Source:SLASH'EM 0.0.7E7F2/sit.c

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Below is the full text to sit.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/sit.c#line123]], for example.

The latest source code for vanilla NetHack is at Source code.


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1.    /*	SCCS Id: @(#)sit.c	3.4	2002/09/21	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    #include "artifact.h"
7.    
8.    void
9.    take_gold()
10.   {
11.   #ifndef GOLDOBJ
12.   	if (u.ugold <= 0)  {
13.   		You_feel("a strange sensation.");
14.   	} else {
15.   		You("notice you have no gold!");
16.   		u.ugold = 0;
17.   		flags.botl = 1;
18.   	}
19.   #else
20.           struct obj *otmp, *nobj;
21.   	int lost_money = 0;
22.   	for (otmp = invent; otmp; otmp = nobj) {
23.   		nobj = otmp->nobj;
24.   		if (otmp->oclass == COIN_CLASS) {
25.   			lost_money = 1;
26.   			delobj(otmp);
27.   		}
28.   	}
29.   	if (!lost_money)  {
30.   		You_feel("a strange sensation.");
31.   	} else {
32.   		You("notice you have no money!");
33.   		flags.botl = 1;
34.   	}
35.   #endif
36.   }
37.   
38.   int
39.   dosit()
40.   {
41.   	static const char sit_message[] = "sit on the %s.";
42.   	register struct trap *trap;
43.   	register int typ = levl[u.ux][u.uy].typ;
44.   
45.   
46.   #ifdef STEED
47.   	if (u.usteed) {
48.   	    You("are already sitting on %s.", mon_nam(u.usteed));
49.   	    return (0);
50.   	}
51.   #endif
52.   
53.   	if(!can_reach_floor())	{
54.   	    if (Levitation)
55.   		You("tumble in place.");
56.   	    else
57.   		You("are sitting on air.");
58.   	    return 0;
59.   	} else if (is_pool(u.ux, u.uy) && !Underwater) {  /* water walking */
60.   	    goto in_water;
61.   	}
62.   
63.   	if(OBJ_AT(u.ux, u.uy)) {
64.   	    register struct obj *obj;
65.   
66.   	    obj = level.objects[u.ux][u.uy];
67.   	    You("sit on %s.", the(xname(obj)));
68.   	    if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
69.   		pline("It's not very comfortable...");
70.   
71.   	} else if ((trap = t_at(u.ux, u.uy)) != 0 ||
72.   		   (u.utrap && (u.utraptype >= TT_LAVA))) {
73.   
74.   	    if (u.utrap) {
75.   		exercise(A_WIS, FALSE);	/* you're getting stuck longer */
76.   		if(u.utraptype == TT_BEARTRAP) {
77.   		    You_cant("sit down with your %s in the bear trap.", body_part(FOOT));
78.   		    u.utrap++;
79.   	        } else if(u.utraptype == TT_PIT) {
80.   		    if(trap->ttyp == SPIKED_PIT) {
81.   			You("sit down on a spike.  Ouch!");
82.   			losehp(1, "sitting on an iron spike", KILLED_BY);
83.   			exercise(A_STR, FALSE);
84.   		    } else
85.   			You("sit down in the pit.");
86.   		    u.utrap += rn2(5);
87.   		} else if(u.utraptype == TT_WEB) {
88.   		    You("sit in the spider web and get entangled further!");
89.   		    u.utrap += rn1(10, 5);
90.   		} else if(u.utraptype == TT_LAVA) {
91.   		    /* Must have fire resistance or they'd be dead already */
92.   		    You("sit in the lava!");
93.   		    u.utrap += rnd(4);
94.   		    losehp(d(2,10), "sitting in lava", KILLED_BY);
95.   		} else if(u.utraptype == TT_INFLOOR) {
96.   		    You_cant("maneuver to sit!");
97.   		    u.utrap++;
98.   		}
99.   	    } else {
100.  	        You("sit down.");
101.  		dotrap(trap, 0);
102.  	    }
103.  	} else if(Underwater || Is_waterlevel(&u.uz)) {
104.  	    if (Is_waterlevel(&u.uz))
105.  		There("are no cushions floating nearby.");
106.  	    else
107.  		You("sit down on the muddy bottom.");
108.  	} else if(is_pool(u.ux, u.uy)) {
109.   in_water:
110.  	    You("sit in the water.");
111.  	    if (!rn2(10) && uarm)
112.  		(void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
113.  	    else if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
114.  		(void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
115.  #ifdef SINKS
116.  	} else if(IS_SINK(typ)) {
117.  
