Files
nethack/src/steal.c
nhmall 0c3b9642e4 pmnames mons gender naming plus a window port interface change
add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.

replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.

consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)

consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).

related function or macro additions:
    pmname(pm, gender) to get the gender variation of the permonst name. It
    guards against monsters that haven't got anything except NEUTRAL naming
    and falls back to the NEUTRAL version if FEMALE and MALE versions are
    missing.

    Ugender to obtain the current hero gender.
    Mgender(mtmp) to obtain the gender of a monster

While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
    pmname(ptr, gidx)
      where -ptr is a permonst *
            -gidx is an index into the pmnames array field of the
             permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.

Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.

male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.

tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.

statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.

I expect some refinement will be required after broad play-testing puts it to
the test.

    consolidate caveman,cavewoman and priest,priestess monst.c entries etc

This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.

Window Port Interface Change

Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.

The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.

win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.

Interface change additional info:

    print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
            -- Print the glyph at (x,y) on the given window.  Glyphs are
               integers at the interface, mapped to whatever the window-
               port wants (symbol, font, color, attributes, ...there's
               a 1-1 map between glyphs and distinct things on the map).
            -- bkglyph is a background glyph for potential use by some
               graphical or tiled environments to allow the depiction
               to fall against a background consistent with the grid
               around x,y. If bkglyph is NO_GLYPH, then the parameter
               should be ignored (do nothing with it).
                -- glyphmod provides extended information about the glyph
               that window ports can use to enhance the display in
               various ways.
                    unsigned int glyphmod[NUM_GLYPHMOD]
               where:
                    glyphmod[GM_TTYCHAR]  is the text characters associated
                                          with the original NetHack display.

                    glyphmod[GM_FLAGS]    are the special flags that denote
                                          additional information that window
                                          ports can use.

                    glyphmod[GM_COLOR] is the text character
                                       color associated with the original
                                       NetHack display.

Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
2020-12-26 11:23:23 -05:00

779 lines
27 KiB
C

/* NetHack 3.7 steal.c $NHDT-Date: 1596498213 2020/08/03 23:43:33 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.84 $ */
/* 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 int NDECL(stealarm);
static int NDECL(unstolenarm);
static const char *FDECL(equipname, (struct obj *));
static const char *
equipname(otmp)
register struct obj *otmp;
{
return ((otmp == uarmu) ? shirt_simple_name(otmp)
: (otmp == uarmf) ? boots_simple_name(otmp)
: (otmp == uarms) ? shield_simple_name(otmp)
: (otmp == uarmg) ? gloves_simple_name(otmp)
: (otmp == uarmc) ? cloak_simple_name(otmp)
: (otmp == uarmh) ? helm_simple_name(otmp)
: suit_simple_name(otmp));
}
/* proportional subset of gold; return value actually fits in an int */
long
somegold(lmoney)
long lmoney;
{
#ifdef LINT /* long conv. ok */
int igold = 0;
#else
int igold = (lmoney >= (long) LARGEST_INT) ? LARGEST_INT : (int) lmoney;
#endif
if (igold < 50)
; /* all gold */
else if (igold < 100)
igold = rn1(igold - 25 + 1, 25);
else if (igold < 500)
igold = rn1(igold - 50 + 1, 50);
else if (igold < 1000)
igold = rn1(igold - 100 + 1, 100);
else if (igold < 5000)
igold = rn1(igold - 500 + 1, 500);
else if (igold < 10000)
igold = rn1(igold - 1000 + 1, 1000);
else
igold = rn1(igold - 5000 + 1, 5000);
return (long) igold;
}
/*
* Find the first (and hopefully only) gold object in a chain.
* Used when leprechaun (or you as leprechaun) looks for
* someone else's gold. Returns a pointer so the gold may
* be seized without further searching.
* May search containers too.
* Deals in gold only, as leprechauns don't care for lesser coins.
*/
struct obj *
findgold(chain)
register struct obj *chain;
{
while (chain && chain->otyp != GOLD_PIECE)
chain = chain->nobj;
return chain;
}
/*
* Steal gold coins only. Leprechauns don't care for lesser coins.
*/
void
stealgold(mtmp)
register struct monst *mtmp;
{
register struct obj *fgold = g_at(u.ux, u.uy);
register struct obj *ygold;
register long tmp;
struct monst *who;
const char *whose, *what;
/* skip lesser coins on the floor */
while (fgold && fgold->otyp != GOLD_PIECE)
fgold = fgold->nexthere;
/* Do you have real gold? */
ygold = findgold(g.invent);
if (fgold && (!ygold || fgold->quan > ygold->quan || !rn2(5))) {
obj_extract_self(fgold);
add_to_minv(mtmp, fgold);
newsym(u.ux, u.uy);
if (u.usteed) {
who = u.usteed;
whose = s_suffix(y_monnam(who));
what = makeplural(mbodypart(who, FOOT));
} else {
who = &g.youmonst;
whose = "your";
what = makeplural(body_part(FOOT));
}
/* [ avoid "between your rear regions" :-] */
if (slithy(who->data))
what = "coils";
/* reduce "rear hooves/claws" to "hooves/claws" */
if (!strncmp(what, "rear ", 5))
what += 5;
pline("%s quickly snatches some gold from %s %s %s!", Monnam(mtmp),
(Levitation || Flying) ? "beneath" : "between", whose, what);
if (!ygold || !rn2(5)) {
if (!tele_restrict(mtmp))
(void) rloc(mtmp, TRUE);
monflee(mtmp, 0, FALSE, FALSE);
}
} else if (ygold) {
const int gold_price = objects[GOLD_PIECE].oc_cost;
tmp = (somegold(money_cnt(g.invent)) + gold_price - 1) / gold_price;
tmp = min(tmp, ygold->quan);
if (tmp < ygold->quan)
ygold = splitobj(ygold, tmp);
else
setnotworn(ygold);
freeinv(ygold);
add_to_minv(mtmp, ygold);
Your("purse feels lighter.");
if (!tele_restrict(mtmp))
(void) rloc(mtmp, TRUE);
monflee(mtmp, 0, FALSE, FALSE);
g.context.botl = 1;
}
}
/* monster who was stealing from hero has just died */
void
thiefdead()
{
/* hero is busy taking off an item of armor which takes multiple turns */
