Files
nethack/src/uhitm.c
Pasi Kallinen bf10a70de0 Make it clear when a leprechaun dodges your attack
It was not obvious what was happening when a leprechaun dodged
your attack. Add a message to explicitly spell it out.
Code by aosdict.
2018-08-26 18:43:25 +03:00

2868 lines
105 KiB
C

/* NetHack 3.6 uhitm.c $NHDT-Date: 1521684760 2018/03/22 02:12:40 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.176 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
STATIC_DCL boolean FDECL(known_hitum, (struct monst *, struct obj *, int *,
int, int, struct attack *, int));
STATIC_DCL boolean FDECL(theft_petrifies, (struct obj *));
STATIC_DCL void FDECL(steal_it, (struct monst *, struct attack *));
STATIC_DCL boolean FDECL(hitum_cleave, (struct monst *, struct attack *));
STATIC_DCL boolean FDECL(hitum, (struct monst *, struct attack *));
STATIC_DCL boolean FDECL(hmon_hitmon, (struct monst *, struct obj *, int,
int));
STATIC_DCL int FDECL(joust, (struct monst *, struct obj *));
STATIC_DCL void NDECL(demonpet);
STATIC_DCL boolean FDECL(m_slips_free, (struct monst *, struct attack *));
STATIC_DCL int FDECL(explum, (struct monst *, struct attack *));
STATIC_DCL void FDECL(start_engulf, (struct monst *));
STATIC_DCL void NDECL(end_engulf);
STATIC_DCL int FDECL(gulpum, (struct monst *, struct attack *));
STATIC_DCL boolean FDECL(hmonas, (struct monst *));
STATIC_DCL void FDECL(nohandglow, (struct monst *));
STATIC_DCL boolean FDECL(shade_aware, (struct obj *));
extern boolean notonhead; /* for long worms */
/* Used to flag attacks caused by Stormbringer's maliciousness. */
static boolean override_confirmation = FALSE;
#define PROJECTILE(obj) ((obj) && is_ammo(obj))
void
erode_armor(mdef, hurt)
struct monst *mdef;
int hurt;
{
struct obj *target;
/* What the following code does: it keeps looping until it
* finds a target for the rust monster.
* Head, feet, etc... not covered by metal, or covered by
* rusty metal, are not targets. However, your body always
* is, no matter what covers it.
*/
while (1) {
switch (rn2(5)) {
case 0:
target = which_armor(mdef, W_ARMH);
if (!target
|| erode_obj(target, xname(target), hurt, EF_GREASE)
== ER_NOTHING)
continue;
break;
case 1:
target = which_armor(mdef, W_ARMC);
if (target) {
(void) erode_obj(target, xname(target), hurt,
EF_GREASE | EF_VERBOSE);
break;
}
if ((target = which_armor(mdef, W_ARM)) != (struct obj *) 0) {
(void) erode_obj(target, xname(target), hurt,
EF_GREASE | EF_VERBOSE);
} else if ((target = which_armor(mdef, W_ARMU))
!= (struct obj *) 0) {
(void) erode_obj(target, xname(target), hurt,
EF_GREASE | EF_VERBOSE);
}
break;
case 2:
target = which_armor(mdef, W_ARMS);
if (!target
|| erode_obj(target, xname(target), hurt, EF_GREASE)
== ER_NOTHING)
continue;
break;
case 3:
target = which_armor(mdef, W_ARMG);
if (!target
|| erode_obj(target, xname(target), hurt, EF_GREASE)
== ER_NOTHING)
continue;
break;
case 4:
target = which_armor(mdef, W_ARMF);
if (!target
|| erode_obj(target, xname(target), hurt, EF_GREASE)
== ER_NOTHING)
continue;
break;
}
break; /* Out of while loop */
}
}
/* FALSE means it's OK to attack */
boolean
attack_checks(mtmp, wep)
register struct monst *mtmp;
struct obj *wep; /* uwep for attack(), null for kick_monster() */
{
char qbuf[QBUFSZ];
/* if you're close enough to attack, alert any waiting monster */
mtmp->mstrategy &= ~STRAT_WAITMASK;
if (u.uswallow && mtmp == u.ustuck)
return FALSE;
if (context.forcefight) {
/* Do this in the caller, after we checked that the monster
* didn't die from the blow. Reason: putting the 'I' there
* causes the hero to forget the square's contents since
* both 'I' and remembered contents are stored in .glyph.
* If the monster dies immediately from the blow, the 'I' will
* not stay there, so the player will have suddenly forgotten
* the square's contents for no apparent reason.
if (!canspotmon(mtmp)
&& !glyph_is_invisible(levl[bhitpos.x][bhitpos.y].glyph))
map_invisible(bhitpos.x, bhitpos.y);
*/
return FALSE;
}
/* Put up an invisible monster marker, but with exceptions for
* monsters that hide and monsters you've been warned about.
* The former already prints a warning message and
* prevents you from hitting the monster just via the hidden monster
* code below; if we also did that here, similar behavior would be
* happening two turns in a row. The latter shows a glyph on
* the screen, so you know something is there.
*/
if (!canspotmon(mtmp) && !glyph_is_warning(glyph_at(bhitpos.x, bhitpos.y))
&& !glyph_is_invisible(levl[bhitpos.x][bhitpos.y].glyph)
&& !(!Blind && mtmp->mundetected && hides_under(mtmp->data))) {
pline("Wait! There's %s there you can't see!", something);
map_invisible(bhitpos.x, bhitpos.y);
/* if it was an invisible mimic, treat it as if we stumbled
* onto a visible mimic
*/
if (mtmp->m_ap_type && !Protection_from_shape_changers
/* applied pole-arm attack is too far to get stuck */
&& distu(mtmp->mx, mtmp->my) <= 2) {
if (!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data, AD_STCK))
u.ustuck = mtmp;
}
wakeup(mtmp, TRUE); /* always necessary; also un-mimics mimics */
return TRUE;
}
if (mtmp->m_ap_type && !Protection_from_shape_changers && !sensemon(mtmp)
&& !glyph_is_warning(glyph_at(bhitpos.x, bhitpos.y))) {
/* If a hidden mimic was in a square where a player remembers
* some (probably different) unseen monster, the player is in
* luck--he attacks it even though it's hidden.
*/
if (glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph)) {
seemimic(mtmp);
return FALSE;
}
stumble_onto_mimic(mtmp);
return TRUE;
}
if (mtmp->mundetected && !canseemon(mtmp)
&& !glyph_is_warning(glyph_at(bhitpos.x, bhitpos.y))
&& (hides_under(mtmp->data) || mtmp->data->mlet == S_EEL)) {
mtmp->mundetected = mtmp->msleeping = 0;
newsym(mtmp->mx, mtmp->my);
if (glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph)) {
seemimic(mtmp);
return FALSE;
}
if (!((Blind ? Blind_telepat : Unblind_telepat) || Detect_monsters)) {
struct obj *obj;
if (!Blind && Hallucination)
pline("A %s %s appeared!",
mtmp->mtame ? "tame" : "wild", l_monnam(mtmp));
else if (Blind || (is_pool(mtmp->mx, mtmp->my) && !Underwater))
pline("Wait! There's a hidden monster there!");
else if ((obj = level.objects[mtmp->mx][mtmp->my]) != 0)
pline("Wait! There's %s hiding under %s!",
an(l_monnam(mtmp)), doname(obj));
return TRUE;
}
}
/*
* make sure to wake up a monster from the above cases if the
* hero can sense that the monster is there.
*/
if ((mtmp->mundetected || mtmp->m_ap_type) && sensemon(mtmp)) {
mtmp->mundetected = 0;
wakeup(mtmp, TRUE);
}
if (flags.confirm && mtmp->mpeaceful && !Confusion && !Hallucination
&& !Stunned) {
/* Intelligent chaotic weapons (Stormbringer) want blood */
if (wep && wep->oartifact == ART_STORMBRINGER) {
override_confirmation = TRUE;
return FALSE;
}
if (canspotmon(mtmp)) {
Sprintf(qbuf, "Really attack %s?", mon_nam(mtmp));
if (!paranoid_query(ParanoidHit, qbuf)) {
context.move = 0;
return TRUE;
}
}
}
return FALSE;
}
/*
* It is unchivalrous for a knight to attack the defenseless or from behind.
*/
void
check_caitiff(mtmp)
struct monst *mtmp;
{
if (u.ualign.record <= -10)
return;
if (Role_if(PM_KNIGHT) && u.ualign.type == A_LAWFUL
&& (!mtmp->mcanmove || mtmp->msleeping
|| (mtmp->mflee && !mtmp->mavenge))) {
You("caitiff!");
adjalign(-1);
} else if (Role_if(PM_SAMURAI) && mtmp->mpeaceful) {
/* attacking peaceful creatures is bad for the samurai's giri */
You("dishonorably attack the innocent!");
adjalign(-1);
}
}
int
find_roll_to_hit(mtmp, aatyp, weapon, attk_count, role_roll_penalty)
register struct monst *mtmp;
uchar aatyp; /* usually AT_WEAP or AT_KICK */
struct obj *weapon; /* uwep or uswapwep or NULL */
int *attk_count, *role_roll_penalty;
{
int tmp, tmp2;
*role_roll_penalty = 0; /* default is `none' */
tmp = 1 + Luck + abon() + find_mac(mtmp) + u.uhitinc
+ maybe_polyd(youmonst.data->mlevel, u.ulevel);
/* some actions should occur only once during multiple attacks */
if (!(*attk_count)++) {
/* knight's chivalry or samurai's giri */
check_caitiff(mtmp);
}
/* adjust vs. (and possibly modify) monster state */
if (mtmp->mstun)
tmp += 2;
if (mtmp->mflee)
tmp += 2;
if (mtmp->msleeping) {
mtmp->msleeping = 0;
tmp += 2;
}
if (!mtmp->mcanmove) {
tmp += 4;
if (!rn2(10)) {
mtmp->mcanmove = 1;
mtmp->mfrozen = 0;
}
}
/* role/race adjustments */
if (Role_if(PM_MONK) && !Upolyd) {
if (uarm)
tmp -= (*role_roll_penalty = urole.spelarmr);
else if (!uwep && !uarms)
tmp += (u.ulevel / 3) + 2;
}
if (is_orc(mtmp->data)
&& maybe_polyd(is_elf(youmonst.data), Race_if(PM_ELF)))
tmp++;
/* encumbrance: with a lot of luggage, your agility diminishes */
if ((tmp2 = near_capacity()) != 0)
tmp -= (tmp2 * 2) - 1;
if (u.utrap)
tmp -= 3;
/*
* hitval applies if making a weapon attack while wielding a weapon;
* weapon_hit_bonus applies if doing a weapon attack even bare-handed
* or if kicking as martial artist
*/
if (aatyp == AT_WEAP || aatyp == AT_CLAW) {
if (weapon)
tmp += hitval(weapon, mtmp);
tmp += weapon_hit_bonus(weapon);
} else if (aatyp == AT_KICK && martial_bonus()) {
tmp += weapon_hit_bonus((struct obj *) 0);
}
return tmp;
}
/* try to attack; return False if monster evaded;
u.dx and u.dy must be set */
boolean
attack(mtmp)
register struct monst *mtmp;
{
register struct permonst *mdat = mtmp->data;
/* This section of code provides protection against accidentally
* hitting peaceful (like '@') and tame (like 'd') monsters.
* Protection is provided as long as player is not: blind, confused,
* hallucinating or stunned.
* changes by wwp 5/16/85
* More changes 12/90, -dkh-. if its tame and safepet, (and protected
* 07/92) then we assume that you're not trying to attack. Instead,
* you'll usually just swap places if this is a movement command
*/
/* Intelligent chaotic weapons (Stormbringer) want blood */
if (is_safepet(mtmp) && !context.forcefight) {
if (!uwep || uwep->oartifact != ART_STORMBRINGER) {
/* there are some additional considerations: this won't work
* if in a shop or Punished or you miss a random roll or
* if you can walk thru walls and your pet cannot (KAA) or
* if your pet is a long worm (unless someone does better).
* there's also a chance of displacing a "frozen" monster.
* sleeping monsters might magically walk in their sleep.
