Files
nethack/src/steal.c
Pasi Kallinen 411ee58593 Add more explicit helpless reasons
Instead of just "while helpless", the death reason will tell
more explicitly why the player was helpless.  For example:
"while frozen by a monster's gaze"
2015-03-29 22:12:19 +03:00

621 lines
19 KiB
C

/* NetHack 3.5 steal.c $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
/* NetHack 3.5 steal.c $Date: 2012/02/05 04:26:48 $ $Revision: 1.41 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
STATIC_PTR int NDECL(stealarm);
STATIC_DCL const char *FDECL(equipname, (struct obj *));
STATIC_OVL const char *
equipname(otmp)
register struct obj *otmp;
{
return ((otmp == uarmu) ? "shirt" :
(otmp == uarmf) ? "boots" :
(otmp == uarms) ? "shield" :
(otmp == uarmg) ? "gloves" :
(otmp == uarmc) ? cloak_simple_name(otmp) :
(otmp == uarmh) ? helm_simple_name(otmp) :
"armor");
}
long /* actually returns something that fits in an int */
somegold(umoney)
long umoney;
{
#ifdef LINT /* long conv. ok */
return(0L);
#else
return (long)( (umoney < 100) ? umoney :
(umoney > 10000) ? rnd(10000) : rnd((int) umoney) );
#endif
}
/*
Find the first (and hopefully only) gold object in a chain.
Used when leprechaun (or you as leprechaun) looks for
someone else's gold. Returns a pointer so the gold may
be seized without further searching.
May search containers too.
Deals in gold only, as leprechauns don't care for lesser coins.
*/
struct obj *
findgold(chain)
register struct obj *chain;
{
while (chain && chain->otyp != GOLD_PIECE) chain = chain->nobj;
return chain;
}
/*
Steal gold coins only. Leprechauns don't care for lesser coins.
*/
void
stealgold(mtmp)
register struct monst *mtmp;
{
register struct obj *fgold = g_at(u.ux, u.uy);
register struct obj *ygold;
register long tmp;
struct monst *who;
const char *whose, *what;
/* skip lesser coins on the floor */
while (fgold && fgold->otyp != GOLD_PIECE) fgold = fgold->nexthere;
/* Do you have real gold? */
ygold = findgold(invent);
if (fgold && (!ygold || fgold->quan > ygold->quan || !rn2(5))) {
obj_extract_self(fgold);
add_to_minv(mtmp, fgold);
newsym(u.ux, u.uy);
if (u.usteed) {
who = u.usteed;
whose = s_suffix(y_monnam(who));
what = makeplural(mbodypart(who, FOOT));
} else {
who = &youmonst;
whose = "your";
what = makeplural(body_part(FOOT));
}
/* [ avoid "between your rear regions" :-] */
if (slithy(who->data)) what = "coils";
/* reduce "rear hooves/claws" to "hooves/claws" */
if (!strncmp(what, "rear ", 5)) what += 5;
pline("%s quickly snatches some gold from %s %s %s!",
Monnam(mtmp),
(Levitation || Flying) ? "beneath" : "between",
whose, what);
if(!ygold || !rn2(5)) {
if (!tele_restrict(mtmp)) (void) rloc(mtmp, FALSE);
monflee(mtmp, 0, FALSE, FALSE);
}
} else if(ygold) {
const int gold_price = objects[GOLD_PIECE].oc_cost;
tmp = (somegold(money_cnt(invent)) + gold_price - 1) / gold_price;
tmp = min(tmp, ygold->quan);
if (tmp < ygold->quan) ygold = splitobj(ygold, tmp);
freeinv(ygold);
add_to_minv(mtmp, ygold);
Your("purse feels lighter.");
if (!tele_restrict(mtmp)) (void) rloc(mtmp, FALSE);
monflee(mtmp, 0, FALSE, FALSE);
context.botl = 1;
}
}
/* steal armor after you finish taking it off */
unsigned int stealoid; /* object to be stolen */
unsigned int stealmid; /* monster doing the stealing */
STATIC_PTR int
stealarm(VOID_ARGS)
{
register struct monst *mtmp;
register struct obj *otmp;
for(otmp = invent; otmp; otmp = otmp->nobj) {
if(otmp->o_id == stealoid) {
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if(mtmp->m_id == stealmid) {
if(DEADMONSTER(mtmp)) impossible("stealarm(): dead monster stealing");
if(!dmgtype(mtmp->data, AD_SITM)) /* polymorphed */
goto botm;
if(otmp->unpaid)
subfrombill(otmp, shop_keeper(*u.ushops));
freeinv(otmp);
pline("%s steals %s!", Monnam(mtmp), doname(otmp));
(void) mpickobj(mtmp,otmp); /* may free otmp */
/* Implies seduction, "you gladly hand over ..."
