Slightly simplify yesterday's message adjustment made when a monster
takes off a piece of armor and puts on a different instance of the
same type of armor. ("a|an <something>" -> "another <something>")
1340 lines
47 KiB
C
1340 lines
47 KiB
C
/* NetHack 3.7 worn.c $NHDT-Date: 1715109581 2024/05/07 19:19:41 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.109 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2013. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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staticfn void m_lose_armor(struct monst *, struct obj *, boolean) NONNULLPTRS;
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staticfn void clear_bypass(struct obj *) NO_NNARGS;
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staticfn void m_dowear_type(struct monst *, long, boolean, boolean)
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NONNULLARG1;
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staticfn int extra_pref(struct monst *, struct obj *) NONNULLARG1;
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static const struct worn {
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long w_mask;
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struct obj **w_obj;
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const char *w_what; /* for failing sanity check's feedback */
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} worn[] = { { W_ARM, &uarm, "suit" },
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{ W_ARMC, &uarmc, "cloak" },
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{ W_ARMH, &uarmh, "helmet" },
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{ W_ARMS, &uarms, "shield" },
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{ W_ARMG, &uarmg, "gloves" },
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{ W_ARMF, &uarmf, "boots" },
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{ W_ARMU, &uarmu, "shirt" },
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{ W_RINGL, &uleft, "left ring" },
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{ W_RINGR, &uright, "right ring" },
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{ W_WEP, &uwep, "weapon" },
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{ W_SWAPWEP, &uswapwep, "alternate weapon" },
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{ W_QUIVER, &uquiver, "quiver" },
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{ W_AMUL, &uamul, "amulet" },
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{ W_TOOL, &ublindf, "facewear" }, /* blindfold|towel|lenses */
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{ W_BALL, &uball, "chained ball" },
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{ W_CHAIN, &uchain, "attached chain" },
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{ 0, 0, (char *) 0 }
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};
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/* This only allows for one blocking item per property */
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#define w_blocks(o, m) \
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((o->otyp == MUMMY_WRAPPING && ((m) & W_ARMC) != 0L) ? INVIS \
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: (o->otyp == CORNUTHAUM && ((m) & W_ARMH) != 0L \
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&& !Role_if(PM_WIZARD)) ? CLAIRVOYANT \
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: (is_art(o, ART_EYES_OF_THE_OVERWORLD) \
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&& ((m) & W_TOOL) != 0L) ? BLINDED \
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: 0)
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/* note: monsters don't have clairvoyance, so dependency on hero's role here
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has no significant effect on their use of w_blocks() */
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/* calc the range of hero's unblind telepathy */
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void
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recalc_telepat_range(void)
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{
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const struct worn *wp;
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int nobjs = 0;
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for (wp = worn; wp->w_mask; wp++) {
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struct obj *oobj = *(wp->w_obj);
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if (oobj && objects[oobj->otyp].oc_oprop == TELEPAT)
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nobjs++;
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}
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/* count all artifacts with SPFX_ESP as one */
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if (ETelepat & W_ART)
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nobjs++;
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if (nobjs)
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u.unblind_telepat_range = (BOLT_LIM * BOLT_LIM) * nobjs;
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else
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u.unblind_telepat_range = -1;
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}
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/* Updated to use the extrinsic and blocked fields. */
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void
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setworn(struct obj *obj, long mask)
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{
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const struct worn *wp;
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struct obj *oobj;
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int p;
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if ((mask & (W_ARM | I_SPECIAL)) == (W_ARM | I_SPECIAL)) {
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/* restoring saved game; no properties are conferred via skin */
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uskin = obj;
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/* assert( !uarm ); */
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} else {
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for (wp = worn; wp->w_mask; wp++) {
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if (wp->w_mask & mask) {
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oobj = *(wp->w_obj);
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if (oobj && !(oobj->owornmask & wp->w_mask))
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impossible("Setworn: mask=0x%08lx.", wp->w_mask);
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if (oobj) {
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if (u.twoweap && (oobj->owornmask & (W_WEP | W_SWAPWEP)))
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set_twoweap(FALSE); /* u.twoweap = FALSE */
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oobj->owornmask &= ~wp->w_mask;
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if (wp->w_mask & ~(W_SWAPWEP | W_QUIVER)) {
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/* leave as "x = x <op> y", here and below, for broken
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* compilers */
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p = objects[oobj->otyp].oc_oprop;
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u.uprops[p].extrinsic =
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u.uprops[p].extrinsic & ~wp->w_mask;
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/* if the hero removed an extrinsic-granting item,
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nearby monsters will notice and attempt attacks of
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that type again */
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monstunseesu_prop(p);
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if ((p = w_blocks(oobj, mask)) != 0)
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u.uprops[p].blocked &= ~wp->w_mask;
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if (oobj->oartifact)
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set_artifact_intrinsic(oobj, 0, mask);
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}
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/* in case wearing or removal is in progress or removal
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is pending (via 'A' command for multiple items) */
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cancel_doff(oobj, wp->w_mask);
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}
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*(wp->w_obj) = obj;
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if (obj) {
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obj->owornmask |= wp->w_mask;
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/* Prevent getting/blocking intrinsics from wielding
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* potions, through the quiver, etc.
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* Allow weapon-tools, too.
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* wp_mask should be same as mask at this point.