*/
boolean foo = (Punished || !rn2(7) || is_longworm(mtmp->data)),
inshop = FALSE;
char *p;
for (p = in_rooms(mtmp->mx, mtmp->my, SHOPBASE); *p; p++)
if (tended_shop(&rooms[*p - ROOMOFFSET])) {
inshop = TRUE;
break;
}
if (inshop || foo || (IS_ROCK(levl[u.ux][u.uy].typ)
&& !passes_walls(mtmp->data))) {
char buf[BUFSZ];
monflee(mtmp, rnd(6), FALSE, FALSE);
Strcpy(buf, y_monnam(mtmp));
buf[0] = highc(buf[0]);
You("stop. %s is in the way!", buf);
context.travel = context.travel1 = context.mv = context.run = 0;
return TRUE;
} else if ((mtmp->mfrozen || (!mtmp->mcanmove)
|| (mtmp->data->mmove == 0)) && rn2(6)) {
pline("%s doesn't seem to move!", Monnam(mtmp));
context.travel = context.travel1 = context.mv = context.run = 0;
return TRUE;
} else
return FALSE;
}
}
/* possibly set in attack_checks;
examined in known_hitum, called via hitum or hmonas below */
override_confirmation = FALSE;
/* attack_checks() used to use <u.ux+u.dx,u.uy+u.dy> directly, now
it uses bhitpos instead; it might map an invisible monster there */
bhitpos.x = u.ux + u.dx;
bhitpos.y = u.uy + u.dy;
if (attack_checks(mtmp, uwep))
return TRUE;
if (Upolyd && noattacks(youmonst.data)) {
/* certain "pacifist" monsters don't attack */
You("have no way to attack monsters physically.");
mtmp->mstrategy &= ~STRAT_WAITMASK;
goto atk_done;
}
if (check_capacity("You cannot fight while so heavily loaded.")
/* consume extra nutrition during combat; maybe pass out */
|| overexertion())
goto atk_done;
if (u.twoweap && !can_twoweapon())
untwoweapon();
if (unweapon) {
unweapon = FALSE;
if (flags.verbose) {
if (uwep)
You("begin bashing monsters with %s.", yname(uwep));
else if (!cantwield(youmonst.data))
You("begin %s monsters with your %s %s.",
ing_suffix(Role_if(PM_MONK) ? "strike" : "bash"),
uarmg ? "gloved" : "bare", /* Del Lamb */
makeplural(body_part(HAND)));
}
}
exercise(A_STR, TRUE); /* you're exercising muscles */
/* andrew@orca: prevent unlimited pick-axe attacks */
u_wipe_engr(3);
/* Is the "it died" check actually correct? */
if (mdat->mlet == S_LEPRECHAUN && !mtmp->mfrozen && !mtmp->msleeping
&& !mtmp->mconf && mtmp->mcansee && !rn2(7)
&& (m_move(mtmp, 0) == 2 /* it died */
|| mtmp->mx != u.ux + u.dx
|| mtmp->my != u.uy + u.dy)) { /* it moved */
You("miss wildly and stumble forwards.");
return FALSE;
}
if (Upolyd)
(void) hmonas(mtmp);
else
(void) hitum(mtmp, youmonst.data->mattk);
mtmp->mstrategy &= ~STRAT_WAITMASK;
atk_done:
/* see comment in attack_checks() */
/* we only need to check for this if we did an attack_checks()
* and it returned 0 (it's okay to attack), and the monster didn't
* evade.
*/
if (context.forcefight && mtmp->mhp > 0 && !canspotmon(mtmp)
&& !glyph_is_invisible(levl[u.ux + u.dx][u.uy + u.dy].glyph)
&& !(u.uswallow && mtmp == u.ustuck))
map_invisible(u.ux + u.dx, u.uy + u.dy);
return TRUE;
}
/* really hit target monster; returns TRUE if it still lives */
STATIC_OVL boolean
known_hitum(mon, weapon, mhit, rollneeded, armorpenalty, uattk, dieroll)
register struct monst *mon;
struct obj *weapon;
int *mhit;
int rollneeded, armorpenalty; /* for monks */
struct attack *uattk;
int dieroll;
{
register boolean malive = TRUE;
if (override_confirmation) {
/* this may need to be generalized if weapons other than
Stormbringer acquire similar anti-social behavior... */
if (flags.verbose)
Your("bloodthirsty blade attacks!");
}
if (!*mhit) {
missum(mon, uattk, (rollneeded + armorpenalty > dieroll));
} else {
int oldhp = mon->mhp, x = u.ux + u.dx, y = u.uy + u.dy;
long oldweaphit = u.uconduct.weaphit;
/* KMH, conduct */
if (weapon && (weapon->oclass == WEAPON_CLASS || is_weptool(weapon)))
u.uconduct.weaphit++;
/* we hit the monster; be careful: it might die or
be knocked into a different location */
notonhead = (mon->mx != x || mon->my != y);
malive = hmon(mon, weapon, HMON_MELEE, dieroll);
if (malive) {
/* monster still alive */
if (!rn2(25) && mon->mhp < mon->mhpmax / 2
&& !(u.uswallow && mon == u.ustuck)) {
/* maybe should regurgitate if swallowed? */
monflee(mon, !rn2(3) ? rnd(100) : 0, FALSE, TRUE);
if (u.ustuck == mon && !u.uswallow && !sticks(youmonst.data))
u.ustuck = 0;
}
/* Vorpal Blade hit converted to miss */
/* could be headless monster or worm tail */
if (mon->mhp == oldhp) {
*mhit = 0;
/* a miss does not break conduct */
u.uconduct.weaphit = oldweaphit;
}
if (mon->wormno && *mhit)
cutworm(mon, x, y, weapon);
}
}
return malive;
}
/* hit the monster next to you and the monsters to the left and right of it;
return False if the primary target is killed, True otherwise */
STATIC_OVL boolean
hitum_cleave(target, uattk)
struct monst *target; /* non-Null; forcefight at nothing doesn't cleave... */
struct attack *uattk; /* ... but we don't enforce that here; Null works ok */
{
/* swings will be delivered in alternate directions; with consecutive
attacks it will simulate normal swing and backswing; when swings
are non-consecutive, hero will sometimes start a series of attacks
with a backswing--that doesn't impact actual play, just spoils the
simulation attempt a bit */
static boolean clockwise = FALSE;
unsigned i;
int count, umort, x = u.ux, y = u.uy;
/* find the direction toward primary target */
for (i = 0; i < 8; ++i)
if (xdir[i] == u.dx && ydir[i] == u.dy)
break;
if (i == 8) {
impossible("hitum_cleave: unknown target direction [%d,%d,%d]?",
u.dx, u.dy, u.dz);
return TRUE; /* target hasn't been killed */
}
/* adjust direction by two so that loop's increment (for clockwise)
or decrement (for counter-clockwise) will point at the spot next
to primary target */
i = (i + (clockwise ? 6 : 2)) % 8;
umort = u.umortality; /* used to detect life-saving */
/*
* Three attacks: adjacent to primary, primary, adjacent on other
* side. Primary target must be present or we wouldn't have gotten
* here (forcefight at thin air won't 'cleave'). However, the
* first attack might kill it (gas spore explosion, weak long worm
* occupying both spots) so we don't assume that it's still present
* on the second attack.
*/
for (count = 3; count > 0; --count) {
struct monst *mtmp;
int tx, ty, tmp, dieroll, mhit, attknum, armorpenalty;
/* ++i, wrap 8 to i=0 /or/ --i, wrap -1 to i=7 */
i = (i + (clockwise ? 1 : 7)) % 8;
tx = x + xdir[i], ty = y + ydir[i]; /* current target location */
if (!isok(tx, ty))
continue;
mtmp = m_at(tx, ty);
if (!mtmp) {
if (glyph_is_invisible(levl[tx][ty].glyph))
(void) unmap_invisible(tx, ty);
continue;
}
tmp = find_roll_to_hit(mtmp, uattk->aatyp, uwep,
&attknum, &armorpenalty);
dieroll = rnd(20);
mhit = (tmp > dieroll);
(void) known_hitum(mtmp, uwep, &mhit, tmp, armorpenalty,
uattk, dieroll);
(void) passive(mtmp, uwep, mhit, !DEADMONSTER(mtmp), AT_WEAP, !uwep);
/* stop attacking if weapon is gone or hero got killed and
life-saved after passive counter-attack */
if (!uwep || u.umortality > umort)
break;
}
/* set up for next time */
clockwise = !clockwise; /* alternate */
/* return False if primary target died, True otherwise; note: if 'target'
was nonNull upon entry then it's still nonNull even if *target died */
return (target && DEADMONSTER(target)) ? FALSE : TRUE;
}
/* hit target monster; returns TRUE if it still lives */
STATIC_OVL boolean
hitum(mon, uattk)
struct monst *mon;
struct attack *uattk;
{
boolean malive, wep_was_destroyed = FALSE;
struct obj *wepbefore = uwep;
int armorpenalty, attknum = 0, x = u.ux + u.dx, y = u.uy + u.dy,
tmp = find_roll_to_hit(mon, uattk->aatyp, uwep,
&attknum, &armorpenalty);
int dieroll = rnd(20);
int mhit = (tmp > dieroll || u.uswallow);
/* Cleaver attacks three spots, 'mon' and one on either side of 'mon';
it can't be part of dual-wielding but we guard against that anyway;
cleave return value reflects status of primary target ('mon') */
if (uwep && uwep->oartifact == ART_CLEAVER && !u.twoweap
&& !u.uswallow && !u.ustuck && !NODIAG(u.umonnum))
return hitum_cleave(mon, uattk);
if (tmp > dieroll)
exercise(A_DEX, TRUE);
malive = known_hitum(mon, uwep, &mhit, tmp, armorpenalty, uattk, dieroll);
if (wepbefore && !uwep)
wep_was_destroyed = TRUE;
(void) passive(mon, uwep, mhit, malive, AT_WEAP, wep_was_destroyed);
/* second attack for two-weapon combat; won't occur if Stormbringer
overrode confirmation (assumes Stormbringer is primary weapon)
or if the monster was killed or knocked to different location */
if (u.twoweap && !override_confirmation && malive && m_at(x, y) == mon) {
tmp = find_roll_to_hit(mon, uattk->aatyp, uswapwep, &attknum,
&armorpenalty);
dieroll = rnd(20);
mhit = (tmp > dieroll || u.uswallow);
malive = known_hitum(mon, uswapwep, &mhit, tmp, armorpenalty, uattk,
dieroll);
/* second passive counter-attack only occurs if second attack hits */
if (mhit)
(void) passive(mon, uswapwep, mhit, malive, AT_WEAP, !uswapwep);
}
return malive;
}
/* general "damage monster" routine; return True if mon still alive */
boolean
hmon(mon, obj, thrown, dieroll)
struct monst *mon;
struct obj *obj;
int thrown; /* HMON_xxx (0 => hand-to-hand, other => ranged) */
int dieroll;
{
boolean result, anger_guards;
anger_guards = (mon->mpeaceful
&& (mon->ispriest || mon->isshk || is_watch(mon->data)));
result = hmon_hitmon(mon, obj, thrown, dieroll);
if (mon->ispriest && !rn2(2))
ghod_hitsu(mon);
if (anger_guards)
(void) angry_guards(!!Deaf);
return result;
}
/* guts of hmon() */
STATIC_OVL boolean
hmon_hitmon(mon, obj, thrown, dieroll)
struct monst *mon;
struct obj *obj;
int thrown; /* HMON_xxx (0 => hand-to-hand, other => ranged) */
int dieroll;
{
int tmp;
struct permonst *mdat = mon->data;
int barehand_silver_rings = 0;
/* The basic reason we need all these booleans is that we don't want
* a "hit" message when a monster dies, so we have to know how much
* damage it did _before_ outputting a hit message, but any messages
* associated with the damage don't come out until _after_ outputting
* a hit message.
