gcc has recognized various "magic comments" for white-listing
occurrences of implicit fallthrough in switch statements for
a long time:
The range and shape of "falls through" comments accepted are
contingent upon the level of the warning. (The default level is =3.)
-Wimplicit-fallthrough=0 disables the warning altogether.
-Wimplicit-fallthrough=1 treats any kind of comment as a "falls through" comment.
-Wimplicit-fallthrough=2 essentially accepts any comment that contains something
that matches (case insensitively) "falls?[ \t-]*thr(ough|u)" regular expression.
-Wimplicit-fallthrough=3 case sensitively matches a wide range of regular
expressions, listed in the GCC manual. E.g., all of these are accepted:
/* Falls through. */
/* fall-thru */
/* Else falls through. */
/* FALLTHRU */
/* ... falls through ... */
etc.
-Wimplicit-fallthrough=4 also, case sensitively matches a range of regular
expressions but is much more strict than level =3.
-Wimplicit-fallthrough=5 doesn't recognize any comments.
Plenty of other compilers did not recognize the gcc comment convention,
and up until now the compiler warning for detecting unintended
fallthrough had to be suppressed on other compilers. That's because the code
in NetHack has been relying on the gcc approach, and only the gcc approach.
The C23 standard introduces an attribute [[fallthrough]] for the
functionality, when implicit fallthrough warnings have been enabled.
Several popular compilers already support that, or a very similar attribute
style approach, today, even ahead of their C23 support:
C compiler whitelist approach
--------------------------- -------------------------------------
C23 conforming compilers [[fallthrough]]
clang versions supporting
standards prior to
C23 __attribute__((__fallthrough__))
Microsoft Visual Studio
since VS 2022 17.4.
The warning C5262 controls
whether the implict
fallthrough is detected and
warned about with
/std:clatest. [[fallthrough]]
This adds support to NetHack for the attribute approach by inserting a
macro FALLTHROUGH to the existing cases that require white-listing, so
other compilers can analyze things too.
The definition of the FALLTHROUGH macro is controlled in include/tradstdc.h.
The gcc comment approach has also been left in place at this time.
923 lines
32 KiB
C
923 lines
32 KiB
C
/* NetHack 3.7 steed.c $NHDT-Date: 1720128167 2024/07/04 21:22:47 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.121 $ */
|
|
/* Copyright (c) Kevin Hugo, 1998-1999. */
|
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/* NetHack may be freely redistributed. See license for details. */
|
|
|
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#include "hack.h"
|
|
|
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/* Monsters that might be ridden */
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static NEARDATA const char steeds[] = { S_QUADRUPED, S_UNICORN, S_ANGEL,
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S_CENTAUR, S_DRAGON, S_JABBERWOCK,
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'\0' };
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|
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staticfn boolean landing_spot(coord *, int, int);
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staticfn void maybewakesteed(struct monst *);
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|
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/* caller has decided that hero can't reach something while mounted */
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void
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|
rider_cant_reach(void)
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|
{
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You("aren't skilled enough to reach from %s.", y_monnam(u.usteed));
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}
|
|
|
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/*** Putting the saddle on ***/
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|
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/* Can this monster wear a saddle? */
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boolean
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can_saddle(struct monst *mtmp)
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{
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struct permonst *ptr = mtmp->data;
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return (strchr(steeds, ptr->mlet) && (ptr->msize >= MZ_MEDIUM)
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&& (!humanoid(ptr) || ptr->mlet == S_CENTAUR) && !amorphous(ptr)
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&& !noncorporeal(ptr) && !is_whirly(ptr) && !unsolid(ptr));
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}
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int
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use_saddle(struct obj *otmp)
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|
{
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struct monst *mtmp;
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struct permonst *ptr;
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int chance;
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if (!u_handsy())
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return ECMD_OK;
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|
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/* Select an animal */
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if (u.uswallow || Underwater || !getdir((char *) 0)) {
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pline1(Never_mind);
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return ECMD_CANCEL;
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}
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if (!u.dx && !u.dy) {
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pline("Saddle yourself? Very funny...");
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return ECMD_OK;
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}
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if (!isok(u.ux + u.dx, u.uy + u.dy)
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|| !(mtmp = m_at(u.ux + u.dx, u.uy + u.dy)) || !canspotmon(mtmp)) {
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pline("I see nobody there.");
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return ECMD_TIME;
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}
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/* Is this a valid monster? */
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if ((mtmp->misc_worn_check & W_SADDLE) != 0L
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|| which_armor(mtmp, W_SADDLE)) {
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pline("%s doesn't need another one.", Monnam(mtmp));
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return ECMD_TIME;
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}
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ptr = mtmp->data;
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if (touch_petrifies(ptr) && !uarmg && !Stone_resistance) {
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char kbuf[BUFSZ];
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You("touch %s.", mon_nam(mtmp));
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if (!(poly_when_stoned(gy.youmonst.data) && polymon(PM_STONE_GOLEM))) {
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Sprintf(kbuf, "attempting to saddle %s",
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an(pmname(mtmp->data, Mgender(mtmp))));
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instapetrify(kbuf);
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}
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}
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if (ptr == &mons[PM_AMOROUS_DEMON]) {
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pline("Shame on you!");
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exercise(A_WIS, FALSE);
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return ECMD_TIME;
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}
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if (mtmp->isminion || mtmp->isshk || mtmp->ispriest || mtmp->isgd
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|| mtmp->iswiz) {
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pline("I think %s would mind.", mon_nam(mtmp));
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return ECMD_TIME;
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}
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if (!can_saddle(mtmp)) {
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You_cant("saddle such a creature.");
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return ECMD_TIME;
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}
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/* Calculate your chance */
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chance = ACURR(A_DEX) + ACURR(A_CHA) / 2 + 2 * mtmp->mtame;
