Source:NetHack 3.4.3/src/sit.c
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Below is the full text to src/sit.c from the NetHack 3.4.3 source code. To link to a particular line, write Source:NetHack 3.4.3/src/sit.c#line123, for example.
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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.
take_gold
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.
dosit
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. 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. #endif 121. } else if(IS_ALTAR(typ)) { 122. 123. You(sit_message, defsyms[S_altar].explanation); 124. altar_wrath(u.ux, u.uy); 125. 126. } else if(IS_GRAVE(typ)) { 127. 128. You(sit_message, defsyms[S_grave].explanation); 129. 130. } else if(typ == STAIRS) { 131. 132. You(sit_message, "stairs"); 133. 134. } else if(typ == LADDER) { 135. 136. You(sit_message, "ladder"); 137. 138. } else if (is_lava(u.ux, u.uy)) { 139. 140. /* must be WWalking */ 141. You(sit_message, "lava"); 142. burn_away_slime(); 143. if (likes_lava(youmonst.data)) { 144. pline_The("lava feels warm."); 145. return 1; 146. } 147. pline_The("lava burns you!"); 148. losehp(d((Fire_resistance ? 2 : 10), 10), 149. "sitting on lava", KILLED_BY); 150. 151. } else if (is_ice(u.ux, u.uy)) { 152. 153. You(sit_message, defsyms[S_ice].explanation); 154. if (!Cold_resistance) pline_The("ice feels cold."); 155. 156. } else if (typ == DRAWBRIDGE_DOWN) { 157. 158. You(sit_message, "drawbridge"); 159. 160. } else if(IS_THRONE(typ)) { 161. 162. You(sit_message, defsyms[S_throne].explanation); 163. if (rnd(6) > 4) { 164. switch (rnd(13)) { 165. case 1: 166. (void) adjattrib(rn2(A_MAX), -rn1(4,3), FALSE); 167. losehp(rnd(10), "cursed throne", KILLED_BY_AN); 168. break; 169. case 2: 170. (void) adjattrib(rn2(A_MAX), 1, FALSE); 171. break; 172. case 3: 173. pline("A%s electric shock shoots through your body!", 174. (Shock_resistance) ? "n" : " massive"); 175. losehp(Shock_resistance ? rnd(6) : rnd(30), 176. "electric chair", KILLED_BY_AN); 177. exercise(A_CON, FALSE); 178. break; 179. case 4: 180. You_feel("much, much better!"); 181. if (Upolyd) { 182. if (u.mh >= (u.mhmax - 5)) u.mhmax += 4; 183. u.mh = u.mhmax; 184. } 185. if(u.uhp >= (u.uhpmax - 5)) u.uhpmax += 4; 186. u.uhp = u.uhpmax; 187. make_blinded(0L,TRUE); 188. make_sick(0L, (char *) 0, FALSE, SICK_ALL); 189. heal_legs(); 190. flags.botl = 1; 191. break; 192. case 5: 193. take_gold(); 194. break; 195. case 6: 196. if(u.uluck + rn2(5) < 0) { 197. You_feel("your luck is changing."); 198. change_luck(1); 199. } else makewish(); 200. break; 201. case 7: 202. { 203. register int cnt = rnd(10); 204. 205. pline("A voice echoes:"); 206. verbalize("Thy audience hath been summoned, %s!", 207. flags.female ? "Dame" : "Sire"); 208. while(cnt--) 209. (void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS); 210. break; 211. } 212. case 8: 213. pline("A voice echoes:"); 214. verbalize("By thy Imperious order, %s...", 215. flags.female ? "Dame" : "Sire"); 216. do_genocide(5); /* REALLY|ONTHRONE, see do_genocide() */ 217. break; 218. case 9: 219. pline("A voice echoes:"); 220. verbalize("A curse upon thee for sitting upon this most holy throne!"); 221. if (Luck > 0) { 222. make_blinded(Blinded + rn1(100,250),TRUE); 223. } else rndcurse(); 224. break; 225. case 10: 226. if (Luck < 0 || (HSee_invisible & INTRINSIC)) { 227. if (level.flags.nommap) { 228. pline( 229. "A terrible drone fills your head!"); 230. make_confused(HConfusion + rnd(30), 231. FALSE); 232. } else { 233. pline("An image forms in your mind."); 234. do_mapping(); 235. } 236. } else { 237. Your("vision becomes clear."); 238. HSee_invisible |= FROMOUTSIDE; 239. newsym(u.ux, u.uy); 240. } 241. break; 242. case 11: 243. if (Luck < 0) { 244. You_feel("threatened."); 245. aggravate(); 246. } else { 247. 248. You_feel("a wrenching sensation."); 249. tele(); /* teleport him */ 250. } 251. break; 252. case 12: 253. You("are granted an insight!"); 254. if (invent) { 255. /* rn2(5) agrees w/seffects() */ 256. identify_pack(rn2(5)); 257. } 258. break; 259. case 13: 260. Your("mind turns into a pretzel!"); 261. make_confused(HConfusion + rn1(7,16),FALSE); 262. break; 263. default: impossible("throne effect"); 264. break; 265. } 266. } else { 267. if (is_prince(youmonst.data)) 268. You_feel("very comfortable here."); 269. else 270. You_feel("somehow out of place..."); 271. } 272. 273. if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) { 274. /* may have teleported */ 275. levl[u.ux][u.uy].typ = ROOM; 276. pline_The("throne vanishes in a puff of logic."); 277. newsym(u.ux,u.uy); 278. } 279. 280. } else if (lays_eggs(youmonst.data)) { 281. struct obj *uegg; 282. 283. if (!flags.female) { 284. pline("Males can't lay eggs!"); 285. return 0; 286. } 287. 288. if (u.uhunger < (int)objects[EGG].oc_nutrition) { 289. You("don't have enough energy to lay an egg."); 290. return 0; 291. } 292. 293. uegg = mksobj(EGG, FALSE, FALSE); 294. uegg->spe = 1; 295. uegg->quan = 1; 296. uegg->owt = weight(uegg); 297. uegg->corpsenm = egg_type_from_parent(u.umonnum, FALSE); 298. uegg->known = uegg->dknown = 1; 299. attach_egg_hatch_timeout(uegg); 300. You("lay an egg."); 301. dropy(uegg); 302. stackobj(uegg); 303. morehungry((int)objects[EGG].oc_nutrition); 304. } else if (u.uswallow) 305. There("are no seats in here!"); 306. else 307. pline("Having fun sitting on the %s?", surface(u.ux,u.uy)); 308. return(1); 309. } 310.