so we don't set mavenge bit here. */
monflee(mtmp, 0, FALSE, FALSE);
if (!tele_restrict(mtmp)) (void) rloc(mtmp, FALSE);
break;
}
}
break;
}
}
botm: stealoid = 0;
return 0;
}
/* An object you're wearing has been taken off by a monster (theft or
seduction). Also used if a worn item gets transformed (stone to flesh). */
void
remove_worn_item(obj, unchain_ball)
struct obj *obj;
boolean unchain_ball; /* whether to unpunish or just unwield */
{
if (donning(obj))
cancel_don();
if (!obj->owornmask)
return;
if (obj->owornmask & W_ARMOR) {
if (obj == uskin) {
impossible("Removing embedded scales?");
skinback(TRUE); /* uarm = uskin; uskin = 0; */
}
if (obj == uarm) (void) Armor_off();
else if (obj == uarmc) (void) Cloak_off();
else if (obj == uarmf) (void) Boots_off();
else if (obj == uarmg) (void) Gloves_off();
else if (obj == uarmh) (void) Helmet_off();
else if (obj == uarms) (void) Shield_off();
else if (obj == uarmu) (void) Shirt_off();
/* catchall -- should never happen */
else setworn((struct obj *)0, obj->owornmask & W_ARMOR);
} else if (obj->owornmask & W_AMUL) {
Amulet_off();
} else if (obj->owornmask & W_RING) {
Ring_gone(obj);
} else if (obj->owornmask & W_TOOL) {
Blindf_off(obj);
} else if (obj->owornmask & (W_WEP|W_SWAPWEP|W_QUIVER)) {
if (obj == uwep)
uwepgone();
if (obj == uswapwep)
uswapwepgone();
if (obj == uquiver)
uqwepgone();
}
if (obj->owornmask & (W_BALL|W_CHAIN)) {
if (unchain_ball) unpunish();
} else if (obj->owornmask) {
/* catchall */
setnotworn(obj);
}
}
/* Returns 1 when something was stolen (or at least, when N should flee now)
* Returns -1 if the monster died in the attempt
* Avoid stealing the object stealoid
* Nymphs and monkeys won't steal coins
*/
int
steal(mtmp, objnambuf)
struct monst *mtmp;
char *objnambuf;
{
struct obj *otmp;
int tmp, could_petrify, armordelay, olddelay, named = 0, retrycnt = 0;
boolean monkey_business, /* true iff an animal is doing the thievery */
was_doffing;
if (objnambuf) *objnambuf = '\0';
/* the following is true if successful on first of two attacks. */
if(!monnear(mtmp, u.ux, u.uy)) return(0);
/* food being eaten might already be used up but will not have
been removed from inventory yet; we don't want to steal that,
so this will cause it to be removed now */
if (occupation) (void) maybe_finished_meal(FALSE);
if (!invent || (inv_cnt(FALSE) == 1 && uskin)) {
nothing_to_steal:
/* Not even a thousand men in armor can strip a naked man. */
if(Blind)
pline("Somebody tries to rob you, but finds nothing to steal.");
else
pline("%s tries to rob you, but there is nothing to steal!",
Monnam(mtmp));
return(1); /* let her flee */
}
monkey_business = is_animal(mtmp->data);
if (monkey_business || uarmg) {
; /* skip ring special cases */
} else if (Adornment & LEFT_RING) {
otmp = uleft;
goto gotobj;
} else if (Adornment & RIGHT_RING) {
otmp = uright;
goto gotobj;
}
retry:
tmp = 0;
for(otmp = invent; otmp; otmp = otmp->nobj)
if ((!uarm || otmp != uarmc) && otmp != uskin && otmp->oclass != COIN_CLASS)
tmp += ((otmp->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL)) ? 5 : 1);
if (!tmp) goto nothing_to_steal;
tmp = rn2(tmp);
for(otmp = invent; otmp; otmp = otmp->nobj)
if ((!uarm || otmp != uarmc) && otmp != uskin && otmp->oclass != COIN_CLASS)
if((tmp -= ((otmp->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL)) ? 5 : 1)) < 0)
break;
if(!otmp) {
impossible("Steal fails!");
return(0);
}
/* can't steal ring(s) while wearing gloves */
if ((otmp == uleft || otmp == uright) && uarmg) otmp = uarmg;
/* can't steal gloves while wielding - so steal the wielded item. */
if (otmp == uarmg && uwep) otmp = uwep;
/* can't steal armor while wearing cloak - so steal the cloak. */
else if(otmp == uarm && uarmc) otmp = uarmc;
/* can't steal shirt while wearing cloak or suit */
else if(otmp == uarmu && uarmc) otmp = uarmc;
else if(otmp == uarmu && uarm) otmp = uarm;
gotobj:
if(otmp->o_id == stealoid) return(0);
if (otmp->otyp == BOULDER && !throws_rocks(mtmp->data)) {
if (!retrycnt++) goto retry;
goto cant_take;
}
/* animals can't overcome curse stickiness nor unlock chains */
if (monkey_business) {
boolean ostuck;
/* is the player prevented from voluntarily giving up this item?