118.  	    You(sit_message, defsyms[S_sink].explanation);
119.  	    Your("%s gets wet.", humanoid(youmonst.data) ? "rump" : "underside");
120.  	} else if(IS_TOILET(typ)) {
121.  	    You(sit_message, defsyms[S_toilet].explanation);
122.  	    if ((!Sick) && (u.uhs > 0)) You("don't have to go...");
123.  	    else {
124.  			if (Role_if(PM_BARBARIAN) || Role_if(PM_CAVEMAN)) You("miss...");
125.  			else You("grunt.");
126.  			if (Sick) make_sick(0L, (char *)0, TRUE, SICK_ALL);
127.  			if (u.uhs == 0) morehungry(rn2(400)+200);
128.  	    }
129.  #endif
130.  	} else if(IS_ALTAR(typ)) {
131.  
132.  	    You(sit_message, defsyms[S_altar].explanation);
133.  	    altar_wrath(u.ux, u.uy);
134.  
135.  	} else if(IS_GRAVE(typ)) {
136.  
137.  	    You(sit_message, defsyms[S_grave].explanation);
138.  
139.  	} else if(typ == STAIRS) {
140.  
141.  	    You(sit_message, "stairs");
142.  
143.  	} else if(typ == LADDER) {
144.  
145.  	    You(sit_message, "ladder");
146.  
147.  	} else if (is_lava(u.ux, u.uy)) {
148.  
149.  	    /* must be WWalking */
150.  	    You(sit_message, "lava");
151.  	    burn_away_slime();
152.  	    if (likes_lava(youmonst.data)) {
153.  		pline_The("lava feels warm.");
154.  		return 1;
155.  	    }
156.  	    pline_The("lava burns you!");
157.  	    if (Slimed) {
158.  	       pline("The slime is burned away!");
159.  	       Slimed = 0;
160.  	    }
161.  	    losehp(d((Fire_resistance ? 2 : 10), 10),
162.  		   "sitting on lava", KILLED_BY);
163.  
164.  	} else if (is_ice(u.ux, u.uy)) {
165.  
166.  	    You(sit_message, defsyms[S_ice].explanation);
167.  	    if (!Cold_resistance) pline_The("ice feels cold.");
168.  
169.  	} else if (typ == DRAWBRIDGE_DOWN) {
170.  
171.  	    You(sit_message, "drawbridge");
172.  
173.  	} else if(IS_THRONE(typ)) {
174.  
175.  	    You(sit_message, defsyms[S_throne].explanation);
176.  	    if (rnd(6) > 4)  {
177.  		switch (rnd(13))  {
178.  		    case 1:
179.  			(void) adjattrib(rn2(A_MAX), -rn1(4,3), FALSE);
180.  			losehp(rnd(10), "cursed throne", KILLED_BY_AN);
181.  			break;
182.  		    case 2:
183.  			(void) adjattrib(rn2(A_MAX), 1, FALSE);
184.  			break;
185.  		    case 3:
186.  			pline("A%s electric shock shoots through your body!",
187.  			      (Shock_resistance) ? "n" : " massive");
188.  			losehp(Shock_resistance ? rnd(6) : rnd(30),
189.  			       "electric chair", KILLED_BY_AN);
190.  			exercise(A_CON, FALSE);
191.  			break;
192.  		    case 4:
193.  			You_feel("much, much better!");
194.  			if (Upolyd) {
195.  			    if (u.mh >= (u.mhmax - 5))  u.mhmax += 4;
196.  			    u.mh = u.mhmax;
197.  			}
198.  			if(u.uhp >= (u.uhpmax - 5))  u.uhpmax += 4;
199.  			u.uhp = u.uhpmax;
200.  			make_blinded(0L,TRUE);
201.  			make_sick(0L, (char *) 0, FALSE, SICK_ALL);
202.  			heal_legs();
203.  			flags.botl = 1;
204.  			break;
205.  		    case 5:
206.  			take_gold();
207.  			break;
208.  		    case 6:
209.  /* ------------===========STEPHEN WHITE'S NEW CODE============------------ */                                                
210.  			if(u.uluck < 7) {
211.  			    You_feel("your luck is changing.");
212.  			    change_luck(5);
213.  			} else	    makewish();
214.  			break;
215.  		    case 7:
216.  			{
217.  			register int cnt = rnd(10);
218.  
