/* NetHack 3.7 mon.c $NHDT-Date: 1693292534 2023/08/29 07:02:14 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.517 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /*-Copyright (c) Derek S. Ray, 2015. */ /* NetHack may be freely redistributed. See license for details. */ #include "hack.h" #include "mfndpos.h" #include static void sanity_check_single_mon(struct monst *, boolean, const char *); static struct obj *make_corpse(struct monst *, unsigned); static int minliquid_core(struct monst *); static void m_calcdistress(struct monst *); static boolean monlineu(struct monst *, int, int); static long mm_2way_aggression(struct monst *, struct monst *); static long mm_aggression(struct monst *, struct monst *); static long mm_displacement(struct monst *, struct monst *); static void mon_leaving_level(struct monst *); static void m_detach(struct monst *, struct permonst *, boolean); static void set_mon_min_mhpmax(struct monst *, int); static void lifesaved_monster(struct monst *); static boolean vamprises(struct monst *); static void logdeadmon(struct monst *, int); static boolean ok_to_obliterate(struct monst *); static void qst_guardians_respond(void); static void peacefuls_respond(struct monst *); static void m_restartcham(struct monst *); static boolean restrap(struct monst *); static int pick_animal(void); static int pickvampshape(struct monst *); static boolean isspecmon(struct monst *); static boolean validspecmon(struct monst *, int); static struct permonst *accept_newcham_form(struct monst *, int); static void kill_eggs(struct obj *); static void pacify_guard(struct monst *); extern const struct shclass shtypes[]; /* defined in shknam.c */ #define LEVEL_SPECIFIC_NOCORPSE(mdat) \ (Is_rogue_level(&u.uz) \ || !gl.level.flags.deathdrops \ || (gl.level.flags.graveyard && is_undead(mdat) && rn2(3))) #if 0 /* part of the original warning code which was replaced in 3.3.1 */ const char *warnings[] = { "white", "pink", "red", "ruby", "purple", "black" }; #endif /* 0 */ static void sanity_check_single_mon( struct monst *mtmp, boolean chk_geno, const char *msg) { struct permonst *mptr = mtmp->data; coordxy mx = mtmp->mx, my = mtmp->my; if (!mptr || mptr < &mons[LOW_PM] || mptr >= &mons[NUMMONS]) { /* most sanity checks issue warnings if they detect a problem, but this would be too extreme to keep going */ panic("illegal mon data %s; mnum=%d (%s)", fmt_ptr((genericptr_t) mptr), mtmp->mnum, msg); /*NOTREACHED*/ } else { int mndx = monsndx(mptr); if (mtmp->mnum != mndx) { impossible("monster mnum=%d, monsndx=%d (%s)", mtmp->mnum, mndx, msg); mtmp->mnum = mndx; } #if 0 /* * Gremlins don't obey the (mhpmax >= m_lev) rule so disable * this check, at least for the time being. We could skip it * when the cloned flag is set, but the original gremlin would * still be an issue. */ /* check before DEADMONSTER() because dead monsters should still have sane mhpmax */ if (mtmp->mhpmax < 1 || mtmp->mhpmax < (int) mtmp->m_lev || mtmp->mhp > mtmp->mhpmax) impossible( "%s: level %d monster #%u [%s] has %d cur HP, %d max HP", msg, (int) mtmp->m_lev, mtmp->m_id, fmt_ptr((genericptr_t) mtmp), mtmp->mhp, mtmp->mhpmax); #endif if (DEADMONSTER(mtmp)) { #if 0 /* bad if not fmon list or if not vault guard */ if (strcmp(msg, "fmon") || !mtmp->isgd) impossible("dead monster on %s; %s at <%d,%d>", msg, mons[mndx].pmnames[NEUTRAL], mx, my); #endif return; } if (chk_geno && (gm.mvitals[mndx].mvflags & G_GENOD) != 0) impossible("genocided %s in play (%s)", pmname(&mons[mndx], Mgender(mtmp)), msg); if (mtmp->mtame && !mtmp->mpeaceful) impossible("tame %s is not peaceful (%s)", pmname(&mons[mndx], Mgender(mtmp)), msg); } if (mtmp->isshk && !has_eshk(mtmp)) impossible("shk without eshk (%s)", msg); if (mtmp->ispriest && !has_epri(mtmp)) impossible("priest without epri (%s)", msg); if (mtmp->isgd && !has_egd(mtmp)) impossible("guard without egd (%s)", msg); if (mtmp->isminion && !has_emin(mtmp)) impossible("minion without emin (%s)", msg); /* guardian angel on astral level is tame but has emin rather than edog */ if (mtmp->mtame && !has_edog(mtmp) && !mtmp->isminion) impossible("pet without edog (%s)", msg); /* steed should be tame and saddled */ if (mtmp == u.usteed) { const char *ns, *nt = !mtmp->mtame ? "not tame" : 0; ns = !m_carrying(mtmp, SADDLE) ? "no saddle" : !which_armor(mtmp, W_SADDLE) ? "saddle not worn" : 0; if (ns || nt) impossible("steed: %s%s%s (%s)", ns ? ns : "", (ns && nt) ? ", " : "", nt ? nt : "", msg); } if (mtmp->mtrapped) { if (mtmp->wormno) { /* TODO: how to check worm in trap? */ } else if (!t_at(mx, my)) impossible("trapped without a trap (%s)", msg); } /* monster is hiding? */ if (mtmp->mundetected) { struct trap *t; if (!isok(mx, my)) /* caller will have checked this but not fixed it */ mx = my = 0; if (mtmp == u.ustuck) impossible("hiding monster stuck to you (%s)", msg); if (m_at(mx, my) == mtmp && hides_under(mptr) && !OBJ_AT(mx, my)) impossible("mon hiding under nonexistent obj (%s)", msg); if (mptr->mlet == S_EEL && !(is_pool(mx, my) && !Is_waterlevel(&u.uz))) impossible("eel hiding %s (%s)", !Is_waterlevel(&u.uz) ? "out of water" : "on Plane of Water", msg); if (ceiling_hider(mptr) /* normally !accessible would be overridable with passes_walls, but not for hiding on the ceiling */ && (!has_ceiling(&u.uz) || !(levl[mx][my].typ == POOL || levl[mx][my].typ == MOAT || levl[mx][my].typ == WATER || levl[mx][my].typ == LAVAPOOL || levl[mx][my].typ == LAVAWALL || accessible(mx, my)))) impossible("ceiling hider hiding %s (%s)", !has_ceiling(&u.uz) ? "without ceiling" : "in solid stone", msg); if (mtmp->mtrapped && (t = t_at(mx, my)) != 0 && !is_pit(t->ttyp)) impossible("hiding while trapped in a non-pit (%s)", msg); } else if (M_AP_TYPE(mtmp) != M_AP_NOTHING) { boolean is_mimic = (mptr->mlet == S_MIMIC); const char *what = (M_AP_TYPE(mtmp) == M_AP_FURNITURE) ? "furniture" : (M_AP_TYPE(mtmp) == M_AP_MONSTER) ? "a monster" : (M_AP_TYPE(mtmp) == M_AP_OBJECT) ? "an object" : "something strange"; if (!strcmp(msg, "migr")) { if (M_AP_TYPE(mtmp) != M_AP_MONSTER) impossible("migrating %s mimicking %s %s", is_mimic ? "mimic" : "monster", what, msg); } else if (Protection_from_shape_changers) { impossible( "mimic%s concealed as %s despite Prot-from-shape-changers %s", is_mimic ? "" : "ker", what, msg); } /* the Wizard's clone after "double trouble" starts out mimicking some other monster; pet's quickmimic effect can temporarily take on furniture, object, or monster shape, but only until the pet finishes eating a mimic corpse */ if (!(is_mimic || mtmp->meating || (mtmp->iswiz && M_AP_TYPE(mtmp) == M_AP_MONSTER))) impossible("non-mimic (%s) posing as %s (%s)", mptr->pmnames[NEUTRAL], what, msg); #if 0 /* mimics who end up in strange locations do still hide while there */ if (!(accessible(mx, my) || passes_walls(mptr))) { char buf[BUFSZ]; const char *typnam = levltyp_to_name(levl[mx][my].typ); if (!typnam) { Sprintf(buf, "[%d]", levl[mx][my].typ); typnam = buf; } impossible("mimic%s concealed in inaccessible location: %s (%s)", is_mimic ? "" : "ker", typnam, msg); } #endif } } void mon_sanity_check(void) { coordxy x, y; struct monst *mtmp, *m; for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) { /* dead monsters should still have sane data */ sanity_check_single_mon(mtmp, TRUE, "fmon"); if (DEADMONSTER(mtmp) && !mtmp->isgd) continue; x = mtmp->mx, y = mtmp->my; if (!isok(x, y) && !(mtmp->isgd && x == 0 && y == 0)) { impossible("mon (%s) claims to be at <%d,%d>?", fmt_ptr((genericptr_t) mtmp), x, y); } else if (mtmp == u.usteed) { /* steed is in fmon list but not on the map; its coordinates should match hero's location */ if (x != u.ux || y != u.uy) impossible("steed (%s) claims to be at <%d,%d>?", fmt_ptr((genericptr_t) mtmp), x, y); } else if (gl.level.monsters[x][y] != mtmp) { impossible("mon (%s) at <%d,%d> is not there!", fmt_ptr((genericptr_t) mtmp), x, y); } else if (mtmp->wormno) { sanity_check_worm(mtmp); /* some temp mstate bits can be expected for a mon on fmon, as part of removing it, but DEADMONSTER check above should skip those. */ } else if (mon_offmap(mtmp)) { impossible("floor mon (%s) with mstate set to 0x%08lx", fmt_ptr((genericptr_t) mtmp), mtmp->mstate); } } for (x = 1; x < COLNO; x++) for (y = 0; y < ROWNO; y++) if ((mtmp = gl.level.monsters[x][y]) != 0) { for (m = fmon; m; m = m->nmon) if (m == mtmp) break; if (!m) impossible("map mon (%s) at <%d,%d> not in fmon list!", fmt_ptr((genericptr_t) mtmp), x, y); else if (mtmp == u.usteed) impossible("steed (%s) is on the map at <%d,%d>!", fmt_ptr((genericptr_t) mtmp), x, y); else if ((mtmp->mx != x || mtmp->my != y) && mtmp->data != &mons[PM_LONG_WORM]) impossible("map mon (%s) at <%d,%d> is found at <%d,%d>?", fmt_ptr((genericptr_t) mtmp), mtmp->mx, mtmp->my, x, y); } for (mtmp = gm.migrating_mons; mtmp; mtmp = mtmp->nmon) { sanity_check_single_mon(mtmp, FALSE, "migr"); if ((mtmp->mstate & ~(MON_MIGRATING | MON_LIMBO | MON_ENDGAME_MIGR | MON_OFFMAP)) != 0L || !(mtmp->mstate & MON_MIGRATING)) impossible("migrating mon (%s) with mstate set to 0x%08lx", fmt_ptr((genericptr_t) mtmp), mtmp->mstate); } wormno_sanity_check(); /* test for bogus worm tail */ } /* Would monster be OK with poison gas? */ /* Does not check for actual poison gas at the location. */ /* Returns one of M_POISONGAS_foo */ int m_poisongas_ok(struct monst* mtmp) { int px, py; boolean is_you = (mtmp == &gy.youmonst); /* Non living, non breathing, immune monsters are not concerned */ if (nonliving(mtmp->data) || is_vampshifter(mtmp) || breathless(mtmp->data) || immune_poisongas(mtmp->data)) return M_POISONGAS_OK; /* not is_swimmer(); assume that non-fish are swimming on the surface and breathing the air above it periodically unless located at water spot on plane of water */ px = is_you ? u.ux : mtmp->mx; py = is_you ? u.uy : mtmp->my; if ((mtmp->data->mlet == S_EEL || Is_waterlevel(&u.uz)) && is_pool(px, py)) return M_POISONGAS_OK; /* exclude monsters with poison gas breath attack: adult green dragon and Chromatic Dragon (and iron golem, but nonliving() and breathless() tests also catch that) */ if (attacktype_fordmg(mtmp->data, AT_BREA, AD_DRST) || attacktype_fordmg(mtmp->data, AT_BREA, AD_RBRE)) return M_POISONGAS_OK; if (is_you && (u.uinvulnerable || Breathless || Underwater)) return M_POISONGAS_OK; if (is_you ? Poison_resistance : resists_poison(mtmp)) return M_POISONGAS_MINOR; return M_POISONGAS_BAD; } /* return True if mon is capable of converting other monsters into zombies */ boolean zombie_maker(struct monst *mon) { struct permonst *pm = mon->data; if (mon->mcan) return FALSE; switch (pm->mlet) { case S_ZOMBIE: /* Z-class monsters that aren't actually zombies go here */ if (pm == &mons[PM_GHOUL] || pm == &mons[PM_SKELETON]) return FALSE; return TRUE; case S_LICH: /* all liches will create zombies as well */ return TRUE; } return FALSE; } /* Return monster index of zombie monster which this monster could be turned into, or NON_PM if it doesn't have a direct counterpart. Sort of the zombie-specific inverse of undead_to_corpse. */ int zombie_form(struct permonst *pm) { switch (pm->mlet) { case S_ZOMBIE: /* when already a zombie/ghoul/skeleton, will stay as is */ return NON_PM; case S_KOBOLD: return PM_KOBOLD_ZOMBIE; case S_ORC: return PM_ORC_ZOMBIE; case S_GIANT: if (pm == &mons[PM_ETTIN]) return PM_ETTIN_ZOMBIE; return PM_GIANT_ZOMBIE; case S_HUMAN: case S_KOP: if (is_elf(pm)) return PM_ELF_ZOMBIE; return PM_HUMAN_ZOMBIE; case S_HUMANOID: if (is_dwarf(pm)) return PM_DWARF_ZOMBIE; else break; case S_GNOME: return PM_GNOME_ZOMBIE; } return NON_PM; } /* convert the monster index of an undead to its living counterpart */ int undead_to_corpse(int mndx) { switch (mndx) { case PM_KOBOLD_ZOMBIE: case PM_KOBOLD_MUMMY: mndx = PM_KOBOLD; break; case PM_DWARF_ZOMBIE: case PM_DWARF_MUMMY: mndx = PM_DWARF; break; case PM_GNOME_ZOMBIE: case PM_GNOME_MUMMY: mndx = PM_GNOME; break; case PM_ORC_ZOMBIE: case PM_ORC_MUMMY: mndx = PM_ORC; break; case PM_ELF_ZOMBIE: case PM_ELF_MUMMY: mndx = PM_ELF; break; case PM_VAMPIRE: case PM_VAMPIRE_LEADER: #if 0 /* DEFERRED */ case PM_VAMPIRE_MAGE: #endif case PM_HUMAN_ZOMBIE: case PM_HUMAN_MUMMY: mndx = PM_HUMAN; break; case PM_GIANT_ZOMBIE: case PM_GIANT_MUMMY: mndx = PM_GIANT; break; case PM_ETTIN_ZOMBIE: case PM_ETTIN_MUMMY: mndx = PM_ETTIN; break; default: break; } return mndx; } /* Convert the monster index of some monsters (such as quest guardians) * to their generic species type. * * Return associated character class monster, rather than species * if mode is 1. */ int genus(int mndx, int mode) { switch (mndx) { /* Quest guardians */ case PM_STUDENT: mndx = mode ? PM_ARCHEOLOGIST : PM_HUMAN; break; case PM_CHIEFTAIN: mndx = mode ? PM_BARBARIAN : PM_HUMAN; break; case PM_NEANDERTHAL: mndx = mode ? PM_CAVE_DWELLER : PM_HUMAN; break; case PM_ATTENDANT: mndx = mode ? PM_HEALER : PM_HUMAN; break; case PM_PAGE: mndx = mode ? PM_KNIGHT : PM_HUMAN; break; case PM_ABBOT: mndx = mode ? PM_MONK : PM_HUMAN; break; case PM_ACOLYTE: mndx = mode ? PM_CLERIC : PM_HUMAN; break; case PM_HUNTER: mndx = mode ? PM_RANGER : PM_HUMAN; break; case PM_THUG: mndx = mode ? PM_ROGUE : PM_HUMAN; break; case PM_ROSHI: mndx = mode ? PM_SAMURAI : PM_HUMAN; break; case PM_GUIDE: mndx = mode ? PM_TOURIST : PM_HUMAN; break; case PM_APPRENTICE: mndx = mode ? PM_WIZARD : PM_HUMAN; break; case PM_WARRIOR: mndx = mode ? PM_VALKYRIE : PM_HUMAN; break; default: if (mndx >= LOW_PM && mndx < NUMMONS) { struct permonst *ptr = &mons[mndx]; if (is_human(ptr)) mndx = PM_HUMAN; else if (is_elf(ptr)) mndx = PM_ELF; else if (is_dwarf(ptr)) mndx = PM_DWARF; else if (is_gnome(ptr)) mndx = PM_GNOME; else if (is_orc(ptr)) mndx = PM_ORC; } break; } return mndx; } /* return monster index if chameleon, or NON_PM if not */ int pm_to_cham(int mndx) { int mcham = NON_PM; /* * As of 3.6.0 we just check M2_SHAPESHIFTER instead of having a * big switch statement with hardcoded shapeshifter types here. */ if (mndx >= LOW_PM && is_shapeshifter(&mons[mndx])) mcham = mndx; return mcham; } /* for deciding whether corpse will carry along full monster data */ #define KEEPTRAITS(mon) \ ((mon)->isshk || (mon)->mtame || unique_corpstat((mon)->data) \ || is_reviver((mon)->data) \ /* normally quest leader will be unique, */ \ /* but he or she might have been polymorphed */ \ || (mon)->m_id == gq.quest_status.leader_m_id \ /* special cancellation handling for these */ \ || (dmgtype((mon)->data, AD_SEDU) || dmgtype((mon)->data, AD_SSEX))) /* Creates a monster corpse, a "special" corpse, or nothing if it doesn't * leave corpses. Monsters which leave "special" corpses should have * G_NOCORPSE set in order to prevent wishing for one, finding tins of one, * etc.... */ static struct obj * make_corpse(struct monst *mtmp, unsigned int corpseflags) { register struct permonst *mdat = mtmp->data; int num; struct obj *obj = (struct obj *) 0; struct obj *otmp = (struct obj *) 0; coordxy x = mtmp->mx, y = mtmp->my; int mndx = monsndx(mdat); unsigned corpstatflags = corpseflags; boolean burythem = ((corpstatflags & CORPSTAT_BURIED) != 0); if (mtmp->female) corpstatflags |= CORPSTAT_FEMALE; else if (!is_neuter(mtmp->data)) corpstatflags |= CORPSTAT_MALE; switch (mndx) { case PM_GRAY_DRAGON: case PM_SILVER_DRAGON: #if 0 /* DEFERRED */ case PM_SHIMMERING_DRAGON: #endif case PM_RED_DRAGON: case PM_ORANGE_DRAGON: case PM_WHITE_DRAGON: case PM_BLACK_DRAGON: case PM_BLUE_DRAGON: case PM_GREEN_DRAGON: case PM_YELLOW_DRAGON: /* Make dragon scales. This assumes that the order of the dragons is the same as the order of the scales. */ if (!rn2(mtmp->mrevived ? 20 : 3)) { num = GRAY_DRAGON_SCALES + monsndx(mdat) - PM_GRAY_DRAGON; obj = mksobj_at(num, x, y, FALSE, FALSE); obj->spe = 0; obj->cursed = obj->blessed = FALSE; } goto default_1; case PM_WHITE_UNICORN: case PM_GRAY_UNICORN: case PM_BLACK_UNICORN: if (mtmp->mrevived && rn2(2)) { if (canseemon(mtmp)) pline("%s recently regrown horn crumbles to dust.", s_suffix(Monnam(mtmp))); } else { obj = mksobj_at(UNICORN_HORN, x, y, TRUE, FALSE); if (obj && mtmp->mrevived) obj->degraded_horn = 1; } goto default_1; case PM_LONG_WORM: (void) mksobj_at(WORM_TOOTH, x, y, TRUE, FALSE); goto default_1; case PM_VAMPIRE: case PM_VAMPIRE_LEADER: /* include mtmp in the mkcorpstat() call */ num = undead_to_corpse(mndx); corpstatflags |= CORPSTAT_INIT; obj = mkcorpstat(CORPSE, mtmp, &mons[num], x, y, corpstatflags); obj->age -= (TAINT_AGE + 1); /* this is an *OLD* corpse */ break; case PM_KOBOLD_MUMMY: case PM_DWARF_MUMMY: case PM_GNOME_MUMMY: case PM_ORC_MUMMY: case PM_ELF_MUMMY: case PM_HUMAN_MUMMY: case PM_GIANT_MUMMY: case PM_ETTIN_MUMMY: case PM_KOBOLD_ZOMBIE: case PM_DWARF_ZOMBIE: case PM_GNOME_ZOMBIE: case PM_ORC_ZOMBIE: case PM_ELF_ZOMBIE: case PM_HUMAN_ZOMBIE: case PM_GIANT_ZOMBIE: case PM_ETTIN_ZOMBIE: num = undead_to_corpse(mndx); corpstatflags |= CORPSTAT_INIT; obj = mkcorpstat(CORPSE, mtmp, &mons[num], x, y, corpstatflags); obj->age -= (TAINT_AGE + 1); /* this is an *OLD* corpse */ break; case PM_IRON_GOLEM: num = d(2, 6); while (num--) obj = mksobj_at(IRON_CHAIN, x, y, TRUE, FALSE); free_mgivenname(mtmp); /* don't christen obj */ break; case PM_GLASS_GOLEM: num = d(2, 4); /* very low chance of creating all glass gems */ while (num--) obj = mksobj_at(FIRST_GLASS_GEM + rn2(NUM_GLASS_GEMS), x, y, TRUE, FALSE); free_mgivenname(mtmp); break; case PM_CLAY_GOLEM: obj = mksobj_at(ROCK, x, y, FALSE, FALSE); obj->quan = (long) (rn2(20) + 50); obj->owt = weight(obj); free_mgivenname(mtmp); break; case PM_STONE_GOLEM: corpstatflags &= ~CORPSTAT_INIT; obj = mkcorpstat(STATUE, (struct monst *) 0, mdat, x, y, corpstatflags); break; case PM_WOOD_GOLEM: num = d(2, 4); while (num--) { obj = mksobj_at( rn2(2) ? QUARTERSTAFF : rn2(3) ? SMALL_SHIELD : rn2(3) ? CLUB : rn2(3) ? ELVEN_SPEAR : BOOMERANG, x, y, TRUE, FALSE); } free_mgivenname(mtmp); break; case PM_ROPE_GOLEM: num = rn2(3); while (num-- > 0) { obj = mksobj_at(rn2(2) ? LEASH : BULLWHIP, x, y, TRUE, FALSE); } free_mgivenname(mtmp); break; case PM_LEATHER_GOLEM: num = d(2, 4); while (num--) obj = mksobj_at(LEATHER_ARMOR, x, y, TRUE, FALSE); free_mgivenname(mtmp); break; case PM_GOLD_GOLEM: /* Good luck gives more coins */ obj = mkgold((long) (200 - rnl(101)), x, y); free_mgivenname(mtmp); break; case PM_PAPER_GOLEM: num = rnd(4); while (num--) obj = mksobj_at(SCR_BLANK_PAPER, x, y, TRUE, FALSE); free_mgivenname(mtmp); break; /* expired puddings will congeal into a large blob; like dragons, relies on the order remaining consistent */ case PM_GRAY_OOZE: case PM_BROWN_PUDDING: case PM_GREEN_SLIME: case PM_BLACK_PUDDING: /* we have to do this here because most other places expect there to be an object coming back; not this one */ obj = mksobj_at(GLOB_OF_BLACK_PUDDING - (PM_BLACK_PUDDING - mndx), x, y, TRUE, FALSE); while (obj && (otmp = obj_nexto(obj)) != (struct obj *) 0) { pudding_merge_message(obj, otmp); obj = obj_meld(&obj, &otmp); } free_mgivenname(mtmp); newsym(x, y); return obj; default: default_1: if (gm.mvitals[mndx].mvflags & G_NOCORPSE) { return (struct obj *) 0; } else { corpstatflags |= CORPSTAT_INIT; /* preserve the unique traits of some creatures */ obj = mkcorpstat(CORPSE, KEEPTRAITS(mtmp) ? mtmp : 0, mdat, x, y, corpstatflags); if (burythem) { boolean dealloc; (void) bury_an_obj(obj, &dealloc); newsym(x, y); return dealloc ? (struct obj *) 0 : obj; } } break; } /* All special cases should precede the G_NOCORPSE check */ if (!obj) return (struct obj *) 0; /* if polymorph or undead turning has killed this monster, prevent the same attack beam from hitting its corpse */ if (gc.context.bypasses) bypass_obj(obj); if (has_mgivenname(mtmp)) obj = oname(obj, MGIVENNAME(mtmp), ONAME_NO_FLAGS); /* Avoid "It was hidden under a green mold corpse!" * during Blind combat. An unseen monster referred to as "it" * could be killed and leave a corpse. If a hider then hid * underneath it, you could be told the corpse type of a * monster that you never knew was there without this. * The code in hitmu() substitutes the word "something" * if the corpse's obj->dknown is 0. */ if (Blind && !sensemon(mtmp)) clear_dknown(obj); /* obj->dknown = 0; */ stackobj(obj); /* 'obj' remains valid if stacking happens */ newsym(x, y); /* in case the corpse was placed at a different spot from where the monster was (not expected to happen) */ if (obj->ox != x || obj->oy != y) newsym(obj->ox, obj->oy); return obj; } #undef KEEPTRAITS /* check mtmp and water/lava for compatibility, 0 (survived), 1 (died) */ int minliquid(struct monst* mtmp) { int res; /* set up flag for mondead() and xkilled() */ iflags.sad_feeling = (mtmp->mtame && !canseemon(mtmp)); res = minliquid_core(mtmp); /* always clear the flag */ iflags.sad_feeling = FALSE; return res; } /* guts of minliquid() */ static int minliquid_core(struct monst* mtmp) { boolean inpool, inlava, infountain; boolean waterwall = is_waterwall(mtmp->mx,mtmp->my); /* [ceiling clingers are handled below] */ inpool = (is_pool(mtmp->mx, mtmp->my) && (!