863 lines
25 KiB
C
863 lines
25 KiB
C
/* NetHack 3.5 mthrowu.c $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
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/* NetHack 3.5 mthrowu.c $Date: 2011/12/30 23:47:06 $ $Revision: 1.43 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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STATIC_DCL int FDECL(drop_throw,(struct obj *,BOOLEAN_P,int,int));
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#define URETREATING(x,y) (distmin(u.ux,u.uy,x,y) > distmin(u.ux0,u.uy0,x,y))
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#define POLE_LIM 5 /* How far monsters can use pole-weapons */
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/*
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* Keep consistent with breath weapons in zap.c, and AD_* in monattk.h.
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*/
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STATIC_OVL NEARDATA const char *breathwep[] = {
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"fragments",
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"fire",
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"frost",
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"sleep gas",
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"a disintegration blast",
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"lightning",
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"poison gas",
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"acid",
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"strange breath #8",
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"strange breath #9"
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};
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extern boolean notonhead; /* for long worms */
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/* hero is hit by something other than a monster */
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int
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thitu(tlev, dam, obj, name)
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int tlev, dam;
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struct obj *obj;
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const char *name; /* if null, then format `obj' */
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{
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const char *onm, *knm;
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boolean is_acid;
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int kprefix = KILLED_BY_AN;
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char onmbuf[BUFSZ], knmbuf[BUFSZ];
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if (!name) {
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if (!obj) panic("thitu: name & obj both null?");
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name = strcpy(onmbuf,
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(obj->quan > 1L) ? doname(obj) : mshot_xname(obj));
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knm = strcpy(knmbuf, killer_xname(obj));
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kprefix = KILLED_BY; /* killer_name supplies "an" if warranted */
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} else {
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knm = name;
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/* [perhaps ought to check for plural here to] */
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if (!strncmpi(name, "the ", 4) ||
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!strncmpi(name, "an ", 3) ||
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!strncmpi(name, "a ", 2)) kprefix = KILLED_BY;
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}
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onm = (obj && obj_is_pname(obj)) ? the(name) :
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(obj && obj->quan > 1L) ? name : an(name);
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is_acid = (obj && obj->otyp == ACID_VENOM);
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if(u.uac + tlev <= rnd(20)) {
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if(Blind || !flags.verbose) pline("It misses.");
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else You("are almost hit by %s.", onm);
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return(0);
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} else {
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if (Blind || !flags.verbose) You("are hit%s", exclam(dam));
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else You("are hit by %s%s", onm, exclam(dam));
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if (obj && objects[obj->otyp].oc_material == SILVER &&
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Hate_silver) {
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/* extra damage already applied by dmgval() */
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pline_The("silver sears your flesh!");
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exercise(A_CON, FALSE);
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}
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if (is_acid && Acid_resistance)
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pline("It doesn't seem to hurt you.");
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else {
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if (is_acid) pline("It burns!");
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losehp(dam, knm, kprefix); /* acid damage */
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exercise(A_STR, FALSE);
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}
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return(1);
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}
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}
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/* Be sure this corresponds with what happens to player-thrown objects in
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* dothrow.c (for consistency). --KAA
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* Returns 0 if object still exists (not destroyed).
