1 /* SCCS Id: @(#)trap.c 3.4 2003/10/20 */
2 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3 /* NetHack may be freely redistributed. See license for details. */
4
5 #include "hack.h"
6
7 extern const char * const destroy_strings[]; /* from zap.c */
8
9 STATIC_DCL void FDECL(dofiretrap, (struct obj *));
10 STATIC_DCL void NDECL(domagictrap);
11 STATIC_DCL boolean FDECL(emergency_disrobe,(boolean *));
12 STATIC_DCL int FDECL(untrap_prob, (struct trap *ttmp));
13 STATIC_DCL void FDECL(cnv_trap_obj, (int, int, struct trap *));
14 STATIC_DCL void FDECL(move_into_trap, (struct trap *));
15 STATIC_DCL int FDECL(try_disarm, (struct trap *,BOOLEAN_P));
16 STATIC_DCL void FDECL(reward_untrap, (struct trap *, struct monst *));
17 STATIC_DCL int FDECL(disarm_holdingtrap, (struct trap *));
18 STATIC_DCL int FDECL(disarm_rust_trap, (struct trap *));
19 STATIC_DCL int FDECL(disarm_fire_trap, (struct trap *));
20 STATIC_DCL int FDECL(disarm_landmine, (struct trap *));
21 STATIC_DCL int FDECL(disarm_squeaky_board, (struct trap *));
22 STATIC_DCL int FDECL(disarm_shooting_trap, (struct trap *, int));
23 STATIC_DCL int FDECL(try_lift, (struct monst *, struct trap *, int, BOOLEAN_P));
24 STATIC_DCL int FDECL(help_monster_out, (struct monst *, struct trap *));
25 STATIC_DCL boolean FDECL(thitm, (int,struct monst *,struct obj *,int,BOOLEAN_P));
26 STATIC_DCL int FDECL(mkroll_launch,
27 (struct trap *,XCHAR_P,XCHAR_P,SHORT_P,long));
28 STATIC_DCL boolean FDECL(isclearpath,(coord *, int, SCHAR_P, SCHAR_P));
29 #ifdef STEED
30 STATIC_OVL int FDECL(steedintrap, (struct trap *, struct obj *));
31 STATIC_OVL boolean FDECL(keep_saddle_with_steedcorpse,
32 (unsigned, struct obj *, struct obj *));
33 #endif
34
35 #ifndef OVLB
36 STATIC_VAR const char *a_your[2];
37 STATIC_VAR const char *A_Your[2];
38 STATIC_VAR const char tower_of_flame[];
39 STATIC_VAR const char *A_gush_of_water_hits;
40 STATIC_VAR const char * const blindgas[6];
41
42 #else
43
44 STATIC_VAR const char * const a_your[2] = { "a", "your" };
45 STATIC_VAR const char * const A_Your[2] = { "A", "Your" };
46 STATIC_VAR const char tower_of_flame[] = "tower of flame";
47 STATIC_VAR const char * const A_gush_of_water_hits = "A gush of water hits";
48 STATIC_VAR const char * const blindgas[6] =
49 {"humid", "odorless", "pungent", "chilling", "acrid", "biting"};
50
51 #endif /* OVLB */
52
53 #ifdef OVLB
54
55 /* called when you're hit by fire (dofiretrap,buzz,zapyourself,explode) */
56 boolean /* returns TRUE if hit on torso */
burnarmor(victim)57 burnarmor(victim)
58 struct monst *victim;
59 {
60 struct obj *item;
61 char buf[BUFSZ];
62 int mat_idx;
63
64 if (!victim) return 0;
65 #define burn_dmg(obj,descr) rust_dmg(obj, descr, 0, FALSE, victim)
66 while (1) {
67 switch (rn2(5)) {
68 case 0:
69 item = (victim == &youmonst) ? uarmh : which_armor(victim, W_ARMH);
70 if (item) {
71 mat_idx = objects[item->otyp].oc_material;
72 Sprintf(buf,"%s helmet", materialnm[mat_idx] );
73 }
74 if (!burn_dmg(item, item ? buf : "helmet")) continue;
75 break;
76 case 1:
77 item = (victim == &youmonst) ? uarmc : which_armor(victim, W_ARMC);
78 if (item) {
79 (void) burn_dmg(item, cloak_simple_name(item));
80 return TRUE;
81 }
82 item = (victim == &youmonst) ? uarm : which_armor(victim, W_ARM);
83 if (item) {
84 (void) burn_dmg(item, xname(item));
85 return TRUE;
86 }
87 #ifdef TOURIST
88 item = (victim == &youmonst) ? uarmu : which_armor(victim, W_ARMU);
89 if (item)
90 (void) burn_dmg(item, "shirt");
91 #endif
92 return TRUE;
93 case 2:
94 item = (victim == &youmonst) ? uarms : which_armor(victim, W_ARMS);
95 if (!burn_dmg(item, "wooden shield")) continue;
96 break;
97 case 3:
98 item = (victim == &youmonst) ? uarmg : which_armor(victim, W_ARMG);
99 if (!burn_dmg(item, "gloves")) continue;
100 break;
101 case 4:
102 item = (victim == &youmonst) ? uarmf : which_armor(victim, W_ARMF);
103 if (!burn_dmg(item, "boots")) continue;
104 break;
105 }
106 break; /* Out of while loop */
107 }
108 return FALSE;
109 #undef burn_dmg
110 }
111
112
113 /* Generic rust-armor function. Returns TRUE if a message was printed;
114 * "print", if set, means to print a message (and thus to return TRUE) even
115 * if the item could not be rusted; otherwise a message is printed and TRUE is
116 * returned only for rustable items.
117 */
118 boolean
rust_dmg(otmp,ostr,type,print,victim)119 rust_dmg(otmp, ostr, type, print, victim)
120 register struct obj *otmp;
121 register const char *ostr;
122 int type;
123 boolean print;
124 struct monst *victim;
125 {
126 static NEARDATA const char * const action[] = { "smoulder", "rust", "rot", "corrode" };
127 static NEARDATA const char * const msg[] = { "burnt", "rusted", "rotten", "corroded" };
128 boolean vulnerable = FALSE;
129 boolean grprot = FALSE;
130 boolean is_primary = TRUE;
131 boolean vismon = (victim != &youmonst) && canseemon(victim);
132 int erosion;
133
134 if (!otmp) return(FALSE);
135 switch(type) {
136 case 0: vulnerable = is_flammable(otmp);
137 break;
138 case 1: vulnerable = is_rustprone(otmp);
139 grprot = TRUE;
140 break;
141 case 2: vulnerable = is_rottable(otmp);
142 is_primary = FALSE;
143 break;
144 case 3: vulnerable = is_corrodeable(otmp);
145 grprot = TRUE;
146 is_primary = FALSE;
147 break;
148 }
149 erosion = is_primary ? otmp->oeroded : otmp->oeroded2;
150
151 if (!print && (!vulnerable || otmp->oerodeproof || erosion == MAX_ERODE))
152 return FALSE;
153
154 if (!vulnerable) {
155 if (flags.verbose) {
156 if (victim == &youmonst)
157 Your("%s %s not affected.", ostr, vtense(ostr, "are"));
158 else if (vismon)
159 pline("%s's %s %s not affected.", Monnam(victim), ostr,
160 vtense(ostr, "are"));
161 }
162 } else if (erosion < MAX_ERODE) {
163 if (grprot && otmp->greased) {
164 grease_protect(otmp,ostr,victim);
165 } else if (otmp->oerodeproof || (otmp->blessed && !rnl(4))) {
166 if (flags.verbose) {
167 if (victim == &youmonst)
168 pline("Somehow, your %s %s not affected.",
169 ostr, vtense(ostr, "are"));
170 else if (vismon)
171 pline("Somehow, %s's %s %s not affected.",
172 mon_nam(victim), ostr, vtense(ostr, "are"));
173 }
174 } else {
175 if (victim == &youmonst)
176 Your("%s %s%s!", ostr,
177 vtense(ostr, action[type]),
178 erosion+1 == MAX_ERODE ? " completely" :
179 erosion ? " further" : "");
180 else if (vismon)
181 pline("%s's %s %s%s!", Monnam(victim), ostr,
182 vtense(ostr, action[type]),
183 erosion+1 == MAX_ERODE ? " completely" :
184 erosion ? " further" : "");
185 if (is_primary)
186 otmp->oeroded++;
187 else
188 otmp->oeroded2++;
189 update_inventory();
190 }
191 } else {
192 if (flags.verbose) {
193 if (victim == &youmonst)
194 Your("%s %s completely %s.", ostr,
195 vtense(ostr, Blind ? "feel" : "look"),
196 msg[type]);
197 else if (vismon)
198 pline("%s's %s %s completely %s.",
199 Monnam(victim), ostr,
200 vtense(ostr, "look"), msg[type]);
201 }
202 }
203 return(TRUE);
204 }
205
206 void
grease_protect(otmp,ostr,victim)207 grease_protect(otmp,ostr,victim)
208 register struct obj *otmp;
209 register const char *ostr;
210 struct monst *victim;
211 {
212 static const char txt[] = "protected by the layer of grease!";
213 boolean vismon = victim && (victim != &youmonst) && canseemon(victim);
214
215 if (ostr) {
216 if (victim == &youmonst)
217 Your("%s %s %s", ostr, vtense(ostr, "are"), txt);
218 else if (vismon)
219 pline("%s's %s %s %s", Monnam(victim),
220 ostr, vtense(ostr, "are"), txt);
221 } else {
222 if (victim == &youmonst)
223 Your("%s %s",aobjnam(otmp,"are"), txt);
224 else if (vismon)
225 pline("%s's %s %s", Monnam(victim), aobjnam(otmp,"are"), txt);
226 }
227 if (!rn2(2)) {
228 otmp->greased = 0;
229 if (carried(otmp)) {
230 pline_The("grease dissolves.");
231 update_inventory();
232 }
233 }
234 }
235
236 struct trap *
maketrap(x,y,typ)237 maketrap(x,y,typ)
238 register int x, y, typ;
239 {
240 register struct trap *ttmp;
241 register struct rm *lev;
242 register boolean oldplace;
243
244 if ((ttmp = t_at(x,y)) != 0) {
245 if (ttmp->ttyp == MAGIC_PORTAL) return (struct trap *)0;
246 oldplace = TRUE;
247 if (u.utrap && (x == u.ux) && (y == u.uy) &&
248 ((u.utraptype == TT_BEARTRAP && typ != BEAR_TRAP) ||
249 (u.utraptype == TT_WEB && typ != WEB) ||
250 (u.utraptype == TT_PIT && typ != PIT && typ != SPIKED_PIT)))
251 u.utrap = 0;
252 } else {
253 oldplace = FALSE;
254 ttmp = newtrap();
255 ttmp->tx = x;
256 ttmp->ty = y;
257 ttmp->launch.x = -1; /* force error if used before set */
258 ttmp->launch.y = -1;
259 }
260 ttmp->ttyp = typ;
261 switch(typ) {
262 case STATUE_TRAP: /* create a "living" statue */
263 { struct monst *mtmp;
264 struct obj *otmp, *statue;
265
266 statue = mkcorpstat(STATUE, (struct monst *)0,
267 &mons[rndmonnum()], x, y, FALSE);
268 mtmp = makemon(&mons[statue->corpsenm], 0, 0, NO_MM_FLAGS);
269 if (!mtmp) break; /* should never happen */
270 while(mtmp->minvent) {
271 otmp = mtmp->minvent;
272 otmp->owornmask = 0;
273 obj_extract_self(otmp);
274 (void) add_to_container(statue, otmp);
275 }
276 statue->owt = weight(statue);
277 mongone(mtmp);
278 break;
279 }
280 case ROLLING_BOULDER_TRAP: /* boulder will roll towards trigger */
281 (void) mkroll_launch(ttmp, x, y, BOULDER, 1L);
282 break;
283 case HOLE:
284 case PIT:
285 case SPIKED_PIT:
286 case TRAPDOOR:
287 lev = &levl[x][y];
288 if (*in_rooms(x, y, SHOPBASE) &&
289 ((typ == HOLE || typ == TRAPDOOR) ||
290 IS_DOOR(lev->typ) || IS_WALL(lev->typ)))
291 add_damage(x, y, /* schedule repair */
292 ((IS_DOOR(lev->typ) || IS_WALL(lev->typ))
293 && !flags.mon_moving) ? 200L : 0L);
294 lev->doormask = 0; /* subsumes altarmask, icedpool... */
295 if (IS_ROOM(lev->typ)) /* && !IS_AIR(lev->typ) */
296 lev->typ = ROOM;
297
298 /*
299 * some cases which can happen when digging
300 * down while phazing thru solid areas
301 */
302 else if (lev->typ == STONE || lev->typ == SCORR)
303 lev->typ = CORR;
304 else if (IS_WALL(lev->typ) || lev->typ == SDOOR)
305 lev->typ = level.flags.is_maze_lev ? ROOM :
306 level.flags.is_cavernous_lev ? CORR : DOOR;
307
308 unearth_objs(x, y);
309 break;
310 }
311 if (ttmp->ttyp == HOLE) ttmp->tseen = 1; /* You can't hide a hole */
312 else ttmp->tseen = 0;
313 ttmp->once = 0;
314 ttmp->madeby_u = 0;
315 ttmp->dst.dnum = -1;
316 ttmp->dst.dlevel = -1;
317 if (!oldplace) {
318 ttmp->ntrap = ftrap;
319 ftrap = ttmp;
320 }
321 return(ttmp);
322 }
323
324 void
fall_through(td)325 fall_through(td)
326 boolean td; /* td == TRUE : trap door or hole */
327 {
328 d_level dtmp;
329 char msgbuf[BUFSZ];
330 const char *dont_fall = 0;
331 register int newlevel = dunlev(&u.uz);
332
333 /* KMH -- You can't escape the Sokoban level traps */
334 if(Blind && Levitation && !In_sokoban(&u.uz)) return;
335
336 do {
337 newlevel++;
338 } while(!rn2(4) && newlevel < dunlevs_in_dungeon(&u.uz));
339
340 if(td) {
341 struct trap *t=t_at(u.ux,u.uy);
342 seetrap(t);
343 if (!In_sokoban(&u.uz)) {
344 if (t->ttyp == TRAPDOOR)
345 pline("A trap door opens up under you!");
346 else
347 pline("There's a gaping hole under you!");
348 }
349 } else pline_The("%s opens up under you!", surface(u.ux,u.uy));
350
351 if (In_sokoban(&u.uz) && Can_fall_thru(&u.uz))
352 ; /* KMH -- You can't escape the Sokoban level traps */
353 else if(Levitation || u.ustuck || !Can_fall_thru(&u.uz)
354 || Flying || is_clinger(youmonst.data)
355 || (Role_if(PM_ARCHEOLOGIST) && uwep && uwep->otyp == BULLWHIP)
356 || (Inhell && !u.uevent.invoked &&
357 newlevel == dunlevs_in_dungeon(&u.uz))
358 ) {
359 if (Role_if(PM_ARCHEOLOGIST) && uwep && uwep->otyp == BULLWHIP)
360 pline("But thanks to your trusty whip ...");
361 dont_fall = "don't fall in.";
362 } else if (youmonst.data->msize >= MZ_HUGE) {
363 dont_fall = "don't fit through.";
364 } else if (!next_to_u()) {
365 dont_fall = "are jerked back by your pet!";
366 }
367 if (dont_fall) {
368 You(dont_fall);
369 /* hero didn't fall through, but any objects here might */
370 impact_drop((struct obj *)0, u.ux, u.uy, 0);
371 if (!td) {
372 display_nhwindow(WIN_MESSAGE, FALSE);
373 pline_The("opening under you closes up.");
374 }
375 return;
376 }
377
378 if(*u.ushops) shopdig(1);
379 if (Is_stronghold(&u.uz)) {
380 find_hell(&dtmp);
381 } else {
382 dtmp.dnum = u.uz.dnum;
383 dtmp.dlevel = newlevel;
384 }
385 if (!td)
386 Sprintf(msgbuf, "The hole in the %s above you closes up.",
387 ceiling(u.ux,u.uy));
388 schedule_goto(&dtmp, FALSE, TRUE, 0,
389 (char *)0, !td ? msgbuf : (char *)0);
390 }
391
392 /*
393 * Animate the given statue. May have been via shatter attempt, trap,
394 * or stone to flesh spell. Return a monster if successfully animated.
395 * If the monster is animated, the object is deleted. If fail_reason
396 * is non-null, then fill in the reason for failure (or success).
397 *
398 * The cause of animation is:
399 *
400 * ANIMATE_NORMAL - hero "finds" the monster
401 * ANIMATE_SHATTER - hero tries to destroy the statue
402 * ANIMATE_SPELL - stone to flesh spell hits the statue
403 *
404 * Perhaps x, y is not needed if we can use get_obj_location() to find
405 * the statue's location... ???
406 */
407 struct monst *
animate_statue(statue,x,y,cause,fail_reason)408 animate_statue(statue, x, y, cause, fail_reason)
409 struct obj *statue;
410 xchar x, y;
411 int cause;
412 int *fail_reason;
413 {
414 struct permonst *mptr;
415 struct monst *mon = 0;
416 struct obj *item;
417 coord cc;
418 boolean historic = (Role_if(PM_ARCHEOLOGIST) && !flags.mon_moving && (statue->spe & STATUE_HISTORIC));
419 char statuename[BUFSZ];
420
421 Strcpy(statuename,the(xname(statue)));
422
423 if (statue->oxlth && statue->oattached == OATTACHED_MONST) {
424 cc.x = x, cc.y = y;
425 mon = montraits(statue, &cc);
426 if (mon && mon->mtame && !mon->isminion)
427 wary_dog(mon, TRUE);
428 } else {
429 /* statue of any golem hit with stone-to-flesh becomes flesh golem */
430 if (is_golem(&mons[statue->corpsenm]) && cause == ANIMATE_SPELL)
431 mptr = &mons[PM_FLESH_GOLEM];
432 else
433 mptr = &mons[statue->corpsenm];
434 /*
435 * Guard against someone wishing for a statue of a unique monster
436 * (which is allowed in normal play) and then tossing it onto the
437 * [detected or guessed] location of a statue trap. Normally the
438 * uppermost statue is the one which would be activated.
439 */
440 if ((mptr->geno & G_UNIQ) && cause != ANIMATE_SPELL) {
441 if (fail_reason) *fail_reason = AS_MON_IS_UNIQUE;
442 return (struct monst *)0;
443 }
444 if (cause == ANIMATE_SPELL &&
445 ((mptr->geno & G_UNIQ) || mptr->msound == MS_GUARDIAN)) {
446 /* Statues of quest guardians or unique monsters
447 * will not stone-to-flesh as the real thing.
448 */
449 mon = makemon(&mons[PM_DOPPELGANGER], x, y,
450 NO_MINVENT|MM_NOCOUNTBIRTH|MM_ADJACENTOK);
451 if (mon) {
452 /* makemon() will set mon->cham to
453 * CHAM_ORDINARY if hero is wearing
454 * ring of protection from shape changers
455 * when makemon() is called, so we have to
456 * check the field before calling newcham().
457 */
458 if (mon->cham == CHAM_DOPPELGANGER)
459 (void) newcham(mon, mptr, FALSE, FALSE);
460 }
461 } else
462 mon = makemon(mptr, x, y, (cause == ANIMATE_SPELL) ?
463 (NO_MINVENT | MM_ADJACENTOK) : NO_MINVENT);
464 }
465
466 if (!mon) {
467 if (fail_reason) *fail_reason = AS_NO_MON;
468 return (struct monst *)0;
469 }
470
471 /* in case statue is wielded and hero zaps stone-to-flesh at self */
472 if (statue->owornmask) remove_worn_item(statue, TRUE);
473
474 /* allow statues to be of a specific gender */
475 if (statue->spe & STATUE_MALE)
476 mon->female = FALSE;
477 else if (statue->spe & STATUE_FEMALE)
478 mon->female = TRUE;
479 /* if statue has been named, give same name to the monster */
480 if (statue->onamelth)
481 mon = christen_monst(mon, ONAME(statue));
482 /* transfer any statue contents to monster's inventory */
483 while ((item = statue->cobj) != 0) {
484 obj_extract_self(item);
485 (void) add_to_minv(mon, item);
486 }
487 m_dowear(mon, TRUE);
488 delobj(statue);
489
490 /* mimic statue becomes seen mimic; other hiders won't be hidden */
491 if (mon->m_ap_type) seemimic(mon);
492 else mon->mundetected = FALSE;
493 if ((x == u.ux && y == u.uy) || cause == ANIMATE_SPELL) {
494 const char *comes_to_life = nonliving(mon->data) ?