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chance += u.ulevel * (mtmp->mtame ? 20 : 5);
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if (!mtmp->mtame)
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chance -= 10 * mtmp->m_lev;
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if (Role_if(PM_KNIGHT))
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chance += 20;
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switch (P_SKILL(P_RIDING)) {
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case P_ISRESTRICTED:
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case P_UNSKILLED:
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default:
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chance -= 20;
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break;
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case P_BASIC:
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break;
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case P_SKILLED:
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chance += 15;
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break;
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case P_EXPERT:
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chance += 30;
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break;
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}
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if (Confusion || Fumbling || Glib)
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chance -= 20;
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else if (uarmg && objdescr_is(uarmg, "riding gloves"))
|
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/* Bonus for wearing "riding" (but not fumbling) gloves */
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chance += 10;
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else if (uarmf && objdescr_is(uarmf, "riding boots"))
|
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/* ... or for "riding boots" */
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chance += 10;
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if (otmp->cursed)
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chance -= 50;
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|
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/* [intended] steed becomes alert if possible */
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maybewakesteed(mtmp);
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|
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/* Make the attempt */
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if (rn2(100) < chance) {
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You("put the saddle on %s.", mon_nam(mtmp));
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if (otmp->owornmask)
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remove_worn_item(otmp, FALSE);
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freeinv(otmp);
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put_saddle_on_mon(otmp, mtmp);
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} else
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pline("%s resists!", Monnam(mtmp));
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return ECMD_TIME;
|
|
}
|
|
|
|
void
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|
put_saddle_on_mon(struct obj *saddle, struct monst *mtmp)
|
|
{
|
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if (!can_saddle(mtmp) || which_armor(mtmp, W_SADDLE))
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return;
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if (mpickobj(mtmp, saddle))
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panic("merged saddle?");
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mtmp->misc_worn_check |= W_SADDLE;
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saddle->owornmask = W_SADDLE;
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saddle->leashmon = mtmp->m_id;
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update_mon_extrinsics(mtmp, saddle, TRUE, FALSE);
|
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}
|
|
|
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/*** Riding the monster ***/
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|
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/* Can we ride this monster? Caller should also check can_saddle() */
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boolean
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can_ride(struct monst *mtmp)
|
|
{
|
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return (mtmp->mtame && humanoid(gy.youmonst.data)
|
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&& !verysmall(gy.youmonst.data) && !bigmonst(gy.youmonst.data)
|
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&& (!Underwater || is_swimmer(mtmp->data)));
|
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}
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|
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/* the #ride command */
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int
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|
doride(void)
|
|
{
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boolean forcemount = FALSE;
|
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if (u.usteed) {
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dismount_steed(DISMOUNT_BYCHOICE);
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} else if (getdir((char *) 0) && isok(u.ux + u.dx, u.uy + u.dy)) {
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if (wizard && y_n("Force the mount to succeed?") == 'y')
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forcemount = TRUE;
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return (mount_steed(m_at(u.ux + u.dx, u.uy + u.dy), forcemount)
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? ECMD_TIME : ECMD_OK);
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} else {
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return ECMD_CANCEL;
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}
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return ECMD_TIME;
|
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}
|
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|
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/* Start riding, with the given monster */
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boolean
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mount_steed(
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struct monst *mtmp, /* The animal */
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boolean force) /* Quietly force this animal */
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{
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struct obj *otmp;
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char buf[BUFSZ];
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struct permonst *ptr;
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/* Sanity checks */
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if (u.usteed) {
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You("are already riding %s.", mon_nam(u.usteed));
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return (FALSE);
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}
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/* Is the player in the right form? */
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if (Hallucination && !force) {
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pline("Maybe you should find a designated driver.");
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return (FALSE);
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}
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/* While riding Wounded_legs refers to the steed's,
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* not the hero's legs.
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* That opens up a potential abuse where the player
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* can mount a steed, then dismount immediately to
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* heal leg damage, because leg damage is always
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* healed upon dismount (Wounded_legs context switch).
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* By preventing a hero with Wounded_legs from
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* mounting a steed, the potential for abuse is
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* reduced. However, dismounting still immediately
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* heals the steed's wounded legs. [In 3.4.3 and
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* earlier, that unintentionally made the hero's
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* temporary 1 point Dex loss become permanent.]
