The change to fix a typo of `max(action,2)' to `min(action,2)'
for the trouble fixing effect of prayer made it impossible to get
rid of a loadstone or welded weapon by praying at non-altar locations.
That's an awfully drastic change in game balance for a typo fix....
This boosts the 2 to a 3, allowing the worst minor trouble to be
eligible for fixing.
That's a one line change; the rest of this is stuff that I've
been waffling over about whether to hold for the next big release or
to include in the patch release. It cleans up the trouble handling
code a bit--particularly the two competing choices for selecting a
piece of cursed equipment--and adds fumbling and cursed saddle as new
categories of minor trouble.
451 lines
11 KiB
C
451 lines
11 KiB
C
/* SCCS Id: @(#)sit.c 3.4 2002/09/21 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#include "artifact.h"
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void
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take_gold()
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{
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#ifndef GOLDOBJ
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if (u.ugold <= 0) {
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You_feel("a strange sensation.");
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} else {
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You("notice you have no gold!");
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u.ugold = 0;
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flags.botl = 1;
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}
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#else
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struct obj *otmp, *nobj;
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int lost_money = 0;
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for (otmp = invent; otmp; otmp = nobj) {
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nobj = otmp->nobj;
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if (otmp->oclass == COIN_CLASS) {
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lost_money = 1;
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delobj(otmp);
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}
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}
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if (!lost_money) {
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You_feel("a strange sensation.");
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} else {
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You("notice you have no money!");
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flags.botl = 1;
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}
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#endif
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}
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int
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dosit()
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{
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static const char sit_message[] = "sit on the %s.";
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register struct trap *trap;
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register int typ = levl[u.ux][u.uy].typ;
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#ifdef STEED
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if (u.usteed) {
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You("are already sitting on %s.", mon_nam(u.usteed));
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return (0);
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}
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#endif
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if(!can_reach_floor()) {
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if (Levitation)
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You("tumble in place.");
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else
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You("are sitting on air.");
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return 0;
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} else if (is_pool(u.ux, u.uy) && !Underwater) { /* water walking */
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goto in_water;
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}
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if(OBJ_AT(u.ux, u.uy)) {
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register struct obj *obj;
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obj = level.objects[u.ux][u.uy];
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You("sit on %s.", the(xname(obj)));
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if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
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pline("It's not very comfortable...");
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} else if ((trap = t_at(u.ux, u.uy)) != 0) {
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if (u.utrap) {
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exercise(A_WIS, FALSE); /* you're getting stuck longer */
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if(u.utraptype == TT_BEARTRAP) {
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You_cant("sit down with your %s in the bear trap.", body_part(FOOT));
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u.utrap++;
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} else if(u.utraptype == TT_PIT) {
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if(trap->ttyp == SPIKED_PIT) {
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You("sit down on a spike. Ouch!");
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losehp(1, "sitting on an iron spike", KILLED_BY);
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exercise(A_STR, FALSE);
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} else
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You("sit down in the pit.");
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u.utrap += rn2(5);
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} else if(u.utraptype == TT_WEB) {
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You("sit in the spider web and get entangled further!");
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u.utrap += rn1(10, 5);
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} else if(u.utraptype == TT_LAVA) {
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/* Must have fire resistance or they'd be dead already */
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You("sit in the lava!");
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u.utrap += rnd(4);
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losehp(d(2,10), "sitting in lava", KILLED_BY);
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} else if(u.utraptype == TT_INFLOOR) {
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You_cant("maneuver to sit!");
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u.utrap++;
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}
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} else {
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You("sit down.");
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dotrap(trap, 0);
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}
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} else if(Underwater || Is_waterlevel(&u.uz)) {
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if (Is_waterlevel(&u.uz))
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There("are no cushions floating nearby.");
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else
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You("sit down on the muddy bottom.");
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} else if(is_pool(u.ux, u.uy)) {
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in_water:
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You("sit in the water.");
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if (!rn2(10) && uarm)
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(void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
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if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
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(void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
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#ifdef SINKS
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} else if(IS_SINK(typ)) {
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You(sit_message, defsyms[S_sink].explanation);
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Your("%s gets wet.", humanoid(youmonst.data) ? "rump" : "underside");
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#endif
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} else if(IS_ALTAR(typ)) {
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You(sit_message, defsyms[S_altar].explanation);
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altar_wrath(u.ux, u.uy);
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} else if(IS_GRAVE(typ)) {
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You(sit_message, defsyms[S_grave].explanation);
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} else if(typ == STAIRS) {
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You(sit_message, "stairs");
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} else if(typ == LADDER) {
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You(sit_message, "ladder");
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} else if (is_lava(u.ux, u.uy)) {
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/* must be WWalking */
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You(sit_message, "lava");
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burn_away_slime();
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if (likes_lava(youmonst.data)) {
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pline_The("lava feels warm.");
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return 1;
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}
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pline_The("lava burns you!");
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losehp(d((Fire_resistance ? 2 : 10), 10),
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"sitting on lava", KILLED_BY);
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} else if (is_ice(u.ux, u.uy)) {