495 "moves" : "comes to life";
496 if (cause == ANIMATE_SPELL)
497 pline("%s %s!", upstart(statuename),
498 canspotmon(mon) ? comes_to_life : "disappears");
499 else
500 pline_The("statue %s!",
501 canspotmon(mon) ? comes_to_life : "disappears");
502 if (historic) {
503 You_feel("guilty that the historic statue is now gone.");
504 adjalign(-1);
505 }
506 } else if (cause == ANIMATE_SHATTER)
507 pline("Instead of shattering, the statue suddenly %s!",
508 canspotmon(mon) ? "comes to life" : "disappears");
509 else { /* cause == ANIMATE_NORMAL */
510 You("find %s posing as a statue.",
511 canspotmon(mon) ? a_monnam(mon) : something);
512 stop_occupation();
513 }
514 /* avoid hiding under nothing */
515 if (x == u.ux && y == u.uy &&
516 Upolyd && hides_under(youmonst.data) && !OBJ_AT(x, y))
517 u.uundetected = 0;
518
519 if (fail_reason) *fail_reason = AS_OK;
520 return mon;
521 }
522
523 /*
524 * You've either stepped onto a statue trap's location or you've triggered a
525 * statue trap by searching next to it or by trying to break it with a wand
526 * or pick-axe.
527 */
528 struct monst *
activate_statue_trap(trap,x,y,shatter)529 activate_statue_trap(trap, x, y, shatter)
530 struct trap *trap;
531 xchar x, y;
532 boolean shatter;
533 {
534 struct monst *mtmp = (struct monst *)0;
535 struct obj *otmp = sobj_at(STATUE, x, y);
536 int fail_reason;
537
538 /*
539 * Try to animate the first valid statue. Stop the loop when we
540 * actually create something or the failure cause is not because
541 * the mon was unique.
542 */
543 deltrap(trap);
544 while (otmp) {
545 mtmp = animate_statue(otmp, x, y,
546 shatter ? ANIMATE_SHATTER : ANIMATE_NORMAL, &fail_reason);
547 if (mtmp || fail_reason != AS_MON_IS_UNIQUE) break;
548
549 while ((otmp = otmp->nexthere) != 0)
550 if (otmp->otyp == STATUE) break;
551 }
552
553 if (Blind) feel_location(x, y);
554 else newsym(x, y);
555 return mtmp;
556 }
557
558 #ifdef STEED
559 STATIC_OVL boolean
keep_saddle_with_steedcorpse(steed_mid,objchn,saddle)560 keep_saddle_with_steedcorpse(steed_mid, objchn, saddle)
561 unsigned steed_mid;
562 struct obj *objchn, *saddle;
563 {
564 if (!saddle) return FALSE;
565 while(objchn) {
566 if(objchn->otyp == CORPSE &&
567 objchn->oattached == OATTACHED_MONST && objchn->oxlth) {
568 struct monst *mtmp = (struct monst *)objchn->oextra;
569 if (mtmp->m_id == steed_mid) {
570 /* move saddle */
571 xchar x,y;
572 if (get_obj_location(objchn, &x, &y, 0)) {
573 obj_extract_self(saddle);
574 place_object(saddle, x, y);
575 stackobj(saddle);
576 }
577 return TRUE;
578 }
579 }
580 if (Has_contents(objchn) &&
581 keep_saddle_with_steedcorpse(steed_mid, objchn->cobj, saddle))
582 return TRUE;
583 objchn = objchn->nobj;
584 }
585 return FALSE;
586 }
587 #endif /*STEED*/
588
589 void
dotrap(trap,trflags)590 dotrap(trap, trflags)
591 register struct trap *trap;
592 unsigned trflags;
593 {
594 register int ttype = trap->ttyp;
595 register struct obj *otmp;
596 boolean already_seen = trap->tseen;
597 boolean webmsgok = (!(trflags & NOWEBMSG));
598 boolean forcebungle = (trflags & FORCEBUNGLE);
599
600 nomul(0);
601
602 /* KMH -- You can't escape the Sokoban level traps */
603 if (In_sokoban(&u.uz) &&
604 (ttype == PIT || ttype == SPIKED_PIT || ttype == HOLE ||
605 ttype == TRAPDOOR)) {
606 /* The "air currents" message is still appropriate -- even when
607 * the hero isn't flying or levitating -- because it conveys the
608 * reason why the player cannot escape the trap with a dexterity
609 * check, clinging to the ceiling, etc.
610 */
611 pline("Air currents pull you down into %s %s!",
612 a_your[trap->madeby_u],
613 defsyms[trap_to_defsym(ttype)].explanation);
614 /* then proceed to normal trap effect */
615 } else if (already_seen) {
616 if ((Levitation || Flying) &&
617 (ttype == PIT || ttype == SPIKED_PIT || ttype == HOLE ||
618 ttype == BEAR_TRAP)) {
619 You("%s over %s %s.",
620 Levitation ? "float" : "fly",
621 a_your[trap->madeby_u],
622 defsyms[trap_to_defsym(ttype)].explanation);
623 return;
624 }
625 if(!Fumbling && ttype != MAGIC_PORTAL &&
626 ttype != ANTI_MAGIC && !forcebungle &&
627 (!rn2(5) ||
628 ((ttype == PIT || ttype == SPIKED_PIT) && is_clinger(youmonst.data)))) {
629 You("escape %s %s.",
630 (ttype == ARROW_TRAP && !trap->madeby_u) ? "an" :
631 a_your[trap->madeby_u],
632 defsyms[trap_to_defsym(ttype)].explanation);
633 return;
634 }
635 }
636
637 #ifdef STEED
638 if (u.usteed) u.usteed->mtrapseen |= (1 << (ttype-1));
639 #endif
640
641 switch(ttype) {
642 case ARROW_TRAP:
643 if (trap->once && trap->tseen && !rn2(15)) {
644 You_hear("a loud click!");
645 deltrap(trap);
646 newsym(u.ux,u.uy);
647 break;
648 }
649 trap->once = 1;
650 seetrap(trap);
651 pline("An arrow shoots out at you!");
652 otmp = mksobj(ARROW, TRUE, FALSE);
653 otmp->quan = 1L;
654 otmp->owt = weight(otmp);
655 otmp->opoisoned = 0;
656 #ifdef STEED
657 if (u.usteed && !rn2(2) && steedintrap(trap, otmp)) /* nothing */;
658 else
659 #endif
660 if (thitu(8, dmgval(otmp, &youmonst), otmp, "arrow")) {
661 obfree(otmp, (struct obj *)0);
662 } else {
663 place_object(otmp, u.ux, u.uy);
664 if (!Blind) otmp->dknown = 1;
665 stackobj(otmp);
666 newsym(u.ux, u.uy);
667 }
668 break;
669 case DART_TRAP:
670 if (trap->once && trap->tseen && !rn2(15)) {
671 You_hear("a soft click.");
672 deltrap(trap);
673 newsym(u.ux,u.uy);
674 break;
675 }
676 trap->once = 1;
677 seetrap(trap);
678 pline("A little dart shoots out at you!");
679 otmp = mksobj(DART, TRUE, FALSE);
680 otmp->quan = 1L;
681 otmp->owt = weight(otmp);
682 if (!rn2(6)) otmp->opoisoned = 1;
683 #ifdef STEED
684 if (u.usteed && !rn2(2) && steedintrap(trap, otmp)) /* nothing */;
685 else
686 #endif
687 if (thitu(7, dmgval(otmp, &youmonst), otmp, "little dart")) {
688 if (otmp->opoisoned)
689 poisoned("dart", A_CON, "little dart", -10);
690 obfree(otmp, (struct obj *)0);
691 } else {
692 place_object(otmp, u.ux, u.uy);
693 if (!Blind) otmp->dknown = 1;
694 stackobj(otmp);
695 newsym(u.ux, u.uy);
696 }
697 break;
698 case ROCKTRAP:
699 if (trap->once && trap->tseen && !rn2(15)) {
700 pline("A trap door in %s opens, but nothing falls out!",
701 the(ceiling(u.ux,u.uy)));
702 deltrap(trap);
703 newsym(u.ux,u.uy);
704 } else {
705 int dmg = d(2,6); /* should be std ROCK dmg? */
706
707 trap->once = 1;
708 seetrap(trap);
709 otmp = mksobj_at(ROCK, u.ux, u.uy, TRUE, FALSE);
710 otmp->quan = 1L;
711 otmp->owt = weight(otmp);
712
713 pline("A trap door in %s opens and %s falls on your %s!",
714 the(ceiling(u.ux,u.uy)),
715 an(xname(otmp)),
716 body_part(HEAD));
717
718 if (uarmh) {
719 if(is_metallic(uarmh)) {
720 pline("Fortunately, you are wearing a hard helmet.");
721 dmg = 2;
722 } else if (flags.verbose) {
723 Your("%s does not protect you.", xname(uarmh));
724 }
725 }
726
727 if (!Blind) otmp->dknown = 1;
728 stackobj(otmp);
729 newsym(u.ux,u.uy); /* map the rock */
730
731 losehp(dmg, "falling rock", KILLED_BY_AN);
732 exercise(A_STR, FALSE);
733 }
734 break;
735
736 case SQKY_BOARD: /* stepped on a squeaky board */
737 if (Levitation || Flying) {
738 if (!Blind) {
739 seetrap(trap);
740 if (Hallucination)
741 You("notice a crease in the linoleum.");
742 else
743 You("notice a loose board below you.");
744 }
745 } else {
746 seetrap(trap);
747 pline("A board beneath you squeaks loudly.");
748 wake_nearby();
749 }
750 break;
751
752 case BEAR_TRAP:
753 if(Levitation || Flying) break;
754 seetrap(trap);
755 if(amorphous(youmonst.data) || is_whirly(youmonst.data) ||
756 unsolid(youmonst.data)) {
757 pline("%s bear trap closes harmlessly through you.",
758 A_Your[trap->madeby_u]);
759 break;
760 }
761 if(
762 #ifdef STEED
763 !u.usteed &&
764 #endif
765 youmonst.data->msize <= MZ_SMALL) {
766 pline("%s bear trap closes harmlessly over you.",
767 A_Your[trap->madeby_u]);
768 break;
769 }
770 u.utrap = rn1(4, 4);
771 u.utraptype = TT_BEARTRAP;
772 #ifdef STEED
773 if (u.usteed) {
774 pline("%s bear trap closes on %s %s!",
775 A_Your[trap->madeby_u], s_suffix(mon_nam(u.usteed)),
776 mbodypart(u.usteed, FOOT));
777 } else
778 #endif
779 {
780 pline("%s bear trap closes on your %s!",
781 A_Your[trap->madeby_u], body_part(FOOT));
782 if(u.umonnum == PM_OWLBEAR || u.umonnum == PM_BUGBEAR)
783 You("howl in anger!");
784 }
785 exercise(A_DEX, FALSE);
786 break;
787
788 case SLP_GAS_TRAP:
789 seetrap(trap);
790 if(Sleep_resistance || breathless(youmonst.data)) {
791 You("are enveloped in a cloud of gas!");
792 break;
793 }
794 pline("A cloud of gas puts you to sleep!");
795 fall_asleep(-rnd(25), TRUE);
796 #ifdef STEED
797 (void) steedintrap(trap, (struct obj *)0);
798 #endif
799 break;
800
801 case RUST_TRAP:
802 seetrap(trap);
803 if (u.umonnum == PM_IRON_GOLEM) {
804 int dam = u.mhmax;
805
806 pline("%s you!", A_gush_of_water_hits);
807 You("are covered with rust!");
808 if (Half_physical_damage) dam = (dam+1) / 2;
809 losehp(dam, "rusting away", KILLED_BY);
810 break;
811 } else if (u.umonnum == PM_FLAMING_SPHERE) {
812 int dam = u.mhmax;
813
814 pline("%s you!", A_gush_of_water_hits);
815 You("are extinguished!");
816 if (Half_physical_damage) dam = (dam+1) / 2;
817 losehp(dam, "drenching", KILLED_BY);
818 break;
819 } else if (u.umonnum == PM_GREMLIN && rn2(3)) {
820 pline("%s you!", A_gush_of_water_hits);
821 (void)split_mon(&youmonst, (struct monst *)0);
822 break;
823 }
824
825 /* Unlike monsters, traps cannot aim their rust attacks at
826 * you, so instead of looping through and taking either the
827 * first rustable one or the body, we take whatever we get,
828 * even if it is not rustable.
829 */
830 switch (rn2(5)) {
831 case 0:
832 pline("%s you on the %s!", A_gush_of_water_hits,
833 body_part(HEAD));
834 (void) rust_dmg(uarmh, "helmet", 1, TRUE, &youmonst);
835 break;
836 case 1:
837 pline("%s your left %s!", A_gush_of_water_hits,
838 body_part(ARM));
839 if (rust_dmg(uarms, "shield", 1, TRUE, &youmonst))
840 break;
841 if (u.twoweap || (uwep && bimanual(uwep))) {
842 otmp = u.twoweap ? uswapwep : uwep;
843 if (otmp && !snuff_lit(otmp))
844 erode_obj(otmp, FALSE, TRUE);
845 }
846 glovecheck: (void) rust_dmg(uarmg, "gauntlets", 1, TRUE, &youmonst);
847 /* Not "metal gauntlets" since it gets called
848 * even if it's leather for the message
849 */
850 break;
851 case 2:
852 pline("%s your right %s!", A_gush_of_water_hits,
853 body_part(ARM));
854 if (uwep && !snuff_lit(uwep))
855 erode_obj(uwep, FALSE, TRUE);
856 goto glovecheck;
857 default:
858 pline("%s you!", A_gush_of_water_hits);
859 for (otmp=invent; otmp; otmp = otmp->nobj)
860 (void) snuff_lit(otmp);
861 if (uarmc)
862 (void) rust_dmg(uarmc, cloak_simple_name(uarmc),
863 1, TRUE, &youmonst);
864 else if (uarm)
865 (void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
866 #ifdef TOURIST
867 else if (uarmu)
868 (void) rust_dmg(uarmu, "shirt", 1, TRUE, &youmonst);
869 #endif
870 }
871 update_inventory();
872 break;
873
874 case FIRE_TRAP:
875 seetrap(trap);
876 dofiretrap((struct obj *)0);
877 break;
878
879 case PIT:
880 case SPIKED_PIT:
881 /* KMH -- You can't escape the Sokoban level traps */
882 if (!In_sokoban(&u.uz) && (Levitation || Flying)) break;
883 seetrap(trap);
884 if (!In_sokoban(&u.uz) && is_clinger(youmonst.data)) {
885 if(trap->tseen) {
886 You("see %s %spit below you.", a_your[trap->madeby_u],
887 ttype == SPIKED_PIT ? "spiked " : "");
888 } else {
889 pline("%s pit %sopens up under you!",
890 A_Your[trap->madeby_u],
891 ttype == SPIKED_PIT ? "full of spikes " : "");
892 You("don't fall in!");
893 }
894 break;
895 }
896 if (!In_sokoban(&u.uz)) {
897 char verbbuf[BUFSZ];
898 #ifdef STEED
899 if (u.usteed) {
900 if ((trflags & RECURSIVETRAP) != 0)
901 Sprintf(verbbuf, "and %s fall",
902 x_monnam(u.usteed,
903 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
904 (char *)0, SUPPRESS_SADDLE, FALSE));
905 else
906 Sprintf(verbbuf,"lead %s",
907 x_monnam(u.usteed,
908 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
909 "poor", SUPPRESS_SADDLE, FALSE));
910 } else
911 #endif
912 Strcpy(verbbuf,"fall");
913 You("%s into %s pit!", verbbuf, a_your[trap->madeby_u]);
914 }
915 /* wumpus reference */
916 if (Role_if(PM_RANGER) && !trap->madeby_u && !trap->once &&
917 In_quest(&u.uz) && Is_qlocate(&u.uz)) {
918 pline("Fortunately it has a bottom after all...");
919 trap->once = 1;
920 } else if (u.umonnum == PM_PIT_VIPER ||
921 u.umonnum == PM_PIT_FIEND)
922 pline("How pitiful. Isn't that the pits?");
923 if (ttype == SPIKED_PIT) {
924 const char *predicament = "on a set of sharp iron spikes";
925 #ifdef STEED
926 if (u.usteed) {
927 pline("%s lands %s!",
928 upstart(x_monnam(u.usteed,
929 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
930 "poor", SUPPRESS_SADDLE, FALSE)),
931 predicament);
932 } else
933 #endif
934 You("land %s!", predicament);
935 }
936 if (!Passes_walls)
937 u.utrap = rn1(6,2);
938 u.utraptype = TT_PIT;
939 #ifdef STEED
940 if (!steedintrap(trap, (struct obj *)0)) {
941 #endif
942 if (ttype == SPIKED_PIT) {
943 losehp(rnd(10),"fell into a pit of iron spikes",
944 NO_KILLER_PREFIX);
945 if (!rn2(6))
946 poisoned("spikes", A_STR, "fall onto poison spikes", 8);
947 } else
948 losehp(rnd(6),"fell into a pit", NO_KILLER_PREFIX);
949 if (Punished && !carried(uball)) {
950 unplacebc();
951 ballfall();
952 placebc();
953 }
954 selftouch("Falling, you");
955 vision_full_recalc = 1; /* vision limits change */
956 exercise(A_STR, FALSE);
957 exercise(A_DEX, FALSE);
958 #ifdef STEED
959 }
960 #endif
961 break;
962 case HOLE:
963 case TRAPDOOR:
964 if (!Can_fall_thru(&u.uz)) {
965 seetrap(trap); /* normally done in fall_through */
966 impossible("dotrap: %ss cannot exist on this level.",
967 defsyms[trap_to_defsym(ttype)].explanation);
968 break; /* don't activate it after all */
969 }
970 fall_through(TRUE);
971 break;
972
973 case TELEP_TRAP:
974 seetrap(trap);
975 tele_trap(trap);
976 break;
977 case LEVEL_TELEP:
978 seetrap(trap);
979 level_tele_trap(trap);
980 break;
981
982 case WEB: /* Our luckless player has stumbled into a web. */
983 seetrap(trap);
984 if (amorphous(youmonst.data) || is_whirly(youmonst.data) ||
985 unsolid(youmonst.data)) {
986 if (acidic(youmonst.data) || u.umonnum == PM_GELATINOUS_CUBE ||
987 u.umonnum == PM_FIRE_ELEMENTAL) {
988 if (webmsgok)
989 You("%s %s spider web!",
990 (u.umonnum == PM_FIRE_ELEMENTAL) ? "burn" : "dissolve",
991 a_your[trap->madeby_u]);
992 deltrap(trap);
993 newsym(u.ux,u.uy);
994 break;
995 }
996 if (webmsgok) You("flow through %s spider web.",
997 a_your[trap->madeby_u]);
998 break;
999 }
1000 if (webmaker(youmonst.data)) {
1001 if (webmsgok)
1002 pline(trap->madeby_u ? "You take a walk on your web."
1003 : "There is a spider web here.");
1004 break;
1005 }
1006 if (webmsgok) {
1007 char verbbuf[BUFSZ];
1008 verbbuf[0] = '\0';
1009 #ifdef STEED
1010 if (u.usteed)
1011 Sprintf(verbbuf,"lead %s",
1012 x_monnam(u.usteed,
1013 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
1014 "poor", SUPPRESS_SADDLE, FALSE));
1015 else
1016 #endif
1017
1018 Sprintf(verbbuf, "%s", Levitation ? (const char *)"float" :
1019 locomotion(youmonst.data, "stumble"));
1020 You("%s into %s spider web!",
1021 verbbuf, a_your[trap->madeby_u]);
1022 }
1023 u.utraptype = TT_WEB;
1024
1025 /* Time stuck in the web depends on your/steed strength. */
1026 {
1027 register int str = ACURR(A_STR);
1028
1029 #ifdef STEED
1030 /* If mounted, the steed gets trapped. Use mintrap
1031 * to do all the work. If mtrapped is set as a result,
1032 * unset it and set utrap instead. In the case of a
1033 * strongmonst and mintrap said it's trapped, use a
1034 * short but non-zero trap time. Otherwise, monsters
1035 * have no specific strength, so use player strength.
1036 * This gets skipped for webmsgok, which implies that
1037 * the steed isn't a factor.
