Reformat all C files.

I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
This commit is contained in:
Sean Hunt
2015-05-09 13:43:16 -04:00
parent 167800afdf
commit 97d6fade74
270 changed files with 182649 additions and 173878 deletions

817
src/sit.c
View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 sit.c $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
/* NetHack 3.6 sit.c $NHDT-Date: 1431192756 2015/05/09 17:32:36 $ $NHDT-Branch: master $:$NHDT-Revision: 1.48 $ */
/* NetHack 3.6 sit.c $Date: 2012/02/06 04:17:25 $ $Revision: 1.31 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -9,429 +9,448 @@
void
take_gold()
{
struct obj *otmp, *nobj;
int lost_money = 0;
for (otmp = invent; otmp; otmp = nobj) {
nobj = otmp->nobj;
if (otmp->oclass == COIN_CLASS) {
lost_money = 1;
remove_worn_item(otmp, FALSE);
delobj(otmp);
}
}
if (!lost_money) {
You_feel("a strange sensation.");
} else {
You("notice you have no money!");
context.botl = 1;
}
struct obj *otmp, *nobj;
int lost_money = 0;
for (otmp = invent; otmp; otmp = nobj) {
nobj = otmp->nobj;
if (otmp->oclass == COIN_CLASS) {
lost_money = 1;
remove_worn_item(otmp, FALSE);
delobj(otmp);
}
}
if (!lost_money) {
You_feel("a strange sensation.");
} else {
You("notice you have no money!");
context.botl = 1;
}
}
int
dosit()
{
static const char sit_message[] = "sit on the %s.";
register struct trap *trap = t_at(u.ux,u.uy);
register int typ = levl[u.ux][u.uy].typ;
static const char sit_message[] = "sit on the %s.";
register struct trap *trap = t_at(u.ux, u.uy);
register int typ = levl[u.ux][u.uy].typ;
if (u.usteed) {
You("are already sitting on %s.", mon_nam(u.usteed));
return (0);
}
if (u.uundetected && is_hider(youmonst.data) && u.umonnum != PM_TRAPPER)
u.uundetected = 0; /* no longer on the ceiling */
if (u.usteed) {
You("are already sitting on %s.", mon_nam(u.usteed));
return (0);
}
if (u.uundetected && is_hider(youmonst.data) && u.umonnum != PM_TRAPPER)
u.uundetected = 0; /* no longer on the ceiling */
if (!can_reach_floor(FALSE)) {
if (u.uswallow)
There("are no seats in here!");
else if (Levitation)
You("tumble in place.");
else
You("are sitting on air.");
return 0;
} else if (u.ustuck && !sticks(youmonst.data)) {
/* holding monster is next to hero rather than beneath, but
hero is in no condition to actually sit at has/her own spot */
if (humanoid(u.ustuck->data))
pline("%s won't offer %s lap.",
Monnam(u.ustuck), mhis(u.ustuck));
else
pline("%s has no lap.", Monnam(u.ustuck));
return 0;
} else if (is_pool(u.ux, u.uy) && !Underwater) { /* water walking */
goto in_water;
}
if (!can_reach_floor(FALSE)) {
if (u.uswallow)
There("are no seats in here!");
else if (Levitation)
You("tumble in place.");
else
You("are sitting on air.");
return 0;
} else if (u.ustuck && !sticks(youmonst.data)) {
/* holding monster is next to hero rather than beneath, but
hero is in no condition to actually sit at has/her own spot */
if (humanoid(u.ustuck->data))
pline("%s won't offer %s lap.", Monnam(u.ustuck), mhis(u.ustuck));
else
pline("%s has no lap.", Monnam(u.ustuck));
return 0;
