Provide more control over message handling for monsters' use of equipment. This fixes the statue revival problem (inappropriate feedback when monster puts on speed boots) mentioned in the earlier "intrinsics of dead monsters" patch.
735 lines
20 KiB
C
735 lines
20 KiB
C
/* SCCS Id: @(#)worn.c 3.4 2002/09/08 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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STATIC_DCL void FDECL(m_lose_armor, (struct monst *,struct obj *));
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STATIC_DCL void FDECL(m_dowear_type, (struct monst *,long,BOOLEAN_P));
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STATIC_DCL int FDECL(extra_pref, (struct monst *, struct obj *));
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const struct worn {
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long w_mask;
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struct obj **w_obj;
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} worn[] = {
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{ W_ARM, &uarm },
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{ W_ARMC, &uarmc },
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{ W_ARMH, &uarmh },
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{ W_ARMS, &uarms },
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{ W_ARMG, &uarmg },
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{ W_ARMF, &uarmf },
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#ifdef TOURIST
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{ W_ARMU, &uarmu },
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#endif
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{ W_RINGL, &uleft },
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{ W_RINGR, &uright },
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{ W_WEP, &uwep },
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{ W_SWAPWEP, &uswapwep },
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{ W_QUIVER, &uquiver },
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{ W_AMUL, &uamul },
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{ W_TOOL, &ublindf },
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{ W_BALL, &uball },
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{ W_CHAIN, &uchain },
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{ 0, 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)) ? INVIS : \
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(o->otyp == CORNUTHAUM && ((m) & W_ARMH) && \
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!Role_if(PM_WIZARD)) ? CLAIRVOYANT : 0)
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/* note: monsters don't have clairvoyance, so your role
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has no significant effect on their use of w_blocks() */
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/* Updated to use the extrinsic and blocked fields. */
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void
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setworn(obj, mask)
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register struct obj *obj;
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long mask;
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{
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register const struct worn *wp;
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register struct obj *oobj;
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register 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++) 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 = %ld.", 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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u.twoweap = 0;
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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 ((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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}
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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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update_inventory();
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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(obj)
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register struct obj *obj;
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{
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register const struct worn *wp;
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register int p;
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if (!obj) return;
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if (obj == uwep || obj == uswapwep) u.twoweap = 0;
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for(wp = worn; wp->w_mask; wp++)
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if(obj == *(wp->w_obj)) {
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*(wp->w_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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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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update_inventory();
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}
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void
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mon_set_minvis(mon)
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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) 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(mon, adjust, obj)
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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 = !in_mklev, stoned = 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) mon->permspeed = 0;
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else 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) mon->permspeed = 0;
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else 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) mon->permspeed = 0;
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stoned = TRUE;
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break;
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}
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for (otmp = mon->minvent; otmp; otmp = otmp->nobj)
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if (otmp->owornmask && objects[otmp->otyp].oc_oprop == FAST)
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break;
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if (otmp) /* speed boots */
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mon->mspeed = MFAST;
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else
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mon->mspeed = mon->permspeed;
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if (give_msg && (mon->mspeed != oldspeed || stoned) && canseemon(mon)) {
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/* fast to slow (skipping intermediate state) or vice versa */
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const char *howmuch = (mon->mspeed + oldspeed == MFAST + MSLOW) ?
