Files
nethack/src/sit.c
PatR 2b2ee0fbab formatting fixup (1 of 2)
Replace instances of strings split across lines which rely on C89/C90
implicit concatenation of string literals to splice them together
with single strings that are outdented relative to the code that uses
them.  It's uglier but it won't break compile for pre-ANSI compilers.

This covers many files in src/ that only have one or two such split
strings.  There are several more files which have three or more.  Those
will eventually be '(2 of 2)'.

Noticed along the way:  the fake mail message/subject
  Report bugs to devteam@nethack.org.
wasn't using its format string of "Report bugs to %s.", so would have
just shown our email address.  Doesn't anybody enable fake mail anymore?

I modified that format to enclose the address within angle brackets and
made a similar change for the 'contact' choice of the '?' command.
2015-07-12 19:35:06 -07:00

458 lines
15 KiB
C

/* NetHack 3.6 sit.c $NHDT-Date: 1436753523 2015/07/13 02:12:03 $ $NHDT-Branch: master $:$NHDT-Revision: 1.50 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "artifact.h"
void
take_gold()
{
struct obj *otmp, *nobj;
int lost_money = 0;
for (otmp = invent; otmp; otmp = nobj) {
nobj = otmp->nobj;
if (otmp->oclass == COIN_CLASS) {
lost_money = 1;
remove_worn_item(otmp, FALSE);
delobj(otmp);
}
}
if (!lost_money) {
You_feel("a strange sensation.");
} else {
You("notice you have no money!");
context.botl = 1;
}
}
int
dosit()
{
static const char sit_message[] = "sit on the %s.";
register struct trap *trap = t_at(u.ux, u.uy);
register int typ = levl[u.ux][u.uy].typ;
if (u.usteed) {
You("are already sitting on %s.", mon_nam(u.usteed));
return (0);
}
if (u.uundetected && is_hider(youmonst.data) && u.umonnum != PM_TRAPPER)
u.uundetected = 0; /* no longer on the ceiling */
if (!can_reach_floor(FALSE)) {
if (u.uswallow)
There("are no seats in here!");
else if (Levitation)
You("tumble in place.");
else
You("are sitting on air.");
return 0;
} else if (u.ustuck && !sticks(youmonst.data)) {
/* holding monster is next to hero rather than beneath, but
hero is in no condition to actually sit at has/her own spot */
if (humanoid(u.ustuck->data))
pline("%s won't offer %s lap.", Monnam(u.ustuck), mhis(u.ustuck));
else
pline("%s has no lap.", Monnam(u.ustuck));
return 0;
} else if (is_pool(u.ux, u.uy) && !Underwater) { /* water walking */
goto in_water;
}
if (OBJ_AT(u.ux, u.uy) &&
/* ensure we're not standing on the precipice */
!uteetering_at_seen_pit(trap)) {
register struct obj *obj;
obj = level.objects[u.ux][u.uy];
if (youmonst.data->mlet == S_DRAGON && obj->oclass == COIN_CLASS) {
You("coil up around your %shoard.",
(obj->quan + money_cnt(invent) < u.ulevel * 1000) ? "meager "
: "");
} else {
You("sit on %s.", the(xname(obj)));
if (!(Is_box(obj) || objects[obj->otyp].oc_material == CLOTH))
pline("It's not very comfortable...");
}
} else if (trap != 0 || (u.utrap && (u.utraptype >= TT_LAVA))) {
if (u.utrap) {
exercise(A_WIS, FALSE); /* you're getting stuck longer */
if (u.utraptype == TT_BEARTRAP) {
You_cant("sit down with your %s in the bear trap.",
body_part(FOOT));
u.utrap++;
} else if (u.utraptype == TT_PIT) {
if (trap && trap->ttyp == SPIKED_PIT) {
You("sit down on a spike. Ouch!");
losehp(Half_physical_damage ? rn2(2) : 1,
"sitting on an iron spike", KILLED_BY);
exercise(A_STR, FALSE);
} else
You("sit down in the pit.");
u.utrap += rn2(5);
} else if (u.utraptype == TT_WEB) {
You("sit in the spider web and get entangled further!");
u.utrap += rn1(10, 5);
} else if (u.utraptype == TT_LAVA) {
/* Must have fire resistance or they'd be dead already */
You("sit in the lava!");
if (Slimed)
burn_away_slime();
u.utrap += rnd(4);
losehp(d(2, 10), "sitting in lava",
KILLED_BY); /* lava damage */
} else if (u.utraptype == TT_INFLOOR
|| u.utraptype == TT_BURIEDBALL) {
You_cant("maneuver to sit!");