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*/
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if (wp->w_mask & ~(W_SWAPWEP | W_QUIVER)) {
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if (obj->oclass == WEAPON_CLASS || is_weptool(obj)
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|| mask != W_WEP) {
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p = objects[obj->otyp].oc_oprop;
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u.uprops[p].extrinsic =
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u.uprops[p].extrinsic | wp->w_mask;
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if ((p = w_blocks(obj, mask)) != 0)
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u.uprops[p].blocked |= wp->w_mask;
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}
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if (obj->oartifact)
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set_artifact_intrinsic(obj, 1, mask);
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}
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}
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}
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}
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if (obj && (obj->owornmask & W_ARMOR) != 0L)
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u.uroleplay.nudist = FALSE;
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/* tux -> tuxedo -> "monkey suit" -> monk's suit */
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iflags.tux_penalty = (uarm && Role_if(PM_MONK) && gu.urole.spelarmr);
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}
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update_inventory();
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recalc_telepat_range();
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}
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/* called e.g. when obj is destroyed */
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/* Updated to use the extrinsic and blocked fields. */
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void
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setnotworn(struct obj *obj)
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{
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const struct worn *wp;
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int p;
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if (!obj)
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return;
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if (u.twoweap && (obj == uwep || obj == uswapwep))
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set_twoweap(FALSE); /* u.twoweap = FALSE */
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for (wp = worn; wp->w_mask; wp++)
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if (obj == *(wp->w_obj)) {
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/* in case wearing or removal is in progress or removal
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is pending (via 'A' command for multiple items) */
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cancel_doff(obj, wp->w_mask);
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*(wp->w_obj) = (struct obj *) 0;
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p = objects[obj->otyp].oc_oprop;
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u.uprops[p].extrinsic = u.uprops[p].extrinsic & ~wp->w_mask;
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monstunseesu_prop(p); /* remove this extrinsic from seenres */
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obj->owornmask &= ~wp->w_mask;
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if (obj->oartifact)
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set_artifact_intrinsic(obj, 0, wp->w_mask);
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if ((p = w_blocks(obj, wp->w_mask)) != 0)
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u.uprops[p].blocked &= ~wp->w_mask;
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}
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if (!uarm)
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iflags.tux_penalty = FALSE;
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update_inventory();
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recalc_telepat_range();
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}
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/* called when saving with FREEING flag set has just discarded inventory */
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void
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allunworn(void)
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{
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const struct worn *wp;
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u.twoweap = 0; /* uwep and uswapwep are going away */
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/* remove stale pointers; called after the objects have been freed
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(without first being unworn) while saving invent during game save;
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note: uball and uchain might not be freed yet but we clear them
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here anyway (savegamestate() and its callers deal with them) */
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for (wp = worn; wp->w_mask; wp++) {
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/* object is already gone so we don't/can't update is owornmask */
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*(wp->w_obj) = (struct obj *) 0;
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}
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}
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/* return item worn in slot indicated by wornmask; needed by poly_obj() */
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struct obj *
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wearmask_to_obj(long wornmask)
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{
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const struct worn *wp;
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for (wp = worn; wp->w_mask; wp++)
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if (wp->w_mask & wornmask)
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return *wp->w_obj;
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return (struct obj *) 0;
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}
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/* return a bitmask of the equipment slot(s) a given item might be worn in */
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long
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wearslot(struct obj *obj)
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{
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int otyp = obj->otyp;
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/* practically any item can be wielded or quivered; it's up to
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our caller to handle such things--we assume "normal" usage */
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long res = 0L; /* default: can't be worn anywhere */
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switch (obj->oclass) {
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case AMULET_CLASS:
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res = W_AMUL; /* WORN_AMUL */
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break;
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case RING_CLASS:
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res = W_RINGL | W_RINGR; /* W_RING, BOTH_SIDES */
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break;
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case ARMOR_CLASS:
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switch (objects[otyp].oc_armcat) {
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case ARM_SUIT:
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res = W_ARM;
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break; /* WORN_ARMOR */
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case ARM_SHIELD:
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res = W_ARMS;
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break; /* WORN_SHIELD */
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case ARM_HELM:
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res = W_ARMH;
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break; /* WORN_HELMET */
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case ARM_GLOVES:
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res = W_ARMG;
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break; /* WORN_GLOVES */
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case ARM_BOOTS:
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res = W_ARMF;
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break; /* WORN_BOOTS */
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case ARM_CLOAK:
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res = W_ARMC;
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break; /* WORN_CLOAK */
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case ARM_SHIRT:
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res = W_ARMU;
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break; /* WORN_SHIRT */
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}
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break;
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case WEAPON_CLASS:
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res = W_WEP | W_SWAPWEP;
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if (objects[otyp].oc_merge)
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res |= W_QUIVER;
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break;
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case TOOL_CLASS:
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if (otyp == BLINDFOLD || otyp == TOWEL || otyp == LENSES)
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res = W_TOOL; /* WORN_BLINDF */
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else if (is_weptool(obj) || otyp == TIN_OPENER)
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res = W_WEP | W_SWAPWEP;
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else if (otyp == SADDLE)
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res = W_SADDLE;
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break;
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case FOOD_CLASS:
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if (obj->otyp == MEAT_RING)
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res = W_RINGL | W_RINGR;
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break;
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case GEM_CLASS:
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res = W_QUIVER;
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break;
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case BALL_CLASS:
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res = W_BALL;
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break;
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case CHAIN_CLASS:
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res = W_CHAIN;
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break;
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default:
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break;
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}
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return res;
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}
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/* for 'sanity_check' option, called by you_sanity_check() */
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void
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check_wornmask_slots(void)
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{
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/* we'll skip ball and chain here--they warrant separate sanity check */
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#define IGNORE_SLOTS (W_ART | W_ARTI | W_SADDLE | W_BALL| W_CHAIN)
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char whybuf[BUFSZ];
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const struct worn *wp;
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struct obj *o, *otmp;
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long m;
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for (wp = worn; wp->w_mask; wp++) {
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m = wp->w_mask;
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if ((m & IGNORE_SLOTS) != 0L && (m & ~IGNORE_SLOTS) == 0L)
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continue;
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if ((o = *wp->w_obj) != 0) {
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whybuf[0] = '\0';
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/* slot pointer (uarm, uwep, &c) is populated; check that object
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is in inventory and has the relevant owornmask bit set */
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for (otmp = gi.invent; otmp; otmp = otmp->nobj)
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if (otmp == o)
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break;
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if (!otmp)
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Sprintf(whybuf, "%s (%s) not found in invent",
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wp->w_what, fmt_ptr(o));
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else if ((o->owornmask & m) == 0L)
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Sprintf(whybuf, "%s bit not set in owornmask [0x%08lx]",
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wp->w_what, o->owornmask);
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else if ((o->owornmask & ~(m | IGNORE_SLOTS)) != 0L)
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Sprintf(whybuf, "%s wrong bit set in owornmask [0x%08lx]",
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wp->w_what, o->owornmask);
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if (whybuf[0])
