Source:NetHack 3.3.0/uhitm.c

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Below is the full text to uhitm.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/uhitm.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

1.    /*	SCCS Id: @(#)uhitm.c	3.3	1999/08/16	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    
7.    STATIC_DCL boolean FDECL(known_hitum, (struct monst *,int *,struct attack *));
8.    STATIC_DCL void FDECL(steal_it, (struct monst *, struct attack *));
9.    STATIC_DCL boolean FDECL(hitum, (struct monst *,int,struct attack *));
10.   STATIC_DCL boolean FDECL(hmon_hitmon, (struct monst *,struct obj *,int));
11.   STATIC_DCL boolean FDECL(m_slips_free, (struct monst *mtmp,struct attack *mattk));
12.   STATIC_DCL int FDECL(explum, (struct monst *,struct attack *));
13.   STATIC_DCL void FDECL(start_engulf, (struct monst *));
14.   STATIC_DCL void NDECL(end_engulf);
15.   STATIC_DCL int FDECL(gulpum, (struct monst *,struct attack *));
16.   STATIC_DCL boolean FDECL(hmonas, (struct monst *,int));
17.   STATIC_DCL void FDECL(nohandglow, (struct monst *));
18.   
19.   extern boolean notonhead;	/* for long worms */
20.   /* The below might become a parameter instead if we use it a lot */
21.   static int dieroll;
22.   /* Used to flag attacks caused by Stormbringer's maliciousness. */
23.   static boolean override_confirmation = FALSE;
24.   
25.   #define PROJECTILE(obj)	((obj) && is_ammo(obj))
26.   
27.   /* modified from hurtarmor() in mhitu.c */
28.   /* This is not static because it is also used for monsters rusting monsters */
29.   void
30.   hurtmarmor(mdat, mdef, attk)
31.   struct permonst *mdat;
32.   struct monst *mdef;
33.   int attk;
34.   {
35.   	boolean getbronze, rusting;
36.   	int	hurt;
37.   	struct obj *target;
38.   
39.   	rusting = (attk == AD_RUST);
40.   	if (rusting) {
41.   		hurt = 1;
42.   		target = which_armor(mdef, W_ARM);
43.   		getbronze = (mdat == &mons[PM_BLACK_PUDDING] &&
44.   			     target && is_corrodeable(target));
45.   	} else {
46.   		hurt=2;
47.   		getbronze = FALSE;
48.   	}
49.   	/* What the following code does: it keeps looping until it
50.   	 * finds a target for the rust monster.
51.   	 * Head, feet, etc... not covered by metal, or covered by
52.   	 * rusty metal, are not targets.  However, your body always
53.   	 * is, no matter what covers it.
54.   	 */
55.   	while (1) {
56.   	    switch(rn2(5)) {
57.   	    case 0:
58.   		target = which_armor(mdef, W_ARMH);
59.   		if (!rust_dmg(target, rusting ? "helmet" : "leather helmet",
60.   				     hurt, FALSE, mdef))
61.   			continue;
62.   		break;
63.   	    case 1:
64.   		target = which_armor(mdef, W_ARMC);
65.   		if (target) {
66.   		    if (!rusting)
67.   			(void)rust_dmg(target, "cloak", hurt, TRUE, mdef);
68.   		    break;
69.   		}
70.   		if (getbronze) {
71.   		    target = which_armor(mdef, W_ARM);
72.   		    (void)rust_dmg(target, "bronze armor", 3, TRUE, mdef);
73.   		} else if ((target = which_armor(mdef, W_ARM)) != (struct obj *)0) {
74.   		    (void)rust_dmg(target, xname(target), hurt, TRUE, mdef);
75.   #ifdef TOURIST
76.   		} else if ((target = which_armor(mdef, W_ARMU)) != (struct obj *)0) {
77.   		    (void)rust_dmg(target, "shirt", hurt, TRUE, mdef);
78.   #endif
79.   		}
80.   		break;
81.   	    case 2:
82.   		target = which_armor(mdef, W_ARMS);
83.   		if (!rust_dmg(target, rusting ? "shield" : "wooden shield",
84.   				     hurt, FALSE, mdef))
85.   			continue;
86.   		break;
87.   	    case 3:
88.   		target = which_armor(mdef, W_ARMG);
89.   		if (!rust_dmg(target, rusting ? "metal gauntlets" : "gloves",
90.   				     hurt, FALSE, mdef))
91.   			continue;
92.   		break;
93.   	    case 4:
94.   		target = which_armor(mdef, W_ARMF);
95.   		if (!rust_dmg(target, rusting ? "metal boots" : "boots",
96.   				     hurt, FALSE, mdef))
97.   			continue;
98.   		break;
99.   	    }
100.  	    break; /* Out of while loop */
101.  	}
102.  }
103.  
104.  boolean
105.  attack_checks(mtmp, wep)
106.  register struct monst *mtmp;
107.  struct obj *wep;	/* uwep for attack(), null for kick_monster() */
108.  {
109.  	char qbuf[QBUFSZ];
110.  
111.  	/* if you're close enough to attack, alert any waiting monster */
112.  	mtmp->mstrategy &= ~STRAT_WAITMASK;
113.  
114.  	if (u.uswallow && mtmp == u.ustuck) return FALSE;
115.  
116.  	if (flags.forcefight) {
117.  		/* Do this in the caller, after we checked that the monster
118.  		 * didn't die from the blow.  Reason: putting the 'I' there
119.  		 * causes the hero to forget the square's contents since
120.  		 * both 'I' and remembered contents are stored in .glyph.
121.  		 * If the monster dies immediately from the blow, the 'I' will
122.  		 * not stay there, so the player will have suddenly forgotten
123.  		 * the square's contents for no apparent reason.
124.  		if (!canspotmon(mtmp) &&
125.  		    !glyph_is_invisible(levl[u.ux+u.dx][u.uy+u.dy].glyph))
126.  			map_invisible(u.ux+u.dx, u.uy+u.dy);
127.  		 */
128.  		return FALSE;
129.  	}
130.  
131.  	/* Put up an invisible monster marker, but one exception is for
132.  	 * monsters that hide.  That already prints a warning message and
133.  	 * prevents you from hitting the monster just via the hidden monster
134.  	 * code below; if we also did that here, similar behavior would be
135.  	 * happening two turns in a row.
136.  	 */
137.  	if (!canspotmon(mtmp) &&
138.  		    !glyph_is_invisible(levl[u.ux+u.dx][u.uy+u.dy].glyph) &&
139.  		    !(!Blind && mtmp->mundetected && hides_under(mtmp->data))) {
140.  		pline("Wait!  There's %s there you can't see!",
141.  			something);
142.  		map_invisible(u.ux+u.dx, u.uy+u.dy);
143.  		/* if it was an invisible mimic, treat it as if we stumbled
144.  		 * onto a visible mimic
145.  		 */
146.  		if(mtmp->m_ap_type && !Protection_from_shape_changers) {
147.  		    if(!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data,AD_STCK))
148.  			u.ustuck = mtmp;
149.  		}
150.  		wakeup(mtmp); /* always necessary; also un-mimics mimics */
151.  		return TRUE;
152.  	}
153.  
154.  	if(mtmp->m_ap_type && !Protection_from_shape_changers
155.  						&& !sensemon(mtmp)) {
156.  		/* If a hidden mimic was in a square where a player remembers
157.  		 * some (probably different) unseen monster, the player is in
158.  		 * luck--he attacks it even though it's hidden.
159.  		 */
160.  		if (glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph)) {
161.  		    seemimic(mtmp);
162.  		    return(FALSE);
163.  		}
164.  		stumble_onto_mimic(mtmp);
165.  		return TRUE;
166.  	}
167.  
168.  	if (mtmp->mundetected && !canseemon(mtmp) &&
169.  		(hides_under(mtmp->data) || mtmp->data->mlet == S_EEL)) {
170.  	    mtmp->mundetected = mtmp->msleeping = 0;
171.  	    newsym(mtmp->mx, mtmp->my);
172.  	    if (glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph)) {
173.  		seemimic(mtmp);
174.  		return(FALSE);
175.  	    }
176.  	    if (!(Blind ? Blind_telepat : Unblind_telepat)) {
177.  		struct obj *obj;
178.  
179.  		if (Blind || (is_pool(mtmp->mx,mtmp->my) && !Underwater))
180.  		    pline("Wait!  There's a hidden monster there!");
181.  		else if ((obj = level.objects[mtmp->mx][mtmp->my]) != 0)
182.  		    pline("Wait!  There's %s hiding under %s!",
183.  			  an(l_monnam(mtmp)), doname(obj));
184.  		return TRUE;
185.  	    }
186.  	}
187.  
188.  	if (flags.confirm && mtmp->mpeaceful
189.  	    && !Confusion && !Hallucination && !Stunned) {
190.  		/* Intelligent chaotic weapons (Stormbringer) want blood */
191.  		if (wep && wep->oartifact == ART_STORMBRINGER) {
192.  			override_confirmation = TRUE;
193.  			return(FALSE);
194.  		}
195.  		if (canspotmon(mtmp)) {
196.  			Sprintf(qbuf, "Really attack %s?", mon_nam(mtmp));
197.  			if (yn(qbuf) != 'y') {
198.  				flags.move = 0;
199.  				return(TRUE);
200.  			}
201.  		}
202.  	}
203.  
204.  	return(FALSE);
205.  }
206.  
207.  schar
208.  find_roll_to_hit(mtmp)
209.  register struct monst *mtmp;
210.  {
211.  	schar tmp;
212.  	int tmp2;
213.  
214.  	tmp = 1 + Luck + abon() + find_mac(mtmp) + u.uhitinc +
215.  		maybe_polyd(youmonst.data->mlevel, u.ulevel);
216.  
217.  /*	it is unchivalrous to attack the defenseless or from behind */
218.  	if (Role_if(PM_KNIGHT) && u.ualign.type == A_LAWFUL &&
219.  	    (!mtmp->mcanmove || mtmp->msleeping || mtmp->mflee) &&
220.  	    u.ualign.record > -10) {
221.  	    You("caitiff!");
222.  	    adjalign(-1);
223.  	}
224.  
225.  /*	attacking peaceful creatures is bad for the samurai's giri */
226.  	if (Role_if(PM_SAMURAI) && mtmp->mpeaceful &&
227.  	    u.ualign.record > -10) {
228.  	    You("dishonorably attack the innocent!");
229.  	    adjalign(-1);
230.  	}
231.  
232.  /*	Adjust vs. (and possibly modify) monster state.		*/
233.  
234.  	if(mtmp->mstun) tmp += 2;
235.  	if(mtmp->mflee) tmp += 2;
236.  
237.  	if (mtmp->msleeping) {
238.  		mtmp->msleeping = 0;
239.  		tmp += 2;
240.  	}
241.  	if(!mtmp->mcanmove) {
242.  		tmp += 4;
243.  		if(!rn2(10)) {
244.  			mtmp->mcanmove = 1;
245.  			mtmp->mfrozen = 0;
246.  		}
247.  	}
248.  	if (is_orc(mtmp->data) && maybe_polyd(is_elf(youmonst.data),
249.  			Race_if(PM_ELF)))
250.  	    tmp++;
251.  	if(Role_if(PM_MONK) && !Upolyd) {
252.  	    if (uarm) {
253.  	    	Your("armor is rather cumbersome...");
254.  	    	tmp -= urole.spelarmr;
255.  	    } else if (!uwep)
256.  	    	tmp += (u.ulevel / 3) + 2;
257.  	}
258.  
259.  /*	with a lot of luggage, your agility diminishes */
260.  	if ((tmp2 = near_capacity()) != 0) tmp -= (tmp2*2) - 1;
261.  	if (u.utrap) tmp -= 3;
262.  /*	Some monsters have a combination of weapon attacks and non-weapon
263.   *	attacks.  It is therefore wrong to add hitval to tmp; we must add
264.   *	it only for the specific attack (in hmonas()).
265.   */
266.  	if (uwep && !Upolyd) {
267.  		tmp += hitval(uwep, mtmp);
268.  		tmp += weapon_hit_bonus(uwep);
269.  	}
270.  	return tmp;
271.  }
272.  
