Files
nethack/src/steed.c
nhmall fcd9f5468c some coordxy follow-up
Return a couple of variables that actually held a direction back
to int from coordxy.

bhit() takes int params instead of coordxy.

boomhit() takes int params instead of coordxy.

xytod() renamed to xytodir(), and takes int params (promotion will handle
coordxy params).

dtoxy(coord *, int) renamed to dirtocoord(coord *, int).
2026-02-11 09:40:25 -05:00

935 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. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
/* Monsters that might be ridden */
static NEARDATA const char steeds[] = { S_QUADRUPED, S_UNICORN, S_ANGEL,
S_CENTAUR, S_DRAGON, S_JABBERWOCK,
'\0' };
staticfn boolean landing_spot(coord *, int, int);
staticfn void maybewakesteed(struct monst *);
/* caller has decided that hero can't reach something while mounted */
void
rider_cant_reach(void)
{
You("aren't skilled enough to reach from %s.", y_monnam(u.usteed));
}
/*** Putting the saddle on ***/
/* Can this monster wear a saddle? */
boolean
can_saddle(struct monst *mtmp)
{
struct permonst *ptr = mtmp->data;
return (strchr(steeds, ptr->mlet) && (ptr->msize >= MZ_MEDIUM)
&& (!humanoid(ptr) || ptr->mlet == S_CENTAUR) && !amorphous(ptr)
&& !noncorporeal(ptr) && !is_whirly(ptr) && !unsolid(ptr));
}
int
use_saddle(struct obj *otmp)
{
struct monst *mtmp;
struct permonst *ptr;
int chance;
if (!u_handsy())
return ECMD_OK;
/* Select an animal */
if (u.uswallow || Underwater || !getdir((char *) 0)) {
pline1(Never_mind);
return ECMD_CANCEL;
}
if (!u.dx && !u.dy) {
pline("Saddle yourself? Very funny...");
return ECMD_OK;
}
if (!isok(u.ux + u.dx, u.uy + u.dy)
|| !(mtmp = m_at(u.ux + u.dx, u.uy + u.dy)) || !canspotmon(mtmp)) {
pline("I see nobody there.");
return ECMD_TIME;
}
/* Is this a valid monster? */
if ((mtmp->misc_worn_check & W_SADDLE) != 0L
|| which_armor(mtmp, W_SADDLE)) {
pline("%s doesn't need another one.", Monnam(mtmp));
return ECMD_TIME;
}
ptr = mtmp->data;
if (touch_petrifies(ptr) && !uarmg && !Stone_resistance) {
char kbuf[BUFSZ];
You("touch %s.", mon_nam(mtmp));
if (!(poly_when_stoned(gy.youmonst.data) && polymon(PM_STONE_GOLEM))) {
Sprintf(kbuf, "attempting to saddle %s",
an(pmname(mtmp->data, Mgender(mtmp))));
instapetrify(kbuf);
}
}
if (ptr == &mons[PM_AMOROUS_DEMON]) {
pline("Shame on you!");
exercise(A_WIS, FALSE);
return ECMD_TIME;
}
if (mtmp->isminion || mtmp->isshk || mtmp->ispriest || mtmp->isgd
|| mtmp->iswiz) {
pline("I think %s would mind.", mon_nam(mtmp));
return ECMD_TIME;
}
if (!can_saddle(mtmp)) {
You_cant("saddle such a creature.");
return ECMD_TIME;
}
/* Calculate your chance */
chance = ACURR(A_DEX) + ACURR(A_CHA) / 2 + 2 * mtmp->mtame;
chance += u.ulevel * (mtmp->mtame ? 20 : 5);
if (!mtmp->mtame)
chance -= 10 * mtmp->m_lev;
if (Role_if(PM_KNIGHT))
chance += 20;
switch (P_SKILL(P_RIDING)) {
case P_ISRESTRICTED:
case P_UNSKILLED:
default:
chance -= 20;
break;
case P_BASIC:
break;
case P_SKILLED:
chance += 15;
break;
case P_EXPERT:
chance += 30;
break;
}
if (Confusion || Fumbling || Glib)
chance -= 20;
else if (uarmg && objdescr_is(uarmg, "riding gloves"))
/* Bonus for wearing "riding" (but not fumbling) gloves */
chance += 10;
else if (uarmf && objdescr_is(uarmf, "riding boots"))
/* ... or for "riding boots" */
chance += 10;
if (otmp->cursed)
chance -= 50;
/* [intended] steed becomes alert if possible */
maybewakesteed(mtmp);
/* Make the attempt */
if (rn2(100) < chance) {
You("put the saddle on %s.", mon_nam(mtmp));
if (otmp->owornmask)
remove_worn_item(otmp, FALSE);
freeinv(otmp);
/* !can_saddle(mtmp) already eliminated above */
put_saddle_on_mon(otmp, mtmp);
} else
pline("%s resists!", Monnam(mtmp));
return ECMD_TIME;
}
void
put_saddle_on_mon(struct obj *saddle, struct monst *mtmp)
{
if (!can_saddle(mtmp) || which_armor(mtmp, W_SADDLE)) {
if (saddle)
impossible("put_saddle_on_mon: saddle obj could get orphaned");
return;
}
if (!saddle) {
if ((saddle = mksobj(SADDLE, TRUE, FALSE)) != 0) {
fully_identify_obj(saddle);
/* mpickobj can later override identification if out-of-view */
} else {
return;
}
}
if (mpickobj(mtmp, saddle))
panic("merged saddle?");
mtmp->misc_worn_check |= W_SADDLE;
saddle->owornmask = W_SADDLE;
