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nethack/src/mhitm.c
2024-02-28 20:15:56 -08:00

1495 lines
52 KiB
C

/* NetHack 3.7 mhitm.c $NHDT-Date: 1698939796 2023/11/02 15:43:16 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.244 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2011. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "artifact.h"
static const char brief_feeling[] =
"have a %s feeling for a moment, then it passes.";
static void noises(struct monst *, struct attack *);
static void pre_mm_attack(struct monst *, struct monst *);
static void missmm(struct monst *, struct monst *, struct attack *);
static int hitmm(struct monst *, struct monst *, struct attack *,
struct obj *, int);
static int gazemm(struct monst *, struct monst *, struct attack *);
static int gulpmm(struct monst *, struct monst *, struct attack *);
static int explmm(struct monst *, struct monst *, struct attack *);
static int mdamagem(struct monst *, struct monst *, struct attack *,
struct obj *, int);
static void mswingsm(struct monst *, struct monst *, struct obj *);
static int passivemm(struct monst *, struct monst *, boolean, int,
struct obj *);
static void
noises(struct monst *magr, struct attack *mattk)
{
boolean farq = (mdistu(magr) > 15);
if (!Deaf && (farq != gf.far_noise || gm.moves - gn.noisetime > 10)) {
gf.far_noise = farq;
gn.noisetime = gm.moves;
You_hear("%s%s.",
(mattk->aatyp == AT_EXPL) ? "an explosion" : "some noises",
farq ? " in the distance" : "");
}
}
static void
pre_mm_attack(struct monst *magr, struct monst *mdef)
{
boolean showit = FALSE;
/* unhiding or unmimicking happens even if hero can't see it
because the formerly concealed monster is now in action */
if (M_AP_TYPE(mdef)) {
seemimic(mdef);
showit |= gv.vis;
} else if (mdef->mundetected) {
mdef->mundetected = 0;
showit |= gv.vis;
}
if (M_AP_TYPE(magr)) {
seemimic(magr);
showit |= gv.vis;
} else if (magr->mundetected) {
magr->mundetected = 0;
showit |= gv.vis;
}
if (gv.vis) {
if (!canspotmon(magr))
map_invisible(magr->mx, magr->my);
else if (showit)
newsym(magr->mx, magr->my);
if (!canspotmon(mdef))
map_invisible(mdef->mx, mdef->my);
else if (showit)
newsym(mdef->mx, mdef->my);
}
}
/* feedback for when a monster-vs-monster attack misses */
static
void
missmm(
struct monst *magr, /* attacker */
struct monst *mdef, /* defender */
struct attack *mattk) /* attack and damage types */
{
pre_mm_attack(magr, mdef);
if (gv.vis) {
pline("%s %s %s.", Monnam(magr),
(magr->mcan || !could_seduce(magr, mdef, mattk)) ? "misses"
: "pretends to be friendly to",
mon_nam_too(mdef, magr));
} else {
noises(magr, mattk);
}
}
/*
* fightm() -- fight some other monster
*
* Returns:
* 0 - Monster did nothing.
* 1 - If the monster made an attack. The monster might have died.
*
* There is an exception to the above. If mtmp has the hero swallowed,
* then we report that the monster did nothing so it will continue to
* digest the hero.
*/
/* have monsters fight each other */
int
fightm(struct monst *mtmp)
{
struct monst *mon, *nmon;
int result, has_u_swallowed;
/* perhaps the monster will resist Conflict */
if (resist_conflict(mtmp))
return 0;
if (u.ustuck == mtmp) {
/* perhaps we're holding it... */
if (itsstuck(mtmp))
return 0;
}
has_u_swallowed = engulfing_u(mtmp);
for (mon = fmon; mon; mon = nmon) {
nmon = mon->nmon;
if (nmon == mtmp)
nmon = mtmp->nmon;
/* Be careful to ignore monsters that are already dead, since we
* might be calling this before we've cleaned them up. This can
* happen if the monster attacked a cockatrice bare-handedly, for
* instance.
*/
if (mon != mtmp && !DEADMONSTER(mon)) {
if (monnear(mtmp, mon->mx, mon->my)) {
if (!u.uswallow && (mtmp == u.ustuck)) {
if (!rn2(4)) {
set_ustuck((struct monst *) 0);
pline("%s releases you!", Monnam(mtmp));
} else
break;
}
/* mtmp can be killed */
gb.bhitpos.x = mon->mx, gb.bhitpos.y = mon->my;
gn.notonhead = FALSE;
result = mattackm(mtmp, mon);
if (result & M_ATTK_AGR_DIED)
return 1; /* mtmp died */
/*
* If mtmp has the hero swallowed, lie and say there
* was no attack (this allows mtmp to digest the hero).
*/
if (has_u_swallowed)
return 0;
/* allow attacked monsters a chance to hit back, primarily
to allow monsters that resist conflict to respond */
if ((result & (M_ATTK_HIT | M_ATTK_DEF_DIED)) == M_ATTK_HIT
&& rn2(4) && mon->movement > rn2(NORMAL_SPEED)) {
if (mon->movement > NORMAL_SPEED)
mon->movement -= NORMAL_SPEED;
else
mon->movement = 0;
gb.bhitpos.x = mtmp->mx, gb.bhitpos.y = mtmp->my;
gn.notonhead = FALSE;
(void) mattackm(mon, mtmp); /* return attack */
}
return (result & M_ATTK_HIT) ? 1 : 0;
}
}
}
return 0;
}
/*
* mdisplacem() -- attacker moves defender out of the way;
* returns same results as mattackm().
*/
int
mdisplacem(
struct monst *magr,
struct monst *mdef,
boolean quietly)
{
struct permonst *pa, *pd;
int tx, ty, fx, fy;
/* sanity checks; could matter if we unexpectedly get a long worm */
if (!magr || !mdef || magr == mdef)
return M_ATTK_MISS;
pa = magr->data, pd = mdef->data;
tx = mdef->mx, ty = mdef->my; /* destination */
fx = magr->mx, fy = magr->my; /* current location */
if (m_at(fx, fy) != magr || m_at(tx, ty) != mdef)
return M_ATTK_MISS;
/* The 1 in 7 failure below matches the chance in do_attack()
* for pet displacement.
