/* NetHack 3.5 sit.c $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */ /* NetHack 3.5 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. */ #include "hack.h" #include "artifact.h" 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; } } 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; 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 (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); /* 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..."); } 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; } 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! */ { 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(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 */ 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(); } /* 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 */ { 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*/