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impossible("Worn-slot insanity: %s.", whybuf);
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} /* o != NULL */
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/* check whether any item other than the one in the slot pointer
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claims to be worn/wielded in this slot; make this test whether
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'o' is Null or not; [sanity_check_worn(mkobj.c) for object by
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object checking will most likely have already caught this] */
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for (otmp = gi.invent; otmp; otmp = otmp->nobj) {
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if (otmp != o && (otmp->owornmask & m) != 0L
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/* embedded scales owornmask is W_ARM|I_SPECIAL so would
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give a false complaint about item other than uarm having
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W_ARM bit set if we didn't screen it out here */
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&& (m != W_ARM || otmp != uskin
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|| (otmp->owornmask & I_SPECIAL) == 0L)) {
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Sprintf(whybuf, "%s [0x%08lx] has %s mask 0x%08lx bit set",
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simpleonames(otmp), otmp->owornmask, wp->w_what, m);
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impossible("Worn-slot insanity: %s.", whybuf);
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}
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}
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} /* for wp in worn[] */
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#ifdef EXTRA_SANITY_CHECKS
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if (uskin) {
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const char *what = "embedded scales";
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o = uskin;
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m = W_ARM | I_SPECIAL;
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whybuf[0] = '\0';
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for (otmp = gi.invent; otmp; otmp = otmp->nobj)
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if (otmp == o)
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break;
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if (!otmp)
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Sprintf(whybuf, "%s (%s) not found in invent",
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what, fmt_ptr(o));
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else if ((o->owornmask & m) != m)
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Sprintf(whybuf, "%s bits not set in owornmask [0x%08lx]",
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what, o->owornmask);
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else if ((o->owornmask & ~(m | IGNORE_SLOTS)) != 0L)
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Sprintf(whybuf, "%s wrong bit set in owornmask [0x%08lx]",
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what, o->owornmask);
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else if (!Is_dragon_scales(o))
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Sprintf(whybuf, "%s (%s) %s not dragon scales",
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what, simpleonames(o), otense(o, "are"));
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else if (Dragon_scales_to_pm(o) != &mons[u.umonnum])
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Sprintf(whybuf, "%s, hero is not %s",
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what, an(mons[u.umonnum].pmnames[NEUTRAL]));
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if (whybuf[0])
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impossible("Worn-slot insanity: %s.", whybuf);
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} /* uskin */
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#endif /* EXTRA_SANITY_CHECKS */
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#ifdef EXTRA_SANITY_CHECKS
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/* dual wielding: not a slot but lots of things to verify */
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if (u.twoweap) {
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const char *why = NULL;
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if (!uwep || !uswapwep) {
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Sprintf(whybuf, "without %s%s%s",
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!uwep ? "uwep" : "",
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(!uwep && !uswapwep) ? " and without " : "",
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!uswapwep ? "uswapwep" : "");
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why = whybuf;
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} else if (uarms)
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why = "while wearing shield";
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else if (uwep->oclass != WEAPON_CLASS && !is_weptool(uwep))
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why = "uwep is not a weapon";
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else if (is_launcher(uwep) || is_ammo(uwep) || is_missile(uwep))
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why = "uwep is not a melee weapon";
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else if (bimanual(uwep))
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why = "uwep is two-handed";
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else if (uswapwep->oclass != WEAPON_CLASS && !is_weptool(uswapwep))
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why = "uswapwep is not a weapon";
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else if (is_launcher(uswapwep) || is_ammo(uswapwep)
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|| is_missile(uswapwep))
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why = "uswapwep is not a melee weapon";
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else if (bimanual(uswapwep))
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why = "uswapwep is two-handed";
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else if (!could_twoweap(gy.youmonst.data))
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why = "without two weapon attacks";
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if (why)
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impossible("Two-weapon insanity: %s.", why);
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}
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#endif /* EXTRA_SANITY_CHECKS */
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return;
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#undef IGNORE_SLOTS
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} /* check_wornmask_slots() */
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void
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mon_set_minvis(struct monst *mon)
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{
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mon->perminvis = 1;
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if (!mon->invis_blkd) {
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mon->minvis = 1;
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newsym(mon->mx, mon->my); /* make it disappear */
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if (mon->wormno)
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see_wsegs(mon); /* and any tail too */
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}
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}
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void
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mon_adjust_speed(
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struct monst *mon,
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int adjust, /* positive => increase speed, negative => decrease */
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struct obj *obj) /* item to make known if effect can be seen */
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{
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struct obj *otmp;
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boolean give_msg = !gi.in_mklev, petrify = FALSE;
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unsigned int oldspeed = mon->mspeed;
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switch (adjust) {
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case 2:
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mon->permspeed = MFAST;
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give_msg = FALSE; /* special case monster creation */
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break;
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case 1:
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if (mon->permspeed == MSLOW)
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mon->permspeed = 0;
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else
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mon->permspeed = MFAST;
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break;
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case 0: /* just check for worn speed boots */
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break;
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case -1:
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if (mon->permspeed == MFAST)
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mon->permspeed = 0;
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else
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mon->permspeed = MSLOW;
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break;
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case -2:
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mon->permspeed = MSLOW;
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give_msg = FALSE; /* (not currently used) */
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break;
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case -3: /* petrification */
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/* take away intrinsic speed but don't reduce normal speed */
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if (mon->permspeed == MFAST)
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mon->permspeed = 0;
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petrify = TRUE;
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break;
|
|
case -4: /* green slime */
|
|
if (mon->permspeed == MFAST)
|
|
mon->permspeed = 0;
|
|
give_msg = FALSE;
|
|
break;
|
|
}
|
|
|
|
for (otmp = mon->minvent; otmp; otmp = otmp->nobj)
|
|
if (otmp->owornmask && objects[otmp->otyp].oc_oprop == FAST)
|
|
break;
|
|
if (otmp) /* speed boots */
|
|
mon->mspeed = MFAST;
|
|
else
|
|
mon->mspeed = mon->permspeed;
|
|
|
|
/* no message if monster is immobile (temp or perm) or unseen */
|
|
if (give_msg && (mon->mspeed != oldspeed || petrify) && mon->data->mmove
|
|
&& !(mon->mfrozen || mon->msleeping) && canseemon(mon)) {
|
|
/* fast to slow (skipping intermediate state) or vice versa */
|
|
const char *howmuch =
|
|
(mon->mspeed + oldspeed == MFAST + MSLOW) ? "much " : "";
|
|
|
|
if (petrify) {
|
|
/* mimic the player's petrification countdown; "slowing down"
|
|
even if fast movement rate retained via worn speed boots */
|
|
if (flags.verbose)
|
|
pline("%s is slowing down.", Monnam(mon));
|
|
} else if (adjust > 0 || mon->mspeed == MFAST)
|
|
pline("%s is suddenly moving %sfaster.", Monnam(mon), howmuch);
|
|
else
|
|
pline("%s seems to be moving %sslower.", Monnam(mon), howmuch);
|
|
|
|
/* might discover an object if we see the speed change happen */
|
|
if (obj != 0)
|
|
learnwand(obj);
|
|
}
|
|
}
|
|
|
|
/* alchemy smock confers two properties, poison and acid resistance
|
|
but objects[ALCHEMY_SMOCK].oc_oprop can only describe one of them;
|
|
if it is poison resistance, alternate property is acid resistance;
|
|
if someone changes it to acid resistance, alt becomes poison resist;
|
|
if someone changes it to hallucination resistance, all bets are off
|
|
[TODO: handle alternate properties conferred by dragon scales/mail] */
|
|
#define altprop(o) \
|
|
(((o)->otyp == ALCHEMY_SMOCK) \
|
|
? (POISON_RES + ACID_RES - objects[(o)->otyp].oc_oprop) \
|
|
: 0)
|
|
|
|
/* armor put on or taken off; might be magical variety */
|
|
void
|
|
update_mon_extrinsics(
|
|
struct monst *mon,
|
|
struct obj *obj, /* armor being worn or taken off */
|
|
boolean on,
|
|
boolean silently)
|
|
{
|
|
int unseen;
|
|
uchar mask;
|
|
struct obj *otmp;
|
|
int which = (int) objects[obj->otyp].oc_oprop,
|
|
altwhich = altprop(obj);
|
|
|
|
unseen = !canseemon(mon);
|
|
if (!which && !altwhich)
|
|
goto maybe_blocks;
|
|
|
|
again:
|
|
if (on) {
|
|
switch (which) {
|
|
case INVIS:
|
|
mon->minvis = !mon->invis_blkd;
|
|
break;
|
|
case FAST: {
|
|
boolean save_in_mklev = gi.in_mklev;
|
|
if (silently)
|
|
gi.in_mklev = TRUE;
|
|
mon_adjust_speed(mon, 0, obj);
|
|
gi.in_mklev = save_in_mklev;
|
|
break;
|
|
}
|
|
/* properties handled elsewhere */
|
|
case ANTIMAGIC:
|
|
case REFLECTING:
|
|
case PROTECTION:
|
|
break;
|
|
/* properties which have no effect for monsters */
|
|
case CLAIRVOYANT:
|
|
case STEALTH:
|
|
case TELEPAT:
|
|
break;
|
|
/* properties which should have an effect but aren't implemented */
|
|
case LEVITATION:
|
|
case FLYING:
|
|
case WWALKING:
|
|
break;
|
|
/* properties which maybe should have an effect but don't */
|
|
case DISPLACED:
|
|
case FUMBLING:
|
|
case JUMPING:
|
|
break;
|
|
default:
|
|
mon->mextrinsics |= (unsigned short) res_to_mr(which);
|
|
break;
|
|
}
|
|
} else { /* off */
|
|
switch (which) {
|
|
case INVIS:
|
|
mon->minvis = mon->perminvis;
|
|
break;
|
|
case FAST: {
|
|
boolean save_in_mklev = gi.in_mklev;
|
|
if (silently)
|
|
gi.in_mklev = TRUE;
|
|
mon_adjust_speed(mon, 0, obj);
|
|
gi.in_mklev = save_in_mklev;
|
|
break;
|
|
}
|
|
case FIRE_RES:
|
|
case COLD_RES:
|
|
case SLEEP_RES:
|
|
case DISINT_RES:
|
|
case SHOCK_RES:
|
|
case POISON_RES:
|
|
case ACID_RES:
|
|
case STONE_RES:
|
|
/*
|
|
* Update monster's extrinsics (for worn objects only;
|
|
* 'obj' itself might still be worn or already unworn).