*/
if (!rn2(7))
return M_ATTK_MISS;
/* Grid bugs cannot displace at an angle. */
if (pa == &mons[PM_GRID_BUG] && magr->mx != mdef->mx
&& magr->my != mdef->my)
return M_ATTK_MISS;
/* undetected monster becomes un-hidden if it is displaced */
if (mdef->mundetected)
mdef->mundetected = 0;
if (M_AP_TYPE(mdef) && M_AP_TYPE(mdef) != M_AP_MONSTER)
seemimic(mdef);
/* wake up the displaced defender */
mdef->msleeping = 0;
mdef->mstrategy &= ~STRAT_WAITMASK;
finish_meating(mdef);
/*
* Set up the visibility of action.
* You can observe monster displacement if you can see both of
* the monsters involved.
*/
gv.vis = (canspotmon(magr) && canspotmon(mdef));
if (touch_petrifies(pd) && !resists_ston(magr)) {
if (!which_armor(magr, W_ARMG)) {
if (poly_when_stoned(pa)) {
mon_to_stone(magr);
return M_ATTK_HIT; /* no damage during the polymorph */
}
if (!quietly && canspotmon(magr)) {
if (gv.vis) {
pline("%s tries to move %s out of %s way.", Monnam(magr),
mon_nam(mdef), is_rider(pa) ? "the" : mhis(magr));
}
pline("%s turns to stone!", Monnam(magr));
}
monstone(magr);
if (!DEADMONSTER(magr))
return M_ATTK_HIT; /* lifesaved */
else if (magr->mtame && !gv.vis)
You(brief_feeling, "peculiarly sad");
return M_ATTK_AGR_DIED;
}
}
remove_monster(fx, fy); /* pick up from orig position */
if (mdef->wormno)
remove_worm(mdef);
else
remove_monster(tx, ty);
place_monster(magr, tx, ty); /* put down at target spot */
place_monster(mdef, fx, fy);
if (mdef->wormno) /* now put down tail */
place_worm_tail_randomly(mdef, fx, fy);
/* either creature might move into or out of a poison gas cloud */
update_monster_region(magr);
update_monster_region(mdef);
if (gv.vis && !quietly)
pline("%s moves %s out of %s way!", Monnam(magr), mon_nam(mdef),
is_rider(pa) ? "the" : mhis(magr));
newsym(fx, fy); /* see it */
newsym(tx, ty); /* all happen */
flush_screen(0); /* make sure it shows up */
return M_ATTK_HIT;
}
/*
* mattackm() -- a monster attacks another monster.
*
* --------- aggressor died
* / ------- defender died
* / / ----- defender was hit
* / / /
* x x x
*
* 0x8 M_ATTK_AGR_DONE
* 0x4 M_ATTK_AGR_DIED
* 0x2 M_ATTK_DEF_DIED
* 0x1 M_ATTK_HIT
* 0x0 M_ATTK_MISS
*
* Each successive attack has a lower probability of hitting. Some rely on
* success of previous attacks. ** this doesn't seem to be implemented -dl **
*
* In the case of exploding monsters, the monster dies as well.
*/
int
mattackm(
struct monst *magr,
struct monst *mdef)
{
int i, /* loop counter */
tmp, /* armor class difference */
strike = 0, /* hit this attack */
attk, /* attack attempted this time */
struck = 0, /* hit at least once */
res[NATTK], /* results of all attacks */
dieroll = 0;
struct attack *mattk, alt_attk;
struct obj *mwep;
struct permonst *pa, *pd;
if (!magr || !mdef)
return M_ATTK_MISS; /* mike@genat */
if (helpless(magr))
return M_ATTK_MISS;
pa = magr->data;
pd = mdef->data;
/* Grid bugs cannot attack at an angle. */
if (pa == &mons[PM_GRID_BUG] && magr->mx != mdef->mx
&& magr->my != mdef->my)
return M_ATTK_MISS;
/* Calculate the armour class differential. */
tmp = find_mac(mdef) + magr->m_lev;
if (mdef->mconf || helpless(mdef)) {
tmp += 4;
mdef->msleeping = 0;
}
/* mundetected monsters become un-hidden if they are attacked */
if (mdef->mundetected) {
mdef->mundetected = 0;
newsym(mdef->mx, mdef->my);
if (canseemon(mdef) && !sensemon(mdef)) {
if (Unaware) {
boolean justone = (mdef->data->geno & G_UNIQ) != 0L;
const char *montype;
montype = noname_monnam(mdef, justone ? ARTICLE_THE
: ARTICLE_NONE);
if (!justone)
montype = makeplural(montype);
You("dream of %s.", montype);
} else {
if (iflags.last_msg == PLNMSG_HIDE_UNDER
&& mdef->m_id == gl.last_hider)
pline("%s emerges from hiding.", Monnam(mdef));
else if (mdef->m_id == gl.last_hider)
You("notice %s.", mon_nam(mdef));
else
pline("Suddenly, you notice %s.", a_monnam(mdef));
}
}
}
/* Elves hate orcs. */
if (is_elf(pa) && is_orc(pd))
tmp++;
/* Set up the visibility of action */
gv.vis = ((cansee(magr->mx, magr->my) && canspotmon(magr))
|| (cansee(mdef->mx, mdef->my) && canspotmon(mdef)));
/* Set flag indicating monster has moved this turn. Necessary since a
* monster might get an attack out of sequence (i.e. before its move) in
* some cases, in which case this still counts as its move for the round
* and it shouldn't move again.