g.stealmid = 0;
if (g.afternmv == stealarm) {
g.afternmv = unstolenarm;
g.nomovemsg = (char *) 0;
}
}
/* called via (*g.afternmv)() when hero finishes taking off armor that
was slated to be stolen but the thief died in the interim */
static int
unstolenarm(VOID_ARGS)
{
struct obj *obj;
/* find the object before clearing stealoid; it has already become
not-worn and is still in hero's inventory */
for (obj = g.invent; obj; obj = obj->nobj)
if (obj->o_id == g.stealoid)
break;
g.stealoid = 0;
if (obj) {
You("finish taking off your %s.", equipname(obj));
}
return 0;
}
static int
stealarm(VOID_ARGS)
{
register struct monst *mtmp;
register struct obj *otmp;
if (!g.stealoid || !g.stealmid)
goto botm;
for (otmp = g.invent; otmp; otmp = otmp->nobj) {
if (otmp->o_id == g.stealoid) {
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (mtmp->m_id == g.stealmid) {
if (DEADMONSTER(mtmp))
impossible("stealarm(): dead monster stealing");
if (!dmgtype(mtmp->data, AD_SITM)) /* polymorphed */
goto botm;
if (otmp->unpaid)
subfrombill(otmp, shop_keeper(*u.ushops));
freeinv(otmp);
pline("%s steals %s!", Monnam(mtmp), doname(otmp));
(void) mpickobj(mtmp, otmp); /* may free otmp */
/* Implies seduction, "you gladly hand over ..."
so we don't set mavenge bit here. */
monflee(mtmp, 0, FALSE, FALSE);
if (!tele_restrict(mtmp))
(void) rloc(mtmp, TRUE);
break;
}
}
break;
}
}
botm:
g.stealoid = g.stealmid = 0; /* in case only one has been reset so far */
return 0;
}
/* An object you're wearing has been taken off by a monster (theft or
seduction). Also used if a worn item gets transformed (stone to flesh). */
void
remove_worn_item(obj, unchain_ball)
struct obj *obj;
boolean unchain_ball; /* whether to unpunish or just unwield */
{
if (donning(obj))
cancel_don();
if (!obj->owornmask)
return;
if (obj->owornmask & W_ARMOR) {
if (obj == uskin) {
impossible("Removing embedded scales?");
skinback(TRUE); /* uarm = uskin; uskin = 0; */
}
if (obj == uarm)
(void) Armor_off();
else if (obj == uarmc)
(void) Cloak_off();
else if (obj == uarmf)
(void) Boots_off();
else if (obj == uarmg)
(void) Gloves_off();
else if (obj == uarmh)
(void) Helmet_off();
else if (obj == uarms)
(void) Shield_off();
else if (obj == uarmu)
(void) Shirt_off();
/* catchall -- should never happen */
else
setworn((struct obj *) 0, obj->owornmask & W_ARMOR);
} else if (obj->owornmask & W_AMUL) {
Amulet_off();
} else if (obj->owornmask & W_RING) {
Ring_gone(obj);
} else if (obj->owornmask & W_TOOL) {
Blindf_off(obj);
} else if (obj->owornmask & W_WEAPONS) {
if (obj == uwep)
uwepgone();
if (obj == uswapwep)
uswapwepgone();
if (obj == uquiver)
uqwepgone();
}
if (obj->owornmask & (W_BALL | W_CHAIN)) {
if (unchain_ball)
unpunish();
} else if (obj->owornmask) {
/* catchall */
setnotworn(obj);
}
}
/* Returns 1 when something was stolen (or at least, when N should flee now),
* returns -1 if the monster died in the attempt.
* Avoid stealing the object 'stealoid'.
* Nymphs and monkeys won't steal coins.
*/
int
steal(mtmp, objnambuf)
struct monst *mtmp;
char *objnambuf;
{
struct obj *otmp;
int tmp, could_petrify, armordelay, olddelay, icnt,
named = 0, retrycnt = 0;
boolean monkey_business, /* true iff an animal is doing the thievery */
was_doffing, was_punished = Punished;
if (objnambuf)
*objnambuf = '\0';
/* the following is true if successful on first of two attacks. */
if (!monnear(mtmp, u.ux, u.uy))
return 0;
/* food being eaten might already be used up but will not have
been removed from inventory yet; we don't want to steal that,
so this will cause it to be removed now */
