The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.
It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.
Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.
To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.
A global variable named 'amulets', would be found in ga.
ga.amulets
^ ^
A global varable named 'move', would be found in gm.
gm.moves
^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
gv.val_for_n_or_more
^ ^
A global variable named 'youmonst' would be found in gy.
gy.youmonst
^ ^
548 lines
18 KiB
C
548 lines
18 KiB
C
/* NetHack 3.7 sit.c $NHDT-Date: 1627414178 2021/07/27 19:29:38 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.73 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2012. */
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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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static void throne_sit_effect(void);
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static int lay_an_egg(void);
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/* take away the hero's money */
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void
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take_gold(void)
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{
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struct obj *otmp, *nobj;
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int lost_money = 0;
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for (otmp = gi.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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remove_worn_item(otmp, FALSE);
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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 gold!");
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gc.context.botl = 1;
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}
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}
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/* maybe do something when hero sits on a throne */
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static void
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throne_sit_effect(void)
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{
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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), "electric chair",
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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))
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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)) {
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u.uhpmax += 4;
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if (u.uhpmax > u.uhppeak)
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u.uhppeak = u.uhpmax;
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}
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u.uhp = u.uhpmax;
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u.ucreamed = 0;
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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(0);
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gc.context.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
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makewish();
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break;
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case 7:
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{
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int cnt = rnd(10);
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/* Magical voice not affected by deafness */
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pline("A voice echoes:");
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verbalize("Thine 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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/* Magical voice not affected by deafness */
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pline("A voice echoes:");
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verbalize("By thine 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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/* Magical voice not affected by deafness */
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pline("A voice echoes:");
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verbalize(
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"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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change_luck((Luck > 1) ? -rnd(2) : -1);
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} else
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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 (gl.level.flags.nommap) {
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pline("A terrible drone fills your head!");
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make_confused((HConfusion & TIMEOUT) + (long) 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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/* avoid "vision clears" if hero can't see */
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if (!Blind) {
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Your("vision becomes clear.");
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} else {
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int num_of_eyes = eyecount(gy.youmonst.data);
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const char *eye = body_part(EYE);
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/* note: 1 eye case won't actually happen--can't
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sit on throne when poly'd into always-levitating
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floating eye and can't polymorph into Cyclops */
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switch (num_of_eyes) { /* 2, 1, or 0 */
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default:
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case 2: /* more than 1 eye */
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eye = makeplural(eye);
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/*FALLTHRU*/
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case 1: /* one eye (Cyclops, floating eye) */
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Your("%s %s...", eye, vtense(eye, "tingle"));
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break;
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case 0: /* no eyes */
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You("have a very strange feeling in your %s.",
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body_part(HEAD));
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break;
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}
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}
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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 (gi.invent) {
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/* rn2(5) agrees w/seffects() */
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identify_pack(rn2(5), FALSE);
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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 & TIMEOUT) + (long) rn1(7, 16),
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FALSE);
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break;
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default:
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impossible("throne effect");
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break;