|
|
*
|
|
* If an alchemy smock is being taken off, this code will
|
|
* be run twice (via 'goto again') and other worn gear
|
|
* gets tested for conferring poison resistance on the
|
|
* first pass and acid resistance on the second.
|
|
*
|
|
* If some other item is being taken off, there will be
|
|
* only one pass but a worn alchemy smock will be an
|
|
* alternate source for either of those two resistances.
|
|
*/
|
|
mask = res_to_mr(which);
|
|
for (otmp = mon->minvent; otmp; otmp = otmp->nobj) {
|
|
if (otmp == obj || !otmp->owornmask)
|
|
continue;
|
|
if ((int) objects[otmp->otyp].oc_oprop == which)
|
|
break;
|
|
/* check whether 'otmp' confers target property as an extra
|
|
one rather than as the one specified for it in objects[] */
|
|
if (altprop(otmp) == which)
|
|
break;
|
|
}
|
|
if (!otmp)
|
|
mon->mextrinsics &= ~((unsigned short) mask);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* worn alchemy smock/apron confers both poison resistance and acid
|
|
resistance to the hero so do likewise for monster who wears one */
|
|
if (altwhich && which != altwhich) {
|
|
which = altwhich;
|
|
goto again;
|
|
}
|
|
|
|
maybe_blocks:
|
|
/* obj->owornmask has been cleared by this point, so we can't use it.
|
|
However, since monsters don't wield armor, we don't have to guard
|
|
against that and can get away with a blanket worn-mask value. */
|
|
switch (w_blocks(obj, ~0L)) {
|
|
case INVIS:
|
|
mon->invis_blkd = on ? 1 : 0;
|
|
mon->minvis = on ? 0 : mon->perminvis;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (!on && mon == u.usteed && obj->otyp == SADDLE)
|
|
dismount_steed(DISMOUNT_FELL);
|
|
|
|
/* if couldn't see it but now can, or vice versa, update display */
|
|
if (!silently && (unseen ^ !canseemon(mon)))
|
|
newsym(mon->mx, mon->my);
|
|
}
|
|
|
|
#undef altprop
|
|
|
|
int
|
|
find_mac(struct monst *mon)
|
|
{
|
|
struct obj *obj;
|
|
int base = mon->data->ac;
|
|
long mwflags = mon->misc_worn_check;
|
|
|
|
for (obj = mon->minvent; obj; obj = obj->nobj) {
|
|
if (obj->owornmask & mwflags) {
|
|
if (obj->otyp == AMULET_OF_GUARDING)
|
|
base -= 2; /* fixed amount, not impacted by erosion */
|
|
else
|
|
base -= ARM_BONUS(obj);
|
|
/* since ARM_BONUS is positive, subtracting it increases AC */
|
|
}
|
|
}
|
|
/* same cap as for hero [find_ac(do_wear.c)] */
|
|
if (abs(base) > AC_MAX)
|
|
base = sgn(base) * AC_MAX;
|
|
return base;
|
|
}
|
|
|
|
/*
|
|
* weapons are handled separately;
|
|
* rings and eyewear aren't used by monsters
|
|
*/
|
|
|
|
/* Wear the best object of each type that the monster has. During creation,
|
|
* the monster can put everything on at once; otherwise, wearing takes time.
|
|
* This doesn't affect monster searching for objects--a monster may very well
|
|
* search for objects it would not want to wear, because we don't want to
|
|
* check which_armor() each round.
|
|
*
|
|
* We'll let monsters put on shirts and/or suits under worn cloaks, but
|
|
* not shirts under worn suits. This is somewhat arbitrary, but it's
|
|
* too tedious to have them remove and later replace outer garments,
|
|
* and preventing suits under cloaks makes it a little bit too easy for
|
|
* players to influence what gets worn. Putting on a shirt underneath
|
|
* already worn body armor is too obviously buggy...
|
|
*/
|
|
void
|
|
m_dowear(struct monst *mon, boolean creation)
|
|
{
|
|
boolean can_wear_armor;
|
|
|
|
#define RACE_EXCEPTION TRUE
|
|
/* Note the restrictions here are the same as in dowear in do_wear.c
|
|
* except for the additional restriction on intelligence. (Players
|
|
* are always intelligent, even if polymorphed).