*/
boolean hittxt = FALSE, destroyed = FALSE, already_killed = FALSE;
boolean get_dmg_bonus = TRUE;
boolean ispoisoned = FALSE, needpoismsg = FALSE, poiskilled = FALSE,
unpoisonmsg = FALSE;
boolean silvermsg = FALSE, silverobj = FALSE;
boolean valid_weapon_attack = FALSE;
boolean unarmed = !uwep && !uarm && !uarms;
boolean hand_to_hand = (thrown == HMON_MELEE
/* not grapnels; applied implies uwep */
|| (thrown == HMON_APPLIED && is_pole(uwep)));
int jousting = 0;
int wtype;
struct obj *monwep;
char unconventional[BUFSZ]; /* substituted for word "attack" in msg */
char saved_oname[BUFSZ];
unconventional[0] = '\0';
saved_oname[0] = '\0';
wakeup(mon, TRUE);
if (!obj) { /* attack with bare hands */
if (mdat == &mons[PM_SHADE])
tmp = 0;
else if (martial_bonus())
tmp = rnd(4); /* bonus for martial arts */
else
tmp = rnd(2);
valid_weapon_attack = (tmp > 1);
/* blessed gloves give bonuses when fighting 'bare-handed' */
if (uarmg && uarmg->blessed
&& (is_undead(mdat) || is_demon(mdat) || is_vampshifter(mon)))
tmp += rnd(4);
/* So do silver rings. Note: rings are worn under gloves, so you
* don't get both bonuses.
*/
if (!uarmg) {
if (uleft && objects[uleft->otyp].oc_material == SILVER)
barehand_silver_rings++;
if (uright && objects[uright->otyp].oc_material == SILVER)
barehand_silver_rings++;
if (barehand_silver_rings && mon_hates_silver(mon)) {
tmp += rnd(20);
silvermsg = TRUE;
}
}
} else {
Strcpy(saved_oname, cxname(obj));
if (obj->oclass == WEAPON_CLASS || is_weptool(obj)
|| obj->oclass == GEM_CLASS) {
/* is it not a melee weapon? */
if (/* if you strike with a bow... */
is_launcher(obj)
/* or strike with a missile in your hand... */
|| (!thrown && (is_missile(obj) || is_ammo(obj)))
/* or use a pole at short range and not mounted... */
|| (!thrown && !u.usteed && is_pole(obj))
/* or throw a missile without the proper bow... */
|| (is_ammo(obj) && (thrown != HMON_THROWN
|| !ammo_and_launcher(obj, uwep)))) {
/* then do only 1-2 points of damage */
if (mdat == &mons[PM_SHADE] && !shade_glare(obj))
tmp = 0;
else
tmp = rnd(2);
if (objects[obj->otyp].oc_material == SILVER
&& mon_hates_silver(mon)) {
silvermsg = TRUE;
silverobj = TRUE;
/* if it will already inflict dmg, make it worse */
tmp += rnd((tmp) ? 20 : 10);
}
if (!thrown && obj == uwep && obj->otyp == BOOMERANG
&& rnl(4) == 4 - 1) {
boolean more_than_1 = (obj->quan > 1L);
pline("As you hit %s, %s%s breaks into splinters.",
mon_nam(mon), more_than_1 ? "one of " : "",
yname(obj));
if (!more_than_1)
uwepgone(); /* set unweapon */
useup(obj);
if (!more_than_1)
obj = (struct obj *) 0;
hittxt = TRUE;
if (mdat != &mons[PM_SHADE])
tmp++;
}
} else {
tmp = dmgval(obj, mon);
/* a minimal hit doesn't exercise proficiency */
valid_weapon_attack = (tmp > 1);
if (!valid_weapon_attack || mon == u.ustuck || u.twoweap
/* Cleaver can hit up to three targets at once so don't
let it also hit from behind or shatter foes' weapons */
|| (hand_to_hand && obj->oartifact == ART_CLEAVER)) {
; /* no special bonuses */
} else if (mon->mflee && Role_if(PM_ROGUE) && !Upolyd
/* multi-shot throwing is too powerful here */
&& hand_to_hand) {
You("strike %s from behind!", mon_nam(mon));
tmp += rnd(u.ulevel);
hittxt = TRUE;
} else if (dieroll == 2 && obj == uwep
&& obj->oclass == WEAPON_CLASS
&& (bimanual(obj)
|| (Role_if(PM_SAMURAI) && obj->otyp == KATANA
&& !uarms))
&& ((wtype = uwep_skill_type()) != P_NONE
&& P_SKILL(wtype) >= P_SKILLED)
&& ((monwep = MON_WEP(mon)) != 0
&& !is_flimsy(monwep)
&& !obj_resists(monwep,
50 + 15 * (greatest_erosion(obj)
- greatest_erosion(monwep)),
100))) {
/*
* 2.5% chance of shattering defender's weapon when
* using a two-handed weapon; less if uwep is rusted.
* [dieroll == 2 is most successful non-beheading or
* -bisecting hit, in case of special artifact damage;
* the percentage chance is (1/20)*(50/100).]
* If attacker's weapon is rustier than defender's,
* the obj_resists chance is increased so the shatter
* chance is decreased; if less rusty, then vice versa.
*/
setmnotwielded(mon, monwep);
mon->weapon_check = NEED_WEAPON;
pline("%s from the force of your blow!",
Yobjnam2(monwep, "shatter"));
m_useupall(mon, monwep);
/* If someone just shattered MY weapon, I'd flee! */
if (rn2(4)) {
monflee(mon, d(2, 3), TRUE, TRUE);
}
hittxt = TRUE;
}
if (obj->oartifact
&& artifact_hit(&youmonst, mon, obj, &tmp, dieroll)) {
if (mon->mhp <= 0) /* artifact killed monster */
return FALSE;
if (tmp == 0)
return TRUE;
hittxt = TRUE;
}
if (objects[obj->otyp].oc_material == SILVER
&& mon_hates_silver(mon)) {
silvermsg = TRUE;
silverobj = TRUE;
}
if (u.usteed && !thrown && tmp > 0
&& weapon_type(obj) == P_LANCE && mon != u.ustuck) {
jousting = joust(mon, obj);
/* exercise skill even for minimal damage hits */
if (jousting)
valid_weapon_attack = TRUE;
}
if (thrown == HMON_THROWN
&& (is_ammo(obj) || is_missile(obj))) {
if (ammo_and_launcher(obj, uwep)) {
/* Elves and Samurai do extra damage using
* their bows&arrows; they're highly trained.
*/
if (Role_if(PM_SAMURAI) && obj->otyp == YA
&& uwep->otyp == YUMI)
tmp++;
else if (Race_if(PM_ELF) && obj->otyp == ELVEN_ARROW
&& uwep->otyp == ELVEN_BOW)
tmp++;
}
if (obj->opoisoned && is_poisonable(obj))
ispoisoned = TRUE;
}
}
} else if (obj->oclass == POTION_CLASS) {
if (obj->quan > 1L)
obj = splitobj(obj, 1L);
else
setuwep((struct obj *) 0);
freeinv(obj);
potionhit(mon, obj,
hand_to_hand ? POTHIT_HERO_BASH : POTHIT_HERO_THROW);
if (mon->mhp <= 0)
return FALSE; /* killed */
hittxt = TRUE;
/* in case potion effect causes transformation */
mdat = mon->data;
tmp = (mdat == &mons[PM_SHADE]) ? 0 : 1;
} else {
if (mdat == &mons[PM_SHADE] && !shade_aware(obj)) {
tmp = 0;
Strcpy(unconventional, cxname(obj));
} else {
switch (obj->otyp) {
case BOULDER: /* 1d20 */
case HEAVY_IRON_BALL: /* 1d25 */
case IRON_CHAIN: /* 1d4+1 */
tmp = dmgval(obj, mon);
break;
case MIRROR:
if (breaktest(obj)) {
You("break %s. That's bad luck!", ysimple_name(obj));
change_luck(-2);
useup(obj);
obj = (struct obj *) 0;
unarmed = FALSE; /* avoid obj==0 confusion */
get_dmg_bonus = FALSE;
hittxt = TRUE;
}
tmp = 1;
break;
case EXPENSIVE_CAMERA:
You("succeed in destroying %s. Congratulations!",
ysimple_name(obj));
release_camera_demon(obj, u.ux, u.uy);
useup(obj);
return TRUE;
case CORPSE: /* fixed by polder@cs.vu.nl */
if (touch_petrifies(&mons[obj->corpsenm])) {
tmp = 1;
hittxt = TRUE;
You("hit %s with %s.", mon_nam(mon),
corpse_xname(obj, (const char *) 0,
obj->dknown ? CXN_PFX_THE
: CXN_ARTICLE));
obj->dknown = 1;
if (!munstone(mon, TRUE))
minstapetrify(mon, TRUE);
if (resists_ston(mon))
break;
/* note: hp may be <= 0 even if munstoned==TRUE */
return (boolean) (mon->mhp > 0);
#if 0
} else if (touch_petrifies(mdat)) {
; /* maybe turn the corpse into a statue? */
#endif
}
tmp = (obj->corpsenm >= LOW_PM ? mons[obj->corpsenm].msize
: 0) + 1;
break;
#define useup_eggs(o) \
{ \
if (thrown) \
obfree(o, (struct obj *) 0); \
else \
useupall(o); \
o = (struct obj *) 0; \
} /* now gone */
case EGG: {
long cnt = obj->quan;
tmp = 1; /* nominal physical damage */
get_dmg_bonus = FALSE;
hittxt = TRUE; /* message always given */
/* egg is always either used up or transformed, so next
hand-to-hand attack should yield a "bashing" mesg */
if (obj == uwep)
unweapon = TRUE;
if (obj->spe && obj->corpsenm >= LOW_PM) {
if (obj->quan < 5L)
change_luck((schar) - (obj->quan));
else
change_luck(-5);
}
if (touch_petrifies(&mons[obj->corpsenm])) {
/*learn_egg_type(obj->corpsenm);*/
pline("Splat! You hit %s with %s %s egg%s!",
mon_nam(mon),
obj->known ? "the" : cnt > 1L ? "some" : "a",
obj->known ? mons[obj->corpsenm].mname
: "petrifying",
plur(cnt));
obj->known = 1; /* (not much point...) */
useup_eggs(obj);
if (!munstone(mon, TRUE))
minstapetrify(mon, TRUE);
if (resists_ston(mon))
break;
return (boolean) (mon->mhp > 0);
} else { /* ordinary egg(s) */
const char *eggp =
(obj->corpsenm != NON_PM && obj->known)
? the(mons[obj->corpsenm].mname)
: (cnt > 1L) ? "some" : "an";
You("hit %s with %s egg%s.", mon_nam(mon), eggp,
plur(cnt));
if (touch_petrifies(mdat) && !stale_egg(obj)) {
pline_The("egg%s %s alive any more...", plur(cnt),
(cnt == 1L) ? "isn't" : "aren't");
if (obj->timed)
obj_stop_timers(obj);
obj->otyp = ROCK;
obj->oclass = GEM_CLASS;
obj->oartifact = 0;
obj->spe = 0;
obj->known = obj->dknown = obj->bknown = 0;
obj->owt = weight(obj);
if (thrown)
place_object(obj, mon->mx, mon->my);
} else {
pline("Splat!");
useup_eggs(obj);
exercise(A_WIS, FALSE);
}
}
break;
#undef useup_eggs
}
case CLOVE_OF_GARLIC: /* no effect against demons */
if (is_undead(mdat) || is_vampshifter(mon)) {
monflee(mon, d(2, 4), FALSE, TRUE);
}
tmp = 1;
break;
case CREAM_PIE:
case BLINDING_VENOM:
mon->msleeping = 0;
if (can_blnd(&youmonst, mon,
(uchar) (obj->otyp == BLINDING_VENOM
? AT_SPIT
: AT_WEAP),
obj)) {
if (Blind) {
pline(obj->otyp == CREAM_PIE ? "Splat!"