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}
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} else {
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if (is_prince(gy.youmonst.data) || u.uevent.uhand_of_elbereth)
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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, levl[u.ux][u.uy].flags = 0;
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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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}
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/* hero lays an egg */
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static int
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lay_an_egg(void)
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{
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struct obj *uegg;
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if (!flags.female) {
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pline("%s can't lay eggs!",
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Hallucination
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? "You may think you are a platypus, but a male still"
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: "Males");
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return ECMD_OK;
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} else 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 ECMD_OK;
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} else if (eggs_in_water(gy.youmonst.data)) {
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if (!(Underwater || Is_waterlevel(&u.uz))) {
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pline("A splash tetra you are not.");
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return ECMD_OK;
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}
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if (Upolyd
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&& (gy.youmonst.data == &mons[PM_GIANT_EEL]
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|| gy.youmonst.data == &mons[PM_ELECTRIC_EEL])) {
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You("yearn for the Sargasso Sea.");
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return ECMD_OK;
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}
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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 = 1L;
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uegg->owt = weight(uegg);
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/* this sets hatch timers if appropriate */
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set_corpsenm(uegg, egg_type_from_parent(u.umonnum, FALSE));
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uegg->known = uegg->dknown = 1;
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You("%s an egg.", eggs_in_water(gy.youmonst.data) ? "spawn" : "lay");
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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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return ECMD_TIME;
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}
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/* #sit command */
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int
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dosit(void)
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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 = t_at(u.ux, u.uy);
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register int typ = levl[u.ux][u.uy].typ;
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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 ECMD_OK;
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}
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if (u.uundetected && is_hider(gy.youmonst.data) && u.umonnum != PM_TRAPPER)
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u.uundetected = 0; /* no longer on the ceiling */
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if (!can_reach_floor(FALSE)) {
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if (u.uswallow)
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There("are no seats in here!");
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else 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 ECMD_OK;
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} else if (u.ustuck && !sticks(gy.youmonst.data)) {
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/* holding monster is next to hero rather than beneath, but
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hero is in no condition to actually sit at has/her own spot */
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if (humanoid(u.ustuck->data))
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pline("%s won't offer %s lap.", Monnam(u.ustuck), mhis(u.ustuck));
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else
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pline("%s has no lap.", Monnam(u.ustuck));
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return ECMD_OK;
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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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/* ensure we're not standing on the precipice */
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&& !(uteetering_at_seen_pit(trap) || uescaped_shaft(trap))) {
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register struct obj *obj;
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obj = gl.level.objects[u.ux][u.uy];
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if (gy.youmonst.data->mlet == S_DRAGON && obj->oclass == COIN_CLASS) {
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You("coil up around your %shoard.",
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(obj->quan + money_cnt(gi.invent) < u.ulevel * 1000)
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? "meager " : "");
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} else if (obj->otyp == TOWEL) {
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pline("It's probably not a good time for a picnic...");
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} else {
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You("sit on %s.", the(xname(obj)));
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if (obj->otyp == CORPSE && amorphous(&mons[obj->corpsenm]))
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pline("It's squishy...");
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else if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
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pline("It's not very comfortable...");
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}
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} else if (trap != 0 || (u.utrap && (u.utraptype >= TT_LAVA))) {
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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.",
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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 && trap->ttyp == SPIKED_PIT) {
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You("sit down on a spike. Ouch!");
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losehp(Half_physical_damage ? rn2(2) : 1,
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"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 %s!", hliquid("lava"));
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if (Slimed)
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burn_away_slime();
