Files
nethack/src/sit.c
cohrs 5e443536d8 "your" artifacts
This patch introduces a change to yname() and Yname2() that avoids the
possessive "your" for the hero's normal, fully identified artifacts.
Quest artifacts still get the possessive, as do all other objects and all
objects not in the hero's possession.  shk_your()/Shk_Your() are used in
many places with a specific, generalized name for the object, so I didn't
introduce the artifact behavior there, although I did change them to append
a space, which simplified some other code.  Through added use of yname(),
there may be some places that used to just say "corpse" that will now be more
descriptive via yname()'s use of cxname().  I'm sure <Someone> will point
out any such places that are too onerous, although nothing obviously is.

I took the opportunity to inspect many uses of "your" and even Your().  Two
new functions are also introduced, yobjnam() and Yobjnam2(), which work
like aobjnam() and yname() combined, because I found that many uses of
aobjnam() were preceeded by "your" and I couldn't generally provide the
desired behavior for artifacts (or future artifacts) without a combined
function.  In some cases, this change allowed better sharing of code.

rust_dmg() still takes a string as input which is sometimes initialized
from xname() and often prepends "your" to it.  Currently, this isn't a
problem since there currently are no normal, armor artifacts.  If/when any
are introduced, rust_dmg() will need to be addressed.

The patch is for the trunk only.  A lot of research was required and I
didn't feel the upside was there for repeating it in the 3.4.3 branch.
2003-09-18 02:52:40 +00:00

451 lines
11 KiB
C

/* SCCS Id: @(#)sit.c 3.4 2002/09/21 */
/* 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()
{
#ifndef GOLDOBJ
if (u.ugold <= 0) {
You_feel("a strange sensation.");
} else {
You("notice you have no gold!");
u.ugold = 0;
flags.botl = 1;
}
#else
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;
delobj(otmp);
}
}
if (!lost_money) {
You_feel("a strange sensation.");
} else {
You("notice you have no money!");
flags.botl = 1;
}
#endif
}
int
dosit()
{
static const char sit_message[] = "sit on the %s.";
register struct trap *trap;
register int typ = levl[u.ux][u.uy].typ;
#ifdef STEED
if (u.usteed) {
You("are already sitting on %s.", mon_nam(u.usteed));
return (0);
}
#endif
if(!can_reach_floor()) {
if (Levitation)
You("tumble in place.");
else
You("are sitting on air.");
return 0;
} else if (is_pool(u.ux, u.uy) && !Underwater) { /* water walking */
goto in_water;
}
if(OBJ_AT(u.ux, u.uy)) {
register struct obj *obj;
obj = level.objects[u.ux][u.uy];
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 = t_at(u.ux, u.uy)) != 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->ttyp == SPIKED_PIT) {
You("sit down on a spike. Ouch!");
losehp(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!");
u.utrap += rnd(4);
losehp(d(2,10), "sitting in lava", KILLED_BY);
} 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) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
(void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
#ifdef SINKS
} else if(IS_SINK(typ)) {
You(sit_message, defsyms[S_sink].explanation);
Your("%s gets wet.", humanoid(youmonst.data) ? "rump" : "underside");
#endif
} 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),
"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();
flags.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);
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:
pline("A voice echoes:");
verbalize("By thy Imperious order, %s...",
flags.female ? "Dame" : "Sire");
do_genocide(5); /* REALLY|ONTHRONE, see do_genocide() */
break;
case 9:
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 + 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));
}
break;
case 13:
Your("mind turns into a pretzel!");
make_confused(HConfusion + 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("Males can't lay eggs!");
return 0;
}
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 = 1;
uegg->owt = weight(uegg);
uegg->corpsenm = egg_type_from_parent(u.umonnum, FALSE);
uegg->known = uegg->dknown = 1;
attach_egg_hatch_timeout(uegg);
You("lay an egg.");
dropy(uegg);
stackobj(uegg);
morehungry((int)objects[EGG].oc_nutrition);
} else if (u.uswallow)
There("are no seats in here!");
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) {
#ifdef GOLDOBJ
/* gold isn't subject to being cursed or blessed */
if (otmp->oclass == COIN_CLASS) continue;
#endif
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) {
#ifdef GOLDOBJ
/* as above */
if (otmp->oclass == COIN_CLASS) continue;
#endif
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();
}
#ifdef STEED
/* 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;
}
}
#endif /*STEED*/
}
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*/