(ignores loadstones; the !can_carry() check will catch those) */
if (otmp == uball)
ostuck = TRUE; /* effectively worn; curse is implicit */
else if (otmp == uquiver || (otmp == uswapwep && !u.twoweap))
ostuck = FALSE; /* not really worn; curse doesn't matter */
else
ostuck = ((otmp->cursed && otmp->owornmask) ||
/* nymphs can steal rings from under
cursed weapon but animals can't */
(otmp == uright && welded(uwep)) ||
(otmp == uleft && welded(uwep) && bimanual(uwep)));
if (ostuck || !can_carry(mtmp, otmp)) {
static const char * const how[] = { "steal","snatch","grab","take" };
cant_take:
pline("%s tries to %s %s%s but gives up.",
Monnam(mtmp), how[rn2(SIZE(how))],
(otmp->owornmask & W_ARMOR) ? "your " : "",
(otmp->owornmask & W_ARMOR) ? equipname(otmp) :
yname(otmp));
/* the fewer items you have, the less likely the thief
is going to stick around to try again (0) instead of
running away (1) */
return !rn2(inv_cnt(FALSE) / 5 + 2);
}
}
if (otmp->otyp == LEASH && otmp->leashmon) {
if (monkey_business && otmp->cursed) goto cant_take;
o_unleash(otmp);
}
was_doffing = doffing(otmp);
/* stop donning/doffing now so that afternmv won't be clobbered
below; stop_occupation doesn't handle donning/doffing */
olddelay = stop_donning(otmp);
/* you're going to notice the theft... */
stop_occupation();
if((otmp->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL))){
switch(otmp->oclass) {
case TOOL_CLASS:
case AMULET_CLASS:
case RING_CLASS:
case FOOD_CLASS: /* meat ring */
remove_worn_item(otmp, TRUE);
break;
case ARMOR_CLASS:
armordelay = objects[otmp->otyp].oc_delay;
if (olddelay > 0 && olddelay < armordelay)
armordelay = olddelay;
if (monkey_business) {
/* animals usually don't have enough patience
to take off items which require extra time */
if (armordelay >= 1 && !olddelay && rn2(10))
goto cant_take;
remove_worn_item(otmp, TRUE);
break;
} else {
int curssv = otmp->cursed;
int slowly;
boolean seen = canspotmon(mtmp);
otmp->cursed = 0;
/* can't charm you without first waking you */
if (Unaware) unmul((char *)0);
slowly = (armordelay >= 1 || multi < 0);
if(flags.female)
pline("%s charms you. You gladly %s your %s.",
!seen ? "She" : Monnam(mtmp),
curssv ? "let her take" :
!slowly ? "hand over" :
was_doffing ? "continue removing" :
"start removing",
equipname(otmp));
else
pline("%s seduces you and %s off your %s.",
!seen ? "She" : Adjmonnam(mtmp, "beautiful"),
curssv ? "helps you to take" :
!slowly ? "you take" :
was_doffing ? "you continue taking" :
"you start taking",
equipname(otmp));
named++;
/* the following is to set multi for later on */
nomul(-armordelay);
multi_reason = "taking off clothes";
nomovemsg = 0;
remove_worn_item(otmp, TRUE);
otmp->cursed = curssv;
if(multi < 0) {
/*
multi = 0;
afternmv = 0;
*/
stealoid = otmp->o_id;
stealmid = mtmp->m_id;
afternmv = stealarm;
return(0);
}
}
break;
default:
impossible("Tried to steal a strange worn thing. [%d]",
otmp->oclass);
}
}
else if (otmp->owornmask)
remove_worn_item(otmp, TRUE);
/* do this before removing it from inventory */
if (objnambuf) Strcpy(objnambuf, yname(otmp));
/* set mavenge bit so knights won't suffer an
* alignment penalty during retaliation;
*/
mtmp->mavenge = 1;
if(otmp->unpaid)
subfrombill(otmp, shop_keeper(*u.ushops));
freeinv(otmp);
pline("%s stole %s.", named ? "She" : Monnam(mtmp), doname(otmp));
could_petrify = (otmp->otyp == CORPSE &&