} else if (is_pool(u.ux, u.uy) && !Underwater) { /* water walking */
goto in_water;
}
if (OBJ_AT(u.ux, u.uy) &&
/* ensure we're not standing on the precipice */
!uteetering_at_seen_pit(trap)) {
register struct obj *obj;
if (OBJ_AT(u.ux, u.uy) &&
/* ensure we're not standing on the precipice */
!uteetering_at_seen_pit(trap)) {
register struct obj *obj;
obj = level.objects[u.ux][u.uy];
if (youmonst.data->mlet == S_DRAGON && obj->oclass == COIN_CLASS) {
You("coil up around your %shoard.",
(obj->quan + money_cnt(invent) < u.ulevel*1000) ? "meager " : "");
} else {
You("sit on %s.", the(xname(obj)));
if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
pline("It's not very comfortable...");
}
} else if (trap != 0 || (u.utrap && (u.utraptype >= TT_LAVA))) {
if (u.utrap) {
exercise(A_WIS, FALSE); /* you're getting stuck longer */
if (u.utraptype == TT_BEARTRAP) {
You_cant("sit down with your %s in the bear trap.",
body_part(FOOT));
u.utrap++;
} else if (u.utraptype == TT_PIT) {
if (trap && trap->ttyp == SPIKED_PIT) {
You("sit down on a spike. Ouch!");
losehp(Half_physical_damage ? rn2(2) : 1,
"sitting on an iron spike", KILLED_BY);
exercise(A_STR, FALSE);
} else
You("sit down in the pit.");
u.utrap += rn2(5);
} else if (u.utraptype == TT_WEB) {
You("sit in the spider web and get entangled further!");
u.utrap += rn1(10, 5);
} else if (u.utraptype == TT_LAVA) {
/* Must have fire resistance or they'd be dead already */
You("sit in the lava!");
if (Slimed) burn_away_slime();
u.utrap += rnd(4);
losehp(d(2,10), "sitting in lava", KILLED_BY); /* lava damage */
} else if (u.utraptype == TT_INFLOOR ||
u.utraptype == TT_BURIEDBALL) {
You_cant("maneuver to sit!");
u.utrap++;
}
} else {
You("sit down.");
dotrap(trap, 0);
}
} else if(Underwater || Is_waterlevel(&u.uz)) {
if (Is_waterlevel(&u.uz))
There("are no cushions floating nearby.");
else
You("sit down on the muddy bottom.");
} else if(is_pool(u.ux, u.uy)) {
in_water:
You("sit in the water.");
if (!rn2(10) && uarm)
(void) water_damage(uarm, "armor", TRUE);
if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
(void) water_damage(uarm, "armor", TRUE);
} else if(IS_SINK(typ)) {
You(sit_message, defsyms[S_sink].explanation);
Your("%s gets wet.", humanoid(youmonst.data) ? "rump" : "underside");
} else if(IS_ALTAR(typ)) {
You(sit_message, defsyms[S_altar].explanation);
altar_wrath(u.ux, u.uy);
} else if(IS_GRAVE(typ)) {
You(sit_message, defsyms[S_grave].explanation);
} else if(typ == STAIRS) {
You(sit_message, "stairs");
} else if(typ == LADDER) {
You(sit_message, "ladder");
} else if (is_lava(u.ux, u.uy)) {
/* must be WWalking */
You(sit_message, "lava");
burn_away_slime();
if (likes_lava(youmonst.data)) {
pline_The("lava feels warm.");
return 1;
}
pline_The("lava burns you!");
losehp(d((Fire_resistance ? 2 : 10), 10), /* lava damage */
"sitting on lava", KILLED_BY);
} else if (is_ice(u.ux, u.uy)) {
You(sit_message, defsyms[S_ice].explanation);
if (!Cold_resistance) pline_The("ice feels cold.");
} else if (typ == DRAWBRIDGE_DOWN) {
You(sit_message, "drawbridge");
} else if(IS_THRONE(typ)) {
