/* NetHack 3.6 mhitu.c $NHDT-Date: 1451084422 2015/12/25 23:00:22 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.132 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ #include "hack.h" #include "artifact.h" STATIC_VAR NEARDATA struct obj *otmp; STATIC_DCL boolean FDECL(u_slip_free, (struct monst *, struct attack *)); STATIC_DCL int FDECL(passiveum, (struct permonst *, struct monst *, struct attack *)); STATIC_DCL void FDECL(mayberem, (struct obj *, const char *)); STATIC_DCL boolean FDECL(diseasemu, (struct permonst *)); STATIC_DCL int FDECL(hitmu, (struct monst *, struct attack *)); STATIC_DCL int FDECL(gulpmu, (struct monst *, struct attack *)); STATIC_DCL int FDECL(explmu, (struct monst *, struct attack *, BOOLEAN_P)); STATIC_DCL void FDECL(missmu, (struct monst *, BOOLEAN_P, struct attack *)); STATIC_DCL void FDECL(mswings, (struct monst *, struct obj *)); STATIC_DCL void FDECL(wildmiss, (struct monst *, struct attack *)); STATIC_DCL void FDECL(hitmsg, (struct monst *, struct attack *)); /* See comment in mhitm.c. If we use this a lot it probably should be */ /* changed to a parameter to mhitu. */ static int dieroll; STATIC_OVL void hitmsg(mtmp, mattk) register struct monst *mtmp; register struct attack *mattk; { int compat; /* Note: if opposite gender, "seductively" */ /* If same gender, "engagingly" for nymph, normal msg for others */ if ((compat = could_seduce(mtmp, &youmonst, mattk)) && !mtmp->mcan && !mtmp->mspec_used) { pline("%s %s you %s.", Monnam(mtmp), Blind ? "talks to" : "smiles at", compat == 2 ? "engagingly" : "seductively"); } else switch (mattk->aatyp) { case AT_BITE: pline("%s bites!", Monnam(mtmp)); break; case AT_KICK: pline("%s kicks%c", Monnam(mtmp), thick_skinned(youmonst.data) ? '.' : '!'); break; case AT_STNG: pline("%s stings!", Monnam(mtmp)); break; case AT_BUTT: pline("%s butts!", Monnam(mtmp)); break; case AT_TUCH: pline("%s touches you!", Monnam(mtmp)); break; case AT_TENT: pline("%s tentacles suck you!", s_suffix(Monnam(mtmp))); break; case AT_EXPL: case AT_BOOM: pline("%s explodes!", Monnam(mtmp)); break; default: pline("%s hits!", Monnam(mtmp)); } } /* monster missed you */ STATIC_OVL void missmu(mtmp, nearmiss, mattk) struct monst *mtmp; boolean nearmiss; struct attack *mattk; { if (!canspotmon(mtmp)) map_invisible(mtmp->mx, mtmp->my); if (could_seduce(mtmp, &youmonst, mattk) && !mtmp->mcan) pline("%s pretends to be friendly.", Monnam(mtmp)); else pline("%s %smisses!", Monnam(mtmp), (nearmiss && flags.verbose) ? "just " : ""); stop_occupation(); } /* monster swings obj */ STATIC_OVL void mswings(mtmp, otemp) struct monst *mtmp; struct obj *otemp; { if (flags.verbose && !Blind && mon_visible(mtmp)) { pline("%s %s %s%s %s.", Monnam(mtmp), (objects[otemp->otyp].oc_dir & PIERCE) ? "thrusts" : "swings", (otemp->quan > 1L) ? "one of " : "", mhis(mtmp), xname(otemp)); } } /* return how a poison attack was delivered */ const char * mpoisons_subj(mtmp, mattk) struct monst *mtmp; struct attack *mattk; { if (mattk->aatyp == AT_WEAP) { struct obj *mwep = (mtmp == &youmonst) ? uwep : MON_WEP(mtmp); /* "Foo's attack was poisoned." is pretty lame, but at least it's better than "sting" when not a stinging attack... */ return (!mwep || !mwep->opoisoned) ? "attack" : "weapon"; } else { return (mattk->aatyp == AT_TUCH) ? "contact" : (mattk->aatyp == AT_GAZE) ? "gaze" : (mattk->aatyp == AT_BITE) ? "bite" : "sting"; } } /* called when your intrinsic speed is taken away */ void u_slow_down() { HFast = 0L; if (!Fast) You("slow down."); else /* speed boots */ Your("quickness feels less natural."); exercise(A_DEX, FALSE); } /* monster attacked your displaced image */ STATIC_OVL void wildmiss(mtmp, mattk) register struct monst *mtmp; register struct attack *mattk; { int compat; /* no map_invisible() -- no way to tell where _this_ is coming from */ if (!flags.verbose) return; if (!cansee(mtmp->mx, mtmp->my)) return; /* maybe it's attacking an image around the corner? */ compat = ((mattk->adtyp == AD_SEDU || mattk->adtyp == AD_SSEX) && could_seduce(mtmp, &youmonst, (struct attack *) 0)); if (!mtmp->mcansee || (Invis && !perceives(mtmp->data))) { const char *swings = mattk->aatyp == AT_BITE ? "snaps" : mattk->aatyp == AT_KICK ? "kicks" : (mattk->aatyp == AT_STNG || mattk->aatyp == AT_BUTT || nolimbs(mtmp->data)) ? "lunges" : "swings"; if (compat) pline("%s tries to touch you and misses!", Monnam(mtmp)); else switch (rn2(3)) { case 0: pline("%s %s wildly and misses!", Monnam(mtmp), swings); break; case 1: pline("%s attacks a spot beside you.", Monnam(mtmp)); break; case 2: pline("%s strikes at %s!", Monnam(mtmp), levl[mtmp->mux][mtmp->muy].typ == WATER ? "empty water" : "thin air"); break; default: pline("%s %s wildly!", Monnam(mtmp), swings); break; } } else if (Displaced) { if (compat) pline("%s smiles %s at your %sdisplaced image...", Monnam(mtmp), compat == 2 ? "engagingly" : "seductively", Invis ? "invisible " : ""); else pline("%s strikes at your %sdisplaced image and misses you!", /* Note: if you're both invisible and displaced, * only monsters which see invisible will attack your * displaced image, since the displaced image is also * invisible. */ Monnam(mtmp), Invis ? "invisible " : ""); } else if (Underwater) { /* monsters may miss especially on water level where bubbles shake the player here and there */ if (compat) pline("%s reaches towards your distorted image.", Monnam(mtmp)); else pline("%s is fooled by water reflections and misses!", Monnam(mtmp)); } else impossible("%s attacks you without knowing your location?", Monnam(mtmp)); } void expels(mtmp, mdat, message) struct monst *mtmp; struct permonst *mdat; /* if mtmp is polymorphed, mdat != mtmp->data */ boolean message; { if (message) { if (is_animal(mdat)) You("get regurgitated!"); else { char blast[40]; register int i; blast[0] = '\0'; for (i = 0; i < NATTK; i++) if (mdat->mattk[i].aatyp == AT_ENGL) break; if (mdat->mattk[i].aatyp != AT_ENGL) impossible("Swallower has no engulfing attack?"); else { if (is_whirly(mdat)) { switch (mdat->mattk[i].adtyp) { case AD_ELEC: Strcpy(blast, " in a shower of sparks"); break; case AD_COLD: Strcpy(blast, " in a blast of frost"); break; } } else Strcpy(blast, " with a squelch"); You("get expelled from %s%s!", mon_nam(mtmp), blast); } } } unstuck(mtmp); /* ball&chain returned in unstuck() */ mnexto(mtmp); newsym(u.ux, u.uy); spoteffects(TRUE); /* to cover for a case where mtmp is not in a next square */ if (um_dist(mtmp->mx, mtmp->my, 1)) pline("Brrooaa... You land hard at some distance."); } /* select a monster's next attack, possibly substituting for its usual one */ struct attack * getmattk(mptr, indx, prev_result, alt_attk_buf) struct permonst *mptr; int indx, prev_result[]; struct attack *alt_attk_buf; { struct attack *attk = &mptr->mattk[indx]; /* prevent a monster with two consecutive disease or hunger attacks from hitting with both of them on the same turn; if the first has already hit, switch to a stun attack for the second */ if (indx > 0 && prev_result[indx - 1] > 0 && (attk->adtyp == AD_DISE || attk->adtyp == AD_PEST || attk->adtyp == AD_FAMN) && attk->adtyp == mptr->mattk[indx - 1].adtyp) { *alt_attk_buf = *attk; attk = alt_attk_buf; attk->adtyp = AD_STUN; /* make drain-energy damage be somewhat in proportion to energy */ } else if (attk->adtyp == AD_DREN) { int ulev = max(u.ulevel, 6); *alt_attk_buf = *attk; attk = alt_attk_buf; /* 3.6.0 used 4d6 but since energy drain came out of max energy once current energy was gone, that tended to have a severe effect on low energy characters; it's now 2d6 with ajustments */ if (u.uen <= 5 * ulev && attk->damn > 1) { attk->damn -= 1; /* low energy: 2d6 -> 1d6 */ if (u.uenmax <= 2 * ulev && attk->damd > 3) attk->damd -= 3; /* very low energy: 1d6 -> 1d3 */ } else if (u.uen > 12 * ulev) { attk->damn += 1; /* high energy: 2d6 -> 3d6 */ if (u.uenmax > 20 * ulev) attk->damd += 3; /* very high energy: 3d6 -> 3d9 */ /* note: 3d9 is slightly higher than previous 4d6 */ } } return attk; } /* * mattacku: monster attacks you * returns 1 if monster dies (e.g. "yellow light"), 0 otherwise * Note: if you're displaced or invisible the monster might attack the * wrong position... * Assumption: it's attacking you or an empty square; if there's another * monster which it attacks by mistake, the caller had better * take care of it... */ int mattacku(mtmp) register struct monst *mtmp; { struct attack *mattk, alt_attk; int i, j, tmp, sum[NATTK]; struct permonst *mdat = mtmp->data; boolean ranged = (distu(mtmp->mx, mtmp->my) > 3); /* Is it near you? Affects your actions */ boolean range2 = !monnear(mtmp, mtmp->mux, mtmp->muy); /* Does it think it's near you? Affects its actions */ boolean foundyou = (mtmp->mux == u.ux && mtmp->muy == u.uy); /* Is it attacking you or your image? */ boolean youseeit = canseemon(mtmp); /* Might be attacking your image around the corner, or * invisible, or you might be blind.... */ boolean skipnonmagc = FALSE; /* Are further physical attack attempts useless? */ if (!ranged) nomul(0); if (mtmp->mhp <= 0 || (Underwater && !is_swimmer(mtmp->data))) return 0; /* If swallowed, can only be affected by u.ustuck */ if (u.uswallow) { if (mtmp != u.ustuck) return 0; u.ustuck->mux = u.ux; u.ustuck->muy = u.uy; range2 = 0; foundyou = 1; if (u.uinvulnerable) return 0; /* stomachs can't hurt you! */ } else if (u.usteed) { if (mtmp == u.usteed) /* Your steed won't attack you */ return 0; /* Orcs like to steal and eat horses and the like */ if (!rn2(is_orc(mtmp->data) ? 