touch_petrifies(&mons[otmp->corpsenm]));
(void) mpickobj(mtmp,otmp); /* may free otmp */
if (could_petrify && !(mtmp->misc_worn_check & W_ARMG)) {
minstapetrify(mtmp, TRUE);
return -1;
}
return((multi < 0) ? 0 : 1);
}
/* Returns 1 if otmp is free'd, 0 otherwise. */
int
mpickobj(mtmp,otmp)
register struct monst *mtmp;
register struct obj *otmp;
{
int freed_otmp;
boolean snuff_otmp = FALSE;
/* if monster is acquiring a thrown or kicked object, the throwing
or kicking code shouldn't continue to track and place it */
if (otmp == thrownobj) thrownobj = 0;
else if (otmp == kickedobj) kickedobj = 0;
/* don't want hidden light source inside the monster; assumes that
engulfers won't have external inventories; whirly monsters cause
the light to be extinguished rather than letting it shine thru */
if (otmp->lamplit && /* hack to avoid function calls for most objs */
obj_sheds_light(otmp) &&
attacktype(mtmp->data, AT_ENGL)) {
/* this is probably a burning object that you dropped or threw */
if (u.uswallow && mtmp == u.ustuck && !Blind)
pline("%s out.", Tobjnam(otmp, "go"));
snuff_otmp = TRUE;
}
/* for hero owned object on shop floor, mtmp is taking possession
and if it's eventually dropped in a shop, shk will claim it */
if (!mtmp->mtame) otmp->no_charge = 0;
/* Must do carrying effects on object prior to add_to_minv() */
carry_obj_effects(otmp);
/* add_to_minv() might free otmp [if merged with something else],
so we have to call it after doing the object checks */
freed_otmp = add_to_minv(mtmp, otmp);
/* and we had to defer this until object is in mtmp's inventory */
if (snuff_otmp) snuff_light_source(mtmp->mx, mtmp->my);
return freed_otmp;
}
void
stealamulet(mtmp)
struct monst *mtmp;
{
struct obj *otmp = (struct obj *)0;
int real=0, fake=0;
/* select the artifact to steal */
if(u.uhave.amulet) {
real = AMULET_OF_YENDOR;
fake = FAKE_AMULET_OF_YENDOR;
} else if(u.uhave.questart) {
for(otmp = invent; otmp; otmp = otmp->nobj)
if(is_quest_artifact(otmp)) break;
if (!otmp) return; /* should we panic instead? */
} else if(u.uhave.bell) {
real = BELL_OF_OPENING;
fake = BELL;
} else if(u.uhave.book) {
real = SPE_BOOK_OF_THE_DEAD;
} else if(u.uhave.menorah) {
real = CANDELABRUM_OF_INVOCATION;
} else return; /* you have nothing of special interest */
if (!otmp) {
/* If we get here, real and fake have been set up. */
for(otmp = invent; otmp; otmp = otmp->nobj)
if(otmp->otyp == real || (otmp->otyp == fake && !mtmp->iswiz))
break;
}
if (otmp) { /* we have something to snatch */
if (otmp->owornmask)
remove_worn_item(otmp, TRUE);
if(otmp->unpaid)
subfrombill(otmp, shop_keeper(*u.ushops));
freeinv(otmp);
/* mpickobj wont merge otmp because none of the above things
to steal are mergable */
(void) mpickobj(mtmp,otmp); /* may merge and free otmp */
pline("%s stole %s!", Monnam(mtmp), doname(otmp));
if (can_teleport(mtmp->data) && !tele_restrict(mtmp))
(void) rloc(mtmp, FALSE);
}
}
/* when a mimic gets poked with something, it might take that thing
(at present, only implemented for when the hero does the poking) */
void
maybe_absorb_item(mon, obj, ochance, achance)
struct monst *mon;
struct obj *obj;
int ochance, achance; /* percent chance for ordinary item, artifact */
{
if (obj == uball || obj == uchain || obj->oclass == ROCK_CLASS ||
obj_resists(obj, 100 - ochance, 100 - achance) ||
!touch_artifact(obj, mon))
return;
if (carried(obj)) {