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"much " : "";
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if (stoned) {
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/* mimic the player's petrification countdown; "slowing down"
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even if fast movement rate retained via worn speed boots */
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if (flags.verbose) pline("%s is slowing down.", Monnam(mon));
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} else if (adjust > 0 || mon->mspeed == MFAST)
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pline("%s is suddenly moving %sfaster.", Monnam(mon), howmuch);
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else
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pline("%s seems to be moving %sslower.", Monnam(mon), howmuch);
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/* might discover an object if we see the speed change happen, but
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avoid making possibly forgotten book known when casting its spell */
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if (obj != 0 && obj->dknown &&
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objects[obj->otyp].oc_class != SPBOOK_CLASS)
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makeknown(obj->otyp);
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}
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}
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/* armor put on or taken off; might be magical variety */
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void
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update_mon_intrinsics(mon, obj, on, silently)
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struct monst *mon;
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struct obj *obj;
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boolean on, silently;
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{
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int unseen;
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uchar mask;
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struct obj *otmp;
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int which = (int) objects[obj->otyp].oc_oprop;
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unseen = !canseemon(mon);
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if (!which) goto maybe_blocks;
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if (on) {
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switch (which) {
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case INVIS:
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mon->minvis = !mon->invis_blkd;
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break;
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case FAST:
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{
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boolean save_in_mklev = in_mklev;
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if (silently) in_mklev = TRUE;
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mon_adjust_speed(mon, 0, obj);
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in_mklev = save_in_mklev;
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break;
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}
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/* properties handled elsewhere */
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case ANTIMAGIC:
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case REFLECTING:
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break;
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/* properties which have no effect for monsters */
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case CLAIRVOYANT:
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case STEALTH:
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case TELEPAT:
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break;
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/* properties which should have an effect but aren't implemented */
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case LEVITATION:
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case WWALKING:
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break;
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/* properties which maybe should have an effect but don't */
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case DISPLACED:
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case FUMBLING:
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case JUMPING:
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case PROTECTION:
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break;
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default:
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if (which <= 8) { /* 1 thru 8 correspond to MR_xxx mask values */
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/* FIRE,COLD,SLEEP,DISINT,SHOCK,POISON,ACID,STONE */
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mask = (uchar) (1 << (which - 1));
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mon->mintrinsics |= (unsigned short) mask;
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}
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break;
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}
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} else { /* off */
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switch (which) {
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case INVIS:
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mon->minvis = mon->perminvis;
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break;
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case FAST:
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{
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boolean save_in_mklev = in_mklev;
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if (silently) in_mklev = TRUE;
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mon_adjust_speed(mon, 0, obj);
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in_mklev = save_in_mklev;
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break;
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}
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case FIRE_RES:
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case COLD_RES:
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case SLEEP_RES:
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case DISINT_RES:
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case SHOCK_RES:
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case POISON_RES:
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case ACID_RES:
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case STONE_RES:
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mask = (uchar) (1 << (which - 1));
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/* If the monster doesn't have this resistance intrinsically,
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check whether any other worn item confers it. Note that
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we don't currently check for anything conferred via simply
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carrying an object. */
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if (!(mon->data->mresists & mask)) {
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for (otmp = mon->minvent; otmp; otmp = otmp->nobj)
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if (otmp->owornmask &&
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(int) objects[otmp->otyp].oc_oprop == which)
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break;
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if (!otmp)
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mon->mintrinsics &= ~((unsigned short) mask);
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}
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break;
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default:
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break;
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}
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}
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maybe_blocks:
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/* obj->owornmask has been cleared by this point, so we can't use it.
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However, since monsters don't wield armor, we don't have to guard
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against that and can get away with a blanket worn-mask value. */
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switch (w_blocks(obj,~0L)) {
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case INVIS:
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mon->invis_blkd = on ? 1 : 0;
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mon->minvis = on ? 0 : mon->perminvis;
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break;
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default:
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break;
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}
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#ifdef STEED
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if (!on && mon == u.usteed && obj->otyp == SADDLE)
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dismount_steed(DISMOUNT_FELL);
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#endif
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/* if couldn't see it but now can, or vice versa, update display */
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if (!silently && (unseen ^ !canseemon(mon)))
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newsym(mon->mx, mon->my);
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}
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int
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find_mac(mon)
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register struct monst *mon;
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{
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register struct obj *obj;
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int base = mon->data->ac;
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long mwflags = mon->misc_worn_check;
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for (obj = mon->minvent; obj; obj = obj->nobj) {
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if (obj->owornmask & mwflags)
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base -= ARM_BONUS(obj);
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/* since ARM_BONUS is positive, subtracting it increases AC */
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}
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return base;
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}
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/* weapons are handled separately; rings and eyewear aren't used by monsters */
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/* Wear the best object of each type that the monster has. During creation,
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* the monster can put everything on at once; otherwise, wearing takes time.