273.  /* try to attack; return FALSE if monster evaded */
274.  /* u.dx and u.dy must be set */
275.  boolean
276.  attack(mtmp)
277.  register struct monst *mtmp;
278.  {
279.  	schar tmp;
280.  	register struct permonst *mdat = mtmp->data;
281.  
282.  	/* This section of code provides protection against accidentally
283.  	 * hitting peaceful (like '@') and tame (like 'd') monsters.
284.  	 * Protection is provided as long as player is not: blind, confused,
285.  	 * hallucinating or stunned.
286.  	 * changes by wwp 5/16/85
287.  	 * More changes 12/90, -dkh-. if its tame and safepet, (and protected
288.  	 * 07/92) then we assume that you're not trying to attack. Instead,
289.  	 * you'll usually just swap places if this is a movement command
290.  	 */
291.  	/* Intelligent chaotic weapons (Stormbringer) want blood */
292.  	if (is_safepet(mtmp)) {
293.  	    if (!uwep || uwep->oartifact != ART_STORMBRINGER) {
294.  		/* there are some additional considerations: this won't work
295.  		 * if in a shop or Punished or you miss a random roll or
296.  		 * if you can walk thru walls and your pet cannot (KAA) or
297.  		 * if your pet is a long worm (unless someone does better).
298.  		 * there's also a chance of displacing a "frozen" monster.
299.  		 * sleeping monsters might magically walk in their sleep.
300.  		 */
301.  		unsigned int foo = (Punished ||
302.  				    !rn2(7) || is_longworm(mtmp->data));
303.  
304.  		if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE) || foo
305.  			|| (IS_ROCK(levl[u.ux][u.uy].typ) &&
306.  					!passes_walls(mtmp->data))) {
307.  		    char buf[BUFSZ];
308.  
309.  		    mtmp->mflee = 1;
310.  		    mtmp->mfleetim = rnd(6);
311.  		    Strcpy(buf, y_monnam(mtmp));
312.  		    buf[0] = highc(buf[0]);
313.  		    You("stop.  %s is in the way!", buf);
314.  		    return(TRUE);
315.  		} else if ((mtmp->mfrozen || (! mtmp->mcanmove)
316.  				|| (mtmp->data->mmove == 0)) && rn2(6)) {
317.  		    pline("%s doesn't seem to move!", Monnam(mtmp));
318.  		    return(TRUE);
319.  		} else return(FALSE);
320.  	    }
321.  	}
322.  
323.  	/* possibly set in attack_checks;
324.  	   examined in known_hitum, called via hitum or hmonas below */
325.  	override_confirmation = FALSE;
326.  	if (attack_checks(mtmp, uwep)) return(TRUE);
327.  
328.  	if (Upolyd) {
329.  		/* certain "pacifist" monsters don't attack */
330.  		if(noattacks(youmonst.data)) {
331.  			You("have no way to attack monsters physically.");
332.  			mtmp->mstrategy &= ~STRAT_WAITMASK;
333.  			goto atk_done;
334.  		}
335.  	}
336.  
337.  	if(check_capacity("You cannot fight while so heavily loaded."))
338.  	    goto atk_done;
339.  
340.  	if (u.twoweap && !can_twoweapon())
341.  		untwoweapon();
342.  
343.  	if(unweapon) {
344.  	    unweapon = FALSE;
345.  	    if(flags.verbose)
346.  		if(uwep)
347.  		    You("begin bashing monsters with your %s.",
348.  			aobjnam(uwep, (char *)0));
349.  		else if (!cantwield(youmonst.data))
350.  		    You("begin bashing monsters with your %s %s.",
351.  			uarmg ? "gloved" : "bare",	/* Del Lamb */
352.  			makeplural(body_part(HAND)));
353.  	}
354.  	exercise(A_STR, TRUE);		/* you're exercising muscles */
355.  	/* andrew@orca: prevent unlimited pick-axe attacks */
356.  	u_wipe_engr(3);
357.  
358.  	/* Is the "it died" check actually correct? */
359.  	if(mdat->mlet == S_LEPRECHAUN && !mtmp->mfrozen && !mtmp->msleeping &&
360.  	   !mtmp->mconf && mtmp->mcansee && !rn2(7) &&
361.  	   (m_move(mtmp, 0) == 2 ||			    /* it died */
362.  	   mtmp->mx != u.ux+u.dx || mtmp->my != u.uy+u.dy)) /* it moved */
363.  		return(FALSE);
364.  
365.  	tmp = find_roll_to_hit(mtmp);
366.  	if (Upolyd)
367.  		(void) hmonas(mtmp, tmp);
368.  	else
369.  		(void) hitum(mtmp, tmp, youmonst.data->mattk);
370.  	mtmp->mstrategy &= ~STRAT_WAITMASK;
371.  
372.  atk_done:
373.  	/* see comment in attack_checks() */
374.  	/* we only need to check for this if we did an attack_checks()
375.  	 * and it returned 0 (it's okay to attack), and the monster didn't
376.  	 * evade.
377.  	 */
378.  	if (flags.forcefight && mtmp->mhp > 0 && !canspotmon(mtmp) &&
379.  	    !glyph_is_invisible(levl[u.ux+u.dx][u.uy+u.dy].glyph) &&
380.  	    !(u.uswallow && mtmp == u.ustuck))
381.  		map_invisible(u.ux+u.dx, u.uy+u.dy);
382.  
383.  	return(TRUE);
384.  }
385.  
386.  STATIC_OVL boolean
387.  known_hitum(mon, mhit, uattk)	/* returns TRUE if monster still lives */
388.  register struct monst *mon;
389.  register int *mhit;
390.  struct attack *uattk;
391.  {
392.  	register boolean malive = TRUE;
393.  
394.  	if (override_confirmation) {
395.  	    /* this may need to be generalized if weapons other than
396.  	       Stormbringer acquire similar anti-social behavior... */
397.  	    if (flags.verbose) Your("bloodthirsty blade attacks!");
398.  	}
399.  
400.  	if(!*mhit) {
401.  	    missum(mon, uattk);
402.  	} else {
403.  	    int oldhp = mon->mhp;
404.  
405.  		/* KMH, conduct */
406.  		if (uwep) u.uconduct.weaphit++;
407.  
408.  	    /* we hit the monster; be careful: it might die! */
409.  	    notonhead = (mon->mx != u.ux+u.dx || mon->my != u.uy+u.dy);
410.  	    malive = hmon(mon, uwep, 0);
411.  	    if (malive && u.twoweap) malive = hmon(mon, uswapwep, 0);
412.  	    if (malive) {
413.  		/* monster still alive */
414.  		if(!rn2(25) && mon->mhp < mon->mhpmax/2
415.  			    && !(u.uswallow && mon == u.ustuck)) {
416.  		    /* maybe should regurgitate if swallowed? */
417.  		    mon->mflee = 1;
418.  		    if(!rn2(3)) {
419.  			mon->mfleetim = rnd(100);
420.  			if (!Blind) pline("%s turns to flee!", (Monnam(mon)));
421.  		    }
422.  		    if(u.ustuck == mon && !u.uswallow && !sticks(youmonst.data))
423.  			u.ustuck = 0;
424.  		}
425.  		/* Vorpal Blade hit converted to miss */
426.  		/* could be headless monster or worm tail */
427.  		if (mon->mhp == oldhp)
428.  			*mhit = 0;
429.  		if (mon->wormno && *mhit)
430.  			cutworm(mon, u.ux+u.dx, u.uy+u.dy, uwep);
431.  	    }
432.  	}
433.  	return(malive);
434.  }
435.  
436.  STATIC_OVL boolean
437.  hitum(mon, tmp, uattk)		/* returns TRUE if monster still lives */
438.  struct monst *mon;
439.  int tmp;
440.  struct attack *uattk;
441.  {
442.  	boolean malive;
443.  	int mhit = (tmp > (dieroll = rnd(20)) || u.uswallow);
444.  
445.  	if(tmp > dieroll) exercise(A_DEX, TRUE);
446.  	malive = known_hitum(mon, &mhit, uattk);
447.  	(void) passive(mon, mhit, malive, AT_WEAP);
448.  	return(malive);
449.  }
450.  
451.  boolean			/* general "damage monster" routine */
452.  hmon(mon, obj, thrown)		/* return TRUE if mon still alive */
453.  struct monst *mon;
454.  struct obj *obj;
455.  int thrown;
456.  {
457.  	boolean result, anger_guards;
458.  
459.  	anger_guards = (mon->mpeaceful &&
460.  			    (mon->ispriest || mon->isshk ||
461.  			     mon->data == &mons[PM_WATCHMAN] ||
462.  			     mon->data == &mons[PM_WATCH_CAPTAIN]));
463.  	result = hmon_hitmon(mon, obj, thrown);
464.  	if (mon->ispriest && !rn2(2)) ghod_hitsu(mon);
465.  	if (anger_guards) (void)angry_guards(!flags.soundok);
466.  	return result;
467.  }
468.  
469.  /* guts of hmon() */
470.  STATIC_OVL boolean
471.  hmon_hitmon(mon, obj, thrown)
472.  struct monst *mon;
473.  struct obj *obj;
474.  int thrown;
475.  {
476.  	int tmp;
477.  	struct permonst *mdat = mon->data;
478.  	int barehand_silver_rings = 0;
479.  	/* The basic reason we need all these booleans is that we don't want
480.  	 * a "hit" message when a monster dies, so we have to know how much
481.  	 * damage it did _before_ outputting a hit message, but any messages
482.  	 * associated with the damage don't come out until _after_ outputting
483.  	 * a hit message.
484.  	 */
485.  	boolean hittxt = FALSE, destroyed = FALSE;
486.  	boolean get_dmg_bonus = TRUE;
487.  	boolean ispoisoned = FALSE, needpoismsg = FALSE, poiskilled = FALSE;
488.  	boolean silvermsg = FALSE;
489.  	boolean valid_weapon_attack = FALSE;
490.  	int wtype;
491.  	struct obj *monwep;
492.  	char yourbuf[BUFSZ];
493.  
494.  	wakeup(mon);
495.  	if(!obj) {	/* attack with bare hands */
496.  	    if (mdat == &mons[PM_SHADE])
497.  		tmp = 0;
498.  	    else if (martial_bonus())
499.  		tmp = rnd(4);	/* bonus for martial arts */
500.  	    else
501.  		tmp = rnd(2);
502.  	    valid_weapon_attack = (tmp > 1);
503.  	    /* blessed gloves give bonuses when fighting 'bare-handed' */
504.  	    if (uarmg && uarmg->blessed && (is_undead(mdat) || is_demon(mdat)))
505.  		tmp += rnd(4);
506.  	    /* So do silver rings.  Note: rings are worn under gloves, so you
507.  	     * don't get both bonuses.
508.  	     */
509.  	    if (!uarmg) {
510.  		if (uleft && objects[uleft->otyp].oc_material == SILVER)
511.  		    barehand_silver_rings++;
512.  		if (uright && objects[uright->otyp].oc_material == SILVER)
513.  		    barehand_silver_rings++;
514.  		if (barehand_silver_rings && hates_silver(mdat)) {
515.  		    tmp += rnd(20);
516.  		    silvermsg = TRUE;
517.  		}
518.  	    }
519.  	} else {
520.  	    if(obj->oclass == WEAPON_CLASS || is_weptool(obj) ||
521.  	       obj->oclass == GEM_CLASS) {
522.  