*/
magr->mlstmv = gm.moves;
/* controls whether a mind flayer uses all of its tentacle-for-DRIN
attacks; when fighting a headless monster, stop after the first
one because repeating the same failing hit (or even an ordinary
tentacle miss) is very verbose and makes the flayer look stupid */
gs.skipdrin = FALSE;
/* Now perform all attacks for the monster. */
for (i = 0; i < NATTK; i++) {
res[i] = M_ATTK_MISS;
mattk = getmattk(magr, mdef, i, res, &alt_attk);
/* reduce verbosity for mind flayer attacking creature without a
head (or worm's tail); this is similar to monster with multiple
attacks after a wildmiss against displaced or invisible hero */
if (gs.skipdrin && mattk->aatyp == AT_TENT && mattk->adtyp == AD_DRIN)
continue;
mwep = (struct obj *) 0;
attk = 1;
switch (mattk->aatyp) {
case AT_WEAP: /* "hand to hand" attacks */
if (distmin(magr->mx, magr->my, mdef->mx, mdef->my) > 1) {
/* D: Do a ranged attack here! */
strike = (thrwmm(magr, mdef) == M_ATTK_MISS) ? 0 : 1;
if (strike)
/* don't really know if we hit or not; pretend we did */
res[i] |= M_ATTK_HIT;
if (DEADMONSTER(mdef))
res[i] = M_ATTK_DEF_DIED;
if (DEADMONSTER(magr))
res[i] |= M_ATTK_AGR_DIED;
break;
}
if (magr->weapon_check == NEED_WEAPON || !MON_WEP(magr)) {
magr->weapon_check = NEED_HTH_WEAPON;
if (mon_wield_item(magr) != 0)
return M_ATTK_MISS;
}
possibly_unwield(magr, FALSE);
if ((mwep = MON_WEP(magr)) != 0) {
if (gv.vis)
mswingsm(magr, mdef, mwep);
tmp += hitval(mwep, mdef);
}
/*FALLTHRU*/
case AT_CLAW:
case AT_KICK:
case AT_BITE:
case AT_STNG:
case AT_TUCH:
case AT_BUTT:
case AT_TENT:
/* Nymph that teleported away on first attack? */
if (distmin(magr->mx, magr->my, mdef->mx, mdef->my) > 1)
/* Continue because the monster may have a ranged attack. */
continue;
/* Monsters won't attack cockatrices physically if they
* have a weapon instead. This instinct doesn't work for
* players, or under conflict or confusion.
*/
if (!magr->mconf && !Conflict && mwep && mattk->aatyp != AT_WEAP
&& touch_petrifies(mdef->data)) {
strike = 0;
break;
}
dieroll = rnd(20 + i);
strike = (tmp > dieroll);
/* KMH -- don't accumulate to-hit bonuses */
if (mwep)
tmp -= hitval(mwep, mdef);
if (strike) {
/* for eel AT_TUCH+AD_WRAP attack: can't grab an unsolid
target; the unsolid test is redundant since failed_grab
checks it too, but is cheap and avoids calling failed_grab
for ordinary targets */
if (unsolid(mdef->data) && failed_grab(magr, mdef, mattk)) {
strike = 0;
break;
}
res[i] = hitmm(magr, mdef, mattk, mwep, dieroll);
if ((mdef->data == &mons[PM_BLACK_PUDDING]
|| mdef->data == &mons[PM_BROWN_PUDDING])
&& (mwep && (objects[mwep->otyp].oc_material == IRON
|| objects[mwep->otyp].oc_material == METAL))
&& mdef->mhp > 1 && !mdef->mcan) {
struct monst *mclone;
if ((mclone = clone_mon(mdef, 0, 0)) != 0) {
if (gv.vis && canspotmon(mdef))
pline("%s divides as %s hits it!",
Monnam(mdef), mon_nam(magr));
(void) mintrap(mclone, NO_TRAP_FLAGS);
if (DEADMONSTER(magr))
res[i] |= M_ATTK_AGR_DIED;
}
}
} else
missmm(magr, mdef, mattk);
break;
case AT_HUGS: /* automatic if prev two attacks succeed */
strike = (i >= 2 && res[i - 1] == M_ATTK_HIT
&& res[i - 2] == M_ATTK_HIT);
if (strike) {
/* note: monsters with hug attacks don't wear cloaks or gloves
so this doesn't need a special case for hugging a shade
while covered by blessed armor (which does damage but does
not achieve a successful hold); likewise, rope golems can't
wield weapons so ability to choke isn't affected by such */
if (failed_grab(magr, mdef, mattk))
strike = 0;
else
res[i] = hitmm(magr, mdef, mattk, (struct obj *) 0, 0);
}
break;
case AT_GAZE:
strike = 0;
res[i] = gazemm(magr, mdef, mattk);
break;
case AT_EXPL:
/* D: Prevent explosions from a distance */
if (distmin(magr->mx,magr->my,mdef->mx,mdef->my) > 1)
continue;
res[i] = explmm(magr, mdef, mattk);
if (res[i] == M_ATTK_MISS) { /* cancelled--no attack */
strike = 0;
attk = 0;
} else
strike = 1; /* automatic hit */
break;
case AT_ENGL:
if (mdef->data == &mons[PM_SHADE]) { /* no silver teeth... */
if (gv.vis)
pline("%s attempt to engulf %s is futile.",
s_suffix(Monnam(magr)), mon_nam(mdef));
strike = 0;
break;
}
if (u.usteed && mdef == u.usteed) {
strike = 0;
break;
}
/* D: Prevent engulf from a distance */
if (distmin(magr->mx, magr->my, mdef->mx, mdef->my) > 1)
continue;
/* Engulfing attacks are directed at the hero if possible. -dlc */
if (engulfing_u(magr)) {
strike = 0;
} else if ((strike = (tmp > rnd(20 + i))) != 0) {
if (failed_grab(magr, mdef, mattk))
strike = 0; /* purple worm can't swallow unsolid mons */
else
res[i] = gulpmm(magr, mdef, mattk);
} else {
missmm(magr, mdef, mattk);
}
break;
case AT_BREA:
if (!monnear(magr, mdef->mx, mdef->my)) {
strike = (breamm(magr, mattk, mdef) == M_ATTK_MISS) ? 0 : 1;
/* We don't really know if we hit or not; pretend we did. */
if (strike)
res[i] |= M_ATTK_HIT;
if (DEADMONSTER(mdef))
res[i] = M_ATTK_DEF_DIED;
if (DEADMONSTER(magr))
res[i] |= M_ATTK_AGR_DIED;
}
else
strike = 0;
break;
case AT_SPIT:
if (!monnear(magr, mdef->mx, mdef->my)) {
strike = (spitmm(magr, mattk, mdef) == M_ATTK_MISS) ? 0 : 1;
/* We don't really know if we hit or not; pretend we did. */
if (strike)
res[i] |= M_ATTK_HIT;
if (DEADMONSTER(mdef))
res[i] = M_ATTK_DEF_DIED;
if (DEADMONSTER(magr))
res[i] |= M_ATTK_AGR_DIED;
}
break;