if (obj->owornmask) remove_worn_item(obj, TRUE);
if (obj->unpaid) subfrombill(obj, shop_keeper(*u.ushops));
if (cansee(mon->mx, mon->my)) {
const char *MonName = Monnam(mon);
/* mon might be invisible; avoid "It pulls ... and absorbs it!" */
if (!strcmp(MonName, "It")) MonName = "Something";
pline("%s pulls %s away from you and absorbs %s!",
MonName, yname(obj), (obj->quan > 1L) ? "them" : "it");
} else {
const char *hand_s = body_part(HAND);
if (bimanual(obj)) hand_s = makeplural(hand_s);
pline("%s %s pulled from your %s!",
upstart(yname(obj)), otense(obj, "are"), hand_s);
}
freeinv(obj);
} else {
/* not carried; presumeably thrown or kicked */
if (canspotmon(mon))
pline("%s absorbs %s!", Monnam(mon), yname(obj));
}
/* add to mon's inventory */
(void) mpickobj(mon, obj);
}
/* drop one object taken from a (possibly dead) monster's inventory */
void
mdrop_obj(mon, obj, verbosely)
struct monst *mon;
struct obj *obj;
boolean verbosely;
{
int omx = mon->mx, omy = mon->my;
boolean update_mon = FALSE;
if (obj->owornmask) {
/* perform worn item handling if the monster is still alive */
if (mon->mhp > 0) {
mon->misc_worn_check &= ~obj->owornmask;
update_mon = TRUE;
/* don't charge for an owned saddle on dead steed (provided
that the hero is within the same shop at the time) */
} else if (mon->mtame && (obj->owornmask & W_SADDLE) &&
!obj->unpaid && costly_spot(omx, omy) &&
/* being at a costly_spot guarantees lev->roomno is not 0 */
index(in_rooms(u.ux, u.uy, SHOPBASE), levl[omx][omy].roomno)) {
obj->no_charge = 1;
}
/* this should be done even if the monster has died */
if (obj->owornmask & W_WEP) setmnotwielded(mon, obj);
obj->owornmask = 0L;
}
/* obj_no_longer_held(obj); -- done by place_object */
if (verbosely && cansee(omx, omy))
pline("%s drops %s.", Monnam(mon), distant_name(obj, doname));
if (!flooreffects(obj, omx, omy, "fall")) {
place_object(obj, omx, omy);
stackobj(obj);
}
/* do this last, after placing obj on floor; removing steed's saddle
throws rider, possibly inflicting fatal damage and producing bones */
if (update_mon) update_mon_intrinsics(mon, obj, FALSE, TRUE);
}
/* some monsters bypass the normal rules for moving between levels or
even leaving the game entirely; when that happens, prevent them from
taking the Amulet or invocation tools with them */
void
mdrop_special_objs(mon)
struct monst *mon;
{
struct obj *obj, *otmp;
for (obj = mon->minvent; obj; obj = otmp) {
otmp = obj->nobj;
/* the Amulet, invocation tools, and Rider corpses resist even when
artifacts and ordinary objects are given 0% resistance chance */
if (obj_resists(obj, 0, 0)) {
obj_extract_self(obj);
mdrop_obj(mon, obj, FALSE);
}
}
}
/* release the objects the creature is carrying */
void
relobj(mtmp, show, is_pet)
struct monst *mtmp;
int show;
boolean is_pet; /* If true, pet should keep wielded/worn items */
{
struct obj *otmp;
int omx = mtmp->mx, omy = mtmp->my;
/* vault guard's gold goes away rather than be dropped... */
if (mtmp->isgd &&
(otmp = findgold(mtmp->minvent)) != 0
) {
if (canspotmon(mtmp))
pline("%s gold %s.", s_suffix(Monnam(mtmp)),
canseemon(mtmp) ? "vanishes" : "seems to vanish");
obfree(otmp, (struct obj *)0);
} /* isgd && has gold */
while ((otmp = (is_pet ? droppables(mtmp) : mtmp->minvent)) != 0) {
obj_extract_self(otmp);
mdrop_obj(mtmp, otmp, is_pet && flags.verbose);
}
if (show && cansee(omx, omy))
newsym(omx, omy);
}
/*steal.c*/