: "Splash!");
} else if (obj->otyp == BLINDING_VENOM) {
pline_The("venom blinds %s%s!", mon_nam(mon),
mon->mcansee ? "" : " further");
} else {
char *whom = mon_nam(mon);
char *what = The(xname(obj));
if (!thrown && obj->quan > 1L)
what = An(singular(obj, xname));
/* note: s_suffix returns a modifiable buffer */
if (haseyes(mdat)
&& mdat != &mons[PM_FLOATING_EYE])
whom = strcat(strcat(s_suffix(whom), " "),
mbodypart(mon, FACE));
pline("%s %s over %s!", what,
vtense(what, "splash"), whom);
}
setmangry(mon, TRUE);
mon->mcansee = 0;
tmp = rn1(25, 21);
if (((int) mon->mblinded + tmp) > 127)
mon->mblinded = 127;
else
mon->mblinded += tmp;
} else {
pline(obj->otyp == CREAM_PIE ? "Splat!" : "Splash!");
setmangry(mon, TRUE);
}
if (thrown)
obfree(obj, (struct obj *) 0);
else
useup(obj);
hittxt = TRUE;
get_dmg_bonus = FALSE;
tmp = 0;
break;
case ACID_VENOM: /* thrown (or spit) */
if (resists_acid(mon)) {
Your("venom hits %s harmlessly.", mon_nam(mon));
tmp = 0;
} else {
Your("venom burns %s!", mon_nam(mon));
tmp = dmgval(obj, mon);
}
if (thrown)
obfree(obj, (struct obj *) 0);
else
useup(obj);
hittxt = TRUE;
get_dmg_bonus = FALSE;
break;
default:
/* non-weapons can damage because of their weight */
/* (but not too much) */
tmp = obj->owt / 100;
if (is_wet_towel(obj)) {
/* wielded wet towel should probably use whip skill
(but not by setting objects[TOWEL].oc_skill==P_WHIP
because that would turn towel into a weptool) */
tmp += obj->spe;
if (rn2(obj->spe + 1)) /* usually lose some wetness */
dry_a_towel(obj, -1, TRUE);
}
if (tmp < 1)
tmp = 1;
else
tmp = rnd(tmp);
if (tmp > 6)
tmp = 6;
/*
* Things like silver wands can arrive here so
* so we need another silver check.
*/
if (objects[obj->otyp].oc_material == SILVER
&& mon_hates_silver(mon)) {
tmp += rnd(20);
silvermsg = TRUE;
silverobj = TRUE;
}
}
}
}
}
/****** NOTE: perhaps obj is undefined!! (if !thrown && BOOMERANG)
* *OR* if attacking bare-handed!! */
if (get_dmg_bonus && tmp > 0) {
tmp += u.udaminc;
/* If you throw using a propellor, you don't get a strength
* bonus but you do get an increase-damage bonus.
*/
if (thrown != HMON_THROWN || !obj || !uwep
|| !ammo_and_launcher(obj, uwep))
tmp += dbon();
}
if (valid_weapon_attack) {
struct obj *wep;
/* to be valid a projectile must have had the correct projector */
wep = PROJECTILE(obj) ? uwep : obj;
tmp += weapon_dam_bonus(wep);
/* [this assumes that `!thrown' implies wielded...] */
wtype = thrown ? weapon_type(wep) : uwep_skill_type();
use_skill(wtype, 1);
}
if (ispoisoned) {
int nopoison = (10 - (obj->owt / 10));
if (nopoison < 2)
nopoison = 2;
if (Role_if(PM_SAMURAI)) {
You("dishonorably use a poisoned weapon!");
adjalign(-sgn(u.ualign.type));
} else if (u.ualign.type == A_LAWFUL && u.ualign.record > -10) {
You_feel("like an evil coward for using a poisoned weapon.");
adjalign(-1);
}
if (obj && !rn2(nopoison)) {
/* remove poison now in case obj ends up in a bones file */
obj->opoisoned = FALSE;
/* defer "obj is no longer poisoned" until after hit message */
unpoisonmsg = TRUE;
}
if (resists_poison(mon))
needpoismsg = TRUE;
else if (rn2(10))
tmp += rnd(6);
else
poiskilled = TRUE;
}
if (tmp < 1) {
/* make sure that negative damage adjustment can't result
in inadvertently boosting the victim's hit points */
tmp = 0;
if (mdat == &mons[PM_SHADE]) {
if (!hittxt) {
const char *what = *unconventional ? unconventional : "attack";
Your("%s %s harmlessly through %s.", what,
vtense(what, "pass"), mon_nam(mon));
hittxt = TRUE;
}
} else {
if (get_dmg_bonus)
tmp = 1;
}
}
if (jousting) {
tmp += d(2, (obj == uwep) ? 10 : 2); /* [was in dmgval()] */
You("joust %s%s", mon_nam(mon), canseemon(mon) ? exclam(tmp) : ".");
if (jousting < 0) {
pline("%s shatters on impact!", Yname2(obj));
/* (must be either primary or secondary weapon to get here) */
u.twoweap = FALSE; /* untwoweapon() is too verbose here */
if (obj == uwep)
uwepgone(); /* set unweapon */
/* minor side-effect: broken lance won't split puddings */
useup(obj);
obj = 0;
}
/* avoid migrating a dead monster */
if (mon->mhp > tmp) {
mhurtle(mon, u.dx, u.dy, 1);
mdat = mon->data; /* in case of a polymorph trap */
if (DEADMONSTER(mon))
already_killed = TRUE;
}
hittxt = TRUE;
} else if (unarmed && tmp > 1 && !thrown && !obj && !Upolyd) {
/* VERY small chance of stunning opponent if unarmed. */
if (rnd(100) < P_SKILL(P_BARE_HANDED_COMBAT) && !bigmonst(mdat)
&& !thick_skinned(mdat)) {
if (canspotmon(mon))
pline("%s %s from your powerful strike!", Monnam(mon),
makeplural(stagger(mon->data, "stagger")));
/* avoid migrating a dead monster */
if (mon->mhp > tmp) {
mhurtle(mon, u.dx, u.dy, 1);
mdat = mon->data; /* in case of a polymorph trap */
if (DEADMONSTER(mon))
already_killed = TRUE;
}
hittxt = TRUE;
}
}
if (!already_killed)
mon->mhp -= tmp;
/* adjustments might have made tmp become less than what
a level draining artifact has already done to max HP */
if (mon->mhp > mon->mhpmax)
mon->mhp = mon->mhpmax;
if (mon->mhp < 1)
destroyed = TRUE;
if (mon->mtame && tmp > 0) {
/* do this even if the pet is being killed (affects revival) */
abuse_dog(mon); /* reduces tameness */
/* flee if still alive and still tame; if already suffering from
untimed fleeing, no effect, otherwise increases timed fleeing */
if (mon->mtame && !destroyed)
monflee(mon, 10 * rnd(tmp), FALSE, FALSE);
}
if ((mdat == &mons[PM_BLACK_PUDDING] || mdat == &mons[PM_BROWN_PUDDING])
/* pudding is alive and healthy enough to split */
&& mon->mhp > 1 && !mon->mcan
/* iron weapon using melee or polearm hit [3.6.1: metal weapon too;
also allow either or both weapons to cause split when twoweap] */
&& obj && (obj == uwep || (u.twoweap && obj == uswapwep))
&& ((objects[obj->otyp].oc_material == IRON
/* allow scalpel and tsurugi to split puddings */
|| objects[obj->otyp].oc_material == METAL)
/* but not bashing with darts, arrows or ya */
&& !(is_ammo(obj) || is_missile(obj)))
&& hand_to_hand) {
if (clone_mon(mon, 0, 0)) {
char withwhat[BUFSZ];
withwhat[0] = '\0';
if (u.twoweap && flags.verbose)
Sprintf(withwhat, " with %s", yname(obj));
pline("%s divides as you hit it%s!", Monnam(mon), withwhat);
hittxt = TRUE;
}
}
if (!hittxt /*( thrown => obj exists )*/
&& (!destroyed
|| (thrown && m_shot.n > 1 && m_shot.o == obj->otyp))) {
if (thrown)
hit(mshot_xname(obj), mon, exclam(tmp));
else if (!flags.verbose)
You("hit it.");
else
You("%s %s%s", Role_if(PM_BARBARIAN) ? "smite" : "hit",
mon_nam(mon), canseemon(mon) ? exclam(tmp) : ".");
}
if (silvermsg) {
const char *fmt;
char *whom = mon_nam(mon);
char silverobjbuf[BUFSZ];
if (canspotmon(mon)) {
if (barehand_silver_rings == 1)
fmt = "Your silver ring sears %s!";
else if (barehand_silver_rings == 2)
fmt = "Your silver rings sear %s!";
else if (silverobj && saved_oname[0]) {
/* guard constructed format string against '%' in
saved_oname[] from xname(via cxname()) */
Sprintf(silverobjbuf, "Your %s%s %s",
strstri(saved_oname, "silver") ? "" : "silver ",
saved_oname, vtense(saved_oname, "sear"));
(void) strNsubst(silverobjbuf, "%", "%%", 0);
Strcat(silverobjbuf, " %s!");
fmt = silverobjbuf;
} else
fmt = "The silver sears %s!";
} else {
*whom = highc(*whom); /* "it" -> "It" */
fmt = "%s is seared!";
}
/* note: s_suffix returns a modifiable buffer */
if (!noncorporeal(mdat) && !amorphous(mdat))
whom = strcat(s_suffix(whom), " flesh");
pline(fmt, whom);
}
/* if a "no longer poisoned" message is coming, it will be last;
obj->opoisoned was cleared above and any message referring to
"poisoned <obj>" has now been given; we want just "<obj>" for
last message, so reformat while obj is still accessible */
if (unpoisonmsg)
Strcpy(saved_oname, cxname(obj));
/* [note: thrown obj might go away during killed/xkilled call] */
if (needpoismsg)
pline_The("poison doesn't seem to affect %s.", mon_nam(mon));
if (poiskilled) {
pline_The("poison was deadly...");
if (!already_killed)
xkilled(mon, XKILL_NOMSG);
destroyed = TRUE; /* return FALSE; */
} else if (destroyed) {
if (!already_killed)
killed(mon); /* takes care of most messages */
} else if (u.umconf && hand_to_hand) {
nohandglow(mon);
if (!mon->mconf && !resist(mon, SPBOOK_CLASS, 0, NOTELL)) {
mon->mconf = 1;
if (!mon->mstun && mon->mcanmove && !mon->msleeping
&& canseemon(mon))
pline("%s appears confused.", Monnam(mon));
}
}
if (unpoisonmsg)
Your("%s %s no longer poisoned.", saved_oname,
vtense(saved_oname, "are"));
return destroyed ? FALSE : TRUE;
}
STATIC_OVL boolean
shade_aware(obj)
struct obj *obj;
{
if (!obj)
return FALSE;
/*
* The things in this list either
* 1) affect shades.
* OR
* 2) are dealt with properly by other routines
* when it comes to shades.
*/
if (obj->otyp == BOULDER
|| obj->otyp == HEAVY_IRON_BALL
|| obj->otyp == IRON_CHAIN /* dmgval handles those first three */
|| obj->otyp == MIRROR /* silver in the reflective surface */
|| obj->otyp == CLOVE_OF_GARLIC /* causes shades to flee */
|| objects[obj->otyp].oc_material == SILVER)
return TRUE;
return FALSE;
}
/* check whether slippery clothing protects from hug or wrap attack */
/* [currently assumes that you are the attacker] */
STATIC_OVL boolean
m_slips_free(mdef, mattk)
struct monst *mdef;
struct attack *mattk;
{
struct obj *obj;
if (mattk->adtyp == AD_DRIN) {
/* intelligence drain attacks the head */
obj = which_armor(mdef, W_ARMH);
} else {
/* grabbing attacks the body */
obj = which_armor(mdef, W_ARMC); /* cloak */
if (!obj)
obj = which_armor(mdef, W_ARM); /* suit */
if (!obj)
obj = which_armor(mdef, W_ARMU); /* shirt */
}
/* if monster's cloak/armor is greased, your grab slips off; this
protection might fail (33% chance) when the armor is cursed */
if (obj && (obj->greased || obj->otyp == OILSKIN_CLOAK)
&& (!obj->cursed || rn2(3))) {
You("%s %s %s %s!",
mattk->adtyp == AD_WRAP ? "slip off of"
: "grab, but cannot hold onto",
s_suffix(mon_nam(mdef)), obj->greased ? "greased" : "slippery",
/* avoid "slippery slippery cloak"
for undiscovered oilskin cloak */
(obj->greased || objects[obj->otyp].oc_name_known)
? xname(obj)
: cloak_simple_name(obj));
if (obj->greased && !rn2(2)) {
pline_The("grease wears off.");
obj->greased = 0;
}
return TRUE;
}
return FALSE;
}
/* used when hitting a monster with a lance while mounted;
1: joust hit; 0: ordinary hit; -1: joust but break lance */
STATIC_OVL int
joust(mon, obj)
struct monst *mon; /* target */
struct obj *obj; /* weapon */
{
int skill_rating, joust_dieroll;
if (Fumbling || Stunned)
return 0;
/* sanity check; lance must be wielded in order to joust */
if (obj != uwep && (obj != uswapwep || !u.twoweap))
return 0;
/* if using two weapons, use worse of lance and two-weapon skills */
skill_rating = P_SKILL(weapon_type(obj)); /* lance skill */
if (u.twoweap && P_SKILL(P_TWO_WEAPON_COMBAT) < skill_rating)
skill_rating = P_SKILL(P_TWO_WEAPON_COMBAT);
if (skill_rating == P_ISRESTRICTED)
skill_rating = P_UNSKILLED; /* 0=>1 */
/* odds to joust are expert:80%, skilled:60%, basic:40%, unskilled:20% */
if ((joust_dieroll = rn2(5)) < skill_rating) {
if (joust_dieroll == 0 && rnl(50) == (50 - 1) && !unsolid(mon->data)
&& !obj_resists(obj, 0, 100))
return -1; /* hit that breaks lance */
return 1; /* successful joust */
}
return 0; /* no joust bonus; revert to ordinary attack */
}
/*
* Send in a demon pet for the hero. Exercise wisdom.