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*/
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STATIC_OVL int
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drop_throw(obj, ohit, x, y)
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register struct obj *obj;
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boolean ohit;
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int x,y;
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{
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int retvalu = 1;
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int create;
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struct monst *mtmp;
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struct trap *t;
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if (obj->otyp == CREAM_PIE || obj->oclass == VENOM_CLASS ||
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(ohit && obj->otyp == EGG))
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create = 0;
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else if (ohit && (is_multigen(obj) || obj->otyp == ROCK))
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create = !rn2(3);
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else create = 1;
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if (create && !((mtmp = m_at(x, y)) && (mtmp->mtrapped) &&
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(t = t_at(x, y)) && ((t->ttyp == PIT) ||
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(t->ttyp == SPIKED_PIT)))) {
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int objgone = 0;
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if (down_gate(x, y) != -1)
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objgone = ship_object(obj, x, y, FALSE);
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if (!objgone) {
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if (!flooreffects(obj,x,y,"fall")) { /* don't double-dip on damage */
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place_object(obj, x, y);
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if (!mtmp && x == u.ux && y == u.uy)
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mtmp = &youmonst;
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if (mtmp && ohit)
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passive_obj(mtmp, obj, (struct attack *)0);
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stackobj(obj);
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retvalu = 0;
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}
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}
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} else obfree(obj, (struct obj*) 0);
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return retvalu;
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}
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/* an object launched by someone/thing other than player attacks a monster;
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return 1 if the object has stopped moving (hit or its range used up) */
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int
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ohitmon(mtmp, otmp, range, verbose)
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struct monst *mtmp; /* accidental target, located at <bhitpos.x,.y> */
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struct obj *otmp; /* missile; might be destroyed by drop_throw */
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int range; /* how much farther will object travel if it misses */
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/* Use -1 to signify to keep going even after hit, */
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/* unless its gone (used for rolling_boulder_traps) */
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boolean verbose; /* give message(s) even when you can't see what happened */
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{
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int damage, tmp;
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boolean vis, ismimic;
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int objgone = 1;
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notonhead = (bhitpos.x != mtmp->mx || bhitpos.y != mtmp->my);
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ismimic = mtmp->m_ap_type && mtmp->m_ap_type != M_AP_MONSTER;
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vis = cansee(bhitpos.x, bhitpos.y);
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tmp = 5 + find_mac(mtmp) + omon_adj(mtmp, otmp, FALSE);
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if (tmp < rnd(20)) {
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if (!ismimic) {
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if (vis) miss(distant_name(otmp, mshot_xname), mtmp);
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else if (verbose) pline("It is missed.");
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}
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if (!range) { /* Last position; object drops */
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(void) drop_throw(otmp, 0, mtmp->mx, mtmp->my);
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return 1;
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}
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} else if (otmp->oclass == POTION_CLASS) {
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if (ismimic) seemimic(mtmp);
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mtmp->msleeping = 0;
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if (vis) otmp->dknown = 1;
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potionhit(mtmp, otmp, FALSE);
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return 1;
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} else {
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damage = dmgval(otmp, mtmp);
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if (otmp->otyp == ACID_VENOM && resists_acid(mtmp))
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damage = 0;
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if (ismimic) seemimic(mtmp);
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mtmp->msleeping = 0;
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if (vis) hit(distant_name(otmp,mshot_xname), mtmp, exclam(damage));
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else if (verbose) pline("%s is hit%s", Monnam(mtmp), exclam(damage));
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if (otmp->opoisoned && is_poisonable(otmp)) {
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if (resists_poison(mtmp)) {
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if (vis) pline_The("poison doesn't seem to affect %s.",
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mon_nam(mtmp));
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} else {
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if (rn2(30)) {
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damage += rnd(6);
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} else {
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if (vis) pline_The("poison was deadly...");
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damage = mtmp->mhp;
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}
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}
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}
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if (objects[otmp->otyp].oc_material == SILVER &&
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mon_hates_silver(mtmp)) {
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if (vis) pline_The("silver sears %s flesh!",
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s_suffix(mon_nam(mtmp)));
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else if (verbose) pline("Its flesh is seared!");
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}
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if (otmp->otyp == ACID_VENOM && cansee(mtmp->mx,mtmp->my)) {
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if (resists_acid(mtmp)) {
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if (vis || verbose)
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pline("%s is unaffected.", Monnam(mtmp));
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damage = 0;
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} else {
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if (vis) pline_The("acid burns %s!", mon_nam(mtmp));
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else if (verbose) pline("It is burned!");
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}
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}
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mtmp->mhp -= damage;
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if (mtmp->mhp < 1) {
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if (vis || verbose)
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pline("%s is %s!", Monnam(mtmp),
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(nonliving(mtmp->data) ||
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is_vampshifter(mtmp) || !canspotmon(mtmp))
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? "destroyed" : "killed");
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/* don't blame hero for unknown rolling boulder trap */
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if (!context.mon_moving &&
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(otmp->otyp != BOULDER || range >= 0 || otmp->otrapped))
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xkilled(mtmp,0);
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else mondied(mtmp);
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}
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if (can_blnd((struct monst*)0, mtmp,
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(uchar)(otmp->otyp == BLINDING_VENOM ? AT_SPIT : AT_WEAP),
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otmp)) {
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if (vis && mtmp->mcansee)
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pline("%s is blinded by %s.", Monnam(mtmp), the(xname(otmp)));
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mtmp->mcansee = 0;
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tmp = (int)mtmp->mblinded + rnd(25) + 20;
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if (tmp > 127) tmp = 127;
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mtmp->mblinded = tmp;
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}
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objgone = drop_throw(otmp, 1, bhitpos.x, bhitpos.y);
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if (!objgone && range == -1) { /* special case */
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obj_extract_self(otmp); /* free it for motion again */
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return 0;
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}
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return 1;
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}
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return 0;
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}
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void
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m_throw(mon, x, y, dx, dy, range, obj)
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struct monst *mon; /* launching monster */
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int x, y, dx, dy, range; /* launch point, direction, and range */
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struct obj *obj; /* missile (or stack providing it) */
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{
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struct monst *mtmp;
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struct obj *singleobj;
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char sym = obj->oclass;
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int hitu, oldumort, blindinc = 0;
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bhitpos.x = x;
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bhitpos.y = y;
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notonhead = FALSE; /* reset potentially stale value */
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if (obj->quan == 1L) {
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/*
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* Remove object from minvent. This cannot be done later on;
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* what if the player dies before then, leaving the monster
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* with 0 daggers? (This caused the infamous 2^32-1 orcish
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* dagger bug).