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* This doesn't affect monster searching for objects--a monster may very well
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* search for objects it would not want to wear, because we don't want to
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* check which_armor() each round.
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*
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* We'll let monsters put on shirts and/or suits under worn cloaks, but
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* not shirts under worn suits. This is somewhat arbitrary, but it's
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* too tedious to have them remove and later replace outer garments,
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* and preventing suits under cloaks makes it a little bit too easy for
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* players to influence what gets worn. Putting on a shirt underneath
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* already worn body armor is too obviously buggy...
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*/
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void
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m_dowear(mon, creation)
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register struct monst *mon;
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boolean creation;
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{
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/* Note the restrictions here are the same as in dowear in do_wear.c
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* except for the additional restriction on intelligence. (Players
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* are always intelligent, even if polymorphed).
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*/
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if (verysmall(mon->data) || nohands(mon->data) || is_animal(mon->data))
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return;
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/* give mummies a chance to wear their wrappings */
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if (mindless(mon->data) && (mon->data->mlet != S_MUMMY || !creation))
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return;
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m_dowear_type(mon, W_AMUL, creation);
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#ifdef TOURIST
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/* can't put on shirt if already wearing suit */
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if (!cantweararm(mon->data) || (mon->misc_worn_check & W_ARM))
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m_dowear_type(mon, W_ARMU, creation);
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#endif
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/* treating small as a special case allows
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hobbits, gnomes, and kobolds to wear cloaks */
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if (!cantweararm(mon->data) || mon->data->msize == MZ_SMALL)
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m_dowear_type(mon, W_ARMC, creation);
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m_dowear_type(mon, W_ARMH, creation);
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if (!MON_WEP(mon) || !bimanual(MON_WEP(mon)))
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m_dowear_type(mon, W_ARMS, creation);
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m_dowear_type(mon, W_ARMG, creation);
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if (!slithy(mon->data) && mon->data->mlet != S_CENTAUR)
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m_dowear_type(mon, W_ARMF, creation);
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if (!cantweararm(mon->data))
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m_dowear_type(mon, W_ARM, creation);
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}
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STATIC_OVL void
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m_dowear_type(mon, flag, creation)
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struct monst *mon;
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long flag;
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boolean creation;
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{
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struct obj *old, *best, *obj;
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int m_delay = 0;
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if (mon->mfrozen) return; /* probably putting previous item on */
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old = which_armor(mon, flag);
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if (old && old->cursed) return;
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if (old && flag == W_AMUL) return; /* no such thing as better amulets */
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best = old;
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for(obj = mon->minvent; obj; obj = obj->nobj) {
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switch(flag) {
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case W_AMUL:
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if (obj->oclass != AMULET_CLASS ||
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(obj->otyp != AMULET_OF_LIFE_SAVING &&
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obj->otyp != AMULET_OF_REFLECTION))
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continue;
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best = obj;
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goto outer_break; /* no such thing as better amulets */
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#ifdef TOURIST
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case W_ARMU:
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if (!is_shirt(obj)) continue;
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break;
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#endif
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case W_ARMC:
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if (!is_cloak(obj)) continue;
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break;
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case W_ARMH:
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if (!is_helmet(obj)) continue;
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break;
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case W_ARMS:
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if (!is_shield(obj)) continue;
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break;
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case W_ARMG:
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if (!is_gloves(obj)) continue;
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break;
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case W_ARMF:
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if (!is_boots(obj)) continue;
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break;
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case W_ARM:
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if (!is_suit(obj)) continue;
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break;
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}
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if (obj->owornmask) continue;
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/* I'd like to define a VISIBLE_ARM_BONUS which doesn't assume the
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* monster knows obj->spe, but if I did that, a monster would keep
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* switching forever between two -2 caps since when it took off one
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* it would forget spe and once again think the object is better
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* than what it already has.