if (g.occupation)
(void) maybe_finished_meal(FALSE);
icnt = inv_cnt(FALSE); /* don't include gold */
if (!icnt || (icnt == 1 && uskin)) {
nothing_to_steal:
/* Not even a thousand men in armor can strip a naked man. */
if (Blind)
pline("Somebody tries to rob you, but finds nothing to steal.");
else if (inv_cnt(TRUE) > inv_cnt(FALSE)) /* ('icnt' might be stale) */
pline("%s tries to rob you, but isn't interested in gold.",
Monnam(mtmp));
else
pline("%s tries to rob you, but there is nothing to steal!",
Monnam(mtmp));
return 1; /* let her flee */
}
monkey_business = is_animal(mtmp->data);
if (monkey_business || uarmg) {
; /* skip ring special cases */
} else if (Adornment & LEFT_RING) {
otmp = uleft;
goto gotobj;
} else if (Adornment & RIGHT_RING) {
otmp = uright;
goto gotobj;
}
retry:
tmp = 0;
for (otmp = g.invent; otmp; otmp = otmp->nobj)
if ((!uarm || otmp != uarmc) && otmp != uskin
&& otmp->oclass != COIN_CLASS)
tmp += (otmp->owornmask & (W_ARMOR | W_ACCESSORY)) ? 5 : 1;
if (!tmp)
goto nothing_to_steal;
tmp = rn2(tmp);
for (otmp = g.invent; otmp; otmp = otmp->nobj)
if ((!uarm || otmp != uarmc) && otmp != uskin
&& otmp->oclass != COIN_CLASS) {
tmp -= (otmp->owornmask & (W_ARMOR | W_ACCESSORY)) ? 5 : 1;
if (tmp < 0)
break;
}
if (!otmp) {
impossible("Steal fails!");
return 0;
}
/* can't steal ring(s) while wearing gloves */
if ((otmp == uleft || otmp == uright) && uarmg)
otmp = uarmg;
/* can't steal gloves while wielding - so steal the wielded item. */
if (otmp == uarmg && uwep)
otmp = uwep;
/* can't steal armor while wearing cloak - so steal the cloak. */
else if (otmp == uarm && uarmc)
otmp = uarmc;
/* can't steal shirt while wearing cloak or suit */
else if (otmp == uarmu && uarmc)
otmp = uarmc;
else if (otmp == uarmu && uarm)
otmp = uarm;
gotobj:
if (otmp->o_id == g.stealoid)
return 0;
if (otmp->otyp == BOULDER && !throws_rocks(mtmp->data)) {
if (!retrycnt++)
goto retry;
goto cant_take;
}
/* animals can't overcome curse stickiness nor unlock chains */
if (monkey_business) {
boolean ostuck;
/* is the player prevented from voluntarily giving up this item?
(ignores loadstones; the !can_carry() check will catch those) */
if (otmp == uball)
ostuck = TRUE; /* effectively worn; curse is implicit */
else if (otmp == uquiver || (otmp == uswapwep && !u.twoweap))
ostuck = FALSE; /* not really worn; curse doesn't matter */
else
ostuck = ((otmp->cursed && otmp->owornmask)
/* nymphs can steal rings from under
cursed weapon but animals can't */
|| (otmp == uright && welded(uwep))
|| (otmp == uleft && welded(uwep) && bimanual(uwep)));
if (ostuck || can_carry(mtmp, otmp) == 0) {
static const char *const how[] = { "steal", "snatch", "grab",
"take" };
cant_take:
pline("%s tries to %s %s%s but gives up.", Monnam(mtmp),
how[rn2(SIZE(how))],
(otmp->owornmask & W_ARMOR) ? "your " : "",
(otmp->owornmask & W_ARMOR) ? equipname(otmp)
: yname(otmp));
/* the fewer items you have, the less likely the thief
is going to stick around to try again (0) instead of
running away (1) */
return !rn2(inv_cnt(FALSE) / 5 + 2);
}
}
if (otmp->otyp == LEASH && otmp->leashmon) {
if (monkey_business && otmp->cursed)
goto cant_take;
o_unleash(otmp);
}
was_doffing = doffing(otmp);
/* stop donning/doffing now so that afternmv won't be clobbered
below; stop_occupation doesn't handle donning/doffing */
olddelay = stop_donning(otmp);
/* you're going to notice the theft... */
stop_occupation();
if (otmp->owornmask & (W_ARMOR | W_ACCESSORY)) {
switch (otmp->oclass) {
case TOOL_CLASS:
case AMULET_CLASS:
case RING_CLASS:
case FOOD_CLASS: /* meat ring */