|
|
*/
|
|
if (verysmall(mon->data) || nohands(mon->data) || is_animal(mon->data))
|
|
return;
|
|
/* give mummies a chance to wear their wrappings
|
|
* and let skeletons wear their initial armor */
|
|
if (mindless(mon->data)
|
|
&& (!creation || (mon->data->mlet != S_MUMMY
|
|
&& mon->data != &mons[PM_SKELETON])))
|
|
return;
|
|
|
|
m_dowear_type(mon, W_AMUL, creation, FALSE);
|
|
can_wear_armor = !cantweararm(mon->data); /* for suit, cloak, shirt */
|
|
/* can't put on shirt if already wearing suit */
|
|
if (can_wear_armor && !(mon->misc_worn_check & W_ARM))
|
|
m_dowear_type(mon, W_ARMU, creation, FALSE);
|
|
/* WrappingAllowed() makes any size between small and huge eligible;
|
|
treating small as a special case allows hobbits, gnomes, and
|
|
kobolds to wear all cloaks; large and huge allows giants and such
|
|
to wear mummy wrappings but not other cloaks */
|
|
if (can_wear_armor || WrappingAllowed(mon->data))
|
|
m_dowear_type(mon, W_ARMC, creation, FALSE);
|
|
m_dowear_type(mon, W_ARMH, creation, FALSE);
|
|
if (!MON_WEP(mon) || !bimanual(MON_WEP(mon)))
|
|
m_dowear_type(mon, W_ARMS, creation, FALSE);
|
|
m_dowear_type(mon, W_ARMG, creation, FALSE);
|
|
if (!slithy(mon->data) && mon->data->mlet != S_CENTAUR)
|
|
m_dowear_type(mon, W_ARMF, creation, FALSE);
|
|
if (can_wear_armor)
|
|
m_dowear_type(mon, W_ARM, creation, FALSE);
|
|
else
|
|
m_dowear_type(mon, W_ARM, creation, RACE_EXCEPTION);
|
|
}
|
|
|
|
staticfn void
|
|
m_dowear_type(
|
|
struct monst *mon,
|
|
long flag, /* wornmask value */
|
|
boolean creation, /* no wear messages when mon is being created */
|
|
boolean racialexception) /* small monsters that are allowed for player
|
|
* races (gnomes) can wear suits */
|
|
{
|
|
struct obj *old, *best, *obj;
|
|
long oldmask = 0L;
|
|
int m_delay = 0;
|
|
int sawmon = canseemon(mon), sawloc = cansee(mon->mx, mon->my);
|
|
boolean autocurse;
|
|
char nambuf[BUFSZ];
|
|
|
|
if (mon->mfrozen)
|
|
return; /* probably putting previous item on */
|
|
|
|
/* Get a copy of monster's name before altering its visibility */
|
|
Strcpy(nambuf, See_invisible ? Monnam(mon) : mon_nam(mon));
|
|
|
|
old = which_armor(mon, flag);
|
|
if (old && old->cursed)
|
|
return;
|
|
if (old && flag == W_AMUL && old->otyp != AMULET_OF_GUARDING)
|
|
return; /* no amulet better than life-saving or reflection */
|
|
best = old;
|
|
|
|
for (obj = mon->minvent; obj; obj = obj->nobj) {
|
|
switch (flag) {
|
|
case W_AMUL:
|
|
if (obj->oclass != AMULET_CLASS
|
|
|| (obj->otyp != AMULET_OF_LIFE_SAVING
|
|
&& obj->otyp != AMULET_OF_REFLECTION
|
|
&& obj->otyp != AMULET_OF_GUARDING))
|
|
continue;
|
|
/* for 'best' to be non-Null, it must be an amulet of guarding;
|
|
life-saving and reflection don't get here due to early return
|
|
and other amulets of guarding can't be any better */
|
|
if (!best || obj->otyp != AMULET_OF_GUARDING) {
|
|
best = obj;
|
|
if (best->otyp != AMULET_OF_GUARDING)
|
|
goto outer_break; /* life-saving or reflection; use it */
|
|
}
|
|
continue; /* skip post-switch armor handling */
|
|
case W_ARMU:
|
|
if (!is_shirt(obj))
|
|
continue;
|
|
break;
|
|
case W_ARMC:
|
|
if (!is_cloak(obj))
|
|
continue;
|
|
/* mummy wrapping is only cloak allowed when bigger than human */
|
|
if (mon->data->msize > MZ_HUMAN && obj->otyp != MUMMY_WRAPPING)
|
|
continue;
|
|
/* avoid mummy wrapping if it will allow hero to see mon (unless
|
|
this is a new mummy; an invisible one is feasible via ^G) */
|
|
if (mon->minvis && w_blocks(obj, W_ARMC) == INVIS
|
|
&& !See_invisible && !creation)
|
|
continue;
|
|
break;
|
|
case W_ARMH:
|
|
if (!is_helmet(obj))
|
|
continue;
|
|
/* changing alignment is not implemented for monsters;
|
|
priests and minions could change alignment but wouldn't
|
|
want to, so they reject helms of opposite alignment */
|
|
if (obj->otyp == HELM_OF_OPPOSITE_ALIGNMENT
|
|
&& (mon->ispriest || mon->isminion))
|
|
continue;
|
|
/* (flimsy exception matches polyself handling) */
|
|
if (has_horns(mon->data) && !is_flimsy(obj))
|
|
continue;
|
|
break;
|
|
case W_ARMS:
|
|
if (!is_shield(obj))
|
|
continue;
|
|
break;
|
|
case W_ARMG:
|
|
if (!is_gloves(obj))
|
|
continue;
|
|
break;
|
|
case W_ARMF:
|
|
if (!is_boots(obj))
|
|
continue;
|
|
break;
|
|
case W_ARM:
|
|
if (!is_suit(obj))
|
|
continue;
|
|
if (racialexception && (racial_exception(mon, obj) < 1))
|
|
continue;
|
|
break;
|
|
}
|
|
if (obj->owornmask)
|
|
continue;
|
|
/* I'd like to define a VISIBLE_ARM_BONUS which doesn't assume the
|
|
* monster knows obj->spe, but if I did that, a monster would keep
|
|
* switching forever between two -2 caps since when it took off one
|
|
* it would forget spe and once again think the object is better
|
|
* than what it already has.
|
|
*/
|
|
if (best && (ARM_BONUS(best) + extra_pref(mon, best)
|
|
>= ARM_BONUS(obj) + extra_pref(mon, obj)))
|
|
continue;
|
|
best = obj;
|
|
}
|
|
outer_break:
|
|
if (!best || best == old)
|
|
return;
|
|
|
|
/* same auto-cursing behavior as for hero */
|
|
autocurse = ((best->otyp == HELM_OF_OPPOSITE_ALIGNMENT
|
|
|| best->otyp == DUNCE_CAP) && !best->cursed);
|
|
/* if wearing a cloak, account for the time spent removing
|
|
and re-wearing it when putting on a suit or shirt */
|
|
if ((flag == W_ARM || flag == W_ARMU) && (mon->misc_worn_check & W_ARMC))
|
|
m_delay += 2;
|
|
/* when upgrading a piece of armor, account for time spent
|
|
taking off current one */
|
|
if (old) {
|
|
m_delay += objects[old->otyp].oc_delay;
|
|
|
|
oldmask = old->owornmask; /* needed later by artifact_light() */
|
|
old->owornmask = 0L; /* avoid doname() showing "(being worn)" */
|
|
}
|
|
|
|
if (!creation) {
|
|
if (sawmon) {
|
|
char buf[BUFSZ], oldarm[BUFSZ], newarm[BUFSZ + sizeof "another "];
|
|
|
|
/* "<Mon> [removes <oldarm> and ]puts on <newarm>."