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*/
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if (Wounded_legs) {
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char qbuf[QBUFSZ];
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legs_in_no_shape("riding", FALSE);
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Sprintf(qbuf, "Heal your leg%s?",
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((HWounded_legs & BOTH_SIDES) == BOTH_SIDES) ? "s" : "");
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if (force && wizard && y_n(qbuf) == 'y')
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heal_legs(0);
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else
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return (FALSE);
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}
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if (Upolyd && (!humanoid(gy.youmonst.data)
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|| verysmall(gy.youmonst.data)
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|| bigmonst(gy.youmonst.data)
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|| slithy(gy.youmonst.data))) {
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You("won't fit on a saddle.");
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return (FALSE);
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}
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if (!force && (near_capacity() > SLT_ENCUMBER)) {
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You_cant("do that while carrying so much stuff.");
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return (FALSE);
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}
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/* Can the player reach and see the monster? */
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if (!mtmp || (!force && ((Blind && !Blind_telepat) || mtmp->mundetected
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|| M_AP_TYPE(mtmp) == M_AP_FURNITURE
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|| M_AP_TYPE(mtmp) == M_AP_OBJECT))) {
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pline("I see nobody there.");
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return (FALSE);
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}
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if (mtmp->data == &mons[PM_LONG_WORM]
|
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&& (u.ux + u.dx != mtmp->mx || u.uy + u.dy != mtmp->my)) {
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/* As of 3.6.2: test_move(below) is used to check for trying to mount
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diagonally into or out of a doorway or through a tight squeeze;
|
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attempting to mount a tail segment when hero was not adjacent
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to worm's head could trigger an impossible() in worm_cross()
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called from test_move(), so handle not-on-head before that */
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You("couldn't ride %s, let alone its tail.", a_monnam(mtmp));
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return FALSE;
|
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}
|
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if (u.uswallow || u.ustuck || u.utrap || Punished
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|| !test_move(u.ux, u.uy, mtmp->mx - u.ux, mtmp->my - u.uy,
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TEST_MOVE)) {
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if (Punished || !(u.uswallow || u.ustuck || u.utrap))
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You("are unable to swing your %s over.", body_part(LEG));
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else
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You("are stuck here for now.");
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return (FALSE);
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}
|
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|
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/* Is this a valid monster? */
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otmp = which_armor(mtmp, W_SADDLE);
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|
if (!otmp) {
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pline("%s is not saddled.", Monnam(mtmp));
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return (FALSE);
|
|
}
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ptr = mtmp->data;
|
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if (touch_petrifies(ptr) && !Stone_resistance) {
|
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char kbuf[BUFSZ];
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|
|
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You("touch %s.", mon_nam(mtmp));
|
|
Sprintf(kbuf, "attempting to ride %s",