1038 */
1039 if (u.usteed && webmsgok) {
1040 /* mtmp location might not be up to date */
1041 u.usteed->mx = u.ux;
1042 u.usteed->my = u.uy;
1043
1044 /* mintrap currently does not return 2(died) for webs */
1045 if (mintrap(u.usteed)) {
1046 u.usteed->mtrapped = 0;
1047 if (strongmonst(u.usteed->data)) str = 17;
1048 } else {
1049 break;
1050 }
1051
1052 webmsgok = FALSE; /* mintrap printed the messages */
1053 }
1054 #endif
1055 if (str <= 3) u.utrap = rn1(6,6);
1056 else if (str < 6) u.utrap = rn1(6,4);
1057 else if (str < 9) u.utrap = rn1(4,4);
1058 else if (str < 12) u.utrap = rn1(4,2);
1059 else if (str < 15) u.utrap = rn1(2,2);
1060 else if (str < 18) u.utrap = rnd(2);
1061 else if (str < 69) u.utrap = 1;
1062 else {
1063 u.utrap = 0;
1064 if (webmsgok)
1065 You("tear through %s web!", a_your[trap->madeby_u]);
1066 deltrap(trap);
1067 newsym(u.ux,u.uy); /* get rid of trap symbol */
1068 }
1069 }
1070 break;
1071
1072 case STATUE_TRAP:
1073 activate_statue_trap(trap, u.ux, u.uy, FALSE);
1074 break;
1075
1076 case MAGIC_TRAP: /* A magic trap. */
1077 seetrap(trap);
1078 if (!rn2(30)) {
1079 deltrap(trap);
1080 newsym(u.ux,u.uy); /* update position */
1081 You("are caught in a magical explosion!");
1082 losehp(rnd(10), "magical explosion", KILLED_BY_AN);
1083 Your("body absorbs some of the magical energy!");
1084 u.uen = (u.uenmax += 2);
1085 } else domagictrap();
1086 #ifdef STEED
1087 (void) steedintrap(trap, (struct obj *)0);
1088 #endif
1089 break;
1090
1091 case ANTI_MAGIC:
1092 seetrap(trap);
1093 if(Antimagic) {
1094 shieldeff(u.ux, u.uy);
1095 You_feel("momentarily lethargic.");
1096 } else drain_en(rnd(u.ulevel) + 1);
1097 break;
1098
1099 case POLY_TRAP: {
1100 char verbbuf[BUFSZ];
1101 seetrap(trap);
1102 #ifdef STEED
1103 if (u.usteed)
1104 Sprintf(verbbuf, "lead %s",
1105 x_monnam(u.usteed,
1106 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
1107 (char *)0, SUPPRESS_SADDLE, FALSE));
1108 else
1109 #endif
1110 Sprintf(verbbuf,"%s",
1111 Levitation ? (const char *)"float" :
1112 locomotion(youmonst.data, "step"));
1113 You("%s onto a polymorph trap!", verbbuf);
1114 if(Antimagic || Unchanging) {
1115 shieldeff(u.ux, u.uy);
1116 You_feel("momentarily different.");
1117 /* Trap did nothing; don't remove it --KAA */
1118 } else {
1119 #ifdef STEED
1120 (void) steedintrap(trap, (struct obj *)0);
1121 #endif
1122 deltrap(trap); /* delete trap before polymorph */
1123 newsym(u.ux,u.uy); /* get rid of trap symbol */
1124 You_feel("a change coming over you.");
1125 polyself(FALSE);
1126 }
1127 break;
1128 }
1129 case LANDMINE: {
1130 #ifdef STEED
1131 unsigned steed_mid = 0;
1132 struct obj *saddle = 0;
1133 #endif
1134 if (Levitation || Flying) {
1135 if (!already_seen && rn2(3)) break;
1136 seetrap(trap);
1137 pline("%s %s in a pile of soil below you.",
1138 already_seen ? "There is" : "You discover",
1139 trap->madeby_u ? "the trigger of your mine" :
1140 "a trigger");
1141 if (already_seen && rn2(3)) break;
1142 pline("KAABLAMM!!! %s %s%s off!",
1143 forcebungle ? "Your inept attempt sets" :
1144 "The air currents set",
1145 already_seen ? a_your[trap->madeby_u] : "",
1146 already_seen ? " land mine" : "it");
1147 } else {
1148 #ifdef STEED
1149 /* prevent landmine from killing steed, throwing you to
1150 * the ground, and you being affected again by the same
1151 * mine because it hasn't been deleted yet
1152 */
1153 static boolean recursive_mine = FALSE;
1154
1155 if (recursive_mine) break;
1156 #endif
1157 seetrap(trap);
1158 pline("KAABLAMM!!! You triggered %s land mine!",
1159 a_your[trap->madeby_u]);
1160 #ifdef STEED
1161 if (u.usteed) steed_mid = u.usteed->m_id;
1162 recursive_mine = TRUE;
1163 (void) steedintrap(trap, (struct obj *)0);
1164 recursive_mine = FALSE;
1165 saddle = sobj_at(SADDLE,u.ux, u.uy);
1166 #endif
1167 set_wounded_legs(LEFT_SIDE, rn1(35, 41));
1168 set_wounded_legs(RIGHT_SIDE, rn1(35, 41));
1169 exercise(A_DEX, FALSE);
1170 }
1171 blow_up_landmine(trap);
1172 #ifdef STEED
1173 if (steed_mid && saddle && !u.usteed)
1174 (void)keep_saddle_with_steedcorpse(steed_mid, fobj, saddle);
1175 #endif
1176 newsym(u.ux,u.uy); /* update trap symbol */
1177 losehp(rnd(16), "land mine", KILLED_BY_AN);
1178 /* fall recursively into the pit... */
1179 if ((trap = t_at(u.ux, u.uy)) != 0) dotrap(trap, RECURSIVETRAP);
1180 fill_pit(u.ux, u.uy);
1181 break;
1182 }
1183 case ROLLING_BOULDER_TRAP: {
1184 int style = ROLL | (trap->tseen ? LAUNCH_KNOWN : 0);
1185
1186 seetrap(trap);
1187 pline("Click! You trigger a rolling boulder trap!");
1188 if(!launch_obj(BOULDER, trap->launch.x, trap->launch.y,
1189 trap->launch2.x, trap->launch2.y, style)) {
1190 deltrap(trap);
1191 newsym(u.ux,u.uy); /* get rid of trap symbol */
1192 pline("Fortunately for you, no boulder was released.");
1193 }
1194 break;
1195 }
1196 case MAGIC_PORTAL:
1197 seetrap(trap);
1198 #if defined(BLACKMARKET) && defined(STEED)
1199 if (u.usteed &&
1200 (Is_blackmarket(&trap->dst) || Is_blackmarket(&u.uz)))
1201 pline("%s seems to shimmer for a moment.",
1202 Monnam(u.usteed));
1203 else
1204 #endif
1205 domagicportal(trap);
1206 break;
1207
1208 default:
1209 seetrap(trap);
1210 impossible("You hit a trap of type %u", trap->ttyp);
1211 }
1212 }
1213
1214 #ifdef STEED
1215 STATIC_OVL int
steedintrap(trap,otmp)1216 steedintrap(trap, otmp)
1217 struct trap *trap;
1218 struct obj *otmp;
1219 {
1220 struct monst *mtmp = u.usteed;
1221 struct permonst *mptr;
1222 int tt;
1223 boolean in_sight;
1224 boolean trapkilled = FALSE;
1225 boolean steedhit = FALSE;
1226
1227 if (!u.usteed || !trap) return 0;
1228 mptr = mtmp->data;
1229 tt = trap->ttyp;
1230 mtmp->mx = u.ux;
1231 mtmp->my = u.uy;
1232
1233 in_sight = !Blind;
1234 switch (tt) {
1235 case ARROW_TRAP:
1236 if(!otmp) {
1237 impossible("steed hit by non-existant arrow?");
1238 return 0;
1239 }
1240 if (thitm(8, mtmp, otmp, 0, FALSE)) trapkilled = TRUE;
1241 steedhit = TRUE;
1242 break;
1243 case DART_TRAP:
1244 if(!otmp) {
1245 impossible("steed hit by non-existant dart?");
1246 return 0;
1247 }
1248 if (thitm(7, mtmp, otmp, 0, FALSE)) trapkilled = TRUE;
1249 steedhit = TRUE;
1250 break;
1251 case SLP_GAS_TRAP:
1252 if (!resists_sleep(mtmp) && !breathless(mptr) &&
1253 !mtmp->msleeping && mtmp->mcanmove) {
1254 mtmp->mcanmove = 0;
1255 mtmp->mfrozen = rnd(25);
1256 if (in_sight) {
1257 pline("%s suddenly falls asleep!",
1258 Monnam(mtmp));
1259 }
1260 }
1261 steedhit = TRUE;
1262 break;
1263 case LANDMINE:
1264 if (thitm(0, mtmp, (struct obj *)0, rnd(16), FALSE))
1265 trapkilled = TRUE;
1266 steedhit = TRUE;
1267 break;
1268 case PIT:
1269 case SPIKED_PIT:
1270 if (mtmp->mhp <= 0 ||
1271 thitm(0, mtmp, (struct obj *)0,
1272 rnd((tt == PIT) ? 6 : 10), FALSE))
1273 trapkilled = TRUE;
1274 steedhit = TRUE;
1275 break;
1276 case POLY_TRAP:
1277 if (!resists_magm(mtmp)) {
1278 if (!resist(mtmp, WAND_CLASS, 0, NOTELL)) {
1279 (void) mon_spec_poly(mtmp, (struct permonst *)0, 0L, FALSE, FALSE, FALSE, TRUE);
1280 if (!can_saddle(mtmp) || !can_ride(mtmp)) {
1281 dismount_steed(DISMOUNT_POLY);
1282 } else {
1283 You("have to adjust yourself in the saddle on %s.",
1284 x_monnam(mtmp,
1285 mtmp->mnamelth ? ARTICLE_NONE : ARTICLE_A,
1286 (char *)0, SUPPRESS_SADDLE, FALSE));
1287 }
1288 }
1289 steedhit = TRUE;
1290 }
1291 break;
1292 default:
1293 return 0;
1294 }
1295 if(trapkilled) {
1296 dismount_steed(DISMOUNT_POLY);
1297 return 2;
1298 }
1299 else if(steedhit) return 1;
1300 else return 0;
1301 }
1302 #endif /*STEED*/
1303
1304 /* some actions common to both player and monsters for triggered landmine */
1305 void
blow_up_landmine(trap)1306 blow_up_landmine(trap)
1307 struct trap *trap;
1308 {
1309 (void)scatter(trap->tx, trap->ty, 4,
1310 MAY_DESTROY | MAY_HIT | MAY_FRACTURE | VIS_EFFECTS,
1311 (struct obj *)0);
1312 del_engr_at(trap->tx, trap->ty);
1313 wake_nearto(trap->tx, trap->ty, 400);
1314 /* ALI - artifact doors */
1315 if (IS_DOOR(levl[trap->tx][trap->ty].typ) &&
1316 !artifact_door(trap->tx, trap->ty))
1317 levl[trap->tx][trap->ty].doormask = D_BROKEN;
1318 /* TODO: destroy drawbridge if present */
1319 /* caller may subsequently fill pit, e.g. with a boulder */
1320 trap->ttyp = PIT; /* explosion creates a pit */
1321 trap->madeby_u = FALSE; /* resulting pit isn't yours */
1322 seetrap(trap); /* and it isn't concealed */
1323 }
1324
1325 #endif /* OVLB */
1326 #ifdef OVL3
1327
1328 /*
1329 * Move obj from (x1,y1) to (x2,y2)
1330 *
1331 * Return 0 if no object was launched.
1332 * 1 if an object was launched and placed somewhere.
1333 * 2 if an object was launched, but used up.
1334 */
1335 int
launch_obj(otyp,x1,y1,x2,y2,style)1336 launch_obj(otyp, x1, y1, x2, y2, style)
1337 short otyp;
1338 register int x1,y1,x2,y2;
1339 int style;
1340 {
1341 register struct monst *mtmp;
1342 register struct obj *otmp, *otmp2;
1343 register int dx,dy;
1344 struct obj *singleobj;
1345 boolean used_up = FALSE;
1346 boolean otherside = FALSE;
1347 int dist;
1348 int tmp;
1349 int delaycnt = 0;
1350
1351 otmp = sobj_at(otyp, x1, y1);
1352 /* Try the other side too, for rolling boulder traps */
1353 if (!otmp && otyp == BOULDER) {
1354 otherside = TRUE;
1355 otmp = sobj_at(otyp, x2, y2);
1356 }
1357 if (!otmp) return 0;
1358 if (otherside) { /* swap 'em */
1359 int tx, ty;
1360
1361 tx = x1; ty = y1;
1362 x1 = x2; y1 = y2;
1363 x2 = tx; y2 = ty;
1364 }
1365
1366 if (otmp->quan == 1L) {
1367 obj_extract_self(otmp);
1368 singleobj = otmp;
1369 otmp = (struct obj *) 0;
1370 } else {
1371 singleobj = splitobj(otmp, 1L);
1372 obj_extract_self(singleobj);
1373 }
1374 newsym(x1,y1);
1375 /* in case you're using a pick-axe to chop the boulder that's being
1376 launched (perhaps a monster triggered it), destroy context so that
1377 next dig attempt never thinks you're resuming previous effort */
1378 if ((otyp == BOULDER || otyp == STATUE) &&
1379 singleobj->ox == digging.pos.x && singleobj->oy == digging.pos.y)
1380 (void) memset((genericptr_t)&digging, 0, sizeof digging);
1381
1382 dist = distmin(x1,y1,x2,y2);
1383 bhitpos.x = x1;
1384 bhitpos.y = y1;
1385 dx = sgn(x2 - x1);
1386 dy = sgn(y2 - y1);
1387 switch (style) {
1388 case ROLL|LAUNCH_UNSEEN:
1389 if (otyp == BOULDER) {
1390 You_hear(Hallucination ?
1391 "someone bowling." :
1392 "rumbling in the distance.");
1393 }
1394 style &= ~LAUNCH_UNSEEN;
1395 goto roll;
1396 case ROLL|LAUNCH_KNOWN:
1397 /* use otrapped as a flag to ohitmon */
1398 singleobj->otrapped = 1;
1399 style &= ~LAUNCH_KNOWN;
1400 /* fall through */
1401 roll:
1402 case ROLL:
1403 delaycnt = 2;
1404 /* fall through */
1405 default:
1406 if (!delaycnt) delaycnt = 1;
1407 if (!cansee(bhitpos.x,bhitpos.y)) curs_on_u();
1408 tmp_at(DISP_FLASH, obj_to_glyph(singleobj));
1409 tmp_at(bhitpos.x, bhitpos.y);
1410 }
1411
1412 /* Set the object in motion */
1413 while(dist-- > 0 && !used_up) {
1414 struct trap *t;
1415 tmp_at(bhitpos.x, bhitpos.y);
1416 tmp = delaycnt;
1417
1418 /* dstage@u.washington.edu -- Delay only if hero sees it */
1419 if (cansee(bhitpos.x, bhitpos.y))
1420 while (tmp-- > 0) delay_output();
1421
1422 bhitpos.x += dx;
1423 bhitpos.y += dy;
1424 t = t_at(bhitpos.x, bhitpos.y);
1425
1426 if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
1427 if (otyp == BOULDER && throws_rocks(mtmp->data)) {
1428 if (rn2(3)) {
1429 if (cansee(bhitpos.x, bhitpos.y))
1430 pline("%s snatches the boulder.",
1431 Monnam(mtmp));
1432 else
1433 You_hear("a rumbling stop abruptly.");
1434 singleobj->otrapped = 0;
1435 (void) mpickobj(mtmp, singleobj);
1436 used_up = TRUE;
1437 break;
1438 }
1439 }
1440 if (ohitmon((struct monst *) 0, mtmp,singleobj,
1441 (style==ROLL) ? -1 : dist, FALSE)) {
1442 used_up = TRUE;
1443 break;
1444 }
1445 } else if (bhitpos.x == u.ux && bhitpos.y == u.uy) {
1446 if (multi) nomul(0);
1447 if (thitu(9 + singleobj->spe,
1448 dmgval(singleobj, &youmonst),
1449 singleobj, (char *)0))
1450 stop_occupation();
1451 }
1452 if (style == ROLL) {
1453 if (down_gate(bhitpos.x, bhitpos.y) != -1) {
1454 if(ship_object(singleobj, bhitpos.x, bhitpos.y, FALSE)){
1455 used_up = TRUE;
1456 break;
1457 }
1458 }
1459 if (t && otyp == BOULDER) {
1460 switch(t->ttyp) {
1461 case LANDMINE:
1462 if (rn2(10) > 2) {
1463 pline(
1464 "KAABLAMM!!!%s",
1465 cansee(bhitpos.x, bhitpos.y) ?
1466 " The rolling boulder triggers a land mine." : "");
1467 deltrap(t);
1468 del_engr_at(bhitpos.x,bhitpos.y);
1469 place_object(singleobj, bhitpos.x, bhitpos.y);
1470 singleobj->otrapped = 0;
1471 fracture_rock(singleobj);
1472 (void)scatter(bhitpos.x,bhitpos.y, 4,
1473 MAY_DESTROY|MAY_HIT|MAY_FRACTURE|VIS_EFFECTS,
1474 (struct obj *)0);
1475 if (cansee(bhitpos.x,bhitpos.y))
1476 newsym(bhitpos.x,bhitpos.y);
1477 used_up = TRUE;
1478 }
1479 break;
1480 case LEVEL_TELEP:
1481 case TELEP_TRAP:
1482 if (cansee(bhitpos.x, bhitpos.y))
1483 pline("Suddenly the rolling boulder disappears!");
1484 else
1485 You_hear("a rumbling stop abruptly.");
1486 singleobj->otrapped = 0;
1487 if (t->ttyp == TELEP_TRAP)
1488 rloco(singleobj);
1489 else {
1490 int newlev = random_teleport_level();
1491 d_level dest;
1492
1493 if (newlev == depth(&u.uz) || In_endgame(&u.uz))
1494 continue;
1495 add_to_migration(singleobj);
1496 get_level(&dest, newlev);
1497 singleobj->ox = dest.dnum;
1498 singleobj->oy = dest.dlevel;
1499 singleobj->owornmask = (long)MIGR_RANDOM;
1500 }
1501 seetrap(t);
1502 used_up = TRUE;
1503 break;
1504 case PIT:
1505 case SPIKED_PIT:
1506 case HOLE:
1507 case TRAPDOOR:
1508 /* the boulder won't be used up if there is a
1509 monster in the trap; stop rolling anyway */
1510 x2 = bhitpos.x, y2 = bhitpos.y; /* stops here */
1511 if (flooreffects(singleobj, x2, y2, "fall"))
1512 used_up = TRUE;
1513 dist = -1; /* stop rolling immediately */
1514 break;
1515 }
1516 if (used_up || dist == -1) break;
1517 }
1518 if (flooreffects(singleobj, bhitpos.x, bhitpos.y, "fall")) {
1519 used_up = TRUE;
1520 break;
1521 }
1522 if (otyp == BOULDER &&
1523 (otmp2 = sobj_at(BOULDER, bhitpos.x, bhitpos.y)) != 0) {
1524 const char *bmsg =
1525 " as one boulder sets another in motion";
1526
1527 if (!isok(bhitpos.x + dx, bhitpos.y + dy) || !dist ||
1528 IS_ROCK(levl[bhitpos.x + dx][bhitpos.y + dy].typ))
1529 bmsg = " as one boulder hits another";
1530
1531 You_hear("a loud crash%s!",
1532 cansee(bhitpos.x, bhitpos.y) ? bmsg : "");
1533 obj_extract_self(otmp2);
1534 /* pass off the otrapped flag to the next boulder */
1535 otmp2->otrapped = singleobj->otrapped;
1536 singleobj->otrapped = 0;
1537 place_object(singleobj, bhitpos.x, bhitpos.y);
1538 singleobj = otmp2;
1539 otmp2 = (struct obj *)0;
1540 wake_nearto(bhitpos.x, bhitpos.y, 10*10);
1541 }
1542 }
1543 if (otyp == BOULDER && closed_door(bhitpos.x,bhitpos.y)) {
1544 if (cansee(bhitpos.x, bhitpos.y))
1545 pline_The("boulder crashes through a door.");
1546 levl[bhitpos.x][bhitpos.y].doormask = D_BROKEN;
1547 if (dist) unblock_point(bhitpos.x, bhitpos.y);
1548 }
1549
1550 /* if about to hit iron bars, do so now */
1551 if (dist > 0 && isok(bhitpos.x + dx,bhitpos.y + dy) &&
1552 levl[bhitpos.x + dx][bhitpos.y + dy].typ == IRONBARS) {
1553 x2 = bhitpos.x, y2 = bhitpos.y; /* object stops here */
1554 if (hits_bars(&singleobj, x2, y2, !rn2(20), 0)) {
1555 if (!singleobj) used_up = TRUE;
1556 break;
1557 }
1558 }
1559 }
1560 tmp_at(DISP_END, 0);
1561 if (!used_up) {
1562 singleobj->otrapped = 0;
1563 place_object(singleobj, x2,y2);
1564 newsym(x2,y2);
1565 return 1;
1566 } else
1567 return 2;
1568 }
1569
1570 #endif /* OVL3 */
1571 #ifdef OVLB
1572
1573 void
seetrap(trap)1574 seetrap(trap)
1575 register struct trap *trap;
1576 {
1577 if(!trap->tseen) {
1578 trap->tseen = 1;
1579 newsym(trap->tx, trap->ty);
1580 }
1581 }
1582
1583 #endif /* OVLB */
1584 #ifdef OVL3
1585
1586 STATIC_OVL int
mkroll_launch(ttmp,x,y,otyp,ocount)1587 mkroll_launch(ttmp, x, y, otyp, ocount)
1588 struct trap *ttmp;
1589 xchar x,y;
1590 short otyp;
1591 long ocount;
1592 {
1593 struct obj *otmp;
1594 register int tmp;
1595 schar dx,dy;
1596 int distance;
1597 coord cc;
1598 coord bcc;
1599 int trycount = 0;
1600 boolean success = FALSE;
1601 int mindist = 4;
1602
1603 if (ttmp->ttyp == ROLLING_BOULDER_TRAP) mindist = 2;
1604 distance = rn1(5,4); /* 4..8 away */
1605 tmp = rn2(8); /* randomly pick a direction to try first */
1606 while (distance >= mindist) {
1607 dx = xdir[tmp];
1608 dy = ydir[tmp];
1609 cc.x = x; cc.y = y;
1610 /* Prevent boulder from being placed on water */
1611 if (ttmp->ttyp == ROLLING_BOULDER_TRAP
1612 && is_pool(x+distance*dx,y+distance*dy))
1613 success = FALSE;
1614 else success = isclearpath(&cc, distance, dx, dy);
1615 if (ttmp->ttyp == ROLLING_BOULDER_TRAP) {
1616 boolean success_otherway;
1617 bcc.x = x; bcc.y = y;
1618 success_otherway = isclearpath(&bcc, distance,
1619 -(dx), -(dy));
1620 if (!success_otherway) success = FALSE;
1621 }
1622 if (success) break;
1623 if (++tmp > 7) tmp = 0;
1624 if ((++trycount % 8) == 0) --distance;
1625 }
1626 if (!success) {
1627 /* create the trap without any ammo, launch pt at trap location */
1628 cc.x = bcc.x = x;
1629 cc.y = bcc.y = y;
1630 } else {
1631 otmp = mksobj(otyp, TRUE, FALSE);
1632 otmp->quan = ocount;
1633 otmp->owt = weight(otmp);
1634 place_object(otmp, cc.x, cc.y);
1635 stackobj(otmp);
1636 }
1637 ttmp->launch.x = cc.x;
1638 ttmp->launch.y = cc.y;
1639 if (ttmp->ttyp == ROLLING_BOULDER_TRAP) {
1640 ttmp->launch2.x = bcc.x;
1641 ttmp->launch2.y = bcc.y;
1642 } else
1643 ttmp->launch_otyp = otyp;
1644 newsym(ttmp->launch.x, ttmp->launch.y);
1645 return 1;
1646 }
1647
1648 STATIC_OVL boolean
isclearpath(cc,distance,dx,dy)1649 isclearpath(cc,distance,dx,dy)
1650 coord *cc;
1651 int distance;
1652 schar dx,dy;
1653 {
1654 uchar typ;
1655 xchar x, y;
1656
1657 x = cc->x;
1658 y = cc->y;
1659 while (distance-- > 0) {
1660 x += dx;
1661 y += dy;
1662 typ = levl[x][y].typ;
1663 if (!isok(x,y) || !ZAP_POS(typ) || closed_door(x,y))
1664 return FALSE;
1665 }
1666 cc->x = x;
1667 cc->y = y;
1668 return TRUE;
1669 }
1670 #endif /* OVL3 */
1671 #ifdef OVL1
1672
1673 void
mon_drain_en(mtmp,n)1674 mon_drain_en(mtmp, n)
1675 struct monst *mtmp;
1676 register int n;
1677 {
1678 if (!mtmp->m_enmax) return;
1679 if (canseemon(mtmp))
1680 pline("%s looks less powerful!", Monnam(mtmp));
1681 mtmp->m_en -= n;
1682 if(mtmp->m_en < 0) {
1683 mtmp->m_enmax += mtmp->m_en;
1684 if(mtmp->m_enmax < 0) mtmp->m_enmax = 0;
1685 mtmp->m_en = 0;
1686 }
1687 }
1688
1689
1690 int
mintrap(mtmp)1691 mintrap(mtmp)
1692 register struct monst *mtmp;
1693 {
1694 register struct trap *trap = t_at(mtmp->mx, mtmp->my);
1695 boolean trapkilled = FALSE;
1696 struct permonst *mptr = mtmp->data;
1697 struct obj *otmp;
1698
1699 if (!trap) {
1700 mtmp->mtrapped = 0; /* perhaps teleported? */
1701 } else if (mtmp->mtrapped) { /* is currently in the trap */
1702 if (!trap->tseen &&
1703 cansee(mtmp->mx, mtmp->my) && canseemon(mtmp) &&
1704 (trap->ttyp == SPIKED_PIT || trap->ttyp == BEAR_TRAP ||
1705 trap->ttyp == HOLE || trap->ttyp == PIT ||
1706 trap->ttyp == WEB)) {
1707 /* If you come upon an obviously trapped monster, then
1708 * you must be able to see the trap it's in too.