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u.utrap += rnd(4);
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losehp(d(2, 10), "sitting in lava",
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KILLED_BY); /* lava damage */
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} else if (u.utraptype == TT_INFLOOR
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|| u.utraptype == TT_BURIEDBALL) {
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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, VIASITTING);
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}
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} else if ((Underwater || Is_waterlevel(&u.uz))
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&& !eggs_in_water(gy.youmonst.data)) {
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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) && !eggs_in_water(gy.youmonst.data)) {
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in_water:
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You("sit in the %s.", hliquid("water"));
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if (!rn2(10) && uarm)
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(void) water_damage(uarm, "armor", TRUE);
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if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
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(void) water_damage(uarm, "armor", TRUE);
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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.",
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humanoid(gy.youmonst.data) ? "rump" : "underside");
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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, hliquid("lava"));
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burn_away_slime();
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if (likes_lava(gy.youmonst.data)) {
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pline_The("%s feels warm.", hliquid("lava"));
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return ECMD_TIME;
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}
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pline_The("%s burns you!", hliquid("lava"));
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losehp(d((Fire_resistance ? 2 : 10), 10), /* lava damage */
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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)
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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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throne_sit_effect();
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} else if (lays_eggs(gy.youmonst.data)) {
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return lay_an_egg();
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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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}
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return ECMD_TIME;
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}
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/* curse a few inventory items at random! */
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void
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rndcurse(void)
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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 (u_wield_art(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 = gi.invent; otmp; otmp = otmp->nobj) {
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/* gold isn't subject to being cursed or blessed */
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if (otmp->oclass == COIN_CLASS)
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continue;
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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 = gi.invent; otmp; otmp = otmp->nobj) {
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/* as above */
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if (otmp->oclass == COIN_CLASS)
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continue;
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if (--onum == 0)
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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)
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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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/* treat steed's saddle as extended part of hero's inventory */
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if (u.usteed && !rn2(4) && (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.", Yobjnam2(otmp, "glow"),
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hcolor(otmp->cursed ? NH_BLACK : (const char *) "brown"));
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otmp->bknown = Hallucination ? 0 : 1; /* bypass set_bknown() */
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} else {
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otmp->bknown = 0; /* bypass set_bknown() */
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}
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}
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}
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/* remove a random INTRINSIC ability */
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void
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attrcurse(void)
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{
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|
switch (rnd(11)) {
|
|
case 1:
|
|
if (HFire_resistance & INTRINSIC) {
|
|
HFire_resistance &= ~INTRINSIC;
|
|
You_feel("warmer.");
|
|
break;
|
|
}
|
|
/*FALLTHRU*/
|
|
case 2:
|
|
if (HTeleportation & INTRINSIC) {
|
|
HTeleportation &= ~INTRINSIC;
|
|
You_feel("less jumpy.");
|
|
break;
|
|
}
|
|
/*FALLTHRU*/
|
|
case 3:
|
|
if (HPoison_resistance & INTRINSIC) {
|
|
HPoison_resistance &= ~INTRINSIC;
|
|
You_feel("a little sick!");
|
|
break;
|
|
}
|
|
/*FALLTHRU*/
|
|
case 4:
|
|
if (HTelepat & INTRINSIC) {
|
|
HTelepat &= ~INTRINSIC;
|
|
if (Blind && !Blind_telepat)
|
|
see_monsters(); /* Can't sense mons anymore! */
|
|
Your("senses fail!");
|
|
break;
|
|
}
|
|
/*FALLTHRU*/
|
|
case 5:
|
|
if (HCold_resistance & INTRINSIC) {
|
|
HCold_resistance &= ~INTRINSIC;
|
|
You_feel("cooler.");
|
|
break;
|
|
}
|
|
/*FALLTHRU*/
|
|
case 6:
|
|
if (HInvis & INTRINSIC) {
|
|
HInvis &= ~INTRINSIC;
|
|
You_feel("paranoid.");
|
|
break;
|
|
}
|
|
/*FALLTHRU*/
|
|
case 7:
|
|
if (HSee_invisible & INTRINSIC) {
|
|
HSee_invisible &= ~INTRINSIC;
|
|
if (!See_invisible) {
|
|
set_mimic_blocking();
|
|
see_monsters();
|
|
/* might not be able to see self anymore */
|
|
newsym(u.ux, u.uy);
|
|
}
|
|
You("%s!", Hallucination ? "tawt you taw a puttie tat"
|
|
: "thought you saw something");
|
|
break;
|
|
}
|
|
/*FALLTHRU*/
|
|
case 8:
|
|
if (HFast & INTRINSIC) {
|
|
HFast &= ~INTRINSIC;
|
|
You_feel("slower.");
|
|
break;
|
|
}
|
|
/*FALLTHRU*/
|
|
case 9:
|
|
if (HStealth & INTRINSIC) {
|
|
HStealth &= ~INTRINSIC;
|
|
You_feel("clumsy.");
|
|
break;
|
|
}
|
|
/*FALLTHRU*/
|
|
case 10:
|
|
/* intrinsic protection is just disabled, not set back to 0 */
|
|
if (HProtection & INTRINSIC) {
|
|
HProtection &= ~INTRINSIC;
|
|
You_feel("vulnerable.");
|
|
break;
|
|
}
|
|
/*FALLTHRU*/
|
|
case 11:
|
|
if (HAggravate_monster & INTRINSIC) {
|
|
HAggravate_monster &= ~INTRINSIC;
|
|
You_feel("less attractive.");
|
|
break;
|
|
}
|
|
/*FALLTHRU*/
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*sit.c*/
|