*
* This function used to be inline to damageum(), but the Metrowerks compiler
* (DR4 and DR4.5) screws up with an internal error 5 "Expression Too
* Complex."
* Pulling it out makes it work.
*/
STATIC_OVL void
demonpet()
{
int i;
struct permonst *pm;
struct monst *dtmp;
pline("Some hell-p has arrived!");
i = !rn2(6) ? ndemon(u.ualign.type) : NON_PM;
pm = i != NON_PM ? &mons[i] : youmonst.data;
if ((dtmp = makemon(pm, u.ux, u.uy, NO_MM_FLAGS)) != 0)
(void) tamedog(dtmp, (struct obj *) 0);
exercise(A_WIS, TRUE);
}
STATIC_OVL boolean
theft_petrifies(otmp)
struct obj *otmp;
{
if (uarmg || otmp->otyp != CORPSE
|| !touch_petrifies(&mons[otmp->corpsenm]) || Stone_resistance)
return FALSE;
#if 0 /* no poly_when_stoned() critter has theft capability */
if (poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM)) {
display_nhwindow(WIN_MESSAGE, FALSE); /* --More-- */
return TRUE;
}
#endif
/* stealing this corpse is fatal... */
instapetrify(corpse_xname(otmp, "stolen", CXN_ARTICLE));
/* apparently wasn't fatal after all... */
return TRUE;
}
/*
* Player uses theft attack against monster.
*
* If the target is wearing body armor, take all of its possessions;
* otherwise, take one object. [Is this really the behavior we want?]
*/
STATIC_OVL void
steal_it(mdef, mattk)
struct monst *mdef;
struct attack *mattk;
{
struct obj *otmp, *stealoid, **minvent_ptr;
long unwornmask;
if (!mdef->minvent)
return; /* nothing to take */
/* look for worn body armor */
stealoid = (struct obj *) 0;
if (could_seduce(&youmonst, mdef, mattk)) {
/* find armor, and move it to end of inventory in the process */
minvent_ptr = &mdef->minvent;
while ((otmp = *minvent_ptr) != 0)
if (otmp->owornmask & W_ARM) {
if (stealoid)
panic("steal_it: multiple worn suits");
*minvent_ptr = otmp->nobj; /* take armor out of minvent */
stealoid = otmp;
stealoid->nobj = (struct obj *) 0;
} else {
minvent_ptr = &otmp->nobj;
}
*minvent_ptr = stealoid; /* put armor back into minvent */
}
if (stealoid) { /* we will be taking everything */
if (gender(mdef) == (int) u.mfemale && youmonst.data->mlet == S_NYMPH)
You("charm %s. She gladly hands over her possessions.",
mon_nam(mdef));
else
You("seduce %s and %s starts to take off %s clothes.",
mon_nam(mdef), mhe(mdef), mhis(mdef));
}
while ((otmp = mdef->minvent) != 0) {
if (!Upolyd)
break; /* no longer have ability to steal */
/* take the object away from the monster */
obj_extract_self(otmp);
if ((unwornmask = otmp->owornmask) != 0L) {
mdef->misc_worn_check &= ~unwornmask;
if (otmp->owornmask & W_WEP)
setmnotwielded(mdef, otmp);
otmp->owornmask = 0L;
update_mon_intrinsics(mdef, otmp, FALSE, FALSE);
if (otmp == stealoid) /* special message for final item */
pline("%s finishes taking off %s suit.", Monnam(mdef),
mhis(mdef));
}
/* give the object to the character */
otmp = hold_another_object(otmp, "You snatched but dropped %s.",
doname(otmp), "You steal: ");
if (otmp->where != OBJ_INVENT)
continue;
if (theft_petrifies(otmp))
break; /* stop thieving even though hero survived */
/* more take-away handling, after theft message */
if (unwornmask & W_WEP) { /* stole wielded weapon */
possibly_unwield(mdef, FALSE);
} else if (unwornmask & W_ARMG) { /* stole worn gloves */
mselftouch(mdef, (const char *) 0, TRUE);
if (mdef->mhp <= 0) /* it's now a statue */
return; /* can't continue stealing */
}
if (!stealoid)
break; /* only taking one item */
}
}
int
damageum(mdef, mattk)
register struct monst *mdef;
register struct attack *mattk;
{
register struct permonst *pd = mdef->data;
int armpro, tmp = d((int) mattk->damn, (int) mattk->damd);
boolean negated;
armpro = magic_negation(mdef);
/* since hero can't be cancelled, only defender's armor applies */
negated = !(rn2(10) >= 3 * armpro);
if (is_demon(youmonst.data) && !rn2(13) && !uwep
&& u.umonnum != PM_SUCCUBUS && u.umonnum != PM_INCUBUS
&& u.umonnum != PM_BALROG) {
demonpet();
return 0;
}
switch (mattk->adtyp) {
case AD_STUN:
if (!Blind)
pline("%s %s for a moment.", Monnam(mdef),
makeplural(stagger(pd, "stagger")));
mdef->mstun = 1;
goto physical;
case AD_LEGS:
#if 0
if (u.ucancelled) {
tmp = 0;
break;
}
#endif
goto physical;
case AD_WERE: /* no special effect on monsters */
case AD_HEAL: /* likewise */
case AD_PHYS:
physical:
if (mattk->aatyp == AT_WEAP) {
if (uwep)
tmp = 0;
} else if (mattk->aatyp == AT_KICK) {
if (thick_skinned(pd))
tmp = 0;
if (pd == &mons[PM_SHADE]) {
if (!(uarmf && uarmf->blessed)) {
impossible("bad shade attack function flow?");
tmp = 0;
} else
tmp = rnd(4); /* bless damage */
}
/* add ring(s) of increase damage */
if (u.udaminc > 0) {
/* applies even if damage was 0 */
tmp += u.udaminc;
} else if (tmp > 0) {
/* ring(s) might be negative; avoid converting
0 to non-0 or positive to non-positive */
tmp += u.udaminc;
if (tmp < 1)
tmp = 1;
}
}
break;
case AD_FIRE:
if (negated) {
tmp = 0;
break;
}
if (!Blind)
pline("%s is %s!", Monnam(mdef), on_fire(pd, mattk));
if (completelyburns(pd)) { /* paper golem or straw golem */
if (!Blind)
pline("%s burns completely!", Monnam(mdef));
else
You("smell burning%s.",
(pd == &mons[PM_PAPER_GOLEM]) ? " paper"
: (pd == &mons[PM_STRAW_GOLEM]) ? " straw" : "");
xkilled(mdef, XKILL_NOMSG | XKILL_NOCORPSE);
tmp = 0;
break;
/* Don't return yet; keep hp<1 and tmp=0 for pet msg */
}
tmp += destroy_mitem(mdef, SCROLL_CLASS, AD_FIRE);
tmp += destroy_mitem(mdef, SPBOOK_CLASS, AD_FIRE);
if (resists_fire(mdef)) {
if (!Blind)
pline_The("fire doesn't heat %s!", mon_nam(mdef));
golemeffects(mdef, AD_FIRE, tmp);
shieldeff(mdef->mx, mdef->my);
tmp = 0;
}
/* only potions damage resistant players in destroy_item */
tmp += destroy_mitem(mdef, POTION_CLASS, AD_FIRE);
break;
case AD_COLD:
if (negated) {
tmp = 0;
break;
}
if (!Blind)
pline("%s is covered in frost!", Monnam(mdef));
if (resists_cold(mdef)) {
shieldeff(mdef->mx, mdef->my);
if (!Blind)
pline_The("frost doesn't chill %s!", mon_nam(mdef));
golemeffects(mdef, AD_COLD, tmp);
tmp = 0;
}
tmp += destroy_mitem(mdef, POTION_CLASS, AD_COLD);
break;
case AD_ELEC:
if (negated) {
tmp = 0;
break;
}
if (!Blind)
pline("%s is zapped!", Monnam(mdef));
tmp += destroy_mitem(mdef, WAND_CLASS, AD_ELEC);
if (resists_elec(mdef)) {
if (!Blind)
pline_The("zap doesn't shock %s!", mon_nam(mdef));
golemeffects(mdef, AD_ELEC, tmp);
shieldeff(mdef->mx, mdef->my);
tmp = 0;
}
/* only rings damage resistant players in destroy_item */
tmp += destroy_mitem(mdef, RING_CLASS, AD_ELEC);
break;
case AD_ACID:
if (resists_acid(mdef))
tmp = 0;
break;
case AD_STON:
if (!munstone(mdef, TRUE))
minstapetrify(mdef, TRUE);
tmp = 0;
break;
case AD_SSEX:
case AD_SEDU:
case AD_SITM:
steal_it(mdef, mattk);
tmp = 0;
break;
case AD_SGLD:
/* This you as a leprechaun, so steal
real gold only, no lesser coins */
{
struct obj *mongold = findgold(mdef->minvent);
if (mongold) {
obj_extract_self(mongold);
if (merge_choice(invent, mongold) || inv_cnt(FALSE) < 52) {
addinv(mongold);
Your("purse feels heavier.");
} else {
You("grab %s's gold, but find no room in your knapsack.",
mon_nam(mdef));
dropy(mongold);
}
}
}
exercise(A_DEX, TRUE);
tmp = 0;
break;
case AD_TLPT:
if (tmp <= 0)
tmp = 1;
if (!negated && tmp < mdef->mhp) {
char nambuf[BUFSZ];
boolean u_saw_mon =
canseemon(mdef) || (u.uswallow && u.ustuck == mdef);
/* record the name before losing sight of monster */
Strcpy(nambuf, Monnam(mdef));
if (u_teleport_mon(mdef, FALSE) && u_saw_mon
&& !(canseemon(mdef) || (u.uswallow && u.ustuck == mdef)))
pline("%s suddenly disappears!", nambuf);
}
break;
case AD_BLND:
if (can_blnd(&youmonst, mdef, mattk->aatyp, (struct obj *) 0)) {
if (!Blind && mdef->mcansee)
pline("%s is blinded.", Monnam(mdef));
mdef->mcansee = 0;
tmp += mdef->mblinded;
if (tmp > 127)
tmp = 127;
mdef->mblinded = tmp;
}
tmp = 0;
break;
case AD_CURS:
if (night() && !rn2(10) && !mdef->mcan) {
if (pd == &mons[PM_CLAY_GOLEM]) {
if (!Blind)
pline("Some writing vanishes from %s head!",
s_suffix(mon_nam(mdef)));
xkilled(mdef, XKILL_NOMSG);
/* Don't return yet; keep hp<1 and tmp=0 for pet msg */
} else {
mdef->mcan = 1;
You("chuckle.");
}
}
tmp = 0;
break;
case AD_DRLI:
if (!negated && !rn2(3) && !resists_drli(mdef)) {
int xtmp = d(2, 6);
pline("%s suddenly seems weaker!", Monnam(mdef));
mdef->mhpmax -= xtmp;
mdef->mhp -= xtmp;
/* !m_lev: level 0 monster is killed regardless of hit points
rather than drop to level -1 */
if (mdef->mhp <= 0 || !mdef->m_lev) {
pline("%s dies!", Monnam(mdef));
xkilled(mdef, XKILL_NOMSG);
} else
mdef->m_lev--;
tmp = 0;
}
break;
case AD_RUST:
if (pd == &mons[PM_IRON_GOLEM]) {
pline("%s falls to pieces!", Monnam(mdef));
xkilled(mdef, XKILL_NOMSG);
}
erode_armor(mdef, ERODE_RUST);
tmp = 0;
break;
case AD_CORR:
erode_armor(mdef, ERODE_CORRODE);
tmp = 0;
break;
case AD_DCAY:
if (pd == &mons[PM_WOOD_GOLEM] || pd == &mons[PM_LEATHER_GOLEM]) {
pline("%s falls to pieces!", Monnam(mdef));
xkilled(mdef, XKILL_NOMSG);
}
erode_armor(mdef, ERODE_ROT);
tmp = 0;
break;
case AD_DREN:
if (!negated && !rn2(4))
xdrainenergym(mdef, TRUE);
tmp = 0;
break;
case AD_DRST:
case AD_DRDX:
case AD_DRCO:
if (!negated && !rn2(8)) {
Your("%s was poisoned!", mpoisons_subj(&youmonst, mattk));
if (resists_poison(mdef))
pline_The("poison doesn't seem to affect %s.", mon_nam(mdef));
else {
if (!rn2(10)) {
Your("poison was deadly...");
tmp = mdef->mhp;
} else
tmp += rn1(10, 6);
}
}
break;
case AD_DRIN: {
struct obj *helmet;
if (notonhead || !has_head(pd)) {
pline("%s doesn't seem harmed.", Monnam(mdef));
tmp = 0;
if (!Unchanging && pd == &mons[PM_GREEN_SLIME]) {
if (!Slimed) {
You("suck in some slime and don't feel very well.");
make_slimed(10L, (char *) 0);
}
}
break;
}
if (m_slips_free(mdef, mattk))
break;
if ((helmet = which_armor(mdef, W_ARMH)) != 0 && rn2(8)) {
pline("%s %s blocks your attack to %s head.",
s_suffix(Monnam(mdef)), helm_simple_name(helmet),
mhis(mdef));
break;
}
(void) eat_brains(&youmonst, mdef, TRUE, &tmp);
break;
}
case AD_STCK:
if (!negated && !sticks(pd))
u.ustuck = mdef; /* it's now stuck to you */
break;
case AD_WRAP:
if (!sticks(pd)) {
if (!u.ustuck && !rn2(10)) {
if (m_slips_free(mdef, mattk)) {
tmp = 0;
} else {
You("swing yourself around %s!", mon_nam(mdef));
u.ustuck = mdef;
}
} else if (u.ustuck == mdef) {
/* Monsters don't wear amulets of magical breathing */