523.  		/* is it not a melee weapon? */
524.  		if (/* if you strike with a bow... */
525.  		    is_launcher(obj) ||
526.  		    /* or strike with a missile in your hand... */
527.  		    (!thrown && (is_missile(obj) || is_ammo(obj))) ||
528.  		    /* or use a pole at short range... */
529.  		    (!thrown && is_pole(obj)) ||
530.  		    /* or throw a missile without the proper bow... */
531.  		    (is_ammo(obj) && !ammo_and_launcher(obj, uwep))) {
532.  		    /* then do only 1-2 points of damage */
533.  		    if (mdat == &mons[PM_SHADE] && obj->otyp != SILVER_ARROW)
534.  			tmp = 0;
535.  		    else
536.  			tmp = rnd(2);
537.  		} else {
538.  		    tmp = dmgval(obj, mon);
539.  		    /* a minimal hit doesn't exercise proficiency */
540.  		    valid_weapon_attack = (tmp > 1);
541.  		    if (!valid_weapon_attack || mon == u.ustuck) {
542.  			;	/* no special bonuses */
543.  		    } else if (mon->mflee && Role_if(PM_ROGUE) && !Upolyd) {
544.  			You("strike %s from behind!", mon_nam(mon));
545.  			tmp += rnd(u.ulevel);
546.  			hittxt = TRUE;
547.  		    } else if (dieroll == 2 && obj == uwep &&
548.  			  obj->oclass == WEAPON_CLASS &&
549.  			  (bimanual(obj) ||
550.  			    (Role_if(PM_SAMURAI) && obj->otyp == KATANA && !uarms)) &&
551.  			  ((wtype = weapon_type(obj)) != P_NONE &&
552.  			    P_SKILL(wtype) >= P_SKILLED) &&
553.  			  ((monwep = MON_WEP(mon)) != 0 &&
554.  			    weapon_type(monwep) != P_WHIP &&
555.  			    !obj_resists(monwep,
556.  				 50 + 15 * greatest_erosion(monwep), 100))) {
557.  			/*
558.  			 * 2.5% chance of shattering defender's weapon when
559.  			 * using a two-handed weapon; less if uwep is rusted.
560.  			 * [dieroll == 2 is most successful non-beheading or
561.  			 * -bisecting hit, in case of special artifact damage;
562.  			 * the percentage chance is (1/20)*(50/100).]
563.  			 */
564.  			monwep->owornmask &= ~W_WEP;
565.  			MON_NOWEP(mon);
566.  			mon->weapon_check = NEED_WEAPON;
567.  			pline("%s %s shatter%s from the force of your blow!",
568.  			      s_suffix(Monnam(mon)), xname(monwep),
569.  			      (monwep->quan) == 1L ? "s" : "");
570.  			m_useup(mon, monwep);
571.  			/* If someone just shattered MY weapon, I'd flee! */
572.  			if (rn2(4) && !mon->mflee) {
573.  			    mon->mflee = 1;
574.  			    mon->mfleetim = d(2,3);
575.  			}
576.  			hittxt = TRUE;
577.  		    }
578.  
579.  		    if (obj->oartifact &&
580.  			artifact_hit(&youmonst, mon, obj, &tmp, dieroll)) {
581.  			if(mon->mhp <= 0) /* artifact killed monster */
582.  			    return FALSE;
583.  			if (tmp == 0) return TRUE;
584.  			hittxt = TRUE;
585.  		    }
586.  		    if (objects[obj->otyp].oc_material == SILVER
587.  				&& hates_silver(mdat))
588.  			silvermsg = TRUE;
589.  		    if(!thrown && obj == uwep && obj->otyp == BOOMERANG &&
590.  		       !rnl(3)) {
591.  			pline("As you hit %s, %s breaks into splinters.",
592.  			      mon_nam(mon), the(xname(obj)));
593.  			useup(obj);
594.  			obj = (struct obj *) 0;
595.  			hittxt = TRUE;
596.  			if (mdat != &mons[PM_SHADE])
597.  			    tmp++;
598.  		    } else if(thrown && (is_ammo(obj) || is_missile(obj))) {
599.  			if (ammo_and_launcher(obj, uwep)) {
600.  			    /* Elves and Samurai do extra damage using
601.  			     * their bows&arrows; they're highly trained.
602.  			     */
603.  			    if (Role_if(PM_SAMURAI) &&
604.  				obj->otyp == YA && uwep->otyp == YUMI)
605.  				tmp++;
606.  			    else if (Race_if(PM_ELF) &&
607.  				     obj->otyp == ELVEN_ARROW &&
608.  				     uwep->otyp == ELVEN_BOW)
609.  				tmp++;
610.  			}
611.  			if(obj->opoisoned && is_poisonable(obj))
612.  			    ispoisoned = TRUE;
613.  		    }
614.  		}
615.  	    } else if(obj->oclass == POTION_CLASS) {
616.  		if (obj->quan > 1L)
617.  		    setworn(splitobj(obj, 1L), W_WEP);
618.  		else
619.  		    setuwep((struct obj *)0);
620.  		freeinv(obj);
621.  		potionhit(mon, obj, TRUE);
622.  		if (mon->mhp <= 0) return FALSE;	/* killed */
623.  		hittxt = TRUE;
624.  		/* in case potion effect causes transformation */
625.  		mdat = mon->data;
626.  		tmp = (mdat == &mons[PM_SHADE]) ? 0 : 1;
627.  	    } else {
628.  		boolean shade_aware = FALSE;
629.  
630.  		switch(obj->otyp) {
631.  		    case BOULDER:		/* 1d20 */
632.  		    case HEAVY_IRON_BALL:	/* 1d25 */
633.  		    case IRON_CHAIN:		/* 1d4+1 */
634.  			tmp = dmgval(obj, mon);
635.  			shade_aware = TRUE;	/* dmgval handles it */
636.  			break;
637.  		    case MIRROR:
638.  			if (breaktest(obj)) {
639.  			    You("break %s mirror.  That's bad luck!",
640.  				shk_your(yourbuf, obj));
641.  			    change_luck(-2);
642.  			    useup(obj);
643.  			    obj = (struct obj *) 0;
644.  			    hittxt = TRUE;
645.  			}
646.  			tmp = 1;
647.  			break;
648.  #ifdef TOURIST
649.  		    case EXPENSIVE_CAMERA:
650.  			You("succeed in destroying %s camera.  Congratulations!",
651.  			    shk_your(yourbuf, obj));
652.  			useup(obj);
653.  			return(TRUE);
654.  #endif
655.  		    case CORPSE:		/* fixed by polder@cs.vu.nl */
656.  			if (touch_petrifies(&mons[obj->corpsenm])) {
657.  			    tmp = 1;
658.  			    hittxt = TRUE;
659.  			    You("hit %s with %s corpse.", mon_nam(mon),
660.  				obj->dknown ? the(mons[obj->corpsenm].mname) :
661.  				an(mons[obj->corpsenm].mname));
662.  			    if (!munstone(mon, TRUE))
663.  				minstapetrify(mon, TRUE);
664.  			    if (resists_ston(mon)) break;
665.  			    /* note: hp may be <= 0 even if munstoned==TRUE */
666.  			    return (boolean) (mon->mhp > 0);
667.  #if 0
668.  			} else if (touch_petrifies(mdat)) {
669.  			    /* maybe turn the corpse into a statue? */
670.  #endif
671.  			}
672.  			tmp = (obj->corpsenm >= LOW_PM ?
673.  					mons[obj->corpsenm].msize : 0) + 1;
674.  			break;
675.  		    case EGG:
676.  		      {
677.  			/* setting quantity to 1 forces complete `useup' */
678.  #define useup_eggs(o)	{ o->quan = 1L; \
679.  			  if (thrown) obfree(o,(struct obj *)0); \
680.  			  else useup(o); \
681.  			  o = (struct obj *)0; }	/* now gone */
682.  			long cnt = obj->quan;
683.  
684.  			tmp = 1;		/* nominal physical damage */
685.  			get_dmg_bonus = FALSE;
686.  			hittxt = TRUE;		/* message always given */
687.  			/* egg is always either used up or transformed, so next
688.  			   hand-to-hand attack should yield a "bashing" mesg */
689.  			if (obj == uwep) unweapon = TRUE;
690.  			if (obj->spe && obj->corpsenm >= LOW_PM)
691.  			    if (obj->quan < 5)
692.  				change_luck((schar) -(obj->quan));
693.  			    else
694.  				change_luck(-5);
695.  
696.  			if (touch_petrifies(&mons[obj->corpsenm])) {
697.  			    /*learn_egg_type(obj->corpsenm);*/
698.  			    You("hit %s with %s %s egg%s.  Splat!",
699.  				mon_nam(mon),
700.  				obj->known ? "the" : cnt > 1L ? "some" : "a",
701.  				obj->known ? mons[obj->corpsenm].mname : "petrifying",
702.  				plur(cnt));
703.  			    obj->known = 1;	/* (not much point...) */
704.  			    useup_eggs(obj);
705.  			    if (!munstone(mon, TRUE))
706.  				minstapetrify(mon, TRUE);
707.  			    if (resists_ston(mon)) break;
708.  			    return (boolean) (mon->mhp > 0);
709.  			} else {	/* ordinary egg(s) */
710.  			    const char *eggp =
711.  				     (obj->corpsenm != NON_PM && obj->known) ?
712.  					      the(mons[obj->corpsenm].mname) :
713.  					      (cnt > 1L) ? "some" : "an";
714.  			    You("hit %s with %s egg%s.",
715.  				mon_nam(mon), eggp, plur(cnt));
716.  			    if (touch_petrifies(mdat)) {
717.  				pline_The("egg%s %s alive any more...",
718.  				      plur(cnt),
719.  				      (cnt == 1L) ? "isn't" : "aren't");
720.  				if (obj->timed) obj_stop_timers(obj);
721.  				obj->otyp = ROCK;
722.  				obj->oclass = GEM_CLASS;
723.  				obj->oartifact = 0;
724.  				obj->spe = 0;
725.  				obj->known = obj->dknown = obj->bknown = 0;
726.  				obj->owt = weight(obj);
727.  				if (thrown) place_object(obj, mon->mx, mon->my);
728.  			    } else {
729.  				pline("Splat!");
730.  				useup_eggs(obj);
731.  				exercise(A_WIS, FALSE);
732.  			    }
733.  			}
734.  			break;
735.  #undef useup_eggs
736.  		      }
737.  		    case CLOVE_OF_GARLIC:	/* no effect against demons */
738.  			if (is_undead(mdat)) {
739.  			    mon->mflee = 1;
740.  			    mon->mfleetim += d(2,4);
741.  			    pline("%s turns to flee!", Monnam(mon));
742.  			}
743.  			tmp = 1;
744.  			break;
745.  		    case CREAM_PIE:
746.  		    case BLINDING_VENOM:
747.  			/* note: resists_blnd() does not apply here */
748.  			if (Blind || !haseyes(mdat) || u.uswallow) {
749.  			    pline(obj->otyp==CREAM_PIE ? "Splat!" : "Splash!");
750.  			} else if (obj->otyp == BLINDING_VENOM) {
751.  			    pline_The("venom blinds %s%s!", mon_nam(mon),
752.  					mon->mcansee ? "" : " further");
753.  			} else {
754.  			    char *whom = mon_nam(mon);
755.  			    /* note: s_suffix returns a modifiable buffer */
756.  			    if (haseyes(mdat) && mdat != &mons[PM_FLOATING_EYE])
757.  				whom = strcat(s_suffix(whom), " face");
758.  			    pline_The("cream pie splashes over %s!", whom);
759.  			}
760.  			if (mon->msleeping) mon->msleeping = 0;
761.  			setmangry(mon);
762.  			if (haseyes(mon->data) && !u.uswallow) {
763.  			    mon->mcansee = 0;
764.  			    tmp = rn1(25, 21);
765.  			    if(((int) mon->mblinded + tmp) > 127)
766.  				mon->mblinded = 127;
767.  			    else mon->mblinded += tmp;
768.  			}
769.  			if (thrown) obfree(obj, (struct obj *)0);
770.  			else useup(obj);
771.  			hittxt = TRUE;
772.  			get_dmg_bonus = FALSE;
773.  			tmp = 0;
774.  			break;
775.  		    case ACID_VENOM: /* thrown (or spit) */
776.  			if (resists_acid(mon)) {
777.  				Your("venom hits %s harmlessly.",
778.  					mon_nam(mon));
779.  				tmp = 0;
780.  			} else {
781.  				Your("venom burns %s!", mon_nam(mon));
782.  				tmp = dmgval(obj, mon);
783.  			}
784.  			if (thrown) obfree(obj, (struct obj *)0);
785.  			else useup(obj);
786.  			hittxt = TRUE;
787.  			get_dmg_bonus = FALSE;
788.  			break;
789.  		    default:
790.  			/* non-weapons can damage because of their weight */
791.  			/* (but not too much) */
792.  			tmp = obj->owt/100;
793.  			if(tmp < 1) tmp = 1;
794.  			else tmp = rnd(tmp);
795.  			if(tmp > 6) tmp = 6;
796.  		}
797.  