You(sit_message, defsyms[S_throne].explanation);
if (rnd(6) > 4) {
switch (rnd(13)) {
case 1:
(void) adjattrib(rn2(A_MAX), -rn1(4,3), FALSE);
losehp(rnd(10), "cursed throne", KILLED_BY_AN);
break;
case 2:
(void) adjattrib(rn2(A_MAX), 1, FALSE);
break;
case 3:
pline("A%s electric shock shoots through your body!",
(Shock_resistance) ? "n" : " massive");
losehp(Shock_resistance ? rnd(6) : rnd(30),
"electric chair", KILLED_BY_AN);
exercise(A_CON, FALSE);
break;
case 4:
You_feel("much, much better!");
if (Upolyd) {
if (u.mh >= (u.mhmax - 5)) u.mhmax += 4;
u.mh = u.mhmax;
}
if(u.uhp >= (u.uhpmax - 5)) u.uhpmax += 4;
u.uhp = u.uhpmax;
make_blinded(0L,TRUE);
make_sick(0L, (char *) 0, FALSE, SICK_ALL);
heal_legs();
context.botl = 1;
break;
case 5:
take_gold();
break;
case 6:
if(u.uluck + rn2(5) < 0) {
You_feel("your luck is changing.");
change_luck(1);
} else makewish();
break;
case 7:
{
register int cnt = rnd(10);
obj = level.objects[u.ux][u.uy];
if (youmonst.data->mlet == S_DRAGON && obj->oclass == COIN_CLASS) {
You("coil up around your %shoard.",
(obj->quan + money_cnt(invent) < u.ulevel * 1000) ? "meager "
: "");
} else {
You("sit on %s.", the(xname(obj)));
if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
pline("It's not very comfortable...");
}
} else if (trap != 0 || (u.utrap && (u.utraptype >= TT_LAVA))) {
if (u.utrap) {
exercise(A_WIS, FALSE); /* you're getting stuck longer */
if (u.utraptype == TT_BEARTRAP) {
You_cant("sit down with your %s in the bear trap.",
body_part(FOOT));
u.utrap++;
} else if (u.utraptype == TT_PIT) {
if (trap && trap->ttyp == SPIKED_PIT) {
You("sit down on a spike. Ouch!");
losehp(Half_physical_damage ? rn2(2) : 1,
"sitting on an iron spike", KILLED_BY);
exercise(A_STR, FALSE);
} else
You("sit down in the pit.");
u.utrap += rn2(5);
} else if (u.utraptype == TT_WEB) {
You("sit in the spider web and get entangled further!");
u.utrap += rn1(10, 5);
} else if (u.utraptype == TT_LAVA) {
/* Must have fire resistance or they'd be dead already */
You("sit in the lava!");
if (Slimed)
burn_away_slime();
u.utrap += rnd(4);
losehp(d(2, 10), "sitting in lava",
KILLED_BY); /* lava damage */
} else if (u.utraptype == TT_INFLOOR
|| u.utraptype == TT_BURIEDBALL) {
You_cant("maneuver to sit!");
u.utrap++;
}
} else {
You("sit down.");
dotrap(trap, 0);
}
} else if (Underwater || Is_waterlevel(&u.uz)) {
if (Is_waterlevel(&u.uz))
There("are no cushions floating nearby.");
else
You("sit down on the muddy bottom.");
} else if (is_pool(u.ux, u.uy)) {
in_water:
You("sit in the water.");
if (!rn2(10) && uarm)
(void) water_damage(uarm, "armor", TRUE);
if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
(void) water_damage(uarm, "armor", TRUE);
} else if (IS_SINK(typ)) {
You(sit_message, defsyms[S_sink].explanation);
Your("%s gets wet.", humanoid(youmonst.data) ? "rump" : "underside");
} else if (IS_ALTAR(typ)) {
You(sit_message, defsyms[S_altar].explanation);
altar_wrath(u.ux, u.uy);
} else if (IS_GRAVE(typ)) {
You(sit_message, defsyms[S_grave].explanation);
} else if (typ == STAIRS) {
You(sit_message, "stairs");
