/*	SCCS Id: @(#)fountain.c	3.1	92/12/19	*/
/*	Copyright Scott R. Turner, srt@ucla, 10/27/86 */
/* NetHack may be freely redistributed.  See license for details. */

/* Code for drinking from fountains. */

#include "hack.h"

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

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

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

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

	if(mons[PM_WATER_DEMON].geno & (G_GENOD | G_EXTINCT)) return;
	if((mtmp = makemon(&mons[PM_WATER_DEMON],u.ux,u.uy))) {
	    if (!Blind)
		You("have unleashed %s!", a_monnam(mtmp));
	    else
		You("feel the presence of evil.");

	/* Give those on low levels a (slightly) better chance of survival */
	    if ( rnd(100) > (80 + level_difficulty())) {
		pline("Grateful for %s release, %s grants you a wish!",
			Blind ? "its" : "his", Blind ? "it" : "he" );
		makewish();
		mongone(mtmp);
	    } else if (t_at(mtmp->mx, mtmp->my))
		(void) mintrap(mtmp);
	}
}

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

	if(mons[PM_WATER_NYMPH].geno & (G_GENOD | G_EXTINCT)) return;
	if((mtmp = makemon(&mons[PM_WATER_NYMPH],u.ux,u.uy))) {
		if (!Blind)
		   You("have attracted %s!", a_monnam(mtmp));
		else
		   You("hear a seductive voice.");
		mtmp->msleep = 0;
		if (t_at(mtmp->mx, mtmp->my))
		    (void) mintrap(mtmp);
	} else
		if (!Blind)
		   pline("A large bubble rises to the surface and pops.");
		else
		   You("hear a loud pop.");
}

void
dogushforth(drinking) /* Gushing forth along LOS from (u.ux, u.uy) */
int drinking;
{
	int madepool = 0;

	do_clear_area(u.ux, u.uy, 7, gush, (genericptr_t)&madepool);
	if (!madepool)
	    if (drinking)
		Your("thirst is quenched.");
	    else
		pline("Water sprays all over you.");
}

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

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

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

	/* Put a pool at x, y */

	levl[x][y].typ = POOL;

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

static void
dofindgem() /* Find a gem in the sparkling waters. */
{
	if (!Blind) You("spot a gem in the sparkling waters!");
	(void) mksobj_at(rnd_class(DILITHIUM_CRYSTAL, LUCKSTONE-1),
						u.ux, u.uy, FALSE);
	levl[u.ux][u.uy].looted |= F_LOOTED;
	newsym(u.ux, u.uy);
	exercise(A_WIS, TRUE);			/* a discovery! */
}

void
dryup(x,y)
xchar x, y;
{
	boolean isyou = (x == u.ux && y == u.uy);

	if (IS_FOUNTAIN(levl[x][y].typ) &&
	    (!rn2(3) || (levl[x][y].looted & F_WARNED))) {
		s_level *slev = Is_special(&u.uz);
		if(isyou && slev && slev->flags.town &&
		   !(levl[x][y].looted & F_WARNED)) {
			struct monst *mtmp;
			levl[x][y].looted |= F_WARNED;
			/* Warn about future fountain use. */
			for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
			    if((mtmp->data == &mons[PM_WATCHMAN] ||
				mtmp->data == &mons[PM_WATCH_CAPTAIN]) &&
			       couldsee(mtmp->mx, mtmp->my) &&
			       mtmp->mpeaceful) {
				pline("%s yells:", Amonnam(mtmp));
				verbalize("Hey, stop using that fountain!");
				break;
			    }
			}
			/* You can see or hear this effect */
			if(!mtmp) pline("The waterflow reduces to a trickle.");
			return;
		}
#ifdef WIZARD
		if (isyou && wizard) {
			if (yn("Dry up fountain?") == 'n')
				return;
		}
#endif
		if (cansee(x,y)) pline("The fountain dries up!");
		levl[x][y].typ = ROOM;
		levl[x][y].looted = 0;
		levl[x][y].blessedftn = 0;
		/* The location is seen if the hero/monster is invisible */
		/* or felt if the hero is blind.			 */
		newsym(x, y);
		level.flags.nfountains--;
		if(isyou && slev && slev->flags.town)
		    (void) angry_guards(FALSE);
	}
}

void
drinkfountain()
{
	/* What happens when you drink from a fountain? */
	register boolean mgkftn = (levl[u.ux][u.uy].blessedftn == 1);
	register int fate = rnd(30);

	if (Levitation) {
		You("are floating high above the fountain.");
		return;
	}

	if (mgkftn && u.uluck >= 0 && fate >= 10) {
		int i, ii, littleluck = (u.uluck < 4);

		pline("Wow!  This makes you feel great!");
		/* blessed restore ability */
		for (ii = 0; ii < A_MAX; ii++)
		    if (ABASE(ii) < AMAX(ii)) {
			ABASE(ii) = AMAX(ii);
			flags.botl = 1;
		    }
		/* gain ability, blessed if "natural" luck is high */
		i = rn2(A_MAX);		/* start at a random attribute */
		for (ii = 0; ii < A_MAX; ii++) {
		    if (adjattrib(i, 1, littleluck ? -1 : 0) && littleluck)
			break;
		    if (++i >= A_MAX) i = 0;
		}
		display_nhwindow(WIN_MESSAGE, FALSE);
		pline("A wisp of vapor escapes the fountain....");
		exercise(A_WIS, TRUE);
		levl[u.ux][u.uy].blessedftn = 0;
		return;
	}