if (is_pool(u.ux, u.uy) && !is_swimmer(pd)
&& !amphibious(pd)) {
You("drown %s...", mon_nam(mdef));
tmp = mdef->mhp;
} else if (mattk->aatyp == AT_HUGS)
pline("%s is being crushed.", Monnam(mdef));
} else {
tmp = 0;
if (flags.verbose)
You("brush against %s %s.", s_suffix(mon_nam(mdef)),
mbodypart(mdef, LEG));
}
} else
tmp = 0;
break;
case AD_PLYS:
if (!negated && mdef->mcanmove && !rn2(3) && tmp < mdef->mhp) {
if (!Blind)
pline("%s is frozen by you!", Monnam(mdef));
paralyze_monst(mdef, rnd(10));
}
break;
case AD_SLEE:
if (!negated && !mdef->msleeping && sleep_monst(mdef, rnd(10), -1)) {
if (!Blind)
pline("%s is put to sleep by you!", Monnam(mdef));
slept_monst(mdef);
}
break;
case AD_SLIM:
if (negated)
break; /* physical damage only */
if (!rn2(4) && !slimeproof(pd)) {
if (!munslime(mdef, TRUE) && mdef->mhp > 0) {
/* this assumes newcham() won't fail; since hero has
a slime attack, green slimes haven't been geno'd */
You("turn %s into slime.", mon_nam(mdef));
if (newcham(mdef, &mons[PM_GREEN_SLIME], FALSE, FALSE))
pd = mdef->data;
}
/* munslime attempt could have been fatal */
if (mdef->mhp < 1)
return 2; /* skip death message */
tmp = 0;
}
break;
case AD_ENCH: /* KMH -- remove enchantment (disenchanter) */
/* there's no msomearmor() function, so just do damage */
/* if (negated) break; */
break;
case AD_SLOW:
if (!negated && mdef->mspeed != MSLOW) {
unsigned int oldspeed = mdef->mspeed;
mon_adjust_speed(mdef, -1, (struct obj *) 0);
if (mdef->mspeed != oldspeed && canseemon(mdef))
pline("%s slows down.", Monnam(mdef));
}
break;
case AD_CONF:
if (!mdef->mconf) {
if (canseemon(mdef))
pline("%s looks confused.", Monnam(mdef));
mdef->mconf = 1;
}
break;
default:
tmp = 0;
break;
}
mdef->mstrategy &= ~STRAT_WAITFORU; /* in case player is very fast */
mdef->mhp -= tmp;
if (mdef->mhp < 1) {
if (mdef->mtame && !cansee(mdef->mx, mdef->my)) {
You_feel("embarrassed for a moment.");
if (tmp)
xkilled(mdef, XKILL_NOMSG); /* !tmp but hp<1: already killed */
} else if (!flags.verbose) {
You("destroy it!");
if (tmp)
xkilled(mdef, XKILL_NOMSG);
} else if (tmp)
killed(mdef);
return 2;
}
return 1;
}
STATIC_OVL int
explum(mdef, mattk)
register struct monst *mdef;
register struct attack *mattk;
{
register int tmp = d((int) mattk->damn, (int) mattk->damd);
You("explode!");
switch (mattk->adtyp) {
boolean resistance; /* only for cold/fire/elec */
case AD_BLND:
if (!resists_blnd(mdef)) {
pline("%s is blinded by your flash of light!", Monnam(mdef));
mdef->mblinded = min((int) mdef->mblinded + tmp, 127);
mdef->mcansee = 0;
}
break;
case AD_HALU:
if (haseyes(mdef->data) && mdef->mcansee) {
pline("%s is affected by your flash of light!", Monnam(mdef));
mdef->mconf = 1;
}
break;
case AD_COLD:
resistance = resists_cold(mdef);
goto common;
case AD_FIRE:
resistance = resists_fire(mdef);
goto common;
case AD_ELEC:
resistance = resists_elec(mdef);
common:
if (!resistance) {
pline("%s gets blasted!", Monnam(mdef));
mdef->mhp -= tmp;
if (mdef->mhp <= 0) {
killed(mdef);
return 2;
}
} else {
shieldeff(mdef->mx, mdef->my);
if (is_golem(mdef->data))
golemeffects(mdef, (int) mattk->adtyp, tmp);
else
pline_The("blast doesn't seem to affect %s.", mon_nam(mdef));
}
break;
default:
break;
}
return 1;
}
STATIC_OVL void
start_engulf(mdef)
struct monst *mdef;
{
if (!Invisible) {
map_location(u.ux, u.uy, TRUE);
tmp_at(DISP_ALWAYS, mon_to_glyph(&youmonst));
tmp_at(mdef->mx, mdef->my);
}
You("engulf %s!", mon_nam(mdef));
delay_output();
delay_output();
}
STATIC_OVL void
end_engulf()
{
if (!Invisible) {
tmp_at(DISP_END, 0);
newsym(u.ux, u.uy);
}
}
STATIC_OVL int
gulpum(mdef, mattk)
register struct monst *mdef;
register struct attack *mattk;
{
#ifdef LINT /* static char msgbuf[BUFSZ]; */
char msgbuf[BUFSZ];
#else
static char msgbuf[BUFSZ]; /* for nomovemsg */
#endif
register int tmp;
register int dam = d((int) mattk->damn, (int) mattk->damd);
boolean fatal_gulp;
struct obj *otmp;
struct permonst *pd = mdef->data;
/* Not totally the same as for real monsters. Specifically, these
* don't take multiple moves. (It's just too hard, for too little
* result, to program monsters which attack from inside you, which
* would be necessary if done accurately.) Instead, we arbitrarily
* kill the monster immediately for AD_DGST and we regurgitate them
* after exactly 1 round of attack otherwise. -KAA
*/
if (!engulf_target(&youmonst, mdef))
return 0;
if (u.uhunger < 1500 && !u.uswallow) {
for (otmp = mdef->minvent; otmp; otmp = otmp->nobj)
(void) snuff_lit(otmp);
/* force vampire in bat, cloud, or wolf form to revert back to
vampire form now instead of dealing with that when it dies */
if (is_vampshifter(mdef)
&& newcham(mdef, &mons[mdef->cham], FALSE, FALSE)) {
You("engulf it, then expel it.");
if (canspotmon(mdef))
pline("It turns into %s.", a_monnam(mdef));
else
map_invisible(mdef->mx, mdef->my);
return 1;
}
/* engulfing a cockatrice or digesting a Rider or Medusa */
fatal_gulp = (touch_petrifies(pd) && !Stone_resistance)
|| (mattk->adtyp == AD_DGST
&& (is_rider(pd) || (pd == &mons[PM_MEDUSA]
&& !Stone_resistance)));
if ((mattk->adtyp == AD_DGST && !Slow_digestion) || fatal_gulp)
eating_conducts(pd);
if (fatal_gulp && !is_rider(pd)) { /* petrification */
char kbuf[BUFSZ];
const char *mname = pd->mname;
if (!type_is_pname(pd))
mname = an(mname);
You("englut %s.", mon_nam(mdef));
Sprintf(kbuf, "swallowing %s whole", mname);
instapetrify(kbuf);
} else {
start_engulf(mdef);
switch (mattk->adtyp) {
case AD_DGST:
/* eating a Rider or its corpse is fatal */
if (is_rider(pd)) {
pline("Unfortunately, digesting any of it is fatal.");
end_engulf();
Sprintf(killer.name, "unwisely tried to eat %s",
pd->mname);
killer.format = NO_KILLER_PREFIX;
done(DIED);
return 0; /* lifesaved */
}
if (Slow_digestion) {
dam = 0;
break;
}
/* Use up amulet of life saving */
if (!!(otmp = mlifesaver(mdef)))
m_useup(mdef, otmp);
newuhs(FALSE);
/* start_engulf() issues "you engulf <mdef>" above; this
used to specify XKILL_NOMSG but we need "you kill <mdef>"
in case we're also going to get "welcome to level N+1";
"you totally digest <mdef>" will be coming soon (after
several turns) but the level-gain message seems out of
order if the kill message is left implicit */
xkilled(mdef, XKILL_GIVEMSG | XKILL_NOCORPSE);
if (mdef->mhp > 0) { /* monster lifesaved */
You("hurriedly regurgitate the sizzling in your %s.",
body_part(STOMACH));
} else {
tmp = 1 + (pd->cwt >> 8);
if (corpse_chance(mdef, &youmonst, TRUE)
&& !(mvitals[monsndx(pd)].mvflags & G_NOCORPSE)) {
/* nutrition only if there can be a corpse */
u.uhunger += (pd->cnutrit + 1) / 2;
} else
tmp = 0;
Sprintf(msgbuf, "You totally digest %s.", mon_nam(mdef));
if (tmp != 0) {
/* setting afternmv = end_engulf is tempting,
* but will cause problems if the player is
* attacked (which uses his real location) or
* if his See_invisible wears off
*/
You("digest %s.", mon_nam(mdef));
if (Slow_digestion)
tmp *= 2;
nomul(-tmp);
multi_reason = "digesting something";
nomovemsg = msgbuf;
} else
pline1(msgbuf);
if (pd == &mons[PM_GREEN_SLIME]) {
Sprintf(msgbuf, "%s isn't sitting well with you.",
The(pd->mname));
if (!Unchanging) {
make_slimed(5L, (char *) 0);
}
} else
exercise(A_CON, TRUE);
}
end_engulf();
return 2;
case AD_PHYS:
if (youmonst.data == &mons[PM_FOG_CLOUD]) {
pline("%s is laden with your moisture.", Monnam(mdef));
if (amphibious(pd) && !flaming(pd)) {
dam = 0;
pline("%s seems unharmed.", Monnam(mdef));
}
} else
pline("%s is pummeled with your debris!", Monnam(mdef));
break;
case AD_ACID:
pline("%s is covered with your goo!", Monnam(mdef));
if (resists_acid(mdef)) {
pline("It seems harmless to %s.", mon_nam(mdef));
dam = 0;
}
break;
case AD_BLND:
if (can_blnd(&youmonst, mdef, mattk->aatyp,
(struct obj *) 0)) {
if (mdef->mcansee)
pline("%s can't see in there!", Monnam(mdef));
mdef->mcansee = 0;
dam += mdef->mblinded;
if (dam > 127)
dam = 127;
mdef->mblinded = dam;
}
dam = 0;
break;
case AD_ELEC:
if (rn2(2)) {
pline_The("air around %s crackles with electricity.",
mon_nam(mdef));
if (resists_elec(mdef)) {
pline("%s seems unhurt.", Monnam(mdef));
dam = 0;
}
golemeffects(mdef, (int) mattk->adtyp, dam);
} else
dam = 0;
break;
case AD_COLD:
if (rn2(2)) {
if (resists_cold(mdef)) {
pline("%s seems mildly chilly.", Monnam(mdef));
dam = 0;
} else
pline("%s is freezing to death!", Monnam(mdef));
golemeffects(mdef, (int) mattk->adtyp, dam);
} else
dam = 0;
break;
case AD_FIRE:
if (rn2(2)) {
if (resists_fire(mdef)) {
pline("%s seems mildly hot.", Monnam(mdef));
dam = 0;
} else
pline("%s is burning to a crisp!", Monnam(mdef));
golemeffects(mdef, (int) mattk->adtyp, dam);
} else
dam = 0;
break;
case AD_DREN:
if (!rn2(4))
xdrainenergym(mdef, TRUE);
dam = 0;
break;
}
end_engulf();
mdef->mhp -= dam;
if (mdef->mhp <= 0) {
killed(mdef);
if (mdef->mhp <= 0) /* not lifesaved */
return 2;
}
You("%s %s!", is_animal(youmonst.data) ? "regurgitate" : "expel",
mon_nam(mdef));
if (Slow_digestion || is_animal(youmonst.data)) {
pline("Obviously, you didn't like %s taste.",
s_suffix(mon_nam(mdef)));
}
}
}
return 0;
}
void
missum(mdef, mattk, wouldhavehit)
register struct monst *mdef;
register struct attack *mattk;
boolean wouldhavehit;
{
if (wouldhavehit) /* monk is missing due to penalty for wearing suit */
Your("armor is rather cumbersome...");
if (could_seduce(&youmonst, mdef, mattk))
You("pretend to be friendly to %s.", mon_nam(mdef));
else if (canspotmon(mdef) && flags.verbose)
You("miss %s.", mon_nam(mdef));
else
You("miss it.");
if (!mdef->msleeping && mdef->mcanmove)
wakeup(mdef, TRUE);
}
/* attack monster as a monster. */
STATIC_OVL boolean
hmonas(mon)
register struct monst *mon;
{
struct attack *mattk, alt_attk;
struct obj *weapon, **originalweapon;
boolean altwep = FALSE, weapon_used = FALSE;
int i, tmp, armorpenalty, sum[NATTK], nsum = 0, dhit = 0, attknum = 0;
int dieroll;
for (i = 0; i < NATTK; i++) {
sum[i] = 0;
mattk = getmattk(&youmonst, mon, i, sum, &alt_attk);
weapon = 0;
switch (mattk->aatyp) {
case AT_WEAP:
use_weapon:
/* Certain monsters don't use weapons when encountered as enemies,
* but players who polymorph into them have hands or claws and
* thus should be able to use weapons. This shouldn't prohibit
* the use of most special abilities, either.