} else if (typ == LADDER) {
You(sit_message, "ladder");
} else if (is_lava(u.ux, u.uy)) {
/* must be WWalking */
You(sit_message, "lava");
burn_away_slime();
if (likes_lava(youmonst.data)) {
pline_The("lava feels warm.");
return 1;
}
pline_The("lava burns you!");
losehp(d((Fire_resistance ? 2 : 10), 10), /* lava damage */
"sitting on lava", KILLED_BY);
} else if (is_ice(u.ux, u.uy)) {
You(sit_message, defsyms[S_ice].explanation);
if (!Cold_resistance)
pline_The("ice feels cold.");
} else if (typ == DRAWBRIDGE_DOWN) {
You(sit_message, "drawbridge");
} else if (IS_THRONE(typ)) {
You(sit_message, defsyms[S_throne].explanation);
if (rnd(6) > 4) {
switch (rnd(13)) {
case 1:
(void) adjattrib(rn2(A_MAX), -rn1(4, 3), FALSE);
losehp(rnd(10), "cursed throne", KILLED_BY_AN);
break;
case 2:
(void) adjattrib(rn2(A_MAX), 1, FALSE);
break;
case 3:
pline("A%s electric shock shoots through your body!",
(Shock_resistance) ? "n" : " massive");
losehp(Shock_resistance ? rnd(6) : rnd(30), "electric chair",
KILLED_BY_AN);
exercise(A_CON, FALSE);
break;
case 4:
You_feel("much, much better!");
if (Upolyd) {
if (u.mh >= (u.mhmax - 5))
u.mhmax += 4;
u.mh = u.mhmax;
}
if (u.uhp >= (u.uhpmax - 5))
u.uhpmax += 4;
u.uhp = u.uhpmax;
make_blinded(0L, TRUE);
make_sick(0L, (char *) 0, FALSE, SICK_ALL);
heal_legs();
context.botl = 1;
break;
case 5:
take_gold();
break;
case 6:
if (u.uluck + rn2(5) < 0) {
You_feel("your luck is changing.");
change_luck(1);
} else
makewish();
break;
case 7: {
register int cnt = rnd(10);
/* Magical voice not affected by deafness */
pline("A voice echoes:");
verbalize("Thy audience hath been summoned, %s!",
flags.female ? "Dame" : "Sire");
while(cnt--)
(void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS);
break;
}
case 8:
/* Magical voice not affected by deafness */
pline("A voice echoes:");
verbalize("By thine Imperious order, %s...",
flags.female ? "Dame" : "Sire");
do_genocide(5); /* REALLY|ONTHRONE, see do_genocide() */
break;
case 9:
/* Magical voice not affected by deafness */
pline("A voice echoes:");
verbalize("A curse upon thee for sitting upon this most holy throne!");
if (Luck > 0) {
make_blinded(Blinded + rn1(100,250),TRUE);
} else rndcurse();
break;
case 10:
if (Luck < 0 || (HSee_invisible & INTRINSIC)) {
if (level.flags.nommap) {
pline("A terrible drone fills your head!");
make_confused((HConfusion & TIMEOUT) +
(long)rnd(30), FALSE);
} else {
pline("An image forms in your mind.");
do_mapping();
}
} else {
Your("vision becomes clear.");
HSee_invisible |= FROMOUTSIDE;
newsym(u.ux, u.uy);
}
break;
case 11:
if (Luck < 0) {
You_feel("threatened.");
aggravate();
} else {
/* Magical voice not affected by deafness */
pline("A voice echoes:");
verbalize("Thy audience hath been summoned, %s!",
flags.female ? "Dame" : "Sire");
while (cnt--)
(void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS);
break;
}
case 8:
/* Magical voice not affected by deafness */
pline("A voice echoes:");
verbalize("By thine Imperious order, %s...",
flags.female ? "Dame" : "Sire");
do_genocide(5); /* REALLY|ONTHRONE, see do_genocide() */