(is_flyer(mtmp->data) || is_floater(mtmp->data)) /* there's no "above the surface" on the plane of water */ || Is_waterlevel(&u.uz))); inlava = (is_lava(mtmp->mx, mtmp->my) && !(is_flyer(mtmp->data) || is_floater(mtmp->data))); infountain = IS_FOUNTAIN(levl[mtmp->mx][mtmp->my].typ); /* Flying and levitation keeps our steed out of the liquid (but not water-walking or swimming; note: if hero is in a water location on the Plane of Water, flight and levitating are blocked so this (Flying || Levitation) test fails there and steed will be subject to water effects, as intended) */ if (mtmp == u.usteed && (Flying || Levitation) && !waterwall) return 0; /* Gremlin multiplying won't go on forever since the hit points * keep going down, and when it gets to 1 hit point the clone * function will fail. */ if (mtmp->data == &mons[PM_GREMLIN] && (inpool || infountain) && rn2(3)) { if (split_mon(mtmp, (struct monst *) 0)) dryup(mtmp->mx, mtmp->my, FALSE); if (inpool) water_damage_chain(mtmp->minvent, FALSE); return 0; } else if (mtmp->data == &mons[PM_IRON_GOLEM] && inpool && !rn2(5)) { int dam = d(2, 6); if (cansee(mtmp->mx, mtmp->my)) pline("%s rusts.", Monnam(mtmp)); mtmp->mhp -= dam; if (mtmp->mhpmax > dam) mtmp->mhpmax -= dam; if (DEADMONSTER(mtmp)) { mondied(mtmp); if (DEADMONSTER(mtmp)) return 1; } water_damage_chain(mtmp->minvent, FALSE); return 0; } if (inlava) { /* * Lava effects much as water effects. Lava likers are able to * protect their stuff. Fire resistant monsters can only protect * themselves --ALI */ if (!is_clinger(mtmp->data) && !likes_lava(mtmp->data)) { /* not fair...? hero doesn't automatically teleport away from lava, just from water */ if (can_teleport(mtmp->data) && !tele_restrict(mtmp)) { if (rloc(mtmp, RLOC_MSG)) return 0; } if (!resists_fire(mtmp)) { if (cansee(mtmp->mx, mtmp->my)) { struct attack *dummy = &mtmp->data->mattk[0]; const char *how = on_fire(mtmp->data, dummy); pline("%s %s.", Monnam(mtmp), !strcmp(how, "boiling") ? "boils away" : !strcmp(how, "melting") ? "melts away" : "burns to a crisp"); } /* unlike fire -> melt ice -> pool, there's no way for the hero to create lava beneath a monster, so the !mon_moving case is not expected to happen (and we haven't made a player-against-monster variation of the message above) */ if (gc.context.mon_moving) mondead(mtmp); /* no corpse */ else xkilled(mtmp, XKILL_NOMSG); } else { mtmp->mhp -= 1; if (DEADMONSTER(mtmp)) { if (cansee(mtmp->mx, mtmp->my)) pline("%s surrenders to the fire.", Monnam(mtmp)); mondead(mtmp); /* no corpse */ } else if (cansee(mtmp->mx, mtmp->my)) pline("%s burns slightly.", Monnam(mtmp)); } if (!DEADMONSTER(mtmp)) { (void) fire_damage_chain(mtmp->minvent, FALSE, FALSE, mtmp->mx, mtmp->my); (void) rloc(mtmp, RLOC_MSG); return 0; } return 1; } } else if (inpool || waterwall) { /* Most monsters drown in pools. flooreffects() will take care of * water damage to dead monsters' inventory, but survivors need to * be handled here. Swimmers are able to protect their stuff... */ if ((waterwall || !is_clinger(mtmp->data)) && !cant_drown(mtmp->data)) { /* like hero with teleport intrinsic or spell, teleport away if possible */ if (can_teleport(mtmp->data) && !tele_restrict(mtmp)) { if (rloc(mtmp, RLOC_MSG)) return 0; } if (cansee(mtmp->mx, mtmp->my)) { if (gc.context.mon_moving) pline("%s drowns.", Monnam(mtmp)); else /* hero used fire to melt ice that monster was on */ You("drown %s.", mon_nam(mtmp)); } if (engulfing_u(mtmp)) { /* This can happen after a purple worm plucks you off a flying steed while you are over water. */ pline("%s sinks as %s rushes in and flushes you out.", Monnam(mtmp), hliquid("water")); } if (gc.context.mon_moving) mondied(mtmp); /* ok to leave corpse despite water */ else xkilled(mtmp, XKILL_NOMSG); if (!DEADMONSTER(mtmp)) { water_damage_chain(mtmp->minvent, FALSE); if (!rloc(mtmp, RLOC_NOMSG)) deal_with_overcrowding(mtmp); return 0; } return 1; } } else { /* but eels have a difficult time outside */ if (mtmp->data->mlet == S_EEL && !Is_waterlevel(&u.uz) && !breathless(mtmp->data)) { /* as mhp gets lower, the rate of further loss slows down */ if (mtmp->mhp > 1 && rn2(mtmp->mhp) > rn2(8)) mtmp->mhp--; monflee(mtmp, 2, FALSE, FALSE); } } return 0; } /* calculate 'mon's movement for current turn; called from moveloop() */ int mcalcmove( struct monst *mon, boolean m_moving) /* True: adjust for moving; * False: just adjust for speed */ { int mmove = mon->data->mmove; int mmove_adj; /* Note: MSLOW's `+ 1' prevents slowed speed 1 getting reduced to 0; * MFAST's `+ 2' prevents hasted speed 1 from becoming a no-op; * both adjustments have negligible effect on higher speeds. */ if (mon->mspeed == MSLOW) mmove = (2 * mmove + 1) / 3; else if (mon->mspeed == MFAST) mmove = (4 * mmove + 2) / 3; if (mon == u.usteed && u.ugallop && gc.context.mv) { /* increase movement by a factor of 1.5; also increase variance of movement speed (if it's naturally 24, we don't want it to always become 36) */ mmove = ((rn2(2) ? 4 : 5) * mmove) / 3; } if (m_moving) { /* Randomly round the monster's speed to a multiple of NORMAL_SPEED. This makes it impossible for the player to predict when they'll get a free turn (thus preventing exploits like "melee kiting"), while retaining guarantees about shopkeepers not being outsped by a normal-speed player, normal-speed players being unable to open up a gap when fleeing a normal-speed monster, etc. */ mmove_adj = mmove % NORMAL_SPEED; mmove -= mmove_adj; if (rn2(NORMAL_SPEED) < mmove_adj) mmove += NORMAL_SPEED; } return mmove; } /* actions that happen once per ``turn'', regardless of each individual monster's metabolism; some of these might need to be reclassified to occur more in proportion with movement rate */ void mcalcdistress(void) { iter_mons(m_calcdistress); } static void m_calcdistress(struct monst *mtmp) { /* must check non-moving monsters once/turn in case they managed to end up in water or lava; note: when not in liquid they regen, shape-shift, timeout temporary maladies just like other monsters */ if (mtmp->data->mmove == 0) { if (gv.vision_full_recalc) vision_recalc(0); if (minliquid(mtmp)) return; } /* regenerate hit points */ mon_regen(mtmp, FALSE); /* possibly polymorph shapechangers and lycanthropes */ if (mtmp->cham >= LOW_PM) decide_to_shapeshift(mtmp, (canspotmon(mtmp) || engulfing_u(mtmp)) ? SHIFT_MSG : 0); were_change(mtmp); /* gradually time out temporary problems */ if (mtmp->mblinded && !--mtmp->mblinded) mtmp->mcansee = 1; if (mtmp->mfrozen && !--mtmp->mfrozen) mtmp->mcanmove = 1; if (mtmp->mfleetim && !--mtmp->mfleetim) mtmp->mflee = 0; /* FIXME: mtmp->mlstmv ought to be updated here */ } /* perform movement for a single monster. meant to be used with iter_mons_safe. */ boolean movemon_singlemon(struct monst *mtmp) { /* end monster movement early if hero is flagged to leave the level */ if (u.utotype #ifdef SAFERHANGUP /* or if the program has lost contact with the user */ || gp.program_state.done_hup #endif ) { gs.somebody_can_move = FALSE; return TRUE; } /* one dead monster needs to perform a move after death: vault guard whose temporary corridor is still on the map; live guards who have led the hero back to civilization get moved off the map too; gd_move() decides whether the temporary corridor can be removed and guard discarded (via clearing mon->isgd flag so that dmonsfree() will get rid of mon) */ if (mtmp->isgd && !mtmp->mx && !(mtmp->mstate & MON_MIGRATING)) { /* parked at <0,0>; eventually isgd should get set to false */ if (gm.moves > mtmp->mlstmv) { (void) gd_move(mtmp); mtmp->mlstmv = gm.moves; } return FALSE; } if (DEADMONSTER(mtmp)) return FALSE; /* monster isn't on this map anymore */ if (mon_offmap(mtmp)) return FALSE; if (mtmp->data == &mons[PM_FOG_CLOUD]) { NhRegion *reg = visible_region_at(mtmp->mx, mtmp->my); if (!reg) create_gas_cloud(mtmp->mx, mtmp->my, 1, 0); /* harmless vapor */ } /* Find a monster that we have not treated yet. */ if (mtmp->movement < NORMAL_SPEED) return FALSE; mtmp->movement -= NORMAL_SPEED; if (mtmp->movement >= NORMAL_SPEED) gs.somebody_can_move = TRUE; if (gv.vision_full_recalc) vision_recalc(0); /* vision! */ /* reset obj bypasses before next monster moves */ if (gc.context.bypasses) clear_bypasses(); clear_splitobjs(); if (minliquid(mtmp)) return FALSE; /* after losing equipment, try to put on replacement */ if (mtmp->misc_worn_check & I_SPECIAL) { long oldworn; /* hostiles only try to equip things if they think hero isn't * nearby; if they think hero is nearby, leave the flag intact so * that it can be checked again on subsequent moves until the hero * is perceived to be farther away. */ if (mtmp->mpeaceful || mtmp->mtame || dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) > (3 * 3)) { mtmp->misc_worn_check &= ~I_SPECIAL; oldworn = mtmp->misc_worn_check; m_dowear(mtmp, FALSE); if (mtmp->misc_worn_check != oldworn || !mtmp->mcanmove) return FALSE; /* is spending this turn equipping */ } } if (is_hider(mtmp->data)) { /* unwatched mimics and piercers may hide again [MRS] */ if (restrap(mtmp)) return FALSE; if (M_AP_TYPE(mtmp) == M_AP_FURNITURE || M_AP_TYPE(mtmp) == M_AP_OBJECT) return FALSE; if (mtmp->mundetected) return FALSE; } else if (mtmp->data->mlet == S_EEL && !mtmp->mundetected && (mtmp->mflee || !next2u(mtmp->mx, mtmp->my)) && !canseemon(mtmp) && !rn2(4)) { /* some eels end up stuck in isolated pools, where they can't--or at least won't--move, so they never reach their post-move chance to re-hide */ if (hideunder(mtmp)) return FALSE; } /* continue if the monster died fighting */ if (Conflict && !mtmp->iswiz && m_canseeu(mtmp)) { /* Note: * Conflict does not take effect in the first round. * Therefore, A monster when stepping into the area will * get to swing at you. * * The call to fightm() must be _last_. The monster might * have died if it returns 1. */ if (cansee(mtmp->mx, mtmp->my) && (mdistu(mtmp) <= BOLT_LIM * BOLT_LIM) && fightm(mtmp)) return FALSE; /* mon might have died */ } (void) dochugw(mtmp, TRUE); /* otherwise just move the monster */ return FALSE; } /* perform movement for all monsters */ int movemon(void) { gs.somebody_can_move = FALSE; iter_mons_safe(movemon_singlemon); if (any_light_source()) gv.vision_full_recalc = 1; /* in case a mon moved w/ a light source */ /* reset obj bypasses after last monster has moved */ if (gc.context.bypasses) clear_bypasses(); clear_splitobjs(); /* remove dead monsters; dead vault guard will be left at <0,0> if temporary corridor out of vault hasn't been removed yet */ dmonsfree(); /* a monster may have levteleported player -dlc */ if (u.utotype) { deferred_goto(); /* changed levels, so these monsters are dormant */ gs.somebody_can_move = FALSE; } return gs.somebody_can_move; } /* dispose of contents of an eaten container; used for pets and other mons */ void meatbox(struct monst *mon, struct obj *otmp) { boolean engulf_contents = (mon->data == &mons[PM_GELATINOUS_CUBE]); int x = mon->mx, y = mon->my; struct obj *cobj; if (!Has_contents(otmp) || !isok(x, y)) return; /* contents of eaten containers become engulfed or dropped onto the floor; this is arbitrary, but otherwise g-cubes are too powerful */ if (!engulf_contents && cansee(x, y)) { pline("%s contents spill out onto the %s.", s_suffix(The(distant_name(otmp, xname))), surface(x, y)); } while ((cobj = otmp->cobj) != 0) { obj_extract_self(cobj); if (otmp->otyp == ICE_BOX) removed_from_icebox(cobj); if (engulf_contents) { (void) mpickobj(mon, cobj); } else { if (!flooreffects(cobj, x, y, "")) place_object(cobj, x, y); } } } #define mstoning(obj) \ (ofood(obj) && (touch_petrifies(&mons[(obj)->corpsenm]) \ || (obj)->corpsenm == PM_MEDUSA)) /* monster consumes an object. monster may die, polymorph, grow up, heal, etc; meating is not changed. object is extracted from any linked list and freed. */ void m_consume_obj(struct monst *mtmp, struct obj *otmp) { boolean ispet = mtmp->mtame; /* non-pet: Heal up to the object's weight in hp */ if (!ispet && mtmp->mhp < mtmp->mhpmax) { mtmp->mhp += objects[otmp->otyp].oc_weight; if (mtmp->mhp > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax; } if (Has_contents(otmp)) meatbox(mtmp, otmp); if (otmp == uball) { unpunish(); delobj(otmp); } else if (otmp == uchain) { unpunish(); /* frees uchain */ } else { boolean deadmimic, slimer; int poly, grow, heal, eyes, mstone, vis = canseemon(mtmp); int corpsenm = (otmp->otyp == CORPSE ? otmp->corpsenm : NON_PM); deadmimic = (otmp->otyp == CORPSE && (corpsenm == PM_SMALL_MIMIC || corpsenm == PM_LARGE_MIMIC || corpsenm == PM_GIANT_MIMIC)); slimer = (otmp->otyp == GLOB_OF_GREEN_SLIME); poly = polyfodder(otmp); grow = mlevelgain(otmp); heal = mhealup(otmp); eyes = (otmp->otyp == CARROT); mstone = mstoning(otmp); delobj(otmp); /* munch */ if (poly || slimer) { struct permonst *ptr = slimer ? &mons[PM_GREEN_SLIME] : 0; (void) newcham(mtmp, ptr, vis ? NC_SHOW_MSG : NO_NC_FLAGS); } if (grow) { if ((ispet && (int) mtmp->m_lev < (int) mtmp->data->mlevel + 15) || !ispet) (void) grow_up(mtmp, (struct monst *) 0); } if (mstone) { if (poly_when_stoned(mtmp->data)) { mon_to_stone(mtmp); } else if (!resists_ston(mtmp)) { if (vis) pline("%s turns to stone!", Monnam(mtmp)); monstone(mtmp); } } if (heal) mtmp->mhp = mtmp->mhpmax; if ((eyes || heal) && !mtmp->mcansee) mcureblindness(mtmp, canseemon(mtmp)); if (ispet && deadmimic) quickmimic(mtmp); if (corpsenm != NON_PM) mon_givit(mtmp, &mons[corpsenm]); } } /* * Maybe eat a metallic object (not just gold). * Return value: 0 => nothing happened, 1 => monster ate something, * 2 => monster died (it must have grown into a genocided form, but * that can't happen at present because nothing which eats objects * has young and old forms). */ int meatmetal(struct monst *mtmp) { struct obj *otmp; char *otmpname; int vis = canseemon(mtmp); /* If a pet, eating is handled separately, in dog.c */ if (mtmp->mtame) return 0; /* Eats topmost metal object if it is there */ for (otmp = gl.level.objects[mtmp->mx][mtmp->my]; otmp; otmp = otmp->nexthere) { /* Don't eat indigestible/choking/inappropriate objects */ if ((mtmp->data == &mons[PM_RUST_MONSTER] && !is_rustprone(otmp)) || (otmp->otyp == AMULET_OF_STRANGULATION) || (otmp->otyp == RIN_SLOW_DIGESTION)) continue; if (is_metallic(otmp) && !obj_resists(otmp, 5, 95) && touch_artifact(otmp, mtmp)) { if (mtmp->data == &mons[PM_RUST_MONSTER] && otmp->oerodeproof) { if (vis) { /* call distant_name() for its side-effects even when !verbose so won't be printed */ otmpname = distant_name(otmp, doname); if (flags.verbose) pline("%s eats %s!", Monnam(mtmp), otmpname); } /* The object's rustproofing is gone now */ otmp->oerodeproof = 0; mtmp->mstun = 1; if (vis) { /* (see above; format even if it won't be printed) */ otmpname = distant_name(otmp, doname); if (flags.verbose) pline("%s spits %s out in disgust!", Monnam(mtmp), otmpname); } } else { if (cansee(mtmp->mx, mtmp->my)) { /* (see above; format even if it won't be printed) */ otmpname = distant_name(otmp, doname); if (flags.verbose) pline("%s eats %s!", Monnam(mtmp), otmpname); } else { if (flags.verbose) { Soundeffect(se_crunching_sound, 50); You_hear("a crunching sound."); } } mtmp->meating = otmp->owt / 2 + 1; m_consume_obj(mtmp, otmp); if (DEADMONSTER(mtmp)) return 2; /* Left behind a pile? */ if (rnd(25) < 3) (void) mksobj_at(ROCK, mtmp->mx, mtmp->my, TRUE, FALSE); newsym(mtmp->mx, mtmp->my); return 1; } } } return 0; } /* monster eats a pile of objects */ int meatobj(struct monst* mtmp) /* for gelatinous cubes */ { struct obj *otmp, *otmp2; struct permonst *ptr, *original_ptr = mtmp->data; int count = 0, ecount = 0; char buf[BUFSZ], *otmpname; buf[0] = '\0'; /* If a pet, eating is handled separately, in dog.c */ if (mtmp->mtame) return 0; /* eat organic objects, including cloth and wood, if present; engulf others, except huge rocks and metal attached to player [despite comment at top, doesn't assume that eater is a g-cube] */ for (otmp = gl.level.objects[mtmp->mx][mtmp->my]; otmp; otmp = otmp2) { otmp2 = otmp->nexthere; /* avoid special items; once hero picks them up, they'll cease being special, becoming eligible for engulf and devore if dropped again */ if (is_mines_prize(otmp) || is_soko_prize(otmp)) continue; /* touch sensitive items */ if (otmp->otyp == CORPSE && is_rider(&mons[otmp->corpsenm])) { int ox = otmp->ox, oy = otmp->oy; boolean revived_it = revive_corpse(otmp); newsym(ox, oy); /* Rider corpse isn't just inedible; can't engulf it either */ if (!revived_it) continue; /* [should check whether revival forced 'mtmp' off the level and return 3 in that situation (if possible...)] */ break; /* untouchable (or inaccessible) items */ } else if ((otmp->otyp == CORPSE && touch_petrifies(&mons[otmp->corpsenm]) && !resists_ston(mtmp)) /* don't engulf boulders and statues or ball&chain */ || otmp->oclass == ROCK_CLASS || otmp == uball || otmp == uchain /* normally mtmp won't have stepped onto scare monster scroll, but if it does, don't eat or engulf that (note: scrolls inside eaten containers will still become engulfed) */ || otmp->otyp == SCR_SCARE_MONSTER) { /* do nothing--neither eaten nor engulfed */ continue; /* inedible items -- engulf these */ } else if (!is_organic(otmp) || obj_resists(otmp, 5, 95) || !touch_artifact(otmp, mtmp) /* redundant due to non-organic composition but included for emphasis */ || (otmp->otyp == AMULET_OF_STRANGULATION || otmp->otyp == RIN_SLOW_DIGESTION) /* cockatrice corpses handled above; this touch_petrifies() check catches eggs */ || (mstoning(otmp) && !resists_ston(mtmp)) || (otmp->otyp == GLOB_OF_GREEN_SLIME && !slimeproof(mtmp->data))) { /* engulf */ ++ecount; /* call distant_name() for its possible side-effects even if the result won't be printed */ otmpname = distant_name(otmp, doname); if (ecount == 1) Sprintf(buf, "%s engulfs %s.", Monnam(mtmp), otmpname); else if (ecount == 2) Sprintf(buf, "%s engulfs several objects.", Monnam(mtmp)); obj_extract_self(otmp); (void) mpickobj(mtmp, otmp); /* slurp */ /* lastly, edible items; yum! */ } else { /* devour */ ++count; if (cansee(mtmp->mx, mtmp->my)) { /* (see above; distant_name() sometimes has side-effects */ otmpname = distant_name(otmp, doname); if (flags.verbose) pline("%s eats %s!", Monnam(mtmp), otmpname); /* give this one even if !verbose */ if (otmp->oclass == SCROLL_CLASS && objdescr_is(otmp, "YUM YUM")) pline("Yum%c", otmp->blessed ? '!' : '.'); } else { Soundeffect(se_slurping_sound, 30); if (flags.verbose) You_hear("a slurping sound."); } m_consume_obj(mtmp, otmp); /* in case it polymorphed or died */ ptr = mtmp->data; if (ptr != original_ptr) return !ptr ? 