Make a not-very-robust fix for the report from <email deleted> about
being told a scoll disappears as you read it, then for the case of cursed
remove curse being told that the scroll disintegrates. He missed similar
case for scroll of fire erupting into flames after it had disappeared.
This suppresses the "disappears" part of the scroll reading message for
those two cases, but won't be very reliable if other scroll messages
referring to the scroll itself get introduced in the future. [Several
paths through scroll of fire won't report that it burns, and now it doesn't
give the disappears message any more. I don't think that's worth worrying
about; the scroll leaving inventory after burning up is implicit.]
Also cut down on redundant feedback for several scrolls (genocide,
charging, identify, stinking cloud) that start off by informing the player
what they are. That's only needed when the the player doesn't already
know the type of scroll. I've always felt it silly to be told that I've
"found a scroll of genocide" when I'm intentionally reading a known scroll
of genocide. All these types of scroll give a subsequent prompt which
makes them recongizable if you somehow manage to choose the wrong object
when picking the one to read.
Lastly, make spell of identify behave like ordinary uncursed scroll of
identify by default instead of ususally ID'ing multiple items. Now you'll
need to be skilled or better in divination spells skill in order to get the
blessed scroll effect out of it. And give some feedback if the spell is
cast when not carrying any inventory; it was just silently moving on to the
user's next command in that case.
460 lines
11 KiB
C
460 lines
11 KiB
C
/* SCCS Id: @(#)sit.c 3.5 2006/03/15 */
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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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context.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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context.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 = t_at(u.ux,u.uy);
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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 (u.uundetected && is_hider(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 (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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/* ensure we're not standing on the precipice */
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!uteetering_at_seen_pit(trap)) {
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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 != 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 lava!");
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u.utrap += rnd(4);
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losehp(d(2,10), "sitting in lava", 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, 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), /* 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) 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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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 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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/* Magical voice not affected by deafness */
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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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/* 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("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), 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 + 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 = 1L;
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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.",
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Yobjnam2(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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