remove_worn_item(otmp, TRUE);
break;
case ARMOR_CLASS:
armordelay = objects[otmp->otyp].oc_delay;
if (olddelay > 0 && olddelay < armordelay)
armordelay = olddelay;
if (monkey_business) {
/* animals usually don't have enough patience
to take off items which require extra time */
if (armordelay >= 1 && !olddelay && rn2(10))
goto cant_take;
remove_worn_item(otmp, TRUE);
break;
} else {
int curssv = otmp->cursed;
int slowly;
boolean seen = canspotmon(mtmp);
otmp->cursed = 0;
/* can't charm you without first waking you */
if (Unaware)
unmul((char *) 0);
slowly = (armordelay >= 1 || g.multi < 0);
if (flags.female)
pline("%s charms you. You gladly %s your %s.",
!seen ? "She" : Monnam(mtmp),
curssv ? "let her take"
: !slowly ? "hand over"
: was_doffing ? "continue removing"
: "start removing",
equipname(otmp));
else
pline("%s seduces you and %s off your %s.",
!seen ? "She" : Adjmonnam(mtmp, "beautiful"),
curssv
? "helps you to take"
: !slowly ? "you take"
: was_doffing ? "you continue taking"
: "you start taking",
equipname(otmp));
named++;
/* the following is to set multi for later on */
nomul(-armordelay);
g.multi_reason = "taking off clothes";
g.nomovemsg = 0;
remove_worn_item(otmp, TRUE);
otmp->cursed = curssv;
if (g.multi < 0) {
g.stealoid = otmp->o_id;
g.stealmid = mtmp->m_id;
g.afternmv = stealarm;
return 0;
}
}
break;
default:
impossible("Tried to steal a strange worn thing. [%d]",
otmp->oclass);
}
} else if (otmp->owornmask) /* weapon or ball&chain */
remove_worn_item(otmp, TRUE);
/* do this before removing it from inventory */
if (objnambuf)
Strcpy(objnambuf, yname(otmp));
/* usually set mavenge bit so knights won't suffer an alignment penalty
during retaliation; not applicable for removing attached iron ball */
if (!Conflict && !(was_punished && !Punished))
mtmp->mavenge = 1;
if (otmp->unpaid)
subfrombill(otmp, shop_keeper(*u.ushops));
freeinv(otmp);
/* if attached ball was taken, uball and uchain are now Null */
pline("%s%s stole %s.", named ? "She" : Monnam(mtmp),
(was_punished && !Punished) ? " removed your chain and" : "",
doname(otmp));
could_petrify = (otmp->otyp == CORPSE
&& touch_petrifies(&mons[otmp->corpsenm]));
(void) mpickobj(mtmp, otmp); /* may free otmp */
if (could_petrify && !(mtmp->misc_worn_check & W_ARMG)) {
minstapetrify(mtmp, TRUE);
return -1;
}
return (g.multi < 0) ? 0 : 1;
}
/* Returns 1 if otmp is free'd, 0 otherwise. */
int
mpickobj(mtmp, otmp)
register struct monst *mtmp;
register struct obj *otmp;
{
int freed_otmp;
boolean snuff_otmp = FALSE;
if (!otmp) {
impossible("monster (%s) taking or picking up nothing?",
pmname(mtmp->data, Mgender(mtmp)));
return 1;
} else if (otmp == uball || otmp == uchain) {
impossible("monster (%s) taking or picking up attached %s (%s)?",
pmname(mtmp->data, Mgender(mtmp)),
(otmp == uchain) ? "chain" : "ball", simpleonames(otmp));
return 0;
}
/* if monster is acquiring a thrown or kicked object, the throwing
or kicking code shouldn't continue to track and place it */
if (otmp == g.thrownobj)
g.thrownobj = 0;
else if (otmp == g.kickedobj)
g.kickedobj = 0;
/* don't want hidden light source inside the monster; assumes that
engulfers won't have external inventories; whirly monsters cause
the light to be extinguished rather than letting it shine thru */
if (obj_sheds_light(otmp) && attacktype(mtmp->data, AT_ENGL)) {
/* this is probably a burning object that you dropped or threw */
if (u.uswallow && mtmp == u.ustuck && !Blind)
pline("%s out.", Tobjnam(otmp, "go"));
snuff_otmp = TRUE;
}
/* for hero owned object on shop floor, mtmp is taking possession