2 : 1; } /* Engulf & devour is instant, so don't set meating */ if (mtmp->minvis) newsym(mtmp->mx, mtmp->my); } if (ecount > 0) { if (cansee(mtmp->mx, mtmp->my) && flags.verbose && buf[0]) pline1(buf); else if (flags.verbose) You_hear("%s slurping sound%s.", (ecount == 1) ? "a" : "several", plur(ecount)); } return (count > 0 || ecount > 0) ? 1 : 0; } #undef mstoning /* Monster eats a corpse off the ground. * Return value is 0 = nothing eaten, 1 = ate a corpse, 2 = died */ int meatcorpse( struct monst *mtmp) /* for purple worms and other voracious monsters */ { struct obj *otmp; struct permonst *ptr, *original_ptr = mtmp->data, *corpsepm; coordxy x = mtmp->mx, y = mtmp->my; /* if a pet, eating is handled separately, in dog.c */ if (mtmp->mtame) return 0; /* skips past any globs */ for (otmp = sobj_at(CORPSE, x, y); otmp; /* won't get back here if otmp is split or gets used up */ otmp = nxtobj(otmp, CORPSE, TRUE)) { corpsepm = &mons[otmp->corpsenm]; /* skip some corpses */ if (vegan(corpsepm) /* ignore veggy corpse even if omnivorous */ /* don't eat harmful corpses */ || (touch_petrifies(corpsepm) && !resists_ston(mtmp))) continue; if (is_rider(corpsepm)) { boolean revived_it = revive_corpse(otmp); newsym(x, y); /* corpse is gone; mtmp might be too so do this now since we're bypassing the bottom of the loop */ if (!revived_it) continue; /* revival failed? if so, corpse is gone */ /* Successful Rider revival; unlike skipped corpses, don't just move on to next corpse as if nothing has happened. [Can Rider revival bump 'mtmp' off level when it's full? We ought to return 3 if that happens.] */ break; } if (otmp->quan > 1) otmp = splitobj(otmp, 1L); if (cansee(x, y) && canseemon(mtmp)) { /* call distant_name() for its possible side-effects even if the result won't be printed */ char *otmpname = distant_name(otmp, doname); if (flags.verbose) pline("%s eats %s!", Monnam(mtmp), otmpname); } else { Soundeffect(se_masticating_sound, 50); if (flags.verbose) You_hear("a masticating sound."); } m_consume_obj(mtmp, otmp); /* in case it polymorphed or died */ ptr = mtmp->data; if (ptr != original_ptr) return !ptr ? 2 : 1; /* Engulf & devour is instant, so don't set meating */ if (mtmp->minvis) newsym(x, y); return 1; } return 0; } /* give monster property prop */ void mon_give_prop(struct monst *mtmp, int prop) { const char *msg = NULL; unsigned short intrinsic = 0; /* MR_* constant */ /* Pets don't have all the fields that the hero does, so they can't get all the same intrinsics. If it happens to choose strength gain or teleport control or whatever, ignore it. */ switch (prop) { case FIRE_RES: intrinsic = MR_FIRE; msg = "%s shivers slightly."; break; case COLD_RES: intrinsic = MR_COLD; msg = "%s looks quite warm."; break; case SLEEP_RES: intrinsic = MR_SLEEP; msg = "%s looks wide awake."; break; case DISINT_RES: intrinsic = MR_DISINT; msg = "%s looks very firm."; break; case SHOCK_RES: intrinsic = MR_ELEC; msg = "%s crackles with static electricity."; break; case POISON_RES: intrinsic = MR_POISON; msg = "%s looks healthy."; break; default: return; /* can't give it */ break; } /* Don't give message if it already had this property intrinsically, but still do grant the intrinsic if it only had it from mresists. Do print the message if it only had this property extrinsically, which is why mon_resistancebits isn't used here. */ if ((mtmp->data->mresists | mtmp->mintrinsics) & intrinsic) msg = (const char *) 0; if (intrinsic) mtmp->mintrinsics |= intrinsic; if (canseemon(mtmp) && msg) { DISABLE_WARNING_FORMAT_NONLITERAL pline(msg, Monnam(mtmp)); RESTORE_WARNING_FORMAT_NONLITERAL } } /* Maybe give an intrinsic to monster from eating corpse that confers it. */ void mon_givit(struct monst *mtmp, struct permonst *ptr) { int prop = corpse_intrinsic(ptr); boolean vis = canseemon(mtmp); if (ptr == &mons[PM_STALKER]) { /* * Invisible stalker isn't flagged as conferring invisibility * so prop is 0. For hero, eating a stalker corpse confers * temporary invisibility if hero is visible. When already * invisible, if confers permanent invisibility and also * permanent see invisible. For monsters, only permanent * invisibility is possible; temporary invisibility and see * invisible aren't implemented for them. * * A monster being invisible gains no benefit against other * monsters, and an invisible pet when hero can't see invisible * is a nuisance at best, so this is probably detrimental. * Players will just have to live with it if they want to be * able to have pets gain intrinsics from eating corpses. */ if (!mtmp->perminvis || mtmp->invis_blkd) { char mtmpbuf[BUFSZ]; Strcpy(mtmpbuf, Monnam(mtmp)); mon_set_minvis(mtmp); if (vis) pline("%s %s.", mtmpbuf, !canspotmon(mtmp) ? "vanishes" : mtmp->invis_blkd ? "seems to flicker" : "becomes invisible"); } mtmp->mstun = 1; /* no timeout but will eventually wear off */ return; } if (prop == 0) return; /* no intrinsic from this corpse */ if (!should_givit(prop, ptr)) return; /* failed die roll */ mon_give_prop(mtmp, prop); } void mpickgold(register struct monst* mtmp) { register struct obj *gold; int mat_idx; if ((gold = g_at(mtmp->mx, mtmp->my)) != 0) { mat_idx = objects[gold->otyp].oc_material; obj_extract_self(gold); add_to_minv(mtmp, gold); if (cansee(mtmp->mx, mtmp->my)) { if (flags.verbose && !mtmp->isgd) pline("%s picks up some %s.", Monnam(mtmp), mat_idx == GOLD ? "gold" : "money"); newsym(mtmp->mx, mtmp->my); } } } /* monster picks up one item stack from the map location they are at */ boolean mpickstuff(struct monst *mtmp) { register struct obj *otmp, *otmp2, *otmp3; int carryamt = 0; /* prevent shopkeepers from leaving the door of their shop */ if (mtmp->isshk && inhishop(mtmp)) return FALSE; /* non-tame monsters normally don't go shopping */ if (!mtmp->mtame && *in_rooms(mtmp->mx, mtmp->my, SHOPBASE) && rn2(25)) return FALSE; /* item in a pool, but monster can't swim */ if (!could_reach_item(mtmp, mtmp->mx, mtmp->my)) return FALSE; for (otmp = gl.level.objects[mtmp->mx][mtmp->my]; otmp; otmp = otmp2) { otmp2 = otmp->nexthere; /* avoid special items; once hero picks them up, they'll cease being special, becoming eligible for normal pickup */ if (is_mines_prize(otmp) || is_soko_prize(otmp)) continue; /* Nymphs take everything. Most monsters don't pick up corpses. */ if (mon_would_take_item(mtmp, otmp)) { if (otmp->otyp == CORPSE && mtmp->data->mlet != S_NYMPH /* let a handful of corpse types thru to can_carry() */ && !touch_petrifies(&mons[otmp->corpsenm]) && otmp->corpsenm != PM_LIZARD && !acidic(&mons[otmp->corpsenm])) continue; if (!can_touch_safely(mtmp, otmp)) continue; carryamt = can_carry(mtmp, otmp); if (carryamt == 0) continue; /* handle cases where the critter can only get some */ otmp3 = otmp; if (carryamt != otmp->quan) { otmp3 = splitobj(otmp, carryamt); } if (cansee(mtmp->mx, mtmp->my)) { /* call distant_name() for its possible side-effects even if the result won't be printed; do it before the extract from floor and subsequent pickup by mtmp */ char *otmpname = distant_name(otmp, doname); if (flags.verbose) pline("%s picks up %s.", Monnam(mtmp), otmpname); } obj_extract_self(otmp3); /* remove from floor */ (void) mpickobj(mtmp, otmp3); /* may merge and free otmp3 */ /* let them try and equip it on the next turn */ check_gear_next_turn(mtmp); newsym(mtmp->mx, mtmp->my); return TRUE; /* pick only one object */ } } return FALSE; } int curr_mon_load(struct monst* mtmp) { int curload = 0; struct obj *obj; for (obj = mtmp->minvent; obj; obj = obj->nobj) { if (obj->otyp != BOULDER || !throws_rocks(mtmp->data)) curload += obj->owt; } return curload; } int max_mon_load(struct monst* mtmp) { long maxload; /* Base monster carrying capacity is equal to human maximum * carrying capacity, or half human maximum if not strong. * (for a polymorphed player, the value used would be the * non-polymorphed carrying capacity instead of max/half max). * This is then modified by the ratio between the monster weights * and human weights. Corpseless monsters are given a capacity * proportional to their size instead of weight. */ if (!mtmp->data->cwt) maxload = (MAX_CARR_CAP * (long) mtmp->data->msize) / MZ_HUMAN; else if (!strongmonst(mtmp->data) || (strongmonst(mtmp->data) && (mtmp->data->cwt > WT_HUMAN))) maxload = (MAX_CARR_CAP * (long) mtmp->data->cwt) / WT_HUMAN; else maxload = MAX_CARR_CAP; /*strong monsters w/cwt <= WT_HUMAN*/ if (!strongmonst(mtmp->data)) maxload /= 2; if (maxload < 1) maxload = 1; return (int) maxload; } /* can monster touch object safely? */ boolean can_touch_safely(struct monst *mtmp, struct obj *otmp) { int otyp = otmp->otyp; struct permonst *mdat = mtmp->data; if (otyp == CORPSE && touch_petrifies(&mons[otmp->corpsenm]) && !(mtmp->misc_worn_check & W_ARMG) && !resists_ston(mtmp)) return FALSE; if (otyp == CORPSE && is_rider(&mons[otmp->corpsenm])) return FALSE; if (objects[otyp].oc_material == SILVER && mon_hates_silver(mtmp) && (otyp != BELL_OF_OPENING || !is_covetous(mdat))) return FALSE; if (!touch_artifact(otmp, mtmp)) return FALSE; return TRUE; } /* for restricting monsters' object-pickup. * * to support the new pet behavior, this now returns the max # of objects * that a given monster could pick up from a pile. frequently this will be * otmp->quan, but special cases for 'only one' now exist so. * * this will probably cause very amusing behavior with pets and gold coins. * * TODO: allow picking up 2-N objects from a pile of N based on weight. * Change from 'int' to 'long' to accommodate big stacks of gold. * Right now we fake it by reporting a partial quantity, but the * likesgold handling m_move results in picking up the whole stack. */ int can_carry(struct monst* mtmp, struct obj* otmp) { int iquan, otyp = otmp->otyp, newload = otmp->owt; struct permonst *mdat = mtmp->data; short nattk = 0; if (notake(mdat)) return 0; /* can't carry anything */ if (!can_touch_safely(mtmp, otmp)) return 0; /* hostile monsters who like gold will pick up the whole stack; tame monsters with hands will pick up the partial stack */ iquan = (otmp->quan > (long) LARGEST_INT) ? 20000 + rn2(LARGEST_INT - 20000 + 1) : (int) otmp->quan; /* monsters without hands can't pick up multiple objects at once * unless they have an engulfing attack * * ...dragons, of course, can always carry gold pieces and gems somehow */ if (iquan > 1) { boolean glomper = FALSE; if (mtmp->data->mlet == S_DRAGON && (otmp->oclass == COIN_CLASS || otmp->oclass == GEM_CLASS)) glomper = TRUE; else for (nattk = 0; nattk < NATTK; nattk++) if (mtmp->data->mattk[nattk].aatyp == AT_ENGL) { glomper = TRUE; break; } if ((mtmp->data->mflags1 & M1_NOHANDS) && !glomper) return 1; } /* steeds don't pick up stuff (to avoid shop abuse) */ if (mtmp == u.usteed) return 0; if (mtmp->isshk) return iquan; /* no limit */ if (mtmp->mpeaceful && !mtmp->mtame) return 0; /* otherwise players might find themselves obligated to violate * their alignment if the monster takes something they need */ /* special--boulder throwers carry unlimited amounts of boulders */ if (throws_rocks(mdat) && otyp == BOULDER) return iquan; /* nymphs deal in stolen merchandise, but not boulders or statues */ if (mdat->mlet == S_NYMPH) return (otmp->oclass == ROCK_CLASS) ? 0 : iquan; if (curr_mon_load(mtmp) + newload > max_mon_load(mtmp)) return 0; return iquan; } /* is in direct line with where 'mon' thinks hero is? */ static boolean monlineu(struct monst *mon, int nx, int ny) { return online2(nx, ny, mon->mux, mon->muy); } /* return flags based on monster data, for mfndpos() */ long mon_allowflags(struct monst* mtmp) { long allowflags = 0L; boolean can_open = !(nohands(mtmp->data) || verysmall(mtmp->data)); boolean can_unlock = ((can_open && monhaskey(mtmp, TRUE)) || mtmp->iswiz || is_rider(mtmp->data)); boolean doorbuster = is_giant(mtmp->data); /* don't tunnel if on rogue level or if hostile and close enough to prefer a weapon; same criteria as in m_move() */ boolean can_tunnel = (tunnels(mtmp->data) && !Is_rogue_level(&u.uz)); if (can_tunnel && needspick(mtmp->data) && ((!mtmp->mpeaceful || Conflict) && dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 8)) can_tunnel = FALSE; if (mtmp->mtame) allowflags |= ALLOW_M | ALLOW_TRAPS | ALLOW_SANCT | ALLOW_SSM; else if (mtmp->mpeaceful) allowflags |= ALLOW_SANCT | ALLOW_SSM; else allowflags |= ALLOW_U; if (Conflict && !resist_conflict(mtmp)) allowflags |= ALLOW_U; if (mtmp->isshk) allowflags |= ALLOW_SSM; if (mtmp->ispriest) allowflags |= ALLOW_SSM | ALLOW_SANCT; if (passes_walls(mtmp->data)) allowflags |= (ALLOW_ROCK | ALLOW_WALL); if (throws_rocks(mtmp->data) || m_can_break_boulder(mtmp)) allowflags |= ALLOW_ROCK; if (can_tunnel) allowflags |= ALLOW_DIG; if (doorbuster) allowflags |= BUSTDOOR; if (can_open) allowflags |= OPENDOOR; if (can_unlock) allowflags |= UNLOCKDOOR; if (passes_bars(mtmp->data)) allowflags |= ALLOW_BARS; #if 0 /* can't do this here; leave it for mfndpos() */ if (is_displacer(mtmp->data)) allowflags |= ALLOW_MDISP; #endif if (is_minion(mtmp->data) || is_rider(mtmp->data)) allowflags |= ALLOW_SANCT; /* unicorn may not be able to avoid hero on a noteleport level */ if (is_unicorn(mtmp->data) && !noteleport_level(mtmp)) allowflags |= NOTONL; if (is_human(mtmp->data) || mtmp->data == &mons[PM_MINOTAUR]) allowflags |= ALLOW_SSM; if ((is_undead(mtmp->data) && mtmp->data->mlet != S_GHOST) || is_vampshifter(mtmp)) allowflags |= NOGARLIC; return allowflags; } /* return TRUE if monster is up in the air/on the ceiling */ boolean m_in_air(struct monst *mtmp) { return (is_flyer(mtmp->data) || is_floater(mtmp->data) || (is_clinger(mtmp->data) && has_ceiling(&u.uz) && mtmp->mundetected)); } /* return number of acceptable neighbour positions */ int mfndpos( struct monst *mon, coord *poss, /* coord poss[9] */ long *info, /* long info[9] */ long flag) { struct permonst *mdat = mon->data; register struct trap *ttmp; coordxy x, y, nx, ny; int cnt = 0; uchar ntyp; uchar nowtyp; boolean wantpool, poolok, lavaok, nodiag; boolean rockok = FALSE, treeok = FALSE, thrudoor; int maxx, maxy; boolean poisongas_ok, in_poisongas; NhRegion *gas_reg; int gas_glyph = cmap_to_glyph(S_poisoncloud); x = mon->mx; y = mon->my; nowtyp = levl[x][y].typ; nodiag = NODIAG(mdat - mons); wantpool = (mdat->mlet == S_EEL); poolok = ((!Is_waterlevel(&u.uz) && m_in_air(mon)) || (is_swimmer(mdat) && !wantpool)); /* note: floating eye is the only is_floater() so this could be simplified, but then adding another floater would be error prone */ lavaok = (m_in_air(mon) || likes_lava(mdat)); if (mdat == &mons[PM_FLOATING_EYE]) /* prefers to avoid heat */ lavaok = FALSE; thrudoor = ((flag & (ALLOW_WALL | BUSTDOOR)) != 0L); poisongas_ok = (m_poisongas_ok(mon) == M_POISONGAS_OK); in_poisongas = ((gas_reg = visible_region_at(x,y)) != 0 && gas_reg->glyph == gas_glyph); if (flag & ALLOW_DIG) { struct obj *mw_tmp; /* need to be specific about what can currently be dug */ if (!needspick(mdat)) { rockok = treeok = TRUE; } else if ((mw_tmp = MON_WEP(mon)) && mw_tmp->cursed && mon->weapon_check == NO_WEAPON_WANTED) { rockok = is_pick(mw_tmp); treeok = is_axe(mw_tmp); } else { rockok = (m_carrying(mon, PICK_AXE) || (m_carrying(mon, DWARVISH_MATTOCK) && !which_armor(mon, W_ARMS))); treeok = (m_carrying(mon, AXE) || (m_carrying(mon, BATTLE_AXE) && !which_armor(mon, W_ARMS))); } if (rockok || treeok) thrudoor = TRUE; } nexttry: /* eels prefer the water, but if there is no water nearby, they will crawl over land */ if (mon->mconf) { flag |= ALLOW_ALL; flag &= ~NOTONL; } if (!mon->mcansee) flag |= ALLOW_SSM; maxx = min(x + 1, COLNO - 1); maxy = min(y + 1, ROWNO - 1); for (nx = max(1, x - 1); nx <= maxx; nx++) for (ny = max(0, y - 1); ny <= maxy; ny++) { if (nx == x && ny == y) continue; ntyp = levl[nx][ny].typ; if (IS_ROCK(ntyp) && !((flag & ALLOW_WALL) && may_passwall(nx, ny)) && !((IS_TREE(ntyp) ? treeok : rockok) && may_dig(nx, ny))) continue; /* intelligent peacefuls avoid digging shop/temple walls */ if (IS_ROCK(ntyp) && rockok && !mindless(mon->data) && (mon->mpeaceful || mon->mtame) && (*in_rooms(nx, ny, TEMPLE) || *in_rooms(nx, ny, SHOPBASE)) && !(*in_rooms(x, y, TEMPLE) || *in_rooms(x, y, SHOPBASE))) continue; if (IS_WATERWALL(ntyp) && !is_swimmer(mdat)) continue; /* KMH -- Added iron bars */ if (ntyp == IRONBARS && (!(flag & ALLOW_BARS) || ((levl[nx][ny].wall_info & W_NONDIGGABLE) && (dmgtype(mdat, AD_RUST) || dmgtype(mdat, AD_CORR))))) continue; if (IS_DOOR(ntyp) /* an amorphous creature can only move under/through a closed door if it doesn't currently have hero engulfed */ && !((amorphous(mdat) || can_fog(mon)) && (mon != u.ustuck || !u.uswallow)) && (((levl[nx][ny].doormask & D_CLOSED) && !(flag & OPENDOOR)) || ((levl[nx][ny].doormask & D_LOCKED) && !