break;
case 9:
/* Magical voice not affected by deafness */
pline("A voice echoes:");
verbalize("A curse upon thee for sitting upon this most holy "
"throne!");
if (Luck > 0) {
make_blinded(Blinded + rn1(100, 250), TRUE);
} else
rndcurse();
break;
case 10:
if (Luck < 0 || (HSee_invisible & INTRINSIC)) {
if (level.flags.nommap) {
pline("A terrible drone fills your head!");
make_confused((HConfusion & TIMEOUT) + (long) rnd(30),
FALSE);
} else {
pline("An image forms in your mind.");
do_mapping();
}
} else {
Your("vision becomes clear.");
HSee_invisible |= FROMOUTSIDE;
newsym(u.ux, u.uy);
}
break;
case 11:
if (Luck < 0) {
You_feel("threatened.");
aggravate();
} else {
You_feel("a wrenching sensation.");
tele(); /* teleport him */
}
break;
case 12:
You("are granted an insight!");
if (invent) {
/* rn2(5) agrees w/seffects() */
identify_pack(rn2(5), FALSE);
}
break;
case 13:
Your("mind turns into a pretzel!");
make_confused((HConfusion & TIMEOUT) + (long) rn1(7, 16),
FALSE);
break;
default:
impossible("throne effect");
break;
}
} else {
if (is_prince(youmonst.data))
You_feel("very comfortable here.");
else
You_feel("somehow out of place...");
}
You_feel("a wrenching sensation.");
tele(); /* teleport him */
}
break;
case 12:
You("are granted an insight!");
if (invent) {
/* rn2(5) agrees w/seffects() */
identify_pack(rn2(5), FALSE);
}
break;
case 13:
Your("mind turns into a pretzel!");
make_confused((HConfusion & TIMEOUT) + (long)rn1(7,16),
FALSE);
break;
default: impossible("throne effect");
break;
}
} else {
if (is_prince(youmonst.data))
You_feel("very comfortable here.");
else
You_feel("somehow out of place...");
}
if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) {
/* may have teleported */
levl[u.ux][u.uy].typ = ROOM;
pline_The("throne vanishes in a puff of logic.");
newsym(u.ux, u.uy);
}
} else if (lays_eggs(youmonst.data)) {
struct obj *uegg;
if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) {
/* may have teleported */
levl[u.ux][u.uy].typ = ROOM;
pline_The("throne vanishes in a puff of logic.");
newsym(u.ux,u.uy);
}
} else if (lays_eggs(youmonst.data)) {
struct obj *uegg;
if (!flags.female) {
pline(Hallucination ? "You may think you are a platypus but a "
"male still can't lay eggs!"
: "Males can't lay eggs!");
return 0;
} else if (u.uhunger < (int) objects[EGG].oc_nutrition) {
You("don't have enough energy to lay an egg.");
return 0;
}
if (!flags.female) {
pline(Hallucination ?
"You may think you are a platypus but a male still can't lay eggs!" :
"Males can't lay eggs!");
return 0;
} else if (u.uhunger < (int)objects[EGG].oc_nutrition) {
You("don't have enough energy to lay an egg.");
return 0;
}
uegg = mksobj(EGG, FALSE, FALSE);
uegg->spe = 1;
uegg->quan = 1L;
uegg->owt = weight(uegg);
/* this sets hatch timers if appropriate */
set_corpsenm(uegg, egg_type_from_parent(u.umonnum, FALSE));
uegg->known = uegg->dknown = 1;
You("lay an egg.");
dropy(uegg);
stackobj(uegg);
morehungry((int)objects[EGG].oc_nutrition);
} else {
pline("Having fun sitting on the %s?", surface(u.ux,u.uy));
}
return(1);