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*/
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if (best && (ARM_BONUS(best) + extra_pref(mon,best) >= ARM_BONUS(obj) + extra_pref(mon,obj)))
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continue;
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best = obj;
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}
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outer_break:
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if (!best || best == old) return;
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/* if wearing a cloak, account for the time spent removing
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and re-wearing it when putting on a suit or shirt */
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if ((flag == W_ARM
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#ifdef TOURIST
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|| flag == W_ARMU
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#endif
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) && (mon->misc_worn_check & W_ARMC))
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m_delay += 2;
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/* when upgrading a piece of armor, account for time spent
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taking off current one */
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if (old)
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m_delay += objects[old->otyp].oc_delay;
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if (old) /* do this first to avoid "(being worn)" */
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old->owornmask = 0L;
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if (!creation) {
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if (canseemon(mon)) {
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char buf[BUFSZ];
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if (old)
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Sprintf(buf, " removes %s and", distant_name(old, doname));
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else
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buf[0] = '\0';
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pline("%s%s puts on %s.", Monnam(mon),
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buf, distant_name(best,doname));
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} /* can see it */
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m_delay += objects[best->otyp].oc_delay;
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mon->mfrozen = m_delay;
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if (mon->mfrozen) mon->mcanmove = 0;
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}
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if (old)
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update_mon_intrinsics(mon, old, FALSE, creation);
|
|
mon->misc_worn_check |= flag;
|
|
best->owornmask |= flag;
|
|
update_mon_intrinsics(mon, best, TRUE, creation);
|
|
}
|
|
|
|
struct obj *
|
|
which_armor(mon, flag)
|
|
struct monst *mon;
|
|
long flag;
|
|
{
|
|
register 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 */
|
|
STATIC_OVL void
|
|
m_lose_armor(mon, obj)
|
|
struct monst *mon;
|
|
struct obj *obj;
|
|
{
|
|
mon->misc_worn_check &= ~obj->owornmask;
|
|
if (obj->owornmask)
|
|
update_mon_intrinsics(mon, obj, FALSE, FALSE);
|
|
obj->owornmask = 0L;
|
|
|
|
obj_extract_self(obj);
|
|
place_object(obj, mon->mx, mon->my);
|
|
/* call stackobj() if we ever drop anything that can merge */
|
|
newsym(mon->mx, mon->my);
|
|
}
|
|
|
|
void
|
|
clear_bypasses()
|
|
{
|
|
struct obj *otmp, *nobj;
|
|
|
|
for (otmp = fobj; otmp; otmp = nobj) {
|
|
nobj = otmp->nobj;
|
|
if (otmp->bypass) {
|
|
otmp->bypass = 0;
|
|
#if 0
|
|
/* setting otmp->bypass changes mergability.
|
|
* If monster can ever drop anything that
|
|
* can and should merge, this code block
|
|