(flag & UNLOCKDOOR))) && !thrudoor) continue; /* avoid poison gas? */ if (!poisongas_ok && !in_poisongas && (gas_reg = visible_region_at(nx,ny)) != 0 && gas_reg->glyph == gas_glyph) continue; /* first diagonal checks (tight squeezes handled below) */ if (nx != x && ny != y && (nodiag || (IS_DOOR(nowtyp) && (levl[x][y].doormask & ~D_BROKEN)) || (IS_DOOR(ntyp) && (levl[nx][ny].doormask & ~D_BROKEN)) || ((IS_DOOR(nowtyp) || IS_DOOR(ntyp)) && Is_rogue_level(&u.uz)) /* mustn't pass between adjacent long worm segments, but can attack that way */ || (m_at(x, ny) && m_at(nx, y) && worm_cross(x, y, nx, ny) && !m_at(nx, ny) && (nx != u.ux || ny != u.uy)))) continue; if ((!lavaok || !(flag & ALLOW_WALL)) && ntyp == LAVAWALL) continue; if ((poolok || is_pool(nx, ny) == wantpool) && (lavaok || !is_lava(nx, ny))) { int dispx, dispy; boolean monseeu = (mon->mcansee && (!Invis || perceives(mdat))); boolean checkobj = OBJ_AT(nx, ny); /* Displacement also displaces the Elbereth/scare monster, * as long as you are visible. */ if (Displaced && monseeu && mon->mux == nx && mon->muy == ny) { dispx = u.ux; dispy = u.uy; } else { dispx = nx; dispy = ny; } info[cnt] = 0; if (onscary(dispx, dispy, mon)) { if (!(flag & ALLOW_SSM)) continue; info[cnt] |= ALLOW_SSM; } if (u_at(nx, ny) || (nx == mon->mux && ny == mon->muy)) { if (u_at(nx, ny)) { /* If it's right next to you, it found you, * displaced or no. We must set mux and muy * right now, so when we return we can tell * that the ALLOW_U means to attack _you_ and * not the image. */ mon->mux = u.ux; mon->muy = u.uy; } if (!(flag & ALLOW_U)) continue; info[cnt] |= ALLOW_U; } else { if (MON_AT(nx, ny)) { struct monst *mtmp2 = m_at(nx, ny); long mmflag = flag | mm_aggression(mon, mtmp2); if (mmflag & ALLOW_M) { info[cnt] |= ALLOW_M; if (mtmp2->mtame) { if (!(mmflag & ALLOW_TM)) continue; info[cnt] |= ALLOW_TM; } } else { flag &= ~ALLOW_MDISP; /* depends upon defender */ mmflag = flag | mm_displacement(mon, mtmp2); if (!(mmflag & ALLOW_MDISP)) continue; info[cnt] |= ALLOW_MDISP; } } /* Note: ALLOW_SANCT only prevents movement, not attack, into a temple. */ if (gl.level.flags.has_temple && *in_rooms(nx, ny, TEMPLE) && !*in_rooms(x, y, TEMPLE) && in_your_sanctuary((struct monst *) 0, nx, ny)) { if (!(flag & ALLOW_SANCT)) continue; info[cnt] |= ALLOW_SANCT; } } if (checkobj && sobj_at(CLOVE_OF_GARLIC, nx, ny)) { if (flag & NOGARLIC) continue; info[cnt] |= NOGARLIC; } if (checkobj && sobj_at(BOULDER, nx, ny)) { if (!(flag & ALLOW_ROCK)) continue; info[cnt] |= ALLOW_ROCK; } if (monseeu && monlineu(mon, nx, ny)) { if (flag & NOTONL) continue; info[cnt] |= NOTONL; } /* check for diagonal tight squeeze */ if (nx != x && ny != y && bad_rock(mdat, x, ny) && bad_rock(mdat, nx, y) && cant_squeeze_thru(mon)) continue; /* The monster avoids a particular type of trap if it's * familiar with the trap type. Pets get ALLOW_TRAPS * and checking is done in dogmove.c. In either case, * "harmless" traps are neither avoided nor marked in info[]. */ if ((ttmp = t_at(nx, ny)) != 0) { if (ttmp->ttyp >= TRAPNUM || ttmp->ttyp == 0) { impossible( "A monster looked at a very strange trap of type %d.", ttmp->ttyp); continue; } if ((ttmp->ttyp != RUST_TRAP || mdat == &mons[PM_IRON_GOLEM]) && ttmp->ttyp != STATUE_TRAP && ttmp->ttyp != VIBRATING_SQUARE && ((!is_pit(ttmp->ttyp) && !is_hole(ttmp->ttyp)) || (!is_flyer(mdat) && !is_floater(mdat) && !is_clinger(mdat)) || Sokoban) && (ttmp->ttyp != SLP_GAS_TRAP || !resists_sleep(mon)) && (ttmp->ttyp != BEAR_TRAP || (mdat->msize > MZ_SMALL && !amorphous(mdat) && !is_flyer(mdat) && !is_floater(mdat) && !is_whirly(mdat) && !unsolid(mdat))) && (ttmp->ttyp != FIRE_TRAP || !resists_fire(mon)) && (ttmp->ttyp != SQKY_BOARD || !is_flyer(mdat)) && (ttmp->ttyp != WEB || (!amorphous(mdat) && !webmaker(mdat) && !is_whirly(mdat) && !unsolid(mdat))) && (ttmp->ttyp != ANTI_MAGIC || !resists_magm(mon))) { if (!(flag & ALLOW_TRAPS)) { if (mon_knows_traps(mon, ttmp->ttyp)) continue; } info[cnt] |= ALLOW_TRAPS; } } poss[cnt].x = nx; poss[cnt].y = ny; cnt++; } } if (!cnt && wantpool && !is_pool(x, y)) { wantpool = FALSE; goto nexttry; } return cnt; } /* Part of mm_aggression that represents two-way aggression. To avoid having to code each case twice, this function contains those cases that ought to happen twice, and mm_aggression will call it twice. */ static long mm_2way_aggression(struct monst *magr, struct monst *mdef) { /* zombies vs things that can be zombified */ if (zombie_maker(magr) && zombie_form(mdef->data) != NON_PM) return (ALLOW_M | ALLOW_TM); return 0; } /* Monster against monster special attacks; for the specified monster combinations, this allows one monster to attack another adjacent one in the absence of Conflict. There is no provision for targeting other monsters; just hand to hand fighting when they happen to be next to each other. */ static long mm_aggression( struct monst *magr, /* monster that is currently deciding where to move */ struct monst *mdef) /* another monster which is next to it */ { int mndx = monsndx(magr->data); /* don't allow pets to fight each other */ if (magr->mtame && mdef->mtame) return 0; /* supposedly purple worms are attracted to shrieking because they like to eat shriekers, so attack the latter when feasible */ if ((mndx == PM_PURPLE_WORM || mndx == PM_BABY_PURPLE_WORM) && mdef->data == &mons[PM_SHRIEKER]) return ALLOW_M | ALLOW_TM; /* Various other combinations such as dog vs cat, cat vs rat, and elf vs orc have been suggested. For the time being we don't support those. */ return (mm_2way_aggression(magr, mdef) | mm_2way_aggression(mdef, magr)); } /* Monster displacing another monster out of the way */ static long mm_displacement( struct monst *magr, /* monster that is currently deciding where to move */ struct monst *mdef) /* another monster which is next to it */ { struct permonst *pa = magr->data, *pd = mdef->data; /* if attacker can't barge through, there's nothing to do; or if defender can barge through too and has a level at least as high as the attacker, don't let attacker do so, otherwise they might just end up swapping places again when defender gets its chance to move */ if (is_displacer(pa) && (!is_displacer(pd) || magr->m_lev > mdef->m_lev) /* no displacing grid bugs diagonally */ && !(magr->mx != mdef->mx && magr->my != mdef->my && NODIAG(monsndx(pd))) /* no displacing trapped monsters or multi-location longworms */ && !mdef->mtrapped && (!mdef->wormno || !count_wsegs(mdef)) /* riders can move anything; others, same size or smaller only */ && (is_rider(pa) || pa->msize >= pd->msize)) return ALLOW_MDISP; return 0L; } /* Is the square close enough for the monster to move or attack into? */ boolean monnear(struct monst *mon, coordxy x, coordxy y) { int distance = dist2(mon->mx, mon->my, x, y); if (distance == 2 && NODIAG(mon->data - mons)) return 0; return (boolean) (distance < 3); } /* really free dead monsters */ void dmonsfree(void) { struct monst **mtmp, *freetmp; int count = 0; char buf[QBUFSZ]; buf[0] = '\0'; for (mtmp = &fmon; *mtmp; ) { freetmp = *mtmp; if (DEADMONSTER(freetmp) && !freetmp->isgd) { *mtmp = freetmp->nmon; freetmp->nmon = NULL; dealloc_monst(freetmp); count++; } else mtmp = &(freetmp->nmon); } if (count != iflags.purge_monsters) { describe_level(buf, 2); impossible("dmonsfree: %d removed doesn't match %d pending on %s", count, iflags.purge_monsters, buf); } iflags.purge_monsters = 0; } /* called when monster is moved to larger structure */ void replmon(struct monst *mtmp, struct monst *mtmp2) { struct obj *otmp; /* transfer the monster's inventory */ for (otmp = mtmp2->minvent; otmp; otmp = otmp->nobj) { if (otmp->where != OBJ_MINVENT || otmp->ocarry != mtmp) impossible("replmon: minvent inconsistency"); otmp->ocarry = mtmp2; } mtmp->minvent = 0; /* before relmon(mtmp), because it could clear polearm.hitmon */ if (gc.context.polearm.hitmon == mtmp) gc.context.polearm.hitmon = mtmp2; /* remove the old monster from the map and from `fmon' list */ relmon(mtmp, (struct monst **) 0); /* finish adding its replacement */ if (mtmp != u.usteed) /* don't place steed onto the map */ place_monster(mtmp2, mtmp2->mx, mtmp2->my); if (mtmp2->wormno) /* update level.monsters[wseg->wx][wseg->wy] */ place_wsegs(mtmp2, mtmp); /* locations to mtmp2 not mtmp. */ if (emits_light(mtmp2->data)) { /* since this is so rare, we don't have any `mon_move_light_source' */ new_light_source(mtmp2->mx, mtmp2->my, emits_light(mtmp2->data), LS_MONSTER, monst_to_any(mtmp2)); /* here we rely on fact that `mtmp' hasn't actually been deleted */ del_light_source(LS_MONSTER, monst_to_any(mtmp)); } mtmp2->nmon = fmon; fmon = mtmp2; if (u.ustuck == mtmp) set_ustuck(mtmp2); if (u.usteed == mtmp) u.usteed = mtmp2; if (mtmp2->isshk) replshk(mtmp, mtmp2); /* discard the old monster */ dealloc_monst(mtmp); } /* release mon from the display and the map's monster list, maybe transfer it to one of the other monster lists */ void relmon( struct monst *mon, struct monst **monst_list) /* &gm.migrating_mons or &gm.mydogs or null */ { if (!fmon) panic("relmon: no fmon available."); /* take 'mon' off the map */ mon_leaving_level(mon); /* remove 'mon' from the 'fmon' list */ if (mon == fmon) { fmon = fmon->nmon; } else { struct monst *mtmp; for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) if (mtmp->nmon == mon) { mtmp->nmon = mon->nmon; break; } if (!mtmp) panic("relmon: mon not in list."); } if (monst_list) { /* insert into gm.mydogs or gm.migrating_mons */ mon->nmon = *monst_list; *monst_list = mon; } else { /* orphan has no next monster */ mon->nmon = 0; } } void copy_mextra(struct monst* mtmp2, struct monst* mtmp1) { if (!mtmp2 || !mtmp1 || !mtmp1->mextra) return; if (!mtmp2->mextra) mtmp2->mextra = newmextra(); if (MGIVENNAME(mtmp1)) { new_mgivenname(mtmp2, (int) strlen(MGIVENNAME(mtmp1)) + 1); Strcpy(MGIVENNAME(mtmp2), MGIVENNAME(mtmp1)); } if (EGD(mtmp1)) { if (!EGD(mtmp2)) newegd(mtmp2); *EGD(mtmp2) = *EGD(mtmp1); } if (EPRI(mtmp1)) { if (!EPRI(mtmp2)) newepri(mtmp2); *EPRI(mtmp2) = *EPRI(mtmp1); } if (ESHK(mtmp1)) { if (!ESHK(mtmp2)) neweshk(mtmp2); *ESHK(mtmp2) = *ESHK(mtmp1); } if (EMIN(mtmp1)) { if (!EMIN(mtmp2)) newemin(mtmp2); *EMIN(mtmp2) = *EMIN(mtmp1); } if (EDOG(mtmp1)) { if (!EDOG(mtmp2)) newedog(mtmp2); *EDOG(mtmp2) = *EDOG(mtmp1); } if (has_mcorpsenm(mtmp1)) MCORPSENM(mtmp2) = MCORPSENM(mtmp1); } void dealloc_mextra(struct monst* m) { struct mextra *x = m->mextra; if (x) { if (x->mgivenname) free((genericptr_t) x->mgivenname), x->mgivenname = 0; if (x->egd) free((genericptr_t) x->egd), x->egd = 0; if (x->epri) free((genericptr_t) x->epri), x->epri = 0; if (x->eshk) free((genericptr_t) x->eshk), x->eshk = 0; if (x->emin) free((genericptr_t) x->emin), x->emin = 0; if (x->edog) free((genericptr_t) x->edog), x->edog = 0; x->mcorpsenm = NON_PM; /* no allocation to release */ free((genericptr_t) x); m->mextra = (struct mextra *) 0; } } void dealloc_monst(struct monst *mon) { char buf[QBUFSZ]; buf[0] = '\0'; if (mon->nmon) { describe_level(buf, 2); panic("dealloc_monst with nmon on %s", buf); } if (mon->mextra) dealloc_mextra(mon); /* clear out of date information contained in the about-to-become stale memory; see dealloc_obj() */ *mon = cg.zeromonst; free((genericptr_t) mon); } /* 'mon' is being removed from level due to migration [relmon from keepdogs or migrate_to_level] or due to death [m_detach from mondead or mongone] */ static void mon_leaving_level(struct monst *mon) { coordxy mx = mon->mx, my = mon->my; boolean onmap = (isok(mx, my) && gl.level.monsters[mx][my] == mon); /* to prevent an infinite relobj-flooreffects-hmon-killed loop */ mon->mtrapped = 0; unstuck(mon); /* mon is not swallowing or holding you nor held by you */ /* vault guard might be at <0,0> */ if (onmap || mon == gl.level.monsters[0][0]) { if (mon->wormno) remove_worm(mon); else remove_monster(mx, my); #if 0 /* mustn't do this; too many places assume that the stale monst->mx,my values are still valid */ mon->mx = mon->my = 0; /* off normal map */ #endif } if (onmap) { mon->mundetected = 0; /* for migration; doesn't matter for death */ /* unhide mimic in case its shape has been blocking line of sight or it is accompanying the hero to another level */ if (M_AP_TYPE(mon) != M_AP_NOTHING && M_AP_TYPE(mon) != M_AP_MONSTER) seemimic(mon); /* if mon is pinned by a boulder, removing mon lets boulder drop */ fill_pit(mx, my); newsym(mx, my); } /* if mon is a remembered target, forget it since it isn't here anymore */ if (mon == gc.context.polearm.hitmon) gc.context.polearm.hitmon = (struct monst *) 0; } /* 'mtmp' is going away; remove effects of mtmp from other data structures */ static void m_detach( struct monst *mtmp, struct permonst *mptr, /* reflects mtmp->data _prior_ to mtmp's death */ boolean due_to_death) { coordxy mx = mtmp->mx, my = mtmp->my; if (mtmp->mleashed) m_unleash(mtmp, FALSE); if (mx > 0 && emits_light(mptr)) del_light_source(LS_MONSTER, monst_to_any(mtmp)); /* * Take mtmp off map but not out of fmon list yet (dmonsfree does that). * * Sequencing issue: mtmp's inventory should be dropped before taking * it off the map but if that includes a boulder and mtmp is at a pit * location, dropping minvent ought to be deferred until its corpse * gets placed. We compromise and just make sure mtmp is off the map * before dropping its former belongings. */ mon_leaving_level(mtmp); mtmp->mhp = 0; /* simplify some tests: force mhp to 0 */ /* foodead() might give quest feedback for foo having died; skip that if we're called for mongone() rather than mondead(); saving bones or wizard mode genocide of "*" can result in special monsters going away without having been killed */ if (due_to_death) { if (mtmp->iswiz) wizdead(); if (mtmp->data->msound == MS_NEMESIS) { nemdead(); /* The Archeologist, Caveman, and Priest quest texts describe the nemesis's body creating noxious fumes/gas when killed. */ if (stinky_nemesis(mtmp)) nemesis_stinks(mx, my); } if (mtmp->data->msound == MS_LEADER) leaddead(); /* release (drop onto map) all objects carried by mtmp; assumes that mtmp->mx,my contains the appropriate location */ relobj(mtmp, 1, FALSE); /* drop mtmp->minvent, issue newsym(mx,my) */ } if (mtmp->m_id == gs.stealmid) thiefdead(); /* reset theft-in-progress data */ if (mtmp->isshk) shkgone(mtmp); if (mtmp->wormno) wormgone(mtmp); if (In_endgame(&u.uz)) mtmp->mstate |= MON_ENDGAME_FREE; if ((mtmp->mstate & MON_DETACH) != 0) { impossible("m_detach: %s is already detached?", minimal_monnam(mtmp, FALSE)); } else { mtmp->mstate |= MON_DETACH; iflags.purge_monsters++; } /* hero is thrown from his steed when it dies or gets genocided */ if (mtmp == u.usteed) dismount_steed(DISMOUNT_GENERIC); return; } /* give a life-saved monster a reasonable mhpmax value in case it has been the victim of excessive life draining */ static void set_mon_min_mhpmax( struct monst *mon, int minimum_mhpmax) /* monster life-saving has traditionally used 10 */ { /* can't be less than m_lev+1 (if we just used m_lev itself, level 0 monsters would end up allowing a minimum of 0); since life draining reduces m_lev, this usually won't give the monster much of a boost */ if (mon->mhpmax < (int) mon->m_lev + 1) mon->mhpmax = (int) mon->m_lev + 1; /* caller can specify an alternate minimum; we'll honor it iff it is greater than m_lev+1; the traditional arbitrary value of 10 always gives level 0 and level 1 monsters a boost and has a moderate chance of doing so for level 2, a tiny chance for levels 3..9 */ if (mon->mhpmax < minimum_mhpmax) mon->mhpmax = minimum_mhpmax; } /* find the worn amulet of life saving which will save a monster */ struct obj * mlifesaver(struct monst* mon) { if (!nonliving(mon->data) || is_vampshifter(mon)) { struct obj *otmp = which_armor(mon, W_AMUL); if (otmp && otmp->otyp == AMULET_OF_LIFE_SAVING) return otmp; } return (struct obj *) 0; } static void lifesaved_monster(struct monst* mtmp) { boolean surviver; struct obj *lifesave = mlifesaver(mtmp); if (lifesave) { /* not canseemon; amulets are on the head, so you don't want * to show this for a long worm with only a tail visible. * Nor do you check invisibility, because glowing and * disintegrating amulets are always visible. */ if (cansee(mtmp->mx, mtmp->my)) { pline("But wait..."); pline("%s medallion begins to glow!", s_suffix(Monnam(mtmp))); makeknown(AMULET_OF_LIFE_SAVING); /* amulet is visible, but monster might not be */ if (canseemon(mtmp)) { if (attacktype(mtmp->data, AT_EXPL) || attacktype(mtmp->data, AT_BOOM)) pline("%s reconstitutes!", Monnam(mtmp)); else pline("%s looks much better!", Monnam(mtmp)); } pline_The("medallion crumbles to dust!"); } m_useup(mtmp, lifesave); /* equip replacement amulet, if any, on next move */ check_gear_next_turn(mtmp); surviver = !(gm.mvitals[monsndx(mtmp->data)].mvflags & G_GENOD); mtmp->mcanmove = 1; mtmp->mfrozen = 0; if (mtmp->mtame && !mtmp->isminion) { wary_dog(mtmp, !surviver); } set_mon_min_mhpmax(mtmp, 10); /* mtmp->mhpmax=max(mtmp->m_lev+1,10) */ mtmp->mhp = mtmp->mhpmax; if (!surviver) { /* genocided monster can't be life-saved */ if (cansee(mtmp->mx, mtmp->my)) pline("Unfortunately, %s is still genocided...", mon_nam(mtmp)); mtmp->mhp = 0; } } } DISABLE_WARNING_FORMAT_NONLITERAL /* when a shape-shifted vampire is killed, it reverts to base form instead of dying; moved into separate routine to unclutter mondead() */ static boolean vamprises(struct monst *mtmp) { int mndx = mtmp->cham; if (mndx >= LOW_PM && mndx != monsndx(mtmp->data) && !