798.  		if (!shade_aware && mdat == &mons[PM_SHADE] && obj &&
799.  				objects[obj->otyp].oc_material != SILVER)
800.  		    tmp = 0;
801.  	    }
802.  	}
803.  
804.  	/****** NOTE: perhaps obj is undefined!! (if !thrown && BOOMERANG)
805.  	 *      *OR* if attacking bare-handed!! */
806.  
807.  	if (get_dmg_bonus && tmp > 0) {
808.  		tmp += u.udaminc;
809.  		/* If you throw using a propellor, you don't get a strength
810.  		 * bonus but you do get an increase-damage bonus.
811.  		 */
812.  		if(!thrown || !obj || !uwep || !ammo_and_launcher(obj, uwep))
813.  		    tmp += dbon();
814.  	}
815.  
816.  	if (valid_weapon_attack) {
817.  	    struct obj *wep;
818.  
819.  	    /* to be valid a projectile must have had the correct projector */
820.  	    wep = PROJECTILE(obj) ? uwep : obj;
821.  	    tmp += weapon_dam_bonus(wep);
822.  	    use_skill(weapon_type(wep), 1);
823.  	}
824.  
825.  	if (ispoisoned) {
826.  	    int nopoison = (10 - (obj->owt/10));            
827.  	    if(nopoison < 2) nopoison = 2;
828.  	    if Role_if(PM_SAMURAI) {
829.  		You("dishonorably use a poisoned weapon!");
830.  		adjalign(-sgn(u.ualign.type));
831.  	    } else if ((u.ualign.type == A_LAWFUL) && (u.ualign.record > -10)) {
832.  		You_feel("like an evil coward for using a poisoned weapon.");
833.  		adjalign(-1);
834.  	    }
835.  	    if (obj && !rn2(nopoison)) {
836.  		obj->opoisoned = FALSE;
837.  		Your("%s%s no longer poisoned.", xname(obj),
838.  		     (obj->quan == 1L) ? " is" : "s are");	/**FIXME**/
839.  	    }
840.  	    if (resists_poison(mon))
841.  		needpoismsg = TRUE;
842.  	    else if (rn2(10))
843.  		tmp += rnd(6);
844.  	    else poiskilled = TRUE;
845.  	}
846.  	if (tmp < 1) {
847.  	    /* make sure that negative damage adjustment can't result
848.  	       in inadvertently boosting the victim's hit points */
849.  	    tmp = 0;
850.  	    if (mdat == &mons[PM_SHADE]) {
851.  		if (!hittxt) {
852.  		    Your("attack passes harmlessly through %s.",
853.  			mon_nam(mon));
854.  		    hittxt = TRUE;
855.  		}
856.  	    } else {
857.  		if (get_dmg_bonus) tmp = 1;
858.  	    }
859.  	}
860.  
861.  	/* VERY small chance of stunning opponent if unarmed. */
862.  	if (tmp > 1 && !thrown && !obj && !uwep && !uarm && !uarms && !Upolyd) {
863.  	    if (rnd(100) < P_SKILL(P_BARE_HANDED_COMBAT) &&
864.  			!bigmonst(mdat) && !thick_skinned(mdat)) {
865.  		if (canspotmon(mon))
866.  		    pline("%s staggers from your powerful strike!",
867.  			  Monnam(mon));
868.  		mon->mstun = 1;
869.  		hittxt = TRUE;
870.  		if (mon->mcanmove && mon != u.ustuck) {
871.  		    xchar mdx, mdy;
872.  
873.  		    /* see if the monster has a place to move into */
874.  		    mdx = mon->mx + u.dx;
875.  		    mdy = mon->my + u.dy;
876.  		    if (goodpos(mdx, mdy, mon)) {
877.  			remove_monster(mon->mx, mon->my);
878.  			newsym(mon->mx, mon->my);
879.  			place_monster(mon, mdx, mdy);
880.  			newsym(mon->mx, mon->my);
881.  			set_apparxy(mon);
882.  		    }
883.  		}
884.  	    }
885.  	}
886.  
887.  	mon->mhp -= tmp;
888.  	if(mon->mhp < 1)
889.  		destroyed = TRUE;
890.  	if (mon->mtame && (!mon->mflee || mon->mfleetim) && tmp > 0) {
891.  		unsigned fleetim;
892.  
893.  		abuse_dog(mon);
894.  		mon->mflee = TRUE;		/* Rick Richardson */
895.  		fleetim = mon->mfleetim + (unsigned)(10 * rnd(tmp));
896.  		mon->mfleetim = min(fleetim,127);
897.  	}
898.  	if((mdat == &mons[PM_BLACK_PUDDING] || mdat == &mons[PM_BROWN_PUDDING])
899.  		   && obj && obj == uwep
900.  		   && objects[obj->otyp].oc_material == IRON
901.  		   && mon->mhp > 1 && !thrown && !mon->mcan
902.  		   /* && !destroyed  -- guaranteed by mhp > 1 */ ) {
903.  		if (clone_mon(mon)) {
904.  			pline("%s divides as you hit it!", Monnam(mon));
905.  			hittxt = TRUE;
906.  		}
907.  	}
908.  
909.  	if(!hittxt && !destroyed) {
910.  		if(thrown)
911.  		    /* thrown => obj exists */
912.  		    hit(xname(obj), mon, exclam(tmp) );
913.  		else if(!flags.verbose) You("hit it.");
914.  		else You("%s %s%s", Role_if(PM_BARBARIAN) ? "smite" : "hit",
915.  			 mon_nam(mon), canseemon(mon) ? exclam(tmp) : ".");
916.  	}
917.  
918.  	if (silvermsg) {
919.  		const char *fmt;
920.  		char *whom = mon_nam(mon);
921.  
922.  		if (canspotmon(mon)) {
923.  		    if (barehand_silver_rings == 1)
924.  			fmt = "Your silver ring sears %s!";
925.  		    else if (barehand_silver_rings == 2)
926.  			fmt = "Your silver rings sear %s!";
927.  		    else
928.  			fmt = "The silver sears %s!";
929.  		} else {
930.  		    *whom = highc(*whom);	/* "it" -> "It" */
931.  		    fmt = "%s is seared!";
932.  		}
933.  		/* note: s_suffix returns a modifiable buffer */
934.  		if (!noncorporeal(mdat))
935.  		    whom = strcat(s_suffix(whom), " flesh");
936.  		pline(fmt, whom);
937.  	}
938.  
939.  	if (needpoismsg)
940.  		pline_The("poison doesn't seem to affect %s.", mon_nam(mon));
941.  	if (poiskilled) {
942.  		pline_The("poison was deadly...");
943.  		xkilled(mon, 0);
944.  		return FALSE;
945.  	} else if (destroyed) {
946.  		killed(mon);	/* takes care of most messages */
947.  	} else if(u.umconf && !thrown) {
948.  		nohandglow(mon);
949.  		if(!mon->mconf && !resist(mon, '+', 0, NOTELL)) {
950.  			mon->mconf = 1;
951.  			if (!mon->mstun && mon->mcanmove && !mon->msleeping &&
952.  				canseemon(mon))
953.  			    pline("%s appears confused.", Monnam(mon));
954.  		}
955.  	}
956.  
957.  #if 0
958.  	if(mdat == &mons[PM_RUST_MONSTER] && obj && obj == uwep &&
959.  		is_rustprone(obj) && obj->oeroded < MAX_ERODE) {
960.  	    if (obj->greased)
961.  		grease_protect(obj,(char *)0,FALSE);
962.  	    else if (obj->oerodeproof || (obj->blessed && !rnl(4))) {
963.  	        if (flags.verbose)
964.  			pline("Somehow, your %s is not affected.",
965.  			      is_sword(obj) ? "sword" : "weapon");
966.  	    } else {
967.  		Your("%s%s!", aobjnam(obj, "rust"),
968.  		     obj->oeroded+1 == MAX_ERODE ? " completely" :
969.  		     obj->oeroded ? " further" : "");
970.  		obj->oeroded++;
971.  	    }
972.  	}
973.  #endif
974.  
975.  	return((boolean)(destroyed ? FALSE : TRUE));
976.  }
977.  
978.  /* check whether slippery clothing protects from hug or wrap attack */
979.  /* [currently assumes that you are the attacker] */
980.  STATIC_OVL boolean
981.  m_slips_free(mdef, mattk)
982.  struct monst *mdef;
983.  struct attack *mattk;
984.  {
985.  	struct obj *obj;
986.  
987.  	if (mattk->adtyp == AD_DRIN) {
988.  	    /* intelligence drain attacks the head */
989.  	    obj = which_armor(mdef, W_ARMH);
990.  	} else {
991.  	    /* grabbing attacks the body */
992.  	    obj = which_armor(mdef, W_ARMC);		/* cloak */
993.  	    if (!obj) obj = which_armor(mdef, W_ARM);	/* suit */
994.  #ifdef TOURIST
995.  	    if (!obj) obj = which_armor(mdef, W_ARMU);	/* shirt */
996.  #endif
997.  	}
998.  
999.  	/* if your cloak/armor is greased, monster slips off; this
1000. 	   protection might fail (33% chance) when the armor is cursed */
1001. 	if (obj && (obj->greased || obj->otyp == OILSKIN_CLOAK) &&
1002. 		(!obj->cursed || rn2(3))) {
1003. 	    You("%s %s %s %s!",
1004. 		mattk->adtyp == AD_WRAP ?
1005. 			"slip off of" : "grab, but cannot hold onto",
1006. 		s_suffix(mon_nam(mdef)),
1007. 		obj->greased ? "greased" : "slippery",
1008. 		/* avoid "slippery slippery cloak"
1009. 		   for undiscovered oilskin cloak */
1010. 		(obj->greased || objects[obj->otyp].oc_name_known) ?
1011. 			xname(obj) : "cloak");
1012. 
1013. 	    if (obj->greased && !rn2(2)) {
1014. 		pline_The("grease wears off.");
1015. 		obj->greased = 0;
1016. 	    }
1017. 	    return TRUE;
1018. 	}
1019. 	return FALSE;
1020. }
1021. 
1022. STATIC_DCL void NDECL(demonpet);
1023. /*
1024.  * Send in a demon pet for the hero.  Exercise wisdom.
1025.  *
1026.  * This function used to be inline to damageum(), but the Metrowerks compiler
1027.  * (DR4 and DR4.5) screws up with an internal error 5 "Expression Too Complex."
1028.  * Pulling it out makes it work.
1029.  */
1030. STATIC_OVL void
1031. demonpet()
1032. {
1033. 	struct permonst *pm;
1034. 	struct monst *dtmp;
1035. 
1036. 	pline("Some hell-p has arrived!");
1037. 	pm = !rn2(6) ? &mons[ndemon(u.ualign.type)] : youmonst.data;
1038. 	if ((dtmp = makemon(pm, u.ux, u.uy, NO_MM_FLAGS)) != 0)
1039. 	    (void)tamedog(dtmp, (struct obj *)0);
1040. 	exercise(A_WIS, TRUE);
1041. }
1042. 
1043. /*
1044.  * Player uses theft attack against monster.
1045.  *
1046.  * If the target is wearing body armor, take all of its possesions;
1047.  * otherwise, take one object.  [Is this really the behavior we want?]
1048.  *
1049.  * This routine implicitly assumes that there is no way to be able to
1050.  * resist petfication (ie, be polymorphed into a xorn or golem) at the
1051.  * same time as being able to steal (poly'd into nymph or succubus).
1052.  * If that ever changes, the check for touching a cockatrice corpse
1053.  * will need to be smarter about whether to break out of the theft loop.
1054.  */
1055. STATIC_OVL void
1056. steal_it(mdef, mattk)
1057. struct monst *mdef;
1058. struct attack *mattk;
1059. {
1060. 	struct obj *otmp, *stealoid, **minvent_ptr;
1061. 	long unwornmask;
1062. 
1063. 	if (!mdef->minvent) return;		/* nothing to take */
1064. 
