Files
nethack/src/mhitm.c
nhmall 0792e5fe9e expand implicit fallthrough detection to non-gcc compilers
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.
2024-11-30 14:16:27 -05:00

1505 lines
52 KiB
C

/* NetHack 3.7 mhitm.c $NHDT-Date: 1732979463 2024/11/30 07:11:03 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.253 $ */
/* 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.";
staticfn void noises(struct monst *, struct attack *);
staticfn void pre_mm_attack(struct monst *, struct monst *);
staticfn void missmm(struct monst *, struct monst *, struct attack *);
staticfn int hitmm(struct monst *, struct monst *, struct attack *,
struct obj *, int);
staticfn int gazemm(struct monst *, struct monst *, struct attack *);
staticfn int gulpmm(struct monst *, struct monst *, struct attack *);
staticfn int explmm(struct monst *, struct monst *, struct attack *);
staticfn int mdamagem(struct monst *, struct monst *, struct attack *,
struct obj *, int);
staticfn void mswingsm(struct monst *, struct monst *, struct obj *);
staticfn int passivemm(struct monst *, struct monst *, boolean, int,
struct obj *);
staticfn void
noises(struct monst *magr, struct attack *mattk)
{
boolean farq = (mdistu(magr) > 15);
if (!Deaf && (farq != gf.far_noise || svm.moves - gn.noisetime > 10)) {
gf.far_noise = farq;
gn.noisetime = svm.moves;
You_hear("%s%s.",
(mattk->aatyp == AT_EXPL) ? "an explosion" : "some noises",
farq ? " in the distance" : "");
}
}
staticfn 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 */
staticfn 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 = svm.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);
}
FALLTHROUGH;
/*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(). */
staticfn 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;
}
FALLTHROUGH;
/*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(). */
staticfn 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_OBSTRUCTED(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_OBSTRUCTED(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(). */
staticfn 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;
}
staticfn 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.
*/
staticfn 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)
{
/* reveal mimic unless already asleep or paralyzed (won't be 'busy') */
if (how >= 0 && !mon->msleeping && !mon->mfrozen
&& mon->data->mlet == S_MIMIC && (M_AP_TYPE(mon) == M_AP_FURNITURE
|| M_AP_TYPE(mon) == M_AP_OBJECT))
seemimic(mon);
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);
}
staticfn 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.
*/
staticfn 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*/