|
|
uses accessory verbs for armor but we can live with that */
|
|
if (old) {
|
|
Strcpy(oldarm, distant_name(old, doname));
|
|
Snprintf(buf, sizeof buf, " removes %s and", oldarm);
|
|
} else {
|
|
buf[0] = oldarm[0] = '\0';
|
|
}
|
|
Strcpy(newarm, distant_name(best, doname));
|
|
/* a monster will swap an item of the same type as the one it
|
|
is replacing when the enchantment is better;
|
|
if newarm and oldarm have identical descriptions, substitute
|
|
"another <newarm>" for "a|an <newarm>" */
|
|
if (!strcmpi(newarm, oldarm)) {
|
|
/* size of newarm[] has been overallocated to guarantee
|
|
enough room to insert "another " */
|
|
if (!strncmpi(newarm, "a ", 2))
|
|
(void) strsubst(newarm, "a ", "another ");
|
|
else if (!strncmpi(newarm, "an ", 3))
|
|
(void) strsubst(newarm, "an ", "another ");
|
|
newarm[BUFSZ - 1] = '\0';
|
|
}
|
|
pline("%s%s puts on %s.", Monnam(mon), buf, newarm);
|
|
if (autocurse)
|
|
pline("%s %s %s %s for a moment.", s_suffix(Monnam(mon)),
|
|
simpleonames(best), otense(best, "glow"),
|
|
hcolor(NH_BLACK));
|
|
} /* can see it */
|
|
m_delay += objects[best->otyp].oc_delay;
|
|
mon->mfrozen = m_delay;
|
|
if (mon->mfrozen)
|
|
mon->mcanmove = 0;
|
|
}
|
|
if (old) {
|
|
update_mon_extrinsics(mon, old, FALSE, creation);
|
|
|
|
/* owornmask was cleared above but artifact_light() expects it */
|
|
old->owornmask = oldmask;
|
|
if (old->lamplit && artifact_light(old))
|
|
end_burn(old, FALSE);
|
|
old->owornmask = 0L;
|
|
}
|
|
mon->misc_worn_check |= flag;
|
|
best->owornmask |= flag;
|
|
if (autocurse)
|
|
curse(best);
|
|
if (artifact_light(best) && !best->lamplit) {
|
|
begin_burn(best, FALSE);
|
|
vision_recalc(1);
|
|
if (!creation && best->lamplit && cansee(mon->mx, mon->my)) {
|
|
const char *adesc = arti_light_description(best);
|
|
|
|
if (sawmon) /* could already see monster */
|
|
pline("%s %s to shine %s.", Yname2(best),
|
|
otense(best, "begin"), adesc);
|
|
else if (canseemon(mon)) /* didn't see it until new light */
|
|
pline("%s %s shining %s.", Yname2(best),
|
|
otense(best, "are"), adesc);
|
|
else if (sawloc) /* saw location but not invisible monster */
|
|
pline("%s begins to shine %s.", Something, adesc);
|
|
else /* didn't see location until new light */
|
|
pline("%s is shining %s.", Something, adesc);
|
|
}
|
|
}
|
|
update_mon_extrinsics(mon, best, TRUE, creation);
|
|
/* if couldn't see it but now can, or vice versa, */
|
|
if (!creation && (sawmon ^ canseemon(mon))) {
|
|
if (mon->minvis && !See_invisible) {
|
|
pline("Suddenly you cannot see %s.", nambuf);
|
|
makeknown(best->otyp);
|
|
/* } else if (!mon->minvis) {
|
|
* pline("%s suddenly appears!", Amonnam(mon)); */
|
|
}
|
|
}
|
|
}
|
|
#undef RACE_EXCEPTION
|
|
|
|
struct obj *
|
|
which_armor(struct monst *mon, long flag)
|
|
{
|
|
if (mon == &gy.youmonst) {
|
|
switch (flag) {
|
|
case W_ARM:
|
|
return uarm;
|
|
case W_ARMC:
|
|
return uarmc;
|
|
case W_ARMH:
|
|
return uarmh;
|
|
case W_ARMS:
|
|
return uarms;
|
|
case W_ARMG:
|
|
return uarmg;
|
|
case W_ARMF:
|
|
return uarmf;
|
|
case W_ARMU:
|
|
return uarmu;
|
|
default:
|
|
impossible("bad flag in which_armor");
|
|
return 0;
|
|
}
|
|
} else {
|
|
struct obj *obj;
|
|
|
|
for (obj = mon->minvent; obj; obj = obj->nobj)
|
|
if (obj->owornmask & flag)
|
|
return obj;
|
|
return (struct obj *) 0;
|
|
}
|
|
}
|
|
|
|
/* remove an item of armor and then drop it */
|
|
staticfn void
|
|
m_lose_armor(
|
|
struct monst *mon,
|
|
struct obj *obj,
|
|
boolean polyspot)
|
|
{
|
|
extract_from_minvent(mon, obj, TRUE, FALSE);
|
|
place_object(obj, mon->mx, mon->my);
|
|
if (polyspot)
|
|
bypass_obj(obj);
|
|
/* call stackobj() if we ever drop anything that can merge */
|
|
newsym(mon->mx, mon->my);
|
|
}
|
|
|
|
/* clear bypass bits for an object chain, plus contents if applicable */
|
|
staticfn void
|
|
clear_bypass(struct obj *objchn)
|
|
{
|
|
struct obj *o;
|
|
|
|
for (o = objchn; o; o = o->nobj) {
|
|
o->bypass = 0;
|
|
if (Has_contents(o))
|
|
clear_bypass(o->cobj);
|
|
}
|
|
}
|
|
|
|
/* all objects with their bypass bit set should now be reset to normal;
|
|
this can be a relatively expensive operation so is only called if
|
|
svc.context.bypasses is set */
|
|
void
|
|
clear_bypasses(void)
|
|
{
|
|
struct monst *mtmp;
|
|
|
|
/*
|
|
* 'Object' bypass is also used for one monster function:
|
|
* polymorph control of long worms. Activated via setting
|
|
* svc.context.bypasses even if no specific object has been
|
|
* bypassed.