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You(sit_message, defsyms[S_ice].explanation);
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if (!Cold_resistance) pline_The("ice feels cold.");
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} else if (typ == DRAWBRIDGE_DOWN) {
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You(sit_message, "drawbridge");
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} else if(IS_THRONE(typ)) {
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You(sit_message, defsyms[S_throne].explanation);
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if (rnd(6) > 4) {
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switch (rnd(13)) {
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case 1:
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(void) adjattrib(rn2(A_MAX), -rn1(4,3), FALSE);
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losehp(rnd(10), "cursed throne", KILLED_BY_AN);
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break;
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case 2:
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(void) adjattrib(rn2(A_MAX), 1, FALSE);
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break;
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case 3:
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pline("A%s electric shock shoots through your body!",
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(Shock_resistance) ? "n" : " massive");
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losehp(Shock_resistance ? rnd(6) : rnd(30),
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"electric chair", KILLED_BY_AN);
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exercise(A_CON, FALSE);
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break;
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case 4:
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You_feel("much, much better!");
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if (Upolyd) {
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if (u.mh >= (u.mhmax - 5)) u.mhmax += 4;
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u.mh = u.mhmax;
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}
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if(u.uhp >= (u.uhpmax - 5)) u.uhpmax += 4;
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u.uhp = u.uhpmax;
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make_blinded(0L,TRUE);
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make_sick(0L, (char *) 0, FALSE, SICK_ALL);
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heal_legs();
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flags.botl = 1;
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break;
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case 5:
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take_gold();
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break;
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case 6:
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if(u.uluck + rn2(5) < 0) {
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You_feel("your luck is changing.");
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change_luck(1);
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} else makewish();
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break;
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case 7:
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{
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register int cnt = rnd(10);
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pline("A voice echoes:");
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verbalize("Thy audience hath been summoned, %s!",
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flags.female ? "Dame" : "Sire");
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while(cnt--)
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(void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS);
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break;
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}
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case 8:
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pline("A voice echoes:");
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verbalize("By thy Imperious order, %s...",
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flags.female ? "Dame" : "Sire");
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do_genocide(5); /* REALLY|ONTHRONE, see do_genocide() */
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break;
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case 9:
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pline("A voice echoes:");
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verbalize("A curse upon thee for sitting upon this most holy throne!");
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if (Luck > 0) {
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make_blinded(Blinded + rn1(100,250),TRUE);
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} else rndcurse();
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break;
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case 10:
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if (Luck < 0 || (HSee_invisible & INTRINSIC)) {
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if (level.flags.nommap) {
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pline(
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"A terrible drone fills your head!");
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make_confused(HConfusion + rnd(30),
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FALSE);
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} else {
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pline("An image forms in your mind.");
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do_mapping();
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}
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} else {
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Your("vision becomes clear.");
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HSee_invisible |= FROMOUTSIDE;
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newsym(u.ux, u.uy);
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}
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break;
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case 11:
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if (Luck < 0) {
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You_feel("threatened.");
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aggravate();
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} else {
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You_feel("a wrenching sensation.");
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tele(); /* teleport him */
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}
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break;
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case 12:
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You("are granted an insight!");
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if (invent) {
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/* rn2(5) agrees w/seffects() */
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identify_pack(rn2(5));
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}
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break;
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case 13:
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Your("mind turns into a pretzel!");
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make_confused(HConfusion + rn1(7,16),FALSE);
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break;
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default: impossible("throne effect");
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break;
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}
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} else {
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if (is_prince(youmonst.data))
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You_feel("very comfortable here.");
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else
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You_feel("somehow out of place...");
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}
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if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) {
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/* may have teleported */
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levl[u.ux][u.uy].typ = ROOM;
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pline_The("throne vanishes in a puff of logic.");
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newsym(u.ux,u.uy);
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}
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} else if (lays_eggs(youmonst.data)) {
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struct obj *uegg;
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if (!flags.female) {
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pline("Males can't lay eggs!");
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return 0;
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}
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if (u.uhunger < (int)objects[EGG].oc_nutrition) {
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You("don't have enough energy to lay an egg.");
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return 0;
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}
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uegg = mksobj(EGG, FALSE, FALSE);
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uegg->spe = 1;
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uegg->quan = 1;
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uegg->owt = weight(uegg);
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uegg->corpsenm = egg_type_from_parent(u.umonnum, FALSE);
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uegg->known = uegg->dknown = 1;
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attach_egg_hatch_timeout(uegg);
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You("lay an egg.");
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dropy(uegg);
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stackobj(uegg);