(gm.mvitals[mndx].mvflags & G_GENOD)) { coord new_xy; char buf[BUFSZ]; /* alternate message phrasing for some monster types */ boolean spec_mon = (nonliving(mtmp->data) || noncorporeal(mtmp->data) || amorphous(mtmp->data)), spec_death = (gd.disintegested /* disintegrated/digested */ || noncorporeal(mtmp->data) || amorphous(mtmp->data)); coordxy x = mtmp->mx, y = mtmp->my; /* construct a format string before transformation; will be capitalized when used, expects one %s arg */ Snprintf(buf, sizeof buf, "%s suddenly %s and rises as %%s!", x_monnam(mtmp, ARTICLE_THE, spec_mon ? (char *) 0 : "seemingly dead", (SUPPRESS_INVISIBLE | SUPPRESS_IT), FALSE), spec_death ? "reconstitutes" : "transforms"); mtmp->mcanmove = 1; mtmp->mfrozen = 0; set_mon_min_mhpmax(mtmp, 10); /* mtmp->mhpmax=max(m_lev+1,10) */ mtmp->mhp = mtmp->mhpmax; /* mtmp==u.ustuck can happen if previously a fog cloud or poly'd hero is hugging a vampire bat */ if (mtmp == u.ustuck) { if (u.uswallow) expels(mtmp, mtmp->data, FALSE); else uunstick(); } /* if fog cloud is on a closed door space, move it to a more appropriate spot for its intended new form */ if (amorphous(mtmp->data) && closed_door(mtmp->mx, mtmp->my)) { if (enexto(&new_xy, mtmp->mx, mtmp->my, &mons[mndx])) rloc_to(mtmp, new_xy.x, new_xy.y); } (void) newcham(mtmp, &mons[mndx], NO_NC_FLAGS); if (mtmp->data == &mons[mndx]) mtmp->cham = NON_PM; else mtmp->cham = mndx; if (canspotmon(mtmp)) { /* 3.6.0 used a_monnam(mtmp); that was weird if mtmp was named: "Dracula suddenly transforms and rises as Dracula"; 3.6.1 used mtmp->data->mname; that ignored hallucination */ pline(upstart(buf), x_monnam(mtmp, ARTICLE_A, (char *) 0, (SUPPRESS_NAME | SUPPRESS_IT | SUPPRESS_INVISIBLE), FALSE)); gv.vamp_rise_msg = TRUE; } newsym(x, y); return TRUE; } return FALSE; } RESTORE_WARNING_FORMAT_NONLITERAL /* specific combination of x_monnam flags for livelogging; show what was actually killed even when unseen or hallucinated to be something else */ #define livelog_mon_nam(mtmp) \ x_monnam(mtmp, ARTICLE_THE, (char *) 0, EXACT_NAME, FALSE) /* when a mon has died, maybe record an achievement or issue livelog message; moved into separate routine to unclutter mondead() */ static void logdeadmon(struct monst *mtmp, int mndx) { int howmany = gm.mvitals[mndx].died; if (mndx == PM_MEDUSA && howmany == 1) { record_achievement(ACH_MEDU); /* also generates a livelog event */ } else if ((unique_corpstat(mtmp->data) && (mndx != PM_HIGH_CLERIC || !mtmp->mrevived)) || (mtmp->isshk && !mtmp->mrevived)) { char shkdetail[QBUFSZ]; const char *mkilled; boolean herodidit = !gc.context.mon_moving; /* * livelog event; unique_corpstat() includes the Wizard and * any High Priest even though they aren't actually unique. * * Shopkeeper kills are logged, but only the first time per * shopkeeper, since their shared kill counter wouldn't work * for this purpose (and it wouldn't account for polymorphed * shopkeepers either). */ shkdetail[0] = '\0'; if (mtmp->isshk) { howmany = 1; /* ", the priorietor" needs a trailing comma for the alternate phrasing ", shkdetails, has been killed" when hero isn't directly responsible */ Snprintf(shkdetail, sizeof shkdetail, ", the %s %s%s", shtypes[ESHK(mtmp)->shoptype - SHOPBASE].name, /* in case shk name doesn't include Mr or Ms honoric */ mtmp->female ? "proprietrix" : "proprietor", herodidit ? "" : ","); } else if (mndx == PM_HIGH_CLERIC) { /* the high priest[ess] monster is not unique; we know that this is the first death for this particular high priest (because of the !mtmp->mrevived test above) */ howmany = 1; } /* killing a unique more than once doesn't get logged every time; the Wizard and the Riders can be killed more than once "naturally", others require deliberate player action such as use of undead turning to revive a corpse or petrification plus stone-to-flesh to create and revive a statue */ if (howmany <= 3 || howmany == 5 || howmany == 10 || howmany == 25 || (howmany % 50) == 0) { /* 50, 100, 150, 200, 250 */ char xtra[40]; /* space for " (Nth time)" when N > 1 */ long llevent_type = LL_UMONST; /* the first kill of any unique monster is a major event; all kills of the Wizard and the Riders are major when they're logged but they still don't get logged every time */ if (howmany == 1 || mtmp->iswiz || is_rider(mtmp->data)) llevent_type |= LL_ACHIEVE; xtra[0] = '\0'; if (howmany > 1) /* "(2nd time)" or "(50th time)" */ Sprintf(xtra, " (%d%s time)", howmany, ordin(howmany)); mkilled = nonliving(mtmp->data) ? "destroyed" : "killed"; /* hero is responsible: "killed " */ if (herodidit) livelog_printf(llevent_type, "%s %s%s%s", mkilled, livelog_mon_nam(mtmp), shkdetail, xtra); else /* trap, pet, conflict: " has been killed" */ livelog_printf(llevent_type, "%s%s has been %s%s", livelog_mon_nam(mtmp), shkdetail, mkilled, xtra); } } } #undef livelog_mon_nam /* monster 'mtmp' has died; maybe life-save, otherwise unshapeshift and update vanquished stats and update map */ void mondead(struct monst *mtmp) { struct permonst *mptr; boolean be_sad; int mndx; /* potential pet message; always clear global flag */ be_sad = iflags.sad_feeling; iflags.sad_feeling = FALSE; mtmp->mhp = 0; /* in case caller hasn't done this */ lifesaved_monster(mtmp); if (!DEADMONSTER(mtmp)) return; /* vampire in bat/fog/wolf form reverts to vampire instead of dying */ if (is_vampshifter(mtmp) && vamprises(mtmp)) return; if (be_sad) You("have a sad feeling for a moment, then it passes."); if (mtmp->data == &mons[PM_STEAM_VORTEX]) create_gas_cloud(mtmp->mx, mtmp->my, rn2(10) + 5, 0); /* harmless */ /* dead vault guard is actually kept at coordinate <0,0> until his temporary corridor to/from the vault has been removed; need to do this after life-saving and before m_detach() */ if (mtmp->isgd && !grddead(mtmp)) return; mptr = mtmp->data; /* save this for m_detach() */ /* restore chameleon, lycanthropes to true form at death */ if (mtmp->cham >= LOW_PM) { set_mon_data(mtmp, &mons[mtmp->cham]); mtmp->cham = NON_PM; } else if (mtmp->data == &mons[PM_WEREJACKAL]) set_mon_data(mtmp, &mons[PM_HUMAN_WEREJACKAL]); else if (mtmp->data == &mons[PM_WEREWOLF]) set_mon_data(mtmp, &mons[PM_HUMAN_WEREWOLF]); else if (mtmp->data == &mons[PM_WERERAT]) set_mon_data(mtmp, &mons[PM_HUMAN_WERERAT]); /* * gm.mvitals[].died does double duty as total number of dead monsters * and as experience factor for the player killing more monsters. * this means that a dragon dying by other means reduces the * experience the player gets for killing a dragon directly; this * is probably not too bad, since the player likely finagled the * first dead dragon via ring of conflict or pets, and extinguishing * based on only player kills probably opens more avenues of abuse * for rings of conflict and such. */ mndx = monsndx(mtmp->data); if (gm.mvitals[mndx].died < 255) gm.mvitals[mndx].died++; /* if it's a (possibly polymorphed) quest leader, mark him as dead */ if (mtmp->m_id == gq.quest_status.leader_m_id) gq.quest_status.leader_is_dead = TRUE; #ifdef MAIL_STRUCTURES /* if the mail daemon dies, no more mail delivery. -3. */ if (mndx == PM_MAIL_DAEMON) gm.mvitals[mndx].mvflags |= G_GENOD; #endif if (mtmp->data->mlet == S_KOP) { stairway *stway = stairway_find_type_dir(FALSE, FALSE); /* Dead Kops may come back. */ switch (rnd(5)) { case 1: /* returns near the stairs */ if (stway) { (void) makemon(mtmp->data, stway->sx, stway->sy, NO_MM_FLAGS); break; } /* fall-through */ case 2: /* randomly */ (void) makemon(mtmp->data, 0, 0, NO_MM_FLAGS); break; default: break; } } /* achievement and/or livelog */ logdeadmon(mtmp, mndx); if (glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph)) unmap_object(mtmp->mx, mtmp->my); /* remove 'mtmp' from play; it will stay on the fmon list until end of current move, then dmonsfree() will get rid of it */ m_detach(mtmp, mptr, TRUE); return; } /* TRUE if corpse might be dropped, magr may die if mon was swallowed */ boolean corpse_chance( struct monst *mon, struct monst *magr, /* killer, if swallowed */ boolean was_swallowed) /* digestion */ { struct permonst *mdat = mon->data; int i, tmp; if (mdat == &mons[PM_VLAD_THE_IMPALER] || mdat->mlet == S_LICH) { if (cansee(mon->mx, mon->my) && !was_swallowed) pline("%s body crumbles into dust.", s_suffix(Monnam(mon))); return FALSE; } /* Gas spores always explode upon death */ for (i = 0; i < NATTK; i++) { if (mdat->mattk[i].aatyp == AT_BOOM) { if (mdat->mattk[i].damn) tmp = d((int) mdat->mattk[i].damn, (int) mdat->mattk[i].damd); else if (mdat->mattk[i].damd) tmp = d((int) mdat->mlevel + 1, (int) mdat->mattk[i].damd); else tmp = 0; if (was_swallowed && magr) { if (magr == &gy.youmonst) { There("is an explosion in your %s!", body_part(STOMACH)); Sprintf(gk.killer.name, "%s explosion", s_suffix(pmname(mdat, Mgender(mon)))); losehp(Maybe_Half_Phys(tmp), gk.killer.name, KILLED_BY_AN); } else { You_hear("an explosion."); magr->mhp -= tmp; if (DEADMONSTER(magr)) mondied(magr); if (DEADMONSTER(magr)) { /* maybe lifesaved */ if (canspotmon(magr)) pline("%s rips open!", Monnam(magr)); } else if (canseemon(magr)) pline("%s seems to have indigestion.", Monnam(magr)); } return FALSE; } mon_explodes(mon, &mdat->mattk[i]); return FALSE; } } /* must duplicate this below check in xkilled() since it results in * creating no objects as well as no corpse */ if (LEVEL_SPECIFIC_NOCORPSE(mdat)) return FALSE; if (((bigmonst(mdat) || mdat == &mons[PM_LIZARD]) && !mon->mcloned) || is_golem(mdat) || is_mplayer(mdat) || is_rider(mdat) || mon->isshk) return TRUE; tmp = 2 + ((mdat->geno & G_FREQ) < 2) + verysmall(mdat); return (boolean) !rn2(tmp); } /* drop (perhaps) a cadaver and remove monster */ void mondied(register struct monst* mdef) { mondead(mdef); if (!DEADMONSTER(mdef)) return; /* lifesaved */ /* this assumes that the dead monster's map coordinates remain accurate */ if (corpse_chance(mdef, (struct monst *) 0, FALSE) && (accessible(mdef->mx, mdef->my) || is_pool(mdef->mx, mdef->my))) (void) make_corpse(mdef, CORPSTAT_NONE); } /* monster disappears, not dies */ void mongone(struct monst* mdef) { mdef->mhp = 0; /* can skip some inventory bookkeeping */ /* dead vault guard is actually kept at coordinate <0,0> until his temporary corridor to/from the vault has been removed */ if (mdef->isgd && !grddead(mdef)) return; /* stuck to you? release */ unstuck(mdef); /* drop special items like the Amulet so that a dismissed Kop or nurse can't remove them from the game */ mdrop_special_objs(mdef); /* release rest of monster's inventory--it is removed from game */ discard_minvent(mdef, FALSE); m_detach(mdef, mdef->data, FALSE); } /* drop a statue or rock and remove monster */ void monstone(struct monst* mdef) { struct obj *otmp, *obj, *oldminvent; coordxy x = mdef->mx, y = mdef->my; boolean wasinside = FALSE; /* vampshifter reverts to vampire; 3.6.3: also used to unshift shape-changed sandestin */ if (!vamp_stone(mdef)) return; /* we have to make the statue before calling mondead, to be able to * put inventory in it, and we have to check for lifesaving before * making the statue.... */ mdef->mhp = 0; /* in case caller hasn't done this */ lifesaved_monster(mdef); if (!DEADMONSTER(mdef)) return; mdef->mtrapped = 0; /* (see m_detach) */ if ((int) mdef->data->msize > MZ_TINY || !rn2(2 + ((int) (mdef->data->geno & G_FREQ) > 2))) { unsigned corpstatflags = CORPSTAT_NONE; oldminvent = 0; /* some objects may end up outside the statue */ while ((obj = mdef->minvent) != 0) { extract_from_minvent(mdef, obj, TRUE, TRUE); if (obj->otyp == BOULDER #if 0 /* monsters don't carry statues */ || (obj->otyp == STATUE && mons[obj->corpsenm].msize >= mdef->data->msize) #endif /* invocation tools resist even with 0% resistance */ || obj_resists(obj, 0, 0)) { if (flooreffects(obj, x, y, "fall")) continue; place_object(obj, x, y); } else { if (obj->lamplit) end_burn(obj, TRUE); obj->nobj = oldminvent; oldminvent = obj; } } /* defer statue creation until after inventory removal so that saved monster traits won't retain any stale item-conferred attributes */ if (mdef->female) corpstatflags |= CORPSTAT_FEMALE; else if (!is_neuter(mdef->data)) corpstatflags |= CORPSTAT_MALE; /* Archeologists should not break unique statues */ if (mdef->data->geno & G_UNIQ) corpstatflags |= CORPSTAT_HISTORIC; otmp = mkcorpstat(STATUE, mdef, mdef->data, x, y, corpstatflags); if (has_mgivenname(mdef)) otmp = oname(otmp, MGIVENNAME(mdef), ONAME_NO_FLAGS); while ((obj = oldminvent) != 0) { oldminvent = obj->nobj; obj->nobj = 0; /* avoid merged-> obfree-> dealloc_obj-> panic */ (void) add_to_container(otmp, obj); } otmp->owt = weight(otmp); } else otmp = mksobj_at(ROCK, x, y, TRUE, FALSE); stackobj(otmp); /* mondead() already does this, but we must do it before the newsym */ if (glyph_is_invisible(levl[x][y].glyph)) unmap_object(x, y); if (cansee(x, y)) newsym(x, y); /* we don't currently trap the hero in the statue in this case but we could */ if (engulfing_u(mdef)) wasinside = TRUE; mondead(mdef); if (wasinside) { if (digests(mdef->data)) You("%s through an opening in the new %s.", u_locomotion("jump"), xname(otmp)); } return; } /* another monster has killed the monster mdef */ void monkilled( struct monst *mdef, const char *fltxt, int how) { struct permonst *mptr = mdef->data; if (fltxt && (mdef->wormno ? worm_known(mdef) : cansee(mdef->mx, mdef->my))) pline("%s is %s%s%s!", Monnam(mdef), nonliving(mptr) ? "destroyed" : "killed", *fltxt ? " by the " : "", fltxt); else /* sad feeling is deferred until after potential life-saving */ iflags.sad_feeling = mdef->mtame ? TRUE : FALSE; /* no corpse if digested or disintegrated or flammable golem burnt up; no corpse for a paper golem means no scrolls; golems that rust or rot completely are described as "falling to pieces" so they do leave a corpse (which means staves for wood golem, leather armor for leather golem, iron chains for iron golem, not a regular corpse) */ gd.disintegested = (how == AD_DGST || how == -AD_RBRE || (how == AD_FIRE && completelyburns(mptr))); if (gd.disintegested) mondead(mdef); /* never leaves a corpse */ else mondied(mdef); /* calls mondead() and maybe leaves a corpse */ if (!DEADMONSTER(mdef)) return; /* life-saved */ /* extra message if pet golem is completely destroyed; if not visible, this will follow "you have a sad feeling" */ if (mdef->mtame) { const char *rxt = (how == AD_FIRE && completelyburns(mptr)) ? "roast" : (how == AD_RUST && completelyrusts(mptr)) ? "rust" : (how == AD_DCAY && completelyrots(mptr)) ? "rot" : 0; if (rxt) pline("May %s %s in peace.", noit_mon_nam(mdef), rxt); } return; } void set_ustuck(struct monst *mtmp) { if (iflags.sanity_check || iflags.debug_fuzzer) { if (mtmp && !next2u(mtmp->mx, mtmp->my)) impossible("Sticking to %s at distu %d?", mon_nam(mtmp), mdistu(mtmp)); } gc.context.botl = 1; u.ustuck = mtmp; if (!u.ustuck) { u.uswallow = 0; u.uswldtim = 0; } } void unstuck(struct monst *mtmp) { if (u.ustuck == mtmp) { struct permonst *ptr = mtmp->data; unsigned swallowed = u.uswallow; /* do this first so that docrt()'s botl update is accurate; clears u.uswallow as well as setting u.ustuck to Null */ set_ustuck((struct monst *) 0); if (swallowed) { u.ux = mtmp->mx; u.uy = mtmp->my; if (Punished && uchain->where != OBJ_FLOOR) placebc(); gv.vision_full_recalc = 1; docrt(); } /* prevent holder/engulfer from immediately re-holding/re-engulfing [note: this call to unstuck() might be because u.ustuck has just changed shape and doesn't have a holding attack any more, hence don't set mspec_used unconditionally] */ if (!mtmp->mspec_used && (dmgtype(ptr, AD_STCK) || attacktype(ptr, AT_ENGL) || attacktype(ptr, AT_HUGS))) mtmp->mspec_used = rnd(2); } } void killed(struct monst* mtmp) { xkilled(mtmp, XKILL_GIVEMSG); } /* the player has killed the monster mtmp */ void xkilled( struct monst *mtmp, int xkill_flags) /* 1: suppress message, 2: suppress corpse, 4: pacifist */ { int tmp, mndx; coordxy x = mtmp->mx, y = mtmp->my; struct monst museum = cg.zeromonst; struct permonst *mdat; struct obj *otmp; struct trap *t; boolean be_sad; boolean wasinside = engulfing_u(mtmp), burycorpse = FALSE, nomsg = (xkill_flags & XKILL_NOMSG) != 0, nocorpse = (xkill_flags & XKILL_NOCORPSE) != 0, noconduct = (xkill_flags & XKILL_NOCONDUCT) != 0; /* potential pet message; always clear global flag */ be_sad = iflags.sad_feeling; iflags.sad_feeling = FALSE; mtmp->mhp = 0; /* caller will usually have already done this */ if (!noconduct) /* KMH, conduct */ if (!u.uconduct.killer++) livelog_printf(LL_CONDUCT, "killed for the first time"); if (!nomsg) { boolean namedpet = has_mgivenname(mtmp) && !Hallucination; You("%s %s!", nonliving(mtmp->data) ? "destroy" : "kill", !(wasinside || canspotmon(mtmp)) ? "it" : !mtmp->mtame ? mon_nam(mtmp) : x_monnam(mtmp, namedpet ? ARTICLE_NONE : ARTICLE_THE, "poor", namedpet ? SUPPRESS_SADDLE : 0, FALSE)); } if (mtmp->mtrapped && (t = t_at(x, y)) != 0 && is_pit(t->ttyp)) { if (sobj_at(BOULDER, x, y)) nocorpse = TRUE; /* Prevent corpses/treasure being created * "on top" of boulder that is about to fall in. * This is out of order, but cannot be helped * unless this whole routine is rearranged. */ if (m_carrying(mtmp, BOULDER)) burycorpse = TRUE; } /* your pet knows who just killed it...watch out */ if (mtmp->mtame && !mtmp->isminion) EDOG(mtmp)->killed_by_u = 1; if (wasinside && gt.thrownobj && gt.thrownobj != uball /* don't give to mon if missile is going to be destroyed */ && gt.thrownobj->oclass != POTION_CLASS /* don't give to mon if missile is going to return to hero */ && gt.thrownobj != (struct obj *) iflags.returning_missile) { /* thrown object has killed hero's engulfer; add it to mon's inventory now so that it will be placed with mon's other stuff prior to lookhere/autopickup when hero is expelled below (as a side-effect, this missile has immunity from being consumed [for this shot/throw only]) */ mpickobj(mtmp, gt.thrownobj); /* let throwing code know that missile has been disposed of */ gt.thrownobj = 0; } gv.vamp_rise_msg = FALSE; /* might get set in mondead(); checked below */ gd.disintegested = nocorpse; /* alternate vamp_rise mesg needed if true */ /* dispose of monster and make cadaver */ if (gs.stoned) monstone(mtmp); else mondead(mtmp); gd.disintegested = FALSE; /* reset */ if (!DEADMONSTER(mtmp)) { /* monster lifesaved */ /* Cannot put the non-visible lifesaving message in * lifesaved_monster() since the message appears only when _you_ * kill it (as opposed to visible lifesaving which always appears). */ gs.stoned = FALSE; if (!cansee(x, y) && !gv.vamp_rise_msg) pline("Maybe not..."); return; } if (be_sad) You("have a sad feeling for a moment, then it passes."); mdat = mtmp->data; /* note: mondead can change mtmp->data */ mndx = monsndx(mdat); if (gs.stoned) { gs.stoned = FALSE; goto cleanup; } if (nocorpse || LEVEL_SPECIFIC_NOCORPSE(mdat)) goto cleanup; #ifdef MAIL_STRUCTURES if (mdat == &mons[PM_MAIL_DAEMON]) { stackobj(mksobj_at(SCR_MAIL, x, y, FALSE, FALSE)); } #endif if (accessible(x, y) || is_pool(x, y)) { struct obj *cadaver; int otyp; /* illogical but traditional "treasure drop" */ if (!rn2(6) && !(gm.mvitals[mndx].mvflags & G_NOCORPSE) /* no extra item from swallower or steed */ && (x != u.ux || y != u.uy) /* no extra item from kops--too easy to abuse */ && mdat->mlet != S_KOP /* no items from cloned monsters */ && !mtmp->mcloned) { otmp = mkobj(RANDOM_CLASS, TRUE); /* don't create large objects from small monsters */ otyp = otmp->otyp; if (otmp->oclass == FOOD_CLASS && !