2 : 4) && distu(mtmp->mx, mtmp->my) <= 2) { /* Attack your steed instead */ i = mattackm(mtmp, u.usteed); if ((i & MM_AGR_DIED)) return 1; /* make sure steed is still alive and within range */ if ((i & MM_DEF_DIED) || !u.usteed || distu(mtmp->mx, mtmp->my) > 2) return 0; /* Let your steed retaliate */ return !!(mattackm(u.usteed, mtmp) & MM_DEF_DIED); } } if (u.uundetected && !range2 && foundyou && !u.uswallow) { if (!canspotmon(mtmp)) map_invisible(mtmp->mx, mtmp->my); u.uundetected = 0; if (is_hider(youmonst.data) && u.umonnum != PM_TRAPPER) { /* ceiling hider */ coord cc; /* maybe we need a unexto() function? */ struct obj *obj; You("fall from the %s!", ceiling(u.ux, u.uy)); /* take monster off map now so that its location is eligible for placing hero; we assume that a removed monster remembers its old spot */ remove_monster(mtmp->mx, mtmp->my); if (!enexto(&cc, u.ux, u.uy, youmonst.data) /* a fish won't voluntarily swap positions when it's in water and hero is over land */ || (mtmp->data->mlet == S_EEL && is_pool(mtmp->mx, mtmp->my) && !is_pool(u.ux, u.uy))) { /* couldn't find any spot for hero; this used to kill off attacker, but now we just give a "miss" message and keep both mtmp and hero at their original positions; hero has become unconcealed so mtmp's next move will be a regular attack */ place_monster(mtmp, mtmp->mx, mtmp->my); /* put back */ newsym(u.ux, u.uy); /* u.uundetected was toggled */ pline("%s draws back as you drop!", Monnam(mtmp)); return 0; } /* put mtmp at hero's spot and move hero to */ newsym(mtmp->mx, mtmp->my); /* finish removal */ place_monster(mtmp, u.ux, u.uy); if (mtmp->wormno) { worm_move(mtmp); /* tail hasn't grown, so if it now occupies then one of its original spots must be free */ if (m_at(cc.x, cc.y)) (void) enexto(&cc, u.ux, u.uy, youmonst.data); } teleds(cc.x, cc.y, TRUE); /* move hero */ set_apparxy(mtmp); newsym(u.ux, u.uy); if (youmonst.data->mlet != S_PIERCER) return 0; /* lurkers don't attack */ obj = which_armor(mtmp, WORN_HELMET); if (obj && is_metallic(obj)) { Your("blow glances off %s %s.", s_suffix(mon_nam(mtmp)), helm_simple_name(obj)); } else { if (3 + find_mac(mtmp) <= rnd(20)) { pline("%s is hit by a falling piercer (you)!", Monnam(mtmp)); if ((mtmp->mhp -= d(3, 6)) < 1) killed(mtmp); } else pline("%s is almost hit by a falling piercer (you)!", Monnam(mtmp)); } } else { /* surface hider */ if (!youseeit) { pline("It tries to move where you are hiding."); } else { /* Ugly kludge for eggs. The message is phrased so as * to be directed at the monster, not the player, * which makes "laid by you" wrong. For the * parallelism to work, we can't rephrase it, so we * zap the "laid by you" momentarily instead. */ struct obj *obj = level.objects[u.ux][u.uy]; if (obj || u.umonnum == PM_TRAPPER || (youmonst.data->mlet == S_EEL && is_pool(u.ux, u.uy))) { int save_spe = 0; /* suppress warning */ if (obj) { save_spe = obj->spe; if (obj->otyp == EGG) obj->spe = 0; } if (youmonst.data->mlet == S_EEL || u.umonnum == PM_TRAPPER) pline( "Wait, %s! There's a hidden %s named %s there!", m_monnam(mtmp), youmonst.data->mname, plname); else pline( "Wait, %s! There's a %s named %s hiding under %s!", m_monnam(mtmp), youmonst.data->mname, plname, doname(level.objects[u.ux][u.uy])); if (obj) obj->spe = save_spe; } else impossible("hiding under nothing?"); } newsym(u.ux, u.uy); } return 0; } /* hero might be a mimic, concealed via #monster */ if (youmonst.data->mlet == S_MIMIC && youmonst.m_ap_type && !range2 && foundyou && !u.uswallow) { boolean sticky = sticks(youmonst.data); if (!canspotmon(mtmp)) map_invisible(mtmp->mx, mtmp->my); if (sticky && !youseeit) pline("It gets stuck on you."); else pline("Wait, %s! That's a %s named %s!", m_monnam(mtmp), youmonst.data->mname, plname); if (sticky) u.ustuck = mtmp; youmonst.m_ap_type = M_AP_NOTHING; youmonst.mappearance = 0; newsym(u.ux, u.uy); return 0; } /* non-mimic hero might be mimicking an object after eating m corpse */ if (youmonst.m_ap_type == M_AP_OBJECT && !range2 && foundyou && !u.uswallow) { if (!canspotmon(mtmp)) map_invisible(mtmp->mx, mtmp->my); if (!youseeit) pline("%s %s!", Something, (likes_gold(mtmp->data) && youmonst.mappearance == GOLD_PIECE) ? "tries to pick you up" : "disturbs you"); else pline("Wait, %s! That %s is really %s named %s!", m_monnam(mtmp), mimic_obj_name(&youmonst), an(mons[u.umonnum].mname), plname); if (multi < 0) { /* this should always be the case */ char buf[BUFSZ]; Sprintf(buf, "You appear to be %s again.", Upolyd ? (const char *) an(youmonst.data->mname) : (const char *) "yourself"); unmul(buf); /* immediately stop mimicking */ } return 0; } /* Work out the armor class differential */ tmp = AC_VALUE(u.uac) + 10; /* tmp ~= 0 - 20 */ tmp += mtmp->m_lev; if (multi < 0) tmp += 4; if ((Invis && !perceives(mdat)) || !mtmp->mcansee) tmp -= 2; if (mtmp->mtrapped) tmp -= 2; if (tmp <= 0) tmp = 1; /* make eels visible the moment they hit/miss us */ if (mdat->mlet == S_EEL && mtmp->minvis && cansee(mtmp->mx, mtmp->my)) { mtmp->minvis = 0; newsym(mtmp->mx, mtmp->my); } /* Special demon handling code */ if ((mtmp->cham == NON_PM) && is_demon(mdat) && !range2 && mtmp->data != &mons[PM_BALROG] && mtmp->data != &mons[PM_SUCCUBUS] && mtmp->data != &mons[PM_INCUBUS]) if (!mtmp->mcan && !rn2(13)) (void) msummon(mtmp); /* Special lycanthrope handling code */ if ((mtmp->cham == NON_PM) && is_were(mdat) && !range2) { if (is_human(mdat)) { if (!rn2(5 - (night() * 2)) && !mtmp->mcan) new_were(mtmp); } else if (!rn2(30) && !mtmp->mcan) new_were(mtmp); mdat = mtmp->data; if (!rn2(10) && !mtmp->mcan) { int numseen, numhelp; char buf[BUFSZ], genericwere[BUFSZ]; Strcpy(genericwere, "creature"); numhelp = were_summon(mdat, FALSE, &numseen, genericwere); if (youseeit) { pline("%s summons help!", Monnam(mtmp)); if (numhelp > 0) { if (numseen == 0) You_feel("hemmed in."); } else pline("But none comes."); } else { const char *from_nowhere; if (!Deaf) { pline("%s %s!", Something, makeplural(growl_sound(mtmp))); from_nowhere = ""; } else from_nowhere = " from nowhere"; if (numhelp > 0) { if (numseen < 1) You_feel("hemmed in."); else { if (numseen == 1) Sprintf(buf, "%s appears", an(genericwere)); else Sprintf(buf, "%s appear", makeplural(genericwere)); pline("%s%s!", upstart(buf), from_nowhere); } } /* else no help came; but you didn't know it tried */ } } } if (u.uinvulnerable) { /* monsters won't attack you */ if (mtmp == u.ustuck) pline("%s loosens its grip slightly.", Monnam(mtmp)); else if (!range2) { if (youseeit || sensemon(mtmp)) pline("%s starts to attack you, but pulls back.", Monnam(mtmp)); else You_feel("%s move nearby.", something); } return 0; } /* Unlike defensive stuff, don't let them use item _and_ attack. */ if (find_offensive(mtmp)) { int foo = use_offensive(mtmp); if (foo != 0) return (foo == 1); } for (i = 0; i < NATTK; i++) { sum[i] = 0; mattk = getmattk(mdat, i, sum, &alt_attk); if ((u.uswallow && mattk->aatyp != AT_ENGL) || (skipnonmagc && mattk->aatyp != AT_MAGC)) continue; switch (mattk->aatyp) { case AT_CLAW: /* "hand to hand" attacks */ case AT_KICK: case AT_BITE: case AT_STNG: case AT_TUCH: case AT_BUTT: case AT_TENT: if (!range2 && (!MON_WEP(mtmp) || mtmp->mconf || Conflict || !touch_petrifies(youmonst.data))) { if (foundyou) { if (tmp > (j = rnd(20 + i))) { if (mattk->aatyp != AT_KICK || !thick_skinned(youmonst.data)) sum[i] = hitmu(mtmp, mattk); } else missmu(mtmp, (tmp == j), mattk); } else { wildmiss(mtmp, mattk); /* skip any remaining non-spell attacks */ skipnonmagc = TRUE; } } break; case AT_HUGS: /* automatic if prev two attacks succeed */ /* Note: if displaced, prev attacks never succeeded */ if ((!range2 && i >= 2 && sum[i - 1] && sum[i - 2]) || mtmp == u.ustuck) sum[i] = hitmu(mtmp, mattk); break; case AT_GAZE: /* can affect you either ranged or not */ /* Medusa gaze already operated through m_respond in dochug(); don't gaze more than once per round. */ if (mdat != &mons[PM_MEDUSA]) sum[i] = gazemu(mtmp, mattk); break; case AT_EXPL: /* automatic hit if next to, and aimed at you */ if (!range2) sum[i] = explmu(mtmp, mattk, foundyou); break; case AT_ENGL: if (!range2) { if (foundyou) { if (u.uswallow || tmp > (j = rnd(20 + i))) { /* Force swallowing monster to be * displayed even when player is * moving away */ flush_screen(1); sum[i] = gulpmu(mtmp, mattk); } else { missmu(mtmp, (tmp == j), mattk); } } else if (is_animal(mtmp->data)) { pline("%s gulps some air!", Monnam(mtmp)); } else { if (youseeit) pline("%s lunges forward and recoils!", Monnam(mtmp)); else You_hear("a %s nearby.", is_whirly(mtmp->data) ? "rushing noise" : "splat"); } } break; case AT_BREA: if (range2) sum[i] = breamu(mtmp, mattk); /* Note: breamu takes care of displacement */ break; case AT_SPIT: if (range2) sum[i] = spitmu(mtmp, mattk); /* Note: spitmu takes care of displacement */ break; case AT_WEAP: if (range2) { if (!Is_rogue_level(&u.uz)) thrwmu(mtmp); } else { int hittmp = 0; /* Rare but not impossible. Normally the monster * wields when 2 spaces away, but it can be * teleported or whatever.... */ if (mtmp->weapon_check == NEED_WEAPON || !MON_WEP(mtmp)) { mtmp->weapon_check = NEED_HTH_WEAPON; /* mon_wield_item resets weapon_check as appropriate */ if (mon_wield_item(mtmp) != 0) break; } if (foundyou) { otmp = MON_WEP(mtmp); if (otmp) { hittmp = hitval(otmp, &youmonst); tmp += hittmp; mswings(mtmp, otmp); } if (tmp > (j = dieroll = rnd(20 + i))) sum[i] = hitmu(mtmp, mattk); else missmu(mtmp, (tmp == j), mattk); /* KMH -- Don't accumulate to-hit bonuses */ if (otmp) tmp -= hittmp; } else { wildmiss(mtmp, mattk); /* skip any remaining non-spell attacks */ skipnonmagc = TRUE; } } break; case AT_MAGC: if (range2) sum[i] = buzzmu(mtmp, mattk); else sum[i] = castmu(mtmp, mattk, TRUE, foundyou); break; default: /* no attack */ break; } if (context.botl) bot(); /* give player a chance of waking up before dying -kaa */ if (sum[i] == 1) { /* successful attack */ if (u.usleep && u.usleep < monstermoves && !rn2(10)) { multi = -1; nomovemsg = "The combat suddenly awakens you."; } } if (sum[i] == 2) return 1; /* attacker dead */ if (sum[i] == 3) break; /* attacker teleported, no more attacks */ /* sum[i] == 0: unsuccessful attack */ } return 0; } STATIC_OVL boolean diseasemu(mdat) struct permonst *mdat; { if (Sick_resistance) { You_feel("a slight illness."); return FALSE; } else { make_sick(Sick ? Sick / 3L + 1L : (long) rn1(ACURR(A_CON), 20), mdat->mname, TRUE, SICK_NONVOMITABLE); return TRUE; } } /* check whether slippery clothing protects from hug or wrap attack */ STATIC_OVL boolean u_slip_free(mtmp, mattk) struct monst *mtmp; struct attack *mattk; { struct obj *obj = (uarmc ? uarmc : uarm); if (!obj) obj = uarmu; if (mattk->adtyp == AD_DRIN) obj = uarmh; /* if your cloak/armor is greased, monster slips off; this protection might fail (33% chance) when the armor is cursed */ if (obj && (obj->greased || obj->otyp == OILSKIN_CLOAK) && (!obj->cursed || rn2(3))) { pline("%s %s your %s %s!", Monnam(mtmp), (mattk->adtyp == AD_WRAP) ? "slips off of" : "grabs you, but cannot hold onto", obj->greased ? "greased" : "slippery", /* avoid "slippery slippery cloak" for undiscovered oilskin cloak */ (obj->greased || objects[obj->otyp].oc_name_known) ? xname(obj) : cloak_simple_name(obj)); if (obj->greased && !rn2(2)) { pline_The("grease wears off."); obj->greased = 0; update_inventory(); } return TRUE; } return FALSE; } /* armor that sufficiently covers the body might be able to block magic */ int magic_negation(mon) struct monst *mon; { struct obj *o; long wearmask; int armpro, mc = 0; boolean is_you = (mon == &youmonst), gotprot = is_you ? (EProtection != 0L) /* high priests have innate protection */ : (mon->data == &mons[PM_HIGH_PRIEST]); for (o = is_you ? invent : mon->minvent; o; o = o->nobj) { /* a_can field is only applicable for armor (which must be worn) */ if ((o->owornmask & W_ARMOR) != 0L) { armpro = objects[o->otyp].a_can; if (armpro > mc) mc = armpro; } /* if we've already confirmed Protection, skip additional checks */ if (is_you || gotprot) continue; /* omit W_SWAPWEP+W_QUIVER; W_ART+W_ARTI handled by protects() */ wearmask = W_ARMOR | W_ACCESSORY; if (o->oclass == WEAPON_CLASS || is_weptool(o)) wearmask |= W_WEP; if (protects(o, ((o->owornmask & wearmask) != 0L) ? TRUE : FALSE)) gotprot = TRUE; } if (gotprot) { /* extrinsic Protection increases mc by 1 */ if (mc < 3) mc += 1; } else if (mc < 1) { /* intrinsic Protection is weaker (play balance; obtaining divine protection is too easy); it confers minimum mc 1 instead of 0 */ if ((is_you && ((HProtection && u.ublessed > 0) || u.uspellprot)) /* aligned priests and angels have innate intrinsic Protection */ || (mon->data == &mons[PM_ALIGNED_PRIEST] || is_minion(mon->data))) mc = 1; } return mc; } /* * hitmu: monster hits you * returns 2 if monster dies (e.g. "yellow light"), 1 otherwise * 3 if the monster lives but teleported/paralyzed, so it can't keep * attacking you */ STATIC_OVL int hitmu(mtmp, mattk) register struct monst *mtmp; register struct attack *mattk; { register struct permonst *mdat = mtmp->data; register int uncancelled, ptmp; int dmg, armpro, permdmg; char buf[BUFSZ]; struct permonst *olduasmon = youmonst.data; int res; if (!canspotmon(mtmp)) map_invisible(mtmp->mx, mtmp->my); /* If the monster is undetected & hits you, you should know where * the attack came from. */ if (mtmp->mundetected && (hides_under(mdat) || mdat->mlet == S_EEL)) { mtmp->mundetected = 0; if (!(Blind ? Blind_telepat : Unblind_telepat)) { struct obj *obj; const char *what; if ((obj = level.objects[mtmp->mx][mtmp->my]) != 0) { if (Blind && !obj->dknown) what = something; else if (is_pool(mtmp->mx, mtmp->my) && !Underwater) what = "the water"; else what = doname(obj); pline("%s was hidden under %s!", Amonnam(mtmp), what); } newsym(mtmp->mx, mtmp->my); } } /* First determine the base damage done */ dmg = d((int) mattk->damn, (int) mattk->damd); if ((is_undead(mdat) || is_vampshifter(mtmp)) && midnight()) dmg += d((int) mattk->damn, (int) mattk->damd); /* extra damage */ /* Next a cancellation factor. * Use uncancelled when cancellation factor takes into account certain * armor's special magic protection. Otherwise just use !mtmp->mcan. */ armpro = magic_negation(&youmonst); uncancelled = !mtmp->mcan && (rn2(10) >= 3 * armpro); permdmg = 0; /* Now, adjust damages via resistances or specific attacks */ switch (mattk->adtyp) { case AD_PHYS: if (mattk->aatyp == AT_HUGS && !sticks(youmonst.data)) { if (!u.ustuck && rn2(2)) { if (u_slip_free(mtmp, mattk)) { dmg = 0; } else { u.ustuck = mtmp; pline("%s grabs you!", Monnam(mtmp)); } } else if (u.ustuck == mtmp) { exercise(A_STR, FALSE); You("are being %s.", (mtmp->data == &mons[PM_ROPE_GOLEM]) ? "choked" : "crushed"); } } else { /* hand to hand weapon */ if (mattk->aatyp == AT_WEAP && otmp) { int tmp; if (otmp->otyp == CORPSE && touch_petrifies(&mons[otmp->corpsenm])) { dmg = 1; pline("%s hits you with the %s corpse.", Monnam(mtmp), mons[otmp->corpsenm].mname); if (!Stoned) goto do_stone; } dmg += dmgval(otmp, &youmonst); if (dmg <= 0) dmg = 1; if (!