219.  			pline("A voice echoes:");
220.  			verbalize("Thy audience hath been summoned, %s!",
221.  				  flags.female ? "Dame" : "Sire");
222.  			while(cnt--)
223.  			    (void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS);
224.  			break;
225.  			}
226.  		    case 8:
227.  			pline("A voice echoes:");
228.  			verbalize("By thy Imperious order, %s...",
229.  				  flags.female ? "Dame" : "Sire");
230.  			do_genocide(5);	/* REALLY|ONTHRONE, see do_genocide() */
231.  			break;
232.  		    case 9:
233.  			pline("A voice echoes:");
234.  	verbalize("A curse upon thee for sitting upon this most holy throne!");
235.  			if (Luck > 0)  {
236.  			    make_blinded(Blinded + rn1(100,250),TRUE);
237.  			} else	    rndcurse();
238.  			break;
239.  		    case 10:
240.  			if (Luck < 0 || (HSee_invisible & INTRINSIC))  {
241.  				if (level.flags.nommap) {
242.  					pline(
243.  					"A terrible drone fills your head!");
244.  					make_confused(HConfusion + rnd(30),
245.  									FALSE);
246.  				} else {
247.  					pline("An image forms in your mind.");
248.  					do_mapping();
249.  				}
250.  			} else  {
251.  				Your("vision becomes clear.");
252.  				HSee_invisible |= FROMOUTSIDE;
253.  				newsym(u.ux, u.uy);
254.  			}
255.  			break;
256.  		    case 11:
257.  			if (Luck < 0)  {
258.  			    You_feel("threatened.");
259.  			    aggravate();
260.  			} else  {
261.  
262.  			    You_feel("a wrenching sensation.");
263.  			    tele();		/* teleport him */
264.  			}
265.  			break;
266.  		    case 12:
267.  			You("are granted an insight!");
268.  			if (invent) {
269.  			    /* rn2(5) agrees w/seffects() */
270.  			    identify_pack(rn2(5));
271.  			}
272.  			break;
273.  		    case 13:
274.  			Your("mind turns into a pretzel!");
275.  			make_confused(HConfusion + rn1(7,16),FALSE);
276.  			break;
277.  		    default:	impossible("throne effect");
278.  				break;
279.  		}
280.  	    } else {
281.  		if (is_prince(youmonst.data))
282.  		    You_feel("very comfortable here.");
283.  		else
284.  		    You_feel("somehow out of place...");
285.  	    }
286.  
287.  	    if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) {
288.  		/* may have teleported */
289.  		levl[u.ux][u.uy].typ = ROOM;
290.  		pline_The("throne vanishes in a puff of logic.");
291.  		newsym(u.ux,u.uy);
292.  	    }
293.  
294.  	} else if (lays_eggs(youmonst.data)) {
295.  		struct obj *uegg;
296.  
297.  		if (!flags.female) {
298.  			pline("Males can't lay eggs!");
299.  			return 0;
300.  		}
301.  
302.  		if (u.uhunger < (int)objects[EGG].oc_nutrition) {
303.  			You("don't have enough energy to lay an egg.");
304.  			return 0;
305.  		}
306.  
307.  		uegg = mksobj(EGG, FALSE, FALSE);
308.  		uegg->spe = 1;
309.  		uegg->quan = 1;
310.  		uegg->owt = weight(uegg);
311.  		uegg->corpsenm = egg_type_from_parent(u.umonnum, FALSE);
312.  		uegg->known = uegg->dknown = 1;
313.  		attach_egg_hatch_timeout(uegg);
314.  		You("lay an egg.");
315.  		dropy(uegg);
316.  		stackobj(uegg);
317.  		morehungry((int)objects[EGG].oc_nutrition);
318.  	} else if (u.uswallow)
319.  		There("are no seats in here!");
320.  	else
321.  		pline("Having fun sitting on the %s?", surface(u.ux,u.uy));
322.  	return(1);
323.  }
324.  
325.  void
326.  rndcurse()			/* curse a few inventory items at random! */
327.  {
328.  	int	nobj = 0;
329.  	int	cnt, onum;
330.  	struct	obj	*otmp;
331.  	static const char mal_aura[] = "feel a malignant aura surround %s.";
332.  
333.  	if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) {
334.  	    You(mal_aura, "the magic-absorbing blade");
335.  	    return;
336.  	}
337.  
338.  	if(Antimagic) {
339.  	    shieldeff(u.ux, u.uy);
340.  	    You(mal_aura, "you");
341.  	}
342.  