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|
an(pmname(mtmp->data, Mgender(mtmp))));
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instapetrify(kbuf);
|
|
}
|
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if (!mtmp->mtame || mtmp->isminion) {
|
|
pline("I think %s would mind.", mon_nam(mtmp));
|
|
return (FALSE);
|
|
}
|
|
if (mtmp->mtrapped) {
|
|
struct trap *t = t_at(mtmp->mx, mtmp->my);
|
|
|
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You_cant("mount %s while %s's trapped in %s.", mon_nam(mtmp),
|
|
mhe(mtmp), an(trapname(t->ttyp, FALSE)));
|
|
return (FALSE);
|
|
}
|
|
|
|
if (!force && !Role_if(PM_KNIGHT) && !(--mtmp->mtame)) {
|
|
/* no longer tame */
|
|
newsym(mtmp->mx, mtmp->my);
|
|
pline("%s resists%s!", Monnam(mtmp),
|
|
mtmp->mleashed ? " and its leash comes off" : "");
|
|
if (mtmp->mleashed)
|
|
m_unleash(mtmp, FALSE);
|
|
return (FALSE);
|
|
}
|
|
if (!force && Underwater && !is_swimmer(ptr)) {
|
|
You_cant("ride that creature while under %s.",
|
|
hliquid("water"));
|
|
return (FALSE);
|
|
}
|
|
if (!can_saddle(mtmp) || !can_ride(mtmp)) {
|
|
You_cant("ride such a creature.");
|
|
return FALSE;
|
|
}
|
|
|
|
/* Is the player impaired? */
|
|
if (!force && !is_floater(ptr) && !is_flyer(ptr) && Levitation
|
|
&& !Lev_at_will) {
|
|
You("cannot reach %s.", mon_nam(mtmp));
|
|
return (FALSE);
|
|
}
|
|
if (!force && uarm && is_metallic(uarm) && greatest_erosion(uarm)) {
|
|
Your("%s armor is too stiff to be able to mount %s.",
|
|
uarm->oeroded ? "rusty" : "corroded", mon_nam(mtmp));
|
|
return (FALSE);
|
|
}
|
|
if (!force
|
|
&& (Confusion || Fumbling || Glib || Wounded_legs || otmp->cursed
|
|
|| otmp->greased
|
|
|| (u.ulevel + mtmp->mtame < rnd(MAXULEV / 2 + 5)))) {
|
|
if (Levitation) {
|
|
pline("%s slips away from you.", Monnam(mtmp));
|
|
return FALSE;
|
|
}
|
|
You("slip while trying to get on %s.", mon_nam(mtmp));
|
|
|
|
Sprintf(buf, "slipped while mounting %s",
|
|
/* "a saddled mumak" or "a saddled pony called Dobbin" */
|
|
x_monnam(mtmp, ARTICLE_A, (char *) 0,
|
|
SUPPRESS_IT | SUPPRESS_INVISIBLE
|
|
| SUPPRESS_HALLUCINATION,
|
|
TRUE));
|
|
losehp(Maybe_Half_Phys(rn1(5, 10)), buf, NO_KILLER_PREFIX);
|
|
return (FALSE);
|
|
}
|
|
|
|
/* Success */
|
|
maybewakesteed(mtmp);
|
|
if (!force) {
|
|
if (Levitation && !is_floater(ptr) && !is_flyer(ptr))
|
|
/* Must have Lev_at_will at this point */
|
|
pline("%s magically floats up!", Monnam(mtmp));
|
|
You("mount %s.", mon_nam(mtmp));
|
|
if (Flying)
|
|
You("and %s take flight together.", mon_nam(mtmp));
|
|
}
|
|
/* setuwep handles polearms differently when you're mounted */
|
|
if (uwep && is_pole(uwep))
|
|
gu.unweapon = FALSE;
|
|
u.usteed = mtmp;
|
|
{
|
|
boolean was_stealthy = Stealth != 0;
|
|
|
|
steed_vs_stealth();
|
|
if (was_stealthy && !Stealth)
|
|
You("aren't stealthy anymore.");
|
|
}
|
|
remove_monster(mtmp->mx, mtmp->my);
|
|
teleds(mtmp->mx, mtmp->my, TELEDS_ALLOW_DRAG);
|
|
disp.botl = TRUE;
|
|
return TRUE;
|
|
}
|
|
|
|
/* You and your steed have moved */
|
|
void
|
|
exercise_steed(void)
|
|
{
|
|
if (!u.usteed)
|
|
return;
|
|
|
|
/* It takes many turns of riding to exercise skill */
|
|
if (++u.urideturns >= 100) {
|
|
u.urideturns = 0;
|
|
use_skill(P_RIDING, 1);
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* The player kicks or whips the steed */
|
|
void
|
|
kick_steed(void)
|
|
{
|
|
char He[BUFSZ]; /* monverbself() appends to the "He"/"She"/"It" value */
|
|
if (!u.usteed)
|
|
return;
|
|
|
|
/* [ALI] Various effects of kicking sleeping/paralyzed steeds */
|
|
if (helpless(u.usteed)) {
|
|
/* We assume a message has just been output of the form
|
|
* "You kick <steed>."
|
|
*/
|
|
Strcpy(He, mhe(u.usteed));
|
|
*He = highc(*He);
|
|
if ((u.usteed->mcanmove || u.usteed->mfrozen) && !rn2(2)) {
|
|
if (u.usteed->mcanmove)
|
|
u.usteed->msleeping = 0;
|
|
else if (u.usteed->mfrozen > 2)
|
|
u.usteed->mfrozen -= 2;
|
|
else {
|
|
u.usteed->mfrozen = 0;
|
|
u.usteed->mcanmove = 1;
|
|
}
|
|
if (helpless(u.usteed))
|
|
pline("%s stirs.", He);
|
|
else
|
|
/* if hallucinating, might yield "He rouses herself" or
|
|
"She rouses himself" */
|
|
pline("%s!", monverbself(u.usteed, He, "rouse", (char *) 0));
|
|
} else
|
|
pline("%s does not respond.", He);
|
|
return;
|
|
}
|
|
|
|
/* Make the steed less tame and check if it resists */
|
|
if (u.usteed->mtame)
|
|
u.usteed->mtame--;
|
|
if (!u.usteed->mtame && u.usteed->mleashed)
|
|
m_unleash(u.usteed, TRUE);
|
|
if (!u.usteed->mtame
|
|
|| (u.ulevel + u.usteed->mtame < rnd(MAXULEV / 2 + 5))) {
|
|
newsym(u.usteed->mx, u.usteed->my);
|
|
dismount_steed(DISMOUNT_THROWN);
|
|
return;
|
|
}
|
|
|
|
pline("%s gallops!", Monnam(u.usteed));
|
|
u.ugallop += rn1(20, 30);
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* Try to find a dismount point adjacent to the steed's location.
|
|
* If all else fails, try enexto(). Use enexto() as a last resort because
|
|
* enexto() chooses its point randomly, possibly even outside the
|
|
* room's walls, which is not what we want.
|
|
* Adapted from mail daemon code.