(otmp->oartifact && artifact_hit(mtmp, &youmonst, otmp, &dmg, dieroll))) hitmsg(mtmp, mattk); if (!dmg) break; if (objects[otmp->otyp].oc_material == SILVER && Hate_silver) { pline_The("silver sears your flesh!"); exercise(A_CON, FALSE); } /* this redundancy necessary because you have to take the damage _before_ being cloned; need to have at least 2 hp left to split */ tmp = dmg; if (u.uac < 0) tmp -= rnd(-u.uac); if (tmp < 1) tmp = 1; if (u.mh - tmp > 1 && objects[otmp->otyp].oc_material == IRON && (u.umonnum == PM_BLACK_PUDDING || u.umonnum == PM_BROWN_PUDDING)) { if (tmp > 1) exercise(A_STR, FALSE); /* inflict damage now; we know it can't be fatal */ u.mh -= tmp; context.botl = 1; dmg = 0; /* don't inflict more damage below */ if (cloneu()) You("divide as %s hits you!", mon_nam(mtmp)); } rustm(&youmonst, otmp); } else if (mattk->aatyp != AT_TUCH || dmg != 0 || mtmp != u.ustuck) hitmsg(mtmp, mattk); } break; case AD_DISE: hitmsg(mtmp, mattk); if (!diseasemu(mdat)) dmg = 0; break; case AD_FIRE: hitmsg(mtmp, mattk); if (uncancelled) { pline("You're %s!", on_fire(youmonst.data, mattk)); if (youmonst.data == &mons[PM_STRAW_GOLEM] || youmonst.data == &mons[PM_PAPER_GOLEM]) { You("roast!"); /* KMH -- this is okay with unchanging */ rehumanize(); break; } else if (Fire_resistance) { pline_The("fire doesn't feel hot!"); dmg = 0; } if ((int) mtmp->m_lev > rn2(20)) destroy_item(SCROLL_CLASS, AD_FIRE); if ((int) mtmp->m_lev > rn2(20)) destroy_item(POTION_CLASS, AD_FIRE); if ((int) mtmp->m_lev > rn2(25)) destroy_item(SPBOOK_CLASS, AD_FIRE); burn_away_slime(); } else dmg = 0; break; case AD_COLD: hitmsg(mtmp, mattk); if (uncancelled) { pline("You're covered in frost!"); if (Cold_resistance) { pline_The("frost doesn't seem cold!"); dmg = 0; } if ((int) mtmp->m_lev > rn2(20)) destroy_item(POTION_CLASS, AD_COLD); } else dmg = 0; break; case AD_ELEC: hitmsg(mtmp, mattk); if (uncancelled) { You("get zapped!"); if (Shock_resistance) { pline_The("zap doesn't shock you!"); dmg = 0; } if ((int) mtmp->m_lev > rn2(20)) destroy_item(WAND_CLASS, AD_ELEC); if ((int) mtmp->m_lev > rn2(20)) destroy_item(RING_CLASS, AD_ELEC); } else dmg = 0; break; case AD_SLEE: hitmsg(mtmp, mattk); if (uncancelled && multi >= 0 && !rn2(5)) { if (Sleep_resistance) break; fall_asleep(-rnd(10), TRUE); if (Blind) You("are put to sleep!"); else You("are put to sleep by %s!", mon_nam(mtmp)); } break; case AD_BLND: if (can_blnd(mtmp, &youmonst, mattk->aatyp, (struct obj *) 0)) { if (!Blind) pline("%s blinds you!", Monnam(mtmp)); make_blinded(Blinded + (long) dmg, FALSE); if (!Blind) Your1(vision_clears); } dmg = 0; break; case AD_DRST: ptmp = A_STR; goto dopois; case AD_DRDX: ptmp = A_DEX; goto dopois; case AD_DRCO: ptmp = A_CON; dopois: hitmsg(mtmp, mattk); if (uncancelled && !rn2(8)) { Sprintf(buf, "%s %s", s_suffix(Monnam(mtmp)), mpoisons_subj(mtmp, mattk)); poisoned(buf, ptmp, mdat->mname, 30, FALSE); } break; case AD_DRIN: hitmsg(mtmp, mattk); if (defends(AD_DRIN, uwep) || !has_head(youmonst.data)) { You("don't seem harmed."); /* Not clear what to do for green slimes */ break; } if (u_slip_free(mtmp, mattk)) break; if (uarmh && rn2(8)) { /* not body_part(HEAD) */ Your("%s blocks the attack to your head.", helm_simple_name(uarmh)); break; } if (Half_physical_damage) dmg = (dmg + 1) / 2; mdamageu(mtmp, dmg); if (!uarmh || uarmh->otyp != DUNCE_CAP) { /* eat_brains() will miss if target is mindless (won't happen here; hero is considered to retain his mind regardless of current shape) or is noncorporeal (can't happen here; no one can poly into a ghost or shade) so this check for missing is academic */ if (eat_brains(mtmp, &youmonst, TRUE, (int *) 0) == MM_MISS) break; } /* adjattrib gives dunce cap message when appropriate */ (void) adjattrib(A_INT, -rnd(2), FALSE); forget_levels(25); /* lose memory of 25% of levels */ forget_objects(25); /* lose memory of 25% of objects */ break; case AD_PLYS: hitmsg(mtmp, mattk); if (uncancelled && multi >= 0 && !rn2(3)) { if (Free_action) { You("momentarily stiffen."); } else { if (Blind) You("are frozen!"); else You("are frozen by %s!", mon_nam(mtmp)); nomovemsg = You_can_move_again; nomul(-rnd(10)); multi_reason = "paralyzed by a monster"; exercise(A_DEX, FALSE); } } break; case AD_DRLI: hitmsg(mtmp, mattk); if (uncancelled && !rn2(3) && !Drain_resistance) { losexp("life drainage"); } break; case AD_LEGS: { register long side = rn2(2) ? RIGHT_SIDE : LEFT_SIDE; const char *sidestr = (side == RIGHT_SIDE) ? "right" : "left"; /* This case is too obvious to ignore, but Nethack is not in * general very good at considering height--most short monsters * still _can_ attack you when you're flying or mounted. * [FIXME: why can't a flying attacker overcome this?] */ if (u.usteed || Levitation || Flying) { pline("%s tries to reach your %s %s!", Monnam(mtmp), sidestr, body_part(LEG)); dmg = 0; } else if (mtmp->mcan) { pline("%s nuzzles against your %s %s!", Monnam(mtmp), sidestr, body_part(LEG)); dmg = 0; } else { if (uarmf) { if (rn2(2) && (uarmf->otyp == LOW_BOOTS || uarmf->otyp == IRON_SHOES)) pline("%s pricks the exposed part of your %s %s!", Monnam(mtmp), sidestr, body_part(LEG)); else if (!rn2(5)) pline("%s pricks through your %s boot!", Monnam(mtmp), sidestr); else { pline("%s scratches your %s boot!", Monnam(mtmp), sidestr); dmg = 0; break; } } else pline("%s pricks your %s %s!", Monnam(mtmp), sidestr, body_part(LEG)); set_wounded_legs(side, rnd(60 - ACURR(A_DEX))); exercise(A_STR, FALSE); exercise(A_DEX, FALSE); } break; } case AD_STON: /* cockatrice */ hitmsg(mtmp, mattk); if (!rn2(3)) { if (mtmp->mcan) { if (!Deaf) You_hear("a cough from %s!", mon_nam(mtmp)); } else { if (!Deaf) You_hear("%s hissing!", s_suffix(mon_nam(mtmp))); if (!rn2(10) || (flags.moonphase == NEW_MOON && !have_lizard())) { do_stone: if (!Stoned && !Stone_resistance && !(poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))) { int kformat = KILLED_BY_AN; const char *kname = mtmp->data->mname; if (mtmp->data->geno & G_UNIQ) { if (!type_is_pname(mtmp->data)) kname = the(kname); kformat = KILLED_BY; } make_stoned(5L, (char *) 0, kformat, kname); return 1; /* done_in_by(mtmp, STONING); */ } } } } break; case AD_STCK: hitmsg(mtmp, mattk); if (uncancelled && !u.ustuck && !sticks(youmonst.data)) u.ustuck = mtmp; break; case AD_WRAP: if ((!mtmp->mcan || u.ustuck == mtmp) && !sticks(youmonst.data)) { if (!u.ustuck && !rn2(10)) { if (u_slip_free(mtmp, mattk)) { dmg = 0; } else { pline("%s swings itself around you!", Monnam(mtmp)); u.ustuck = mtmp; } } else if (u.ustuck == mtmp) { if (is_pool(mtmp->mx, mtmp->my) && !Swimming && !Amphibious) { boolean moat = (levl[mtmp->mx][mtmp->my].typ != POOL) && (levl[mtmp->mx][mtmp->my].typ != WATER) && !Is_medusa_level(&u.uz) && !Is_waterlevel(&u.uz); pline("%s drowns you...", Monnam(mtmp)); killer.format = KILLED_BY_AN; Sprintf(killer.name, "%s by %s", moat ? "moat" : "pool of water", an(mtmp->data->mname)); done(DROWNING); } else if (mattk->aatyp == AT_HUGS) You("are being crushed."); } else { dmg = 0; if (flags.verbose) pline("%s brushes against your %s.", Monnam(mtmp), body_part(LEG)); } } else dmg = 0; break; case AD_WERE: hitmsg(mtmp, mattk); if (uncancelled && !rn2(4) && u.ulycn == NON_PM && !Protection_from_shape_changers && !defends(AD_WERE, uwep)) { You_feel("feverish."); exercise(A_CON, FALSE); set_ulycn(monsndx(mdat)); retouch_equipment(2); } break; case AD_SGLD: hitmsg(mtmp, mattk); if (youmonst.data->mlet == mdat->mlet) break; if (!mtmp->mcan) stealgold(mtmp); break; case AD_SSEX: if (SYSOPT_SEDUCE) { if (could_seduce(mtmp, &youmonst, mattk) == 1 && !mtmp->mcan) if (doseduce(mtmp)) return 3; break; } /* else FALLTHRU */ case AD_SITM: /* for now these are the same */ case AD_SEDU: if (is_animal(mtmp->data)) { hitmsg(mtmp, mattk); if (mtmp->mcan) break; /* Continue below */ } else if (dmgtype(youmonst.data, AD_SEDU) || (SYSOPT_SEDUCE && dmgtype(youmonst.data, AD_SSEX))) { pline("%s %s.", Monnam(mtmp), mtmp->minvent ? "brags about the goods some dungeon explorer provided" : "makes some remarks about how difficult theft is lately"); if (!tele_restrict(mtmp)) (void) rloc(mtmp, TRUE); return 3; } else if (mtmp->mcan) { if (!Blind) { pline("%s tries to %s you, but you seem %s.", Adjmonnam(mtmp, "plain"), flags.female ? "charm" : "seduce", flags.female ? "unaffected" : "uninterested"); } if (rn2(3)) { if (!tele_restrict(mtmp)) (void) rloc(mtmp, TRUE); return 3; } break; } buf[0] = '\0'; switch (steal(mtmp, buf)) { case -1: return 2; case 0: break; default: if (!is_animal(mtmp->data) && !tele_restrict(mtmp)) (void) rloc(mtmp, TRUE); if (is_animal(mtmp->data) && *buf) { if (canseemon(mtmp)) pline("%s tries to %s away with %s.", Monnam(mtmp), locomotion(mtmp->data, "run"), buf); } monflee(mtmp, 0, FALSE, FALSE); return 3; } break; case AD_SAMU: hitmsg(mtmp, mattk); /* when the Wiz