mtmp->mx, mtmp->my))
		(void) mintrap(mtmp);
	}
} else
	pline_The("fountain bubbles furiously for a moment, then calms.");
}

dowaternymph

STATIC_OVL void
dowaternymph() /* Water Nymph */
{
	register struct monst *mtmp;

	if(!(mvitals[PM_WATER_NYMPH].mvflags & G_GONE) &&
	   (mtmp = makemon(&mons[PM_WATER_NYMPH],u.ux,u.uy, NO_MM_FLAGS))) {
		if (!Blind)
		   You("attract %s!", a_monnam(mtmp));
		else
		   You_hear("a seductive voice.");
		mtmp->msleeping = 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.");
}

dogushforth

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.");
	}
}

gush

STATIC_PTR void
gush(x, y, poolcnt)
int x, y;
genericptr_t poolcnt;
{
	register struct monst *mtmp;
	register struct trap *ttmp;

	if (((x+y)%2) || (x == u.ux && y == u.uy) ||
	    (rn2(1 + distmin(u.ux, u.uy, x, y)))  ||
	    (levl[x][y].typ != ROOM) ||
	    (sobj_at(BOULDER, x, y)) || nexttodoor(x, y))
		return;

	if ((ttmp = t_at(x, y)) != 0 && !delfloortrap(ttmp))
		return;

	if (!((*(int *)poolcnt)++))
	    pline("Water gushes forth from the overflowing fountain!");

	/* Put a pool at x, y */
	levl[x][y].typ = POOL;
	/* No kelp! */
	del_engr_at(x, y);
	water_damage(level.objects[x][y], FALSE, TRUE);

	if ((mtmp = m_at(x, y)) != 0)
		(void) minliquid(mtmp);
	else
		newsym(x,y);
}

dofindgem

STATIC_OVL void
dofindgem() /* Find a gem in the sparkling waters. */
{
	if (!Blind) You("spot a gem in the sparkling waters!");
	else You_feel("a gem here!");
	(void) mksobj_at(rnd_class(DILITHIUM_CRYSTAL, LUCKSTONE-1),
			 u.ux, u.uy, FALSE, FALSE);
	SET_FOUNTAIN_LOOTED(u.ux,u.uy);
	newsym(u.ux, u.uy);
	exercise(A_WIS, TRUE);			/* a discovery! */
}

dryup

void
dryup(x, y, isyou)
xchar x, y;
boolean isyou;
{
	if (IS_FOUNTAIN(levl[x][y].typ) &&
	    (!rn2(3) || FOUNTAIN_IS_WARNED(x,y))) {
		if(isyou && in_town(x, y) && !FOUNTAIN_IS_WARNED(x,y)) {
			struct monst *mtmp;
			SET_FOUNTAIN_WARNED(x,y);
			/* Warn about future fountain use. */
			for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
			    if (DEADMONSTER(mtmp)) continue;
			    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("flow reduces to a trickle.");
			return;
		}
#ifdef WIZARD
		if (isyou && wizard) {
			if (yn("Dry up fountain?") == 'n')
				return;
		}
#endif
		/* replace the fountain with ordinary floor */
		levl[x][y].typ = ROOM;
		levl[x][y].looted = 0;
		levl[x][y].blessedftn = 0;
		if (cansee(x,y)) pline_The("fountain dries up!");
		/* 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 && in_town(x, y))
		    (void) angry_guards(FALSE);
	}
}

drinkfountain

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) {
		floating_above("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(0);
			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) {
			   pline(
			      "Perhaps it is runoff from the nearby %s farm.",
				 fruitname(FALSE));
			   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 */

			if (Blind) {
			    if (Invisible) {
				You("feel transparent.");
			    } else {
			    	You("feel very self-conscious.");
			    	pline("Then it passes.");
			    }
			} else {
			   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 (!FOUNTAIN_IS_LOOTED(u.ux,u.uy)) {
				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)
			    if(!DEADMONSTER(mtmp))
				monflee(mtmp, 0, FALSE, FALSE);
			}
			break;

		case 30: /* Gushing forth in this room */

			dogushforth(TRUE);
			break;