* If monster has multiple claw attacks, only one can use weapon.
*/
weapon_used = TRUE;
/* Potential problem: if the monster gets multiple weapon attacks,
* we currently allow the player to get each of these as a weapon
* attack. Is this really desirable?
*/
/* approximate two-weapon mode; known_hitum() -> hmon() -> &c
might destroy the weapon argument, but it might also already
be Null, and we want to track that for passive() */
originalweapon = (altwep && uswapwep) ? &uswapwep : &uwep;
if (uswapwep /* set up 'altwep' flag for next iteration */
/* only switch to uswapwep if it's a weapon */
&& (uswapwep->oclass == WEAPON_CLASS || is_weptool(uswapwep))
/* only switch if uswapwep is not bow, arrows, or darts */
&& !(is_launcher(uswapwep) || is_ammo(uswapwep)
|| is_missile(uswapwep))) /* dart, shuriken, boomerang */
altwep = !altwep; /* toggle for next attack */
weapon = *originalweapon;
if (!weapon) /* no need to go beyond no-gloves to rings; not ...*/
originalweapon = &uarmg; /*... subject to erosion damage */
tmp = find_roll_to_hit(mon, AT_WEAP, weapon, &attknum,
&armorpenalty);
dieroll = rnd(20);
dhit = (tmp > dieroll || u.uswallow);
/* Enemy dead, before any special abilities used */
if (!known_hitum(mon, weapon, &dhit, tmp,
armorpenalty, mattk, dieroll)) {
sum[i] = 2;
break;
} else
sum[i] = dhit;
/* originalweapon points to an equipment slot which might
now be empty if the weapon was destroyed during the hit;
passive(,weapon,...) won't call passive_obj() in that case */
weapon = *originalweapon; /* might receive passive erosion */
/* might be a worm that gets cut in half */
if (m_at(u.ux + u.dx, u.uy + u.dy) != mon)
return (boolean) (nsum != 0);
/* Do not print "You hit" message, since known_hitum
* already did it.
*/
if (dhit && mattk->adtyp != AD_SPEL && mattk->adtyp != AD_PHYS)
sum[i] = damageum(mon, mattk);
break;
case AT_CLAW:
if (uwep && !cantwield(youmonst.data) && !weapon_used)
goto use_weapon;
/*FALLTHRU*/
case AT_TUCH:
if (uwep && youmonst.data->mlet == S_LICH && !weapon_used)
goto use_weapon;
/*FALLTHRU*/
case AT_KICK:
case AT_BITE:
case AT_STNG:
case AT_BUTT:
case AT_TENT:
tmp = find_roll_to_hit(mon, mattk->aatyp, (struct obj *) 0,
&attknum, &armorpenalty);
dieroll = rnd(20);
dhit = (tmp > dieroll || u.uswallow);
if (dhit) {
int compat;
if (!u.uswallow
&& (compat = could_seduce(&youmonst, mon, mattk))) {
You("%s %s %s.",
mon->mcansee && haseyes(mon->data) ? "smile at"
: "talk to",
mon_nam(mon),
compat == 2 ? "engagingly" : "seductively");
/* doesn't anger it; no wakeup() */
sum[i] = damageum(mon, mattk);
break;
}
wakeup(mon, TRUE);
/* maybe this check should be in damageum()? */
if (mon->data == &mons[PM_SHADE]
&& !(mattk->aatyp == AT_KICK && uarmf
&& uarmf->blessed)) {
Your("attack passes harmlessly through %s.",
mon_nam(mon));
break;
}
if (mattk->aatyp == AT_KICK)
You("kick %s.", mon_nam(mon));
else if (mattk->aatyp == AT_BITE)
You("bite %s.", mon_nam(mon));
else if (mattk->aatyp == AT_STNG)
You("sting %s.", mon_nam(mon));
else if (mattk->aatyp == AT_BUTT)
You("butt %s.", mon_nam(mon));
else if (mattk->aatyp == AT_TUCH)
You("touch %s.", mon_nam(mon));
else if (mattk->aatyp == AT_TENT)
Your("tentacles suck %s.", mon_nam(mon));
else
You("hit %s.", mon_nam(mon));
sum[i] = damageum(mon, mattk);
} else {
missum(mon, mattk, (tmp + armorpenalty > dieroll));
}
break;
case AT_HUGS:
/* automatic if prev two attacks succeed, or if
* already grabbed in a previous attack
*/
dhit = 1;
wakeup(mon, TRUE);
if (mon->data == &mons[PM_SHADE])
Your("hug passes harmlessly through %s.", mon_nam(mon));
else if (!sticks(mon->data) && !u.uswallow) {
if (mon == u.ustuck) {
pline("%s is being %s.", Monnam(mon),
u.umonnum == PM_ROPE_GOLEM ? "choked" : "crushed");
sum[i] = damageum(mon, mattk);
} else if (i >= 2 && sum[i - 1] && sum[i - 2]) {
You("grab %s!", mon_nam(mon));
u.ustuck = mon;
sum[i] = damageum(mon, mattk);
}
}
break;
case AT_EXPL: /* automatic hit if next to */
dhit = -1;
wakeup(mon, TRUE);
sum[i] = explum(mon, mattk);
break;
case AT_ENGL:
tmp = find_roll_to_hit(mon, mattk->aatyp, (struct obj *) 0,
&attknum, &armorpenalty);
if ((dhit = (tmp > rnd(20 + i)))) {
wakeup(mon, TRUE);
if (mon->data == &mons[PM_SHADE])
Your("attempt to surround %s is harmless.", mon_nam(mon));
else {
sum[i] = gulpum(mon, mattk);
if (sum[i] == 2 && (mon->data->mlet == S_ZOMBIE
|| mon->data->mlet == S_MUMMY)
&& rn2(5) && !Sick_resistance) {
You_feel("%ssick.", (Sick) ? "very " : "");
mdamageu(mon, rnd(8));
}
}
} else {
missum(mon, mattk, FALSE);
}
break;
case AT_MAGC:
/* No check for uwep; if wielding nothing we want to
* do the normal 1-2 points bare hand damage...
*/
if ((youmonst.data->mlet == S_KOBOLD
|| youmonst.data->mlet == S_ORC
|| youmonst.data->mlet == S_GNOME) && !weapon_used)
goto use_weapon;
/*FALLTHRU*/
case AT_NONE:
case AT_BOOM:
continue;
/* Not break--avoid passive attacks from enemy */
case AT_BREA:
case AT_SPIT:
case AT_GAZE: /* all done using #monster command */
dhit = 0;
break;
default: /* Strange... */
impossible("strange attack of yours (%d)", mattk->aatyp);
}
if (dhit == -1) {
u.mh = -1; /* dead in the current form */
rehumanize();
}
if (sum[i] == 2) {
/* defender dead */
return (boolean) passive(mon, weapon, 1, 0, mattk->aatyp, FALSE);
} else {
(void) passive(mon, weapon, sum[i], 1, mattk->aatyp, FALSE);
nsum |= sum[i];
}
if (!Upolyd)
break; /* No extra attacks if no longer a monster */
if (multi < 0)
break; /* If paralyzed while attacking, i.e. floating eye */
}
return (boolean) (nsum != 0);
}
/* Special (passive) attacks on you by monsters done here.
*/
int
passive(mon, weapon, mhit, malive, aatyp, wep_was_destroyed)
struct monst *mon;
struct obj *weapon; /* uwep or uswapwep or uarmg or uarmf or Null */
boolean mhit;
int malive;
uchar aatyp;
boolean wep_was_destroyed;
{
register struct permonst *ptr = mon->data;
register int i, tmp;
for (i = 0;; i++) {
if (i >= NATTK)
return (malive | mhit); /* no passive attacks */
if (ptr->mattk[i].aatyp == AT_NONE)
break; /* try this one */
}
/* Note: tmp not always used */
if (ptr->mattk[i].damn)
tmp = d((int) ptr->mattk[i].damn, (int) ptr->mattk[i].damd);
else if (ptr->mattk[i].damd)
tmp = d((int) mon->m_lev + 1, (int) ptr->mattk[i].damd);
else
tmp = 0;
/* These affect you even if they just died.