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*
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* VENOM is not in minvent - it should already be OBJ_FREE.
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* The extract below does nothing.
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*/
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/* not possibly_unwield, which checks the object's */
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/* location, not its existence */
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if (MON_WEP(mon) == obj) {
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setmnotwielded(mon,obj);
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MON_NOWEP(mon);
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}
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obj_extract_self(obj);
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singleobj = obj;
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obj = (struct obj *) 0;
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} else {
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singleobj = splitobj(obj, 1L);
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obj_extract_self(singleobj);
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}
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singleobj->owornmask = 0; /* threw one of multiple weapons in hand? */
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if ((singleobj->cursed || singleobj->greased) && (dx || dy) &&
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!rn2(7)) {
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if(canseemon(mon) && flags.verbose) {
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if(is_ammo(singleobj))
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pline("%s misfires!", Monnam(mon));
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else
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pline("%s as %s throws it!",
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Tobjnam(singleobj, "slip"), mon_nam(mon));
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}
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dx = rn2(3)-1;
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dy = rn2(3)-1;
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/* check validity of new direction */
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if (!dx && !dy) {
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(void) drop_throw(singleobj, 0, bhitpos.x, bhitpos.y);
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return;
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}
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}
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/* pre-check for doors, walls and boundaries.
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Also need to pre-check for bars regardless of direction;
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the random chance for small objects hitting bars is
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skipped when reaching them at point blank range */
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if (!isok(bhitpos.x+dx,bhitpos.y+dy)
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|| IS_ROCK(levl[bhitpos.x+dx][bhitpos.y+dy].typ)
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|| closed_door(bhitpos.x+dx, bhitpos.y+dy)
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|| (levl[bhitpos.x + dx][bhitpos.y + dy].typ == IRONBARS &&
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hits_bars(&singleobj, bhitpos.x, bhitpos.y, 0, 0))) {
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(void) drop_throw(singleobj, 0, bhitpos.x, bhitpos.y);
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return;
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}
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/* Note: drop_throw may destroy singleobj. Since obj must be destroyed
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* early to avoid the dagger bug, anyone who modifies this code should
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* be careful not to use either one after it's been freed.