default: /* no attack */
strike = 0;
attk = 0;
break;
}
if (attk && !(res[i] & M_ATTK_AGR_DIED)
&& distmin(magr->mx, magr->my, mdef->mx, mdef->my) <= 1)
res[i] = passivemm(magr, mdef, strike,
(res[i] & M_ATTK_DEF_DIED), mwep);
if (res[i] & M_ATTK_DEF_DIED)
return res[i];
if (res[i] & M_ATTK_AGR_DIED)
return res[i];
/* return if aggressor can no longer attack */
if ((res[i] & M_ATTK_AGR_DONE) || helpless(magr))
return res[i];
/* eg. defender was knocked into a level teleport trap */
if (mon_offmap(mdef))
return res[i];
if (res[i] & M_ATTK_HIT)
struck = 1; /* at least one hit */
} /* for (;i < NATTK;) loop */
return (struck ? M_ATTK_HIT : M_ATTK_MISS);
}
/* can't hold an unsolid target (ghosts, lights, vortices, most elementals)
or a long worm tail */
boolean
failed_grab(
struct monst *magr,
struct monst *mdef,
struct attack *mattk)
{
if ((unsolid(mdef->data) || gn.notonhead)
/* hug attack: most holders (owlbear, python, pit fiend, &c);
wrap damage: eel grabbing, trapper/lurker-above engulfing;
stick-to damage: mimic, lichen;
digestion damage: purple worm swallowing */
&& (mattk->aatyp == AT_HUGS || mattk->adtyp == AD_WRAP
|| mattk->adtyp == AD_STCK || mattk->adtyp == AD_DGST)) {
if ((gv.vis && canspotmon(mdef)) /* mon-vs-mon */
|| magr == &gy.youmonst || mdef == &gy.youmonst) {
char magrnam[BUFSZ], mdefnam[BUFSZ];
boolean tailmiss = gn.notonhead;
const char *verb = (mattk->adtyp == AD_DGST) ? "gulp"
: (mattk->adtyp == AD_STCK) ? "adhere"
: "grab";
/* beware of "Foo's grab passes through Bar's ghost";
mon_nam(x_monnam) calls s_suffix() for named ghosts and
s_suffix() uses a single static buffer; make copies of both
names to overcome that [note: comment predates 'tailmiss'] */
Strcpy(magrnam, (magr == &gy.youmonst) ? "Your"
: s_suffix(Monnam(magr)));
if (!tailmiss) {
Strcpy(mdefnam, (mdef == &gy.youmonst) ? "you"
: mon_nam(mdef));
} else {
/* hero poly'd into long worm can't grow tail
so no 'youmonst' handling is needed here */
Sprintf(mdefnam, "%s tail", s_suffix(some_mon_nam(mdef)));
}
/* unsolid grab misses are actually somewhat iffy--how come
ordinary attacks don't also pass right through? */
pline("%.99s %s attempt %s %.99s!", magrnam, verb,
!tailmiss ? "passes right through" : "fails to hold",
mdefnam);
}
return TRUE;
}
return FALSE;
}
/* Returns the result of mdamagem(). */
static int
hitmm(
struct monst *magr,
struct monst *mdef,
struct attack *mattk,
struct obj *mwep,
int dieroll)
{
int compat;
boolean weaponhit = (mattk->aatyp == AT_WEAP
|| (mattk->aatyp == AT_CLAW && mwep)),
silverhit = (weaponhit && mwep
&& objects[mwep->otyp].oc_material == SILVER);
pre_mm_attack(magr, mdef);
compat = !magr->mcan ? could_seduce(magr, mdef, mattk) : 0;
if (!compat && shade_miss(magr, mdef, mwep, FALSE, gv.vis))
return M_ATTK_MISS; /* bypass mdamagem() */
if (gv.vis) {
char buf[BUFSZ], magr_name[BUFSZ];
Strcpy(magr_name, Monnam(magr));
if (compat) {
Snprintf(buf, sizeof buf, "%s %s", magr_name,
mdef->mcansee ? "smiles at" : "talks to");
pline("%s %s %s.", buf, mon_nam(mdef),
(compat == 2) ? "engagingly" : "seductively");
} else {
buf[0] = '\0';
switch (mattk->aatyp) {
case AT_BITE:
Snprintf(buf, sizeof buf, "%s bites", magr_name);
break;
case AT_STNG:
Snprintf(buf, sizeof buf, "%s stings", magr_name);
break;
case AT_BUTT:
Snprintf(buf, sizeof buf, "%s butts", magr_name);
break;
case AT_TUCH:
Snprintf(buf, sizeof buf, "%s touches", magr_name);
break;
case AT_TENT:
Snprintf(buf, sizeof buf, "%s tentacles suck",
s_suffix(magr_name));
break;
case AT_HUGS:
if (magr != u.ustuck) {
Snprintf(buf, sizeof buf, "%s squeezes", magr_name);
break;
}
/*FALLTHRU*/
default:
if (!weaponhit || !mwep || !mwep->oartifact)
Snprintf(buf, sizeof buf, "%s hits", magr_name);
break;
}
if (*buf)
pline("%s %s.", buf, mon_nam_too(mdef, magr));
if (mon_hates_silver(mdef) && silverhit) {
char *mdef_name = mon_nam_too(mdef, magr);
/* note: mon_nam_too returns a modifiable buffer; so
does s_suffix, but it returns a single static buffer
and we might be calling it twice for this message */
Strcpy(magr_name, s_suffix(magr_name));
if (!noncorporeal(mdef->data) && !amorphous(mdef->data)) {
if (mdef != magr) {
mdef_name = s_suffix(mdef_name);
} else {
(void) strsubst(mdef_name, "himself", "his own");
(void) strsubst(mdef_name, "herself", "her own");
(void) strsubst(mdef_name, "itself", "its own");
}
Strcat(mdef_name, " flesh");
}
pline("%s %s sears %s!", magr_name, /* s_suffix(magr_name), */
simpleonames(mwep), mdef_name);
}
}
} else
noises(magr, mattk);
return mdamagem(magr, mdef, mattk, mwep, dieroll);
}
/* Returns the same values as mdamagem(). */
static int
gazemm(struct monst *magr, struct monst *mdef, struct attack *mattk)
{
char buf[BUFSZ];
/* an Archon's gaze affects target even if Archon itself is blinded */
boolean archon = (magr->data == &mons[PM_ARCHON]
&& mattk->adtyp == AD_BLND),
altmesg = (archon && !magr->mcansee);
/* bring target out of hiding even if hero doesn't see it happen (this
is already done in pre_mm_attack() and shouldn't be needed here) */
if (mdef->data->mlet == S_MIMIC && M_AP_TYPE(mdef) != M_AP_NOTHING)
seemimic(mdef);
mdef->mundetected = 0;
if (gv.vis) {
Sprintf(buf, "%s gazes %s",
altmesg ? Adjmonnam(magr, "blinded") : Monnam(magr),
altmesg ? "toward" : "at");
pline("%s %s...", buf,