	if (fate < 10) {
		pline("The cool draught refreshes you.");
		u.uhunger += rnd(10); /* don't choke on water */
		newuhs(FALSE);
		if(mgkftn) return;
	} else {
	    switch (fate) {

		case 19: /* Self-knowledge */

			You("feel self-knowledgeable....");
			display_nhwindow(WIN_MESSAGE, FALSE);
			enlightenment(FALSE);
			exercise(A_WIS, TRUE);
			pline("The feeling subsides.");
			break;

		case 20: /* Foul water */

			pline("The water is foul!  You gag and vomit.");
			morehungry(rn1(20, 11));
			vomit();
			break;

		case 21: /* Poisonous */

			pline("The water is contaminated!");
			if (Poison_resistance) {
#ifdef TUTTI_FRUTTI
	   pline("Perhaps it is runoff from the nearby %s farm.", pl_fruit);
#else
	   pline("Perhaps it is runoff from the nearby orange farm.");
#endif
			   losehp(rnd(4),"unrefrigerated sip of juice",
				KILLED_BY_AN);
			   break;
			}
			losestr(rn1(4,3));
			losehp(rnd(10),"contaminated water", KILLED_BY);
			exercise(A_CON, FALSE);
			break;

		case 22: /* Fountain of snakes! */

			dowatersnakes();
			break;

		case 23: /* Water demon */
			dowaterdemon();
			break;

		case 24: /* Curse an item */ {
			register struct obj *obj;

			pline("This water's no good!");
			morehungry(rn1(20, 11));
			exercise(A_CON, FALSE);
			for(obj = invent; obj ; obj = obj->nobj)
				if (!rn2(5))	curse(obj);
			break;
			}

		case 25: /* See invisible */

			You("see an image of someone stalking you.");
			pline("But it disappears.");
			HSee_invisible |= FROMOUTSIDE;
			newsym(u.ux,u.uy);
			exercise(A_WIS, TRUE);
			break;

		case 26: /* See Monsters */

			(void) monster_detect((struct obj *)0, 0);
			exercise(A_WIS, TRUE);
			break;

		case 27: /* Find a gem in the sparkling waters. */

			if (!levl[u.ux][u.uy].looted) {
				dofindgem();
				break;
			}

		case 28: /* Water Nymph */

			dowaternymph();
			break;

		case 29: /* Scare */ {
			register struct monst *mtmp;

			pline("This water gives you bad breath!");
			for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
				mtmp->mflee = 1;
			}
			break;

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

			dogushforth(TRUE);
			break;

		default:

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

void
dipfountain(obj)
register struct obj *obj;
{
	if (Levitation) {
		You("are floating high above the fountain.");
		return;
	}

	/* Don't grant Excalibur when there's more than one object.  */
	/* (quantity could be > 1 if merged daggers got polymorphed) */
	if (obj->otyp == LONG_SWORD && obj->quan == 1L
	    && u.ulevel >= 5 && !rn2(6)
	    && !obj->oartifact
	    && !exist_artifact(LONG_SWORD, artiname(ART_EXCALIBUR))) {
		if (u.ualign.type != A_LAWFUL) {
			/* Ha!  Trying to cheat her. */
			pline("A freezing mist rises from the water and envelopes the sword.");
			pline("The fountain disappears!");
			curse(obj);
			if (obj->spe > -6 && !rn2(3)) obj->spe--;
			obj->oerodeproof = FALSE;
			exercise(A_WIS, FALSE);
		} else {
			/* The lady of the lake acts! - Eric Backus */
			/* Be *REAL* nice */
	  pline("From the murky depths, a hand reaches up to bless the sword.");
			pline("As the hand retreats, the fountain disappears!");
			obj = oname(obj, artiname(ART_EXCALIBUR), 1);
			bless(obj);
			obj->oeroded = 0;
			obj->oerodeproof = TRUE;
			exercise(A_WIS, TRUE);
		}
		levl[u.ux][u.uy].typ = ROOM;
		levl[u.ux][u.uy].looted = 0;
		if(Invisible) newsym(u.ux, u.uy);
		level.flags.nfountains--;
		return;
	} else (void) get_wet(obj);