u.utrap++;
}
} else {
You("sit down.");
dotrap(trap, 0);
}
} else if (Underwater || Is_waterlevel(&u.uz)) {
if (Is_waterlevel(&u.uz))
There("are no cushions floating nearby.");
else
You("sit down on the muddy bottom.");
} else if (is_pool(u.ux, u.uy)) {
in_water:
You("sit in the water.");
if (!rn2(10) && uarm)
(void) water_damage(uarm, "armor", TRUE);
if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
(void) water_damage(uarm, "armor", TRUE);
} else if (IS_SINK(typ)) {
You(sit_message, defsyms[S_sink].explanation);
Your("%s gets wet.", humanoid(youmonst.data) ? "rump" : "underside");
} else if (IS_ALTAR(typ)) {
You(sit_message, defsyms[S_altar].explanation);
altar_wrath(u.ux, u.uy);
} else if (IS_GRAVE(typ)) {
You(sit_message, defsyms[S_grave].explanation);
} else if (typ == STAIRS) {
You(sit_message, "stairs");
} else if (typ == LADDER) {
You(sit_message, "ladder");
} else if (is_lava(u.ux, u.uy)) {
/* must be WWalking */
You(sit_message, "lava");
burn_away_slime();
if (likes_lava(youmonst.data)) {
pline_The("lava feels warm.");
return 1;
}
pline_The("lava burns you!");
losehp(d((Fire_resistance ? 2 : 10), 10), /* lava damage */
"sitting on lava", KILLED_BY);
} else if (is_ice(u.ux, u.uy)) {
You(sit_message, defsyms[S_ice].explanation);
if (!Cold_resistance)
pline_The("ice feels cold.");
} else if (typ == DRAWBRIDGE_DOWN) {
You(sit_message, "drawbridge");
} else if (IS_THRONE(typ)) {
You(sit_message, defsyms[S_throne].explanation);
if (rnd(6) > 4) {
switch (rnd(13)) {
case 1:
(void) adjattrib(rn2(A_MAX), -rn1(4, 3), FALSE);
losehp(rnd(10), "cursed throne", KILLED_BY_AN);
break;
case 2:
(void) adjattrib(rn2(A_MAX), 1, FALSE);
break;
case 3:
pline("A%s electric shock shoots through your body!",
(Shock_resistance) ? "n" : " massive");
losehp(Shock_resistance ? rnd(6) : rnd(30), "electric chair",
KILLED_BY_AN);
exercise(A_CON, FALSE);
break;
case 4:
You_feel("much, much better!");
if (Upolyd) {
if (u.mh >= (u.mhmax - 5))
u.mhmax += 4;
u.mh = u.mhmax;
}
if (u.uhp >= (u.uhpmax - 5))
u.uhpmax += 4;
u.uhp = u.uhpmax;
make_blinded(0L, TRUE);
make_sick(0L, (char *) 0, FALSE, SICK_ALL);
heal_legs();
context.botl = 1;
break;
case 5:
take_gold();
break;
case 6:
if (u.uluck + rn2(5) < 0) {
You_feel("your luck is changing.");
change_luck(1);
} else
makewish();
break;
case 7:
{
int cnt = rnd(10);
/* Magical voice not affected by deafness */
pline("A voice echoes:");
verbalize("Thy audience hath been summoned, %s!",
flags.female ? "Dame" : "Sire");
while (cnt--)
(void) makemon(courtmon(), u.ux, u.uy, NO_MM_FLAGS);
break;
}
case 8:
/* Magical voice not affected by deafness */
pline("A voice echoes:");
verbalize("By thine Imperious order, %s...",
flags.female ? "Dame" : "Sire");
do_genocide(5); /* REALLY|ONTHRONE, see do_genocide() */
break;
case 9:
/* Magical voice not affected by deafness */
pline("A voice echoes:");
verbalize(
"A curse upon thee for sitting upon this most holy throne!");
if (Luck > 0) {
make_blinded(Blinded + rn1(100, 250), TRUE);
} else
rndcurse();
break;
case 10:
if (Luck < 0 || (HSee_invisible & INTRINSIC)) {
if (level.flags.nommap) {
pline("A terrible drone fills your head!");
make_confused((HConfusion & TIMEOUT) + (long) rnd(30),
FALSE);
} else {
pline("An image forms in your mind.");
do_mapping();
}
} else {
Your("vision becomes clear.");
HSee_invisible |= FROMOUTSIDE;
newsym(u.ux, u.uy);
}
break;
case 11:
if (Luck < 0) {
You_feel("threatened.");
aggravate();
} else {
You_feel("a wrenching sensation.");
tele(); /* teleport him */
}
break;
case 12:
You("are granted an insight!");
if (invent) {
/* rn2(5) agrees w/seffects() */
identify_pack(rn2(5), FALSE);
}
break;
case 13:
Your("mind turns into a pretzel!");
make_confused((HConfusion & TIMEOUT) + (long) rn1(7, 16),
FALSE);
break;
default:
impossible("throne effect");
break;
}
} else {
if (is_prince(youmonst.data))