canspotmon(mdef) ? mon_nam(mdef) : "something");
}
if (magr->mcan || !mdef->mcansee
|| (archon ? resists_blnd(mdef) : !magr->mcansee)
|| (magr->minvis && !perceives(mdef->data)) || mdef->msleeping) {
if (gv.vis && canspotmon(mdef))
pline("but nothing happens.");
return M_ATTK_MISS;
}
/* call mon_reflects 2x, first test, then, if visible, print message */
if (magr->data == &mons[PM_MEDUSA] && mon_reflects(mdef, (char *) 0)) {
if (canseemon(mdef))
(void) mon_reflects(mdef, "The gaze is reflected away by %s %s.");
if (mdef->mcansee) {
if (mon_reflects(magr, (char *) 0)) {
if (canseemon(magr))
(void) mon_reflects(magr,
"The gaze is reflected away by %s %s.");
return M_ATTK_MISS;
}
if (mdef->minvis && !perceives(magr->data)) {
if (canseemon(magr)) {
pline(
"%s doesn't seem to notice that %s gaze was reflected.",
Monnam(magr), mhis(magr));
}
return M_ATTK_MISS;
}
if (canseemon(magr))
pline("%s is turned to stone!", Monnam(magr));
monstone(magr);
if (!DEADMONSTER(magr))
return M_ATTK_MISS;
return M_ATTK_AGR_DIED;
}
} else if (archon) {
mhitm_ad_blnd(magr, mattk, mdef, (struct mhitm_data *) 0);
/* an Archon's blinding radiance also stuns;
this is different from the way the hero gets stunned because
a stunned monster recovers randomly instead of via countdown;
both cases make an effort to prevent the target from being
continuously stunned due to repeated gaze attacks */
if (rn2(2))
mdef->mstun = 1;
}
return mdamagem(magr, mdef, mattk, (struct obj *) 0, 0);
}
/* return True if magr is allowed to swallow mdef, False otherwise */
boolean
engulf_target(struct monst *magr, struct monst *mdef)
{
struct rm *lev;
int ax, ay, dx, dy;
boolean uatk = (magr == &gy.youmonst),
udef = (mdef == &gy.youmonst);
/* can't swallow something that's too big */
if (mdef->data->msize >= MZ_HUGE
|| (magr->data->msize < mdef->data->msize && !is_whirly(magr->data)))
return FALSE;
/* can't (move to) swallow if trapped. TODO: could do some? */
if (mdef->mtrapped || magr->mtrapped)
return FALSE;
/* if attacker is phasing in solid rock and defender can't move there,
or vice versa, don't allow engulf to succeed; otherwise expelling
might not be able to place attacker and defender both back on map;
when defender is the hero, a sanity_check complaint about placing
the hero on top of a monster can occur */
dx = (mdef == &gy.youmonst) ? u.ux : mdef->mx;
dy = (mdef == &gy.youmonst) ? u.uy : mdef->my;
lev = &levl[dx][dy];
if (!(udef ? Passes_walls : passes_walls(mdef->data))
&& (IS_ROCK(lev->typ) || closed_door(dx, dy) || IS_TREE(lev->typ)
/* not passes_bars(); engulfer isn't squeezing through */
|| (lev->typ == IRONBARS && !is_whirly(magr->data))))
return FALSE;
ax = (magr == &gy.youmonst) ? u.ux : magr->mx;
ay = (magr == &gy.youmonst) ? u.uy : magr->my;
lev = &levl[ax][ay];
if (!(uatk ? Passes_walls : passes_walls(magr->data))
&& (IS_ROCK(lev->typ) || closed_door(ax, ay) || IS_TREE(lev->typ)
|| (lev->typ == IRONBARS && !is_whirly(mdef->data))))
return FALSE;
return TRUE;
}
/* Returns the same values as mattackm(). */
static int
gulpmm(
struct monst *magr,
struct monst *mdef,
struct attack *mattk)
{
coordxy ax, ay, dx, dy;
int status;
struct obj *obj;
if (!engulf_target(magr, mdef))
return M_ATTK_MISS;
if (gv.vis) {
pline("%s %s %s.", Monnam(magr),
digests(magr->data) ? "swallows"
: enfolds(magr->data) ? "encloses"
: "engulfs",
mon_nam(mdef));
}
if (!flaming(magr->data)) {
for (obj = mdef->minvent; obj; obj = obj->nobj)
(void) snuff_lit(obj);
}
if (is_vampshifter(mdef)
&& newcham(mdef, &mons[mdef->cham], NO_NC_FLAGS)) {
if (gv.vis) {
/* 'it' -- previous form is no longer available and
using that would be excessively verbose */
pline("%s expels %s.", Monnam(magr),
canspotmon(mdef) ? "it" : something);
if (canspotmon(mdef)) {
pline("It turns into %s.",
x_monnam(mdef, ARTICLE_A, (char *) 0,
(SUPPRESS_NAME | SUPPRESS_IT
| SUPPRESS_INVISIBLE), FALSE));
}
}
return M_ATTK_HIT; /* bypass mdamagem() */
}
/*
* All of this manipulation is needed to keep the display correct.
* There is a flush at the next pline().
*/
ax = magr->mx;
ay = magr->my;
dx = mdef->mx;
dy = mdef->my;
/*
* Leave the defender in the monster chain at its current position,
* but don't leave it on the screen. Move the aggressor to the
* defender's position.
*/
remove_monster(dx, dy);
remove_monster(ax, ay);
place_monster(magr, dx, dy);
newsym(ax, ay); /* erase old position */
newsym(dx, dy); /* update new position */
status = mdamagem(magr, mdef, mattk, (struct obj *) 0, 0);
if ((status & (M_ATTK_AGR_DIED | M_ATTK_DEF_DIED))
== (M_ATTK_AGR_DIED | M_ATTK_DEF_DIED)) {
; /* both died -- do nothing */
} else if (status & M_ATTK_DEF_DIED) { /* defender died */
/*
* Note: mdamagem() -> monkilled() -> mondead() -> m_detach()
* -> relmon() used to call remove_monster() for the dead
* monster even when it wasn't the one on the map, so we
* needed to put magr back after mdef was killed and removed
* from their shared spot. But now [3.7] relmon() calls
* mon_leaving_level() and that checks whether the monster at
* dying monster's coordinates is that dying monster and only
* removes it when they match. So magr is still at mdef's
* former spot these days.
*
* We still potentially do one fixup: if the gulp targeted
* an inhospitable location, magr will return to its previous
* spot instead of staying.