(mdat->mflags2 & M2_COLLECT) && !otmp->oartifact) { /* don't drop newly created permafood from kills, unless the monster collects food; it creates too much nutrition in the late game and encourages grinding in the early game; oartifact check is paranoia and will be redundant until an artifact comestible is added */ delobj(otmp); } else if (mdat->msize < MZ_HUMAN && otyp != FIGURINE /* oc_big is also oc_bimanual and oc_bulky */ && (otmp->owt > 30 || objects[otyp].oc_big)) { if (otmp->oartifact) /* un-create */ artifact_exists(otmp, safe_oname(otmp), FALSE, ONAME_NO_FLAGS); delobj(otmp); } else if (!flooreffects(otmp, x, y, nomsg ? "" : "fall")) { place_object(otmp, x, y); stackobj(otmp); } } /* corpse--none if hero was inside the monster */ if (!wasinside && corpse_chance(mtmp, (struct monst *) 0, FALSE)) { gz.zombify = (!gt.thrownobj && !gs.stoned && !uwep && zombie_maker(&gy.youmonst) && zombie_form(mtmp->data) != NON_PM); cadaver = make_corpse(mtmp, burycorpse ? CORPSTAT_BURIED : CORPSTAT_NONE); gz.zombify = FALSE; /* reset */ if (burycorpse && cadaver && cansee(x, y) && !mtmp->minvis && cadaver->where == OBJ_BURIED && !nomsg) { pline("%s corpse ends up buried.", s_suffix(Monnam(mtmp))); } } } if (wasinside) { /* spoteffects() can end up clearing level of monsters; grab a copy */ museum = *mtmp; museum.nmon = 0; museum.minvent = 0; museum.mextra = 0; spoteffects(TRUE); /* poor man's expels() */ mtmp = &museum; /* use the reference copy now */ } /* monster is gone, corpse or other object might now be visible */ newsym(x, y); cleanup: /* punish bad behavior */ if (is_human(mdat) && (!always_hostile(mdat) && mtmp->malign <= 0) && (mndx < PM_ARCHEOLOGIST || mndx > PM_WIZARD) && u.ualign.type != A_CHAOTIC) { HTelepat &= ~INTRINSIC; change_luck(-2); You("murderer!"); if (Blind && !Blind_telepat) see_monsters(); /* Can't sense monsters any more. */ } if ((mtmp->mpeaceful && !rn2(2)) || mtmp->mtame) change_luck(-1); if (is_unicorn(mdat) && sgn(u.ualign.type) == sgn(mdat->maligntyp)) { change_luck(-5); You_feel("guilty..."); } /* give experience points */ tmp = experience(mtmp, (int) gm.mvitals[mndx].died); more_experienced(tmp, 0); newexplevel(); /* will decide if you go up */ /* adjust alignment points */ if (mtmp->m_id == gq.quest_status.leader_m_id) { /* REAL BAD! */ adjalign(-(u.ualign.record + (int) ALIGNLIM / 2)); u.ugangr += 7; /* instantly become "extremely" angry */ change_luck(-20); pline("That was %sa bad idea...", u.uevent.qcompleted ? "probably " : ""); } else if (mdat->msound == MS_NEMESIS) { /* Real good! */ if (!gq.quest_status.killed_leader) adjalign((int) (ALIGNLIM / 4)); } else if (mdat->msound == MS_GUARDIAN) { /* Bad */ adjalign(-(int) (ALIGNLIM / 8)); u.ugangr++; change_luck(-4); if (!Hallucination) pline("That was probably a bad idea..."); else pline("Whoopsie-daisy!"); } else if (mtmp->ispriest) { adjalign((p_coaligned(mtmp)) ? -2 : 2); /* cancel divine protection for killing your priest */ if (p_coaligned(mtmp)) u.ublessed = 0; if (mdat->maligntyp == A_NONE) adjalign((int) (ALIGNLIM / 4)); /* BIG bonus */ } else if (mtmp->mtame) { adjalign(-15); /* bad!! */ /* your god is mighty displeased... */ if (!Hallucination) { Soundeffect(se_distant_thunder, 40); You_hear("the rumble of distant thunder..."); } else { Soundeffect(se_applause, 40); You_hear("the studio audience applaud!"); } if (!unique_corpstat(mdat)) { boolean mname = has_mgivenname(mtmp); livelog_printf(LL_KILLEDPET, "murdered %s%s%s faithful %s", mname ? MGIVENNAME(mtmp) : "", mname ? ", " : "", uhis(), pmname(mdat, Mgender(mtmp))); } } else if (mtmp->mpeaceful) adjalign(-5); /* malign was already adjusted for u.ualign.type and randomization */ adjalign(mtmp->malign); return; } #undef LEVEL_SPECIFIC_NOCORPSE /* changes the monster into a stone monster of the same type this should only be called when poly_when_stoned() is true */ void mon_to_stone(struct monst* mtmp) { if (mtmp->data->mlet == S_GOLEM) { /* it's a golem, and not a stone golem */ if (canseemon(mtmp)) pline("%s solidifies...", Monnam(mtmp)); if (newcham(mtmp, &mons[PM_STONE_GOLEM], NO_NC_FLAGS)) { if (canseemon(mtmp)) pline("Now it's %s.", an(pmname(mtmp->data, Mgender(mtmp)))); } else { if (canseemon(mtmp)) pline("... and returns to normal."); } } else impossible("Can't polystone %s!", a_monnam(mtmp)); } boolean vamp_stone(struct monst *mtmp) { if (is_vampshifter(mtmp)) { int mndx = mtmp->cham; coordxy x = mtmp->mx, y = mtmp->my; /* this only happens if shapeshifted */ if (mndx >= LOW_PM && mndx != monsndx(mtmp->data) && !(gm.mvitals[mndx].mvflags & G_GENOD)) { char buf[BUFSZ]; /* construct a format string before transformation */ Sprintf(buf, "The lapidifying %s %s %s", x_monnam(mtmp, ARTICLE_NONE, (char *) 0, (SUPPRESS_SADDLE | SUPPRESS_HALLUCINATION | SUPPRESS_INVISIBLE | SUPPRESS_IT), FALSE), amorphous(mtmp->data) ? "coalesces on the" : is_flyer(mtmp->data) ? "drops to the" : "writhes on the", surface(x, y)); mtmp->mcanmove = 1; mtmp->mfrozen = 0; set_mon_min_mhpmax(mtmp, 10); /* mtmp->mhpmax=max(m_lev+1,10) */ mtmp->mhp = mtmp->mhpmax; /* this can happen if previously a fog cloud */ if (engulfing_u(mtmp)) expels(mtmp, mtmp->data, FALSE); if (amorphous(mtmp->data) && closed_door(mtmp->mx, mtmp->my)) { coord new_xy; if (enexto(&new_xy, mtmp->mx, mtmp->my, &mons[mndx])) { rloc_to(mtmp, new_xy.x, new_xy.y); } } if (canspotmon(mtmp)) { pline("%s!", buf); display_nhwindow(WIN_MESSAGE, FALSE); } (void) newcham(mtmp, &mons[mndx], NO_NC_FLAGS); if (mtmp->data == &mons[mndx]) mtmp->cham = NON_PM; else mtmp->cham = mndx; if (canspotmon(mtmp)) { pline("%s rises from the %s with renewed agility!", Amonnam(mtmp), surface(mtmp->mx, mtmp->my)); } newsym(mtmp->mx, mtmp->my); return FALSE; /* didn't petrify */ } } else if (mtmp->cham >= LOW_PM && (mons[mtmp->cham].mresists & MR_STONE)) { /* sandestins are stoning-immune so if hit by stoning damage they revert to innate shape rather than become a statue */ mtmp->mcanmove = 1; mtmp->mfrozen = 0; set_mon_min_mhpmax(mtmp, 10); /* mtmp->mhpmax=max(mtmp->m_lev+1,10) */ mtmp->mhp = mtmp->mhpmax; (void) newcham(mtmp, &mons[mtmp->cham], NC_SHOW_MSG); newsym(mtmp->mx, mtmp->my); return FALSE; /* didn't petrify */ } return TRUE; } /* drop monster into "limbo" - that is, migrate to the current level */ void m_into_limbo(struct monst *mtmp) { xint16 target_lev = ledger_no(&u.uz), xyloc = MIGR_APPROX_XY; mtmp->mstate |= MON_LIMBO; migrate_mon(mtmp, target_lev, xyloc); } void migrate_mon( struct monst *mtmp, xint16 target_lev, /* destination level */ xint16 xyloc) /* MIGR_xxx flag for location within destination */ { /* * If mtmp->mx is zero, this was a failed arrival attempt from a * prior migration and mtmp isn't on the map. In that situation * it can't be engulfing or holding the hero or held by same and * should have dropped any special objects during that earlier * migration back when it had a valid map location. So only * perform some actions when mx is non-zero. */ if (mtmp->mx) { unstuck(mtmp); mdrop_special_objs(mtmp); } migrate_to_level(mtmp, target_lev, xyloc, (coord *) 0); } static boolean ok_to_obliterate(struct monst *mtmp) { /* * Add checks for monsters that should not be obliterated * here (return FALSE). */ if (mtmp->data == &mons[PM_WIZARD_OF_YENDOR] || is_rider(mtmp->data) || has_emin(mtmp) || has_epri(mtmp) || has_eshk(mtmp) || mtmp == u.ustuck || mtmp == u.usteed) return FALSE; return TRUE; } void elemental_clog(struct monst *mon) { static long msgmv = 0L; int m_lev = 0; struct monst *mtmp, *m1, *m2, *m3, *m4, *m5, *zm; if (In_endgame(&u.uz)) { m1 = m2 = m3 = m4 = m5 = zm = (struct monst *) 0; if (!msgmv || (gm.moves - msgmv) > 200L) { if (!msgmv || rn2(2)) You_feel("besieged."); msgmv = gm.moves; } /* * m1 an elemental from another plane. * m2 an elemental from this plane. * m3 the least powerful monst encountered in loop so far. * m4 some other non-tame monster. * m5 a pet. */ for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) { if (DEADMONSTER(mtmp) || mtmp == mon) continue; if (mtmp->mx == 0 && mtmp->my == 0) continue; if (mon_has_amulet(mtmp) || !ok_to_obliterate(mtmp)) continue; if (mtmp->data->mlet == S_ELEMENTAL) { if (!is_home_elemental(mtmp->data)) { if (!m1) m1 = mtmp; } else { if (!m2) m2 = mtmp; } } else { if (!mtmp->mtame) { if (!m_lev || mtmp->m_lev < m_lev) { m_lev = mtmp->m_lev; m3 = mtmp; } else if (!m4) { m4 = mtmp; } } else { if (!m5) m5 = mtmp; break; } } } mtmp = m1 ? m1 : m2 ? m2 : m3 ? m3 : m4 ? m4 : m5 ? m5 : zm; if (mtmp) { int mx = mtmp->mx, my = mtmp->my; mtmp->mstate |= MON_OBLITERATE; mongone(mtmp); /* places in the code might still reference mtmp->mx, mtmp->my */ /* mtmp->mx = mtmp->my = 0; */ rloc_to(mon, mx, my); /* note: mon, not mtmp */ /* last resort - migrate mon to the next plane */ } else if (!Is_astralevel(&u.uz)) { d_level dest; coordxy target_lev; dest = u.uz; dest.dlevel--; target_lev = ledger_no(&dest); mon->mstate |= MON_ENDGAME_MIGR; migrate_mon(mon, target_lev, MIGR_RANDOM); } } } /* make monster mtmp next to you (if possible); might place monst on far side of a wall or boulder */ void mnexto(struct monst *mtmp, unsigned int rlocflags) { coord mm; if (mtmp == u.usteed) { /* Keep your steed in sync with you instead */ mtmp->mx = u.ux; mtmp->my = u.uy; return; } if (!enexto(&mm, u.ux, u.uy, mtmp->data) || !isok(mm.x, mm.y)) { deal_with_overcrowding(mtmp); return; } /* wizard-mode player can choose destination by setting 'montelecontrol' option; enexto()'s value for 'mm' will be the default; 'savemm' is used to make sure player doesn't choose hero's location and then answer 'y' to the 'override invalid spot' prompt */ if (iflags.mon_telecontrol) { coord savemm = mm; if (!control_mon_tele(mtmp, &mm, rlocflags, FALSE)) mm = savemm; } rloc_to_flag(mtmp, mm.x, mm.y, rlocflags); return; } void deal_with_overcrowding(struct monst *mtmp) { if (In_endgame(&u.uz)) { debugpline1("overcrowding: elemental_clog on %s", m_monnam(mtmp)); elemental_clog(mtmp); } else { debugpline1("overcrowding: sending %s into limbo", m_monnam(mtmp)); m_into_limbo(mtmp); } } /* like mnexto() but requires destination to be directly accessible */ void maybe_mnexto(struct monst *mtmp) { coord mm; struct permonst *ptr = mtmp->data; boolean diagok = !NODIAG(ptr - mons); int tryct = 20; do { if (!enexto(&mm, u.ux, u.uy, ptr)) return; if (couldsee(mm.x, mm.y) /* don't move grid bugs diagonally */ && (diagok || mm.x == mtmp->mx || mm.y == mtmp->my)) { /* [this doesn't honor the 'montelecontrol' option] */ rloc_to(mtmp, mm.x, mm.y); return; } } while (--tryct > 0); } /* mnearto() * Put monster near (or at) location if possible. * Returns: * 2 if another monster was moved out of this one's way; * 1 if relocation was successful (without moving another one); * 0 otherwise. * Note: if already at the target spot, result is 1 rather than 0. * * Might be called recursively if 'move_other' is True; if so, that argument * will be False on the nested call so there won't be any further recursion. */ int mnearto( register struct monst *mtmp, coordxy x, coordxy y, boolean move_other, /* make sure mtmp gets to x, y! so move m_at(x, y) */ unsigned int rlocflags) { struct monst *othermon = (struct monst *) 0; coordxy newx, newy; coord mm; int res = 1; if (mtmp->mx == x && mtmp->my == y && m_at(x, y) == mtmp) return res; if (move_other && (othermon = m_at(x, y)) != 0) { if (othermon->wormno) remove_worm(othermon); else remove_monster(x, y); othermon->mx = othermon->my = 0; /* 'othermon' is not on the map */ othermon->mstate |= MON_OFFMAP; } newx = x; newy = y; if (!goodpos(newx, newy, mtmp, 0)) { /* Actually we have real problems if enexto ever fails. * Migrating_mons that need to be placed will cause * no end of trouble. */ if (!enexto(&mm, newx, newy, mtmp->data) || !isok(mm.x, mm.y)) { if (othermon) { /* othermon already had its mx, my set to 0 above * and this would shortly cause a sanity check to fail * if we just return 0 here. The caller only possesses * awareness of mtmp, not othermon. */ deal_with_overcrowding(othermon); } return 0; } newx = mm.x; newy = mm.y; } /* [this doesn't honor the 'montelecontrol' option] */ rloc_to_flag(mtmp, newx, newy, rlocflags); if (move_other && othermon) { res = 2; /* moving another monster out of the way */ if (!mnearto(othermon, x, y, FALSE, rlocflags)) /* no 'move_other' this time */ deal_with_overcrowding(othermon); } return res; } /* monster responds to player action; not the same as a passive attack; assumes reason for response has been tested, and response _must_ be made */ void m_respond(struct monst* mtmp) { if (mtmp->data->msound == MS_SHRIEK) { if (!Deaf) { pline("%s shrieks.", Monnam(mtmp)); stop_occupation(); } if (!rn2(10)) { /* 1/10 chance per shriek to create a monster */ /* new monster has a 1/13 chance to be a purple worm, random otherwise; baby purple worm if adult is too difficult */ (void) makemon(rn2(13) ? (struct permonst *) 0 : &mons[montoostrong(PM_PURPLE_WORM, monmax_difficulty_lev()) ? PM_BABY_PURPLE_WORM : PM_PURPLE_WORM], 0, 0, NO_MM_FLAGS); } aggravate(); } if (mtmp->data == &mons[PM_MEDUSA]) { register int i; for (i = 0; i < NATTK; i++) if (mtmp->data->mattk[i].aatyp == AT_GAZE) { (void) gazemu(mtmp, &mtmp->data->mattk[i]); break; } } } /* how quest guardians respond when you attack the quest leader */ static void qst_guardians_respond(void) { struct monst *mon; struct permonst *q_guardian = &mons[quest_info(MS_GUARDIAN)]; int got_mad = 0; /* guardians will sense this attack even if they can't see it */ for (mon = fmon; mon; mon = mon->nmon) { if (DEADMONSTER(mon)) continue; if (mon->data == q_guardian && mon->mpeaceful) { mon->mpeaceful = 0; if (canseemon(mon)) ++got_mad; } } if (got_mad && !Hallucination) { const char *who = q_guardian->pmnames[NEUTRAL]; if (got_mad > 1) who = makeplural(who); pline_The("%s %s to be angry too...", who, vtense(who, "appear")); } } /* how other peacefuls react when you attack monster */ static void peacefuls_respond(struct monst *mtmp) { struct monst *mon; int mndx = monsndx(mtmp->data); for (mon = fmon; mon; mon = mon->nmon) { if (DEADMONSTER(mon)) continue; if (mon == mtmp) /* the mpeaceful test catches this since mtmp */ continue; /* is no longer peaceful, but be explicit... */ if (!mindless(mon->data) && mon->mpeaceful && couldsee(mon->mx, mon->my) && !mon->msleeping && mon->mcansee && m_canseeu(mon)) { char buf[BUFSZ]; boolean exclaimed = FALSE, needpunct = FALSE, alreadyfleeing; buf[0] = '\0'; if (humanoid(mon->data) || mon->isshk || mon->ispriest) { if (is_watch(mon->data)) { SetVoice(mon, 0, 80, 0); verbalize("Halt! You're under arrest!"); (void) angry_guards(!!Deaf); } else { if (!Deaf && !rn2(5)) { const char *gasp = maybe_gasp(mon); if (gasp) { if (!strncmpi(gasp, "gasp", 4)) { Sprintf(buf, "%s gasps", Monnam(mon)); needpunct = TRUE; } else { Sprintf(buf, "%s exclaims \"%s\"", Monnam(mon), gasp); } exclaimed = TRUE; } } /* shopkeepers and temple priests might gasp in surprise, but they won't become angry here */ if (mon->isshk || mon->ispriest) { if (exclaimed) pline("%s%s", buf, " then shrugs."); continue; } if (mon->data->mlevel < rn2(10)) { alreadyfleeing = (mon->mflee || mon->mfleetim); monflee(mon, rn2(50) + 25, TRUE, !exclaimed); if (exclaimed) { if (flags.verbose && !alreadyfleeing) { Strcat(buf, " and then turns to flee."); needpunct = FALSE; } } else exclaimed = TRUE; /* got msg from monflee() */ } if (*buf) pline("%s%s", buf, needpunct ? "." : ""); if (mon->mtame) { ; /* mustn't set mpeaceful to 0 as below; * perhaps reduce tameness? */ } else { mon->mpeaceful = 0; adjalign(-1); if (!exclaimed) pline("%s gets angry!", Monnam(mon)); } } } else if (mon->data->mlet == mtmp->data->mlet && big_little_match(mndx, monsndx(mon->data)) && !rn2(3)) { if (!rn2(4)) { growl(mon); exclaimed = (iflags.last_msg == PLNMSG_GROWL); } if (rn2(6)) { alreadyfleeing = (mon->mflee || mon->mfleetim); monflee(mon, rn2(25) + 15, TRUE, !exclaimed); if (exclaimed && !alreadyfleeing) /* word like a separate sentence so that we don't have to poke around inside growl() */ pline("And then starts to flee."); } } } } } /* Called whenever the player attacks mtmp; also called in other situations where mtmp gets annoyed at the player. Handles mtmp getting annoyed at the attack and any ramifications that might have. Useful also in situations where mtmp was already hostile; it checks for situations where the player shouldn't be attacking and any ramifications /that/ might have. */ void setmangry(struct monst* mtmp, boolean via_attack) { if (via_attack && sengr_at("Elbereth", u.ux, u.uy, TRUE) /* only hypocritical if monster is vulnerable to Elbereth (or peaceful--not vulnerable but attacking it is hypocritical) */ && (onscary(u.ux, u.uy, mtmp) || mtmp->mpeaceful)) { You_feel("like a hypocrite."); /* AIS: Yes, I know alignment penalties and bonuses aren't balanced at the moment. This is about correct relative to other "small" penalties; it should be fairly large, as attacking while standing on an Elbereth means that you're requesting peace and then violating your own request. I know 5 isn't actually large, but it's intentionally larger than the 1s and 2s that are normally given for this sort of thing. */ /* reduce to 3 (average) when alignment is already very low */ adjalign((u.ualign.record > 5) ? -5 : -rnd(5)); if (!Blind) pline("The engraving beneath you fades."); del_engr_at(u.ux, u.uy); } /* AIS: Should this be in both places, or just in wakeup()? */ mtmp->mstrategy &= ~STRAT_WAITMASK; if (!mtmp->mpeaceful) return; /* [FIXME: this logic seems wrong; peaceful humanoids gasp or exclaim when they see you attack a peaceful monster but they just casually look the other way when you attack a pet?] */ if (mtmp->mtame) return; mtmp->mpeaceful = 0; if (mtmp->ispriest) { if (p_coaligned(mtmp)) adjalign(-5); /* very bad */ else adjalign(2); } else adjalign(-1); /* attacking peaceful monsters is bad */ if (humanoid(mtmp->data) || mtmp->isshk || mtmp->isgd) { if (couldsee(mtmp->mx, mtmp->my)) pline("%s gets angry!", Monnam(mtmp)); } else { growl(mtmp); } /* attacking your own quest leader will anger his or her guardians */ if (mtmp->data == &mons[quest_info(MS_LEADER)]) qst_guardians_respond(); /* make other peaceful monsters react */ if (!gc.context.mon_moving) peacefuls_respond(mtmp); } /* Indicate via message that a monster has awoken. */ void wake_msg(struct monst *mtmp, boolean interesting) { if (mtmp->msleeping && canseemon(mtmp)) { pline("%s wakes up%s%s", Monnam(mtmp), interesting ? "!" : ".", mtmp->data == &mons[PM_FLESH_GOLEM] ? " It's alive!" : ""); } } /* wake up a monster, possibly making it angry in the process */ void wakeup(struct monst* mtmp, boolean via_attack) { boolean was_sleeping = mtmp->msleeping; wake_msg(mtmp, via_attack); mtmp->msleeping = 0; if (M_AP_TYPE(mtmp) != M_AP_NOTHING) { /* mimics come out of hiding, but disguised Wizard doesn't have to lose his disguise */ if (M_AP_TYPE(mtmp) != M_AP_MONSTER) seemimic(mtmp); } else if (gc.context.forcefight && !gc.context.mon_moving && mtmp->mundetected) { mtmp->mundetected = 0; newsym(mtmp->mx, mtmp->my); } finish_meating(mtmp); if (via_attack) { boolean was_peaceful = mtmp->mpeaceful; if (was_sleeping) growl(mtmp); setmangry(mtmp, TRUE); if (was_peaceful) { if (mtmp->ispriest && *in_rooms(mtmp->mx, mtmp->my, TEMPLE)) ghod_hitsu(mtmp); if (mtmp->isshk && !