|
|
*/
|
|
staticfn boolean
|
|
landing_spot(
|
|
coord *spot, /* landing position (we fill it in) */
|
|
int reason,
|
|
int forceit)
|
|
{
|
|
coord cc, try[8]; /* 8: the 8 spots adjacent to the hero's spot */
|
|
int i, j, best_j, clockwise_j, counterclk_j,
|
|
n, viable, distance, min_distance = -1;
|
|
coordxy x, y;
|
|
boolean found, impaird, kn_trap, boulder;
|
|
struct trap *t;
|
|
|
|
(void) memset((genericptr_t) try, 0, sizeof try);
|
|
n = 0;
|
|
j = xytod(u.dx, u.dy);
|
|
if (reason == DISMOUNT_KNOCKED && j != DIR_ERR) {
|
|
/* we'll check preferred location first; if viable it'll be picked */
|
|
best_j = j;
|
|
try[0].x = u.dx, try[0].y = u.dy;
|
|
/* the two next best locations are checked second and third */
|
|
i = rn2(2);
|
|
clockwise_j = DIR_RIGHT(j); /* (j + 1) % 8 */
|
|
dtoxy(&cc, clockwise_j);
|
|
try[1 + i].x = cc.x, try[1 + i].y = cc.y; /* [1] or [2] */
|
|
counterclk_j = DIR_LEFT(j); /* (j + 8 - 1) % 8 */
|
|
dtoxy(&cc, counterclk_j);
|
|
try[2 - i].x = cc.x, try[2 - i].y = cc.y; /* [2] or [1] */
|
|
n = 3;
|
|
debugpline3("knock from saddle: best %s, next %s or %s",
|
|
directionname(best_j),
|
|
directionname(clockwise_j), directionname(counterclk_j));
|
|
} else {
|
|
best_j = clockwise_j = counterclk_j = -1;
|
|
}
|
|
for (j = 0; j < N_DIRS; ++j) {
|
|
/* fortunately NODIAG() handling isn't needed for DISMOUNT_KNOCKED
|
|
because hero can only ride when humanoid */
|
|
if (j == best_j || j == clockwise_j || j == counterclk_j)
|
|
continue;
|
|
/* j==0 is W, j==1 NW, j==2 N, j==3 NE, ..., around to j==7 SW;
|
|
so odd j values are diagonal directions here */
|
|
if (reason == DISMOUNT_POLY && NODIAG(u.umonnum) && (j % 1) != 0)
|
|
continue;
|
|
dtoxy(&cc, j);
|
|
try[n++] = cc;
|
|
}
|
|
|
|
/*
|
|
* Up to three passes;
|
|
* i==0: voluntary dismount without impairment avoids known traps and
|
|
* boulders;
|
|
* i==1: voluntary dismount with impairment or knocked out of saddle
|
|
* avoids boulders but allows known traps;
|
|
* i==2: other, allow traps and boulders.
|
|
*
|
|
* Fallback to i==1 if nothing appropriate was found for i==0 and
|
|
* to i==2 as last resort.
|
|
*/
|
|
impaird = (Stunned || Confusion || Fumbling);
|
|
viable = 0;
|
|
found = FALSE;
|
|
for (i = (reason == DISMOUNT_BYCHOICE && !impaird) ? 0
|
|
: ((reason == DISMOUNT_BYCHOICE && impaird)
|
|
|| reason == DISMOUNT_KNOCKED) ? 1
|
|
: 2;
|
|
i <= 2 && !found; ++i) {
|
|
for (j = 0; j < n; ++j) {
|
|
x = u.ux + try[j].x;
|
|
y = u.uy + try[j].y;
|
|
if (!isok(x, y) || u_at(x, y)) /* [note: u_at() can't happen] */
|
|
continue;
|
|
|
|
if (accessible(x, y) && !MON_AT(x, y)
|
|
&& test_move(u.ux, u.uy, x - u.ux, y - u.uy, TEST_MOVE)) {
|
|
++viable;
|
|
distance = distu(x, y);
|
|
if (min_distance < 0 /* no viable candidate yet */
|
|
/* or better than pending candidate (note: orthogonal
|
|
spots are distance 1 and diagonal ones distance 2;
|
|
treating one as better than the other is arbitrary
|
|
and not wanted for DISMOUNT_KNOCKED) */
|
|
|| ((best_j == -1) ? (distance < min_distance) : (j < 3))
|
|
/* or equally good, maybe substitute this one */
|
|
|| (distance == min_distance && !rn2(viable))) {
|
|
/* traps avoided on pass 0; boulders avoided on 0 and 1 */
|
|
kn_trap = i == 0 && ((t = t_at(x, y)) != 0 && t->tseen
|
|
&& t->ttyp != VIBRATING_SQUARE);
|
|
boulder = i <= 1 && (sobj_at(BOULDER, x, y)
|
|
&& !throws_rocks(gy.youmonst.data));
|
|
if (!kn_trap && !boulder) {
|
|
spot->x = x;
|
|
spot->y = y;
|
|
min_distance = distance;
|
|
found = TRUE;
|
|
if (best_j != -1 && j < 3)
|
|
/* since best_j is first candidate (j==0), j==1
|
|
and j==2 can only get here when best_j was
|
|
not viable; 50:50 chance for clockwise_j to
|
|
come before counterclk_j so each has same
|
|
chance to be next after best_j */