*/
if (!goodpos(dx, dy, magr, MM_IGNOREWATER)) {
if (m_at(dx, dy) == magr) {
remove_monster(dx, dy);
newsym(dx, dy);
}
dx = ax, dy = ay; /* magr's spot at start of the attack */
}
if (m_at(dx, dy) != magr) {
place_monster(magr, dx, dy);
newsym(dx, dy);
}
/* aggressor moves to <dx,dy> and might encounter trouble there */
if (minliquid(magr)
|| (t_at(dx, dy)
&& mintrap(magr, NO_TRAP_FLAGS) == Trap_Killed_Mon))
status |= M_ATTK_AGR_DIED;
} else if (status & M_ATTK_AGR_DIED) { /* aggressor died */
place_monster(mdef, dx, dy);
newsym(dx, dy);
} else { /* both alive, put them back */
if (cansee(dx, dy)) {
pline("%s is %s!", Monnam(mdef),
digests(magr->data) ? "regurgitated"
: enfolds(magr->data) ? "released"
: "expelled");
}
remove_monster(dx,dy);
place_monster(magr, ax, ay);
place_monster(mdef, dx, dy);
newsym(ax, ay);
newsym(dx, dy);
}
return status;
}
static int
explmm(struct monst *magr, struct monst *mdef, struct attack *mattk)
{
int result;
if (magr->mcan)
return M_ATTK_MISS;
if (cansee(magr->mx, magr->my))
pline("%s explodes!", Monnam(magr));
else
noises(magr, mattk);
/* monster explosion types which actually create an explosion */
if (mattk->adtyp == AD_FIRE || mattk->adtyp == AD_COLD
|| mattk->adtyp == AD_ELEC) {
mon_explodes(magr, mattk);
/* unconditionally set AGR_DIED here; lifesaving is accounted below */
result = M_ATTK_AGR_DIED | (DEADMONSTER(mdef) ? M_ATTK_DEF_DIED : 0);
} else {
result = mdamagem(magr, mdef, mattk, (struct obj *) 0, 0);
}
/* Kill off aggressor if it didn't die. */
if (!(result & M_ATTK_AGR_DIED)) {
boolean was_leashed = (magr->mleashed != 0);
mondead(magr);
if (!DEADMONSTER(magr))
return result; /* life saved */
result |= M_ATTK_AGR_DIED;
/* mondead() -> m_detach() -> m_unleash() always suppresses
the m_unleash() slack message, so deliver it here instead */
if (was_leashed)
Your("leash falls slack.");
}
if (magr->mtame) /* give this one even if it was visible */
You(brief_feeling, "melancholy");
return result;
}
/*
* See comment at top of mattackm(), for return values.
*/
static int
mdamagem(
struct monst *magr,
struct monst *mdef,
struct attack *mattk,
struct obj *mwep,
int dieroll)
{
struct permonst *pa = magr->data, *pd = mdef->data;
struct mhitm_data mhm;
mhm.damage = d((int) mattk->damn, (int) mattk->damd);
mhm.hitflags = M_ATTK_MISS;
mhm.permdmg = 0;
mhm.specialdmg = 0;
mhm.dieroll = dieroll;
mhm.done = FALSE;
if ((touch_petrifies(pd) /* or flesh_petrifies() */
|| (mattk->adtyp == AD_DGST && pd == &mons[PM_MEDUSA]))
&& !resists_ston(magr)) {
long protector = attk_protection((int) mattk->aatyp),
wornitems = magr->misc_worn_check;
/* wielded weapon gives same protection as gloves here */
if (mwep)
wornitems |= W_ARMG;
if (protector == 0L
|| (protector != ~0L && (wornitems & protector) != protector)) {
if (poly_when_stoned(pa)) {
mon_to_stone(magr);
return M_ATTK_HIT; /* no damage during the polymorph */
}
if (gv.vis && canspotmon(magr))
pline("%s turns to stone!", Monnam(magr));
monstone(magr);
if (!DEADMONSTER(magr))
return M_ATTK_HIT; /* lifesaved */
else if (magr->mtame && !gv.vis)
You(brief_feeling, "peculiarly sad");
return M_ATTK_AGR_DIED;
}
}
mhitm_adtyping(magr, mattk, mdef, &mhm);
if (mhitm_knockback(magr, mdef, mattk, &mhm.hitflags,
(MON_WEP(magr) != 0))
&& ((mhm.hitflags & (M_ATTK_DEF_DIED | M_ATTK_HIT)) != 0
|| mon_offmap(mdef)))
return mhm.hitflags;
if (mhm.done)
return mhm.hitflags;
if (!mhm.damage)
return mhm.hitflags;
mdef->mhp -= mhm.damage;
if (mdef->mhp < 1) {
if (m_at(mdef->mx, mdef->my) == magr) { /* see gulpmm() */
remove_monster(mdef->mx, mdef->my);
mdef->mhp = 1; /* otherwise place_monster will complain */
place_monster(mdef, mdef->mx, mdef->my);
mdef->mhp = 0;
}
if (mattk->aatyp == AT_WEAP || mattk->aatyp == AT_CLAW)
gm.mkcorpstat_norevive = troll_baned(mdef, mwep) ? TRUE : FALSE;
gz.zombify = (!mwep && zombie_maker(magr)
&& (mattk->aatyp == AT_TUCH
|| mattk->aatyp == AT_CLAW
|| mattk->aatyp == AT_BITE)
&& zombie_form(mdef->data) != NON_PM);
monkilled(mdef, "", (int) mattk->adtyp);
gz.zombify = FALSE; /* reset */
gm.mkcorpstat_norevive = FALSE;
if (!DEADMONSTER(mdef))
return mhm.hitflags; /* mdef lifesaved */
else if (mhm.hitflags == M_ATTK_AGR_DIED)
return (M_ATTK_DEF_DIED | M_ATTK_AGR_DIED);
if (mattk->adtyp == AD_DGST) {
/* various checks similar to dog_eat and meatobj.