1709 */
1710 seetrap(trap);
1711 }
1712
1713 if (!rn2(40)) {
1714 if (sobj_at(BOULDER, mtmp->mx, mtmp->my) &&
1715 (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT)) {
1716 if (!rn2(2)) {
1717 mtmp->mtrapped = 0;
1718 if (canseemon(mtmp))
1719 pline("%s pulls free...", Monnam(mtmp));
1720 fill_pit(mtmp->mx, mtmp->my);
1721 }
1722 } else {
1723 mtmp->mtrapped = 0;
1724 }
1725 } else if (metallivorous(mptr)) {
1726 if (trap->ttyp == BEAR_TRAP) {
1727 if (canseemon(mtmp))
1728 pline("%s eats a bear trap!", Monnam(mtmp));
1729 deltrap(trap);
1730 mtmp->meating = 5;
1731 mtmp->mtrapped = 0;
1732 } else if (trap->ttyp == SPIKED_PIT) {
1733 if (canseemon(mtmp))
1734 pline("%s munches on some spikes!", Monnam(mtmp));
1735 trap->ttyp = PIT;
1736 mtmp->meating = 5;
1737 }
1738 }
1739 } else {
1740 register int tt = trap->ttyp;
1741 boolean in_sight, tear_web, see_it,
1742 inescapable = ((tt == HOLE || tt == PIT) &&
1743 In_sokoban(&u.uz) && !trap->madeby_u);
1744 const char *fallverb;
1745
1746 #ifdef STEED
1747 /* true when called from dotrap, inescapable is not an option */
1748 if (mtmp == u.usteed) inescapable = TRUE;
1749 #endif
1750 if (!inescapable &&
1751 ((mtmp->mtrapseen & (1 << (tt-1))) != 0 ||
1752 (tt == HOLE && !mindless(mtmp->data)))) {
1753 /* it has been in such a trap - perhaps it escapes */
1754 if(rn2(4)) return(0);
1755 } else {
1756 mtmp->mtrapseen |= (1 << (tt-1));
1757 }
1758 /* Monster is aggravated by being trapped by you.
1759 Recognizing who made the trap isn't completely
1760 unreasonable; everybody has their own style. */
1761 if (trap->madeby_u && rnl(5)) setmangry(mtmp);
1762
1763 in_sight = canseemon(mtmp);
1764 see_it = cansee(mtmp->mx, mtmp->my);
1765 #ifdef STEED
1766 /* assume hero can tell what's going on for the steed */
1767 if (mtmp == u.usteed) in_sight = TRUE;
1768 #endif
1769 switch (tt) {
1770 case ARROW_TRAP:
1771 if (trap->once && trap->tseen && !rn2(15)) {
1772 if (in_sight && see_it)
1773 pline("%s triggers a trap but nothing happens.",
1774 Monnam(mtmp));
1775 deltrap(trap);
1776 newsym(mtmp->mx, mtmp->my);
1777 break;
1778 }
1779 trap->once = 1;
1780 otmp = mksobj(ARROW, TRUE, FALSE);
1781 otmp->quan = 1L;
1782 otmp->owt = weight(otmp);
1783 otmp->opoisoned = 0;
1784 if (in_sight) seetrap(trap);
1785 if (thitm(8, mtmp, otmp, 0, FALSE)) trapkilled = TRUE;
1786 break;
1787 case DART_TRAP:
1788 if (trap->once && trap->tseen && !rn2(15)) {
1789 if (in_sight && see_it)
1790 pline("%s triggers a trap but nothing happens.",
1791 Monnam(mtmp));
1792 deltrap(trap);
1793 newsym(mtmp->mx, mtmp->my);
1794 break;
1795 }
1796 trap->once = 1;
1797 otmp = mksobj(DART, TRUE, FALSE);
1798 otmp->quan = 1L;
1799 otmp->owt = weight(otmp);
1800 if (!rn2(6)) otmp->opoisoned = 1;
1801 if (in_sight) seetrap(trap);
1802 if (thitm(7, mtmp, otmp, 0, FALSE)) trapkilled = TRUE;
1803 break;
1804 case ROCKTRAP:
1805 if (trap->once && trap->tseen && !rn2(15)) {
1806 if (in_sight && see_it)
1807 pline("A trap door above %s opens, but nothing falls out!",
1808 mon_nam(mtmp));
1809 deltrap(trap);
1810 newsym(mtmp->mx, mtmp->my);
1811 break;
1812 }
1813 trap->once = 1;
1814 otmp = mksobj(ROCK, TRUE, FALSE);
1815 otmp->quan = 1L;
1816 otmp->owt = weight(otmp);
1817 otmp->opoisoned = 0;
1818 if (in_sight) seetrap(trap);
1819 if (thitm(0, mtmp, otmp, d(2, 6), FALSE))
1820 trapkilled = TRUE;
1821 break;
1822
1823 case SQKY_BOARD:
1824 if(is_flyer(mptr)) break;
1825 /* stepped on a squeaky board */
1826 if (in_sight) {
1827 pline("A board beneath %s squeaks loudly.", mon_nam(mtmp));
1828 seetrap(trap);
1829 } else
1830 You_hear("a distant squeak.");
1831 /* wake up nearby monsters */
1832 wake_nearto(mtmp->mx, mtmp->my, 40);
1833 break;
1834
1835 case BEAR_TRAP:
1836 if(mptr->msize > MZ_SMALL &&
1837 !amorphous(mptr) && !is_flyer(mptr) &&
1838 !is_whirly(mptr) && !unsolid(mptr)) {
1839 mtmp->mtrapped = 1;
1840 if(in_sight) {
1841 pline("%s is caught in %s bear trap!",
1842 Monnam(mtmp), a_your[trap->madeby_u]);
1843 seetrap(trap);
1844 } else {
1845 if((mptr == &mons[PM_OWLBEAR]
1846 || mptr == &mons[PM_BUGBEAR])
1847 && flags.soundok)
1848 You_hear("the roaring of an angry bear!");
1849 }
1850 }
1851 break;
1852
1853 case SLP_GAS_TRAP:
1854 if (!resists_sleep(mtmp) && !breathless(mptr) &&
1855 !mtmp->msleeping && mtmp->mcanmove) {
1856 mtmp->mcanmove = 0;
1857 mtmp->mfrozen = rnd(25);
1858 if (in_sight) {
1859 pline("%s suddenly falls asleep!",
1860 Monnam(mtmp));
1861 seetrap(trap);
1862 }
1863 }
1864 break;
1865
1866 case RUST_TRAP:
1867 {
1868 struct obj *target;
1869
1870 if (in_sight)
1871 seetrap(trap);
1872 switch (rn2(5)) {
1873 case 0:
1874 if (in_sight)
1875 pline("%s %s on the %s!", A_gush_of_water_hits,
1876 mon_nam(mtmp), mbodypart(mtmp, HEAD));
1877 target = which_armor(mtmp, W_ARMH);
1878 (void) rust_dmg(target, "helmet", 1, TRUE, mtmp);
1879 break;
1880 case 1:
1881 if (in_sight)
1882 pline("%s %s's left %s!", A_gush_of_water_hits,
1883 mon_nam(mtmp), mbodypart(mtmp, ARM));
1884 target = which_armor(mtmp, W_ARMS);
1885 if (rust_dmg(target, "shield", 1, TRUE, mtmp))
1886 break;
1887 target = MON_WEP(mtmp);
1888 if (target && bimanual(target))
1889 erode_obj(target, FALSE, TRUE);
1890 glovecheck: target = which_armor(mtmp, W_ARMG);
1891 (void) rust_dmg(target, "gauntlets", 1, TRUE, mtmp);
1892 break;
1893 case 2:
1894 if (in_sight)
1895 pline("%s %s's right %s!", A_gush_of_water_hits,
1896 mon_nam(mtmp), mbodypart(mtmp, ARM));
1897 if (MON_WEP(mtmp) && !snuff_lit(MON_WEP(mtmp)))
1898 erode_obj(MON_WEP(mtmp), FALSE, TRUE);
1899 goto glovecheck;
1900 default:
1901 if (in_sight)
1902 pline("%s %s!", A_gush_of_water_hits,
1903 mon_nam(mtmp));
1904 for (otmp=mtmp->minvent; otmp; otmp = otmp->nobj)
1905 (void) snuff_lit(otmp);
1906 target = which_armor(mtmp, W_ARMC);
1907 if (target)
1908 (void) rust_dmg(target, cloak_simple_name(target),
1909 1, TRUE, mtmp);
1910 else {
1911 target = which_armor(mtmp, W_ARM);
1912 if (target)
1913 (void) rust_dmg(target, "armor", 1, TRUE, mtmp);
1914 #ifdef TOURIST
1915 else {
1916 target = which_armor(mtmp, W_ARMU);
1917 (void) rust_dmg(target, "shirt", 1, TRUE, mtmp);
1918 }
1919 #endif
1920 }
1921 }
1922 if (mptr == &mons[PM_IRON_GOLEM]) {
1923 if (in_sight)
1924 pline("%s falls to pieces!", Monnam(mtmp));
1925 else if(mtmp->mtame)
1926 pline("May %s rust in peace.",
1927 mon_nam(mtmp));
1928 mondied(mtmp);
1929 if (mtmp->mhp <= 0)
1930 trapkilled = TRUE;
1931 } else if (mptr == &mons[PM_FLAMING_SPHERE]) {
1932 if (in_sight)
1933 pline("%s is extinguished!", Monnam(mtmp));
1934 mondied(mtmp);
1935 if (mtmp->mhp <= 0)
1936 trapkilled = TRUE;
1937 } else if (mptr == &mons[PM_GREMLIN] && rn2(3)) {
1938 (void)split_mon(mtmp, (struct monst *)0);
1939 }
1940 break;
1941 }
1942 case FIRE_TRAP:
1943 mfiretrap:
1944 if (in_sight)
1945 pline("A %s erupts from the %s under %s!",
1946 tower_of_flame,
1947 surface(mtmp->mx,mtmp->my), mon_nam(mtmp));
1948 else if (see_it) /* evidently `mtmp' is invisible */
1949 You("see a %s erupt from the %s!",
1950 tower_of_flame, surface(mtmp->mx,mtmp->my));
1951 if (Slimed) {
1952 pline("The slime that covers you is burned away!");
1953 Slimed = 0;
1954 }
1955
1956 if (resists_fire(mtmp)) {
1957 if (in_sight) {
1958 shieldeff(mtmp->mx,mtmp->my);
1959 pline("%s is uninjured.", Monnam(mtmp));
1960 }
1961 } else {
1962 int num = d(2,4), alt;
1963 boolean immolate = FALSE;
1964
1965 /* paper burns very fast, assume straw is tightly
1966 * packed and burns a bit slower */
1967 switch (monsndx(mtmp->data)) {
1968 case PM_PAPER_GOLEM: immolate = TRUE;
1969 alt = mtmp->mhpmax; break;
1970 case PM_STRAW_GOLEM: alt = mtmp->mhpmax / 2; break;
1971 case PM_WOOD_GOLEM: alt = mtmp->mhpmax / 4; break;
1972 case PM_LEATHER_GOLEM: alt = mtmp->mhpmax / 8; break;
1973 default: alt = 0; break;
1974 }
1975 if (alt > num) num = alt;
1976
1977 if (thitm(0, mtmp, (struct obj *)0, num, immolate))
1978 trapkilled = TRUE;
1979 else
1980 /* we know mhp is at least `num' below mhpmax,
1981 so no (mhp > mhpmax) check is needed here */
1982 mtmp->mhpmax -= rn2(num + 1);
1983 }
1984 if (burnarmor(mtmp) || rn2(3)) {
1985 (void) destroy_mitem(mtmp, SCROLL_CLASS, AD_FIRE);
1986 (void) destroy_mitem(mtmp, SPBOOK_CLASS, AD_FIRE);
1987 (void) destroy_mitem(mtmp, POTION_CLASS, AD_FIRE);
1988 }
1989 if (burn_floor_paper(mtmp->mx, mtmp->my, see_it, FALSE) &&
1990 !see_it && distu(mtmp->mx, mtmp->my) <= 3*3)
1991 You("smell smoke.");
1992 if (is_ice(mtmp->mx,mtmp->my))
1993 melt_ice(mtmp->mx,mtmp->my);
1994 if (see_it) seetrap(trap);
1995 break;
1996
1997 case PIT:
1998 case SPIKED_PIT:
1999 fallverb = "falls";
2000 if (is_flyer(mptr) || is_floater(mptr) ||
2001 (mtmp->wormno && count_wsegs(mtmp) > 5) ||
2002 is_clinger(mptr)) {
2003 if (!inescapable) break; /* avoids trap */
2004 fallverb = "is dragged"; /* sokoban pit */
2005 }
2006 if (!passes_walls(mptr))
2007 mtmp->mtrapped = 1;
2008 if(in_sight) {
2009 pline("%s %s into %s pit!",
2010 Monnam(mtmp), fallverb,
2011 a_your[trap->madeby_u]);
2012 if (mptr == &mons[PM_PIT_VIPER] || mptr == &mons[PM_PIT_FIEND])
2013 pline("How pitiful. Isn't that the pits?");
2014 seetrap(trap);
2015 }
2016 mselftouch(mtmp, "Falling, ", FALSE);
2017 if (mtmp->mhp <= 0 ||
2018 thitm(0, mtmp, (struct obj *)0,
2019 rnd((tt == PIT) ? 6 : 10), FALSE))
2020 trapkilled = TRUE;
2021 break;
2022 case HOLE:
2023 case TRAPDOOR:
2024 if (!Can_fall_thru(&u.uz)) {
2025 impossible("mintrap: %ss cannot exist on this level.",
2026 defsyms[trap_to_defsym(tt)].explanation);
2027 break; /* don't activate it after all */
2028 }
2029 if (is_flyer(mptr) || is_floater(mptr) ||
2030 mptr == &mons[PM_WUMPUS] ||
2031 (mtmp->wormno && count_wsegs(mtmp) > 5) ||
2032 mptr->msize >= MZ_HUGE) {
2033 if (inescapable) { /* sokoban hole */
2034 if (in_sight) {
2035 pline("%s seems to be yanked down!",
2036 Monnam(mtmp));
2037 /* suppress message in mlevel_tele_trap() */
2038 in_sight = FALSE;
2039 seetrap(trap);
2040 }
2041 } else
2042 break;
2043 }
2044 /* Fall through */
2045 case LEVEL_TELEP:
2046 case MAGIC_PORTAL:
2047 {
2048 int mlev_res;
2049 mlev_res = mlevel_tele_trap(mtmp, trap,
2050 inescapable, in_sight);
2051 if (mlev_res) return(mlev_res);
2052 }
2053 break;
2054
2055 case TELEP_TRAP:
2056 mtele_trap(mtmp, trap, in_sight);
2057 break;
2058
2059 case WEB:
2060 /* Monster in a web. */
2061 if (webmaker(mptr)) break;
2062 if (amorphous(mptr) || is_whirly(mptr) || unsolid(mptr)){
2063 if(acidic(mptr) ||
2064 mptr == &mons[PM_GELATINOUS_CUBE] ||
2065 mptr == &mons[PM_FIRE_ELEMENTAL]) {
2066 if (in_sight)
2067 pline("%s %s %s spider web!",
2068 Monnam(mtmp),
2069 (mptr == &mons[PM_FIRE_ELEMENTAL]) ?