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* If we didn't find a good spot and forceit is on, try enexto(). */
|
|
if (forceit && !found)
|
|
found = enexto(spot, u.ux, u.uy, gy.youmonst.data);
|
|
|
|
return found;
|
|
}
|
|
|
|
/* Stop riding the current steed */
|
|
void
|
|
dismount_steed(
|
|
int reason) /* Player was thrown off etc. */
|
|
{
|
|
struct monst *mtmp;
|
|
struct obj *otmp;
|
|
const char *verb;
|
|
coord cc, steedcc;
|
|
unsigned save_utrap = u.utrap;
|
|
boolean ulev, ufly,
|
|
repair_leg_damage = (Wounded_legs != 0L),
|
|
have_spot = landing_spot(&cc, reason, 0);
|
|
|
|
mtmp = u.usteed; /* make a copy of steed pointer */
|
|
/* Sanity check */
|
|
if (!mtmp) /* Just return silently */
|
|
return;
|
|
u.usteed = 0; /* affects Fly test; could hypothetically affect Lev;
|
|
* also affects u_locomotion() */
|
|
ufly = Flying ? TRUE : FALSE;
|
|
ulev = Levitation ? TRUE : FALSE;
|
|
verb = u_locomotion("fall"); /* only used for _FELL and _KNOCKED */
|
|
u.usteed = mtmp;
|
|
|
|
/* Check the reason for dismounting */
|
|
otmp = which_armor(mtmp, W_SADDLE);
|
|
switch (reason) {
|
|
case DISMOUNT_THROWN:
|
|
verb = "are thrown";
|
|
FALLTHROUGH;
|
|
/*FALLTHRU*/
|
|
case DISMOUNT_KNOCKED:
|
|
case DISMOUNT_FELL:
|
|
You("%s off of %s!", verb, mon_nam(mtmp));
|
|
if (!have_spot)
|
|
have_spot = landing_spot(&cc, reason, 1);
|
|
if (!ulev && !ufly) {
|
|
losehp(Maybe_Half_Phys(rn1(10, 10)), "riding accident",
|
|
KILLED_BY_AN);
|
|
set_wounded_legs(BOTH_SIDES, (int) HWounded_legs + rn1(5, 5));
|
|
repair_leg_damage = FALSE;
|
|
}
|
|
break;
|
|
case DISMOUNT_POLY:
|
|
You("can no longer ride %s.", mon_nam(u.usteed));
|
|
if (!have_spot)
|
|
have_spot = landing_spot(&cc, reason, 1);
|
|
break;
|
|
case DISMOUNT_ENGULFED:
|
|
/* caller displays message */
|
|
break;
|
|
case DISMOUNT_BONES:
|
|
/* hero has just died... */
|
|
break;
|
|
case DISMOUNT_GENERIC:
|
|
/* no messages, just make it so */
|
|
break;
|
|
case DISMOUNT_BYCHOICE:
|
|
default:
|
|
if (otmp && otmp->cursed) {
|
|
You("can't. The saddle %s cursed.",
|
|
otmp->bknown ? "is" : "seems to be");
|
|
otmp->bknown = 1; /* ok to skip set_bknown() here */
|
|
return;
|
|
}
|
|
if (!have_spot) {
|
|
You("can't. There isn't anywhere for you to stand.");
|
|
return;
|
|
}
|
|
if (!has_mgivenname(mtmp)) {
|
|
pline("You've been through the dungeon on %s with no name.",
|
|
an(pmname(mtmp->data, Mgender(mtmp))));
|
|
if (Hallucination)
|
|
pline("It felt good to get out of the rain.");
|
|
} else
|
|
You("dismount %s.", mon_nam(mtmp));
|
|
}
|
|
/* While riding, Wounded_legs refers to the steed's legs;
|
|
after dismounting, it reverts to the hero's legs. */
|
|
if (repair_leg_damage)
|
|
heal_legs(1);
|
|
|
|
/* Release the steed */
|
|
u.usteed = (struct monst *) NULL;
|
|
u.ugallop = 0L;
|
|
{
|
|
boolean was_stealthy = Stealth != 0;
|
|
|
|
steed_vs_stealth();
|
|
if (Stealth && !was_stealthy)
|
|
You("seem less noisy now.");
|
|
}
|
|
|
|
if (u.utraptype == TT_BEARTRAP
|
|
|| u.utraptype == TT_PIT
|
|
|| u.utraptype == TT_WEB) {
|
|
mtmp->mtrapped = 1;
|
|
}
|
|
|
|
/*
|
|
* rloc(), rloc_to(), and monkilled()->mondead()->m_detach() all
|
|
* expect mtmp to be on the map or else have mtmp->mx be 0, but
|
|
* setting the latter to 0 here would interfere with dropping
|
|
* the saddle. Prior to 3.6.2, being off the map didn't matter.
|
|
*
|
|
* place_monster() expects mtmp to be alive and not be u.usteed.
|
|
*
|
|
* Unfortunately, <u.ux,u.uy> (former steed's implicit location)
|
|
* might now be occupied by an engulfer, so we can't just put mtmp
|
|
* at that spot. An engulfer's previous spot will be unoccupied
|
|
* but we don't know where that was and even if we did, it might
|
|
* be hostile terrain.