uegg = mksobj(EGG, FALSE, FALSE);
uegg->spe = 1;
uegg->quan = 1L;
uegg->owt = weight(uegg);
/* this sets hatch timers if appropriate */
set_corpsenm(uegg, egg_type_from_parent(u.umonnum, FALSE));
uegg->known = uegg->dknown = 1;
You("lay an egg.");
dropy(uegg);
stackobj(uegg);
morehungry((int) objects[EGG].oc_nutrition);
} else {
pline("Having fun sitting on the %s?", surface(u.ux, u.uy));
}
return (1);
}
void
rndcurse() /* curse a few inventory items at random! */
void rndcurse() /* curse a few inventory items at random! */
{
int nobj = 0;
int cnt, onum;
struct obj *otmp;
static const char mal_aura[] = "feel a malignant aura surround %s.";
int nobj = 0;
int cnt, onum;
struct obj *otmp;
static const char mal_aura[] = "feel a malignant aura surround %s.";
if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) {
You(mal_aura, "the magic-absorbing blade");
return;
}
if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) {
You(mal_aura, "the magic-absorbing blade");
return;
}
if(Antimagic) {
shieldeff(u.ux, u.uy);
You(mal_aura, "you");
}
if (Antimagic) {
shieldeff(u.ux, u.uy);
You(mal_aura, "you");
}
for (otmp = invent; otmp; otmp = otmp->nobj) {
/* gold isn't subject to being cursed or blessed */
if (otmp->oclass == COIN_CLASS) continue;
nobj++;
}
if (nobj) {
for (cnt = rnd(6/((!!Antimagic) + (!!Half_spell_damage) + 1));
cnt > 0; cnt--) {
onum = rnd(nobj);
for (otmp = invent; otmp; otmp = otmp->nobj) {
/* as above */
if (otmp->oclass == COIN_CLASS) continue;
if (--onum == 0) break; /* found the target */
}
/* the !otmp case should never happen; picking an already
cursed item happens--avoid "resists" message in that case */
if (!otmp || otmp->cursed) continue; /* next target */
for (otmp = invent; otmp; otmp = otmp->nobj) {
/* gold isn't subject to being cursed or blessed */
if (otmp->oclass == COIN_CLASS)
continue;
nobj++;
}
if (nobj) {
for (cnt = rnd(6 / ((!!Antimagic) + (!!Half_spell_damage) + 1));
cnt > 0; cnt--) {
onum = rnd(nobj);
for (otmp = invent; otmp; otmp = otmp->nobj) {
/* as above */
if (otmp->oclass == COIN_CLASS)
continue;
if (--onum == 0)
break; /* found the target */
}
/* the !otmp case should never happen; picking an already
cursed item happens--avoid "resists" message in that case */
if (!otmp || otmp->cursed)
continue; /* next target */
if(otmp->oartifact && spec_ability(otmp, SPFX_INTEL) &&
rn2(10) < 8) {
pline("%s!", Tobjnam(otmp, "resist"));
continue;
}
if (otmp->oartifact && spec_ability(otmp, SPFX_INTEL)
&& rn2(10) < 8) {
pline("%s!", Tobjnam(otmp, "resist"));
continue;
}
if(otmp->blessed)
unbless(otmp);
else
curse(otmp);
}
update_inventory();
}
if (otmp->blessed)
unbless(otmp);
else
curse(otmp);
}
update_inventory();
}
/* treat steed's saddle as extended part of hero's inventory */
if (u.usteed && !rn2(4) &&
(otmp = which_armor(u.usteed, W_SADDLE)) != 0 &&
!otmp->cursed) { /* skip if already cursed */
if (otmp->blessed)
unbless(otmp);
else
curse(otmp);
if (!Blind) {
pline("%s %s.",
Yobjnam2(otmp, "glow"),
hcolor(otmp->cursed ? NH_BLACK : (const char *)"brown"));
otmp->bknown = TRUE;
}
}