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*/
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if (sym) tmp_at(DISP_FLASH, obj_to_glyph(singleobj));
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while(range-- > 0) { /* Actually the loop is always exited by break */
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bhitpos.x += dx;
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bhitpos.y += dy;
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if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
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if (ohitmon(mtmp, singleobj, range, TRUE))
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break;
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} else if (bhitpos.x == u.ux && bhitpos.y == u.uy) {
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if (multi) nomul(0);
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if (singleobj->oclass == GEM_CLASS &&
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singleobj->otyp <= LAST_GEM+9 /* 9 glass colors */
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&& is_unicorn(youmonst.data)) {
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if (singleobj->otyp > LAST_GEM) {
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You("catch the %s.", xname(singleobj));
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You("are not interested in %s junk.",
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s_suffix(mon_nam(mon)));
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makeknown(singleobj->otyp);
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dropy(singleobj);
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} else {
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You("accept %s gift in the spirit in which it was intended.",
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s_suffix(mon_nam(mon)));
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(void)hold_another_object(singleobj,
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"You catch, but drop, %s.", xname(singleobj),
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"You catch:");
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}
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break;
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}
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if (singleobj->oclass == POTION_CLASS) {
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if (!Blind) singleobj->dknown = 1;
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potionhit(&youmonst, singleobj, FALSE);
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break;
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}
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oldumort = u.umortality;
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switch(singleobj->otyp) {
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int dam, hitv;
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case EGG:
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if (!touch_petrifies(&mons[singleobj->corpsenm])) {
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impossible("monster throwing egg type %d",
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singleobj->corpsenm);
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hitu = 0;
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break;
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}
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/* fall through */
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case CREAM_PIE:
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case BLINDING_VENOM:
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hitu = thitu(8, 0, singleobj, (char *)0);
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break;
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default:
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dam = dmgval(singleobj, &youmonst);
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hitv = 3 - distmin(u.ux,u.uy, mon->mx,mon->my);
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if (hitv < -4) hitv = -4;
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if (is_elf(mon->data) &&
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objects[singleobj->otyp].oc_skill == P_BOW) {
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hitv++;
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if (MON_WEP(mon) &&
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MON_WEP(mon)->otyp == ELVEN_BOW)
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hitv++;
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if(singleobj->otyp == ELVEN_ARROW) dam++;
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}
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if (bigmonst(youmonst.data)) hitv++;
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hitv += 8 + singleobj->spe;
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if (dam < 1) dam = 1;
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hitu = thitu(hitv, dam, singleobj, (char *)0);
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}
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if (hitu && singleobj->opoisoned &&
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is_poisonable(singleobj)) {
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char onmbuf[BUFSZ], knmbuf[BUFSZ];
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Strcpy(onmbuf, xname(singleobj));
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Strcpy(knmbuf, killer_xname(singleobj));
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poisoned(onmbuf, A_STR, knmbuf,
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/* if damage triggered life-saving,
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poison is limited to attrib loss */
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(u.umortality > oldumort) ? 0 : 10, TRUE);
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}
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if(hitu &&
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can_blnd((struct monst*)0, &youmonst,
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(uchar)(singleobj->otyp == BLINDING_VENOM ?
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AT_SPIT : AT_WEAP), singleobj)) {
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blindinc = rnd(25);
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if(singleobj->otyp == CREAM_PIE) {
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if(!Blind) pline("Yecch! You've been creamed.");
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else pline("There's %s sticky all over your %s.",