|
|
*/
|
|
steedcc.x = u.ux, steedcc.y = u.uy;
|
|
if (m_at(u.ux, u.uy)) {
|
|
/* hero's spot has a monster in it; hero must have been plucked
|
|
from saddle as engulfer moved into his spot--other dismounts
|
|
shouldn't run into this situation; find nearest viable spot */
|
|
if (!enexto(&steedcc, u.ux, u.uy, mtmp->data)
|
|
/* no spot? must have been engulfed by a lurker-above over
|
|
water or lava; try requesting a location for a flyer */
|
|
&& !enexto(&steedcc, u.ux, u.uy, &mons[PM_BAT]))
|
|
/* still no spot; last resort is any spot within bounds */
|
|
(void) enexto(&steedcc, u.ux, u.uy, &mons[PM_GHOST]);
|
|
}
|
|
|
|
if (!DEADMONSTER(mtmp)) {
|
|
gi.in_steed_dismounting++;
|
|
place_monster(mtmp, steedcc.x, steedcc.y);
|
|
gi.in_steed_dismounting--;
|
|
|
|
/* if for bones, there's no reason to place the hero;
|
|
we want to make room for potential ghost, so move steed */
|
|
if (reason == DISMOUNT_BONES) {
|
|
/* move the steed to an adjacent square */
|
|
if (enexto(&cc, u.ux, u.uy, mtmp->data))
|
|
rloc_to(mtmp, cc.x, cc.y);
|
|
else /* evidently no room nearby; move steed elsewhere */
|
|
(void) rloc(mtmp, RLOC_ERR | RLOC_NOMSG);
|
|
return;
|
|
}
|
|
|
|
/* Set hero's and/or steed's positions. Usually try moving the
|
|
hero first. Note: for DISMOUNT_ENGULFED, caller hasn't set
|
|
u.uswallow yet but has set u.ustuck. */
|
|
if (!u.uswallow && !u.ustuck && have_spot) {
|
|
struct permonst *mdat = mtmp->data;
|
|
|
|
/* The steed may drop into water/lava */
|
|
if (grounded(mdat)) {
|
|
if (is_pool(u.ux, u.uy)) {
|
|
if (!Underwater)
|
|
pline("%s falls into the %s!", Monnam(mtmp),
|
|
surface(u.ux, u.uy));
|
|
if (!cant_drown(mdat)) {
|
|
killed(mtmp);
|
|
adjalign(-1);
|
|
}
|
|
} else if (is_lava(u.ux, u.uy)) {
|
|
pline("%s is pulled into the %s!", Monnam(mtmp),
|
|
hliquid("lava"));
|
|
if (!likes_lava(mdat)) {
|
|
killed(mtmp);
|
|
adjalign(-1);
|
|
}
|
|
}
|
|
}
|
|
/* Steed dismounting consists of two steps: being moved to another
|
|
* square, and descending to the floor. We have functions to do
|
|
* each of these activities, but they're normally called
|
|
* individually and include an attempt to look at or pick up the
|
|
* objects on the floor:
|
|
* teleds() --> spoteffects() --> pickup()
|
|
* float_down() --> pickup()
|
|
* We use this kludge to make sure there is only one such attempt.
|
|
*
|
|
* Clearly this is not the best way to do it. A full fix would
|
|
* involve having these functions not call pickup() at all,
|
|
* instead calling them first and calling pickup() afterwards.
|
|
* But it would take a lot of work to keep this change from
|
|
* having any unforeseen side effects (for instance, you would
|
|
* no longer be able to walk onto a square with a hole, and
|
|
* autopickup before falling into the hole).
|
|
*/
|
|
/* [ALI] No need to move the player if the steed died. */
|
|
if (!DEADMONSTER(mtmp)) {
|
|
/* Keep steed here, move the player to cc;
|
|
* teleds() clears u.utrap
|
|
*/
|
|
gi.in_steed_dismounting = TRUE;
|
|
teleds(cc.x, cc.y, TELEDS_ALLOW_DRAG);
|
|
if (sobj_at(BOULDER, cc.x, cc.y))
|
|
sokoban_guilt();
|
|
gi.in_steed_dismounting = FALSE;
|
|
|
|
/* Put your steed in your trap */
|
|
if (save_utrap)
|
|
(void) mintrap(mtmp, NO_TRAP_FLAGS);
|
|
}
|
|
|
|
/* Couldn't move hero... try moving the steed. */
|
|
} else if (enexto(&cc, u.ux, u.uy, mtmp->data)) {
|
|
/* Keep player here, move the steed to cc */
|
|
rloc_to(mtmp, cc.x, cc.y);
|
|
/* Player stays put */
|
|
|
|
/* Otherwise, steed goes bye-bye. */
|
|
} else {
|
|
#if 1 /* original there's-no-room handling */
|
|
if (reason == DISMOUNT_BYCHOICE) {
|
|
/* [un]#ride: hero gets credit/blame for killing steed */
|
|
killed(mtmp);
|
|
adjalign(-1);
|
|
} else {
|
|
/* other dismount: kill former steed with no penalty;
|
|
damage type is just "neither AD_DGST nor -AD_RBRE" */
|
|
monkilled(mtmp, "", -AD_PHYS);
|
|
}
|
|
#else
|
|
/* Can't use this [yet?] because it violates monmove()'s
|
|
* assumption that a moving monster (engulfer) can't cause
|
|
* another monster (steed) to be removed from the fmon list.
|
|
* That other monster (steed) might be cached as the next one
|
|
* to move.