1065. 	/* look for worn body armor */
1066. 	stealoid = (struct obj *)0;
1067. 	if (could_seduce(&youmonst, mdef, mattk)) {
1068. 	    /* find armor, and move it to end of inventory in the process */
1069. 	    minvent_ptr = &mdef->minvent;
1070. 	    while ((otmp = *minvent_ptr) != 0)
1071. 		if (otmp->owornmask & W_ARM) {
1072. 		    if (stealoid) panic("steal_it: multiple worn suits");
1073. 		    *minvent_ptr = otmp->nobj;	/* take armor out of minvent */
1074. 		    stealoid = otmp;
1075. 		    stealoid->nobj = (struct obj *)0;
1076. 		} else {
1077. 		    minvent_ptr = &otmp->nobj;
1078. 		}
1079. 	    *minvent_ptr = stealoid;	/* put armor back into minvent */
1080. 	}
1081. 
1082. 	if (stealoid) {		/* we will be taking everything */
1083. 	    if (gender(mdef) == (int) u.mfemale &&
1084. 			youmonst.data->mlet == S_NYMPH)
1085. 		You("charm %s.  She gladly hands over her possessions.",
1086. 		    mon_nam(mdef));
1087. 	    else
1088. 		You("seduce %s and %s starts to take off %s clothes.",
1089. 		    mon_nam(mdef), he[pronoun_gender(mdef)],
1090. 		    his[pronoun_gender(mdef)]);
1091. 	}
1092. 
1093. 	while ((otmp = mdef->minvent) != 0) {
1094. 	    /* take the object away from the monster */
1095. 	    obj_extract_self(otmp);
1096. 	    if ((unwornmask = otmp->owornmask) != 0L) {
1097. 		mdef->misc_worn_check &= ~unwornmask;
1098. 		otmp->owornmask = 0L;
1099. 		update_mon_intrinsics(mdef, otmp, FALSE);
1100. 
1101. 		if (otmp == stealoid)	/* special message for final item */
1102. 		    pline("%s finishes taking off %s suit.",
1103. 			  Monnam(mdef), his[pronoun_gender(mdef)]);
1104. 	    }
1105. 	    /* give the object to the character */
1106. 	    otmp = hold_another_object(otmp, "You steal %s.",
1107. 				       doname(otmp), "You steal: ");
1108. 	    if (otmp->otyp == CORPSE &&
1109. 		    touch_petrifies(&mons[otmp->corpsenm]) && !uarmg) {
1110. 		char kbuf[BUFSIZ];
1111. 
1112. 		Sprintf(kbuf, "stolen %s corpse", mons[otmp->corpsenm].mname);
1113. 		instapetrify(kbuf);
1114. 		break;		/* stop the theft even if hero survives */
1115. 	    }
1116. 	    /* more take-away handling, after theft message */
1117. 	    if (unwornmask & W_WEP) {		/* stole wielded weapon */
1118. 		possibly_unwield(mdef);
1119. 	    } else if (unwornmask & W_ARMG) {	/* stole worn gloves */
1120. 		mselftouch(mdef, (const char *)0, TRUE);
1121. 		if (mdef->mhp <= 0)	/* it's now a statue */
1122. 		    return;		/* can't continue stealing */
1123. 	    }
1124. 
1125. 	    if (!stealoid) break;	/* only taking one item */
1126. 	}
1127. }
1128. 
1129. int
1130. damageum(mdef, mattk)
1131. register struct monst *mdef;
1132. register struct attack *mattk;
1133. {
1134. 	register struct permonst *pd = mdef->data;
1135. 	register int	tmp = d((int)mattk->damn, (int)mattk->damd);
1136. 
1137. 	if (is_demon(youmonst.data) && !rn2(13) && !uwep
1138. 		&& u.umonnum != PM_SUCCUBUS && u.umonnum != PM_INCUBUS
1139. 		&& u.umonnum != PM_BALROG) {
1140. 	    demonpet();
1141. 	    return(0);
1142. 	}
1143. 	switch(mattk->adtyp) {
1144. 	    case AD_STUN:
1145. 		if(!Blind)
1146. 		    pline("%s staggers for a moment.", Monnam(mdef));
1147. 		mdef->mstun = 1;
1148. 		/* fall through to next case */
1149. 	    case AD_WERE:	    /* no effect on monsters */
1150. 	    case AD_HEAL:
1151. 	    case AD_LEGS:
1152. 	    case AD_PHYS:
1153. 		if(mattk->aatyp == AT_WEAP) {
1154. 		    if(uwep) tmp = 0;
1155. 		} else if(mattk->aatyp == AT_KICK) {
1156. 		    if(thick_skinned(mdef->data)) tmp = 0;
1157. 		    if(mdef->data == &mons[PM_SHADE]) {
1158. 			if (!(uarmf && uarmf->blessed)) {
1159. 			    impossible("bad shade attack function flow?");
1160. 			    tmp = 0;
1161. 			} else
1162. 			    tmp = rnd(4); /* bless damage */
1163. 		    }
1164. 		}
1165. 		break;
1166. 	    case AD_FIRE:
1167. 		if (!Blind)
1168. 		    pline("%s is %s!", Monnam(mdef),
1169. 			  mattk->aatyp == AT_HUGS ?
1170. 				"being roasted" : "on fire");
1171. 		if (pd == &mons[PM_STRAW_GOLEM] ||
1172. 		    pd == &mons[PM_PAPER_GOLEM]) {
1173. 		    if (!Blind)
1174. 		    	pline("%s burns completely!", Monnam(mdef));
1175. 		    xkilled(mdef,0);
1176. 		}
1177. 		tmp += destroy_mitem(mdef, SCROLL_CLASS, AD_FIRE);
1178. 		tmp += destroy_mitem(mdef, SPBOOK_CLASS, AD_FIRE);
1179. 		if (resists_fire(mdef)) {
1180. 		    if (!Blind)
1181. 			pline_The("fire doesn't heat %s!", mon_nam(mdef));
1182. 		    golemeffects(mdef, AD_FIRE, tmp);
1183. 		    shieldeff(mdef->mx, mdef->my);
1184. 		    tmp = 0;
1185. 		}
1186. 		/* only potions damage resistant players in destroy_item */
1187. 		tmp += destroy_mitem(mdef, POTION_CLASS, AD_FIRE);
1188. 		break;
1189. 	    case AD_COLD:
1190. 		if (!Blind) pline("%s is covered in frost!", Monnam(mdef));
1191. 		if (resists_cold(mdef)) {
1192. 		    shieldeff(mdef->mx, mdef->my);
1193. 		    if (!Blind)
1194. 			pline_The("frost doesn't chill %s!", mon_nam(mdef));
1195. 		    golemeffects(mdef, AD_COLD, tmp);
1196. 		    tmp = 0;
1197. 		}
1198. 		tmp += destroy_mitem(mdef, POTION_CLASS, AD_COLD);
1199. 		break;
1200. 	    case AD_ELEC:
1201. 		if (!Blind) pline("%s is zapped!", Monnam(mdef));
1202. 		tmp += destroy_mitem(mdef, WAND_CLASS, AD_ELEC);
1203. 		if (resists_elec(mdef)) {
1204. 		    if (!Blind)
1205. 			pline_The("zap doesn't shock %s!", mon_nam(mdef));
1206. 		    golemeffects(mdef, AD_ELEC, tmp);
1207. 		    shieldeff(mdef->mx, mdef->my);
1208. 		    tmp = 0;
1209. 		}
1210. 		/* only rings damage resistant players in destroy_item */
1211. 		tmp += destroy_mitem(mdef, RING_CLASS, AD_ELEC);
1212. 		break;
1213. 	    case AD_ACID:
1214. 		if (resists_acid(mdef)) tmp = 0;
1215. 		break;
1216. 	    case AD_STON:
1217. 		if (!munstone(mdef, TRUE))
1218. 		    minstapetrify(mdef, TRUE);
1219. 		tmp = 0;
1220. 		break;
1221. #ifdef SEDUCE
1222. 	    case AD_SSEX:
1223. #endif
1224. 	    case AD_SEDU:
1225. 	    case AD_SITM:
1226. 		steal_it(mdef, mattk);
1227. 		tmp = 0;
1228. 		break;
1229. 	    case AD_SGLD:
1230. 		if (mdef->mgold) {
1231. 		    u.ugold += mdef->mgold;
1232. 		    mdef->mgold = 0;
1233. 		    Your("purse feels heavier.");
1234. 		}
1235. 		exercise(A_DEX, TRUE);
1236. 		tmp = 0;
1237. 		break;
1238. 	    case AD_TLPT:
1239. 		if(tmp <= 0) tmp = 1;
1240. 		if(tmp < mdef->mhp) {
1241. 		    char nambuf[BUFSIZ];
1242. 		    boolean u_saw_mon = canseemon(mdef);
1243. 		    /* record the name before losing sight of monster */
1244. 		    Strcpy(nambuf, Monnam(mdef));
1245. 		    if (u_teleport_mon(mdef, FALSE) &&
1246. 			    u_saw_mon && !canseemon(mdef))
1247. 			pline("%s suddenly disappears!", nambuf);
1248. 		}
1249. 		break;
1250. 	    case AD_BLND:
1251. 		if (!resists_blnd(mdef)) {
1252. 		    if(!Blind) pline("%s is blinded.", Monnam(mdef));
1253. 		    mdef->mcansee = 0;
1254. 		    mdef->mblinded += tmp;
1255. 		}
1256. 		tmp = 0;
1257. 		break;
1258. 	    case AD_CURS:
1259. 		if (night() && !rn2(10) && !mdef->mcan) {
1260. 		    if (mdef->data == &mons[PM_CLAY_GOLEM]) {
1261. 			if (!Blind)
1262. 			    pline("Some writing vanishes from %s head!",
1263. 				s_suffix(mon_nam(mdef)));
1264. 			xkilled(mdef, 0);
1265. 			/* Don't return yet; keep hp<1 and tmp=0 for pet msg */
1266. 		    } else {
1267. 			mdef->mcan = 1;
1268. 			You("chuckle.");
1269. 		    }
1270. 		}
1271. 		tmp = 0;
1272. 		break;
1273. 	    case AD_DRLI:
1274. 		if (rn2(2) && !resists_drli(mdef)) {
1275. 			int xtmp = d(2,6);
1276. 			pline("%s suddenly seems weaker!", Monnam(mdef));
1277. 			mdef->mhpmax -= xtmp;
1278. 			if ((mdef->mhp -= xtmp) <= 0 || !mdef->m_lev) {
1279. 				pline("%s dies!", Monnam(mdef));
1280. 				xkilled(mdef,0);
1281. 			} else
1282. 				mdef->m_lev--;
1283. 		}
1284. 		tmp = 0;
1285. 		break;
1286. 	    case AD_RUST:
1287. 		if (pd == &mons[PM_IRON_GOLEM]) {
1288. 			pline("%s falls to pieces!", Monnam(mdef));
1289. 			xkilled(mdef,0);
1290. 		}
1291. 		hurtmarmor(youmonst.data, mdef, AD_RUST);
1292. 		tmp = 0;
1293. 		break;
1294. 	    case AD_DCAY:
1295. 		if (pd == &mons[PM_WOOD_GOLEM] ||
1296. 		    pd == &mons[PM_LEATHER_GOLEM]) {
1297. 			pline("%s falls to pieces!", Monnam(mdef));
1298. 			xkilled(mdef,0);
1299. 		}
1300. 		hurtmarmor(youmonst.data, mdef, AD_DCAY);
1301. 		tmp = 0;
1302. 		break;
1303. 	    case AD_DRST:
1304. 	    case AD_DRDX:
1305. 	    case AD_DRCO:
1306. 		if (!rn2(8)) {
1307. 		    Your("%s was poisoned!", mpoisons_subj(&youmonst, mattk));
1308. 		    if (resists_poison(mdef))
1309. 			pline_The("poison doesn't seem to affect %s.",
1310. 				mon_nam(mdef));
1311. 		    else {
1312. 			if (!rn2(10)) {
1313. 			    Your("poison was deadly...");
1314. 			    tmp = mdef->mhp;
1315. 			} else tmp += rn1(10,6);
1316. 		    }
1317. 		}
1318. 		break;
1319. 	    case AD_DRIN:
1320. 		if (notonhead || !has_head(mdef->data)) {
1321. 		    pline("%s doesn't seem harmed.", Monnam(mdef));
1322. 		    tmp = 0;
1323. 		    break;
1324. 		}
1325. 		if (m_slips_free(mdef, mattk)) break;
1326. 