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something,
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body_part(FACE));
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} else if(singleobj->otyp == BLINDING_VENOM) {
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const char *eyes = body_part(EYE);
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if (eyecount(youmonst.data) != 1)
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eyes = makeplural(eyes);
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/* venom in the eyes */
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if(!Blind) pline_The("venom blinds you.");
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else Your("%s %s.", eyes, vtense(eyes, "sting"));
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}
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}
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if (hitu && singleobj->otyp == EGG) {
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if (!Stoned && !Stone_resistance
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&& !(poly_when_stoned(youmonst.data) &&
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polymon(PM_STONE_GOLEM))) {
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make_stoned(5L, (char *)0, KILLED_BY, "");
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}
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}
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stop_occupation();
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if (hitu || !range) {
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(void) drop_throw(singleobj, hitu, u.ux, u.uy);
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break;
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}
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} else if (!range /* reached end of path */
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/* missile hits edge of screen */
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|| !isok(bhitpos.x+dx,bhitpos.y+dy)
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/* missile hits the wall */
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|| IS_ROCK(levl[bhitpos.x+dx][bhitpos.y+dy].typ)
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/* missile hit closed door */
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|| closed_door(bhitpos.x+dx, bhitpos.y+dy)
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/* missile might hit iron bars */
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|| (levl[bhitpos.x+dx][bhitpos.y+dy].typ == IRONBARS &&
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hits_bars(&singleobj, bhitpos.x, bhitpos.y, !rn2(5), 0))
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/* Thrown objects "sink" */
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|| IS_SINK(levl[bhitpos.x][bhitpos.y].typ)) {
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if (singleobj) /* hits_bars might have destroyed it */
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(void) drop_throw(singleobj, 0, bhitpos.x, bhitpos.y);
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break;
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}
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tmp_at(bhitpos.x, bhitpos.y);
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delay_output();
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}
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tmp_at(bhitpos.x, bhitpos.y);
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delay_output();
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tmp_at(DISP_END, 0);
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if (blindinc) {
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u.ucreamed += blindinc;
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make_blinded(Blinded + (long)blindinc, FALSE);
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if (!Blind) Your1(vision_clears);
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}
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}
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/* remove an entire item from a monster's inventory; destroy that item */
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void
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m_useupall(mon, obj)
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struct monst *mon;
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struct obj *obj;
|
|
{
|
|
obj_extract_self(obj);
|
|
if (obj->owornmask) {
|
|
if (obj == MON_WEP(mon)) mwepgone(mon);
|
|
mon->misc_worn_check &= ~obj->owornmask;
|
|
update_mon_intrinsics(mon, obj, FALSE, FALSE);
|
|
obj->owornmask = 0L;
|
|
}
|
|
obfree(obj, (struct obj*) 0);
|
|
}
|
|
|
|
/* remove one instance of an item from a monster's inventory */
|
|
void
|
|
m_useup(mon, obj)
|
|
struct monst *mon;
|
|
struct obj *obj;
|
|
{
|
|
if (obj->quan > 1L) {
|
|
obj->quan--;
|
|
obj->owt = weight(obj);
|
|
} else {
|
|
m_useupall(mon, obj);
|
|
}
|
|
}
|
|
|
|
/* monster attempts ranged weapon attack against player */
|
|
void
|
|
thrwmu(mtmp)
|
|
struct monst *mtmp;
|
|
{
|
|
struct obj *otmp, *mwep;
|
|
xchar x, y;
|
|
int multishot;
|
|
const char *onm;
|
|
|
|
/* Rearranged beginning so monsters can use polearms not in a line */
|
|
if (mtmp->weapon_check == NEED_WEAPON || !MON_WEP(mtmp)) {
|
|
mtmp->weapon_check = NEED_RANGED_WEAPON;
|
|
/* mon_wield_item resets weapon_check as appropriate */
|
|
if(mon_wield_item(mtmp) != 0) return;
|
|
}
|
|
|
|
/* Pick a weapon */
|
|
otmp = select_rwep(mtmp);
|
|
if (!otmp) return;
|
|
|
|
if (is_pole(otmp)) {
|
|
int dam, hitv;
|
|
|
|
if (otmp != MON_WEP(mtmp)) return; /* polearm must be wielded */
|
|
if (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) > POLE_LIM ||
|
|
!couldsee(mtmp->mx, mtmp->my))
|
|
return; /* Out of range, or intervening wall */
|
|
|
|
if (canseemon(mtmp)) {
|
|
onm = xname(otmp);
|
|
pline("%s thrusts %s.", Monnam(mtmp),
|
|
obj_is_pname(otmp) ? the(onm) : an(onm));
|
|
}
|
|
|
|
dam = dmgval(otmp, &youmonst);
|
|
hitv = 3 - distmin(u.ux,u.uy, mtmp->mx,mtmp->my);
|
|
if (hitv < -4) hitv = -4;
|
|
if (bigmonst(youmonst.data)) hitv++;
|
|
hitv += 8 + otmp->spe;
|
|
if (dam < 1) dam = 1;
|
|
|
|
(void) thitu(hitv, dam, otmp, (char *)0);
|
|
stop_occupation();
|
|
return;
|
|
}
|
|
|
|
x = mtmp->mx;
|
|
y = mtmp->my;
|
|
/* If you are coming toward the monster, the monster
|
|
* should try to soften you up with missiles. If you are
|
|
* going away, you are probably hurt or running. Give
|
|
* chase, but if you are getting too far away, throw.