* after monkilled() to provide better message ordering */
if (ismnum(mdef->cham)) {
(void) newcham(magr, (struct permonst *) 0, NC_SHOW_MSG);
} else if (pd == &mons[PM_GREEN_SLIME] && !slimeproof(pa)) {
(void) newcham(magr, &mons[PM_GREEN_SLIME], NC_SHOW_MSG);
} else if (pd == &mons[PM_WRAITH]) {
(void) grow_up(magr, (struct monst *) 0);
/* don't grow up twice */
return (M_ATTK_DEF_DIED | (!DEADMONSTER(magr) ? 0 : M_ATTK_AGR_DIED));
} else if (pd == &mons[PM_NURSE]) {
magr->mhp = magr->mhpmax;
}
mon_givit(magr, pd);
}
/* caveat: above digestion handling doesn't keep `pa' up to date */
return (M_ATTK_DEF_DIED | (grow_up(magr, mdef) ? 0 : M_ATTK_AGR_DIED));
}
return (mhm.hitflags == M_ATTK_AGR_DIED) ? M_ATTK_AGR_DIED : M_ATTK_HIT;
}
int
mon_poly(struct monst *magr, struct monst *mdef, int dmg)
{
static const char freaky[] = " undergoes a freakish metamorphosis";
struct permonst *oldform = mdef->data;
if (mdef == &gy.youmonst) {
if (Antimagic) {
shieldeff(u.ux, u.uy);
} else if (Unchanging) {
; /* just take a little damage */
} else {
/* system shock might take place in polyself() */
if (u.ulycn == NON_PM) {
You("are subjected to a freakish metamorphosis.");
polyself(POLY_NOFLAGS);
} else if (u.umonnum != u.ulycn) {
You_feel("an unnatural urge coming on.");
you_were();
} else {
You_feel("a natural urge coming on.");
you_unwere(FALSE);
}
dmg = 0;
}
} else {
char Before[BUFSZ];
Strcpy(Before, Monnam(mdef));
if (resists_magm(mdef)) {
/* Magic resistance */
if (gv.vis)
shieldeff(mdef->mx, mdef->my);
} else if (resist(mdef, WAND_CLASS, 0, TELL)) {
/* general resistance to magic... */
;
} else if (!rn2(25) && mdef->cham == NON_PM
&& (mdef->mcan
|| pm_to_cham(monsndx(mdef->data)) != NON_PM)) {
/* system shock; this variation takes away half of mon's HP
rather than kill outright */
if (gv.vis)
pline("%s shudders!", Before);
dmg += (mdef->mhpmax + 1) / 2;
mdef->mhp -= dmg;
dmg = 0;
if (DEADMONSTER(mdef)) {
if (magr == &gy.youmonst)
xkilled(mdef, XKILL_GIVEMSG | XKILL_NOCORPSE);
else
monkilled(mdef, "", AD_RBRE);
}
} else if (newcham(mdef, (struct permonst *) 0, NO_NC_FLAGS)) {
if (gv.vis) { /* either seen or adjacent */
boolean was_seen = !!strcmpi("It", Before),
verbosely = flags.verbose || !was_seen;
if (canspotmon(mdef))
pline("%s%s%s turns into %s.", Before,
verbosely ? freaky : "", verbosely ? " and" : "",
x_monnam(mdef, ARTICLE_A, (char *) 0,
(SUPPRESS_NAME | SUPPRESS_IT
| SUPPRESS_INVISIBLE), FALSE));
else if (was_seen || magr == &gy.youmonst)
pline("%s%s%s.", Before, freaky,
!was_seen ? "" : " and disappears");
}
dmg = 0;
if (can_teleport(magr->data)) {
if (magr == &gy.youmonst)
tele();
else if (!tele_restrict(magr))
(void) rloc(magr, RLOC_MSG);
}
} else {
if (gv.vis && flags.verbose)
pline1(nothing_happens);
}
}
/* when a transformation has happened, can't attack again for poly
effect during next turn or two; not enforced for poly'd hero */
if (mdef->data != oldform && magr != &gy.youmonst)
magr->mspec_used += rnd(2);
return dmg;
}
void
paralyze_monst(struct monst *mon, int amt)
{
if (amt > 127)
amt = 127;
mon->mcanmove = 0;
mon->mfrozen = amt;
mon->meating = 0; /* terminate any meal-in-progress */
mon->mstrategy &= ~STRAT_WAITFORU;
}
/* `mon' is hit by a sleep attack; return 1 if it's affected, 0 otherwise */
int
sleep_monst(struct monst *mon, int amt, int how)
{
if (resists_sleep(mon) || defended(mon, AD_SLEE)
|| (how >= 0 && resist(mon, (char) how, 0, NOTELL))) {
shieldeff(mon->mx, mon->my);
} else if (mon->mcanmove) {
finish_meating(mon); /* terminate any meal-in-progress */
amt += (int) mon->mfrozen;
if (amt > 0) { /* sleep for N turns */
mon->mcanmove = 0;
mon->mfrozen = min(amt, 127);
} else { /* sleep until awakened */
mon->msleeping = 1;
}
return 1;
}
return 0;
}
/* sleeping grabber releases, engulfer doesn't; don't use for paralysis! */
void
slept_monst(struct monst *mon)
{
if (helpless(mon) && mon == u.ustuck
&& !sticks(gy.youmonst.data) && !u.uswallow) {
pline("%s grip relaxes.", s_suffix(Monnam(mon)));
unstuck(mon);
}
}
void
rustm(struct monst *mdef, struct obj *obj)
{
int dmgtyp = -1, chance = 1;
if (!mdef || !obj)
return; /* just in case */
/* AD_ACID and AD_ENCH are handled in passivemm() and passiveum() */
if (dmgtype(mdef->data, AD_CORR)) {
dmgtyp = ERODE_CORRODE;
} else if (dmgtype(mdef->data, AD_RUST)) {
dmgtyp = ERODE_RUST;
} else if (dmgtype(mdef->data, AD_FIRE)
/* steam vortex: fire resist applies, fire damage doesn't */
&& mdef->data != &mons[PM_STEAM_VORTEX]) {
dmgtyp = ERODE_BURN;
chance = 6;
}
if (dmgtyp >= 0 && !rn2(chance))
(void) erode_obj(obj, (char *) 0, dmgtyp, EF_GREASE | EF_VERBOSE);
}
static void
mswingsm(
struct monst *magr, /* attacker */
struct monst *mdef, /* defender */
struct obj *otemp) /* attacker's weapon */
{
if (flags.verbose && !Blind && mon_visible(magr)) {
boolean bash = (is_pole(otemp)
&& dist2(magr->mx, magr->my, mdef->mx, mdef->my) <= 2);
pline("%s %s %s%s %s at %s.", Monnam(magr), mswings_verb(otemp, bash),
(otemp->quan > 1L) ? "one of " : "", mhis(magr), xname(otemp),
mon_nam(mdef));
}
}
/*
* Passive responses by defenders. Does not replicate responses already
* handled above. Returns same values as mattackm.