	switch (rnd(30)) {
		case 16: /* Curse the item */
			curse(obj);
			break;
		case 17:
		case 18:
		case 19:
		case 20: /* Uncurse the item */
			if(obj->cursed) {
			    if (!Blind)
				pline("The water glows for a moment.");
			    uncurse(obj);
			} else {
			    pline("A feeling of loss comes over you.");
			}
			break;
		case 21: /* Water Demon */
			dowaterdemon();
			break;
		case 22: /* Water Nymph */
			dowaternymph();
			break;
		case 23: /* an Endless Stream of Snakes */
			dowatersnakes();
			break;
		case 24: /* Find a gem */
			dofindgem();
			break;
		case 25: /* Water gushes forth */
			dogushforth(FALSE);
			break;
		case 26: /* Strange feeling */
			pline("A strange tingling runs up your %s.",
							body_part(ARM));
			break;
		case 27: /* Strange feeling */
			You("feel a sudden chill.");
			break;
		case 28: /* Strange feeling */
			pline("An urge to take a bath overwhelms you.");
			if (u.ugold > 10) {
			    u.ugold -= somegold() / 10;
			    You("lost some of your gold in the fountain!");
			    levl[u.ux][u.uy].looted &= ~F_LOOTED;
			    exercise(A_WIS, FALSE);
			}
			break;
		case 29: /* You see coins */

		/* We make fountains have more coins the closer you are to the
		 * surface.  After all, there will have been more people going
		 * by.	Just like a shopping mall!  Chris Woodbury  */

		    mkgold((long)
			(rnd((dunlevs_in_dungeon(&u.uz)-dunlev(&u.uz)+1)*2)+5),
			u.ux, u.uy);
		    if (!Blind)
		pline("Far below you, you see coins glistening in the water.");
		    exercise(A_WIS, TRUE);
		    break;
	}
	dryup(u.ux, u.uy);
}

#ifdef SINKS
void
breaksink(x,y)
int x, y;
{
    if(cansee(x,y) || (x == u.ux && y == u.uy))
	pline("The pipes break!  Water spurts out!");
    level.flags.nsinks--;
    levl[x][y].doormask = 0;
    levl[x][y].typ = FOUNTAIN;
    level.flags.nfountains++;
    newsym(x,y);
}

void
drinksink()
{
	if (Levitation) {
		You("are floating high above the sink.");
		return;
	}
	switch(rn2(20)) {
		static struct obj NEARDATA *otmp;
		case 0: You("take a sip of very cold water.");
			break;
		case 1: You("take a sip of very warm water.");
			break;
		case 2: You("take a sip of scalding hot water.");
			if (Fire_resistance)
				pline("It seems quite tasty.");
			else losehp(rnd(6), "sipping boiling water", KILLED_BY);
			break;
		case 3: if (mons[PM_SEWER_RAT].geno & (G_GENOD | G_EXTINCT))
				pline("The sink seems quite dirty.");
			else {
				static struct monst NEARDATA *mtmp;

				mtmp = makemon(&mons[PM_SEWER_RAT], u.ux, u.uy);
				pline("Eek!  There's %s in the sink!",
					Blind ? "something squirmy" :
					a_monnam(mtmp));
			}
			break;
		case 4: do {
				otmp = mkobj(POTION_CLASS,FALSE);
				if (otmp->otyp == POT_WATER) {
					obfree(otmp, (struct obj *)0);
					otmp = (struct obj *) 0;
				}
			} while(!otmp);
			otmp->cursed = otmp->blessed = 0;
			if (Blind)
				pline("The sink emits some odd liquid.");
			else
				pline("The sink emits a stream of %s water.",
				    Hallucination ? hcolor() :
				    OBJ_DESCR(objects[otmp->otyp]));
			otmp->dknown = !(Blind || Hallucination);
			otmp->quan++; /* Avoid panic upon useup() */
			otmp->corpsenm = 1; /* kludge for docall() */
			(void) dopotion(otmp);
			obfree(otmp, (struct obj *)0);
			break;
		case 5: if (!(levl[u.ux][u.uy].looted & S_LRING)) {
			    You("find a ring in the sink!");
			    (void) mkobj_at(RING_CLASS, u.ux, u.uy, TRUE);
			    levl[u.ux][u.uy].looted |= S_LRING;
			    exercise(A_WIS, TRUE);
			} else pline("Some dirty water backs up in the drain.");
			break;
		case 6: breaksink(u.ux,u.uy);
			break;
		case 7: pline("The water moves as though of its own will!");
			if ((mons[PM_WATER_ELEMENTAL].geno & (G_GENOD | G_EXTINCT))
			    || !makemon(&mons[PM_WATER_ELEMENTAL], u.ux, u.uy))
				pline("But it quiets down.");
			break;
		case 8: pline("Yuk, this water tastes awful.");
			more_experienced(1,0);
			newexplevel();
			break;
		case 9: pline("Gaggg... this tastes like sewage!  You vomit.");
			morehungry(rn1(30-ACURR(A_CON), 11));
			vomit();
			break;
#ifdef POLYSELF
		case 10: pline("This water contains toxic wastes!");
			You("undergo a freakish metamorphosis!");
			polyself();
			break;
#endif
		/* more odd messages --JJB */
		case 11: You("hear clanking from the pipes....");
			break;
		case 12: You("hear snatches of song from among the sewers....");
			break;
		case 19: if (Hallucination) {
		   pline("From the murky drain, a hand reaches up... --oops--");
				break;
			}
		default: You("take a sip of %s water.",
			rn2(3) ? (rn2(2) ? "cold" : "warm") : "hot");
	}
}
#endif /* SINKS */

/*fountain.c*/