|
|
*/
|
|
|
|
clear_bypass(fobj);
|
|
clear_bypass(gi.invent);
|
|
clear_bypass(gm.migrating_objs);
|
|
clear_bypass(svl.level.buriedobjlist);
|
|
clear_bypass(gb.billobjs);
|
|
clear_bypass(go.objs_deleted);
|
|
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
|
|
if (DEADMONSTER(mtmp))
|
|
continue;
|
|
clear_bypass(mtmp->minvent);
|
|
/* long worm created by polymorph has mon->mextra->mcorpsenm set
|
|
to PM_LONG_WORM to flag it as not being subject to further
|
|
polymorph (so polymorph zap won't hit monster to transform it
|
|
into a long worm, then hit that worm's tail and transform it
|
|
again on same zap); clearing mcorpsenm reverts worm to normal */
|
|
if (mtmp->data == &mons[PM_LONG_WORM] && has_mcorpsenm(mtmp))
|
|
MCORPSENM(mtmp) = NON_PM;
|
|
}
|
|
for (mtmp = gm.migrating_mons; mtmp; mtmp = mtmp->nmon) {
|
|
clear_bypass(mtmp->minvent);
|
|
/* no MCORPSENM(mtmp)==PM_LONG_WORM check here; long worms can't
|
|
be just created by polymorph and migrating at the same time */
|
|
}
|
|
/* this is a no-op since mydogs is only non-Null during level change or
|
|
final ascension and we aren't called at those times, but be thorough */
|
|
for (mtmp = gm.mydogs; mtmp; mtmp = mtmp->nmon)
|
|
clear_bypass(mtmp->minvent);
|
|
/* ball and chain can be "floating", not on any object chain (when
|
|
hero is swallowed by an engulfing monster, for instance) */
|
|
if (uball)
|
|
uball->bypass = 0;
|
|
if (uchain)
|
|
uchain->bypass = 0;
|
|
|
|
svc.context.bypasses = FALSE;
|
|
}
|
|
|
|
void
|
|
bypass_obj(struct obj *obj)
|
|
{
|
|
obj->bypass = 1;
|
|
svc.context.bypasses = TRUE;
|
|
}
|
|
|
|
/* set or clear the bypass bit in a list of objects */
|
|
void
|
|
bypass_objlist(
|
|
struct obj *objchain,
|
|
boolean on) /* TRUE => set, FALSE => clear */
|
|
{
|
|
if (on && objchain)
|
|
svc.context.bypasses = TRUE;
|
|
while (objchain) {
|
|
objchain->bypass = on ? 1 : 0;
|
|
objchain = objchain->nobj;
|
|
}
|
|
}
|
|
|
|
/* return the first object without its bypass bit set; set that bit
|
|
before returning so that successive calls will find further objects */
|
|
struct obj *
|
|
nxt_unbypassed_obj(struct obj *objchain)
|
|
{
|
|
while (objchain) {
|
|
if (!objchain->bypass) {
|
|
bypass_obj(objchain);
|
|
break;
|
|
}
|
|
objchain = objchain->nobj;
|
|
}
|
|
return objchain;
|
|
}
|
|
|
|
/* like nxt_unbypassed_obj() but operates on sortloot_item array rather
|
|
than an object linked list; the array contains obj==Null terminator;
|
|
there's an added complication that the array may have stale pointers
|
|
for deleted objects (see Multiple-Drop case in askchain(invent.c)) */
|
|
struct obj *
|
|
nxt_unbypassed_loot(Loot *lootarray, struct obj *listhead)
|
|
{
|
|
struct obj *o, *obj;
|
|
|
|
while ((obj = lootarray->obj) != 0) {
|
|
for (o = listhead; o; o = o->nobj)
|
|
if (o == obj)
|
|
break;
|
|
if (o && !obj->bypass) {
|
|
bypass_obj(obj);
|
|
break;
|
|
}
|
|
++lootarray;
|
|
}
|
|
return obj;
|
|
}
|
|
|
|
void
|
|
mon_break_armor(struct monst *mon, boolean polyspot)
|
|
{
|
|
struct obj *otmp;
|
|
struct permonst *mdat = mon->data;
|
|
boolean vis = cansee(mon->mx, mon->my),
|
|
handless_or_tiny = (nohands(mdat) || verysmall(mdat)),
|
|
noride = FALSE;
|
|
const char *pronoun = mhim(mon), *ppronoun = mhis(mon);
|
|
|
|
if (breakarm(mdat)) {
|
|
if ((otmp = which_armor(mon, W_ARM)) != 0) {
|
|
if ((Is_dragon_scales(otmp) && mdat == Dragon_scales_to_pm(otmp))
|
|
|| (Is_dragon_mail(otmp) && mdat == Dragon_mail_to_pm(otmp))) {
|
|
; /* no message here;
|
|
"the dragon merges with his scaly armor" is odd
|
|
and the monster's previous form is already gone */
|
|
} else {
|
|
Soundeffect(se_cracking_sound, 100);
|
|
if (vis)
|
|
pline("%s breaks out of %s armor!", Monnam(mon), ppronoun);
|
|
else
|
|
You_hear("a cracking sound.");
|
|
}
|
|
m_useup(mon, otmp);
|
|
}
|
|
if ((otmp = which_armor(mon, W_ARMC)) != 0
|
|
/* mummy wrapping adapts to small and very big sizes */
|
|
&& (otmp->otyp != MUMMY_WRAPPING || !WrappingAllowed(mdat))) {
|
|
if (otmp->oartifact) {
|
|
if (vis)
|
|
pline("%s %s falls off!", s_suffix(Monnam(mon)),
|
|
cloak_simple_name(otmp));
|
|
m_lose_armor(mon, otmp, polyspot);
|
|
} else {
|
|
Soundeffect(se_ripping_sound, 100);
|
|
if (vis)
|
|
pline("%s %s tears apart!", s_suffix(Monnam(mon)),
|
|
cloak_simple_name(otmp));
|
|
else
|
|
You_hear("a ripping sound.");
|
|
m_useup(mon, otmp);
|
|
}
|
|
}
|
|
if ((otmp = which_armor(mon, W_ARMU)) != 0) {
|
|
if (vis)
|
|
pline("%s shirt rips to shreds!", s_suffix(Monnam(mon)));
|
|
else
|
|
You_hear("a ripping sound.");
|
|
m_useup(mon, otmp);
|
|
}
|
|
} else if (sliparm(mdat)) {
|
|
/* sliparm checks whirly, noncorporeal, and small or under */
|
|
boolean passes_thru_clothes = !(mdat->msize <= MZ_SMALL);
|
|
|
|
if ((otmp = which_armor(mon, W_ARM)) != 0) {
|
|
Soundeffect(se_thud, 50);
|
|
if (vis)
|
|
pline("%s armor falls around %s!", s_suffix(Monnam(mon)),
|
|
pronoun);
|
|
else
|
|
You_hear("a thud.");
|
|
m_lose_armor(mon, otmp, polyspot);
|
|
}
|
|
if ((otmp = which_armor(mon, W_ARMC)) != 0
|
|
/* mummy wrapping adapts to small and very big sizes */
|
|
&& (otmp->otyp != MUMMY_WRAPPING || !WrappingAllowed(mdat))) {
|
|
if (vis) {
|
|
if (is_whirly(mon->data))
|
|