2070 "burns" : "dissolves",
2071 a_your[trap->madeby_u]);
2072 deltrap(trap);
2073 newsym(mtmp->mx, mtmp->my);
2074 break;
2075 }
2076 if (in_sight) {
2077 pline("%s flows through %s spider web.",
2078 Monnam(mtmp),
2079 a_your[trap->madeby_u]);
2080 seetrap(trap);
2081 }
2082 break;
2083 }
2084 tear_web = FALSE;
2085 switch (monsndx(mptr)) {
2086 case PM_OWLBEAR: /* Eric Backus */
2087 case PM_BUGBEAR:
2088 if (!in_sight) {
2089 You_hear("the roaring of a confused bear!");
2090 mtmp->mtrapped = 1;
2091 break;
2092 }
2093 /* fall though */
2094 default:
2095 if (mptr->mlet == S_GIANT ||
2096 (mptr->mlet == S_DRAGON &&
2097 extra_nasty(mptr)) || /* excl. babies */
2098 (mtmp->wormno && count_wsegs(mtmp) > 5)) {
2099 tear_web = TRUE;
2100 } else if (in_sight) {
2101 pline("%s is caught in %s spider web.",
2102 Monnam(mtmp),
2103 a_your[trap->madeby_u]);
2104 seetrap(trap);
2105 }
2106 mtmp->mtrapped = tear_web ? 0 : 1;
2107 break;
2108 /* this list is fairly arbitrary; it deliberately
2109 excludes wumpus & giant/ettin zombies/mummies */
2110 case PM_TITANOTHERE:
2111 case PM_BALUCHITHERIUM:
2112 case PM_PURPLE_WORM:
2113 case PM_JABBERWOCK:
2114 case PM_IRON_GOLEM:
2115 case PM_BALROG:
2116 case PM_KRAKEN:
2117 case PM_MASTODON:
2118 tear_web = TRUE;
2119 break;
2120 }
2121 if (tear_web) {
2122 if (in_sight)
2123 pline("%s tears through %s spider web!",
2124 Monnam(mtmp), a_your[trap->madeby_u]);
2125 deltrap(trap);
2126 newsym(mtmp->mx, mtmp->my);
2127 }
2128 break;
2129
2130 case STATUE_TRAP:
2131 break;
2132
2133 case MAGIC_TRAP:
2134 /* A magic trap. Monsters usually immune. */
2135 if (!rn2(30)) {
2136 deltrap(trap);
2137 newsym(mtmp->mx, mtmp->my);
2138 if (in_sight)
2139 pline("%s is caught in a magical explosion.",
2140 Monnam(mtmp));
2141 if (thitm(0, mtmp, (struct obj *)0, rnd(10), FALSE))
2142 trapkilled = TRUE;
2143 else {
2144 if (in_sight)
2145 pline("%s looks filled with power.",
2146 Monnam(mtmp));
2147 mtmp->m_en = (mtmp->m_enmax += 2);
2148 }
2149 } else if (!rn2(21)) goto mfiretrap;
2150 break;
2151 case ANTI_MAGIC:
2152 if (in_sight) seetrap(trap);
2153 if (resists_magm(mtmp)) {
2154 if (in_sight) {
2155 shieldeff(mtmp->mx,mtmp->my);
2156 pline("%s is uninjured.", Monnam(mtmp));
2157 }
2158 } else {
2159 mon_drain_en(mtmp,
2160 ((mtmp->m_lev > 0) ? (rnd(mtmp->m_lev)) : 0) + 1);
2161 }
2162 break;
2163 case LANDMINE:
2164 if(rn2(3))
2165 break; /* monsters usually don't set it off */
2166 if(is_flyer(mptr)) {
2167 boolean already_seen = trap->tseen;
2168 if (in_sight && !already_seen) {
2169 pline("A trigger appears in a pile of soil below %s.", mon_nam(mtmp));
2170 seetrap(trap);
2171 }
2172 if (rn2(3)) break;
2173 if (in_sight) {
2174 newsym(mtmp->mx, mtmp->my);
2175 pline_The("air currents set %s off!",
2176 already_seen ? "a land mine" : "it");
2177 }
2178 } else if(in_sight) {
2179 newsym(mtmp->mx, mtmp->my);
2180 pline("KAABLAMM!!! %s triggers %s land mine!",
2181 Monnam(mtmp), a_your[trap->madeby_u]);
2182 }
2183 if (!in_sight)
2184 pline("Kaablamm! You hear an explosion in the distance!");
2185 blow_up_landmine(trap);
2186 if (thitm(0, mtmp, (struct obj *)0, rnd(16), FALSE))
2187 trapkilled = TRUE;
2188 else {
2189 /* monsters recursively fall into new pit */
2190 if (mintrap(mtmp) == 2) trapkilled=TRUE;
2191 }
2192 /* a boulder may fill the new pit, crushing monster */
2193 fill_pit(trap->tx, trap->ty);
2194 if (mtmp->mhp <= 0) trapkilled = TRUE;
2195 if (unconscious()) {
2196 multi = -1;
2197 nomovemsg="The explosion awakens you!";
2198 }
2199 break;
2200
2201 case POLY_TRAP:
2202 if (resists_magm(mtmp)) {
2203 shieldeff(mtmp->mx, mtmp->my);
2204 } else if (!resist(mtmp, WAND_CLASS, 0, NOTELL)) {
2205 /* (void) newcham(mtmp, (struct permonst *)0, FALSE);*/
2206 /* WAC use polymorph code from zap.c*/
2207 #if 0
2208 if (!rn2(25) || !mon_poly(mtmp)) {
2209 if (in_sight) {
2210 pline("%s shudders!", Monnam(mtmp));
2211 seetrap(trap);
2212 }
2213 /* no corpse after system shock */
2214 mtmp->mhp -= rnd(30);
2215 if (mtmp->mhp < 0) mondead(mtmp);
2216 } else {
2217 #endif
2218 mon_poly(mtmp, FALSE, "%s changes!");
2219 if (in_sight) seetrap(trap);
2220 }
2221 break;
2222
2223 case ROLLING_BOULDER_TRAP:
2224 if (!is_flyer(mptr)) {
2225 int style = ROLL | (in_sight ? 0 : LAUNCH_UNSEEN);
2226
2227 newsym(mtmp->mx,mtmp->my);
2228 if (in_sight)
2229 pline("Click! %s triggers %s.", Monnam(mtmp),
2230 trap->tseen ?
2231 "a rolling boulder trap" :
2232 something);
2233 if (launch_obj(BOULDER, trap->launch.x, trap->launch.y,
2234 trap->launch2.x, trap->launch2.y, style)) {
2235 if (in_sight) trap->tseen = TRUE;
2236 if (mtmp->mhp <= 0) trapkilled = TRUE;
2237 } else {
2238 deltrap(trap);
2239 newsym(mtmp->mx,mtmp->my);
2240 }
2241 }
2242 break;
2243
2244 default:
2245 impossible("Some monster encountered a strange trap of type %d.", tt);
2246 }
2247 }
2248 if(trapkilled) return 2;
2249 return mtmp->mtrapped;
2250 }
2251
2252 #endif /* OVL1 */
2253 #ifdef OVLB
2254
2255 /* Combine cockatrice checks into single functions to avoid repeating code. */
2256 void
instapetrify(str)2257 instapetrify(str)
2258 const char *str;
2259 {
2260 if (Stone_resistance) return;
2261 if (poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))
2262 return;
2263 You("turn to stone...");
2264 killer_format = KILLED_BY_AN;
2265 killer = str;
2266 done(STONING);
2267 }
2268
2269 void
minstapetrify(mon,byplayer)2270 minstapetrify(mon,byplayer)
2271 struct monst *mon;
2272 boolean byplayer;
2273 {
2274 if (resists_ston(mon)) return;
2275 if (poly_when_stoned(mon->data)) {
2276 mon_to_stone(mon);
2277 return;
2278 }
2279
2280 /* give a "<mon> is slowing down" message and also remove
2281 intrinsic speed (comparable to similar effect on the hero) */
2282 mon_adjust_speed(mon, -3, (struct obj *)0);
2283
2284 if (cansee(mon->mx, mon->my))
2285 pline("%s turns to stone.", Monnam(mon));
2286 if (byplayer) {
2287 stoned = TRUE;
2288 xkilled(mon,0);
2289 } else monstone(mon);
2290 }
2291
2292 void
selftouch(arg)2293 selftouch(arg)
2294 const char *arg;
2295 {
2296 char kbuf[BUFSZ];
2297
2298 if(uwep && uwep->otyp == CORPSE && touch_petrifies(&mons[uwep->corpsenm])
2299 && !Stone_resistance) {
2300 pline("%s touch the %s corpse.", arg,
2301 mons[uwep->corpsenm].mname);
2302 Sprintf(kbuf, "%s corpse", an(mons[uwep->corpsenm].mname));
2303 instapetrify(kbuf);
2304 }
2305 /* Or your secondary weapon, if wielded */
2306 if(u.twoweap && uswapwep && uswapwep->otyp == CORPSE &&
2307 touch_petrifies(&mons[uswapwep->corpsenm]) && !Stone_resistance){
2308 pline("%s touch the %s corpse.", arg,
2309 mons[uswapwep->corpsenm].mname);
2310 Sprintf(kbuf, "%s corpse", an(mons[uswapwep->corpsenm].mname));
2311 instapetrify(kbuf);
2312 }
2313 }
2314
2315 void
mselftouch(mon,arg,byplayer)2316 mselftouch(mon,arg,byplayer)
2317 struct monst *mon;
2318 const char *arg;
2319 boolean byplayer;
2320 {
2321 struct obj *mwep = MON_WEP(mon);
2322
2323 if (mwep && mwep->otyp == CORPSE && touch_petrifies(&mons[mwep->corpsenm])) {
2324 if (cansee(mon->mx, mon->my)) {
2325 pline("%s%s touches the %s corpse.",
2326 arg ? arg : "", arg ? mon_nam(mon) : Monnam(mon),
2327 mons[mwep->corpsenm].mname);
2328 }
2329 minstapetrify(mon, byplayer);
2330 }
2331 }
2332
2333 /* KMH, balance patch -- several ways for the player to fix stoning */
2334 int
uunstone()2335 uunstone()
2336 {
2337 if (Stoned) {
2338 Stoned = 0;
2339 if (!Hallucination)
2340 You_feel("limber!");
2341 else
2342 pline("What a pity - you just ruined a future piece of %sart!",
2343 ACURR(A_CHA) > 15 ? "fine " : "");
2344 /* The problem was fixed */
2345 return (1);
2346 }
2347 /* No problem to fix */
2348 return (0);
2349 }
2350
2351
2352 void
float_up()2353 float_up()
2354 {
2355 if(u.utrap) {
2356 if(u.utraptype == TT_PIT) {
2357 u.utrap = 0;
2358 You("float up, out of the pit!");
2359 vision_full_recalc = 1; /* vision limits change */
2360 fill_pit(u.ux, u.uy);
2361 } else if (u.utraptype == TT_INFLOOR) {
2362 Your("body pulls upward, but your %s are still stuck.",
2363 makeplural(body_part(LEG)));
2364 } else {
2365 You("float up, only your %s is still stuck.",
2366 body_part(LEG));
2367 }
2368 }
2369 else if(Is_waterlevel(&u.uz))
2370 pline("It feels as though you've lost some weight.");
2371 else if(u.uinwater)
2372 spoteffects(TRUE);
2373 else if(u.uswallow)
2374 You(is_animal(u.ustuck->data) ?
2375 "float away from the %s." :
2376 "spiral up into %s.",
2377 is_animal(u.ustuck->data) ?
2378 surface(u.ux, u.uy) :
2379 mon_nam(u.ustuck));
2380 else if (Hallucination)
2381 pline("Up, up, and awaaaay! You're walking on air!");
2382 else if(Is_airlevel(&u.uz))
2383 You("gain control over your movements.");
2384 else
2385 You("start to float in the air!");
2386 #ifdef STEED
2387 if (u.usteed && !is_floater(u.usteed->data) &&
2388 !is_flyer(u.usteed->data)) {
2389 if (Lev_at_will)
2390 pline("%s magically floats up!", Monnam(u.usteed));
2391 else {
2392 You("cannot stay on %s.", mon_nam(u.usteed));
2393 dismount_steed(DISMOUNT_GENERIC);
2394 }
2395 }
2396 #endif
2397 return;
2398 }
2399
2400 void
fill_pit(x,y)2401 fill_pit(x, y)
2402 int x, y;
2403 {
2404 struct obj *otmp;
2405 struct trap *t;
2406
2407 if ((t = t_at(x, y)) &&
2408 ((t->ttyp == PIT) || (t->ttyp == SPIKED_PIT)) &&
2409 (otmp = sobj_at(BOULDER, x, y))) {
2410 obj_extract_self(otmp);
2411 (void) flooreffects(otmp, x, y, "settle");
2412 }
2413 }
2414
2415 int
float_down(hmask,emask)2416 float_down(hmask, emask)
2417 long hmask, emask; /* might cancel timeout */
2418 {
2419 register struct trap *trap = (struct trap *)0;
2420 d_level current_dungeon_level;
2421 boolean no_msg = FALSE;
2422
2423 HLevitation &= ~hmask;
2424 ELevitation &= ~emask;
2425 if(Levitation) return(0); /* maybe another ring/potion/boots */
2426 if(u.uswallow) {
2427 You("float down, but you are still %s.",
2428 is_animal(u.ustuck->data) ? "swallowed" : "engulfed");
2429 return(1);
2430 }
2431
2432 if (Punished && !carried(uball) &&
2433 (is_pool(uball->ox, uball->oy) ||
2434 ((trap = t_at(uball->ox, uball->oy)) &&
2435 ((trap->ttyp == PIT) || (trap->ttyp == SPIKED_PIT) ||
2436 (trap->ttyp == TRAPDOOR) || (trap->ttyp == HOLE))))) {
2437 u.ux0 = u.ux;
2438 u.uy0 = u.uy;
2439 u.ux = uball->ox;
2440 u.uy = uball->oy;
2441 movobj(uchain, uball->ox, uball->oy);
2442 newsym(u.ux0, u.uy0);
2443 vision_full_recalc = 1; /* in case the hero moved. */
2444 }
2445 /* check for falling into pool - added by GAN 10/20/86 */
2446 if(!Flying) {
2447 if (!u.uswallow && u.ustuck) {
2448 if (sticks(youmonst.data))
2449 You("aren't able to maintain your hold on %s.",
2450 mon_nam(u.ustuck));
2451 else
2452 pline("Startled, %s can no longer hold you!",
2453 mon_nam(u.ustuck));
2454 u.ustuck = 0;
2455 }
2456 /* kludge alert:
2457 * drown() and lava_effects() print various messages almost
2458 * every time they're called which conflict with the "fall
2459 * into" message below. Thus, we want to avoid printing
2460 * confusing, duplicate or out-of-order messages.
2461 * Use knowledge of the two routines as a hack -- this
2462 * should really be handled differently -dlc
2463 */
2464 if(is_pool(u.ux,u.uy) && !Wwalking && !Swimming && !u.uinwater)
2465 no_msg = drown();
2466
2467 if(is_lava(u.ux,u.uy)) {
2468 (void) lava_effects();
2469 no_msg = TRUE;
2470 }
2471 }
2472 if (!trap) {
2473 trap = t_at(u.ux,u.uy);
2474 if(Is_airlevel(&u.uz))
2475 You("begin to tumble in place.");
2476 else if (Is_waterlevel(&u.uz) && !no_msg)
2477 You_feel("heavier.");
2478 /* u.uinwater msgs already in spoteffects()/drown() */
2479 else if (!u.uinwater && !no_msg) {
2480 #ifdef STEED
2481 if (!(emask & W_SADDLE))
2482 #endif
2483 {
2484 boolean sokoban_trap = (In_sokoban(&u.uz) && trap);
2485 if (Hallucination)
2486 pline("Bummer! You've %s.",
2487 is_pool(u.ux,u.uy) ?
2488 "splashed down" : sokoban_trap ? "crashed" :
2489 "hit the ground");
2490 else {
2491 if (!sokoban_trap)
2492 You("float gently to the %s.",
2493 surface(u.ux, u.uy));
2494 else {
2495 /* Justification elsewhere for Sokoban traps
2496 * is based on air currents. This is
2497 * consistent with that.
2498 * The unexpected additional force of the
2499 * air currents once leviation
2500 * ceases knocks you off your feet.
2501 */
2502 You("fall over.");
2503 losehp(rnd(2), "dangerous winds", KILLED_BY);
2504 #ifdef STEED
2505 if (u.usteed) dismount_steed(DISMOUNT_FELL);
2506 #endif
2507 selftouch("As you fall, you");
2508 }
2509 }
2510 }
2511 }
2512 }
2513
2514 /* can't rely on u.uz0 for detecting trap door-induced level change;
2515 it gets changed to reflect the new level before we can check it */
2516 assign_level(¤t_dungeon_level, &u.uz);
2517
2518 if(trap)
2519 switch(trap->ttyp) {
2520 case STATUE_TRAP:
2521 break;
2522 case HOLE:
2523 case TRAPDOOR:
2524 if(!Can_fall_thru(&u.uz) || u.ustuck)
2525 break;
2526 /* fall into next case */
2527 default:
2528 if (!u.utrap) /* not already in the trap */
2529 dotrap(trap, 0);
2530 }
2531
2532 if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) && !u.uswallow &&
2533 /* falling through trap door calls goto_level,
2534 and goto_level does its own pickup() call */
2535 on_level(&u.uz, ¤t_dungeon_level))
2536 (void) pickup(1);
2537 return 1;
2538 }
2539
2540 STATIC_OVL void
dofiretrap(box)2541 dofiretrap(box)
2542 struct obj *box; /* null for floor trap */
2543 {
2544 boolean see_it = !Blind;
2545 int num, alt;
2546
2547 /* Bug: for box case, the equivalent of burn_floor_paper() ought
2548 * to be done upon its contents.
2549 */
2550
2551 if ((box && !carried(box)) ? is_pool(box->ox, box->oy) : Underwater) {
2552 pline("A cascade of steamy bubbles erupts from %s!",
2553 the(box ? xname(box) : surface(u.ux,u.uy)));
2554 if (Fire_resistance) You("are uninjured.");
2555 else losehp(rnd(3), "boiling water", KILLED_BY);
2556 return;
2557 }
2558 pline("A %s %s from %s!", tower_of_flame,
2559 box ? "bursts" : "erupts",
2560 the(box ? xname(box) : surface(u.ux,u.uy)));
2561 if (Slimed) {
2562 pline("The slime that covers you is burned away!");
2563 Slimed = 0;
2564 }
2565 if (Fire_resistance) {
2566 shieldeff(u.ux, u.uy);
2567 num = rn2(2);
2568 } else if (Upolyd) {
2569 num = d(2,4);
2570 switch (u.umonnum) {
2571 case PM_PAPER_GOLEM: alt = u.mhmax; break;
2572 case PM_STRAW_GOLEM: alt = u.mhmax / 2; break;
2573 case PM_WOOD_GOLEM: alt = u.mhmax / 4; break;
2574 case PM_LEATHER_GOLEM: alt = u.mhmax / 8; break;
2575 default: alt = 0; break;
2576 }
2577 if (alt > num) num = alt;
2578 if (u.mhmax > mons[u.umonnum].mlevel)
2579 u.mhmax -= rn2(min(u.mhmax,num + 1)), flags.botl = 1;
2580 } else {
2581 num = d(2,4);
2582 if (u.uhpmax > u.ulevel)
2583 u.uhpmax -= rn2(min(u.uhpmax,num + 1)), flags.botl = 1;
2584 }
2585 if (!num)
2586 You("are uninjured.");
2587 else
2588 losehp(num, tower_of_flame, KILLED_BY_AN);
2589 burn_away_slime();
2590
2591 if (burnarmor(&youmonst) || rn2(3)) {
2592 destroy_item(SCROLL_CLASS, AD_FIRE);
2593 destroy_item(SPBOOK_CLASS, AD_FIRE);
2594 destroy_item(POTION_CLASS, AD_FIRE);
2595 }
2596 if (!box && burn_floor_paper(u.ux, u.uy, see_it, TRUE) && !see_it)
2597 You("smell paper burning.");
2598 if (is_ice(u.ux, u.uy))
2599 melt_ice(u.ux, u.uy);
2600 }
2601
2602 STATIC_OVL void
domagictrap()2603 domagictrap()
2604 {
2605 register int fate = rnd(20);
2606
2607 /* What happened to the poor sucker? */
2608
2609 if (fate < 10) {
2610 /* Most of the time, it creates some monsters. */
2611 register int cnt = rnd(4);
2612
2613 if (!resists_blnd(&youmonst)) {
2614 You("are momentarily blinded by a flash of light!");
2615 make_blinded((long)rn1(5,10),FALSE);
2616 if (!Blind) Your(vision_clears);
2617 } else if (!Blind) {
2618 You("see a flash of light!");
2619 } else
2620 You_hear("a deafening roar!");
2621 while(cnt--)
2622 (void) makemon((struct permonst *) 0, u.ux, u.uy, NO_MM_FLAGS);
2623 }
2624 else
2625 switch (fate) {
2626
2627 case 10:
2628 case 11:
2629 /* sometimes nothing happens */
2630 break;
2631 case 12: /* a flash of fire */
2632 dofiretrap((struct obj *)0);
2633 break;
2634
2635 /* odd feelings */
2636 case 13: pline("A shiver runs up and down your %s!",
2637 body_part(SPINE));
2638 break;
2639 case 14: You_hear(Hallucination ?
2640 "the moon howling at you." :
2641 "distant howling.");
2642 break;
2643 case 15: if (on_level(&u.uz, &qstart_level))
2644 You_feel("%slike the prodigal son.",
2645 (flags.female || (Upolyd && is_neuter(youmonst.data))) ?
2646 "oddly " : "");
2647 else
2648 You("suddenly yearn for %s.",
2649 Hallucination ? "Cleveland" :
2650 (In_quest(&u.uz) || at_dgn_entrance("The Quest")) ?
2651 "your nearby homeland" :
2652 "your distant homeland");
2653 break;
2654 case 16:
2655 {
2656 int dmg;
2657
2658 Your("pack shakes violently!");
2659 /* KMH, balance patch -- Idea by Wolfgang von Hansen <wvh@geodesy.inka.de> */
2660 dmg = jumble_pack();
2661 if (dmg)
2662 losehp(dmg, "violence", KILLED_BY);
2663 break;
2664 }
2665 case 17: You(Hallucination ?