|
|
*/
|
|
/* migrate back to this level if hero leaves and returns
|
|
or to next level if it is happening in the endgame */
|
|
mdrop_special_objs(mtmp);
|
|
deal_with_overcrowding(mtmp);
|
|
#endif
|
|
}
|
|
} /* !DEADMONST(mtmp) */
|
|
|
|
/* usually return the hero to the surface */
|
|
if (reason != DISMOUNT_ENGULFED && reason != DISMOUNT_BONES) {
|
|
gi.in_steed_dismounting = TRUE;
|
|
(void) float_down(0L, W_SADDLE);
|
|
gi.in_steed_dismounting = FALSE;
|
|
disp.botl = TRUE;
|
|
(void) encumber_msg();
|
|
gv.vision_full_recalc = 1;
|
|
} else
|
|
disp.botl = TRUE;
|
|
/* polearms behave differently when not mounted */
|
|
if (uwep && is_pole(uwep))
|
|
gu.unweapon = TRUE;
|
|
return;
|
|
}
|
|
|
|
/* when attempting to saddle or mount a sleeping steed, try to wake it up
|
|
(for the saddling case, it won't be u.usteed yet) */
|
|
staticfn void
|
|
maybewakesteed(struct monst *steed)
|
|
{
|
|
int frozen = (int) steed->mfrozen;
|
|
boolean wasimmobile = helpless(steed);
|
|
|
|
steed->msleeping = 0;
|
|
if (frozen) {
|
|
frozen = (frozen + 1) / 2; /* half */
|
|
/* might break out of timed sleep or paralysis */
|
|
if (!rn2(frozen)) {
|
|
steed->mfrozen = 0;
|
|
steed->mcanmove = 1;
|
|
} else {
|
|
/* didn't awake, but remaining duration is halved */
|
|
steed->mfrozen = frozen;
|
|
}
|
|
}
|
|
if (wasimmobile && !helpless(steed))
|
|
pline("%s wakes up.", Monnam(steed));
|
|
/* regardless of waking, terminate any meal in progress */
|
|
finish_meating(steed);
|
|
}
|
|
|
|
/* steed has taken on a new shape */
|
|
void
|
|
poly_steed(
|
|
struct monst *steed,
|
|
struct permonst *oldshape)
|
|
{
|
|
if (!can_saddle(steed) || !can_ride(steed)) {
|
|
/* can't get here; newcham() -> mon_break_armor() -> m_lose_armor()
|
|
removes saddle and/or forces hero to dismount, if applicable,
|
|
before newcham() calls us */
|
|
dismount_steed(DISMOUNT_FELL);
|
|
} else {
|
|
char buf[BUFSZ];
|
|
|
|
Strcpy(buf, x_monnam(steed, ARTICLE_YOUR, (char *) 0,
|
|
SUPPRESS_SADDLE, FALSE));
|
|
if (oldshape != steed->data)
|
|
(void) strsubst(buf, "your ", "your new ");
|
|
You("adjust yourself in the saddle on %s.", buf);
|
|
|
|
/* riding blocks stealth unless hero+steed fly */
|
|
steed_vs_stealth();
|
|
}
|
|
}
|
|
|
|
/* decide whether hero's steed is able to move;
|
|
doesn't check for holding traps--those affect the hero directly */
|
|
boolean
|
|
stucksteed(boolean checkfeeding)
|
|
{
|
|
struct monst *steed = u.usteed;
|
|
|
|
if (steed) {
|
|
/* check whether steed can move */
|
|
if (helpless(steed)) {
|
|
pline("%s won't move!", YMonnam(steed));
|
|
return TRUE;
|
|
}
|
|
/* optionally check whether steed is in the midst of a meal */
|
|
if (checkfeeding && steed->meating) {
|
|
pline("%s is still eating.", YMonnam(steed));
|
|
return TRUE;
|
|
}
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
void
|
|
place_monster(struct monst *mon, coordxy x, coordxy y)
|
|
{
|
|
struct monst *othermon;
|
|
const char *monnm, *othnm;
|
|
char buf[QBUFSZ];
|
|
|
|
buf[0] = '\0';
|
|
/* normal map bounds are <1..COLNO-1,0..ROWNO-1> but sometimes
|
|
vault guards (either living or dead) are parked at <0,0> */
|
|
if (!isok(x, y) && (x != 0 || y != 0 || !mon->isgd)) {
|
|
describe_level(buf, 0);
|
|
impossible("trying to place %s at <%d,%d> mstate:%lx on %s",
|
|
minimal_monnam(mon, TRUE), x, y, mon->mstate, buf);
|
|
x = y = 0;
|
|
}
|
|
if ((mon == u.usteed && !gi.in_steed_dismounting)
|
|
/* special case is for convoluted vault guard handling */
|
|
|| (DEADMONSTER(mon) && !(mon->isgd && x == 0 && y == 0))) {
|
|
describe_level(buf, 0);
|
|
impossible("placing %s onto map, mstate:%lx, on %s?",
|
|
(mon == u.usteed) ? "steed" : "defunct monster",
|
|
mon->mstate, buf);
|
|
return;
|
|
}
|
|
if ((othermon = svl.level.monsters[x][y]) != 0) {
|
|
describe_level(buf, 0);
|
|
monnm = minimal_monnam(mon, FALSE);
|
|
othnm = (mon != othermon) ? minimal_monnam(othermon, TRUE) : "itself";
|
|
impossible("placing %s over %s at <%d,%d>, mstates:%lx %lx on %s?",
|
|
monnm, othnm, x, y, othermon->mstate, mon->mstate, buf);
|
|
}
|
|
mon->mx = x, mon->my = y;
|
|
svl.level.monsters[x][y] = mon;
|
|
mon->mstate = MON_FLOOR;
|
|
}
|
|
|
|
/*steed.c*/
|