* should be enabled.
|
|
*/
|
|
{
|
|
struct obj *obj;
|
|
xchar ox, oy;
|
|
(void) get_obj_location(otmp, &ox, &oy, 0);
|
|
obj_extract_self(otmp);
|
|
obj = merge_choice(fobj, otmp);
|
|
/* If it can't merge, then place it */
|
|
if (!obj || (obj && !merged(&obj, &otmp)))
|
|
place_object(otmp, ox, oy);
|
|
newsym(ox, oy);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
flags.bypasses = FALSE;
|
|
}
|
|
|
|
void
|
|
bypass_obj(obj)
|
|
struct obj *obj;
|
|
{
|
|
obj->bypass = 1;
|
|
flags.bypasses = TRUE;
|
|
}
|
|
|
|
void
|
|
mon_break_armor(mon, polyspot)
|
|
struct monst *mon;
|
|
boolean polyspot;
|
|
{
|
|
register struct obj *otmp;
|
|
struct permonst *mdat = mon->data;
|
|
boolean vis = cansee(mon->mx, mon->my);
|
|
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 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) {
|
|
if (otmp->oartifact) {
|
|
if (vis)
|
|
pline("%s %s falls off!", s_suffix(Monnam(mon)),
|
|
cloak_simple_name(otmp));
|
|
if (polyspot) bypass_obj(otmp);
|
|
m_lose_armor(mon, otmp);
|
|
} else {
|
|
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);
|
|
}
|
|
}
|
|
#ifdef TOURIST
|
|
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);
|
|
}
|
|
#endif
|
|
} else if (sliparm(mdat)) {
|
|
if ((otmp = which_armor(mon, W_ARM)) != 0) {
|
|
if (vis)
|
|
pline("%s armor falls around %s!",
|
|
s_suffix(Monnam(mon)), pronoun);
|
|
else
|
|
You_hear("a thud.");
|
|
if (polyspot) bypass_obj(otmp);
|
|
m_lose_armor(mon, otmp);
|
|
}
|
|
if ((otmp = which_armor(mon, W_ARMC)) != 0) {
|
|
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));
|
|
}
|
|
if (polyspot) bypass_obj(otmp);
|
|
m_lose_armor(mon, otmp);
|
|
}
|
|
#ifdef TOURIST
|
|
if ((otmp = which_armor(mon, W_ARMU)) != 0) {
|
|
if (vis) {
|
|
if (sliparm(mon->data))
|
|
pline("%s seeps right through %s shirt!",
|
|
Monnam(mon), ppronoun);
|
|
else
|
|
pline("%s becomes much too small for %s shirt!",
|
|
Monnam(mon), ppronoun);
|
|
}
|
|
if (polyspot) bypass_obj(otmp);
|
|
m_lose_armor(mon, otmp);
|
|
}
|
|
#endif
|
|
}
|
|
if (nohands(mdat) || verysmall(mdat)) {
|
|
if ((otmp = which_armor(mon, W_ARMG)) != 0) {
|
|
if (vis)
|
|
pline("%s drops %s gloves%s!", Monnam(mon), ppronoun,
|
|
MON_WEP(mon) ? " and weapon" : "");
|
|
possibly_unwield(mon);
|
|
if (polyspot) bypass_obj(otmp);
|
|
m_lose_armor(mon, otmp);
|
|
}
|
|
if ((otmp = which_armor(mon, W_ARMS)) != 0) {
|
|
if (vis)
|
|
pline("%s can no longer hold %s shield!", Monnam(mon),
|
|
ppronoun);
|
|
else
|
|
You_hear("a clank.");
|
|
if (polyspot) bypass_obj(otmp);
|
|
m_lose_armor(mon, otmp);
|
|
}
|
|
if ((otmp = which_armor(mon, W_ARMH)) != 0) {
|
|
if (vis)
|
|
pline("%s helmet falls to the %s!",
|
|
s_suffix(Monnam(mon)), surface(mon->mx, mon->my));
|
|
else
|
|
You_hear("a clank.");
|
|
if (polyspot) bypass_obj(otmp);
|
|
m_lose_armor(mon, otmp);
|
|
}
|
|
}
|
|
if (nohands(mdat) || verysmall(mdat) || 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);
|
|
}
|
|
if (polyspot) bypass_obj(otmp);
|
|
m_lose_armor(mon, otmp);
|
|
}
|
|
}
|
|
#ifdef STEED
|
|
if (!can_saddle(mon)) {
|
|
if ((otmp = which_armor(mon, W_SADDLE)) != 0) {
|
|
if (polyspot) bypass_obj(otmp);
|
|
m_lose_armor(mon, otmp);
|
|
if (vis)
|
|
pline("%s saddle falls off.", s_suffix(Monnam(mon)));
|
|
}
|
|
if (mon == u.usteed)
|
|
goto noride;
|
|
} else if (mon == u.usteed && !can_ride(mon)) {
|
|
noride:
|
|
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(u.usteed->data->mname));
|
|
instapetrify(buf);
|
|
}
|
|
dismount_steed(DISMOUNT_FELL);
|
|
}
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
/* bias a monster's preferences towards armor that has special benefits. */
|
|
/* currently only does speed boots, but might be expanded if monsters get to
|
|
use more armor abilities */
|
|
static int
|
|
extra_pref(mon, obj)
|
|
struct monst *mon;
|
|
struct obj *obj;
|
|
{
|
|
if (obj) {
|
|
if (obj->otyp == SPEED_BOOTS && mon->permspeed != MFAST)
|
|
return 20;
|
|
}
|
|
return 0;
|
|
}
|
|
/*worn.c*/
|