1327. 		if ((mdef->misc_worn_check & W_ARMH) && rn2(8)) {
1328. 		    pline("%s helmet blocks your attack to %s head.",
1329. 			  s_suffix(Monnam(mdef)), his[pronoun_gender(mdef)]);
1330. 		    break;
1331. 		}
1332. 
1333. 		You("eat %s brain!", s_suffix(mon_nam(mdef)));
1334. 		if (mindless(mdef->data)) {
1335. 		    pline("%s doesn't notice.", Monnam(mdef));
1336. 		    break;
1337. 		}
1338. 		tmp += rnd(10);
1339. 		morehungry(-rnd(30)); /* cannot choke */
1340. 		if (ABASE(A_INT) < AMAX(A_INT)) {
1341. 			ABASE(A_INT) += rnd(4);
1342. 			if (ABASE(A_INT) > AMAX(A_INT))
1343. 				ABASE(A_INT) = AMAX(A_INT);
1344. 			flags.botl = 1;
1345. 		}
1346. 		exercise(A_WIS, TRUE);
1347. 		break;
1348. 	    case AD_STCK:
1349. 		if (!sticks(mdef->data))
1350. 		    u.ustuck = mdef; /* it's now stuck to you */
1351. 		break;
1352. 	    case AD_WRAP:
1353. 		if (!sticks(mdef->data)) {
1354. 		    if (!u.ustuck && !rn2(10)) {
1355. 			if (m_slips_free(mdef, mattk)) {
1356. 			    tmp = 0;
1357. 			} else {
1358. 			    You("swing yourself around %s!",
1359. 				  mon_nam(mdef));
1360. 			    u.ustuck = mdef;
1361. 			}
1362. 		    } else if(u.ustuck == mdef) {
1363. 			/* Monsters don't wear amulets of magical breathing */
1364. 			if (is_pool(u.ux,u.uy) && !is_swimmer(mdef->data)) {
1365. 			    You("drown %s...", mon_nam(mdef));
1366. 			    tmp = mdef->mhp;
1367. 			} else if(mattk->aatyp == AT_HUGS)
1368. 			    pline("%s is being crushed.", Monnam(mdef));
1369. 		    } else {
1370. 			tmp = 0;
1371. 			if (flags.verbose)
1372. 			    You("brush against %s %s.",
1373. 				s_suffix(mon_nam(mdef)),
1374. 				mbodypart(mdef, LEG));
1375. 		    }
1376. 		} else tmp = 0;
1377. 		break;
1378. 	    case AD_PLYS:
1379. 		if (mdef->mcanmove && !rn2(3) && tmp < mdef->mhp) {
1380. 		    if (!Blind) pline("%s is frozen by you!", Monnam(mdef));
1381. 		    mdef->mcanmove = 0;
1382. 		    mdef->mfrozen = rnd(10);
1383. 		}
1384. 		break;
1385. 	    case AD_SLEE:
1386. 		if (!mdef->msleeping && sleep_monst(mdef, rnd(10), -1)) {
1387. 		    if (!Blind)
1388. 			pline("%s is put to sleep by you!", Monnam(mdef));
1389. 		    slept_monst(mdef);
1390. 		}
1391. 		break;
1392. 	    case AD_SLIM:
1393. 	    	if (!rn2(4) && mdef->data != &mons[PM_FIRE_VORTEX] &&
1394. 	    			mdef->data != &mons[PM_FIRE_ELEMENTAL] &&
1395. 	    			mdef->data != &mons[PM_GREEN_SLIME]) {
1396. 	    	    You("turn %s into slime.", mon_nam(mdef));
1397. 	    	    (void) newcham(mdef, &mons[PM_GREEN_SLIME]);
1398. 	    	    tmp = 0;
1399. 	    	}
1400. 	    	break;
1401. 	    case AD_ENCH:	/* KMH -- remove enchantment (disenchanter) */
1402. 			/* There's no msomearmor() function, so just do damage */
1403. 			break;
1404. 	    default:	tmp = 0;
1405. 			break;
1406. 	}
1407. 
1408. 	if((mdef->mhp -= tmp) < 1) {
1409. 	    if (mdef->mtame && !cansee(mdef->mx,mdef->my)) {
1410. 		You_feel("embarrassed for a moment.");
1411. 		if (tmp) xkilled(mdef, 0); /* !tmp but hp<1: already killed */
1412. 	    } else if (!flags.verbose) {
1413. 		You("destroy it!");
1414. 		if (tmp) xkilled(mdef, 0);
1415. 	    } else
1416. 		if (tmp) killed(mdef);
1417. 	    return(2);
1418. 	}
1419. 	return(1);
1420. }
1421. 
1422. STATIC_OVL int
1423. explum(mdef, mattk)
1424. register struct monst *mdef;
1425. register struct attack *mattk;
1426. {
1427. 	register int tmp = d((int)mattk->damn, (int)mattk->damd);
1428. 
1429. 	You("explode!");
1430. 	switch(mattk->adtyp) {
1431. 	    boolean resistance; /* only for cold/fire/elec */
1432. 
1433. 	    case AD_BLND:
1434. 		if (!resists_blnd(mdef)) {
1435. 		    pline("%s is blinded by your flash of light!", Monnam(mdef));
1436. 		    mdef->mblinded = min((int)mdef->mblinded + tmp, 127);
1437. 		    mdef->mcansee = 0;
1438. 		}
1439. 		break;
1440. 	    case AD_HALU:
1441. 		if (haseyes(mdef->data) && mdef->mcansee) {
1442. 		    pline("%s is affected by your flash of light!",
1443. 			  Monnam(mdef));
1444. 		    mdef->mconf = 1;
1445. 		}
1446. 		break;
1447. 	    case AD_COLD:
1448. 		resistance = resists_cold(mdef);
1449. 		goto common;
1450. 	    case AD_FIRE:
1451. 		resistance = resists_fire(mdef);
1452. 		goto common;
1453. 	    case AD_ELEC:
1454. 		resistance = resists_elec(mdef);
1455. common:
1456. 		if (!resistance) {
1457. 		    pline("%s gets blasted!", Monnam(mdef));
1458. 		    mdef->mhp -= tmp;
1459. 		    if (mdef->mhp <= 0) {
1460. 			 killed(mdef);
1461. 			 return(2);
1462. 		    }
1463. 		} else {
1464. 		    shieldeff(mdef->mx, mdef->my);
1465. 		    if (is_golem(mdef->data))
1466. 			golemeffects(mdef, (int)mattk->adtyp, tmp);
1467. 		    else
1468. 			pline_The("blast doesn't seem to affect %s.",
1469. 				mon_nam(mdef));
1470. 		}
1471. 		break;
1472. 	    default:
1473. 		break;
1474. 	}
1475. 	return(1);
1476. }
1477. 
1478. STATIC_OVL void
1479. start_engulf(mdef)
1480. struct monst *mdef;
1481. {
1482. 	if (!Invisible) {
1483. 		map_location(u.ux, u.uy, TRUE);
1484. 		tmp_at(DISP_ALWAYS, mon_to_glyph(&youmonst));
1485. 		tmp_at(mdef->mx, mdef->my);
1486. 	}
1487. 	You("engulf %s!", mon_nam(mdef));
1488. 	delay_output();
1489. 	delay_output();
1490. }
1491. 
1492. STATIC_OVL void
1493. end_engulf()
1494. {
1495. 	if (!Invisible) {
1496. 		tmp_at(DISP_END, 0);
1497. 		newsym(u.ux, u.uy);
1498. 	}
1499. }
1500. 
1501. STATIC_OVL int
1502. gulpum(mdef,mattk)
1503. register struct monst *mdef;
1504. register struct attack *mattk;
1505. {
1506. 	register int tmp;
1507. 	register int dam = d((int)mattk->damn, (int)mattk->damd);
1508. 	struct obj *otmp;
1509. 	/* Not totally the same as for real monsters.  Specifically, these
1510. 	 * don't take multiple moves.  (It's just too hard, for too little
1511. 	 * result, to program monsters which attack from inside you, which
1512. 	 * would be necessary if done accurately.)  Instead, we arbitrarily
1513. 	 * kill the monster immediately for AD_DGST and we regurgitate them
1514. 	 * after exactly 1 round of attack otherwise.  -KAA
1515. 	 */
1516. 
1517. 	if(mdef->data->msize >= MZ_HUGE) return 0;
1518. 
1519. 	if(u.uhunger < 1500 && !u.uswallow) {
1520. 	    for (otmp = mdef->minvent; otmp; otmp = otmp->nobj)
1521. 		(void) snuff_lit(otmp);
1522. 
1523. 	    if(!touch_petrifies(mdef->data) || Stone_resistance) {
1524. #ifdef LINT	/* static char msgbuf[BUFSZ]; */
1525. 		char msgbuf[BUFSZ];
1526. #else
1527. 		static char msgbuf[BUFSZ];
1528. #endif
1529. 		start_engulf(mdef);
1530. 		switch(mattk->adtyp) {
1531. 		    case AD_DGST:
1532. 			/* eating a Rider or its corpse is fatal */
1533. 			if (is_rider(mdef->data)) {
1534. 			 pline("Unfortunately, digesting any of it is fatal.");
1535. 			    end_engulf();
1536. 			    Sprintf(msgbuf, "unwisely tried to eat %s",
1537. 				    mdef->data->mname);
1538. 			    killer = msgbuf;
1539. 			    killer_format = NO_KILLER_PREFIX;
1540. 			    done(DIED);
1541. 			    return 0;		/* lifesaved */
1542. 			}
1543. 
1544. 			if (Slow_digestion) {
1545. 			    dam = 0;
1546. 			    break;
1547. 			}
1548. 
1549. 			/* KMH, conduct */
1550. 			u.uconduct.food++;
1551. 			u.uconduct.flesh++;
1552. 			if (is_meaty(mdef->data)) u.uconduct.meat++;
1553. 
1554. 			u.uhunger += mdef->data->cnutrit;
1555. 			newuhs(FALSE);
1556. 			xkilled(mdef,2);
1557. 			Sprintf(msgbuf, "You totally digest %s.",
1558. 					mon_nam(mdef));
1559. 			if ((tmp = 3 + (mdef->data->cwt >> 6)) != 0) {
1560. 			    /* setting afternmv = end_engulf is tempting,
1561. 			     * but will cause problems if the player is
1562. 			     * attacked (which uses his real location) or
1563. 			     * if his See_invisible wears off
1564. 			     */
1565. 			    You("digest %s.", mon_nam(mdef));
1566. 			    nomul(-tmp);
1567. 			    nomovemsg = msgbuf;
1568. 			} else pline(msgbuf);
1569. 			end_engulf();
1570. 			exercise(A_CON, TRUE);
1571. 			return(2);
1572. 		    case AD_PHYS:
1573. 			pline("%s is pummeled with your debris!",Monnam(mdef));
1574. 			break;
1575. 		    case AD_ACID:
1576. 			pline("%s is covered with your goo!", Monnam(mdef));
1577. 			if (resists_acid(mdef)) {
1578. 			    pline("It seems harmless to %s.", mon_nam(mdef));
1579. 			    dam = 0;
1580. 			}
1581. 			break;
1582. 		    case AD_BLND:
1583. 			if (!resists_blnd(mdef)) {
1584. 			    if (mdef->mcansee)
1585. 				pline("%s can't see in there!", Monnam(mdef));
1586. 			    mdef->mcansee = 0;
1587. 			    dam += mdef->mblinded;
1588. 			    if (dam > 127) dam = 127;
1589. 			    mdef->mblinded = dam;
1590. 			}
1591. 			dam = 0;
1592. 			break;
1593. 		    case AD_ELEC:
1594. 			if (rn2(2)) {
1595. 			    pline_The("air around %s crackles with electricity.", mon_nam(mdef));
1596. 			    if (resists_elec(mdef)) {
1597. 				pline("%s seems unhurt.", Monnam(mdef));
1598. 				dam = 0;
1599. 			    }
1600. 			    golemeffects(mdef,(int)mattk->adtyp,dam);
1601. 			} else dam = 0;
1602. 			break;
1603. 		    case AD_COLD:
1604. 			if (rn2(2)) {
1605. 			    if (resists_cold(mdef)) {
1606. 				pline("%s seems mildly chilly.", Monnam(mdef));
1607. 				dam = 0;
1608. 			    } else
1609. 				pline("%s is freezing to death!",Monnam(mdef));
1610. 			    golemeffects(mdef,(int)mattk->adtyp,dam);
1611. 			} else dam = 0;
1612. 			break;
1613. 		    case AD_FIRE:
1614. 			if (rn2(2)) {
1615. 			    if (resists_fire(mdef)) {
1616. 				pline("%s seems mildly hot.", Monnam(mdef));
1617. 				dam = 0;
1618. 			    } else
1619. 				pline("%s is burning to a crisp!",Monnam(mdef));
1620. 			    golemeffects(mdef,(int)mattk->adtyp,dam);
1621. 			} else dam = 0;
1622. 			break;
1623. 		}
1624. 		end_engulf();
1625. 		if ((mdef->mhp -= dam) <= 0) {
1626. 		    killed(mdef);
1627. 		    return(2);
1628. 		}
1629. 		You("%s %s!", is_animal(youmonst.data) ? "regurgitate"
1630. 			: "expel", mon_nam(mdef));
1631. 		if (Slow_digestion || is_animal(youmonst.data)) {
1632. 		    pline("Obviously, you didn't like %s taste.",
1633. 			  s_suffix(mon_nam(mdef)));
1634. 		}
1635. 	    } else {
1636. 		char kbuf[BUFSZ];
1637. 