2666 "smell hamburgers." :
2667 "smell charred flesh.");
2668 break;
2669 case 18: You_feel("tired.");
2670 break;
2671
2672 /* very occasionally something nice happens. */
2673
2674 case 19:
2675 /* tame nearby monsters */
2676 { register int i,j;
2677 register struct monst *mtmp;
2678
2679 (void) adjattrib(A_CHA,1,FALSE);
2680 for(i = -1; i <= 1; i++) for(j = -1; j <= 1; j++) {
2681 if(!isok(u.ux+i, u.uy+j)) continue;
2682 mtmp = m_at(u.ux+i, u.uy+j);
2683 if(mtmp)
2684 (void) tamedog(mtmp, (struct obj *)0);
2685 }
2686 break;
2687 }
2688
2689 case 20:
2690 /* uncurse stuff */
2691 { struct obj pseudo;
2692 long save_conf = HConfusion;
2693
2694 pseudo = zeroobj; /* neither cursed nor blessed */
2695 pseudo.otyp = SCR_REMOVE_CURSE;
2696 HConfusion = 0L;
2697 (void) seffects(&pseudo);
2698 HConfusion = save_conf;
2699 break;
2700 }
2701 default: break;
2702 }
2703 }
2704
2705 /*
2706 * Scrolls, spellbooks, potions, and flammable items
2707 * may get affected by the fire.
2708 *
2709 * Return number of objects destroyed. --ALI
2710 */
2711 int
fire_damage(chain,force,here,x,y)2712 fire_damage(chain, force, here, x, y)
2713 struct obj *chain;
2714 boolean force, here;
2715 xchar x, y;
2716 {
2717 int chance;
2718 struct obj *obj, *otmp, *nobj, *ncobj;
2719 int retval = 0;
2720 int in_sight = !Blind && couldsee(x, y); /* Don't care if it's lit */
2721 int dindx;
2722
2723 for (obj = chain; obj; obj = nobj) {
2724 nobj = here ? obj->nexthere : obj->nobj;
2725
2726 /* object might light in a controlled manner */
2727 if (catch_lit(obj))
2728 continue;
2729
2730 if (Is_container(obj)) {
2731 switch (obj->otyp) {
2732 case ICE_BOX:
2733 continue; /* Immune */
2734 /*NOTREACHED*/
2735 break;
2736 case CHEST:
2737 chance = 40;
2738 break;
2739 case LARGE_BOX:
2740 chance = 30;
2741 break;
2742 default:
2743 chance = 20;
2744 break;
2745 }
2746 if (!force && (Luck + 5) > rn2(chance))
2747 continue;
2748 /* Container is burnt up - dump contents out */
2749 if (in_sight) pline("%s catches fire and burns.", Yname2(obj));
2750 if (Has_contents(obj)) {
2751 if (in_sight) pline("Its contents fall out.");
2752 for (otmp = obj->cobj; otmp; otmp = ncobj) {
2753 ncobj = otmp->nobj;
2754 obj_extract_self(otmp);
2755 if (!flooreffects(otmp, x, y, ""))
2756 place_object(otmp, x, y);
2757 }
2758 }
2759 delobj(obj);
2760 retval++;
2761 } else if (!force && (Luck + 5) > rn2(20)) {
2762 /* chance per item of sustaining damage:
2763 * max luck (full moon): 5%
2764 * max luck (elsewhen): 10%
2765 * avg luck (Luck==0): 75%
2766 * awful luck (Luck<-4): 100%
2767 */
2768 continue;
2769 } else if (obj->oclass == SCROLL_CLASS || obj->oclass == SPBOOK_CLASS) {
2770 if (obj->otyp == SCR_FIRE || obj->otyp == SPE_FIREBALL)
2771 continue;
2772 if (obj->otyp == SPE_BOOK_OF_THE_DEAD) {
2773 if (in_sight) pline("Smoke rises from %s.", the(xname(obj)));
2774 continue;
2775 }
2776 dindx = (obj->oclass == SCROLL_CLASS) ? 2 : 3;
2777 if (in_sight)
2778 pline("%s %s.", Yname2(obj), (obj->quan > 1) ?
2779 destroy_strings[dindx*3 + 1] : destroy_strings[dindx*3]);
2780 delobj(obj);
2781 retval++;
2782 } else if (obj->oclass == POTION_CLASS) {
2783 dindx = 1;
2784 if (in_sight)
2785 pline("%s %s.", Yname2(obj), (obj->quan > 1) ?
2786 destroy_strings[dindx*3 + 1] : destroy_strings[dindx*3]);
2787 delobj(obj);
2788 retval++;
2789 } else if (is_flammable(obj) && obj->oeroded < MAX_ERODE &&
2790 !(obj->oerodeproof || (obj->blessed && !rnl(4)))) {
2791 if (in_sight) {
2792 pline("%s %s%s.", Yname2(obj), otense(obj, "burn"),
2793 obj->oeroded+1 == MAX_ERODE ? " completely" :
2794 obj->oeroded ? " further" : "");
2795 }
2796 obj->oeroded++;
2797 }
2798 }
2799
2800 if (retval && !in_sight)
2801 You("smell smoke.");
2802 return retval;
2803 }
2804
2805 void
water_damage(obj,force,here)2806 water_damage(obj, force, here)
2807 register struct obj *obj;
2808 register boolean force, here;
2809 {
2810 /* Dips in the Lethe are a very poor idea */
2811 int luckpenalty = level.flags.lethe? 7 : 0;
2812 struct obj *otmp;
2813
2814 /* Scrolls, spellbooks, potions, weapons and
2815 pieces of armor may get affected by the water */
2816 for (; obj; obj = otmp) {
2817 otmp = here ? obj->nexthere : obj->nobj;
2818
2819 (void) snuff_lit(obj);
2820
2821 if(obj->otyp == CAN_OF_GREASE && obj->spe > 0) {
2822 continue;
2823 } else if(obj->greased) {
2824 if (force || !rn2(2)) obj->greased = 0;
2825 } else if(Is_container(obj) && !Is_box(obj) &&
2826 (obj->otyp != OILSKIN_SACK || (obj->cursed && !rn2(3)))) {
2827 water_damage(obj->cobj, force, FALSE);
2828 } else if (!force && (Luck - luckpenalty + 5) > rn2(20)) {
2829 /* chance per item of sustaining damage:
2830 * max luck (full moon): 5%
2831 * max luck (elsewhen): 10%
2832 * avg luck (Luck==0): 75%
2833 * awful luck (Luck<-4): 100%
2834 * If this is the Lethe, things are much worse.
2835 */
2836 continue;
2837 /* An oil skin cloak protects your body armor */
2838 } else if( obj->oclass == ARMOR_CLASS
2839 && obj == uarm
2840 && uarmc
2841 && uarmc->otyp == OILSKIN_CLOAK
2842 && (!uarmc->cursed || rn2(3))) {
2843 continue;
2844 } else {
2845 /* The Lethe strips blessed and cursed status... */
2846 if (level.flags.lethe) {
2847 uncurse(obj);
2848 unbless(obj);
2849 }
2850
2851 switch (obj->oclass) {
2852 case SCROLL_CLASS:
2853 #ifdef MAIL
2854 if (obj->otyp != SCR_MAIL)
2855 #endif
2856 {
2857 /* The Lethe sometimes does a little rewrite */
2858 obj->otyp = (level.flags.lethe && !rn2(10)) ?
2859 SCR_AMNESIA : SCR_BLANK_PAPER;
2860 obj->spe = 0;
2861 }
2862 break;
2863 case SPBOOK_CLASS:
2864 /* Spell books get blanked... */
2865 if (obj->otyp == SPE_BOOK_OF_THE_DEAD)
2866 pline("Steam rises from %s.", the(xname(obj)));
2867 else obj->otyp = SPE_BLANK_PAPER;
2868 break;
2869 case POTION_CLASS:
2870 if (obj->otyp == POT_ACID) {
2871 /* damage player/monster? */
2872 pline("A potion explodes!");
2873 delobj(obj);
2874 continue;
2875 } else
2876 /* Potions turn to water or amnesia... */
2877 if (level.flags.lethe) {
2878 if (obj->otyp == POT_WATER)
2879 obj->otyp = POT_AMNESIA;
2880 else if (obj->otyp != POT_AMNESIA) {
2881 obj->otyp = POT_WATER;
2882 obj->odiluted = 0;
2883 }
2884 } else if (obj->odiluted || obj->otyp == POT_AMNESIA) {
2885 obj->otyp = POT_WATER;
2886 obj->blessed = obj->cursed = 0;
2887 obj->odiluted = 0;
2888 } else if (obj->otyp != POT_WATER)
2889 obj->odiluted++;
2890 break;
2891 case GEM_CLASS:
2892 if (level.flags.lethe && (obj->otyp == LUCKSTONE
2893 || obj->otyp == LOADSTONE
2894 || obj->otyp == HEALTHSTONE
2895 || obj->otyp == TOUCHSTONE))
2896 obj->otyp = FLINT;
2897 break;
2898 case TOOL_CLASS:
2899 if (level.flags.lethe) {
2900 switch (obj->otyp) {
2901 case MAGIC_LAMP:
2902 obj->otyp = OIL_LAMP;
2903 break;
2904 case MAGIC_CANDLE:
2905 obj->otyp = rn2(2)? WAX_CANDLE : TALLOW_CANDLE;
2906 break;
2907 case MAGIC_WHISTLE:
2908 obj->otyp = TIN_WHISTLE;
2909 break;
2910 case MAGIC_FLUTE:
2911 obj->otyp = WOODEN_FLUTE;
2912 obj->spe = 0;
2913 break;
2914 case MAGIC_HARP:
2915 obj->otyp = WOODEN_HARP;
2916 obj->spe = 0;
2917 break;
2918 case FIRE_HORN:
2919 case FROST_HORN:
2920 case HORN_OF_PLENTY:
2921 obj->otyp = TOOLED_HORN;
2922 obj->spe = 0;
2923 break;
2924 case DRUM_OF_EARTHQUAKE:
2925 obj->otyp = LEATHER_DRUM;
2926 obj->spe = 0;
2927 break;
2928 }
2929 }
2930
2931 /* Drop through */
2932 /* Weapons, armor and tools may be disenchanted... */
2933 /* Wands and rings lose a charge... */
2934 case WEAPON_CLASS:
2935 case ARMOR_CLASS:
2936 case WAND_CLASS:
2937 case RING_CLASS:
2938 if ( level.flags.lethe
2939 && ( obj->oclass == WEAPON_CLASS
2940 || obj->oclass == ARMOR_CLASS
2941 || obj->oclass == WAND_CLASS
2942 || obj->oclass == RING_CLASS
2943 || is_weptool(obj) )) {
2944
2945 /* Shift enchantment one step closer to 0 */
2946 if (obj->spe > 0) drain_item(obj);
2947 }
2948
2949 /* Magic markers run... */
2950 if ( level.flags.lethe
2951 && obj->otyp == MAGIC_MARKER ) {
2952 obj->spe -= (3 + rn2(10));
2953 if (obj->spe < 0) obj->spe = 0;
2954 }
2955
2956 /* Drop through for rusting effects... */
2957 /* Weapons, armor, tools and other things may rust... */
2958 default:
2959 if (is_rustprone(obj) && obj->oeroded < MAX_ERODE &&
2960 !(obj->oerodeproof ||
2961 (obj->blessed && !rnl(4))))
2962 obj->oeroded++;
2963 /* The Lethe may unfooproof the item... */
2964 if (level.flags.lethe
2965 && obj->oerodeproof && !rn2(5))
2966 obj->oerodeproof = FALSE;
2967 }
2968 }
2969 }
2970 }
2971
2972 /*
2973 * This function is potentially expensive - rolling
2974 * inventory list multiple times. Luckily it's seldom needed.
2975 * Returns TRUE if disrobing made player unencumbered enough to
2976 * crawl out of the current predicament.
2977 */
2978 STATIC_OVL boolean
emergency_disrobe(lostsome)2979 emergency_disrobe(lostsome)
2980 boolean *lostsome;
2981 {
2982 int invc = inv_cnt();
2983
2984 while (near_capacity() > (Punished ? UNENCUMBERED : SLT_ENCUMBER)) {
2985 register struct obj *obj, *otmp = (struct obj *)0;
2986 register int i;
2987
2988 /* Pick a random object */
2989 if (invc > 0) {
2990 i = rn2(invc);
2991 for (obj = invent; obj; obj = obj->nobj) {
2992 /*
2993 * Undroppables are: body armor, boots, gloves,
2994 * amulets, and rings because of the time and effort
2995 * in removing them + loadstone and other cursed stuff
2996 * for obvious reasons.
2997 */
2998 if (!((obj->otyp == LOADSTONE && obj->cursed) ||
2999 obj == uamul || obj == uleft || obj == uright ||
3000 obj == ublindf || obj == uarm || obj == uarmc ||
3001 obj == uarmg || obj == uarmf ||
3002 #ifdef TOURIST
3003 obj == uarmu ||
3004 #endif
3005 (obj->cursed && (obj == uarmh || obj == uarms)) ||
3006 welded(obj)))
3007 otmp = obj;
3008 /* reached the mark and found some stuff to drop? */
3009 if (--i < 0 && otmp) break;
3010
3011 /* else continue */
3012 }
3013 }
3014 #ifndef GOLDOBJ
3015 if (!otmp) {
3016 /* Nothing available left to drop; try gold */
3017 if (u.ugold) {
3018 pline("In desperation, you drop your purse.");
3019 /* Hack: gold is not in the inventory, so make a gold object
3020 * and put it at the head of the inventory list.
3021 */
3022 obj = mkgoldobj(u.ugold); /* removes from u.ugold */
3023 obj->in_use = TRUE;
3024 u.ugold = obj->quan; /* put the gold back */
3025 assigninvlet(obj); /* might end up as NOINVSYM */
3026 obj->nobj = invent;
3027 invent = obj;
3028 *lostsome = TRUE;
3029 dropx(obj);
3030 continue; /* Try again */
3031 }
3032 /* We can't even drop gold! */
3033 return (FALSE);
3034 }
3035 #else
3036 if (!otmp) return (FALSE); /* nothing to drop! */
3037 #endif
3038 if (otmp->owornmask) remove_worn_item(otmp, FALSE);
3039 *lostsome = TRUE;
3040 dropx(otmp);
3041 invc--;
3042 }
3043 return(TRUE);
3044 }
3045
3046 /*
3047 * return(TRUE) == player relocated
3048 */
3049 boolean
drown()3050 drown()
3051 {
3052 boolean inpool_ok = FALSE, crawl_ok;
3053 int i, x, y;
3054 const char *sparkle = level.flags.lethe? "sparkling " : "";
3055
3056 /* happily wading in the same contiguous pool */
3057 if (u.uinwater && is_pool(u.ux-u.dx,u.uy-u.dy) &&
3058 (Swimming || Amphibious)) {
3059 /* water effects on objects every now and then */
3060 if (!rn2(5)) inpool_ok = TRUE;
3061 else return(FALSE);
3062 }
3063
3064 if (!u.uinwater) {
3065 You("%s into the %swater%c",
3066 Is_waterlevel(&u.uz) ? "plunge" : "fall",
3067 sparkle,
3068 Amphibious || Swimming ? '.' : '!');
3069 if (!Swimming && !Is_waterlevel(&u.uz))
3070 You("sink like %s.",
3071 Hallucination ? "the Titanic" : "a rock");
3072 }
3073
3074 if (level.flags.lethe) {
3075 /* Bad idea */
3076 You_feel("the sparkling waters of the Lethe sweep away your "
3077 "cares!");
3078 forget(25);
3079 }
3080
3081 water_damage(invent, FALSE, FALSE);
3082
3083 if (u.umonnum == PM_GREMLIN && rn2(3))
3084 (void)split_mon(&youmonst, (struct monst *)0);
3085 else if (u.umonnum == PM_IRON_GOLEM) {
3086 You("rust!");
3087 i = d(2,6);
3088 if (u.mhmax > i) u.mhmax -= i;
3089 losehp(i, "rusting away", KILLED_BY);
3090 }
3091 if (inpool_ok) return(FALSE);
3092
3093 if ((i = number_leashed()) > 0) {
3094 pline_The("leash%s slip%s loose.",
3095 (i > 1) ? "es" : "",
3096 (i > 1) ? "" : "s");
3097 unleash_all();
3098 }
3099
3100 if (Amphibious || Swimming) {
3101 if (Amphibious) {
3102 if (flags.verbose)
3103 pline("But you aren't drowning.");
3104 if (!Is_waterlevel(&u.uz)) {
3105 if (Hallucination)
3106 Your("keel hits the bottom.");
3107 else
3108 You("touch bottom.");
3109 }
3110 }
3111 if (Punished) {
3112 unplacebc();
3113 placebc();
3114 }
3115 vision_recalc(2); /* unsee old position */
3116 u.uinwater = 1;
3117 under_water(1);
3118 vision_full_recalc = 1;
3119 return(FALSE);
3120 }
3121 else if (Swimming && !Is_waterlevel(&u.uz)) {
3122 if (Punished) {
3123 unplacebc();
3124 placebc();
3125 }
3126 u.uinwater = 1;
3127 under_water(1);
3128 vision_full_recalc = 1;
3129 return(FALSE);
3130 }
3131 if ((Teleportation || can_teleport(youmonst.data)) &&
3132 !u.usleep && (Teleport_control || rn2(3) < Luck+2)) {
3133 You("attempt a teleport spell."); /* utcsri!carroll */
3134 if (!level.flags.noteleport) {
3135 (void) dotele();
3136 if(!is_pool(u.ux,u.uy))
3137 return(TRUE);
3138 } else pline_The("attempted teleport spell fails.");
3139 }
3140 #ifdef STEED
3141 if (u.usteed) {
3142 dismount_steed(DISMOUNT_GENERIC);
3143 if(!is_pool(u.ux,u.uy))
3144 return(TRUE);
3145 }
3146 #endif
3147 crawl_ok = FALSE;
3148 x = y = 0; /* lint suppression */
3149 /* if sleeping, wake up now so that we don't crawl out of water
3150 while still asleep; we can't do that the same way that waking
3151 due to combat is handled; note unmul() clears u.usleep */
3152 if (u.usleep) unmul("Suddenly you wake up!");
3153 /* can't crawl if unable to move (crawl_ok flag stays false) */
3154 if (multi < 0 || (Upolyd && !youmonst.data->mmove)) goto crawl;
3155 /* look around for a place to crawl to */
3156 for (i = 0; i < 100; i++) {
3157 x = rn1(3,u.ux - 1);
3158 y = rn1(3,u.uy - 1);
3159 if (goodpos(x, y, &youmonst, 0)) {
3160 crawl_ok = TRUE;
3161 goto crawl;
3162 }
3163 }
3164 /* one more scan */
3165 for (x = u.ux - 1; x <= u.ux + 1; x++)
3166 for (y = u.uy - 1; y <= u.uy + 1; y++)
3167 if (goodpos(x, y, &youmonst, 0)) {
3168 crawl_ok = TRUE;
3169 goto crawl;
3170 }
3171 crawl:
3172 if (crawl_ok) {
3173 boolean lost = FALSE;
3174 /* time to do some strip-tease... */
3175 boolean succ = Is_waterlevel(&u.uz) ? TRUE :
3176 emergency_disrobe(&lost);
3177
3178 You("try to crawl out of the water.");
3179 if (lost)
3180 You("dump some of your gear to lose weight...");
3181 if (succ) {
3182 pline("Pheew! That was close.");
3183 teleds(x,y,TRUE);
3184 return(TRUE);
3185 }
3186 /* still too much weight */
3187 pline("But in vain.");
3188 }
3189 u.uinwater = 1;
3190 You("drown.");
3191 /* [ALI] Vampires return to vampiric form on drowning.
3192 */
3193 if (Upolyd && !Unchanging && Race_if(PM_VAMPIRE)) {
3194 rehumanize();
3195 u.uinwater = 0;
3196 You("fly up out of the water!");
3197 return (TRUE);
3198 }
3199 killer_format = KILLED_BY_AN;
3200 killer = (levl[u.ux][u.uy].typ == POOL || Is_medusa_level(&u.uz)) ?