*/
switch (ptr->mattk[i].adtyp) {
case AD_FIRE:
if (mhit && !mon->mcan && weapon) {
if (aatyp == AT_KICK) {
if (uarmf && !rn2(6))
(void) erode_obj(uarmf, xname(uarmf), ERODE_BURN,
EF_GREASE | EF_VERBOSE);
} else if (aatyp == AT_WEAP || aatyp == AT_CLAW
|| aatyp == AT_MAGC || aatyp == AT_TUCH)
passive_obj(mon, weapon, &(ptr->mattk[i]));
}
break;
case AD_ACID:
if (mhit && rn2(2)) {
if (Blind || !flags.verbose)
You("are splashed!");
else
You("are splashed by %s %s!", s_suffix(mon_nam(mon)),
hliquid("acid"));
if (!Acid_resistance)
mdamageu(mon, tmp);
if (!rn2(30))
erode_armor(&youmonst, ERODE_CORRODE);
}
if (mhit && weapon) {
if (aatyp == AT_KICK) {
if (uarmf && !rn2(6))
(void) erode_obj(uarmf, xname(uarmf), ERODE_CORRODE,
EF_GREASE | EF_VERBOSE);
} else if (aatyp == AT_WEAP || aatyp == AT_CLAW
|| aatyp == AT_MAGC || aatyp == AT_TUCH)
passive_obj(mon, weapon, &(ptr->mattk[i]));
}
exercise(A_STR, FALSE);
break;
case AD_STON:
if (mhit) { /* successful attack */
long protector = attk_protection((int) aatyp);
/* hero using monsters' AT_MAGC attack is hitting hand to
hand rather than casting a spell */
if (aatyp == AT_MAGC)
protector = W_ARMG;
if (protector == 0L /* no protection */
|| (protector == W_ARMG && !uarmg
&& !uwep && !wep_was_destroyed)
|| (protector == W_ARMF && !uarmf)
|| (protector == W_ARMH && !uarmh)
|| (protector == (W_ARMC | W_ARMG) && (!uarmc || !uarmg))) {
if (!Stone_resistance
&& !(poly_when_stoned(youmonst.data)
&& polymon(PM_STONE_GOLEM))) {
done_in_by(mon, STONING); /* "You turn to stone..." */
return 2;
}
}
}
break;
case AD_RUST:
if (mhit && !mon->mcan && weapon) {
if (aatyp == AT_KICK) {
if (uarmf)
(void) erode_obj(uarmf, xname(uarmf), ERODE_RUST,
EF_GREASE | EF_VERBOSE);
} else if (aatyp == AT_WEAP || aatyp == AT_CLAW
|| aatyp == AT_MAGC || aatyp == AT_TUCH)
passive_obj(mon, weapon, &(ptr->mattk[i]));
}
break;
case AD_CORR:
if (mhit && !mon->mcan && weapon) {
if (aatyp == AT_KICK) {
if (uarmf)
(void) erode_obj(uarmf, xname(uarmf), ERODE_CORRODE,
EF_GREASE | EF_VERBOSE);
} else if (aatyp == AT_WEAP || aatyp == AT_CLAW
|| aatyp == AT_MAGC || aatyp == AT_TUCH)
passive_obj(mon, weapon, &(ptr->mattk[i]));
}
break;
case AD_MAGM:
/* wrath of gods for attacking Oracle */
if (Antimagic) {
shieldeff(u.ux, u.uy);
pline("A hail of magic missiles narrowly misses you!");
} else {
You("are hit by magic missiles appearing from thin air!");
mdamageu(mon, tmp);
}
break;
case AD_ENCH: /* KMH -- remove enchantment (disenchanter) */
if (mhit) {
if (aatyp == AT_KICK) {
if (!weapon)
break;
} else if (aatyp == AT_BITE || aatyp == AT_BUTT
|| (aatyp >= AT_STNG && aatyp < AT_WEAP)) {
break; /* no object involved */
}
passive_obj(mon, weapon, &(ptr->mattk[i]));
}
break;
default:
break;
}
/* These only affect you if they still live.
*/
if (malive && !mon->mcan && rn2(3)) {
switch (ptr->mattk[i].adtyp) {
case AD_PLYS:
if (ptr == &mons[PM_FLOATING_EYE]) {
if (!canseemon(mon)) {
break;
}
if (mon->mcansee) {
if (ureflects("%s gaze is reflected by your %s.",
s_suffix(Monnam(mon)))) {
;
} else if (Free_action) {
You("momentarily stiffen under %s gaze!",
s_suffix(mon_nam(mon)));
} else if (Hallucination && rn2(4)) {
pline("%s looks %s%s.", Monnam(mon),
!rn2(2) ? "" : "rather ",
!rn2(2) ? "numb" : "stupified");
} else {
You("are frozen by %s gaze!", s_suffix(mon_nam(mon)));
nomul((ACURR(A_WIS) > 12 || rn2(4)) ? -tmp : -127);
multi_reason = "frozen by a monster's gaze";
nomovemsg = 0;
}
} else {
pline("%s cannot defend itself.",
Adjmonnam(mon, "blind"));
if (!rn2(500))
change_luck(-1);
}
} else if (Free_action) {
You("momentarily stiffen.");
} else { /* gelatinous cube */
You("are frozen by %s!", mon_nam(mon));
nomovemsg = You_can_move_again;
nomul(-tmp);
multi_reason = "frozen by a monster";
exercise(A_DEX, FALSE);
}
break;
case AD_COLD: /* brown mold or blue jelly */
if (monnear(mon, u.ux, u.uy)) {
if (Cold_resistance) {
shieldeff(u.ux, u.uy);
You_feel("a mild chill.");
ugolemeffects(AD_COLD, tmp);
break;
}
You("are suddenly very cold!");
mdamageu(mon, tmp);
/* monster gets stronger with your heat! */
mon->mhp += tmp / 2;
if (mon->mhpmax < mon->mhp)
mon->mhpmax = mon->mhp;
/* at a certain point, the monster will reproduce! */
if (mon->mhpmax > ((int) (mon->m_lev + 1) * 8))
(void) split_mon(mon, &youmonst);
}
break;
case AD_STUN: /* specifically yellow mold */
if (!Stunned)
make_stunned((long) tmp, TRUE);
break;
case AD_FIRE:
if (monnear(mon, u.ux, u.uy)) {
if (Fire_resistance) {
shieldeff(u.ux, u.uy);
You_feel("mildly warm.");
ugolemeffects(AD_FIRE, tmp);
break;
}
You("are suddenly very hot!");
mdamageu(mon, tmp); /* fire damage */
}
break;
case AD_ELEC:
if (Shock_resistance) {
shieldeff(u.ux, u.uy);
You_feel("a mild tingle.");
ugolemeffects(AD_ELEC, tmp);
break;
}
You("are jolted with electricity!");
mdamageu(mon, tmp);
break;
default:
break;
}
}
return (malive | mhit);
}
/*
* Special (passive) attacks on an attacking object by monsters done here.
* Assumes the attack was successful.
*/
void
passive_obj(mon, obj, mattk)
struct monst *mon;
struct obj *obj; /* null means pick uwep, uswapwep or uarmg */
struct attack *mattk; /* null means we find one internally */
{
struct permonst *ptr = mon->data;
int i;
/* [this first bit is obsolete; we're not called with Null anymore] */
/* if caller hasn't specified an object, use uwep, uswapwep or uarmg */
if (!obj) {
obj = (u.twoweap && uswapwep && !rn2(2)) ? uswapwep : uwep;
if (!obj && mattk->adtyp == AD_ENCH)
obj = uarmg; /* no weapon? then must be gloves */
if (!obj)
return; /* no object to affect */
}
/* if caller hasn't specified an attack, find one */
if (!mattk) {
for (i = 0;; i++) {
if (i >= NATTK)
return; /* no passive attacks */
if (ptr->mattk[i].aatyp == AT_NONE)
break; /* try this one */
}
mattk = &(ptr->mattk[i]);
}
switch (mattk->adtyp) {
case AD_FIRE:
if (!rn2(6) && !mon->mcan
/* steam vortex: fire resist applies, fire damage doesn't */
&& mon->data != &mons[PM_STEAM_VORTEX]) {
(void) erode_obj(obj, NULL, ERODE_BURN, EF_NONE);
}
break;
case AD_ACID:
if (!rn2(6)) {
(void) erode_obj(obj, NULL, ERODE_CORRODE, EF_GREASE);
}
break;
case AD_RUST:
if (!mon->mcan) {
(void) erode_obj(obj, (char *) 0, ERODE_RUST, EF_GREASE);
}
break;
case AD_CORR:
if (!mon->mcan) {
(void) erode_obj(obj, (char *) 0, ERODE_CORRODE, EF_GREASE);
}
break;
case AD_ENCH:
if (!mon->mcan) {
if (drain_item(obj, TRUE) && carried(obj)
&& (obj->known || obj->oclass == ARMOR_CLASS)) {
pline("%s less effective.", Yobjnam2(obj, "seem"));
}
break;
}
default:
break;
}
if (carried(obj))
update_inventory();
}
/* Note: caller must ascertain mtmp is mimicking... */
void
stumble_onto_mimic(mtmp)
struct monst *mtmp;
{
const char *fmt = "Wait! That's %s!", *generic = "a monster", *what = 0;
if (!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data, AD_STCK))
u.ustuck = mtmp;
if (Blind) {
if (!Blind_telepat)
what = generic; /* with default fmt */
else if (mtmp->m_ap_type == M_AP_MONSTER)
what = a_monnam(mtmp); /* differs from what was sensed */
} else {
int glyph = levl[u.ux + u.dx][u.uy + u.dy].glyph;
if (glyph_is_cmap(glyph) && (glyph_to_cmap(glyph) == S_hcdoor
|| glyph_to_cmap(glyph) == S_vcdoor))
fmt = "The door actually was %s!";
else if (glyph_is_object(glyph) && glyph_to_obj(glyph) == GOLD_PIECE)
fmt = "That gold was %s!";
/* cloned Wiz starts out mimicking some other monster and
might make himself invisible before being revealed */
if (mtmp->minvis && !See_invisible)
what = generic;
else
what = a_monnam(mtmp);
}
if (what)
pline(fmt, what);
wakeup(mtmp, FALSE); /* clears mimicking */
/* if hero is blind, wakeup() won't display the monster even though
it's no longer concealed */
if (!canspotmon(mtmp)
&& !glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph))
map_invisible(mtmp->mx, mtmp->my);
}
STATIC_OVL void
nohandglow(mon)
struct monst *mon;
{
char *hands = makeplural(body_part(HAND));
if (!u.umconf || mon->mconf)
return;
if (u.umconf == 1) {
if (Blind)
Your("%s stop tingling.", hands);
else
Your("%s stop glowing %s.", hands, hcolor(NH_RED));
} else {
if (Blind)
pline_The("tingling in your %s lessens.", hands);
else
Your("%s no longer glow so brightly %s.", hands, hcolor(NH_RED));
}
u.umconf--;
}
int
flash_hits_mon(mtmp, otmp)
struct monst *mtmp;
struct obj *otmp; /* source of flash */
{
int tmp, amt, res = 0, useeit = canseemon(mtmp);
if (mtmp->msleeping) {
mtmp->msleeping = 0;
if (useeit) {
pline_The("flash awakens %s.", mon_nam(mtmp));
res = 1;
}
} else if (mtmp->data->mlet != S_LIGHT) {
if (!resists_blnd(mtmp)) {
tmp = dist2(otmp->ox, otmp->oy, mtmp->mx, mtmp->my);
if (useeit) {
pline("%s is blinded by the flash!", Monnam(mtmp));
res = 1;
}
if (mtmp->data == &mons[PM_GREMLIN]) {
/* Rule #1: Keep them out of the light. */
amt = otmp->otyp == WAN_LIGHT ? d(1 + otmp->spe, 4)
: rn2(min(mtmp->mhp, 4));
light_hits_gremlin(mtmp, amt);
}
if (mtmp->mhp > 0) {
if (!context.mon_moving)
setmangry(mtmp, TRUE);
if (tmp < 9 && !mtmp->isshk && rn2(4))
monflee(mtmp, rn2(4) ? rnd(100) : 0, FALSE, TRUE);
mtmp->mcansee = 0;
mtmp->mblinded = (tmp < 3) ? 0 : rnd(1 + 50 / tmp);
}
}
}
return res;
}
void
light_hits_gremlin(mon, dmg)
struct monst *mon;
int dmg;
{
pline("%s %s!", Monnam(mon),
(dmg > mon->mhp / 2) ? "wails in agony" : "cries out in pain");
mon->mhp -= dmg;
wake_nearto(mon->mx, mon->my, 30);
if (mon->mhp <= 0) {
if (context.mon_moving)
monkilled(mon, (char *) 0, AD_BLND);
else
killed(mon);
} else if (cansee(mon->mx, mon->my) && !canspotmon(mon)) {
map_invisible(mon->mx, mon->my);
}
}
/*uhitm.c*/