*u.ushops) hot_pursuit(mtmp); } } } /* Wake up nearby monsters without angering them. */ void wake_nearby(void) { wake_nearto(u.ux, u.uy, u.ulevel * 20); } /* Wake up monsters near some particular location. */ void wake_nearto(coordxy x, coordxy y, int distance) { struct monst *mtmp; for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) { if (DEADMONSTER(mtmp)) continue; if (distance == 0 || dist2(mtmp->mx, mtmp->my, x, y) < distance) { /* sleep for N turns uses mtmp->mfrozen, but so does paralysis so we leave mfrozen monsters alone */ wake_msg(mtmp, FALSE); mtmp->msleeping = 0; /* wake indeterminate sleep */ if (!(mtmp->data->geno & G_UNIQ)) mtmp->mstrategy &= ~STRAT_WAITMASK; /* wake 'meditation' */ if (gc.context.mon_moving) continue; if (mtmp->mtame) { if (!mtmp->isminion) EDOG(mtmp)->whistletime = gm.moves; /* Fix up a pet who is stuck "fleeing" its master */ mon_track_clear(mtmp); } } } disturb_buried_zombies(x, y); } /* NOTE: we must check for mimicry before calling this routine */ void seemimic(register struct monst* mtmp) { boolean is_blocker_appear = (is_lightblocker_mappear(mtmp)); if (has_mcorpsenm(mtmp)) freemcorpsenm(mtmp); mtmp->m_ap_type = M_AP_NOTHING; mtmp->mappearance = 0; /* * Discovered mimics don't block light. */ if (is_blocker_appear && !does_block(mtmp->mx, mtmp->my, &levl[mtmp->mx][mtmp->my])) unblock_point(mtmp->mx, mtmp->my); newsym(mtmp->mx, mtmp->my); } /* [taken out of rescham() in order to be shared by restore_cham()] */ void normal_shape(struct monst *mon) { int mcham = (int) mon->cham; if (mcham >= LOW_PM) { unsigned mcan = mon->mcan; (void) newcham(mon, &mons[mcham], NC_SHOW_MSG); mon->cham = NON_PM; /* newcham() may uncancel a polymorphing monster; override that */ if (mcan) mon->mcan = 1; newsym(mon->mx, mon->my); } if (is_were(mon->data) && mon->data->mlet != S_HUMAN) { new_were(mon); } if (M_AP_TYPE(mon) != M_AP_NOTHING) { /* this used to include a cansee() check but Protection_from_ _shape_changers shouldn't be trumped by being unseen */ if (!mon->meating) { /* make revealed mimic fall asleep in lieu of shape change */ if (M_AP_TYPE(mon) != M_AP_MONSTER) mon->msleeping = 1; seemimic(mon); } else { /* quickmimic: pet is midst of eating a mimic corpse; this terminates the meal early */ finish_meating(mon); } } } /* iterate all monsters on the level, even dead or off-map ones, calling func for each monster. if func returns TRUE, stop iterating. safe for list deletions and insertions, and guarantees calling func once per monster in the list. */ void iter_mons_safe(boolean (*func)(struct monst *)) { struct monst **monarr; int i = 0, nmons = 0; struct monst *mtmp; boolean stopiter = FALSE; for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) nmons++; monarr = (struct monst **) alloc(nmons * sizeof(struct monst *)); for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) monarr[i++] = mtmp; for (i = 0; i < nmons && !stopiter; i++) { mtmp = monarr[i]; if (func(mtmp)) stopiter = TRUE; } free(monarr); } /* iterate all living monsters on current level, calling func for each. */ void iter_mons(void (*func)(struct monst *)) { struct monst *mtmp, *mtmp2; for (mtmp = fmon; mtmp; mtmp = mtmp2) { mtmp2 = mtmp->nmon; if (DEADMONSTER(mtmp) || mon_offmap(mtmp)) continue; func(mtmp); } } /* iterate all living monsters on current level, calling func for each. if func returns TRUE, stop and return that monster. */ struct monst * get_iter_mons(boolean (*func)(struct monst *)) { struct monst *mtmp, *mtmp2; for (mtmp = fmon; mtmp; mtmp = mtmp2) { mtmp2 = mtmp->nmon; if (DEADMONSTER(mtmp) || mon_offmap(mtmp)) continue; if (func(mtmp)) return mtmp; } return (struct monst *) 0; } /* iterate all living monsters on current level, calling func for each, passing x,y to the function. if func returns TRUE, stop and return that monster. */ struct monst * get_iter_mons_xy(boolean (*func)(struct monst *, coordxy, coordxy), coordxy x, coordxy y) { struct monst *mtmp, *mtmp2; for (mtmp = fmon; mtmp; mtmp = mtmp2) { mtmp2 = mtmp->nmon; if (DEADMONSTER(mtmp) || mon_offmap(mtmp)) continue; if (func(mtmp, x, y)) return mtmp; } return (struct monst *) 0; } /* force all chameleons and mimics to become themselves and werecreatures to revert to human form; called when Protection_from_shape_changers gets activated via wearing or eating ring or wizintrinsics */ void rescham(void) { iter_mons(normal_shape); } static void m_restartcham(struct monst *mtmp) { if (!mtmp->mcan) mtmp->cham = pm_to_cham(monsndx(mtmp->data)); if (mtmp->data->mlet == S_MIMIC && mtmp->msleeping) { set_mimic_sym(mtmp); newsym(mtmp->mx, mtmp->my); } } /* let chameleons change and mimics hide again; called when taking off ring of protection from shape changers */ void restartcham(void) { iter_mons(m_restartcham); } /* called when restoring a monster from a saved level; protection against shape-changing might be different now than it was at the time the level was saved. */ void restore_cham(struct monst *mon) { if (Protection_from_shape_changers || mon->mcan) { /* force chameleon or mimic to revert to its natural shape */ normal_shape(mon); } else if (mon->cham == NON_PM) { /* chameleon doesn't change shape here, just gets allowed to do so */ mon->cham = pm_to_cham(monsndx(mon->data)); } } /* unwatched hiders may hide again; if so, returns True */ static boolean restrap(struct monst *mtmp) { struct trap *t; if (mtmp->mcan || M_AP_TYPE(mtmp) || cansee(mtmp->mx, mtmp->my) || rn2(3) || mtmp == u.ustuck /* can't hide while trapped except in pits */ || (mtmp->mtrapped && (t = t_at(mtmp->mx, mtmp->my)) != 0 && !is_pit(t->ttyp)) /* can't hide on ceiling if there isn't one */ || (ceiling_hider(mtmp->data) && !has_ceiling(&u.uz)) /* won't hide when adjacent to hero */ || (sensemon(mtmp) && next2u(mtmp->mx, mtmp->my))) return FALSE; if (mtmp->data->mlet == S_MIMIC) { set_mimic_sym(mtmp); return TRUE; } else if (levl[mtmp->mx][mtmp->my].typ == ROOM) { mtmp->mundetected = 1; return TRUE; } return FALSE; } /* reveal a hiding monster at x,y, either under nonexistent object, or an eel out of water. */ void maybe_unhide_at(coordxy x, coordxy y) { struct monst *mtmp; boolean undetected = FALSE, trapped = FALSE; if ((mtmp = m_at(x, y)) != (struct monst *) 0) { undetected = mtmp->mundetected; trapped = mtmp->mtrapped; } else if (u_at(x, y)) { mtmp = &gy.youmonst; undetected = u.uundetected; trapped = u.utrap; } else { return; } if (undetected && ((hides_under(mtmp->data) && (!OBJ_AT(x, y) || trapped || !can_hide_under_obj(gl.level.objects[x][y]))) || (mtmp->data->mlet == S_EEL && !is_pool(x, y)))) (void) hideunder(mtmp); } /* monster/hero tries to hide under something at the current location; if used by monster creation, should only happen during during level creation, otherwise there will be message sequencing issues */ boolean hideunder(struct monst *mtmp) { struct trap *t; struct obj *otmp; const char *seenmon = (char *) 0, *seenobj = (char *) 0, *locomo = (char *) 0; int seeit = gi.in_mklev ? 0 : canseemon(mtmp); boolean oldundetctd, undetected = FALSE, is_u = (mtmp == &gy.youmonst); coordxy x = is_u ? u.ux : mtmp->mx, y = is_u ? u.uy : mtmp->my; if (mtmp == u.ustuck) { ; /* undetected==FALSE; can't hide if holding you or held by you */ } else if ((is_u ? u.utrap : mtmp->mtrapped) || ((t = t_at(x, y)) != 0 && !is_pit(t->ttyp))) { ; /* undetected==FALSE; can't hide while trapped or on/in/under any non-pit trap when not trapped */ } else if (mtmp->data->mlet == S_EEL) { /* aquatic creatures only hide under water, not under objects; they don't do so on the Plane of Water or when hero is also under water unless some obstacle blocks line-of-sight */ undetected = (is_pool(x, y) && !Is_waterlevel(&u.uz) && (!Underwater || !couldsee(x, y))); if (seeit) { seenobj = "the water"; locomo = "dive"; } } else if (hides_under(mtmp->data) /* hider-underers only hide under objects */ && (otmp = gl.level.objects[x][y]) != 0 /* most things can be hidden under, but not all */ && can_hide_under_obj(otmp) /* aquatic creatures don't reach here; other swimmers shouldn't hide beneath underwater objects */ && !is_pool_or_lava(x, y)) { if (seeit) /*&& (!is_pool(x, y) || (Underwater && distu(x, y) <= 2))*/ seenobj = ansimpleoname(otmp); /* most monsters won't hide under a cockatrice corpse but they can hide under a pile containing more than just such corpses */ if (is_u ? !Stone_resistance : !resists_ston(mtmp)) while (otmp && otmp->otyp == CORPSE && touch_petrifies(&mons[otmp->corpsenm])) otmp = otmp->nexthere; if (otmp) undetected = TRUE; } if (is_u) { oldundetctd = u.uundetected != 0; u.uundetected = undetected ? 1 : 0; #if 0 /* feedback handled via #monster */ if (undetected && !oldundeteced && seenobj) You("hide under %s.", seenobj); #endif } else { if (seeit) seenmon = y_monnam(mtmp); oldundetctd = mtmp->mundetected != 0; mtmp->mundetected = undetected ? 1 : 0; /* the "you see" message won't be shown for monster hiding during level creation because 'seeit' will be 0 so 'seenmon' and 'seenobj' will be Null */ if (undetected && seenmon && seenobj) { if (!locomo) locomo = locomotion(mtmp->data, "hide"); You_see("%s %s under %s.", seenmon, locomo, seenobj); iflags.last_msg = PLNMSG_HIDE_UNDER; gl.last_hider = mtmp->m_id; } } if (undetected != oldundetctd) newsym(x, y); return undetected; } /* called when returning to a previously visited level */ void hide_monst(struct monst* mon) { boolean hider_under = hides_under(mon->data) || mon->data->mlet == S_EEL; if ((is_hider(mon->data) || hider_under) && !(mon->mundetected || M_AP_TYPE(mon))) { coordxy x = mon->mx, y = mon->my; char save_viz = gv.viz_array[y][x]; /* override vision, forcing hero to be unable to see monster's spot */ gv.viz_array[y][x] &= ~(IN_SIGHT | COULD_SEE); if (is_hider(mon->data)) (void) restrap(mon); /* try again if mimic missed its 1/3 chance to hide */ if (mon->data->mlet == S_MIMIC && !M_AP_TYPE(mon)) (void) restrap(mon); gv.viz_array[y][x] = save_viz; if (hider_under) (void) hideunder(mon); } } void mon_animal_list(boolean construct) { if (construct) { short animal_temp[SPECIAL_PM]; int i, n; /* if (animal_list) impossible("animal_list already exists"); */ for (n = 0, i = LOW_PM; i < SPECIAL_PM; i++) if (is_animal(&mons[i])) animal_temp[n++] = i; /* if (n == 0) animal_temp[n++] = NON_PM; */ ga.animal_list = (short *) alloc(n * sizeof *ga.animal_list); (void) memcpy((genericptr_t) ga.animal_list, (genericptr_t) animal_temp, n * sizeof *ga.animal_list); ga.animal_list_count = n; } else { /* release */ if (ga.animal_list) free((genericptr_t) ga.animal_list), ga.animal_list = 0; ga.animal_list_count = 0; } } static int pick_animal(void) { int res; if (!ga.animal_list) mon_animal_list(TRUE); res = ga.animal_list[rn2(ga.animal_list_count)]; /* rogue level should use monsters represented by uppercase letters only, but since chameleons aren't generated there (not uppercase!) we don't perform a lot of retries */ if (Is_rogue_level(&u.uz) && !isupper(monsym(&mons[res]))) res = ga.animal_list[rn2(ga.animal_list_count)]; return res; } void decide_to_shapeshift(struct monst *mon, int shiftflags) { struct permonst *ptr = 0; int mndx; unsigned was_female = mon->female; boolean msg = FALSE, dochng = FALSE; if ((shiftflags & SHIFT_MSG) || ((shiftflags & SHIFT_SEENMSG) && sensemon(mon))) msg = TRUE; if (!is_vampshifter(mon)) { /* regular shapeshifter */ if (!rn2(6)) dochng = TRUE; } else { /* The vampire has to be in good health (mhp) to maintain * its shifted form. * * If we're shifted and getting low on hp, maybe shift back, or * if we're a fog cloud at full hp, maybe pick a different shape. * If we're not already shifted and in good health, maybe shift. */ if (mon->data->mlet != S_VAMPIRE) { if ((mon->mhp <= (mon->mhpmax + 5) / 6) && rn2(4) && mon->cham >= LOW_PM) { ptr = &mons[mon->cham]; dochng = TRUE; } else if (mon->data == &mons[PM_FOG_CLOUD] && mon->mhp == mon->mhpmax && !rn2(4) && (!canseemon(mon) || mdistu(mon) > BOLT_LIM * BOLT_LIM)) { /* if a fog cloud, maybe change to wolf or vampire bat; those are more likely to take damage--at least when tame--and then switch back to vampire; they'll also switch to fog cloud if they encounter a closed door */ mndx = pickvampshape(mon); if (mndx >= LOW_PM) { ptr = &mons[mndx]; dochng = (ptr != mon->data); } } if (dochng && amorphous(mon->data) && closed_door(mon->mx, mon->my)) { coord new_xy; if (enexto(&new_xy, mon->mx, mon->my, ptr)) { rloc_to(mon, new_xy.x, new_xy.y); } } } else { if (mon->mhp >= 9 * mon->mhpmax / 10 && !rn2(6) && (!canseemon(mon) || mdistu(mon) > BOLT_LIM * BOLT_LIM)) dochng = TRUE; /* 'ptr' stays Null */ } } if (dochng) { if (newcham(mon, ptr, msg ? NC_SHOW_MSG : 0) && is_vampshifter(mon)) { /* for vampshift, override the 10% chance for sex change */ ptr = mon->data; if (!is_male(ptr) && !is_female(ptr) && !is_neuter(ptr)) mon->female = was_female; } } } static int pickvampshape(struct monst *mon) { int mndx = mon->cham, wolfchance = 10; /* avoid picking monsters with lowercase display symbols ('d' for wolf and 'v' for fog cloud) on rogue level*/ boolean uppercase_only = Is_rogue_level(&u.uz); switch (mndx) { case PM_VLAD_THE_IMPALER: /* ensure Vlad can keep carrying the Candelabrum */ if (mon_has_special(mon)) break; /* leave mndx as is */ wolfchance = 3; /*FALLTHRU*/ case PM_VAMPIRE_LEADER: /* vampire lord or Vlad can become wolf */ if (!rn2(wolfchance) && !uppercase_only) { mndx = PM_WOLF; break; } /*FALLTHRU*/ case PM_VAMPIRE: /* any vampire can become fog or bat */ mndx = (!rn2(4) && !uppercase_only) ? PM_FOG_CLOUD : PM_VAMPIRE_BAT; break; } /* return to base form if chosen poly target has been genocided or randomly if already in an alternate form (to prevent always switching back and forth between bat and fog) */ if ((gm.mvitals[mndx].mvflags & G_GENOD) != 0 || (mon->data != &mons[mon->cham] && !rn2(4))) return mon->cham; return mndx; } /* nonshapechangers who warrant special polymorph handling */ static boolean isspecmon(struct monst* mon) { return (mon->isshk || mon->ispriest || mon->isgd || mon->m_id == gq.quest_status.leader_m_id); } /* restrict certain special monsters (shopkeepers, aligned priests, vault guards) to forms that allow them to behave sensibly (catching gold, speaking?) so that they don't need too much extra code */ static boolean validspecmon(struct monst* mon, int mndx) { if (mndx == NON_PM) return TRUE; /* caller wants random */ if (!accept_newcham_form(mon, mndx)) return FALSE; /* geno'd or !polyok */ if (isspecmon(mon)) { struct permonst *ptr = &mons[mndx]; /* reject notake because object manipulation is expected and nohead because speech capability is expected */ if (notake(ptr) || !has_head(ptr)) return FALSE; /* [should we check ptr->msound here too?] */ } return TRUE; /* potential new form is ok */ } /* used for hero polyself handling */ boolean valid_vampshiftform(int base, int form) { if (base >= LOW_PM && is_vampire(&mons[base])) { if (form == PM_VAMPIRE_BAT || form == PM_FOG_CLOUD || (form == PM_WOLF && base != PM_VAMPIRE)) return TRUE; } return FALSE; } /* prevent wizard mode user from specifying invalid vampshifter shape when using monpolycontrol to assign a new form to a vampshifter */ boolean validvamp(struct monst* mon, int* mndx_p, int monclass) { /* simplify caller's usage */ if (!is_vampshifter(mon)) return validspecmon(mon, *mndx_p); if (mon->cham == PM_VLAD_THE_IMPALER && mon_has_special(mon)) { /* Vlad with Candelabrum; override choice, then accept it */ *mndx_p = PM_VLAD_THE_IMPALER; return TRUE; } if (*mndx_p >= LOW_PM && is_shapeshifter(&mons[*mndx_p])) { /* player picked some type of shapeshifter; use mon's self (vampire or chameleon) */ *mndx_p = mon->cham; return TRUE; } /* basic vampires can't become wolves; any can become fog or bat (we don't enforce upper-case only for rogue level here) */ if (*mndx_p == PM_WOLF) return (boolean) (mon->cham != PM_VAMPIRE); if (*mndx_p == PM_FOG_CLOUD || *mndx_p == PM_VAMPIRE_BAT) return TRUE; /* if we get here, specific type was no good; try by class */ switch (monclass) { case S_VAMPIRE: *mndx_p = mon->cham; break; case S_BAT: *mndx_p = PM_VAMPIRE_BAT; break; case S_VORTEX: *mndx_p = PM_FOG_CLOUD; break; case S_DOG: if (mon->cham != PM_VAMPIRE) { *mndx_p = PM_WOLF; break; } /*FALLTHRU*/ default: *mndx_p = NON_PM; break; } return (boolean) (*mndx_p != NON_PM); } int select_newcham_form(struct monst* mon) { int mndx = NON_PM, tryct; switch (mon->cham) { case PM_SANDESTIN: if (rn2(7)) mndx = pick_nasty(mons[PM_ARCHON].difficulty - 1); break; case PM_DOPPELGANGER: if (!rn2(7)) { mndx = pick_nasty(mons[PM_JABBERWOCK].difficulty - 1); } else if (rn2(3)) { /* role monsters */ mndx = tt_doppel(mon); } else if (!rn2(3)) { /* quest guardians */ mndx = rn1(PM_APPRENTICE - PM_STUDENT + 1, PM_STUDENT); /* avoid own role's guardian */ if (mndx == gu.urole.guardnum) mndx = NON_PM; } else { /* general humanoids */ tryct = 5; do { mndx = rn1(SPECIAL_PM - LOW_PM, LOW_PM); if (humanoid(&mons[mndx]) && polyok(&mons[mndx])) break; } while (--tryct > 0); if (!tryct) mndx = NON_PM; } break; case PM_CHAMELEON: if (!rn2(3)) mndx = pick_animal(); break; case PM_VLAD_THE_IMPALER: case PM_VAMPIRE_LEADER: case PM_VAMPIRE: mndx = pickvampshape(mon); break; case NON_PM: /* ordinary */ { struct obj *m_armr = which_armor(mon, W_ARM); if (m_armr && Is_dragon_scales(m_armr)) mndx = (int) (Dragon_scales_to_pm(m_armr) - mons); else if (m_armr && Is_dragon_mail(m_armr)) mndx = (int) (Dragon_mail_to_pm(m_armr) - mons); } break; } /* for debugging: allow control of polymorphed monster */ if (wizard && iflags.mon_polycontrol) { char pprompt[BUFSZ], parttwo[QBUFSZ], buf[BUFSZ], prevbuf[BUFSZ]; int monclass, len; /* construct prompt in pieces */ Sprintf(pprompt, "Change %s", noit_mon_nam(mon)); Sprintf(parttwo, " @ %s into what?", coord_desc((int) mon->mx, (int) mon->my, buf, (iflags.getpos_coords != GPCOORDS_NONE) ? iflags.getpos_coords : GPCOORDS_MAP)); /* combine the two parts, not exceeding QBUFSZ-1 in overall length; if combined length is too long it has to be due to monster's name so we'll chop enough of that off to fit the second part */ if ((len = (int) strlen(pprompt) + (int) strlen(parttwo)) >= QBUFSZ) /* strlen(parttwo) is less than QBUFSZ/2 so strlen(pprompt) is more than QBUFSZ/2 and excess amount being truncated can't exceed pprompt's length and back up to before &pprompt[0]) */ *(eos(pprompt) - (len - (QBUFSZ - 1))) = '\0'; Strcat(pprompt, parttwo); buf[0] = prevbuf[0] = '\0'; /* clear buffer for EDIT_GETLIN */ #define TRYLIMIT 5 tryct = TRYLIMIT; do { if (tryct == TRYLIMIT - 1) { /* first retry */ /* change "into what?" to "into what kind of monster?" */ if (strlen(pprompt) + sizeof " kind of monster" - 1 < QBUFSZ) Strcpy(eos(pprompt) - 1, " kind of monster?"); } #undef TRYLIMIT monclass = 0; getlin(pprompt, buf); mungspaces(buf); /* for ESC, take form selected above (might be NON_PM) */ if (*buf == '\033') break; /* for "*", use NON_PM to pick an arbitrary shape below */ if (!strcmp(buf, "*") || !strcmpi(buf, "random")) { mndx = NON_PM; break; } mndx = name_to_mon(buf, (int *) 0); if (mndx == NON_PM) { /* didn't get a type, so check whether it's a class (single letter or text match with def_monsyms[]) */ monclass = name_to_monclass(buf, &mndx); if (monclass && mndx == NON_PM) mndx = mkclass_poly(monclass); } if (mndx >= LOW_PM) { /* got a specific type of monster; use it if we can */ if (validvamp(mon, &mndx, monclass)) break; /* can't; revert to random in case we exhaust tryct */ mndx = NON_PM; } pline("It can't become that."); #ifdef EDIT_GETLIN /* EDIT_GETLIN preloads the input buffer with the previous response but we shouldn't just keep repeating that if player leaves it unchanged; affects retry for empty input too */ if (!strcmp(buf, prevbuf)) Strcpy(buf, "random"); Strcpy(prevbuf, buf); #else nhUse(prevbuf); #endif } while (--tryct > 0); if (!tryct) pline1(thats_enough_tries); if (is_vampshifter(mon) && !validvamp(mon, &mndx, monclass)) mndx = pickvampshape(mon); /* don't resort to arbitrary */ } /* if no form was specified above, pick one at random now */ if (mndx == NON_PM) { tryct = 50; do { mndx = rn1(SPECIAL_PM - LOW_PM, LOW_PM); } while (--tryct > 0 && !validspecmon(mon, mndx) /* try harder to select uppercase monster on rogue level */ && (tryct > 40 && Is_rogue_level(&u.uz) && !isupper((uchar) mons[mndx].mlet))); } return mndx; } /* this used to be inline within newcham() but monpolycontrol needs it too */ static struct permonst * accept_newcham_form(struct monst *mon, int mndx) { struct permonst *mdat; if (mndx == NON_PM) return 0; mdat = &mons[mndx]; if ((gm.mvitals[mndx].mvflags & G_GENOD) != 0) return 0; if (is_placeholder(mdat)) return 0; /* select_newcham_form() might deliberately pick a player character type (random selection never does) which polyok() rejects, so we need a special case here */ if (is_mplayer(mdat)) return mdat; /* shapeshifters are rejected by polyok() but allow a shapeshifter to take on its 'natural' form */ if (is_shapeshifter(mdat) && mon->cham >= LOW_PM && mdat == &mons[mon->cham]) return mdat; /* polyok() rules out M2_PNAME, M2_WERE, and all humans except Kops */ return polyok(mdat) ? mdat : 0; } /* shapechanger might take on a shape that forces gender change */ void mgender_from_permonst( struct monst *mtmp, struct permonst *mdat) { if (is_male(mdat)) { mtmp->female = FALSE; } else if (is_female(mdat)) { mtmp->female = TRUE; } else if (!is_neuter(mdat)) { /* usually leave as-is; same chance to change as polymorphing hero */ if (!rn2(10)) mtmp->female = !mtmp->female; } } /* make a chameleon take on another shape, or a polymorph target (possibly self-inflicted) become a different monster; returns 1 if it actually changes form */ int newcham( struct monst *mtmp, struct permonst *mdat, unsigned ncflags) { boolean polyspot = ((ncflags & NC_VIA_WAND_OR_SPELL) !