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morehungry((int)objects[EGG].oc_nutrition);
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} else if (u.uswallow)
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There("are no seats in here!");
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else
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pline("Having fun sitting on the %s?", surface(u.ux,u.uy));
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return(1);
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}
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void
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rndcurse() /* curse a few inventory items at random! */
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{
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int nobj = 0;
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int cnt, onum;
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struct obj *otmp;
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static const char mal_aura[] = "feel a malignant aura surround %s.";
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if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) {
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You(mal_aura, "the magic-absorbing blade");
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return;
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}
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if(Antimagic) {
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shieldeff(u.ux, u.uy);
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You(mal_aura, "you");
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}
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for (otmp = invent; otmp; otmp = otmp->nobj) {
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#ifdef GOLDOBJ
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/* gold isn't subject to being cursed or blessed */
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if (otmp->oclass == COIN_CLASS) continue;
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#endif
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nobj++;
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}
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if (nobj) {
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for (cnt = rnd(6/((!!Antimagic) + (!!Half_spell_damage) + 1));
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cnt > 0; cnt--) {
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onum = rnd(nobj);
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for (otmp = invent; otmp; otmp = otmp->nobj) {
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#ifdef GOLDOBJ
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/* as above */
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if (otmp->oclass == COIN_CLASS) continue;
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#endif
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if (--onum == 0) break; /* found the target */
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}
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/* the !otmp case should never happen; picking an already
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cursed item happens--avoid "resists" message in that case */
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if (!otmp || otmp->cursed) continue; /* next target */
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if(otmp->oartifact && spec_ability(otmp, SPFX_INTEL) &&
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rn2(10) < 8) {
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pline("%s!", Tobjnam(otmp, "resist"));
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continue;
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}
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if(otmp->blessed)
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unbless(otmp);
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else
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curse(otmp);
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}
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update_inventory();
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}
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#ifdef STEED
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/* treat steed's saddle as extended part of hero's inventory */
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if (u.usteed && !rn2(4) &&
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(otmp = which_armor(u.usteed, W_SADDLE)) != 0 &&
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!otmp->cursed) { /* skip if already cursed */
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if (otmp->blessed)
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unbless(otmp);
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else
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curse(otmp);
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if (!Blind) {
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pline("%s %s %s.",
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s_suffix(upstart(y_monnam(u.usteed))),
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aobjnam(otmp, "glow"),
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hcolor(otmp->cursed ? NH_BLACK : (const char *)"brown"));
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otmp->bknown = TRUE;
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}
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}
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#endif /*STEED*/
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}
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void
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attrcurse() /* remove a random INTRINSIC ability */
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{
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switch(rnd(11)) {
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case 1 : if (HFire_resistance & INTRINSIC) {
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HFire_resistance &= ~INTRINSIC;
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You_feel("warmer.");
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break;
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}
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case 2 : if (HTeleportation & INTRINSIC) {
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HTeleportation &= ~INTRINSIC;
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You_feel("less jumpy.");
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break;
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}
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case 3 : if (HPoison_resistance & INTRINSIC) {
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HPoison_resistance &= ~INTRINSIC;
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You_feel("a little sick!");
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break;
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}
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case 4 : if (HTelepat & INTRINSIC) {
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HTelepat &= ~INTRINSIC;
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if (Blind && !Blind_telepat)
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see_monsters(); /* Can't sense mons anymore! */
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Your("senses fail!");
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break;
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}
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case 5 : if (HCold_resistance & INTRINSIC) {
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HCold_resistance &= ~INTRINSIC;
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You_feel("cooler.");
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break;
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}
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case 6 : if (HInvis & INTRINSIC) {
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HInvis &= ~INTRINSIC;
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You_feel("paranoid.");
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break;
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}
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case 7 : if (HSee_invisible & INTRINSIC) {
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HSee_invisible &= ~INTRINSIC;
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You("%s!", Hallucination ? "tawt you taw a puttie tat"
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: "thought you saw something");
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break;
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}
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case 8 : if (HFast & INTRINSIC) {
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HFast &= ~INTRINSIC;
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You_feel("slower.");
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break;
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}
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case 9 : if (HStealth & INTRINSIC) {
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HStealth &= ~INTRINSIC;
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You_feel("clumsy.");
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break;
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}
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case 10: if (HProtection & INTRINSIC) {
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HProtection &= ~INTRINSIC;
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You_feel("vulnerable.");
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break;
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}
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case 11: if (HAggravate_monster & INTRINSIC) {
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HAggravate_monster &= ~INTRINSIC;
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You_feel("less attractive.");
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break;
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}
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default: break;
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}
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}
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/*sit.c*/
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