and if it's eventually dropped in a shop, shk will claim it */
if (!mtmp->mtame)
otmp->no_charge = 0;
/* Must do carrying effects on object prior to add_to_minv() */
carry_obj_effects(otmp);
/* add_to_minv() might free otmp [if merged with something else],
so we have to call it after doing the object checks */
freed_otmp = add_to_minv(mtmp, otmp);
/* and we had to defer this until object is in mtmp's inventory */
if (snuff_otmp)
snuff_light_source(mtmp->mx, mtmp->my);
return freed_otmp;
}
/* called for AD_SAMU (the Wizard and quest nemeses) */
void
stealamulet(mtmp)
struct monst *mtmp;
{
char buf[BUFSZ];
struct obj *otmp = 0, *obj = 0;
int real = 0, fake = 0, n;
/* target every quest artifact, not just current role's;
if hero has more than one, choose randomly so that player
can't use inventory ordering to influence the theft */
for (n = 0, obj = g.invent; obj; obj = obj->nobj)
if (any_quest_artifact(obj))
++n, otmp = obj;
if (n > 1) {
n = rnd(n);
for (otmp = g.invent; otmp; otmp = otmp->nobj)
if (any_quest_artifact(otmp) && !--n)
break;
}
if (!otmp) {
/* if we didn't find any quest arifact, find another valuable item */
if (u.uhave.amulet) {
real = AMULET_OF_YENDOR;
fake = FAKE_AMULET_OF_YENDOR;
} else if (u.uhave.bell) {
real = BELL_OF_OPENING;
fake = BELL;
} else if (u.uhave.book) {
real = SPE_BOOK_OF_THE_DEAD;
} else if (u.uhave.menorah) {
real = CANDELABRUM_OF_INVOCATION;
} else
return; /* you have nothing of special interest */
/* If we get here, real and fake have been set up. */
for (n = 0, obj = g.invent; obj; obj = obj->nobj)
if (obj->otyp == real || (obj->otyp == fake && !mtmp->iswiz))
++n, otmp = obj;
if (n > 1) {
n = rnd(n);
for (otmp = g.invent; otmp; otmp = otmp->nobj)
if ((otmp->otyp == real
|| (otmp->otyp == fake && !mtmp->iswiz)) && !--n)
break;
}
}
if (otmp) { /* we have something to snatch */
/* take off outer gear if we're targetting [hypothetical]
quest artifact suit, shirt, gloves, or rings */
if ((otmp == uarm || otmp == uarmu) && uarmc)
remove_worn_item(uarmc, FALSE);
if (otmp == uarmu && uarm)
remove_worn_item(uarm, FALSE);
if ((otmp == uarmg || ((otmp == uright || otmp == uleft) && uarmg))
&& uwep) {
/* gloves are about to be unworn; unwield weapon(s) first */
if (u.twoweap) /* remove_worn_item(uswapwep) indirectly */
remove_worn_item(uswapwep, FALSE); /* clears u.twoweap */
remove_worn_item(uwep, FALSE);
}
if ((otmp == uright || otmp == uleft) && uarmg)
/* calls Gloves_off() to handle wielded cockatrice corpse */
remove_worn_item(uarmg, FALSE);
/* finally, steal the target item */
if (otmp->owornmask)
remove_worn_item(otmp, TRUE);
if (otmp->unpaid)
subfrombill(otmp, shop_keeper(*u.ushops));
freeinv(otmp);
Strcpy(buf, doname(otmp));
(void) mpickobj(mtmp, otmp); /* could merge and free otmp but won't */
pline("%s steals %s!", Monnam(mtmp), buf);
if (can_teleport(mtmp->data) && !tele_restrict(mtmp))
(void) rloc(mtmp, TRUE);
}
}
/* when a mimic gets poked with something, it might take that thing
(at present, only implemented for when the hero does the poking) */
void
maybe_absorb_item(mon, obj, ochance, achance)
struct monst *mon;
struct obj *obj;
int ochance, achance; /* percent chance for ordinary item, artifact */
{
if (obj == uball || obj == uchain || obj->oclass == ROCK_CLASS
|| obj_resists(obj, 100 - ochance, 100 - achance)
|| !touch_artifact(obj, mon))
return;
if (carried(obj)) {
if (obj->owornmask)
remove_worn_item(obj, TRUE);
if (obj->unpaid)
subfrombill(obj, shop_keeper(*u.ushops));
if (cansee(mon->mx, mon->my)) {
const char *MonName = Monnam(mon);