pline("%s %s falls, unsupported!", s_suffix(Monnam(mon)),
|
|
cloak_simple_name(otmp));
|
|
else
|
|
pline("%s shrinks out of %s %s!", Monnam(mon), ppronoun,
|
|
cloak_simple_name(otmp));
|
|
}
|
|
m_lose_armor(mon, otmp, polyspot);
|
|
}
|
|
if ((otmp = which_armor(mon, W_ARMU)) != 0) {
|
|
if (vis) {
|
|
if (passes_thru_clothes)
|
|
pline("%s seeps right through %s shirt!", Monnam(mon),
|
|
ppronoun);
|
|
else
|
|
pline("%s becomes much too small for %s shirt!",
|
|
Monnam(mon), ppronoun);
|
|
}
|
|
m_lose_armor(mon, otmp, polyspot);
|
|
}
|
|
}
|
|
if (handless_or_tiny) {
|
|
/* [caller needs to handle weapon checks] */
|
|
if ((otmp = which_armor(mon, W_ARMG)) != 0) {
|
|
if (vis)
|
|
pline("%s drops %s gloves%s!", Monnam(mon), ppronoun,
|
|
MON_WEP(mon) ? " and weapon" : "");
|
|
m_lose_armor(mon, otmp, polyspot);
|
|
}
|
|
if ((otmp = which_armor(mon, W_ARMS)) != 0) {
|
|
Soundeffect(se_clank, 50);
|
|
if (vis)
|
|
pline("%s can no longer hold %s shield!", Monnam(mon),
|
|
ppronoun);
|
|
else
|
|
You_hear("a clank.");
|
|
m_lose_armor(mon, otmp, polyspot);
|
|
}
|
|
}
|
|
if (handless_or_tiny || has_horns(mdat)) {
|
|
if ((otmp = which_armor(mon, W_ARMH)) != 0
|
|
/* flimsy test for horns matches polyself handling */
|
|
&& (handless_or_tiny || !is_flimsy(otmp))) {
|
|
if (vis)
|
|
pline("%s helmet falls to the %s!", s_suffix(Monnam(mon)),
|
|
surface(mon->mx, mon->my));
|
|
else
|
|
You_hear("a clank.");
|
|
m_lose_armor(mon, otmp, polyspot);
|
|
}
|
|
}
|
|
if (handless_or_tiny || slithy(mdat) || mdat->mlet == S_CENTAUR) {
|
|
if ((otmp = which_armor(mon, W_ARMF)) != 0) {
|
|
if (vis) {
|
|
if (is_whirly(mon->data))
|
|
pline("%s boots fall away!", s_suffix(Monnam(mon)));
|
|
else
|
|
pline("%s boots %s off %s feet!", s_suffix(Monnam(mon)),
|
|
verysmall(mdat) ? "slide" : "are pushed", ppronoun);
|
|
}
|
|
m_lose_armor(mon, otmp, polyspot);
|
|
}
|
|
}
|
|
if (!can_saddle(mon)) {
|
|
if ((otmp = which_armor(mon, W_SADDLE)) != 0) {
|
|
m_lose_armor(mon, otmp, polyspot);
|
|
if (vis)
|
|
pline("%s saddle falls off.", s_suffix(Monnam(mon)));
|
|
}
|
|
if (mon == u.usteed)
|
|
noride = TRUE;
|
|
}
|
|
if (noride || (mon == u.usteed && !can_ride(mon))) {
|
|
You("can no longer ride %s.", mon_nam(mon));
|
|
if (touch_petrifies(u.usteed->data) && !Stone_resistance && rnl(3)) {
|
|
char buf[BUFSZ];
|
|
|
|
You("touch %s.", mon_nam(u.usteed));
|
|
Sprintf(buf, "falling off %s",
|
|
an(pmname(u.usteed->data, Mgender(u.usteed))));
|
|
instapetrify(buf);
|
|
}
|
|
dismount_steed(DISMOUNT_FELL);
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* bias a monster's preferences towards armor that has special benefits. */
|
|
staticfn int
|
|
extra_pref(struct monst *mon, struct obj *obj)
|
|
{
|
|
/* currently only does speed boots, but might be expanded if monsters
|
|
* get to use more armor abilities
|
|
*/
|
|
if (obj) {
|
|
if (obj->otyp == SPEED_BOOTS && mon->permspeed != MFAST)
|
|
return 20;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
* Exceptions to things based on race.
|
|
* Correctly checks polymorphed player race.
|
|
* Returns:
|
|
* 0 No exception, normal rules apply.
|
|
* 1 If the race/object combination is acceptable.
|
|
* -1 If the race/object combination is unacceptable.
|
|
*/
|
|
int
|
|
racial_exception(struct monst *mon, struct obj *obj)
|
|
{
|
|
const struct permonst *ptr = raceptr(mon);
|
|
|
|
/* Acceptable Exceptions: */
|
|
/* Allow hobbits to wear elven armor - LoTR */
|
|
if (ptr == &mons[PM_HOBBIT] && is_elven_armor(obj))
|
|
return 1;
|
|
/* Unacceptable Exceptions: */
|
|
/* Checks for object that certain races should never use go here */
|
|
/* return -1; */
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* Remove an object from a monster's inventory. */
|
|
void
|
|
extract_from_minvent(
|
|
struct monst *mon,
|
|
struct obj *obj,
|
|
boolean do_extrinsics, /* whether to call update_mon_extrinsics */
|
|
boolean silently) /* doesn't affect all possible messages,
|
|
* just update_mon_extrinsics's */
|
|
{
|
|
long unwornmask = obj->owornmask;
|
|
|
|
/*
|
|
* At its core this is just obj_extract_self(), but it also handles
|
|
* any updates that need to happen if the gear is equipped or in
|
|
* some other sort of state that needs handling.
|
|
* Note that like obj_extract_self(), this leaves obj free.
|
|
*/
|
|
|
|
if (obj->where != OBJ_MINVENT) {
|
|
impossible("extract_from_minvent called on object not in minvent");
|
|
return;
|
|
}
|
|
/* handle gold dragon scales/scale-mail (lit when worn) before clearing
|
|
obj->owornmask because artifact_light() expects that to be W_ARM */
|
|
if ((unwornmask & W_ARM) != 0 && obj->lamplit && artifact_light(obj))
|
|
end_burn(obj, FALSE);
|
|
|
|
obj_extract_self(obj);
|
|
obj->owornmask = 0L;
|
|
if (unwornmask) {
|
|
if (!DEADMONSTER(mon) && do_extrinsics) {
|
|
update_mon_extrinsics(mon, obj, FALSE, silently);
|
|
}
|
|
mon->misc_worn_check &= ~unwornmask;
|
|
/* give monster a chance to wear other equipment on its next
|
|
move instead of waiting until it picks something up */
|
|
check_gear_next_turn(mon);
|
|
}
|
|
obj_no_longer_held(obj);
|
|
if (unwornmask & W_WEP) {
|
|
mwepgone(mon); /* unwields and sets weapon_check to NEED_WEAPON */
|
|
}
|
|
}
|
|
|
|
#undef w_blocks
|
|
|
|
/*worn.c*/
|