|
|
*/
|
|
if (!lined_up(mtmp) ||
|
|
(URETREATING(x,y) &&
|
|
rn2(BOLT_LIM - distmin(x,y,mtmp->mux,mtmp->muy))))
|
|
return;
|
|
|
|
mwep = MON_WEP(mtmp); /* wielded weapon */
|
|
|
|
/* Multishot calculations */
|
|
multishot = 1;
|
|
if (otmp->quan > 1L && /* no point checking if there's only 1 */
|
|
/* ammo requires corresponding launcher be wielded */
|
|
(is_ammo(otmp) ? matching_launcher(otmp, mwep) :
|
|
/* otherwise any stackable (non-ammo) weapon */
|
|
otmp->oclass == WEAPON_CLASS) &&
|
|
!mtmp->mconf) {
|
|
int skill = (int)objects[otmp->otyp].oc_skill;
|
|
|
|
/* Assumes lords are skilled, princes are expert */
|
|
if (is_prince(mtmp->data)) multishot += 2;
|
|
else if (is_lord(mtmp->data)) multishot++;
|
|
/* fake players treated as skilled (regardless of role limits) */
|
|
else if (is_mplayer(mtmp->data)) multishot++;
|
|
|
|
/* class bonus */
|
|
switch (monsndx(mtmp->data)) {
|
|
case PM_MONK:
|
|
if (skill == -P_SHURIKEN) multishot++;
|
|
break;
|
|
case PM_RANGER:
|
|
multishot++;
|
|
break;
|
|
case PM_ROGUE:
|
|
if (skill == P_DAGGER) multishot++;
|
|
break;
|
|
case PM_NINJA:
|
|
if (skill == -P_SHURIKEN || skill == -P_DART) multishot++;
|
|
/*FALLTHRU*/
|
|
case PM_SAMURAI:
|
|
if (otmp->otyp == YA && mwep &&
|
|
mwep->otyp == YUMI) multishot++;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
/* racial bonus */
|
|
if ((is_elf(mtmp->data) &&
|
|
otmp->otyp == ELVEN_ARROW &&
|
|
mwep && mwep->otyp == ELVEN_BOW) ||
|
|
(is_orc(mtmp->data) &&
|
|
otmp->otyp == ORCISH_ARROW &&
|
|
mwep && mwep->otyp == ORCISH_BOW))
|
|
multishot++;
|
|
|
|
multishot = rnd(multishot);
|
|
if ((long)multishot > otmp->quan) multishot = (int)otmp->quan;
|
|
}
|
|
|
|
if (canseemon(mtmp)) {
|
|
char onmbuf[BUFSZ];
|
|
|
|
if (multishot > 1) {
|
|
/* "N arrows"; multishot > 1 implies otmp->quan > 1, so
|
|
xname()'s result will already be pluralized */
|
|
Sprintf(onmbuf, "%d %s", multishot, xname(otmp));
|
|
onm = onmbuf;
|
|
} else {
|
|
/* "an arrow" */
|
|
onm = singular(otmp, xname);
|
|
onm = obj_is_pname(otmp) ? the(onm) : an(onm);
|
|
}
|
|
m_shot.s = ammo_and_launcher(otmp,mwep) ? TRUE : FALSE;
|
|
pline("%s %s %s!", Monnam(mtmp),
|
|
m_shot.s ? "shoots" : "throws", onm);
|
|
m_shot.o = otmp->otyp;
|
|
} else {
|
|
m_shot.o = STRANGE_OBJECT; /* don't give multishot feedback */
|
|
}
|
|
|
|
m_shot.n = multishot;
|
|
for (m_shot.i = 1; m_shot.i <= m_shot.n; m_shot.i++) {
|
|
m_throw(mtmp, mtmp->mx, mtmp->my, sgn(tbx), sgn(tby),
|
|
distmin(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy), otmp);
|
|
/* conceptually all N missiles are in flight at once, but
|
|
if mtmp gets killed (shot kills adjacent gas spore and
|
|
triggers explosion, perhaps), inventory will be dropped
|
|
and otmp might go away via merging into another stack */
|
|
if (mtmp->mhp <= 0 && m_shot.i < m_shot.n) {
|
|
/* cancel pending shots (ought to give a message here since
|
|
we gave one above about throwing/shooting N missiles) */
|
|
break; /* endmultishot(FALSE); */
|
|
}
|
|
}
|
|
m_shot.n = m_shot.i = 0;
|
|
m_shot.o = STRANGE_OBJECT;
|
|
m_shot.s = FALSE;
|
|
|
|
nomul(0);
|
|
}
|
|
|
|
int
|
|
spitmu(mtmp, mattk) /* monster spits substance at you */
|
|
register struct monst *mtmp;
|
|
register struct attack *mattk;
|
|
{
|
|
register struct obj *otmp;
|
|
|
|
if(mtmp->mcan) {
|
|
|
|
if(!Deaf)
|
|
pline("A dry rattle comes from %s throat.",
|
|
s_suffix(mon_nam(mtmp)));
|
|
return 0;
|
|
}
|
|
if(lined_up(mtmp)) {
|
|
switch (mattk->adtyp) {
|
|
case AD_BLND:
|
|
case AD_DRST:
|
|
otmp = mksobj(BLINDING_VENOM, TRUE, FALSE);
|
|
break;
|
|
default:
|
|
impossible("bad attack type in spitmu");
|
|
/* fall through */
|
|
case AD_ACID:
|
|
otmp = mksobj(ACID_VENOM, TRUE, FALSE);
|
|
break;
|
|
}
|
|
if(!rn2(BOLT_LIM-distmin(mtmp->mx,mtmp->my,mtmp->mux,mtmp->muy))) {
|
|
if (canseemon(mtmp))
|
|
pline("%s spits venom!", Monnam(mtmp));
|
|
m_throw(mtmp, mtmp->mx, mtmp->my, sgn(tbx), sgn(tby),
|
|
distmin(mtmp->mx,mtmp->my,mtmp->mux,mtmp->muy), otmp);
|
|
nomul(0);
|
|
return 0;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
breamu(mtmp, mattk) /* monster breathes at you (ranged) */
|
|
register struct monst *mtmp;
|
|
register struct attack *mattk;
|
|
{
|
|
/* if new breath types are added, change AD_ACID to max type */
|
|
int typ = (mattk->adtyp == AD_RBRE) ? rnd(AD_ACID) : mattk->adtyp ;
|
|
|
|
if(lined_up(mtmp)) {
|
|
|
|
if(mtmp->mcan) {
|
|
if(!Deaf) {
|
|
if(canseemon(mtmp))
|
|
pline("%s coughs.", Monnam(mtmp));
|
|
else
|
|
You_hear("a cough.");
|
|
}
|
|
return(0);
|
|
}
|
|
if(!mtmp->mspec_used && rn2(3)) {
|
|
|
|
if((typ >= AD_MAGM) && (typ <= AD_ACID)) {
|
|
|
|
if(canseemon(mtmp))
|
|
pline("%s breathes %s!", Monnam(mtmp),
|
|
breathwep[typ-1]);
|
|
buzz((int) (-20 - (typ-1)), (int)mattk->damn,
|
|
mtmp->mx, mtmp->my, sgn(tbx), sgn(tby));
|
|
nomul(0);
|
|
/* breath runs out sometimes. Also, give monster some
|
|
* cunning; don't breath if the player fell asleep.
|
|
*/
|
|
if(!rn2(3))
|
|
mtmp->mspec_used = 10+rn2(20);
|
|
if(typ == AD_SLEE && !Sleep_resistance)
|
|
mtmp->mspec_used += rnd(20);
|
|
} else impossible("Breath weapon %d used", typ-1);
|
|
}
|
|
}
|
|
return(1);
|
|
}
|
|
|
|
boolean
|
|
linedup(ax, ay, bx, by, boulderhandling)
|
|
register xchar ax, ay, bx, by;
|
|
int boulderhandling; /* 0=block, 1=ignore, 2=conditionally block */
|
|
{
|
|
int dx, dy, boulderspots;
|
|
|
|
tbx = ax - bx; /* These two values are set for use */
|
|
tby = ay - by; /* after successful return. */
|
|
|
|
/* sometimes displacement makes a monster think that you're at its
|
|
own location; prevent it from throwing and zapping in that case */
|
|
if (!tbx && !tby) return FALSE;
|
|
|
|
if((!tbx || !tby || abs(tbx) == abs(tby)) /* straight line or diagonal */
|
|
&& distmin(tbx, tby, 0, 0) < BOLT_LIM) {
|
|
if ((ax == u.ux && ay == u.uy) ? (boolean)couldsee(bx, by) :
|
|
clear_path(ax, ay, bx, by)) return TRUE;
|
|
/* don't have line of sight, but might still be lined up
|
|
if that lack of sight is due solely to boulders */
|
|
if (boulderhandling == 0) return FALSE;
|
|
dx = sgn(ax - bx), dy = sgn(ay - by);
|
|
boulderspots = 0;
|
|
do {
|
|
/* <bx,by> is guaranteed to eventually converge with <ax,ay> */
|
|
bx += dx, by += dy;
|
|
if (IS_ROCK(levl[bx][by].typ) || closed_door(bx, by))
|
|
return FALSE;
|
|
if (sobj_at(BOULDER, bx, by)) ++boulderspots;
|
|
} while (bx != ax || by != ay);
|
|
/* reached target position without encountering obstacle */
|
|
if (boulderhandling == 1 || rn2(2 + boulderspots) < 2) return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
boolean
|
|
lined_up(mtmp) /* is mtmp in position to use ranged attack? */
|
|
register struct monst *mtmp;
|
|
{
|
|
boolean ignore_boulders;
|
|
|
|
/* hero concealment usually trumps monst awareness of being lined up */
|
|
if (Upolyd && rn2(25) &&
|
|
(u.uundetected || (youmonst.m_ap_type != M_AP_NOTHING &&
|
|
youmonst.m_ap_type != M_AP_MONSTER)))
|
|
return FALSE;
|
|
|
|
ignore_boulders = (throws_rocks(mtmp->data) ||
|
|
m_carrying(mtmp, WAN_STRIKING));
|
|
return linedup(mtmp->mux, mtmp->muy, mtmp->mx, mtmp->my,
|
|
ignore_boulders ? 1 : 2);
|
|
}
|
|
|
|
/* Check if a monster is carrying a particular item.