hits, 1/20 steals the amulet */ if (u.uhave.amulet || u.uhave.bell || u.uhave.book || u.uhave.menorah || u.uhave.questart) /* carrying the Quest Artifact */ if (!rn2(20)) stealamulet(mtmp); break; case AD_TLPT: hitmsg(mtmp, mattk); if (uncancelled) { if (flags.verbose) Your("position suddenly seems very uncertain!"); tele(); } break; case AD_RUST: hitmsg(mtmp, mattk); if (mtmp->mcan) break; if (u.umonnum == PM_IRON_GOLEM) { You("rust!"); /* KMH -- this is okay with unchanging */ rehumanize(); break; } erode_armor(&youmonst, ERODE_RUST); break; case AD_CORR: hitmsg(mtmp, mattk); if (mtmp->mcan) break; erode_armor(&youmonst, ERODE_CORRODE); break; case AD_DCAY: hitmsg(mtmp, mattk); if (mtmp->mcan) break; if (u.umonnum == PM_WOOD_GOLEM || u.umonnum == PM_LEATHER_GOLEM) { You("rot!"); /* KMH -- this is okay with unchanging */ rehumanize(); break; } erode_armor(&youmonst, ERODE_ROT); break; case AD_HEAL: /* a cancelled nurse is just an ordinary monster, * nurses don't heal those that cause petrification */ if (mtmp->mcan || (Upolyd && touch_petrifies(youmonst.data))) { hitmsg(mtmp, mattk); break; } if (!uwep && !uarmu && !uarm && !uarmh && !uarms && !uarmg && !uarmc && !uarmf) { boolean goaway = FALSE; pline("%s hits! (I hope you don't mind.)", Monnam(mtmp)); if (Upolyd) { u.mh += rnd(7); if (!rn2(7)) { /* no upper limit necessary; effect is temporary */ u.mhmax++; if (!rn2(13)) goaway = TRUE; } if (u.mh > u.mhmax) u.mh = u.mhmax; } else { u.uhp += rnd(7); if (!rn2(7)) { /* hard upper limit via nurse care: 25 * ulevel */ if (u.uhpmax < 5 * u.ulevel + d(2 * u.ulevel, 10)) u.uhpmax++; if (!rn2(13)) goaway = TRUE; } if (u.uhp > u.uhpmax) u.uhp = u.uhpmax; } if (!rn2(3)) exercise(A_STR, TRUE); if (!rn2(3)) exercise(A_CON, TRUE); if (Sick) make_sick(0L, (char *) 0, FALSE, SICK_ALL); context.botl = 1; if (goaway) { mongone(mtmp); return 2; } else if (!rn2(33)) { if (!tele_restrict(mtmp)) (void) rloc(mtmp, TRUE); monflee(mtmp, d(3, 6), TRUE, FALSE); return 3; } dmg = 0; } else { if (Role_if(PM_HEALER)) { if (!Deaf && !(moves % 5)) verbalize("Doc, I can't help you unless you cooperate."); dmg = 0; } else hitmsg(mtmp, mattk); } break; case AD_CURS: hitmsg(mtmp, mattk); if (!night() && mdat == &mons[PM_GREMLIN]) break; if (!mtmp->mcan && !rn2(10)) { if (!Deaf) { if (Blind) You_hear("laughter."); else pline("%s chuckles.", Monnam(mtmp)); } if (u.umonnum == PM_CLAY_GOLEM) { pline("Some writing vanishes from your head!"); /* KMH -- this is okay with unchanging */ rehumanize(); break; } attrcurse(); } break; case AD_STUN: hitmsg(mtmp, mattk); if (!mtmp->mcan && !rn2(4)) { make_stunned((HStun & TIMEOUT) + (long) dmg, TRUE); dmg /= 2; } break; case AD_ACID: hitmsg(mtmp, mattk); if (!mtmp->mcan && !rn2(3)) if (Acid_resistance) { pline("You're covered in acid, but it seems harmless."); dmg = 0; } else { pline("You're covered in acid! It burns!"); exercise(A_STR, FALSE); } else dmg = 0; break; case AD_SLOW: hitmsg(mtmp, mattk); if (uncancelled && HFast && !defends(AD_SLOW, uwep) && !rn2(4)) u_slow_down(); break; case AD_DREN: hitmsg(mtmp, mattk); if (uncancelled && !rn2(4)) /* 25% chance */ drain_en(dmg); dmg = 0; break; case AD_CONF: hitmsg(mtmp, mattk); if (!mtmp->mcan && !rn2(4) && !mtmp->mspec_used) { mtmp->mspec_used = mtmp->mspec_used + (dmg + rn2(6)); if (Confusion) You("are getting even more confused."); else You("are getting confused."); make_confused(HConfusion + dmg, FALSE); } dmg = 0; break; case AD_DETH: pline("%s reaches out with its deadly touch.", Monnam(mtmp)); if (is_undead(youmonst.data)) { /* Still does normal damage */ pline("Was that the touch of death?"); break; } switch (rn2(20)) { case 19: case 18: case 17: if (!Antimagic) { killer.format = KILLED_BY_AN; Strcpy(killer.name, "touch of death"); done(DIED); dmg = 0; break; } /* else FALLTHRU */ default: /* case 16: ... case 5: */ You_feel("your life force draining away..."); permdmg = 1; /* actual damage done below */ break; case 4: case 3: case 2: case 1: case 0: if (Antimagic) shieldeff(u.ux, u.uy); pline("Lucky for you, it didn't work!"); dmg = 0; break; } break; case AD_PEST: pline("%s reaches out, and you feel fever and chills.", Monnam(mtmp)); (void) diseasemu(mdat); /* plus the normal damage */ break; case AD_FAMN: pline("%s reaches out, and your body shrivels.", Monnam(mtmp)); exercise(A_CON, FALSE); if (!is_fainted()) morehungry(rn1(40, 40)); /* plus the normal damage */ break; case AD_SLIM: hitmsg(mtmp, mattk); if (!uncancelled) break; if (flaming(youmonst.data)) { pline_The("slime burns away!"); dmg = 0; } else if (Unchanging || noncorporeal(youmonst.data) || youmonst.data == &mons[PM_GREEN_SLIME]) { You("are unaffected."); dmg = 0; } else if (!Slimed) { You("don't feel very well."); make_slimed(10L, (char *) 0); delayed_killer(SLIMED, KILLED_BY_AN, mtmp->data->mname); } else pline("Yuck!"); break; case AD_ENCH: /* KMH -- remove enchantment (disenchanter) */ hitmsg(mtmp, mattk); /* uncancelled is sufficient enough; please don't make this attack less frequent */ if (uncancelled) { struct obj *obj = some_armor(&youmonst); if (drain_item(obj)) { pline("%s less effective.", Yobjnam2(obj, "seem")); } } break; default: dmg = 0; break; } if (u.uhp < 1) done_in_by(mtmp, DIED); /* Negative armor class reduces damage done instead of fully protecting * against hits. */ if (dmg && u.uac < 0) { dmg -= rnd(-u.uac); if (dmg < 1) dmg = 1; } if (dmg) { if (Half_physical_damage /* Mitre of Holiness */ || (Role_if(PM_PRIEST) && uarmh && is_quest_artifact(uarmh) && (is_undead(mtmp->data) || is_demon(mtmp->data) || is_vampshifter(mtmp)))) dmg = (dmg + 1) / 2; if (permdmg) { /* Death's life force drain */ int lowerlimit, *hpmax_p; /* * Apply some of the damage to permanent hit points: * polymorphed 100% against poly'd hpmax * hpmax > 25*lvl 100% against normal hpmax * hpmax > 10*lvl 50..100% * hpmax > 5*lvl 25..75% * otherwise 0..50% * Never reduces hpmax below 1 hit point per level. */ permdmg = rn2(dmg / 2 + 1); if (Upolyd || u.uhpmax > 25 * u.ulevel) permdmg = dmg; else if (u.uhpmax > 10 * u.ulevel) permdmg += dmg / 2; else if (u.uhpmax > 5 * u.ulevel) permdmg += dmg / 4; if (Upolyd) { hpmax_p = &u.mhmax; /* [can't use youmonst.m_lev] */ lowerlimit = min((int) youmonst.data->mlevel, u.ulevel); } else { hpmax_p = &u.uhpmax; lowerlimit = u.ulevel; } if (*hpmax_p - permdmg > lowerlimit) *hpmax_p -= permdmg; else if (*hpmax_p > lowerlimit) *hpmax_p = lowerlimit; /* else unlikely... * already at or below minimum threshold; do nothing */ context.botl = 1; } mdamageu(mtmp, dmg); } if (dmg) res = passiveum(olduasmon, mtmp, mattk); else res = 1; stop_occupation(); return res; } /* An interface for use when taking a blindfold off, for example, * to see if an engulfing attack should immediately take affect, like * a passive attack. TRUE if engulfing blindness occurred */ boolean gulp_blnd_check() { struct attack *mattk; if (!Blinded && u.uswallow && (mattk = attacktype_fordmg(u.ustuck->data, AT_ENGL, AD_BLND)) && can_blnd(u.ustuck, &youmonst, mattk->aatyp, (struct obj *) 0)) { ++u.uswldtim; /* compensate for gulpmu change */ (void) gulpmu(u.ustuck, mattk); return TRUE; } return FALSE; } /* monster swallows you, or damage if u.uswallow */ STATIC_OVL int gulpmu(mtmp, mattk) register struct monst *mtmp; register struct attack *mattk; { struct trap *t = t_at(u.ux, u.uy); int tmp = d((int) mattk->damn, (int) mattk->damd); int tim_tmp; register struct obj *otmp2; int i; boolean physical_damage = FALSE; if (!u.uswallow) { /* swallows you */ int omx = mtmp->mx, omy = mtmp->my; if (!engulf_target(mtmp, &youmonst)) return 0; if ((t && ((t->ttyp == PIT) || (t->ttyp == SPIKED_PIT))) && sobj_at(BOULDER, u.ux, u.uy)) return 0; if (Punished) unplacebc(); /* ball&chain go away */ remove_monster(omx, omy); mtmp->mtrapped = 0; /* no longer on old trap */ place_monster(mtmp, u.ux, u.uy); u.ustuck = mtmp; newsym(mtmp->mx, mtmp->my); if (is_animal(mtmp->data) && u.usteed) { char buf[BUFSZ]; /* Too many quirks presently if hero and steed * are swallowed. Pretend purple worms don't * like horses for now :-) */ Strcpy(buf, mon_nam(u.usteed)); pline("%s lunges forward and plucks you off %s!", Monnam(mtmp), buf); dismount_steed(DISMOUNT_ENGULFED); } else pline("%s engulfs you!", Monnam(mtmp)); stop_occupation(); reset_occupations(); /* behave as if you had moved */ if (u.utrap) { You("are released from the %s!", u.utraptype == TT_WEB ? "web" : "trap"); u.utrap = 0; } i = number_leashed(); if (i > 0) { const char *s = (i > 1) ? "leashes" : "leash"; pline_The("%s %s loose.", s, vtense(s, "snap")); unleash_all(); } if (touch_petrifies(youmonst.data) && !resists_ston(mtmp)) { /* put the attacker back where it started; the resulting statue will end up there */ remove_monster(mtmp->mx, mtmp->my); /* u.ux,u.uy */ place_monster(mtmp, omx, omy); minstapetrify(mtmp, TRUE); /* normally unstuck() would do this, but we're not fully swallowed yet so that won't work here */ if (Punished) placebc(); u.ustuck = 0; return (mtmp->mhp > 0) ? 