1638. 		You("bite into %s.", mon_nam(mdef));
1639. 		Sprintf(kbuf, "swallowing %s whole", an(mdef->data->mname));
1640. 		instapetrify(kbuf);
1641. 	    }
1642. 	}
1643. 	return(0);
1644. }
1645. 
1646. void
1647. missum(mdef,mattk)
1648. register struct monst *mdef;
1649. register struct attack *mattk;
1650. {
1651. 	if (could_seduce(&youmonst, mdef, mattk))
1652. 		You("pretend to be friendly to %s.", mon_nam(mdef));
1653. 	else if(canspotmon(mdef) && flags.verbose)
1654. 		You("miss %s.", mon_nam(mdef));
1655. 	else
1656. 		You("miss it.");
1657. 	if (!mdef->msleeping && mdef->mcanmove)
1658. 		wakeup(mdef);
1659. }
1660. 
1661. STATIC_OVL boolean
1662. hmonas(mon, tmp)		/* attack monster as a monster. */
1663. register struct monst *mon;
1664. register int tmp;
1665. {
1666. 	register struct attack *mattk;
1667. 	int	i, sum[NATTK], hittmp = 0;
1668. 	int	nsum = 0;
1669. 	int	dhit = 0;
1670. 
1671. 	for(i = 0; i < NATTK; i++) {
1672. 
1673. 	    sum[i] = 0;
1674. 	    mattk = &(youmonst.data->mattk[i]);
1675. 	    switch(mattk->aatyp) {
1676. 		case AT_WEAP:
1677. use_weapon:
1678. 	/* Certain monsters don't use weapons when encountered as enemies,
1679. 	 * but players who polymorph into them have hands or claws and thus
1680. 	 * should be able to use weapons.  This shouldn't prohibit the use
1681. 	 * of most special abilities, either.
1682. 	 */
1683. 	/* Potential problem: if the monster gets multiple weapon attacks,
1684. 	 * we currently allow the player to get each of these as a weapon
1685. 	 * attack.  Is this really desirable?
1686. 	 */
1687. 			if (uwep) {
1688. 			    hittmp = hitval(uwep, mon);
1689. 			    hittmp += weapon_hit_bonus(uwep);
1690. 			    tmp += hittmp;
1691. 			}
1692. 			dhit = (tmp > (dieroll = rnd(20)) || u.uswallow);
1693. 			/* KMH -- Don't accumulate to-hit bonuses */
1694. 			if (uwep) tmp -= hittmp;
1695. 			/* Enemy dead, before any special abilities used */
1696. 			if (!known_hitum(mon,&dhit,mattk)) {
1697. 			    sum[i] = 2;
1698. 			    break;
1699. 			} else sum[i] = 1;
1700. 			/* might be a worm that gets cut in half */
1701. 			if (m_at(u.ux+u.dx, u.uy+u.dy) != mon) return((boolean)(nsum != 0));
1702. 			/* Do not print "You hit" message, since known_hitum
1703. 			 * already did it.
1704. 			 */
1705. 			if (dhit && mattk->adtyp != AD_SPEL
1706. 				&& mattk->adtyp != AD_PHYS)
1707. 				sum[i] = damageum(mon,mattk);
1708. 			break;
1709. 		case AT_CLAW:
1710. 			if (i==0 && uwep && !cantwield(youmonst.data)) goto use_weapon;
1711. #ifdef SEDUCE
1712. 			/* succubi/incubi are humanoid, but their _second_
1713. 			 * attack is AT_CLAW, not their first...
1714. 			 */
1715. 			if (i==1 && uwep && (u.umonnum == PM_SUCCUBUS ||
1716. 				u.umonnum == PM_INCUBUS)) goto use_weapon;
1717. #endif
1718. 		case AT_KICK:
1719. 		case AT_BITE:
1720. 		case AT_STNG:
1721. 		case AT_TUCH:
1722. 		case AT_BUTT:
1723. 		case AT_TENT:
1724. 			if (i==0 && uwep && (youmonst.data->mlet==S_LICH)) goto use_weapon;
1725. 			if ((dhit = (tmp > rnd(20) || u.uswallow)) != 0) {
1726. 			    int compat;
1727. 
1728. 			    if (!u.uswallow &&
1729. 				(compat=could_seduce(&youmonst, mon, mattk))) {
1730. 				You("%s %s %s.",
1731. 				    mon->mcansee && haseyes(mon->data)
1732. 				    ? "smile at" : "talk to",
1733. 				    mon_nam(mon),
1734. 				    compat == 2 ? "engagingly":"seductively");
1735. 				/* doesn't anger it; no wakeup() */
1736. 				sum[i] = damageum(mon, mattk);
1737. 				break;
1738. 			    }
1739. 			    wakeup(mon);
1740. 			    /* maybe this check should be in damageum()? */
1741. 			    if (mon->data == &mons[PM_SHADE] &&
1742. 					!(mattk->aatyp == AT_KICK &&
1743. 					    uarmf && uarmf->blessed)) {
1744. 				Your("attack passes harmlessly through %s.",
1745. 				    mon_nam(mon));
1746. 				break;
1747. 			    }
1748. 			    if (mattk->aatyp == AT_KICK)
1749. 				    You("kick %s.", mon_nam(mon));
1750. 			    else if (mattk->aatyp == AT_BITE)
1751. 				    You("bite %s.", mon_nam(mon));
1752. 			    else if (mattk->aatyp == AT_STNG)
1753. 				    You("sting %s.", mon_nam(mon));
1754. 			    else if (mattk->aatyp == AT_BUTT)
1755. 				    You("butt %s.", mon_nam(mon));
1756. 			    else if (mattk->aatyp == AT_TUCH)
1757. 				    You("touch %s.", mon_nam(mon));
1758. 			    else if (mattk->aatyp == AT_TENT)
1759. 				    Your("tentacles suck %s.", mon_nam(mon));
1760. 			    else You("hit %s.", mon_nam(mon));
1761. 			    sum[i] = damageum(mon, mattk);
1762. 			} else
1763. 			    missum(mon, mattk);
1764. 			break;
1765. 
1766. 		case AT_HUGS:
1767. 			/* automatic if prev two attacks succeed, or if
1768. 			 * already grabbed in a previous attack
1769. 			 */
1770. 			dhit = 1;
1771. 			wakeup(mon);
1772. 			if (mon->data == &mons[PM_SHADE])
1773. 			    Your("hug passes harmlessly through %s.",
1774. 				mon_nam(mon));
1775. 			else if (!sticks(mon->data) && !u.uswallow)
1776. 			    if (mon==u.ustuck) {
1777. 				pline("%s is being %s.", Monnam(mon),
1778. 				    u.umonnum==PM_ROPE_GOLEM ? "choked":
1779. 				    "crushed");
1780. 				sum[i] = damageum(mon, mattk);
1781. 			    } else if(i >= 2 && sum[i-1] && sum[i-2]) {
1782. 				You("grab %s!", mon_nam(mon));
1783. 				u.ustuck = mon;
1784. 				sum[i] = damageum(mon, mattk);
1785. 			    }
1786. 			break;
1787. 
1788. 		case AT_EXPL:	/* automatic hit if next to */
1789. 			dhit = -1;
1790. 			wakeup(mon);
1791. 			sum[i] = explum(mon, mattk);
1792. 			break;
1793. 
1794. 		case AT_ENGL:
1795. 			if((dhit = (tmp > rnd(20+i)))) {
1796. 				wakeup(mon);
1797. 				if (mon->data == &mons[PM_SHADE])
1798. 				    Your("attempt to surround %s is harmless.",
1799. 					mon_nam(mon));
1800. 				else
1801. 				    sum[i]= gulpum(mon,mattk);
1802. 			} else
1803. 				missum(mon, mattk);
1804. 			break;
1805. 
1806. 		case AT_MAGC:
1807. 			/* No check for uwep; if wielding nothing we want to
1808. 			 * do the normal 1-2 points bare hand damage...
1809. 			 */
1810. 			if (i==0 && (youmonst.data->mlet==S_KOBOLD
1811. 				|| youmonst.data->mlet==S_ORC
1812. 				|| youmonst.data->mlet==S_GNOME
1813. 				)) goto use_weapon;
1814. 
1815. 		case AT_NONE:
1816. 		case AT_BOOM:
1817. 			continue;
1818. 			/* Not break--avoid passive attacks from enemy */
1819. 
1820. 		case AT_BREA:
1821. 		case AT_SPIT:
1822. 		case AT_GAZE:	/* all done using #monster command */
1823. 			dhit = 0;
1824. 			break;
1825. 
1826. 		default: /* Strange... */
1827. 			impossible("strange attack of yours (%d)",
1828. 				 mattk->aatyp);
1829. 	    }
1830. 	    if (dhit == -1)
1831. 		rehumanize();
1832. 	    if (sum[i] == 2)
1833. 		return((boolean)passive(mon, 1, 0, mattk->aatyp));
1834. 							/* defender dead */
1835. 	    else {
1836. 		(void) passive(mon, sum[i], 1, mattk->aatyp);
1837. 		nsum |= sum[i];
1838. 	    }
1839. 	    if (!Upolyd)
1840. 		break; /* No extra attacks if no longer a monster */
1841. 	    if (multi < 0)
1842. 		break; /* If paralyzed while attacking, i.e. floating eye */
1843. 	}
1844. 	return((boolean)(nsum != 0));
1845. }
1846. 
1847. /*	Special (passive) attacks on you by monsters done here.		*/
1848. 
1849. int
1850. passive(mon, mhit, malive, aatyp)
1851. register struct monst *mon;
1852. register boolean mhit;
1853. register int malive;
1854. uchar aatyp;
1855. {
1856. 	register struct permonst *ptr = mon->data;
1857. 	register int i, tmp;
1858. 
1859. 	for(i = 0; ; i++) {
1860. 	    if(i >= NATTK) return(malive | mhit);	/* no passive attacks */
1861. 	    if(ptr->mattk[i].aatyp == AT_NONE) break;	/* try this one */
1862. 	}
1863. 	/* Note: tmp not always used */
1864. 	if (ptr->mattk[i].damn)
1865. 	    tmp = d((int)ptr->mattk[i].damn, (int)ptr->mattk[i].damd);
1866. 	else if(ptr->mattk[i].damd)
1867. 	    tmp = d((int)mon->m_lev+1, (int)ptr->mattk[i].damd);
1868. 	else
1869. 	    tmp = 0;
1870. 
1871. /*	These affect you even if they just died */
1872. 
1873. 	switch(ptr->mattk[i].adtyp) {
1874. 