/* mon might be invisible; avoid "It pulls ... and absorbs it!" */
if (!strcmp(MonName, "It"))
MonName = "Something";
pline("%s pulls %s away from you and absorbs %s!", MonName,
yname(obj), (obj->quan > 1L) ? "them" : "it");
} else {
const char *hand_s = body_part(HAND);
if (bimanual(obj))
hand_s = makeplural(hand_s);
pline("%s %s pulled from your %s!", upstart(yname(obj)),
otense(obj, "are"), hand_s);
}
freeinv(obj);
} else {
/* not carried; presumably thrown or kicked */
if (canspotmon(mon))
pline("%s absorbs %s!", Monnam(mon), yname(obj));
}
/* add to mon's inventory */
(void) mpickobj(mon, obj);
}
/* drop one object taken from a (possibly dead) monster's inventory */
void
mdrop_obj(mon, obj, verbosely)
struct monst *mon;
struct obj *obj;
boolean verbosely;
{
int omx = mon->mx, omy = mon->my;
boolean update_mon = FALSE;
if (obj->owornmask) {
/* perform worn item handling if the monster is still alive */
if (!DEADMONSTER(mon)) {
mon->misc_worn_check &= ~obj->owornmask;
update_mon = TRUE;
/* don't charge for an owned saddle on dead steed (provided
that the hero is within the same shop at the time) */
} else if (mon->mtame && (obj->owornmask & W_SADDLE) != 0L
&& !obj->unpaid && costly_spot(omx, omy)
/* being at costly_spot guarantees lev->roomno is not 0 */
&& index(in_rooms(u.ux, u.uy, SHOPBASE),
levl[omx][omy].roomno)) {
obj->no_charge = 1;
}
/* this should be done even if the monster has died */
if (obj->owornmask & W_WEP)
setmnotwielded(mon, obj);
obj->owornmask = 0L;
}
/* obj_no_longer_held(obj); -- done by place_object */
if (verbosely && cansee(omx, omy))
pline("%s drops %s.", Monnam(mon), distant_name(obj, doname));
if (!flooreffects(obj, omx, omy, "fall")) {
place_object(obj, omx, omy);
stackobj(obj);
}
/* do this last, after placing obj on floor; removing steed's saddle
throws rider, possibly inflicting fatal damage and producing bones */
if (update_mon)
update_mon_intrinsics(mon, obj, FALSE, TRUE);
}
/* some monsters bypass the normal rules for moving between levels or
even leaving the game entirely; when that happens, prevent them from
taking the Amulet, invocation items, or quest artifact with them */
void
mdrop_special_objs(mon)
struct monst *mon;
{
struct obj *obj, *otmp;
for (obj = mon->minvent; obj; obj = otmp) {
otmp = obj->nobj;
/* the Amulet, invocation tools, and Rider corpses resist even when
artifacts and ordinary objects are given 0% resistance chance;
current role's quest artifact is rescued too--quest artifacts
for the other roles are not */
if (obj_resists(obj, 0, 0) || is_quest_artifact(obj)) {
obj_extract_self(obj);
if (mon->mx) {
mdrop_obj(mon, obj, FALSE);
} else { /* migrating monster not on map */
if (obj->owornmask) {
mon->misc_worn_check &= ~obj->owornmask;
if (obj->owornmask & W_WEP)
setmnotwielded(mon, obj);
obj->owornmask = 0L;
}
rloco(obj);
}
}
}
}
/* release the objects the creature is carrying */
void
relobj(mtmp, show, is_pet)
struct monst *mtmp;
int show;
boolean is_pet; /* If true, pet should keep wielded/worn items */
{
struct obj *otmp;
int omx = mtmp->mx, omy = mtmp->my;
/* vault guard's gold goes away rather than be dropped... */
if (mtmp->isgd && (otmp = findgold(mtmp->minvent)) != 0) {
if (canspotmon(mtmp))
pline("%s gold %s.", s_suffix(Monnam(mtmp)),
canseemon(mtmp) ? "vanishes" : "seems to vanish");
obj_extract_self(otmp);
obfree(otmp, (struct obj *) 0);
} /* isgd && has gold */
while ((otmp = (is_pet ? droppables(mtmp) : mtmp->minvent)) != 0) {
obj_extract_self(otmp);
mdrop_obj(mtmp, otmp, is_pet && flags.verbose);
}
if (show && cansee(omx, omy))
newsym(omx, omy);
}
/*steal.c*/