|
|
*/
|
|
struct obj *
|
|
m_carrying(mtmp, type)
|
|
struct monst *mtmp;
|
|
int type;
|
|
{
|
|
register struct obj *otmp;
|
|
|
|
for(otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
|
|
if(otmp->otyp == type)
|
|
return(otmp);
|
|
return((struct obj *) 0);
|
|
}
|
|
|
|
/* TRUE iff thrown/kicked/rolled object doesn't pass through iron bars */
|
|
boolean
|
|
hits_bars(obj_p, x, y, always_hit, whodidit)
|
|
struct obj **obj_p; /* *obj_p will be set to NULL if object breaks */
|
|
int x, y;
|
|
int always_hit; /* caller can force a hit for items which would fit through */
|
|
int whodidit; /* 1==hero, 0=other, -1==just check whether it'll pass thru */
|
|
{
|
|
struct obj *otmp = *obj_p;
|
|
int obj_type = otmp->otyp;
|
|
boolean hits = always_hit;
|
|
|
|
if (!hits)
|
|
switch (otmp->oclass) {
|
|
case WEAPON_CLASS:
|
|
{
|
|
int oskill = objects[obj_type].oc_skill;
|
|
|
|
hits = (oskill != -P_BOW && oskill != -P_CROSSBOW &&
|
|
oskill != -P_DART && oskill != -P_SHURIKEN &&
|
|
oskill != P_SPEAR &&
|
|
oskill != P_KNIFE); /* but not dagger */
|
|
break;
|
|
}
|
|
case ARMOR_CLASS:
|
|
hits = (objects[obj_type].oc_armcat != ARM_GLOVES);
|
|
break;
|
|
case TOOL_CLASS:
|
|
hits = (obj_type != SKELETON_KEY &&
|
|
obj_type != LOCK_PICK &&
|
|
obj_type != CREDIT_CARD &&
|
|
obj_type != TALLOW_CANDLE &&
|
|
obj_type != WAX_CANDLE &&
|
|
obj_type != LENSES &&
|
|
obj_type != TIN_WHISTLE &&
|
|
obj_type != MAGIC_WHISTLE);
|
|
break;
|
|
case ROCK_CLASS: /* includes boulder */
|
|
if (obj_type != STATUE ||
|
|
mons[otmp->corpsenm].msize > MZ_TINY) hits = TRUE;
|
|
break;
|
|
case FOOD_CLASS:
|
|
if (obj_type == CORPSE &&
|
|
mons[otmp->corpsenm].msize > MZ_TINY) hits = TRUE;
|
|
else
|
|
hits = (obj_type == MEAT_STICK ||
|
|
obj_type == HUGE_CHUNK_OF_MEAT);
|
|
break;
|
|
case SPBOOK_CLASS:
|
|
case WAND_CLASS:
|
|
case BALL_CLASS:
|
|
case CHAIN_CLASS:
|
|
hits = TRUE;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (hits && whodidit != -1) {
|
|
if (whodidit ? hero_breaks(otmp, x, y, FALSE) : breaks(otmp, x, y))
|
|
*obj_p = otmp = 0; /* object is now gone */
|
|
/* breakage makes its own noises */
|
|
else if (obj_type == BOULDER || obj_type == HEAVY_IRON_BALL)
|
|
pline("Whang!");
|
|
else if (otmp->oclass == COIN_CLASS ||
|
|
objects[obj_type].oc_material == GOLD ||
|
|
objects[obj_type].oc_material == SILVER)
|
|
pline("Clink!");
|
|
else
|
|
pline("Clonk!");
|
|
}
|
|
|
|
return hits;
|
|
}
|
|
|
|
/*mthrowu.c*/
|