1875. 	  case AD_ACID:
1876. 	    if(mhit && rn2(2)) {
1877. 		if (Blind || !flags.verbose) You("are splashed!");
1878. 		else	You("are splashed by %s acid!",
1879. 			                s_suffix(mon_nam(mon)));
1880. 
1881. 		if (!Acid_resistance)
1882. 			mdamageu(mon, tmp);
1883. 		if(!rn2(30)) erode_armor(&youmonst, TRUE);
1884. 	    }
1885. 	    if(mhit && !rn2(6)) {
1886. 		if (aatyp == AT_KICK) {
1887. 		    if (uarmf)
1888. 			(void) rust_dmg(uarmf, xname(uarmf), 3, TRUE, &youmonst);
1889. 		} else if (aatyp == AT_WEAP || aatyp == AT_CLAW || aatyp == AT_MAGC || aatyp == AT_TUCH)
1890. 		    erode_weapon(&youmonst, TRUE);
1891. 	    }
1892. 	    exercise(A_STR, FALSE);
1893. 	    break;
1894. 	  case AD_STON:
1895. 	    if(mhit) {
1896. 	      /* mhit does not mean you physically hit; it just means the
1897. 	         attack was successful */
1898. 	      if ((aatyp == AT_KICK && !uarmf) ||
1899. 		    ((aatyp == AT_WEAP || aatyp == AT_CLAW || aatyp == AT_MAGC
1900. 				|| aatyp == AT_TUCH) && !uwep && !uarmg) ||
1901. 		    aatyp == AT_BITE || aatyp == AT_STNG || aatyp == AT_BUTT ||
1902. 		    aatyp == AT_TENT || aatyp == AT_HUGS || aatyp == AT_ENGL) {
1903. 		if (!Stone_resistance &&
1904. 		    !(poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))) {
1905. 			You("turn to stone...");
1906. 			done_in_by(mon);
1907. 			return 2;
1908. 		}
1909. 	      }
1910. 	    }
1911. 	    break;
1912. 	  case AD_RUST:
1913. 	    if(mhit && !mon->mcan)
1914. 	      if (aatyp == AT_KICK) {
1915. 		if (uarmf)
1916. 		    (void) rust_dmg(uarmf, xname(uarmf), 1, TRUE, &youmonst);
1917. 	      } else if (aatyp == AT_WEAP || aatyp == AT_CLAW ||
1918. 			aatyp == AT_MAGC || aatyp == AT_TUCH)
1919. 		erode_weapon(&youmonst, FALSE);
1920. 	    break;
1921. 	  case AD_MAGM:
1922. 	    /* wrath of gods for attacking Oracle */
1923. 	    if(Antimagic) {
1924. 		shieldeff(u.ux, u.uy);
1925. 		pline("A hail of magic missiles narrowly misses you!");
1926. 	    } else {
1927. 		You("are hit by magic missiles appearing from thin air!");
1928. 		mdamageu(mon, tmp);
1929. 	    }
1930. 	    break;
1931. 	  case AD_ENCH:	/* KMH -- remove enchantment (disenchanter) */
1932. 	    {
1933. 	  		struct obj *obj = (aatyp == AT_KICK) ? uarmf :
1934. 	  				uwep ? uwep : uarmg;
1935. 
1936. 	    	if (mhit && !mon->mcan && obj) {
1937. 	    	    if (drain_item(obj) && (obj->known ||
1938. 	    	    		obj->oclass == ARMOR_CLASS))
1939. 	    	    	Your("%s less effective.", aobjnam(obj, "seem"));
1940. 	    	}
1941. 	    	break;
1942. 	    }
1943. 	  default:
1944. 	    break;
1945. 	}
1946. 
1947. /*	These only affect you if they still live */
1948. 
1949. 	if(malive && !mon->mcan && rn2(3)) {
1950. 
1951. 	    switch(ptr->mattk[i].adtyp) {
1952. 
1953. 	      case AD_PLYS:
1954. 		if(ptr == &mons[PM_FLOATING_EYE]) {
1955. 		    if (!canseemon(mon)) {
1956. 			break;
1957. 		    }
1958. 		    if(mon->mcansee) {
1959. 		    if (ureflects("%s gaze is reflected by your %s.",
1960. 		    		s_suffix(Monnam(mon))))
1961. 		    	;
1962. 		    else if (Free_action)
1963. 		    	You("momentarily stiffen under %s gaze!",
1964. 		    		s_suffix(mon_nam(mon)));
1965. 		    else {
1966. 			    You("are frozen by %s gaze!",
1967. 				  s_suffix(mon_nam(mon)));
1968. 			    nomul((ACURR(A_WIS) > 12 || rn2(4)) ? -tmp : -127);
1969. 			}
1970. 		    } else {
1971. 			pline("%s cannot defend itself.",
1972. 				Adjmonnam(mon,"blind"));
1973. 			if(!rn2(500)) change_luck(-1);
1974. 		    }
1975. 		} else if (Free_action) {
1976. 		    You("momentarily stiffen.");
1977. 		} else { /* gelatinous cube */
1978. 		    You("are frozen by %s!", mon_nam(mon));
1979. 		    nomul(-tmp);
1980. 		    exercise(A_DEX, FALSE);
1981. 		}
1982. 		break;
1983. 	      case AD_COLD:		/* brown mold or blue jelly */
1984. 		if(monnear(mon, u.ux, u.uy)) {
1985. 		    if(Cold_resistance) {
1986. 			shieldeff(u.ux, u.uy);
1987. 			You_feel("a mild chill.");
1988. 			ugolemeffects(AD_COLD, tmp);
1989. 			break;
1990. 		    }
1991. 		    You("are suddenly very cold!");
1992. 		    mdamageu(mon, tmp);
1993. 		/* monster gets stronger with your heat! */
1994. 		    mon->mhp += tmp / 2;
1995. 		    if (mon->mhpmax < mon->mhp) mon->mhpmax = mon->mhp;
1996. 		/* at a certain point, the monster will reproduce! */
1997. 		    if(mon->mhpmax > ((int) (mon->m_lev+1) * 8))
1998. 			(void)split_mon(mon, &youmonst);
1999. 		}
2000. 		break;
2001. 	      case AD_STUN:		/* specifically yellow mold */
2002. 		if(!Stunned)
2003. 		    make_stunned((long)tmp, TRUE);
2004. 		break;
2005. 	      case AD_FIRE:
2006. 		if(monnear(mon, u.ux, u.uy)) {
2007. 		    if(Fire_resistance) {
2008. 			shieldeff(u.ux, u.uy);
2009. 			You_feel("mildly warm.");
2010. 			ugolemeffects(AD_FIRE, tmp);
2011. 			break;
2012. 		    }
2013. 		    You("are suddenly very hot!");
2014. 		    mdamageu(mon, tmp);
2015. 		}
2016. 		break;
2017. 	      case AD_ELEC:
2018. 		if(Shock_resistance) {
2019. 		    shieldeff(u.ux, u.uy);
2020. 		    You_feel("a mild tingle.");
2021. 		    ugolemeffects(AD_ELEC, tmp);
2022. 		    break;
2023. 		}
2024. 		You("are jolted with electricity!");
2025. 		mdamageu(mon, tmp);
2026. 		break;
2027. 	      default:
2028. 		break;
2029. 	    }
2030. 	}
2031. 	return(malive | mhit);
2032. }
2033. 
2034. /* Note: caller must ascertain mtmp is mimicking... */
2035. void
2036. stumble_onto_mimic(mtmp)
2037. struct monst *mtmp;
2038. {
2039. 	const char *fmt = "Wait!  That's %s!",
2040. 		   *generic = "a monster",
2041. 		   *what = 0;
2042. 
2043. 	if(!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data,AD_STCK))
2044. 	    u.ustuck = mtmp;
2045. 
2046. 	if (Blind) {
2047. 	    if (!Blind_telepat)
2048. 		what = generic;		/* with default fmt */
2049. 	    else if (mtmp->m_ap_type == M_AP_MONSTER)
2050. 		what = a_monnam(mtmp);	/* differs from what was sensed */
2051. 	} else {
2052. 	    int glyph = levl[u.ux+u.dx][u.uy+u.dy].glyph;
2053. 
2054. 	    if (glyph_is_cmap(glyph) &&
2055. 		    (glyph_to_cmap(glyph) == S_hcdoor ||
2056. 		     glyph_to_cmap(glyph) == S_vcdoor))
2057. 		fmt = "The door actually was %s!";
2058. 	    else if (glyph_is_object(glyph) &&
2059. 		    glyph_to_obj(glyph) == GOLD_PIECE)
2060. 		fmt = "That gold was %s!";
2061. 
2062. 	    /* cloned Wiz starts out mimicking some other monster and
2063. 	       might make himself invisible before being revealed */
2064. 	    if (mtmp->minvis && !See_invisible)
2065. 		what = generic;
2066. 	    else
2067. 		what = a_monnam(mtmp);
2068. 	}
2069. 	if (what) pline(fmt, what);
2070. 
2071. 	wakeup(mtmp);	/* clears mimicking */
2072. }
2073. 
2074. STATIC_OVL void
2075. nohandglow(mon)
2076. struct monst *mon;
2077. {
2078. 	char *hands=makeplural(body_part(HAND));
2079. 
2080. 	if (!u.umconf || mon->mconf) return;
2081. 	if (u.umconf == 1) {
2082. 		if (Blind)
2083. 			Your("%s stop tingling.", hands);
2084. 		else
2085. 			Your("%s stop glowing %s.", hands, hcolor(red));
2086. 	} else {
2087. 		if (Blind)
2088. 			pline_The("tingling in your %s lessens.", hands);
2089. 		else
2090. 			Your("%s no longer glow so brightly %s.", hands,
2091. 				hcolor(red));
2092. 	}
2093. 	u.umconf--;
2094. }
2095. 
2096. int flash_hits_mon(mtmp, otmp)
2097. struct monst *mtmp;
2098. struct obj *otmp;	/* source of flash */
2099. {
2100. 	int tmp, amt, res = 0, useeit = canseemon(mtmp);
2101. 
2102. 	if (mtmp->msleeping) {
2103. 	    mtmp->msleeping = 0;
2104. 	    if (useeit) {
2105. 		pline_The("flash awakens %s.", mon_nam(mtmp));
2106. 		res = 1;
2107. 	    }
2108. 	} else if (mtmp->data->mlet != S_LIGHT) {
2109. 	    if (!resists_blnd(mtmp)) {
2110. 		tmp = dist2(otmp->ox, otmp->oy, mtmp->mx, mtmp->my);
2111. 		if (useeit) {
2112. 		    pline("%s is blinded by the flash!", Monnam(mtmp));
2113. 		    res = 1;
2114. 		}
2115. 		if (mtmp->data == &mons[PM_GREMLIN]) {
2116. 		    /* Rule #1: Keep them out of the light. */
2117. 		    amt = otmp->otyp == WAN_LIGHT ? d(1 + otmp->spe, 4) :
2118. 		          rn2(min(mtmp->mhp,4));
2119. 		    pline("%s %s!", Monnam(mtmp), amt > mtmp->mhp / 2 ?
2120. 			  "wails in agony" : "cries out in pain");
2121. 		    if ((mtmp->mhp -= amt) <= 0) {
2122. 			if (flags.mon_moving)
2123. 			    monkilled(mtmp, (char *)0, AD_BLND);
2124. 			else
2125. 			    killed(mtmp);
2126. 		    } else if (cansee(mtmp->mx,mtmp->my) && !canspotmon(mtmp)){
2127. 			map_invisible(mtmp->mx, mtmp->my);
2128. 		    }
2129. 		}
2130. 		if (mtmp->mhp > 0) {
2131. 		    if (!flags.mon_moving) setmangry(mtmp);
2132. 		    if (tmp < 9 && !mtmp->isshk && rn2(4)) {
2133. 			mtmp->mflee = 1;
2134. 			if (rn2(4)) mtmp->mfleetim = rnd(100);
2135. 		    }
2136. 		    mtmp->mcansee = 0;
2137. 		    mtmp->mblinded = (tmp < 3) ? 0 : rnd(1 + 50/tmp);
2138. 		}
2139. 	    }
2140. 	}
2141. 	return res;
2142. }
2143. 
2144. /*uhitm.c*/