343.  	for (otmp = invent; otmp; otmp = otmp->nobj) {
344.  #ifdef GOLDOBJ
345.  	    /* gold isn't subject to being cursed or blessed */
346.  	    if (otmp->oclass == COIN_CLASS) continue;
347.  #endif
348.  	    nobj++;
349.  	}
350.  	if (nobj) {
351.  	    for (cnt = rnd(6/((!!Antimagic) + (!!Half_spell_damage) + 1));
352.  		 cnt > 0; cnt--)  {
353.  		onum = rnd(nobj);
354.  		for (otmp = invent; otmp; otmp = otmp->nobj) {
355.  #ifdef GOLDOBJ
356.  		    /* as above */
357.  		    if (otmp->oclass == COIN_CLASS) continue;
358.  #endif
359.  		    if (--onum == 0) break;	/* found the target */
360.  		}
361.  		/* the !otmp case should never happen; picking an already
362.  		   cursed item happens--avoid "resists" message in that case */
363.  		if (!otmp || otmp->cursed) continue;	/* next target */
364.  
365.  		if(otmp->oartifact && spec_ability(otmp, SPFX_INTEL) &&
366.  		   rn2(10) < 8) {
367.  		    pline("%s!", Tobjnam(otmp, "resist"));
368.  		    continue;
369.  		}
370.  
371.  		if(otmp->blessed)
372.  			unbless(otmp);
373.  		else
374.  			curse(otmp);
375.  	    }
376.  	    update_inventory();
377.  	}
378.  
379.  #ifdef STEED
380.  	/* treat steed's saddle as extended part of hero's inventory */
381.  	if (u.usteed && !rn2(4) &&
382.  		(otmp = which_armor(u.usteed, W_SADDLE)) != 0 &&
383.  		!otmp->cursed) {	/* skip if already cursed */
384.  	    if (otmp->blessed)
385.  		unbless(otmp);
386.  	    else
387.  		curse(otmp);
388.  	    if (!Blind) {
389.  		pline("%s %s %s.",
390.  		      s_suffix(upstart(y_monnam(u.usteed))),
391.  		      aobjnam(otmp, "glow"),
392.  		      hcolor(otmp->cursed ? NH_BLACK : (const char *)"brown"));
393.  		otmp->bknown = TRUE;
394.  	    }
395.  	}
396.  #endif	/*STEED*/
397.  }
398.  
399.  void
400.  attrcurse()			/* remove a random INTRINSIC ability */
401.  {
402.  	switch(rnd(11)) {
403.  	case 1 : if (HFire_resistance & INTRINSIC) {
404.  			HFire_resistance &= ~INTRINSIC;
405.  			You_feel("warmer.");
406.  			break;
407.  		}
408.  	case 2 : if (HTeleportation & INTRINSIC) {
409.  			HTeleportation &= ~INTRINSIC;
410.  			You_feel("less jumpy.");
411.  			break;
412.  		}
413.  	case 3 : if (HPoison_resistance & INTRINSIC) {
414.  			HPoison_resistance &= ~INTRINSIC;
415.  			You_feel("a little sick!");
416.  			break;
417.  		}
418.  	case 4 : if (HTelepat & INTRINSIC) {
419.  			HTelepat &= ~INTRINSIC;
420.  			if (Blind && !Blind_telepat)
421.  			    see_monsters();	/* Can't sense mons anymore! */
422.  			Your("senses fail!");
423.  			break;
424.  		}
425.  	case 5 : if (HCold_resistance & INTRINSIC) {
426.  			HCold_resistance &= ~INTRINSIC;
427.  			You_feel("cooler.");
428.  			break;
429.  		}
430.  	case 6 : if (HInvis & INTRINSIC) {
431.  			HInvis &= ~INTRINSIC;
432.  			You_feel("paranoid.");
433.  			break;
434.  		}
435.  	case 7 : if (HSee_invisible & INTRINSIC) {
436.  			HSee_invisible &= ~INTRINSIC;
437.  			You("%s!", Hallucination ? "tawt you taw a puttie tat"
438.  						: "thought you saw something");
439.  			break;
440.  		}
441.  	case 8 : if (HFast & INTRINSIC) {
442.  			HFast &= ~INTRINSIC;
443.  			You_feel("slower.");
444.  			break;
445.  		}
446.  	case 9 : if (HStealth & INTRINSIC) {
447.  			HStealth &= ~INTRINSIC;
448.  			You_feel("clumsy.");
449.  			break;
450.  		}
451.  	case 10: if (HProtection & INTRINSIC) {
452.  			HProtection &= ~INTRINSIC;
453.  			You_feel("vulnerable.");
454.  			break;
455.  		}
456.  	case 11: if (HAggravate_monster & INTRINSIC) {
457.  			HAggravate_monster &= ~INTRINSIC;
458.  			You_feel("less attractive.");
459.  			break;
460.  		}
461.  	default: break;
462.  	}
463.  }
464.  
465.  /*sit.c*/