/* treat steed's saddle as extended part of hero's inventory */
if (u.usteed && !rn2(4) && (otmp = which_armor(u.usteed, W_SADDLE)) != 0
&& !otmp->cursed) { /* skip if already cursed */
if (otmp->blessed)
unbless(otmp);
else
curse(otmp);
if (!Blind) {
pline("%s %s.", Yobjnam2(otmp, "glow"),
hcolor(otmp->cursed ? NH_BLACK : (const char *) "brown"));
otmp->bknown = TRUE;
}
}
}
void
attrcurse() /* remove a random INTRINSIC ability */
void attrcurse() /* remove a random INTRINSIC ability */
{
switch(rnd(11)) {
case 1 : if (HFire_resistance & INTRINSIC) {
HFire_resistance &= ~INTRINSIC;
You_feel("warmer.");
break;
}
case 2 : if (HTeleportation & INTRINSIC) {
HTeleportation &= ~INTRINSIC;
You_feel("less jumpy.");
break;
}
case 3 : if (HPoison_resistance & INTRINSIC) {
HPoison_resistance &= ~INTRINSIC;
You_feel("a little sick!");
break;
}
case 4 : if (HTelepat & INTRINSIC) {
HTelepat &= ~INTRINSIC;
if (Blind && !Blind_telepat)
see_monsters(); /* Can't sense mons anymore! */
Your("senses fail!");
break;
}
case 5 : if (HCold_resistance & INTRINSIC) {
HCold_resistance &= ~INTRINSIC;
You_feel("cooler.");
break;
}
case 6 : if (HInvis & INTRINSIC) {
HInvis &= ~INTRINSIC;
You_feel("paranoid.");
break;
}
case 7 : if (HSee_invisible & INTRINSIC) {
HSee_invisible &= ~INTRINSIC;
You("%s!", Hallucination ? "tawt you taw a puttie tat"
: "thought you saw something");
break;
}
case 8 : if (HFast & INTRINSIC) {
HFast &= ~INTRINSIC;
You_feel("slower.");
break;
}
case 9 : if (HStealth & INTRINSIC) {
HStealth &= ~INTRINSIC;
You_feel("clumsy.");
break;
}
case 10: if (HProtection & INTRINSIC) {
HProtection &= ~INTRINSIC;
You_feel("vulnerable.");
break;
}
case 11: if (HAggravate_monster & INTRINSIC) {
HAggravate_monster &= ~INTRINSIC;
You_feel("less attractive.");
break;
}
default: break;
}
switch (rnd(11)) {
case 1:
if (HFire_resistance & INTRINSIC) {
HFire_resistance &= ~INTRINSIC;
You_feel("warmer.");
break;
}
case 2:
if (HTeleportation & INTRINSIC) {
HTeleportation &= ~INTRINSIC;
You_feel("less jumpy.");
break;
}
case 3:
if (HPoison_resistance & INTRINSIC) {
HPoison_resistance &= ~INTRINSIC;
You_feel("a little sick!");
break;
}
case 4:
if (HTelepat & INTRINSIC) {
HTelepat &= ~INTRINSIC;
if (Blind && !Blind_telepat)
see_monsters(); /* Can't sense mons anymore! */
Your("senses fail!");
break;
}
case 5:
if (HCold_resistance & INTRINSIC) {
HCold_resistance &= ~INTRINSIC;
You_feel("cooler.");
break;
}
case 6:
if (HInvis & INTRINSIC) {
HInvis &= ~INTRINSIC;
You_feel("paranoid.");
break;
}
case 7:
if (HSee_invisible & INTRINSIC) {
HSee_invisible &= ~INTRINSIC;
You("%s!", Hallucination ? "tawt you taw a puttie tat"
: "thought you saw something");
break;
}
case 8:
if (HFast & INTRINSIC) {
HFast &= ~INTRINSIC;
You_feel("slower.");
break;
}
case 9:
if (HStealth & INTRINSIC) {
HStealth &= ~INTRINSIC;
You_feel("clumsy.");
break;
}
case 10:
if (HProtection & INTRINSIC) {
HProtection &= ~INTRINSIC;
You_feel("vulnerable.");
break;
}
case 11:
if (HAggravate_monster & INTRINSIC) {
HAggravate_monster &= ~INTRINSIC;
You_feel("less attractive.");
break;
}
default:
break;
}
}
/*sit.c*/