You_feel("very comfortable here.");
else
You_feel("somehow out of place...");
}
if (!rn2(3) && IS_THRONE(levl[u.ux][u.uy].typ)) {
/* may have teleported */
levl[u.ux][u.uy].typ = ROOM;
pline_The("throne vanishes in a puff of logic.");
newsym(u.ux, u.uy);
}
} else if (lays_eggs(youmonst.data)) {
struct obj *uegg;
if (!flags.female) {
pline("%s can't lay eggs!",
Hallucination
? "You may think you are a platypus, but a male still"
: "Males");
return 0;
} else if (u.uhunger < (int) objects[EGG].oc_nutrition) {
You("don't have enough energy to lay an egg.");
return 0;
}
uegg = mksobj(EGG, FALSE, FALSE);
uegg->spe = 1;
uegg->quan = 1L;
uegg->owt = weight(uegg);
/* this sets hatch timers if appropriate */
set_corpsenm(uegg, egg_type_from_parent(u.umonnum, FALSE));
uegg->known = uegg->dknown = 1;
You("lay an egg.");
dropy(uegg);
stackobj(uegg);
morehungry((int) objects[EGG].oc_nutrition);
} else {
pline("Having fun sitting on the %s?", surface(u.ux, u.uy));
}
return (1);
}
void rndcurse() /* curse a few inventory items at random! */
{
int nobj = 0;
int cnt, onum;
struct obj *otmp;
static const char mal_aura[] = "feel a malignant aura surround %s.";
if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) {
You(mal_aura, "the magic-absorbing blade");
return;
}
if (Antimagic) {
shieldeff(u.ux, u.uy);
You(mal_aura, "you");
}
for (otmp = invent; otmp; otmp = otmp->nobj) {
/* gold isn't subject to being cursed or blessed */
if (otmp->oclass == COIN_CLASS)
continue;
nobj++;
}
if (nobj) {
for (cnt = rnd(6 / ((!!Antimagic) + (!!Half_spell_damage) + 1));
cnt > 0; cnt--) {
onum = rnd(nobj);
for (otmp = invent; otmp; otmp = otmp->nobj) {
/* as above */
if (otmp->oclass == COIN_CLASS)
continue;
if (--onum == 0)
break; /* found the target */
}
/* the !otmp case should never happen; picking an already
cursed item happens--avoid "resists" message in that case */
if (!otmp || otmp->cursed)
continue; /* next target */
if (otmp->oartifact && spec_ability(otmp, SPFX_INTEL)
&& rn2(10) < 8) {
pline("%s!", Tobjnam(otmp, "resist"));
continue;
}
if (otmp->blessed)
unbless(otmp);
else
curse(otmp);
}
update_inventory();
}
/* treat steed's saddle as extended part of hero's inventory */
if (u.usteed && !rn2(4) && (otmp = which_armor(u.usteed, W_SADDLE)) != 0
&& !otmp->cursed) { /* skip if already cursed */
if (otmp->blessed)
unbless(otmp);
else
curse(otmp);
if (!Blind) {
pline("%s %s.", Yobjnam2(otmp, "glow"),
hcolor(otmp->cursed ? NH_BLACK : (const char *) "brown"));
otmp->bknown = TRUE;
}
}
}
void attrcurse() /* remove a random INTRINSIC ability */
{
switch (rnd(11)) {
case 1:
if (HFire_resistance & INTRINSIC) {
HFire_resistance &= ~INTRINSIC;
You_feel("warmer.");
break;
}
case 2:
if (HTeleportation & INTRINSIC) {
HTeleportation &= ~INTRINSIC;
You_feel("less jumpy.");
break;
}
case 3:
if (HPoison_resistance & INTRINSIC) {
HPoison_resistance &= ~INTRINSIC;
You_feel("a little sick!");
break;
}
case 4:
if (HTelepat & INTRINSIC) {
HTelepat &= ~INTRINSIC;
if (Blind && !Blind_telepat)
see_monsters(); /* Can't sense mons anymore! */
Your("senses fail!");
break;
}
case 5:
if (HCold_resistance & INTRINSIC) {
HCold_resistance &= ~INTRINSIC;
You_feel("cooler.");
break;
}
case 6:
if (HInvis & INTRINSIC) {
HInvis &= ~INTRINSIC;
You_feel("paranoid.");
break;
}
case 7:
if (HSee_invisible & INTRINSIC) {
HSee_invisible &= ~INTRINSIC;
You("%s!", Hallucination ? "tawt you taw a puttie tat"
: "thought you saw something");
break;
}
case 8:
if (HFast & INTRINSIC) {
HFast &= ~INTRINSIC;
You_feel("slower.");
break;
}
case 9:
if (HStealth & INTRINSIC) {
HStealth &= ~INTRINSIC;
You_feel("clumsy.");
break;
}
case 10:
if (HProtection & INTRINSIC) {
HProtection &= ~INTRINSIC;
You_feel("vulnerable.");
break;
}
case 11:
if (HAggravate_monster & INTRINSIC) {
HAggravate_monster &= ~INTRINSIC;
You_feel("less attractive.");
break;
}
default:
break;
}
}
/*sit.c*/