3201 "pool of water" : "moat";
3202 done(DROWNING);
3203 /* oops, we're still alive. better get out of the water. */
3204 while (!safe_teleds(TRUE)) {
3205 pline("You're still drowning.");
3206 done(DROWNING);
3207 }
3208 if (u.uinwater) {
3209 u.uinwater = 0;
3210 You("find yourself back %s.", Is_waterlevel(&u.uz) ?
3211 "in an air bubble" : "on land");
3212 }
3213 return(TRUE);
3214
3215 }
3216
3217 void
drain_en(n)3218 drain_en(n)
3219 register int n;
3220 {
3221 if (!u.uenmax) return;
3222 You_feel("your magical energy drain away!");
3223 u.uen -= n;
3224 if(u.uen < 0) {
3225 u.uenmax += u.uen;
3226 if(u.uenmax < 0) u.uenmax = 0;
3227 u.uen = 0;
3228 }
3229 flags.botl = 1;
3230 }
3231
3232 int
dountrap()3233 dountrap() /* disarm a trap */
3234 {
3235 if (near_capacity() >= HVY_ENCUMBER) {
3236 pline("You're too strained to do that.");
3237 return 0;
3238 }
3239 if ((nohands(youmonst.data) && !webmaker(youmonst.data)) || !youmonst.data->mmove) {
3240 pline("And just how do you expect to do that?");
3241 return 0;
3242 } else if (u.ustuck && sticks(youmonst.data)) {
3243 pline("You'll have to let go of %s first.", mon_nam(u.ustuck));
3244 return 0;
3245 }
3246 if (u.ustuck || (welded(uwep) && bimanual(uwep))) {
3247 Your("%s seem to be too busy for that.",
3248 makeplural(body_part(HAND)));
3249 return 0;
3250 }
3251 return untrap(FALSE);
3252 }
3253 #endif /* OVLB */
3254 #ifdef OVL2
3255
3256 /* Probability of disabling a trap. Helge Hafting */
3257 STATIC_OVL int
untrap_prob(ttmp)3258 untrap_prob(ttmp)
3259 struct trap *ttmp;
3260 {
3261 int chance = 3;
3262
3263 /* Only spiders know how to deal with webs reliably */
3264 if (ttmp->ttyp == WEB && !webmaker(youmonst.data))
3265 chance = 30;
3266 if (Confusion || Hallucination) chance++;
3267 if (Blind) chance++;
3268 if (Stunned) chance += 2;
3269 if (Fumbling) chance *= 2;
3270 /* Your own traps are better known than others. */
3271 if (ttmp && ttmp->madeby_u) chance--;
3272 if (Role_if(PM_ROGUE)) {
3273 if (rn2(2 * MAXULEV) < u.ulevel) chance--;
3274 if (u.uhave.questart && chance > 1) chance--;
3275 } else if (Role_if(PM_RANGER) && chance > 1) chance--;
3276 return rn2(chance);
3277 }
3278
3279 /* Replace trap with object(s). Helge Hafting */
3280 STATIC_OVL void
cnv_trap_obj(otyp,cnt,ttmp)3281 cnv_trap_obj(otyp, cnt, ttmp)
3282 int otyp;
3283 int cnt;
3284 struct trap *ttmp;
3285 {
3286 struct obj *otmp = mksobj(otyp, TRUE, FALSE);
3287 /* [ALI] Only dart traps are capable of being poisonous */
3288 if (otyp != DART)
3289 otmp->opoisoned = 0;
3290 otmp->quan=cnt;
3291 otmp->owt = weight(otmp);
3292 /* Only dart traps are capable of being poisonous */
3293 if (otyp != DART)
3294 otmp->opoisoned = 0;
3295 place_object(otmp, ttmp->tx, ttmp->ty);
3296 /* Sell your own traps only... */
3297 if (ttmp->madeby_u) sellobj(otmp, ttmp->tx, ttmp->ty);
3298 stackobj(otmp);
3299 newsym(ttmp->tx, ttmp->ty);
3300 deltrap(ttmp);
3301 }
3302
3303 /* while attempting to disarm an adjacent trap, we've fallen into it */
3304 STATIC_OVL void
move_into_trap(ttmp)3305 move_into_trap(ttmp)
3306 struct trap *ttmp;
3307 {
3308 int bc;
3309 xchar x = ttmp->tx, y = ttmp->ty, bx, by, cx, cy;
3310 boolean unused;
3311
3312 /* we know there's no monster in the way, and we're not trapped */
3313 if (!Punished || drag_ball(x, y, &bc, &bx, &by, &cx, &cy, &unused,
3314 TRUE)) {
3315 u.ux0 = u.ux, u.uy0 = u.uy;
3316 u.ux = x, u.uy = y;
3317 u.umoved = TRUE;
3318 newsym(u.ux0, u.uy0);
3319 vision_recalc(1);
3320 check_leash(u.ux0, u.uy0);
3321 if (Punished) move_bc(0, bc, bx, by, cx, cy);
3322 spoteffects(FALSE); /* dotrap() */
3323 exercise(A_WIS, FALSE);
3324 }
3325 }
3326
3327 /* 0: doesn't even try
3328 * 1: tries and fails
3329 * 2: succeeds
3330 */
3331 STATIC_OVL int
try_disarm(ttmp,force_failure)3332 try_disarm(ttmp, force_failure)
3333 struct trap *ttmp;
3334 boolean force_failure;
3335 {
3336 struct monst *mtmp = m_at(ttmp->tx,ttmp->ty);
3337 int ttype = ttmp->ttyp;
3338 boolean under_u = (!u.dx && !u.dy);
3339 boolean holdingtrap = (ttype == BEAR_TRAP || ttype == WEB);
3340
3341 /* Test for monster first, monsters are displayed instead of trap. */
3342 if (mtmp && (!mtmp->mtrapped || !holdingtrap)) {
3343 pline("%s is in the way.", Monnam(mtmp));
3344 return 0;
3345 }
3346 /* We might be forced to move onto the trap's location. */
3347 if (sobj_at(BOULDER, ttmp->tx, ttmp->ty)
3348 && !Passes_walls && !under_u) {
3349 There("is a boulder in your way.");
3350 return 0;
3351 }
3352 /* duplicate tight-space checks from test_move */
3353 if (u.dx && u.dy &&
3354 bad_rock(&youmonst, u.ux, ttmp->ty) &&
3355 bad_rock(&youmonst, ttmp->tx, u.uy)) {
3356 if ((invent && (inv_weight() + weight_cap() > 600)) ||
3357 bigmonst(youmonst.data)) {
3358 /* don't allow untrap if they can't get thru to it */
3359 You("are unable to reach the %s!",
3360 defsyms[trap_to_defsym(ttype)].explanation);
3361 return 0;
3362 }
3363 }
3364 /* untrappable traps are located on the ground. */
3365 if (!can_reach_floor()) {
3366 #ifdef STEED
3367 if (u.usteed && P_SKILL(P_RIDING) < P_BASIC)
3368 You("aren't skilled enough to reach from %s.",
3369 mon_nam(u.usteed));
3370 else
3371 #endif
3372 You("are unable to reach the %s!",
3373 defsyms[trap_to_defsym(ttype)].explanation);
3374 return 0;
3375 }
3376
3377 /* Will our hero succeed? */
3378 if (force_failure || untrap_prob(ttmp)) {
3379 if (rnl(5)) {
3380 pline("Whoops...");
3381 if (mtmp) { /* must be a trap that holds monsters */
3382 if (ttype == BEAR_TRAP) {
3383 if (mtmp->mtame) abuse_dog(mtmp);
3384 if ((mtmp->mhp -= rnd(4)) <= 0) killed(mtmp);
3385 } else if (ttype == WEB) {
3386 if (!webmaker(youmonst.data)) {
3387 struct trap *ttmp2 = maketrap(u.ux, u.uy, WEB);
3388 if (ttmp2) {
3389 pline_The("webbing sticks to you. You're caught too!");
3390 dotrap(ttmp2, NOWEBMSG);
3391 #ifdef STEED
3392 if (u.usteed && u.utrap) {
3393 /* you, not steed, are trapped */
3394 dismount_steed(DISMOUNT_FELL);
3395 }
3396 #endif
3397 }
3398 } else
3399 pline("%s remains entangled.", Monnam(mtmp));
3400 }
3401 } else if (under_u) {
3402 dotrap(ttmp, 0);
3403 } else {
3404 move_into_trap(ttmp);
3405 }
3406 } else {
3407 pline("%s %s is difficult to %s.",
3408 ttmp->madeby_u ? "Your" : under_u ? "This" : "That",
3409 defsyms[trap_to_defsym(ttype)].explanation,
3410 (ttype == WEB) ? "remove" : "disarm");
3411 }
3412 return 1;
3413 }
3414 return 2;
3415 }
3416
3417 STATIC_OVL void
reward_untrap(ttmp,mtmp)3418 reward_untrap(ttmp, mtmp)
3419 struct trap *ttmp;
3420 struct monst *mtmp;
3421 {
3422 if (!ttmp->madeby_u) {
3423 if (rnl(10) < 8 && !mtmp->mpeaceful &&
3424 !mtmp->msleeping && !mtmp->mfrozen &&
3425 !mindless(mtmp->data) &&
3426 mtmp->data->mlet != S_HUMAN) {
3427 mtmp->mpeaceful = 1;
3428 set_malign(mtmp); /* reset alignment */
3429 pline("%s is grateful.", Monnam(mtmp));
3430 }
3431 /* Helping someone out of a trap is a nice thing to do,
3432 * A lawful may be rewarded, but not too often. */
3433 if (!rn2(3) && !rnl(8) && u.ualign.type == A_LAWFUL) {
3434 adjalign(1);
3435 You_feel("that you did the right thing.");
3436 }
3437 }
3438 }
3439
3440 STATIC_OVL int
disarm_holdingtrap(ttmp)3441 disarm_holdingtrap(ttmp) /* Helge Hafting */
3442 struct trap *ttmp;
3443 {
3444 struct monst *mtmp;
3445 int fails = try_disarm(ttmp, FALSE);
3446
3447 if (fails < 2) return fails;
3448
3449 /* ok, disarm it. */
3450
3451 /* untrap the monster, if any.
3452 There's no need for a cockatrice test, only the trap is touched */
3453 if ((mtmp = m_at(ttmp->tx,ttmp->ty)) != 0) {
3454 mtmp->mtrapped = 0;
3455 You("remove %s %s from %s.", the_your[ttmp->madeby_u],
3456 (ttmp->ttyp == BEAR_TRAP) ? "bear trap" : "webbing",
3457 mon_nam(mtmp));
3458 reward_untrap(ttmp, mtmp);
3459 } else {
3460 if (ttmp->ttyp == BEAR_TRAP) {
3461 You("disarm %s bear trap.", the_your[ttmp->madeby_u]);
3462 cnv_trap_obj(BEARTRAP, 1, ttmp);
3463 } else /* if (ttmp->ttyp == WEB) */ {
3464 You("succeed in removing %s web.", the_your[ttmp->madeby_u]);
3465 deltrap(ttmp);
3466 }
3467 }
3468 newsym(u.ux + u.dx, u.uy + u.dy);
3469 return 1;
3470 }
3471
3472 STATIC_OVL int
disarm_landmine(ttmp)3473 disarm_landmine(ttmp) /* Helge Hafting */
3474 struct trap *ttmp;
3475 {
3476 int fails = try_disarm(ttmp, FALSE);
3477
3478 if (fails < 2) return fails;
3479 You("disarm %s land mine.", the_your[ttmp->madeby_u]);
3480 cnv_trap_obj(LAND_MINE, 1, ttmp);
3481 return 1;
3482 }
3483
3484 STATIC_OVL int
disarm_rust_trap(ttmp)3485 disarm_rust_trap(ttmp) /* Paul Sonier */
3486 struct trap *ttmp;
3487 {
3488 xchar trapx = ttmp->tx, trapy = ttmp->ty;
3489 int fails = try_disarm(ttmp, FALSE);
3490
3491 if (fails < 2) return fails;
3492 You("disarm the water trap!");
3493 deltrap(ttmp);
3494 levl[trapx][trapy].typ = FOUNTAIN;
3495 newsym(trapx, trapy);
3496 level.flags.nfountains++;
3497 return 1;
3498 }
3499
3500 /* getobj will filter down to cans of grease and known potions of oil */
3501
3502 static NEARDATA const char oil[] = { ALL_CLASSES, TOOL_CLASS, POTION_CLASS, 0 };
3503 static NEARDATA const char disarmpotion[] = { ALL_CLASSES, POTION_CLASS, 0 };
3504
3505 /* water disarms, oil will explode */
3506 STATIC_OVL int
disarm_fire_trap(ttmp)3507 disarm_fire_trap(ttmp) /* Paul Sonier */
3508 struct trap *ttmp;
3509 {
3510 int fails;
3511 struct obj *obj;
3512 boolean bad_tool;
3513
3514 obj = getobj(disarmpotion, "untrap with");
3515 if (!obj) return 0;
3516
3517 if (obj->otyp == POT_OIL)
3518 {
3519 Your("potion of oil explodes!");
3520 splatter_burning_oil(ttmp->tx,ttmp->ty);
3521 delobj(obj);
3522 return 1;
3523 }
3524
3525 bad_tool = (obj->cursed ||
3526 (obj->otyp != POT_WATER));
3527 fails = try_disarm(ttmp, bad_tool);
3528 if (fails < 2) return fails;
3529
3530 useup(obj);
3531 makeknown(POT_WATER);
3532 You("manage to extinguish the pilot light!");
3533 cnv_trap_obj(POT_OIL, 4 - rnl(4), ttmp);
3534 more_experienced(1, 5);
3535 newexplevel();
3536 return 1;
3537 }
3538
3539 /* it may not make much sense to use grease on floor boards, but so what? */
3540 STATIC_OVL int
disarm_squeaky_board(ttmp)3541 disarm_squeaky_board(ttmp)
3542 struct trap *ttmp;
3543 {
3544 struct obj *obj;
3545 boolean bad_tool;
3546 int fails, trapx = ttmp->tx, trapy = ttmp->ty;
3547
3548 obj = getobj(oil, "untrap with");
3549 if (!obj) return 0;
3550
3551 bad_tool = (obj->cursed ||
3552 ((obj->otyp != POT_OIL || obj->lamplit) &&
3553 (obj->otyp != CAN_OF_GREASE || !obj->spe)));
3554
3555 fails = try_disarm(ttmp, bad_tool);
3556 if (fails < 2) return fails;
3557
3558 /* successfully used oil or grease to fix squeaky board */
3559 if (obj->otyp == CAN_OF_GREASE) {
3560 consume_obj_charge(obj, TRUE);
3561 } else {
3562 useup(obj); /* oil */
3563 makeknown(POT_OIL);
3564 }
3565 You("repair the squeaky board."); /* no madeby_u */
3566 deltrap(ttmp);
3567 newsym(trapx, trapy);
3568 more_experienced(1, 5);
3569 return 1;
3570 }
3571
3572 /* removes traps that shoot arrows, darts, etc. */
3573 STATIC_OVL int
disarm_shooting_trap(ttmp,otyp)3574 disarm_shooting_trap(ttmp, otyp)
3575 struct trap *ttmp;
3576 int otyp;
3577 {
3578 int fails = try_disarm(ttmp, FALSE);
3579
3580 if (fails < 2) return fails;
3581 You("disarm %s trap.", the_your[ttmp->madeby_u]);
3582 cnv_trap_obj(otyp, 50-rnl(50), ttmp);
3583 return 1;
3584 }
3585
3586 /* Is the weight too heavy?
3587 * Formula as in near_capacity() & check_capacity() */
3588 STATIC_OVL int
try_lift(mtmp,ttmp,wt,stuff)3589 try_lift(mtmp, ttmp, wt, stuff)
3590 struct monst *mtmp;
3591 struct trap *ttmp;
3592 int wt;
3593 boolean stuff;
3594 {
3595 int wc = weight_cap();
3596
3597 if (((wt * 2) / wc) >= HVY_ENCUMBER) {
3598 pline("%s is %s for you to lift.", Monnam(mtmp),
3599 stuff ? "carrying too much" : "too heavy");
3600 if (!ttmp->madeby_u && !mtmp->mpeaceful && mtmp->mcanmove &&
3601 !mindless(mtmp->data) &&
3602 mtmp->data->mlet != S_HUMAN && rnl(10) < 3) {
3603 mtmp->mpeaceful = 1;
3604 set_malign(mtmp); /* reset alignment */
3605 pline("%s thinks it was nice of you to try.", Monnam(mtmp));
3606 }
3607 return 0;
3608 }
3609 return 1;
3610 }
3611
3612 /* Help trapped monster (out of a (spiked) pit) */
3613 STATIC_OVL int
help_monster_out(mtmp,ttmp)3614 help_monster_out(mtmp, ttmp)
3615 struct monst *mtmp;
3616 struct trap *ttmp;
3617 {
3618 int wt;
3619 struct obj *otmp;
3620 boolean uprob;
3621
3622 /*
3623 * This works when levitating too -- consistent with the ability
3624 * to hit monsters while levitating.
3625 *
3626 * Should perhaps check that our hero has arms/hands at the
3627 * moment. Helping can also be done by engulfing...
3628 *
3629 * Test the monster first - monsters are displayed before traps.
3630 */
3631 if (!mtmp->mtrapped) {
3632 pline("%s isn't trapped.", Monnam(mtmp));
3633 return 0;
3634 }
3635 /* Do you have the necessary capacity to lift anything? */
3636 if (check_capacity((char *)0)) return 1;
3637
3638 /* Will our hero succeed? */
3639 if ((uprob = untrap_prob(ttmp)) && !mtmp->msleeping && mtmp->mcanmove) {
3640 You("try to reach out your %s, but %s backs away skeptically.",
3641 makeplural(body_part(ARM)),
3642 mon_nam(mtmp));
3643 return 1;
3644 }
3645
3646
3647 /* is it a cockatrice?... */
3648 if (touch_petrifies(mtmp->data) && !uarmg && !Stone_resistance) {
3649 You("grab the trapped %s using your bare %s.",
3650 mtmp->data->mname, makeplural(body_part(HAND)));
3651
3652 if (poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))
3653 display_nhwindow(WIN_MESSAGE, FALSE);
3654 else {
3655 char kbuf[BUFSZ];
3656
3657 Sprintf(kbuf, "trying to help %s out of a pit",
3658 an(mtmp->data->mname));
3659 instapetrify(kbuf);
3660 return 1;
3661 }
3662 }
3663 /* need to do cockatrice check first if sleeping or paralyzed */
3664 if (uprob) {
3665 You("try to grab %s, but cannot get a firm grasp.",
3666 mon_nam(mtmp));
3667 if (mtmp->msleeping) {
3668 mtmp->msleeping = 0;
3669 pline("%s awakens.", Monnam(mtmp));
3670 }
3671 return 1;
3672 }
3673
3674 You("reach out your %s and grab %s.",
3675 makeplural(body_part(ARM)), mon_nam(mtmp));
3676
3677 if (mtmp->msleeping) {
3678 mtmp->msleeping = 0;
3679 pline("%s awakens.", Monnam(mtmp));
3680 } else if (mtmp->mfrozen && !rn2(mtmp->mfrozen)) {
3681 /* After such manhandling, perhaps the effect wears off */
3682 mtmp->mcanmove = 1;
3683 mtmp->mfrozen = 0;
3684 pline("%s stirs.", Monnam(mtmp));
3685 }
3686
3687 /* is the monster too heavy? */
3688 wt = inv_weight() + mtmp->data->cwt;
3689 if (!try_lift(mtmp, ttmp, wt, FALSE)) return 1;
3690
3691 /* is the monster with inventory too heavy? */
3692 for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
3693 wt += otmp->owt;
3694 if (!try_lift(mtmp, ttmp, wt, TRUE)) return 1;
3695
3696 You("pull %s out of the pit.", mon_nam(mtmp));
3697 mtmp->mtrapped = 0;
3698 fill_pit(mtmp->mx, mtmp->my);
3699 reward_untrap(ttmp, mtmp);
3700 return 1;
3701 }
3702
3703 int
untrap(force)3704 untrap(force)
3705 boolean force;
3706 {
3707 register struct obj *otmp;
3708 register boolean confused = (Confusion > 0 || Hallucination > 0);
3709 register int x,y;
3710 int ch;
3711 struct trap *ttmp;
3712 struct monst *mtmp;
3713 boolean trap_skipped = FALSE;
3714 boolean box_here = FALSE;
3715 boolean deal_with_floor_trap = FALSE;
3716 char the_trap[BUFSZ], qbuf[QBUFSZ];
3717 int containercnt = 0;
3718
3719 if(!getdir((char *)0)) return(0);
3720 x = u.ux + u.dx;
3721 y = u.uy + u.dy;
3722
3723 for(otmp = level.objects[x][y]; otmp; otmp = otmp->nexthere) {
3724 if(Is_box(otmp) && !u.dx && !u.dy) {
3725 box_here = TRUE;
3726 containercnt++;
3727 if (containercnt > 1) break;
3728 }
3729 }
3730
3731 if ((ttmp = t_at(x,y)) && ttmp->tseen) {
3732 deal_with_floor_trap = TRUE;
3733 Strcpy(the_trap, the(defsyms[trap_to_defsym(ttmp->ttyp)].explanation));
3734 if (box_here) {
3735 if (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT) {
3736 You_cant("do much about %s%s.",
3737 the_trap, u.utrap ?