0 : 2; } display_nhwindow(WIN_MESSAGE, FALSE); vision_recalc(2); /* hero can't see anything */ u.uswallow = 1; /* for digestion, shorter time is more dangerous; for other swallowings, longer time means more chances for the swallower to attack */ if (mattk->adtyp == AD_DGST) { tim_tmp = 25 - (int) mtmp->m_lev; if (tim_tmp > 0) tim_tmp = rnd(tim_tmp) / 2; else if (tim_tmp < 0) tim_tmp = -(rnd(-tim_tmp) / 2); /* having good armor & high constitution makes it take longer for you to be digested, but you'll end up trapped inside for longer too */ tim_tmp += -u.uac + 10 + (ACURR(A_CON) / 3 - 1); } else { /* higher level attacker takes longer to eject hero */ tim_tmp = rnd((int) mtmp->m_lev + 10 / 2); } /* u.uswldtim always set > 1 */ u.uswldtim = (unsigned) ((tim_tmp < 2) ? 2 : tim_tmp); swallowed(1); for (otmp2 = invent; otmp2; otmp2 = otmp2->nobj) (void) snuff_lit(otmp2); } if (mtmp != u.ustuck) return 0; if (u.uswldtim > 0) u.uswldtim -= 1; switch (mattk->adtyp) { case AD_DGST: physical_damage = TRUE; if (Slow_digestion) { /* Messages are handled below */ u.uswldtim = 0; tmp = 0; } else if (u.uswldtim == 0) { pline("%s totally digests you!", Monnam(mtmp)); tmp = u.uhp; if (Half_physical_damage) tmp *= 2; /* sorry */ } else { pline("%s%s digests you!", Monnam(mtmp), (u.uswldtim == 2) ? " thoroughly" : (u.uswldtim == 1) ? " utterly" : ""); exercise(A_STR, FALSE); } break; case AD_PHYS: physical_damage = TRUE; if (mtmp->data == &mons[PM_FOG_CLOUD]) { You("are laden with moisture and %s", flaming(youmonst.data) ? "are smoldering out!" : Breathless ? "find it mildly uncomfortable." : amphibious(youmonst.data) ? "feel comforted." : "can barely breathe!"); /* NB: Amphibious includes Breathless */ if (Amphibious && !flaming(youmonst.data)) tmp = 0; } else { You("are pummeled with debris!"); exercise(A_STR, FALSE); } break; case AD_ACID: if (Acid_resistance) { You("are covered with a seemingly harmless goo."); tmp = 0; } else { if (Hallucination) pline("Ouch! You've been slimed!"); else You("are covered in slime! It burns!"); exercise(A_STR, FALSE); } break; case AD_BLND: if (can_blnd(mtmp, &youmonst, mattk->aatyp, (struct obj *) 0)) { if (!Blind) { long was_blinded = Blinded; if (!Blinded) You_cant("see in here!"); make_blinded((long) tmp, FALSE); if (!was_blinded && !Blind) Your1(vision_clears); } else /* keep him blind until disgorged */ make_blinded(Blinded + 1, FALSE); } tmp = 0; break; case AD_ELEC: if (!mtmp->mcan && rn2(2)) { pline_The("air around you crackles with electricity."); if (Shock_resistance) { shieldeff(u.ux, u.uy); You("seem unhurt."); ugolemeffects(AD_ELEC, tmp); tmp = 0; } } else tmp = 0; break; case AD_COLD: if (!mtmp->mcan && rn2(2)) { if (Cold_resistance) { shieldeff(u.ux, u.uy); You_feel("mildly chilly."); ugolemeffects(AD_COLD, tmp); tmp = 0; } else You("are freezing to death!"); } else tmp = 0; break; case AD_FIRE: if (!mtmp->mcan && rn2(2)) { if (Fire_resistance) { shieldeff(u.ux, u.uy); You_feel("mildly hot."); ugolemeffects(AD_FIRE, tmp); tmp = 0; } else You("are burning to a crisp!"); burn_away_slime(); } else tmp = 0; break; case AD_DISE: if (!diseasemu(mtmp->data)) tmp = 0; break; case AD_DREN: /* AC magic cancellation doesn't help when engulfed */ if (!mtmp->mcan && rn2(4)) /* 75% chance */ drain_en(tmp); tmp = 0; break; default: physical_damage = TRUE; tmp = 0; break; } if (physical_damage) tmp = Maybe_Half_Phys(tmp); mdamageu(mtmp, tmp); if (tmp) stop_occupation(); if (touch_petrifies(youmonst.data) && !resists_ston(mtmp)) { pline("%s very hurriedly %s you!", Monnam(mtmp), is_animal(mtmp->data) ? "regurgitates" : "expels"); expels(mtmp, mtmp->data, FALSE); } else if (!u.uswldtim || youmonst.data->msize >= MZ_HUGE) { You("get %s!", is_animal(mtmp->data) ? "regurgitated" : "expelled"); if (flags.verbose && (is_animal(mtmp->data) || (dmgtype(mtmp->data, AD_DGST) && Slow_digestion))) pline("Obviously %s doesn't like your taste.", mon_nam(mtmp)); expels(mtmp, mtmp->data, FALSE); } return 1; } /* monster explodes in your face */ STATIC_OVL int explmu(mtmp, mattk, ufound) register struct monst *mtmp; register struct attack *mattk; boolean ufound; { boolean physical_damage = TRUE, kill_agr = TRUE; if (mtmp->mcan) return 0; if (!ufound) pline("%s explodes at a spot in %s!", canseemon(mtmp) ? Monnam(mtmp) : "It", levl[mtmp->mux][mtmp->muy].typ == WATER ? "empty water" : "thin air"); else { register int tmp = d((int) mattk->damn, (int) mattk->damd); register boolean not_affected = defends((int) mattk->adtyp, uwep); hitmsg(mtmp, mattk); switch (mattk->adtyp) { case AD_COLD: physical_damage = FALSE; not_affected |= Cold_resistance; goto common; case AD_FIRE: physical_damage = FALSE; not_affected |= Fire_resistance; goto common; case AD_ELEC: physical_damage = FALSE; not_affected |= Shock_resistance; common: if (!not_affected) { if (ACURR(A_DEX) > rnd(20)) { You("duck some of the blast."); tmp = (tmp + 1) / 2; } else { if (flags.verbose) You("get blasted!"); } if (mattk->adtyp == AD_FIRE) burn_away_slime(); if (physical_damage) tmp = Maybe_Half_Phys(tmp); mdamageu(mtmp, tmp); } break; case AD_BLND: not_affected = resists_blnd(&youmonst); if (!not_affected) { /* sometimes you're affected even if it's invisible */ if (mon_visible(mtmp) || (rnd(tmp /= 2) > u.ulevel)) { You("are blinded by a blast of light!"); make_blinded((long) tmp, FALSE); if (!Blind) Your1(vision_clears); } else if (flags.verbose) You("get the impression it was not terribly bright."); } break; case AD_HALU: not_affected |= Blind || (u.umonnum == PM_BLACK_LIGHT || u.umonnum == PM_VIOLET_FUNGUS || dmgtype(youmonst.data, AD_STUN)); if (!not_affected) { boolean chg; if (!Hallucination) You("are caught in a blast of kaleidoscopic light!"); /* avoid hallucinating the black light as it dies */ mondead(mtmp); /* remove it from map now */ kill_agr = FALSE; /* already killed (maybe lifesaved) */ chg = make_hallucinated(HHallucination + (long) tmp, FALSE, 0L); You("%s.", chg ? "are freaked out" : "seem unaffected"); } break; default: break; } if (not_affected) { You("seem unaffected by it."); ugolemeffects((int) mattk->adtyp, tmp); } } if (kill_agr) mondead(mtmp); wake_nearto(mtmp->mx, mtmp->my, 7 * 7); return (mtmp->mhp > 0) ? 0 : 2; } /* monster gazes at you */ int gazemu(mtmp, mattk) register struct monst *mtmp; register struct attack *mattk; { static const char *const reactions[] = { "confused", /* [0] */ "stunned", /* [1] */ "puzzled", "dazzled", /* [2,3] */ "irritated", "inflamed", /* [4,5] */ "tired", /* [6] */ "dulled", /* [7] */ }; int react = -1; boolean cancelled = (mtmp->mcan != 0), already = FALSE; /* assumes that hero has to see monster's gaze in order to be affected, rather than monster just having to look at hero; when hallucinating, hero's brain doesn't register what it's seeing correctly so the gaze is usually ineffective [this could be taken a lot farther and select a gaze effect appropriate to what's currently being displayed, giving ordinary monsters a gaze attack when hero thinks he or she is facing a gazing creature, but let's not go that far...] */ if (Hallucination && rn2(4)) cancelled = TRUE; switch (mattk->adtyp) { case AD_STON: if (cancelled || !mtmp->mcansee) { if (!canseemon(mtmp)) break; /* silently */ pline("%s %s.", Monnam(mtmp), (mtmp->data == &mons[PM_MEDUSA] && mtmp->mcan) ? "doesn't look all that ugly" : "gazes ineffectually"); break; } if (Reflecting && couldsee(mtmp->mx, mtmp->my) && mtmp->data == &mons[PM_MEDUSA]) { /* hero has line of sight to Medusa and she's not blind */ boolean useeit = canseemon(mtmp); if (useeit) (void) ureflects("%s gaze is reflected by your %s.", s_suffix(Monnam(mtmp))); if (mon_reflects( mtmp, !useeit ? (char *) 0 : "The gaze is reflected away by %s %s!")) break; if (!m_canseeu(mtmp)) { /* probably you're invisible */ if (useeit) pline( "%s doesn't seem to notice that %s gaze was reflected.", Monnam(mtmp), mhis(mtmp)); break; } if (useeit) pline("%s is turned to stone!", Monnam(mtmp)); stoned = TRUE; killed(mtmp); if (mtmp->mhp > 0) break; return 2; } if (canseemon(mtmp) && couldsee(mtmp->mx, mtmp->my) && !Stone_resistance) { You("meet %s gaze.", s_suffix(mon_nam(mtmp))); stop_occupation(); if (poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM)) break; You("turn to stone..."); killer.format = KILLED_BY; Strcpy(killer.name, mtmp->data->mname); done(STONING); } break; case AD_CONF: if (canseemon(mtmp) && couldsee(mtmp->mx, mtmp->my) && mtmp->mcansee && !mtmp->mspec_used && rn2(5)) { if (cancelled) { react = 0; /* "confused" */ already = (mtmp->mconf != 0); } else { int conf = d(3, 4); mtmp->mspec_used = mtmp->mspec_used + (conf + rn2(6)); if (!Confusion) pline("%s gaze confuses you!", s_suffix(Monnam(mtmp))); else You("are getting more and more confused."); make_confused(HConfusion + conf, FALSE); stop_occupation(); } } break; case AD_STUN: if (canseemon(mtmp) && couldsee(mtmp->mx, mtmp->my) && mtmp->mcansee && !mtmp->mspec_used && rn2(5)) { if (cancelled) { react = 1; /* "stunned" */ already = (mtmp->mstun != 0); } else { int stun = d(2, 6); mtmp->mspec_used = mtmp->mspec_used + (stun + rn2(6)); pline("%s stares piercingly at you!", Monnam(mtmp)); make_stunned((HStun & TIMEOUT) + (long) stun, TRUE); stop_occupation(); } } break; case AD_BLND: if (canseemon(mtmp) && !resists_blnd(&youmonst) && distu(mtmp->mx, mtmp->my) <= BOLT_LIM * BOLT_LIM) { if (cancelled) { react = rn1(2, 2); /* "puzzled" || "dazzled" */ already = (mtmp->mcansee == 0); /* Archons gaze every round; we don't want cancelled ones giving the "seems puzzled/dazzled" message that often */ if (mtmp->mcan && mtmp->data == &mons[PM_ARCHON] && rn2(5)) react = -1; } else { int blnd = d((int) mattk->damn, (int) mattk->damd); You("are blinded by %s radiance!", s_suffix(mon_nam(mtmp))); make_blinded((long) blnd, FALSE); stop_occupation(); /* not blind at this point implies you're wearing the Eyes of the Overworld; make them block this particular stun attack too */ if (!Blind) Your1(vision_clears); else make_stunned((long) d(1, 3), TRUE); } } break; case AD_FIRE: if (canseemon(mtmp) && couldsee(mtmp->mx, mtmp->my) && mtmp->mcansee && !mtmp->mspec_used && rn2(5)) { if (cancelled) { react = rn1(2, 4); /* "irritated" || "inflamed" */ } else { int dmg = d(2, 6), lev = (int) mtmp->m_lev; pline("%s attacks you with a fiery gaze!", Monnam(mtmp)); stop_occupation(); if (Fire_resistance) { pline_The("fire doesn't feel hot!"); dmg = 0; } burn_away_slime(); if (lev > rn2(20)) destroy_item(SCROLL_CLASS, AD_FIRE); if (lev > rn2(20)) destroy_item(POTION_CLASS, AD_FIRE); if (lev > rn2(25)) destroy_item(SPBOOK_CLASS, AD_FIRE); if (dmg) mdamageu(mtmp, dmg); } } break; #ifdef PM_BEHOLDER /* work in progress */ case AD_SLEE: if (canseemon(mtmp) && couldsee(mtmp->mx, mtmp->my) && mtmp->mcansee && multi >= 0 && !rn2(5) && !Sleep_resistance) { if (cancelled) { react = 6; /* "tired" */ already = (mtmp->mfrozen != 0); /* can't happen... */ } else { fall_asleep(-rnd(10), TRUE); pline("%s gaze makes you very sleepy...", s_suffix(Monnam(mtmp))); } } break; case AD_SLOW: if (canseemon(mtmp) && couldsee(mtmp->mx, mtmp->my) && mtmp->mcansee && (HFast & (INTRINSIC | TIMEOUT)) && !defends(AD_SLOW, uwep) && !rn2(4)) { if (cancelled) { react = 7; /* "dulled" */ already = (mtmp->mspeed == MSLOW); } else { u_slow_down(); stop_occupation(); } } break; #endif /* BEHOLDER */ default: impossible("Gaze attack %d?", mattk->adtyp); break; } if (react >= 0) { if (Hallucination && rn2(3)) react = rn2(SIZE(reactions)); /* cancelled/hallucinatory feedback; monster might look "confused", "stunned",&c but we don't actually set corresponding attribute */ pline("%s looks %s%s.", Monnam(mtmp), !rn2(3) ? "" : already ? "quite " : (!rn2(2) ? "a bit " : "somewhat "), reactions[react]); } return 0; } /* mtmp hits you for n points damage */ void mdamageu(mtmp, n) register struct monst *mtmp; register int n; { context.botl = 1; if (Upolyd) { u.mh -= n; if (u.mh < 1) rehumanize(); } else { u.uhp -= n; if (u.uhp < 1) done_in_by(mtmp, DIED); } } /* returns 0 if seduction impossible, * 1 if fine, * 2 if wrong gender for nymph */ int could_seduce(magr, mdef, mattk) struct monst *magr, *mdef; struct attack *mattk; { register struct permonst *pagr; boolean agrinvis, defperc; xchar genagr, gendef; if (is_animal(magr->data)) return 0; if (magr == &youmonst) { pagr = youmonst.data; agrinvis = (Invis != 0); genagr = poly_gender(); } else { pagr = magr->data; agrinvis = magr->minvis; genagr = gender(magr); } if (mdef == &youmonst) { defperc = (See_invisible != 0); gendef = poly_gender(); } else { defperc = perceives(mdef->data); gendef = gender(mdef); } if (agrinvis && !defperc && (!SYSOPT_SEDUCE || (mattk && mattk->adtyp != AD_SSEX))) return 0; if (pagr->mlet != S_NYMPH && ((pagr != &mons[PM_INCUBUS] && pagr != &mons[PM_SUCCUBUS]) || (SYSOPT_SEDUCE && mattk && mattk->adtyp != AD_SSEX))) return 0; if (genagr == 1 - gendef) return 1; else return (pagr->mlet == S_NYMPH) ? 2 : 0; } /* Returns 1 if monster teleported */ int doseduce(mon) register struct monst *mon; { register struct obj *ring, *nring; boolean fem = (mon->data == &mons[PM_SUCCUBUS]); /* otherwise incubus */ int tried_gloves = 0; char qbuf[QBUFSZ]; if (mon->mcan || mon->mspec_used) { pline("%s acts as though %s has got a %sheadache.", Monnam(mon), mhe(mon), mon->mcan ? "severe " : ""); return 0; } if (unconscious()) { pline("%s seems dismayed at your lack of response.", Monnam(mon)); return 0; } if (Blind) pline("It caresses you..."); else You_feel("very attracted to %s.", mon_nam(mon)); /* if in the process of putting armor on or taking armor off, interrupt that activity now */ (void) stop_donning((struct obj *) 0); /* don't try to take off gloves if cursed weapon blocks them */ if (welded(uwep)) tried_gloves = 1; for (ring = invent; ring; ring = nring) { nring = ring->nobj; if (ring->otyp != RIN_ADORNMENT) continue; if (fem) { if (ring->owornmask && uarmg) { /* don't take off worn ring if gloves are in the way */ if (!tried_gloves++) mayberem(uarmg, "gloves"); if (uarmg) continue; /* next ring might not be worn */ } if (rn2(20) < ACURR(A_CHA)) { (void) safe_qbuf(qbuf, "\"That ", " looks pretty. May I have it?\"", ring, xname, simpleonames, "ring"); makeknown(RIN_ADORNMENT); if (yn(qbuf) == 'n') continue; } else pline("%s decides she'd like %s, and takes it.", Blind ? "She" : Monnam(mon), yname(ring)); makeknown(RIN_ADORNMENT); if (ring == uleft || ring == uright) Ring_gone(ring); if (ring == uwep) setuwep((struct obj *) 0); if (ring == uswapwep) setuswapwep((struct obj *) 0); if (ring == uquiver) setuqwep((struct obj *) 0); freeinv(ring); (void) mpickobj(mon, ring); } else { if (uleft && uright && uleft->otyp == RIN_ADORNMENT && uright->otyp == RIN_ADORNMENT) break; if (ring == uleft || ring == uright) continue; if (uarmg) { /* don't put on ring if gloves are in the way */ if (!tried_gloves++) mayberem(uarmg, "gloves"); if (uarmg) break; /* no point trying further rings */ } if (rn2(20) < ACURR(A_CHA)) { (void) safe_qbuf(qbuf, "\"That ", " looks pretty. Would you wear it for me?