saddle->leashmon = mtmp->m_id;
update_mon_extrinsics(mtmp, saddle, TRUE, FALSE);
}
/*** Riding the monster ***/
/* Can we ride this monster? Caller should also check can_saddle() */
boolean
can_ride(struct monst *mtmp)
{
return (mtmp->mtame && humanoid(gy.youmonst.data)
&& !verysmall(gy.youmonst.data) && !bigmonst(gy.youmonst.data)
&& (!Underwater || is_swimmer(mtmp->data)));
}
/* the #ride command */
int
doride(void)
{
boolean forcemount = FALSE;
if (u.usteed) {
dismount_steed(DISMOUNT_BYCHOICE);
} else if (getdir((char *) 0) && isok(u.ux + u.dx, u.uy + u.dy)) {
if (wizard && y_n("Force the mount to succeed?") == 'y')
forcemount = TRUE;
return (mount_steed(m_at(u.ux + u.dx, u.uy + u.dy), forcemount)
? ECMD_TIME : ECMD_OK);
} else {
return ECMD_CANCEL;
}
return ECMD_TIME;
}
/* Start riding, with the given monster */
boolean
mount_steed(
struct monst *mtmp, /* The animal */
boolean force) /* Quietly force this animal */
{
struct obj *otmp;
char buf[BUFSZ];
struct permonst *ptr;
/* Sanity checks */
if (u.usteed) {
You("are already riding %s.", mon_nam(u.usteed));
return (FALSE);
}
/* Is the player in the right form? */
if (Hallucination && !force) {
pline("Maybe you should find a designated driver.");
return (FALSE);
}
/* While riding, Wounded_legs refers to the steed's
* legs, not the hero's legs.
* That opens up a potential abuse where the player
* can mount a steed, then dismount immediately to
* heal leg damage, because leg damage is always
* healed upon dismount (Wounded_legs context switch).
* By preventing a hero with Wounded_legs from
* mounting a steed, the potential for abuse is
* reduced. However, dismounting still immediately
* heals the steed's wounded legs. [In 3.4.3 and
* earlier, that unintentionally made the hero's
* temporary 1 point Dex loss become permanent.]
*/
if (Wounded_legs) {
char qbuf[QBUFSZ];
legs_in_no_shape("riding", FALSE);
Sprintf(qbuf, "Heal your leg%s?",
((HWounded_legs & BOTH_SIDES) == BOTH_SIDES) ? "s" : "");
if (force && wizard && y_n(qbuf) == 'y')
heal_legs(0);
else
return (FALSE);
}
if (Upolyd && (!humanoid(gy.youmonst.data)
|| verysmall(gy.youmonst.data)
|| bigmonst(gy.youmonst.data)
|| slithy(gy.youmonst.data))) {
You("won't fit on a saddle.");
return (FALSE);
}
if (!force && (near_capacity() > SLT_ENCUMBER)) {
You_cant("do that while carrying so much stuff.");
return (FALSE);
}
/* Can the player reach and see the monster? */
if (!mtmp || (!force && ((Blind && !Blind_telepat) || mtmp->mundetected
|| M_AP_TYPE(mtmp) == M_AP_FURNITURE
|| M_AP_TYPE(mtmp) == M_AP_OBJECT))) {
pline("I see nobody there.");
return (FALSE);
}
if (mtmp->data == &mons[PM_LONG_WORM]
&& (u.ux + u.dx != mtmp->mx || u.uy + u.dy != mtmp->my)) {
/* As of 3.6.2: test_move(below) is used to check for trying to mount
diagonally into or out of a doorway or through a tight squeeze;
attempting to mount a tail segment when hero was not adjacent
to worm's head could trigger an impossible() in worm_cross()
called from test_move(), so handle not-on-head before that */
You("couldn't ride %s, let alone its tail.", a_monnam(mtmp));
return FALSE;
}
if (u.uswallow || u.ustuck || u.utrap || Punished
|| !test_move(u.ux, u.uy, mtmp->mx - u.ux, mtmp->my - u.uy,
TEST_MOVE)) {
if (Punished || !(u.uswallow || u.ustuck || u.utrap))
You("are unable to swing your %s over.", body_part(LEG));
else
You("are stuck here for now.");
return (FALSE);
}
/* Is this a valid monster? */
otmp = which_armor(mtmp, W_SADDLE);
if (!otmp) {
pline("%s is not saddled.", Monnam(mtmp));
return (FALSE);
}
ptr = mtmp->data;
if (touch_petrifies(ptr) && !Stone_resistance) {
char kbuf[BUFSZ];
You("touch %s.", mon_nam(mtmp));
Sprintf(kbuf, "attempting to ride %s",
an(pmname(mtmp->data, Mgender(mtmp))));
instapetrify(kbuf);
}
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);
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 = xytodir(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 */
dirtocoord(&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 */
dirtocoord(&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;
dirtocoord(&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;
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*/