3738 " that you're stuck in" :
3739 " while standing on the edge of it");
3740 trap_skipped = TRUE;
3741 deal_with_floor_trap = FALSE;
3742 } else {
3743 Sprintf(qbuf, "There %s and %s here. %s %s?",
3744 (containercnt == 1) ? "is a container" : "are containers",
3745 an(defsyms[trap_to_defsym(ttmp->ttyp)].explanation),
3746 ttmp->ttyp == WEB ? "Remove" : "Disarm", the_trap);
3747 switch (ynq(qbuf)) {
3748 case 'q': return(0);
3749 case 'n': trap_skipped = TRUE;
3750 deal_with_floor_trap = FALSE;
3751 break;
3752 }
3753 }
3754 }
3755 if (deal_with_floor_trap) {
3756 if (u.utrap) {
3757 You("cannot deal with %s while trapped%s!", the_trap,
3758 (x == u.ux && y == u.uy) ? " in it" : "");
3759 return 1;
3760 }
3761 switch(ttmp->ttyp) {
3762 case BEAR_TRAP:
3763 case WEB:
3764 return disarm_holdingtrap(ttmp);
3765 case LANDMINE:
3766 return disarm_landmine(ttmp);
3767 case SQKY_BOARD:
3768 return disarm_squeaky_board(ttmp);
3769 case DART_TRAP:
3770 return disarm_shooting_trap(ttmp, DART);
3771 case ARROW_TRAP:
3772 return disarm_shooting_trap(ttmp, ARROW);
3773 case RUST_TRAP:
3774 return disarm_rust_trap(ttmp);
3775 case FIRE_TRAP:
3776 return disarm_fire_trap(ttmp);
3777 case PIT:
3778 case SPIKED_PIT:
3779 if (!u.dx && !u.dy) {
3780 You("are already on the edge of the pit.");
3781 return 0;
3782 }
3783 if (!(mtmp = m_at(x,y))) {
3784 pline("Try filling the pit instead.");
3785 return 0;
3786 }
3787 return help_monster_out(mtmp, ttmp);
3788 default:
3789 You("cannot disable %s trap.", (u.dx || u.dy) ? "that" : "this");
3790 return 0;
3791 }
3792 }
3793 } /* end if */
3794
3795 if(!u.dx && !u.dy) {
3796 for(otmp = level.objects[x][y]; otmp; otmp = otmp->nexthere)
3797 if(Is_box(otmp)) {
3798 Sprintf(qbuf, "There is %s here. Check it for traps?",
3799 safe_qbuf("", sizeof("There is here. Check it for traps?"),
3800 doname(otmp), an(simple_typename(otmp->otyp)), "a box"));
3801 switch (ynq(qbuf)) {
3802 case 'q': return(0);
3803 case 'n': continue;
3804 }
3805 #ifdef STEED
3806 if (u.usteed && P_SKILL(P_RIDING) < P_BASIC) {
3807 You("aren't skilled enough to reach from %s.",
3808 mon_nam(u.usteed));
3809 return(0);
3810 }
3811 #endif
3812 if((otmp->otrapped && (force || (!confused
3813 && rn2(MAXULEV + 1 - u.ulevel) < 10)))
3814 || (!force && confused && !rn2(3))) {
3815 You("find a trap on %s!", the(xname(otmp)));
3816 if (!confused) exercise(A_WIS, TRUE);
3817
3818 switch (ynq("Disarm it?")) {
3819 case 'q': return(1);
3820 case 'n': trap_skipped = TRUE; continue;
3821 }
3822
3823 if(otmp->otrapped) {
3824 exercise(A_DEX, TRUE);
3825 ch = ACURR(A_DEX) + u.ulevel;
3826 if (Role_if(PM_ROGUE)) ch *= 2;
3827 if(!force && (confused || Fumbling ||
3828 rnd(75+level_difficulty()/2) > ch)) {
3829 (void) chest_trap(otmp, FINGER, TRUE);
3830 } else {
3831 You("disarm it!");
3832 otmp->otrapped = 0;
3833 }
3834 } else pline("That %s was not trapped.", xname(otmp));
3835 return(1);
3836 } else {
3837 You("find no traps on %s.", the(xname(otmp)));
3838 return(1);
3839 }
3840 }
3841
3842 You(trap_skipped ? "find no other traps here."
3843 : "know of no traps here.");
3844 return(0);
3845 }
3846
3847 if ((mtmp = m_at(x,y)) &&
3848 mtmp->m_ap_type == M_AP_FURNITURE &&
3849 (mtmp->mappearance == S_hcdoor ||
3850 mtmp->mappearance == S_vcdoor) &&
3851 !Protection_from_shape_changers) {
3852
3853 stumble_onto_mimic(mtmp);
3854 return(1);
3855 }
3856
3857 if (!IS_DOOR(levl[x][y].typ)) {
3858 if ((ttmp = t_at(x,y)) && ttmp->tseen)
3859 You("cannot disable that trap.");
3860 else
3861 You("know of no traps there.");
3862 return(0);
3863 }
3864
3865 switch (levl[x][y].doormask) {
3866 case D_NODOOR:
3867 You("%s no door there.", Blind ? "feel" : "see");
3868 return(0);
3869 case D_ISOPEN:
3870 pline("This door is safely open.");
3871 return(0);
3872 case D_BROKEN:
3873 pline("This door is broken.");
3874 return(0);
3875 }
3876
3877 if ((levl[x][y].doormask & D_TRAPPED
3878 && (force ||
3879 (!confused && rn2(MAXULEV - u.ulevel + 11) < 10)))
3880 || (!force && confused && !rn2(3))) {
3881 You("find a trap on the door!");
3882 exercise(A_WIS, TRUE);
3883 if (ynq("Disarm it?") != 'y') return(1);
3884 if (levl[x][y].doormask & D_TRAPPED) {
3885 ch = 15 + (Role_if(PM_ROGUE) ? u.ulevel*3 : u.ulevel);
3886 exercise(A_DEX, TRUE);
3887 if(!force && (confused || Fumbling ||
3888 rnd(75+level_difficulty()/2) > ch)) {
3889 You("set it off!");
3890 b_trapped("door", FINGER);
3891 levl[x][y].doormask = D_NODOOR;
3892 unblock_point(x, y);
3893 newsym(x, y);
3894 /* (probably ought to charge for this damage...) */
3895 if (*in_rooms(x, y, SHOPBASE)) add_damage(x, y, 0L);
3896 } else {
3897 You("disarm it!");
3898 levl[x][y].doormask &= ~D_TRAPPED;
3899 }
3900 } else pline("This door was not trapped.");
3901 return(1);
3902 } else {
3903 You("find no traps on the door.");
3904 return(1);
3905 }
3906 }
3907 #endif /* OVL2 */
3908 #ifdef OVLB
3909
3910 /* only called when the player is doing something to the chest directly */
3911 boolean
chest_trap(obj,bodypart,disarm)3912 chest_trap(obj, bodypart, disarm)
3913 register struct obj *obj;
3914 register int bodypart;
3915 boolean disarm;
3916 {
3917 register struct obj *otmp = obj, *otmp2;
3918 char buf[80];
3919 const char *msg;
3920 coord cc;
3921
3922 if (get_obj_location(obj, &cc.x, &cc.y, 0)) /* might be carried */
3923 obj->ox = cc.x, obj->oy = cc.y;
3924
3925 otmp->otrapped = 0; /* trap is one-shot; clear flag first in case
3926 chest kills you and ends up in bones file */
3927 You(disarm ? "set it off!" : "trigger a trap!");
3928 display_nhwindow(WIN_MESSAGE, FALSE);
3929 if (Luck > -13 && rn2(13+Luck) > 7) { /* saved by luck */
3930 /* trap went off, but good luck prevents damage */
3931 switch (rn2(13)) {
3932 case 12:
3933 case 11: msg = "explosive charge is a dud"; break;
3934 case 10:
3935 case 9: msg = "electric charge is grounded"; break;
3936 case 8:
3937 case 7: msg = "flame fizzles out"; break;
3938 case 6:
3939 case 5:
3940 case 4: msg = "poisoned needle misses"; break;
3941 case 3:
3942 case 2:
3943 case 1:
3944 case 0: msg = "gas cloud blows away"; break;
3945 default: impossible("chest disarm bug"); msg = (char *)0;
3946 break;
3947 }
3948 if (msg) pline("But luckily the %s!", msg);
3949 } else {
3950 switch(rn2(20) ? ((Luck >= 13) ? 0 : rn2(13-Luck)) : rn2(26)) {
3951 case 25:
3952 case 24:
3953 case 23:
3954 case 22:
3955 case 21: {
3956 struct monst *shkp = 0;
3957 long loss = 0L;
3958 boolean costly, insider;
3959 register xchar ox = obj->ox, oy = obj->oy;
3960
3961 /* the obj location need not be that of player */
3962 costly = (costly_spot(ox, oy) &&
3963 (shkp = shop_keeper(*in_rooms(ox, oy,
3964 SHOPBASE))) != (struct monst *)0);
3965 insider = (*u.ushops && inside_shop(u.ux, u.uy) &&
3966 *in_rooms(ox, oy, SHOPBASE) == *u.ushops);
3967
3968 pline("%s!", Tobjnam(obj, "explode"));
3969 Sprintf(buf, "exploding %s", xname(obj));
3970
3971 if(costly)
3972 loss += stolen_value(obj, ox, oy,
3973 (boolean)shkp->mpeaceful, TRUE, TRUE);
3974 delete_contents(obj);
3975 /* we're about to delete all things at this location,
3976 * which could include the ball & chain.
3977 * If we attempt to call unpunish() in the
3978 * for-loop below we can end up with otmp2
3979 * being invalid once the chain is gone.
3980 * Deal with ball & chain right now instead.
3981 */
3982 if (Punished && !carried(uball) &&
3983 ((uchain->ox == u.ux && uchain->oy == u.uy) ||
3984 (uball->ox == u.ux && uball->oy == u.uy)))
3985 unpunish();
3986
3987 for(otmp = level.objects[u.ux][u.uy];
3988 otmp; otmp = otmp2) {
3989 otmp2 = otmp->nexthere;
3990 if(costly)
3991 loss += stolen_value(otmp, otmp->ox,
3992 otmp->oy, (boolean)shkp->mpeaceful,
3993 TRUE, TRUE);
3994 delobj(otmp);
3995 }
3996 wake_nearby();
3997 losehp(d(6,6), buf, KILLED_BY_AN);
3998 exercise(A_STR, FALSE);
3999 if(costly && loss) {
4000 if(insider)
4001 You("owe %ld %s for objects destroyed.",
4002 loss, currency(loss));
4003 else {
4004 You("caused %ld %s worth of damage!",
4005 loss, currency(loss));
4006 make_angry_shk(shkp, ox, oy);
4007 }
4008 }
4009 return TRUE;
4010 }
4011 case 20:
4012 case 19:
4013 case 18:
4014 case 17:
4015 pline("A cloud of noxious gas billows from %s.",
4016 the(xname(obj)));
4017 poisoned("gas cloud", A_STR, "cloud of poison gas",15);
4018 exercise(A_CON, FALSE);
4019 break;
4020 case 16:
4021 case 15:
4022 case 14:
4023 case 13:
4024 You_feel("a needle prick your %s.",body_part(bodypart));
4025 poisoned("needle", A_CON, "poisoned needle",10);
4026 exercise(A_CON, FALSE);
4027 break;
4028 case 12:
4029 case 11:
4030 case 10:
4031 case 9:
4032 dofiretrap(obj);
4033 break;
4034 case 8:
4035 case 7:
4036 case 6: {
4037 int dmg;
4038
4039 You("are jolted by a surge of electricity!");
4040 if(Shock_resistance) {
4041 shieldeff(u.ux, u.uy);
4042 You("don't seem to be affected.");
4043 dmg = 0;
4044 } else
4045 dmg = d(4, 4);
4046 destroy_item(RING_CLASS, AD_ELEC);
4047 destroy_item(WAND_CLASS, AD_ELEC);
4048 if (dmg) losehp(dmg, "electric shock", KILLED_BY_AN);
4049 break;
4050 }
4051 case 5:
4052 case 4:
4053 case 3:
4054 if (!Free_action) {
4055 if (!Free_action) {
4056 pline("Suddenly you are frozen in place!");
4057 nomul(-d(5, 6));
4058 exercise(A_DEX, FALSE);
4059 nomovemsg = You_can_move_again;
4060 } else You("momentarily stiffen.");
4061 } else You("momentarily stiffen.");
4062 break;
4063 case 2:
4064 case 1:
4065 case 0:
4066 pline("A cloud of %s gas billows from %s.",
4067 Blind ? blindgas[rn2(SIZE(blindgas))] :
4068 rndcolor(), the(xname(obj)));
4069 if(!Stunned) {
4070 if (Hallucination)
4071 pline("What a groovy feeling!");
4072 else if (Blind)
4073 You("%s and get dizzy...",
4074 stagger(youmonst.data, "stagger"));
4075 else
4076 You("%s and your vision blurs...",
4077 stagger(youmonst.data, "stagger"));
4078 }
4079 make_stunned(HStun + rn1(7, 16),FALSE);
4080 (void) make_hallucinated(HHallucination + rn1(5, 16),FALSE,0L);
4081 break;
4082 default: impossible("bad chest trap");
4083 break;
4084 }
4085 bot(); /* to get immediate botl re-display */
4086 }
4087 return FALSE;
4088 }
4089
4090 #endif /* OVLB */
4091 #ifdef OVL0
4092
4093 struct trap *
t_at(x,y)4094 t_at(x,y)
4095 register int x, y;
4096 {
4097 register struct trap *trap = ftrap;
4098 while(trap) {
4099 if(trap->tx == x && trap->ty == y) return(trap);
4100 trap = trap->ntrap;
4101 }
4102 return((struct trap *)0);
4103 }
4104
4105 #endif /* OVL0 */
4106 #ifdef OVLB
4107
4108 void
deltrap(trap)4109 deltrap(trap)
4110 register struct trap *trap;
4111 {
4112 register struct trap *ttmp;
4113
4114 if(trap == ftrap)
4115 ftrap = ftrap->ntrap;
4116 else {
4117 for(ttmp = ftrap; ttmp->ntrap != trap; ttmp = ttmp->ntrap) ;
4118 ttmp->ntrap = trap->ntrap;
4119 }
4120 dealloc_trap(trap);
4121 }
4122
4123 boolean
delfloortrap(ttmp)4124 delfloortrap(ttmp)
4125 register struct trap *ttmp;
4126 {
4127 /* Destroy a trap that emanates from the floor. */
4128 /* some of these are arbitrary -dlc */
4129 if (ttmp && ((ttmp->ttyp == SQKY_BOARD) ||
4130 (ttmp->ttyp == BEAR_TRAP) ||
4131 (ttmp->ttyp == LANDMINE) ||
4132 (ttmp->ttyp == FIRE_TRAP) ||
4133 (ttmp->ttyp == PIT) ||
4134 (ttmp->ttyp == SPIKED_PIT) ||
4135 (ttmp->ttyp == HOLE) ||
4136 (ttmp->ttyp == TRAPDOOR) ||
4137 (ttmp->ttyp == TELEP_TRAP) ||
4138 (ttmp->ttyp == LEVEL_TELEP) ||
4139 (ttmp->ttyp == WEB) ||
4140 (ttmp->ttyp == MAGIC_TRAP) ||
4141 (ttmp->ttyp == ANTI_MAGIC))) {
4142 register struct monst *mtmp;
4143
4144 if (ttmp->tx == u.ux && ttmp->ty == u.uy) {
4145 u.utrap = 0;
4146 u.utraptype = 0;
4147 } else if ((mtmp = m_at(ttmp->tx, ttmp->ty)) != 0) {
4148 mtmp->mtrapped = 0;
4149 }
4150 deltrap(ttmp);
4151 return TRUE;
4152 } else
4153 return FALSE;
4154 }
4155
4156 /* used for doors (also tins). can be used for anything else that opens. */
4157 void
b_trapped(item,bodypart)4158 b_trapped(item, bodypart)
4159 register const char *item;
4160 register int bodypart;
4161 {
4162 register int lvl = level_difficulty();
4163 int dmg = rnd(5 + (lvl < 5 ? lvl : 2+lvl/2));
4164
4165 pline("KABOOM!! %s was booby-trapped!", The(item));
4166 wake_nearby();
4167 losehp(dmg, "explosion", KILLED_BY_AN);
4168 exercise(A_STR, FALSE);
4169 if (bodypart) exercise(A_CON, FALSE);
4170 make_stunned(HStun + dmg, TRUE);
4171 }
4172
4173 /* Monster is hit by trap. */
4174 /* Note: doesn't work if both obj and d_override are null */
4175 STATIC_OVL boolean
thitm(tlev,mon,obj,d_override,nocorpse)4176 thitm(tlev, mon, obj, d_override, nocorpse)
4177 int tlev;
4178 struct monst *mon;
4179 struct obj *obj;
4180 int d_override;
4181 boolean nocorpse;
4182 {
4183 int strike;
4184 boolean trapkilled = FALSE;
4185
4186 if (d_override) strike = 1;
4187 else if (obj) strike = (find_mac(mon) + tlev + obj->spe <= rnd(20));
4188 else strike = (find_mac(mon) + tlev <= rnd(20));
4189
4190 /* Actually more accurate than thitu, which doesn't take
4191 * obj->spe into account.
4192 */
4193 if(!strike) {
4194 if (obj && cansee(mon->mx, mon->my))
4195 pline("%s is almost hit by %s!", Monnam(mon), doname(obj));
4196 } else {
4197 int dam = 1;
4198
4199 if (obj && cansee(mon->mx, mon->my))
4200 pline("%s is hit by %s!", Monnam(mon), doname(obj));
4201 if (d_override) dam = d_override;
4202 else if (obj) {
4203 dam = dmgval(obj, mon);
4204 if (dam < 1) dam = 1;
4205 }
4206 if ((mon->mhp -= dam) <= 0) {
4207 int xx = mon->mx;
4208 int yy = mon->my;
4209
4210 monkilled(mon, "", nocorpse ? -AD_RBRE : AD_PHYS);
4211 if (mon->mhp <= 0) {
4212 newsym(xx, yy);
4213 trapkilled = TRUE;
4214 }
4215 }
4216 }
4217 if (obj && (!strike || d_override)) {
4218 place_object(obj, mon->mx, mon->my);
4219 stackobj(obj);
4220 } else if (obj) dealloc_obj(obj);
4221
4222 return trapkilled;
4223 }
4224
4225 boolean
unconscious()4226 unconscious()
4227 {
4228 return((boolean)(multi < 0 && (!nomovemsg ||
4229 u.usleep ||
4230 !strncmp(nomovemsg,"You regain con", 14) ||
4231 !strncmp(nomovemsg,"You are consci", 14))));
4232 }
4233
4234 static const char lava_killer[] = "molten lava";
4235
4236 boolean
lava_effects()4237 lava_effects()
4238 {
4239 register struct obj *obj, *obj2;
4240 int dmg;
4241 boolean usurvive;
4242
4243 burn_away_slime();
4244 if (likes_lava(youmonst.data)) return FALSE;
4245
4246
4247 if (Slimed) {
4248 pline("The slime boils away!");
4249 Slimed = 0;
4250 }
4251
4252 if (!Fire_resistance) {
4253
4254 if(Wwalking) {
4255 dmg = d(6,6);
4256 pline_The("lava here burns you!");
4257 if(dmg < u.uhp) {
4258 losehp(dmg, lava_killer, KILLED_BY);
4259 goto burn_stuff;
4260 }
4261 } else
4262 You("fall into the lava!");
4263
4264 usurvive = Lifesaved || discover;
4265 #ifdef WIZARD
4266 if (wizard) usurvive = TRUE;
4267 #endif
4268 for(obj = invent; obj; obj = obj2) {
4269 obj2 = obj->nobj;
4270 if(is_organic(obj) && !obj->oerodeproof) {
4271 if(obj->owornmask) {
4272 if (usurvive)
4273 Your("%s into flame!", aobjnam(obj, "burst"));
4274
4275 if(obj == uarm) (void) Armor_gone();
4276 else if(obj == uarmc) (void) Cloak_off();
4277 else if(obj == uarmh) (void) Helmet_off();
4278 else if(obj == uarms) (void) Shield_off();
4279 else if(obj == uarmg) (void) Gloves_off();
4280 else if(obj == uarmf) (void) Boots_off();
4281 #ifdef TOURIST
4282 else if(obj == uarmu) setnotworn(obj);
4283 #endif
4284 else if(obj == uleft) Ring_gone(obj);
4285 else if(obj == uright) Ring_gone(obj);
4286 else if(obj == ublindf) Blindf_off(obj);
4287 else if(obj == uamul) Amulet_off();
4288 else if(obj == uwep) uwepgone();
4289 else if (obj == uquiver) uqwepgone();
4290 else if (obj == uswapwep) uswapwepgone();
4291 }
4292 useupall(obj);
4293 }
4294 }
4295
4296 /* s/he died... */
4297 u.uhp = -1;
4298 killer_format = KILLED_BY;
4299 killer = lava_killer;
4300 You("burn to a crisp...");
4301 done(BURNING);
4302 while (!safe_teleds(TRUE)) {
4303 pline("You're still burning.");
4304 done(BURNING);
4305 }
4306 You("find yourself back on solid %s.", surface(u.ux, u.uy));
4307 return(TRUE);
4308 }
4309
4310 if (!Wwalking) {
4311 u.utrap = rn1(4, 4) + (rn1(4, 12) << 8);
4312 u.utraptype = TT_LAVA;
4313 You("sink into the lava, but it only burns slightly!");
4314 if (u.uhp > 1)
4315 losehp(1, lava_killer, KILLED_BY);
4316 }
4317 /* just want to burn boots, not all armor; destroy_item doesn't work on
4318 armor anyway */
4319 burn_stuff:
4320 if(uarmf && !uarmf->oerodeproof && is_organic(uarmf)) {
4321 /* save uarmf value because Boots_off() sets uarmf to null */
4322 obj = uarmf;
4323 Your("%s bursts into flame!", xname(obj));
4324 (void) Boots_off();
4325 useup(obj);
4326 }
4327 destroy_item(SCROLL_CLASS, AD_FIRE);
4328 destroy_item(SPBOOK_CLASS, AD_FIRE);
4329 destroy_item(POTION_CLASS, AD_FIRE);
4330 return(FALSE);
4331 }
4332
4333 #endif /* OVLB */
4334
4335 /*trap.c*/
4336