=0), /* "The oldmon turns into a newmon!" */ msg = ((ncflags & NC_SHOW_MSG) != 0); int hpn, hpd, mndx, tryct; struct permonst *olddata = mtmp->data; char *p, oldname[BUFSZ], l_oldname[BUFSZ], newname[BUFSZ]; /* Riders are immune to polymorph and green slime (but apparent Rider might actually be a doppelganger) */ if (mtmp->cham == NON_PM) { /* not a shapechanger */ if (is_rider(olddata)) return 0; /* make Nazgul and erinyes immune too, to reduce chance of anomalous extinction feedback during final disclsoure */ if (mbirth_limit(monsndx(olddata)) < MAXMONNO) return 0; /* cancelled shapechangers become uncancelled prior to being given a new shape */ if (mtmp->mcan && !Protection_from_shape_changers) { mtmp->cham = pm_to_cham(monsndx(mtmp->data)); if (mtmp->cham != NON_PM) mtmp->mcan = 0; } } if (msg) { /* like Monnam() but never mention saddle */ Strcpy(oldname, x_monnam(mtmp, ARTICLE_THE, (char *) 0, SUPPRESS_SADDLE, FALSE)); oldname[0] = highc(oldname[0]); } /* we need this one whether msg is true or not */ Strcpy(l_oldname, x_monnam(mtmp, ARTICLE_THE, (char *) 0, has_mgivenname(mtmp) ? SUPPRESS_SADDLE : 0, FALSE)); /* mdat = 0 -> caller wants a random monster shape */ if (mdat == 0) { /* select_newcham_form() loops when resorting to random but it doesn't always pick that so we still retry here too */ tryct = 20; do { mndx = select_newcham_form(mtmp); mdat = accept_newcham_form(mtmp, mndx); /* for the first several tries we require upper-case on the rogue level (after that, we take whatever we get) */ if (tryct > 15 && Is_rogue_level(&u.uz) && mdat && !isupper((uchar) mdat->mlet)) mdat = 0; if (mdat) break; } while (--tryct > 0); if (!tryct) return 0; } else if (gm.mvitals[monsndx(mdat)].mvflags & G_GENOD) return 0; /* passed in mdat is genocided */ if (mdat == olddata) return 0; /* still the same monster */ mgender_from_permonst(mtmp, mdat); /* Endgame mplayers start out as "Foo the Bar", but some of the * titles are inappropriate when polymorphed, particularly into * the opposite sex. Player characters don't use ranks when * polymorphed, so dropping rank for mplayers seems reasonable. */ if (In_endgame(&u.uz) && is_mplayer(olddata) && has_mgivenname(mtmp) && (p = strstr(MGIVENNAME(mtmp), " the ")) != 0) *p = '\0'; if (mtmp->wormno) { /* throw tail away */ coordxy mx = mtmp->mx, my = mtmp->my; wormgone(mtmp); /* discards tail segments, takes head off the map */ /* put the head back; it will morph into mtmp's new form */ place_monster(mtmp, mx, my); } if (M_AP_TYPE(mtmp) && mdat->mlet != S_MIMIC) seemimic(mtmp); /* revert to normal monster */ /* (this code used to try to adjust the monster's health based on a normal one of its type but there are too many special cases which need to be handled in order to do that correctly, so just give the new form the same proportion of HP as its old one had) */ hpn = mtmp->mhp; hpd = mtmp->mhpmax; /* set level and hit points */ newmonhp(mtmp, monsndx(mdat)); /* new hp: same fraction of max as before */ mtmp->mhp = (int) (((long) hpn * (long) mtmp->mhp) / (long) hpd); /* sanity check (potential overflow) */ if (mtmp->mhp < 0 || mtmp->mhp > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax; /* unlikely but not impossible; a 1HD creature with 1HP that changes into a 0HD creature will require this statement */ if (!mtmp->mhp) mtmp->mhp = 1; /* take on the new form... */ set_mon_data(mtmp, mdat); if (mtmp->mleashed) { if (!leashable(mtmp)) m_unleash(mtmp, TRUE); else /* if leashed, persistent inventory window needs updating (really only when mon_nam() is going to yield "a frog" rather than "Kermit" but no need to micromanage here) */ update_inventory(); /* x - leash (attached to a ) */ } if (emits_light(olddata) != emits_light(mtmp->data)) { /* used to give light, now doesn't, or vice versa, or light's range has changed */ if (emits_light(olddata)) del_light_source(LS_MONSTER, monst_to_any(mtmp)); if (emits_light(mtmp->data)) new_light_source(mtmp->mx, mtmp->my, emits_light(mtmp->data), LS_MONSTER, monst_to_any(mtmp)); } if (!mtmp->perminvis || pm_invisible(olddata)) mtmp->perminvis = pm_invisible(mdat); mtmp->minvis = mtmp->invis_blkd ? 0 : mtmp->perminvis; if (mtmp->mundetected) (void) hideunder(mtmp); if (u.ustuck == mtmp) { if (u.uswallow) { if (!attacktype(mdat, AT_ENGL)) { /* Does mdat care? */ if (!noncorporeal(mdat) && !is_whirly(mdat) && !(amorphous(mdat) || mdat->mlet == S_LIGHT)) { char msgtrail[BUFSZ]; if (is_vampshifter(mtmp)) { Sprintf(msgtrail, " which was a shapeshifted %s", noname_monnam(mtmp, ARTICLE_NONE)); } else if (digests(mdat)) { Strcpy(msgtrail, "'s stomach"); } else { msgtrail[0] = '\0'; } /* Do this even if msg is FALSE */ You("%s %s%s!", (amorphous(olddata) || is_whirly(olddata)) ? "emerge from" : "break out of", l_oldname, msgtrail); msg = FALSE; /* message has been given */ mtmp->mhp = 1; /* almost dead */ } expels(mtmp, olddata, FALSE); } else { /* update swallow glyphs for new monster */ swallowed(0); } } else if ((!sticks(mdat) && !sticks(gy.youmonst.data)) /* sticky hero can't continue to hold mtmp if it has turned into a non-solid creature; we don't use uunstick() for that because its message would be shown out of sequence [before 'if (msg)' below]; unstuck() doesn't issue any messages */ || unsolid(mdat)) { unstuck(mtmp); } } if (mdat == &mons[PM_LONG_WORM] && (mtmp->wormno = get_wormno()) != 0) { initworm(mtmp, rn2(5)); place_worm_tail_randomly(mtmp, mtmp->mx, mtmp->my); } mtmp->meverseen = 0; /* never seen mon in present shape; newsym() -> * display_monster() may change it right back */ newsym(mtmp->mx, mtmp->my); if (msg) { Strcpy(newname, noname_monnam(mtmp, ARTICLE_A)); /* oldname was capitalized above; newname will be lower case */ if (!strcmpi(newname, "it")) { /* can't see or sense it now */ if (!!strcmpi(oldname, "it")) /* could see or sense it before */ pline("%s disappears!", oldname); (void) usmellmon(mdat); } else { /* can see or sense it now */ if (!strcmpi(oldname, "it")) /* couldn't see or sense it before */ pline("%s appears!", upstart(newname)); else pline("%s turns into %s!", oldname, newname); } } /* when polymorph trap/wand/potion produces a vampire, turn in into a full-fledged vampshifter unless shape-changing is blocked */ if (mtmp->cham == NON_PM && mdat->mlet == S_VAMPIRE && !Protection_from_shape_changers) mtmp->cham = pm_to_cham(monsndx(mdat)); possibly_unwield(mtmp, polyspot); /* might lose use of weapon */ mon_break_armor(mtmp, polyspot); if (!(mtmp->misc_worn_check & W_ARMG)) mselftouch(mtmp, "No longer petrify-resistant, ", !gc.context.mon_moving); check_gear_next_turn(mtmp); /* This ought to re-test can_carry() on each item in the inventory * rather than just checking ex-giants & boulders, but that'd be * pretty expensive to perform. If implemented, then perhaps * minvent should be sorted in order to drop heaviest items first. */ /* former giants can't continue carrying boulders */ if (mtmp->minvent && !throws_rocks(mdat)) { register struct obj *otmp, *otmp2; /* DEADMONSTER(): it is possible for flooreffects() to kill mtmp; the rest of its inventory would be dropped making otmp2 stale */ for (otmp = mtmp->minvent; otmp && !DEADMONSTER(mtmp); otmp = otmp2) { otmp2 = otmp->nobj; if (otmp->otyp == BOULDER) { /* this keeps otmp from being polymorphed in the same zap that the monster that held it is polymorphed */ if (polyspot) bypass_obj(otmp); obj_extract_self(otmp); /* probably ought to give some "drop" message here */ if (flooreffects(otmp, mtmp->mx, mtmp->my, "")) continue; place_object(otmp, mtmp->mx, mtmp->my); } } } return 1; } /* sometimes an egg will be special */ #define BREEDER_EGG (!rn2(77)) /* * Determine if the given monster number can be hatched from an egg. * Return the monster number to use as the egg's corpsenm. Return * NON_PM if the given monster can't be hatched. */ int can_be_hatched(int mnum) { /* ranger quest nemesis has the oviparous bit set, making it be possible to wish for eggs of that unique monster; turn such into ordinary eggs rather than forbidding them outright */ if (mnum == PM_SCORPIUS) mnum = PM_SCORPION; mnum = little_to_big(mnum); /* * Queen bees lay killer bee eggs (usually), but killer bees don't * grow into queen bees. Ditto for [winged-]gargoyles. */ if (mnum == PM_KILLER_BEE || mnum == PM_GARGOYLE || (lays_eggs(&mons[mnum]) && (BREEDER_EGG || (mnum != PM_QUEEN_BEE && mnum != PM_WINGED_GARGOYLE)))) return mnum; return NON_PM; } /* type of egg laid by #sit; usually matches parent */ int egg_type_from_parent( int mnum, /* parent monster; caller must handle lays_eggs() check */ boolean force_ordinary) { if (force_ordinary || !BREEDER_EGG) { if (mnum == PM_QUEEN_BEE) mnum = PM_KILLER_BEE; else if (mnum == PM_WINGED_GARGOYLE) mnum = PM_GARGOYLE; } return mnum; } #undef BREEDER_EGG /* decide whether an egg of the indicated monster type is viable; also used to determine whether an egg or tin can be created... */ boolean dead_species(int m_idx, boolean egg) { int alt_idx; /* generic eggs are unhatchable and have corpsenm of NON_PM */ if (m_idx < LOW_PM) return TRUE; /* * For monsters with both baby and adult forms, genociding either * form kills all eggs of that monster. Monsters with more than * two forms (small->large->giant mimics) are more or less ignored; * fortunately, none of them have eggs. Species extinction due to * overpopulation does not kill eggs. */ alt_idx = egg ? big_to_little(m_idx) : m_idx; return (boolean) ((gm.mvitals[m_idx].mvflags & G_GENOD) != 0 || (gm.mvitals[alt_idx].mvflags & G_GENOD) != 0); } /* kill off any eggs of genocided monsters */ static void kill_eggs(struct obj* obj_list) { struct obj *otmp; for (otmp = obj_list; otmp; otmp = otmp->nobj) if (otmp->otyp == EGG) { if (dead_species(otmp->corpsenm, TRUE)) { /* * It seems we could also just catch this when * it attempted to hatch, so we wouldn't have to * search all of the objlists.. or stop all * hatch timers based on a corpsenm. */ kill_egg(otmp); } #if 0 /* not used */ } else if (otmp->otyp == TIN) { if (dead_species(otmp->corpsenm, FALSE)) otmp->corpsenm = NON_PM; /* empty tin */ } else if (otmp->otyp == CORPSE) { if (dead_species(otmp->corpsenm, FALSE)) ; /* not yet implemented... */ #endif } else if (Has_contents(otmp)) { kill_eggs(otmp->cobj); } } /* kill all members of genocided species */ void kill_genocided_monsters(void) { struct monst *mtmp, *mtmp2; boolean kill_cham; int mndx; /* * Called during genocide, and again upon level change. The latter * catches up with any migrating monsters as they finally arrive at * their intended destinations, so possessions get deposited there. * * Chameleon handling: * 1) if chameleons have been genocided, destroy them * regardless of current form; * 2) otherwise, force every chameleon which is imitating * any genocided species to take on a new form. */ for (mtmp = fmon; mtmp; mtmp = mtmp2) { mtmp2 = mtmp->nmon; if (DEADMONSTER(mtmp)) continue; mndx = monsndx(mtmp->data); kill_cham = (mtmp->cham >= LOW_PM && (gm.mvitals[mtmp->cham].mvflags & G_GENOD)); if ((gm.mvitals[mndx].mvflags & G_GENOD) || kill_cham) { if (mtmp->cham >= LOW_PM && !kill_cham) (void) newcham(mtmp, (struct permonst *) 0, NC_SHOW_MSG); else mondead(mtmp); } if (mtmp->minvent) kill_eggs(mtmp->minvent); } kill_eggs(gi.invent); kill_eggs(fobj); kill_eggs(gm.migrating_objs); kill_eggs(gl.level.buriedobjlist); } void golemeffects(register struct monst* mon, int damtype, int dam) { int heal = 0, slow = 0; if (mon->data == &mons[PM_FLESH_GOLEM]) { if (damtype == AD_ELEC) heal = (dam + 5) / 6; else if (damtype == AD_FIRE || damtype == AD_COLD) slow = 1; } else if (mon->data == &mons[PM_IRON_GOLEM]) { if (damtype == AD_ELEC) slow = 1; else if (damtype == AD_FIRE) heal = dam; } else { return; } if (slow) { if (mon->mspeed != MSLOW) mon_adjust_speed(mon, -1, (struct obj *) 0); } if (heal) { if (mon->mhp < mon->mhpmax) { mon->mhp += heal; if (mon->mhp > mon->mhpmax) mon->mhp = mon->mhpmax; if (cansee(mon->mx, mon->my)) pline("%s seems healthier.", Monnam(mon)); } } } /* anger the Minetown watch */ boolean angry_guards(boolean silent) { struct monst *mtmp; int ct = 0, nct = 0, sct = 0, slct = 0; for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) { if (DEADMONSTER(mtmp)) continue; if (is_watch(mtmp->data) && mtmp->mpeaceful) { ct++; if (canspotmon(mtmp) && mtmp->mcanmove) { if (next2u(mtmp->mx, mtmp->my)) nct++; else sct++; } if (mtmp->msleeping || mtmp->mfrozen) { slct++; mtmp->msleeping = mtmp->mfrozen = 0; } mtmp->mpeaceful = 0; } } if (ct) { if (!silent) { /* do we want pline msgs? */ char buf[BUFSZ]; if (slct) { /* sleeping guard(s) */ Sprintf(buf, "guard%s", plur(slct)); pline_The("%s %s up.", buf, vtense(buf, "wake")); } if (nct) { /* seen/sensed adjacent guard(s) */ Sprintf(buf, "guard%s", plur(nct)); pline_The("%s %s angry!", buf, vtense(buf, "get")); } else if (sct) { /* seen/sensed non-adjcent guard(s) */ Sprintf(buf, "guard%s", plur(sct)); pline("%s %s %s approaching!", (sct == 1) ? "An angry" : "Angry", buf, vtense(buf, "are")); } else { Strcpy(buf, (ct == 1) ? "a guard's" : "guards'"); Soundeffect(se_shrill_whistle, 100); You_hear("the shrill sound of %s whistle%s.", buf, plur(ct)); } } return TRUE; } return FALSE; } static void pacify_guard(struct monst *mtmp) { if (is_watch(mtmp->data)) mtmp->mpeaceful = 1; } void pacify_guards(void) { iter_mons(pacify_guard); } void mimic_hit_msg(struct monst* mtmp, short otyp) { short ap = mtmp->mappearance; switch (M_AP_TYPE(mtmp)) { case M_AP_NOTHING: case M_AP_FURNITURE: case M_AP_MONSTER: break; case M_AP_OBJECT: if (otyp == SPE_HEALING || otyp == SPE_EXTRA_HEALING) { pline("%s seems a more vivid %s than before.", The(simple_typename(ap)), c_obj_colors[objects[ap].oc_color]); } break; } } boolean usmellmon(struct permonst* mdat) { int mndx; boolean nonspecific = FALSE; boolean msg_given = FALSE; if (mdat) { if (!olfaction(gy.youmonst.data)) return FALSE; mndx = monsndx(mdat); switch (mndx) { case PM_ROTHE: case PM_MINOTAUR: You("notice a bovine smell."); msg_given = TRUE; break; case PM_CAVE_DWELLER: case PM_BARBARIAN: case PM_NEANDERTHAL: You("smell body odor."); msg_given = TRUE; break; /* case PM_PESTILENCE: case PM_FAMINE: case PM_DEATH: break; */ case PM_HORNED_DEVIL: case PM_BALROG: case PM_ASMODEUS: case PM_DISPATER: case PM_YEENOGHU: case PM_ORCUS: break; case PM_HUMAN_WEREJACKAL: case PM_HUMAN_WERERAT: case PM_HUMAN_WEREWOLF: case PM_WEREJACKAL: case PM_WERERAT: case PM_WEREWOLF: case PM_OWLBEAR: You("detect an odor reminiscent of an animal's den."); msg_given = TRUE; break; /* case PM_PURPLE_WORM: break; */ case PM_STEAM_VORTEX: You("smell steam."); msg_given = TRUE; break; case PM_GREEN_SLIME: pline("%s stinks.", Something); msg_given = TRUE; break; case PM_VIOLET_FUNGUS: case PM_SHRIEKER: You("smell mushrooms."); msg_given = TRUE; break; /* These are here to avoid triggering the nonspecific treatment through the default case below*/ case PM_WHITE_UNICORN: case PM_GRAY_UNICORN: case PM_BLACK_UNICORN: case PM_JELLYFISH: break; default: nonspecific = TRUE; break; } if (nonspecific) switch (mdat->mlet) { case S_DOG: You("notice a dog smell."); msg_given = TRUE; break; case S_DRAGON: You("smell a dragon!"); msg_given = TRUE; break; case S_FUNGUS: pline("%s smells moldy.", Something); msg_given = TRUE; break; case S_UNICORN: You("detect a%s odor reminiscent of a stable.", (mndx == PM_PONY) ? "n" : " strong"); msg_given = TRUE; break; case S_ZOMBIE: You("smell rotting flesh."); msg_given = TRUE; break; case S_EEL: You("smell fish."); msg_given = TRUE; break; case S_ORC: if (maybe_polyd(is_orc(gy.youmonst.data), Race_if(PM_ORC))) You("notice an attractive smell."); else pline("A foul stench makes you feel a little nauseated."); msg_given = TRUE; break; default: break; } } return msg_given ? TRUE : FALSE; } /* setting misc_worn_check's I_SPECIAL bit flags a monster to reassess and potentially re-equip gear at the start of its next move; this hides the details of that */ void check_gear_next_turn(struct monst *mon) { mon->misc_worn_check |= I_SPECIAL; } /*mon.c*/