\"", ring, xname, simpleonames, "ring"); makeknown(RIN_ADORNMENT); if (yn(qbuf) == 'n') continue; } else { pline("%s decides you'd look prettier wearing %s,", Blind ? "He" : Monnam(mon), yname(ring)); pline("and puts it on your finger."); } makeknown(RIN_ADORNMENT); if (!uright) { pline("%s puts %s on your right %s.", Blind ? "He" : Monnam(mon), the(xname(ring)), body_part(HAND)); setworn(ring, RIGHT_RING); } else if (!uleft) { pline("%s puts %s on your left %s.", Blind ? "He" : Monnam(mon), the(xname(ring)), body_part(HAND)); setworn(ring, LEFT_RING); } else if (uright && uright->otyp != RIN_ADORNMENT) { pline("%s replaces %s with %s.", Blind ? "He" : Monnam(mon), yname(uright), yname(ring)); Ring_gone(uright); setworn(ring, RIGHT_RING); } else if (uleft && uleft->otyp != RIN_ADORNMENT) { pline("%s replaces %s with %s.", Blind ? "He" : Monnam(mon), yname(uleft), yname(ring)); Ring_gone(uleft); setworn(ring, LEFT_RING); } else impossible("ring replacement"); Ring_on(ring); prinv((char *) 0, ring, 0L); } } if (!uarmc && !uarmf && !uarmg && !uarms && !uarmh && !uarmu) pline("%s murmurs sweet nothings into your ear.", Blind ? (fem ? "She" : "He") : Monnam(mon)); else pline("%s murmurs in your ear, while helping you undress.", Blind ? (fem ? "She" : "He") : Monnam(mon)); mayberem(uarmc, cloak_simple_name(uarmc)); if (!uarmc) mayberem(uarm, "suit"); mayberem(uarmf, "boots"); if (!tried_gloves) mayberem(uarmg, "gloves"); mayberem(uarms, "shield"); mayberem(uarmh, helm_simple_name(uarmh)); if (!uarmc && !uarm) mayberem(uarmu, "shirt"); if (uarm || uarmc) { verbalize("You're such a %s; I wish...", flags.female ? "sweet lady" : "nice guy"); if (!tele_restrict(mon)) (void) rloc(mon, TRUE); return 1; } if (u.ualign.type == A_CHAOTIC) adjalign(1); /* by this point you have discovered mon's identity, blind or not... */ pline("Time stands still while you and %s lie in each other's arms...", noit_mon_nam(mon)); if (rn2(35) > ACURR(A_CHA) + ACURR(A_INT)) { /* Don't bother with mspec_used here... it didn't get tired! */ pline("%s seems to have enjoyed it more than you...", noit_Monnam(mon)); switch (rn2(5)) { case 0: You_feel("drained of energy."); u.uen = 0; u.uenmax -= rnd(Half_physical_damage ? 5 : 10); exercise(A_CON, FALSE); if (u.uenmax < 0) u.uenmax = 0; break; case 1: You("are down in the dumps."); (void) adjattrib(A_CON, -1, TRUE); exercise(A_CON, FALSE); context.botl = 1; break; case 2: Your("senses are dulled."); (void) adjattrib(A_WIS, -1, TRUE); exercise(A_WIS, FALSE); context.botl = 1; break; case 3: if (!resists_drli(&youmonst)) { You_feel("out of shape."); losexp("overexertion"); } else { You("have a curious feeling..."); } break; case 4: { int tmp; You_feel("exhausted."); exercise(A_STR, FALSE); tmp = rn1(10, 6); losehp(Maybe_Half_Phys(tmp), "exhaustion", KILLED_BY); break; } } } else { mon->mspec_used = rnd(100); /* monster is worn out */ You("seem to have enjoyed it more than %s...", noit_mon_nam(mon)); switch (rn2(5)) { case 0: You_feel("raised to your full potential."); exercise(A_CON, TRUE); u.uen = (u.uenmax += rnd(5)); break; case 1: You_feel("good enough to do it again."); (void) adjattrib(A_CON, 1, TRUE); exercise(A_CON, TRUE); context.botl = 1; break; case 2: You("will always remember %s...", noit_mon_nam(mon)); (void) adjattrib(A_WIS, 1, TRUE); exercise(A_WIS, TRUE); context.botl = 1; break; case 3: pline("That was a very educational experience."); pluslvl(FALSE); exercise(A_WIS, TRUE); break; case 4: You_feel("restored to health!"); u.uhp = u.uhpmax; if (Upolyd) u.mh = u.mhmax; exercise(A_STR, TRUE); context.botl = 1; break; } } if (mon->mtame) /* don't charge */ ; else if (rn2(20) < ACURR(A_CHA)) { pline("%s demands that you pay %s, but you refuse...", noit_Monnam(mon), Blind ? (fem ? "her" : "him") : mhim(mon)); } else if (u.umonnum == PM_LEPRECHAUN) pline("%s tries to take your money, but fails...", noit_Monnam(mon)); else { long cost; long umoney = money_cnt(invent); if (umoney > (long) LARGEST_INT - 10L) cost = (long) rnd(LARGEST_INT) + 500L; else cost = (long) rnd((int) umoney + 10) + 500L; if (mon->mpeaceful) { cost /= 5L; if (!cost) cost = 1L; } if (cost > umoney) cost = umoney; if (!cost) verbalize("It's on the house!"); else { pline("%s takes %ld %s for services rendered!", noit_Monnam(mon), cost, currency(cost)); money2mon(mon, cost); context.botl = 1; } } if (!rn2(25)) mon->mcan = 1; /* monster is worn out */ if (!tele_restrict(mon)) (void) rloc(mon, TRUE); return 1; } STATIC_OVL void mayberem(obj, str) register struct obj *obj; const char *str; { char qbuf[QBUFSZ]; if (!obj || !obj->owornmask) return; if (rn2(20) < ACURR(A_CHA)) { Sprintf(qbuf, "\"Shall I remove your %s, %s?\"", str, (!rn2(2) ? "lover" : !rn2(2) ? "dear" : "sweetheart")); if (yn(qbuf) == 'n') return; } else { char hairbuf[BUFSZ]; Sprintf(hairbuf, "let me run my fingers through your %s", body_part(HAIR)); verbalize("Take off your %s; %s.", str, (obj == uarm) ? "let's get a little closer" : (obj == uarmc || obj == uarms) ? "it's in the way" : (obj == uarmf) ? "let me rub your feet" : (obj == uarmg) ? "they're too clumsy" : (obj == uarmu) ? "let me massage you" /* obj == uarmh */ : hairbuf); } remove_worn_item(obj, TRUE); } STATIC_OVL int passiveum(olduasmon, mtmp, mattk) struct permonst *olduasmon; register struct monst *mtmp; register struct attack *mattk; { int i, tmp; for (i = 0;; i++) { if (i >= NATTK) return 1; if (olduasmon->mattk[i].aatyp == AT_NONE || olduasmon->mattk[i].aatyp == AT_BOOM) break; } if (olduasmon->mattk[i].damn) tmp = d((int) olduasmon->mattk[i].damn, (int) olduasmon->mattk[i].damd); else if (olduasmon->mattk[i].damd) tmp = d((int) olduasmon->mlevel + 1, (int) olduasmon->mattk[i].damd); else tmp = 0; /* These affect the enemy even if you were "killed" (rehumanized) */ switch (olduasmon->mattk[i].adtyp) { case AD_ACID: if (!rn2(2)) { pline("%s is splashed by your acid!", Monnam(mtmp)); if (resists_acid(mtmp)) { pline("%s is not affected.", Monnam(mtmp)); tmp = 0; } } else tmp = 0; if (!rn2(30)) erode_armor(mtmp, ERODE_CORRODE); if (!rn2(6)) acid_damage(MON_WEP(mtmp)); goto assess_dmg; case AD_STON: /* cockatrice */ { long protector = attk_protection((int) mattk->aatyp), wornitems = mtmp->misc_worn_check; /* wielded weapon gives same protection as gloves here */ if (MON_WEP(mtmp) != 0) wornitems |= W_ARMG; if (!resists_ston(mtmp) && (protector == 0L || (protector != ~0L && (wornitems & protector) != protector))) { if (poly_when_stoned(mtmp->data)) { mon_to_stone(mtmp); return 1; } pline("%s turns to stone!", Monnam(mtmp)); stoned = 1; xkilled(mtmp, 0); if (mtmp->mhp > 0) return 1; return 2; } return 1; } case AD_ENCH: /* KMH -- remove enchantment (disenchanter) */ if (otmp) { (void) drain_item(otmp); /* No message */ } return 1; default: break; } if (!Upolyd) return 1; /* These affect the enemy only if you are still a monster */ if (rn2(3)) switch (youmonst.data->mattk[i].adtyp) { case AD_PHYS: if (youmonst.data->mattk[i].aatyp == AT_BOOM) { You("explode!"); /* KMH, balance patch -- this is okay with unchanging */ rehumanize(); goto assess_dmg; } break; case AD_PLYS: /* Floating eye */ if (tmp > 127) tmp = 127; if (u.umonnum == PM_FLOATING_EYE) { if (!rn2(4)) tmp = 127; if (mtmp->mcansee && haseyes(mtmp->data) && rn2(3) && (perceives(mtmp->data) || !Invis)) { if (Blind) pline("As a blind %s, you cannot defend yourself.", youmonst.data->mname); else { if (mon_reflects(mtmp, "Your gaze is reflected by %s %s.")) return 1; pline("%s is frozen by your gaze!", Monnam(mtmp)); paralyze_monst(mtmp, tmp); return 3; } } } else { /* gelatinous cube */ pline("%s is frozen by you.", Monnam(mtmp)); paralyze_monst(mtmp, tmp); return 3; } return 1; case AD_COLD: /* Brown mold or blue jelly */ if (resists_cold(mtmp)) { shieldeff(mtmp->mx, mtmp->my); pline("%s is mildly chilly.", Monnam(mtmp)); golemeffects(mtmp, AD_COLD, tmp); tmp = 0; break; } pline("%s is suddenly very cold!", Monnam(mtmp)); u.mh += tmp / 2; if (u.mhmax < u.mh) u.mhmax = u.mh; if (u.mhmax > ((youmonst.data->mlevel + 1) * 8)) (void) split_mon(&youmonst, mtmp); break; case AD_STUN: /* Yellow mold */ if (!mtmp->mstun) { mtmp->mstun = 1; pline("%s %s.", Monnam(mtmp), makeplural(stagger(mtmp->data, "stagger"))); } tmp = 0; break; case AD_FIRE: /* Red mold */ if (resists_fire(mtmp)) { shieldeff(mtmp->mx, mtmp->my); pline("%s is mildly warm.", Monnam(mtmp)); golemeffects(mtmp, AD_FIRE, tmp); tmp = 0; break; } pline("%s is suddenly very hot!", Monnam(mtmp)); break; case AD_ELEC: if (resists_elec(mtmp)) { shieldeff(mtmp->mx, mtmp->my); pline("%s is slightly tingled.", Monnam(mtmp)); golemeffects(mtmp, AD_ELEC, tmp); tmp = 0; break; } pline("%s is jolted with your electricity!", Monnam(mtmp)); break; default: tmp = 0; break; } else tmp = 0; assess_dmg: if ((mtmp->mhp -= tmp) <= 0) { pline("%s dies!", Monnam(mtmp)); xkilled(mtmp, 0); if (mtmp->mhp > 0) return 1; return 2; } return 1; } struct monst * cloneu() { register struct monst *mon; int mndx = monsndx(youmonst.data); if (u.mh <= 1) return (struct monst *) 0; if (mvitals[mndx].mvflags & G_EXTINCT) return (struct monst *) 0; mon = makemon(youmonst.data, u.ux, u.uy, NO_MINVENT | MM_EDOG); if (!mon) return NULL; mon->mcloned = 1; mon = christen_monst(mon, plname); initedog(mon); mon->m_lev = youmonst.data->mlevel; mon->mhpmax = u.mhmax; mon->mhp = u.mh / 2; u.mh -= mon->mhp; context.botl = 1; return mon; } /*mhitu.c*/