		default:

			pline("This tepid water is tasteless.");
			break;
	    }
	}
	dryup(u.ux, u.uy, TRUE);
}

dipfountain

void
dipfountain(obj)
register struct obj *obj;
{
	if (Levitation) {
		floating_above("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));
			discover_artifact(ART_EXCALIBUR);
			bless(obj);
			obj->oeroded = obj->oeroded2 = 0;
			obj->oerodeproof = TRUE;
			exercise(A_WIS, TRUE);
		}
		update_inventory();
		levl[u.ux][u.uy].typ = ROOM;
		levl[u.ux][u.uy].looted = 0;
		newsym(u.ux, u.uy);
		level.flags.nfountains--;
		if(in_town(u.ux, u.uy))
		    (void) angry_guards(FALSE);
		return;
	} else if (get_wet(obj) && !rn2(2))
		return;

	/* Acid and water don't mix */
	if (obj->otyp == POT_ACID) {
	    useup(obj);
	    return;
	}

	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 */
			if (!FOUNTAIN_IS_LOOTED(u.ux,u.uy)) {
				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.");
#ifndef GOLDOBJ
			if (u.ugold > 10) {
			    u.ugold -= somegold() / 10;
			    You("lost some of your gold in the fountain!");
			    CLEAR_FOUNTAIN_LOOTED(u.ux,u.uy);
			    exercise(A_WIS, FALSE);
			}
#else
			{
			    long money = money_cnt(invent);
			    struct obj *otmp;
if (money > 10) {
				/* Amount to loose.  Might get rounded up as fountains don't pay change... */
			        money = somegold(money) / 10; 
			        for (otmp = invent; otmp && money > 0; otmp = otmp->nobj) if (otmp->oclass == COIN_CLASS) {
				    int denomination = objects[otmp->otyp].oc_cost;
				    long coin_loss = (money + denomination - 1) / denomination;
coin_loss = min(coin_loss, otmp->quan);
				    otmp->quan -= coin_loss;
				    money -= coin_loss * denomination;				  
				    if (!otmp->quan) delobj(otmp);
				}
			        You("lost some of your money in the fountain!");
				CLEAR_FOUNTAIN_LOOTED(u.ux,u.uy);
			        exercise(A_WIS, FALSE);
}
			}
#endif
			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  */

		    if (FOUNTAIN_IS_LOOTED(u.ux,u.uy)) break;
		    SET_FOUNTAIN_LOOTED(u.ux,u.uy);
		    (void) 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);
		    newsym(u.ux,u.uy);
		    break;
	}
	update_inventory();
	dryup(u.ux, u.uy, TRUE);
}

breaksink

#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);
}

drinksink

void
drinksink()
{
	struct obj *otmp;
	struct monst *mtmp;

	if (Levitation) {
		floating_above("sink");
		return;
	}
	switch(rn2(20)) {
		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 (mvitals[PM_SEWER_RAT].mvflags & G_GONE)
				pline_The("sink seems quite dirty.");
			else {
				mtmp = makemon(&mons[PM_SEWER_RAT],
						u.ux, u.uy, NO_MM_FLAGS);
				if (mtmp) pline("Eek!  There's %s in the sink!",
					(Blind || !canspotmon(mtmp)) ?
					"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;
			pline("Some %s liquid flows from the faucet.",
			      Blind ? "odd" :
			      hcolor(OBJ_DESCR(objects[otmp->otyp])));
			otmp->dknown = !(Blind || Hallucination);
			otmp->quan++; /* Avoid panic upon useup() */
			otmp->fromsink = 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);
			    newsym(u.ux,u.uy);
			} 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 ((mvitals[PM_WATER_ELEMENTAL].mvflags & G_GONE)
			    || !makemon(&mons[PM_WATER_ELEMENTAL],
					u.ux, u.uy, NO_MM_FLAGS))
				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;
		case 10: pline("This water contains toxic wastes!");
			if (!Unchanging) {
				You("undergo a freakish metamorphosis!");
				polyself(FALSE);
			}
			break;
		/* 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*/