*/
static int
passivemm(
struct monst *magr,
struct monst *mdef,
boolean mhitb,
int mdead,
struct obj *mwep)
{
struct permonst *mddat = mdef->data;
struct permonst *madat = magr->data;
char buf[BUFSZ];
int i, tmp;
int mhit = mhitb ? M_ATTK_HIT : M_ATTK_MISS;
for (i = 0;; i++) {
if (i >= NATTK)
return (mdead | mhit); /* no passive attacks */
if (mddat->mattk[i].aatyp == AT_NONE)
break;
}
if (mddat->mattk[i].damn)
tmp = d((int) mddat->mattk[i].damn, (int) mddat->mattk[i].damd);
else if (mddat->mattk[i].damd)
tmp = d((int) mddat->mlevel + 1, (int) mddat->mattk[i].damd);
else
tmp = 0;
/* These affect the enemy even if defender killed */
switch (mddat->mattk[i].adtyp) {
case AD_ACID:
if (mhitb && !rn2(2)) {
Strcpy(buf, Monnam(magr));
if (canseemon(magr))
pline("%s is splashed by %s %s!", buf,
s_suffix(mon_nam(mdef)), hliquid("acid"));
if (resists_acid(magr)) {
if (canseemon(magr))
pline("%s is not affected.", Monnam(magr));
tmp = 0;
}
} else
tmp = 0;
if (!rn2(30))
erode_armor(magr, ERODE_CORRODE);
if (!rn2(6))
acid_damage(MON_WEP(magr));
goto assess_dmg;
case AD_ENCH: /* KMH -- remove enchantment (disenchanter) */
if (mhitb && !mdef->mcan && mwep) {
(void) drain_item(mwep, FALSE);
/* No message */
}
break;
default:
break;
}
if (mdead || mdef->mcan)
return (mdead | mhit);
/* These affect the enemy only if defender is still alive */
if (rn2(3))
switch (mddat->mattk[i].adtyp) {
case AD_PLYS: /* Floating eye */
if (tmp > 127)
tmp = 127;
if (mddat == &mons[PM_FLOATING_EYE]) {
if (!rn2(4))
tmp = 127;
if (magr->mcansee && haseyes(madat) && mdef->mcansee
&& (perceives(madat) || !mdef->minvis)) {
/* construct format string; guard against '%' in Monnam */
Strcpy(buf, s_suffix(Monnam(mdef)));
(void) strNsubst(buf, "%", "%%", 0);
Strcat(buf, " gaze is reflected by %s %s.");
if (mon_reflects(magr,
canseemon(magr) ? buf : (char *) 0))
return (mdead | mhit);
Strcpy(buf, Monnam(magr));
if (canseemon(magr))
pline("%s is frozen by %s gaze!", buf,
s_suffix(mon_nam(mdef)));
paralyze_monst(magr, tmp);
return (mdead | mhit);
}
} else { /* gelatinous cube */
Strcpy(buf, Monnam(magr));
if (canseemon(magr))
pline("%s is frozen by %s.", buf, mon_nam(mdef));
paralyze_monst(magr, tmp);
return (mdead | mhit);
}
return 1;
case AD_COLD:
if (resists_cold(magr)) {
if (canseemon(magr)) {
pline("%s is mildly chilly.", Monnam(magr));
golemeffects(magr, AD_COLD, tmp);
}
tmp = 0;
break;
}
if (canseemon(magr))
pline("%s is suddenly very cold!", Monnam(magr));
mdef->mhp += tmp / 2;
if (mdef->mhpmax < mdef->mhp)
mdef->mhpmax = mdef->mhp;
if (mdef->mhpmax > ((int) (mdef->m_lev + 1) * 8))
(void) split_mon(mdef, magr);
break;
case AD_STUN:
if (!magr->mstun) {
magr->mstun = 1;
if (canseemon(magr))
pline("%s %s...", Monnam(magr),
makeplural(stagger(magr->data, "stagger")));
}
tmp = 0;
break;
case AD_FIRE:
if (resists_fire(magr)) {
if (canseemon(magr)) {
pline("%s is mildly warmed.", Monnam(magr));
golemeffects(magr, AD_FIRE, tmp);
}
tmp = 0;
break;
}
if (canseemon(magr))
pline("%s is suddenly very hot!", Monnam(magr));
break;
case AD_ELEC:
if (resists_elec(magr)) {
if (canseemon(magr)) {
pline("%s is mildly tingled.", Monnam(magr));
golemeffects(magr, AD_ELEC, tmp);
}
tmp = 0;
break;
}
if (canseemon(magr))
pline("%s is jolted with electricity!", Monnam(magr));
break;
default:
tmp = 0;
break;
}
else
tmp = 0;
assess_dmg:
if ((magr->mhp -= tmp) <= 0) {
monkilled(magr, "", (int) mddat->mattk[i].adtyp);
return (mdead | mhit | M_ATTK_AGR_DIED);
}
return (mdead | mhit);
}
/* hero or monster has successfully hit target mon with drain energy attack */
void
xdrainenergym(struct monst *mon, boolean givemsg)
{
if (mon->mspec_used < 20 /* limit draining */
&& (attacktype(mon->data, AT_MAGC)
|| attacktype(mon->data, AT_BREA))) {
mon->mspec_used += d(2, 2);
if (givemsg)
pline("%s seems lethargic.", Monnam(mon));
}
}
/* "aggressive defense"; what type of armor prevents specified attack
from touching its target? */
long
attk_protection(int aatyp)
{
long w_mask = 0L;
switch (aatyp) {
case AT_NONE:
case AT_SPIT:
case AT_EXPL:
case AT_BOOM:
case AT_GAZE:
case AT_BREA:
case AT_MAGC:
w_mask = ~0L; /* special case; no defense needed */
break;
case AT_CLAW:
case AT_TUCH:
case AT_WEAP:
w_mask = W_ARMG; /* caller needs to check for weapon */
break;
case AT_KICK:
w_mask = W_ARMF;
break;
case AT_BUTT:
w_mask = W_ARMH;
break;
case AT_HUGS:
w_mask = (W_ARMC | W_ARMG); /* attacker needs both to be protected */
break;
case AT_BITE:
case AT_STNG:
case AT_ENGL:
case AT_TENT:
default:
w_mask = 0L; /* no defense available */
break;
}
return w_mask;
}
/*mhitm.c*/