rndcurse
311. void 312. rndcurse() /* curse a few inventory items at random! */ 313. { 314. int nobj = 0; 315. int cnt, onum; 316. struct obj *otmp; 317. static const char mal_aura[] = "feel a malignant aura surround %s."; 318. 319. if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) { 320. You(mal_aura, "the magic-absorbing blade"); 321. return; 322. } 323. 324. if(Antimagic) { 325. shieldeff(u.ux, u.uy); 326. You(mal_aura, "you"); 327. } 328. 329. for (otmp = invent; otmp; otmp = otmp->nobj) { 330. #ifdef GOLDOBJ 331. /* gold isn't subject to being cursed or blessed */ 332. if (otmp->oclass == COIN_CLASS) continue; 333. #endif 334. nobj++; 335. } 336. if (nobj) { 337. for (cnt = rnd(6/((!!Antimagic) + (!!Half_spell_damage) + 1)); 338. cnt > 0; cnt--) { 339. onum = rnd(nobj); 340. for (otmp = invent; otmp; otmp = otmp->nobj) { 341. #ifdef GOLDOBJ 342. /* as above */ 343. if (otmp->oclass == COIN_CLASS) continue; 344. #endif 345. if (--onum == 0) break; /* found the target */ 346. } 347. /* the !otmp case should never happen; picking an already 348. cursed item happens--avoid "resists" message in that case */ 349. if (!otmp || otmp->cursed) continue; /* next target */ 350. 351. if(otmp->oartifact && spec_ability(otmp, SPFX_INTEL) && 352. rn2(10) < 8) { 353. pline("%s!", Tobjnam(otmp, "resist")); 354. continue; 355. } 356. 357. if(otmp->blessed) 358. unbless(otmp); 359. else 360. curse(otmp); 361. } 362. update_inventory(); 363. } 364. 365. #ifdef STEED 366. /* treat steed's saddle as extended part of hero's inventory */ 367. if (u.usteed && !rn2(4) && 368. (otmp = which_armor(u.usteed, W_SADDLE)) != 0 && 369. !otmp->cursed) { /* skip if already cursed */ 370. if (otmp->blessed) 371. unbless(otmp); 372. else 373. curse(otmp); 374. if (!Blind) { 375. pline("%s %s %s.", 376. s_suffix(upstart(y_monnam(u.usteed))), 377. aobjnam(otmp, "glow"), 378. hcolor(otmp->cursed ? NH_BLACK : (const char *)"brown")); 379. otmp->bknown = TRUE; 380. } 381. } 382. #endif /*STEED*/ 383. } 384.
attrcurse
385. void 386. attrcurse() /* remove a random INTRINSIC ability */ 387. { 388. switch(rnd(11)) { 389. case 1 : if (HFire_resistance & INTRINSIC) { 390. HFire_resistance &= ~INTRINSIC; 391. You_feel("warmer."); 392. break; 393. } 394. case 2 : if (HTeleportation & INTRINSIC) { 395. HTeleportation &= ~INTRINSIC; 396. You_feel("less jumpy."); 397. break; 398. } 399. case 3 : if (HPoison_resistance & INTRINSIC) { 400. HPoison_resistance &= ~INTRINSIC; 401. You_feel("a little sick!"); 402. break; 403. } 404. case 4 : if (HTelepat & INTRINSIC) { 405. HTelepat &= ~INTRINSIC; 406. if (Blind && !Blind_telepat) 407. see_monsters(); /* Can't sense mons anymore! */ 408. Your("senses fail!"); 409. break; 410. } 411. case 5 : if (HCold_resistance & INTRINSIC) { 412. HCold_resistance &= ~INTRINSIC; 413. You_feel("cooler."); 414. break; 415. } 416. case 6 : if (HInvis & INTRINSIC) { 417. HInvis &= ~INTRINSIC; 418. You_feel("paranoid."); 419. break; 420. } 421. case 7 : if (HSee_invisible & INTRINSIC) { 422. HSee_invisible &= ~INTRINSIC; 423. You("%s!", Hallucination ? "tawt you taw a puttie tat" 424. : "thought you saw something"); 425. break; 426. } 427. case 8 : if (HFast & INTRINSIC) { 428. HFast &= ~INTRINSIC; 429. You_feel("slower."); 430. break; 431. } 432. case 9 : if (HStealth & INTRINSIC) { 433. HStealth &= ~INTRINSIC; 434. You_feel("clumsy."); 435. break; 436. } 437. case 10: if (HProtection & INTRINSIC) { 438. HProtection &= ~INTRINSIC; 439. You_feel("vulnerable."); 440. break; 441. } 442. case 11: if (HAggravate_monster & INTRINSIC) { 443. HAggravate_monster &= ~INTRINSIC; 444. You_feel("less attractive."); 445. break; 446. } 447. default: break; 448. } 449. } 450. 451. /*sit.c*/