Source:NetHack 3.6.0/src/mthrowu.c

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Below is the full text to mthrowu.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mthrowu.c#line123]], for example.

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 /* NetHack 3.6	mthrowu.c	$NHDT-Date: 1446887531 2015/11/07 09:12:11 $  $NHDT-Branch: master $:$NHDT-Revision: 1.63 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #include "hack.h"
 
 STATIC_DCL int FDECL(drop_throw, (struct obj *, BOOLEAN_P, int, int));
 
 #define URETREATING(x, y) \
     (distmin(u.ux, u.uy, x, y) > distmin(u.ux0, u.uy0, x, y))
 
 #define POLE_LIM 5 /* How far monsters can use pole-weapons */
 
 /*
  * Keep consistent with breath weapons in zap.c, and AD_* in monattk.h.
  */
 STATIC_OVL NEARDATA const char *breathwep[] = {
     "fragments", "fire", "frost", "sleep gas", "a disintegration blast",
     "lightning", "poison gas", "acid", "strange breath #8",
     "strange breath #9"
 };
 
 extern boolean notonhead; /* for long worms */
 

thitu

 /* hero is hit by something other than a monster */
 int
 thitu(tlev, dam, obj, name)
 int tlev, dam;
 struct obj *obj;
 const char *name; /* if null, then format `obj' */
 {
     const char *onm, *knm;
     boolean is_acid;
     int kprefix = KILLED_BY_AN;
     char onmbuf[BUFSZ], knmbuf[BUFSZ];
 
     if (!name) {
         if (!obj)
             panic("thitu: name & obj both null?");
         name =
             strcpy(onmbuf, (obj->quan > 1L) ? doname(obj) : mshot_xname(obj));
         knm = strcpy(knmbuf, killer_xname(obj));
         kprefix = KILLED_BY; /* killer_name supplies "an" if warranted */
     } else {
         knm = name;
         /* [perhaps ought to check for plural here to] */
         if (!strncmpi(name, "the ", 4) || !strncmpi(name, "an ", 3)
             || !strncmpi(name, "a ", 2))
             kprefix = KILLED_BY;
     }
     onm = (obj && obj_is_pname(obj)) ? the(name) : (obj && obj->quan > 1L)
                                                        ? name
                                                        : an(name);
     is_acid = (obj && obj->otyp == ACID_VENOM);
 
     if (u.uac + tlev <= rnd(20)) {
         if (Blind || !flags.verbose)
             pline("It misses.");
         else
             You("are almost hit by %s.", onm);
         return 0;
     } else {
         if (Blind || !flags.verbose)
             You("are hit%s", exclam(dam));
         else
             You("are hit by %s%s", onm, exclam(dam));
 
         if (obj && objects[obj->otyp].oc_material == SILVER && Hate_silver) {
             /* extra damage already applied by dmgval() */
             pline_The("silver sears your flesh!");
             exercise(A_CON, FALSE);
         }
         if (is_acid && Acid_resistance)
             pline("It doesn't seem to hurt you.");
         else {
             if (is_acid)
                 pline("It burns!");
             losehp(dam, knm, kprefix); /* acid damage */
             exercise(A_STR, FALSE);
         }
         return 1;
     }
 }
 

drop_throw

 /* Be sure this corresponds with what happens to player-thrown objects in
  * dothrow.c (for consistency). --KAA
  * Returns 0 if object still exists (not destroyed).
  */
 STATIC_OVL int
 drop_throw(obj, ohit, x, y)
 register struct obj *obj;
 boolean ohit;
 int x, y;
 {
     int retvalu = 1;
     int create;
     struct monst *mtmp;
     struct trap *t;
 
     if (obj->otyp == CREAM_PIE || obj->oclass == VENOM_CLASS
         || (ohit && obj->otyp == EGG))
         create = 0;
     else if (ohit && (is_multigen(obj) || obj->otyp == ROCK))
         create = !rn2(3);
     else
         create = 1;
 
     if (create
         && !((mtmp = m_at(x, y)) && (mtmp->mtrapped) && (t = t_at(x, y))
              && ((t->ttyp == PIT) || (t->ttyp == SPIKED_PIT)))) {
         int objgone = 0;
 
         if (down_gate(x, y) != -1)
             objgone = ship_object(obj, x, y, FALSE);
         if (!objgone) {
             if (!flooreffects(obj, x, y,
                               "fall")) { /* don't double-dip on damage */
                 place_object(obj, x, y);
                 if (!mtmp && x == u.ux && y == u.uy)
                     mtmp = &youmonst;
                 if (mtmp && ohit)
                     passive_obj(mtmp, obj, (struct attack *) 0);
                 stackobj(obj);
                 retvalu = 0;
             }
         }
     } else
         obfree(obj, (struct obj *) 0);
     return retvalu;
 }
 

ohitmon

 /* an object launched by someone/thing other than player attacks a monster;
    return 1 if the object has stopped moving (hit or its range used up) */
 int
 ohitmon(mtmp, otmp, range, verbose)
 struct monst *mtmp; /* accidental target, located at <bhitpos.x,.y> */
 struct obj *otmp;   /* missile; might be destroyed by drop_throw */
 int range;          /* how much farther will object travel if it misses;
                        use -1 to signify to keep going even after hit,
                        unless it's gone (used for rolling_boulder_traps) */
 boolean verbose;    /* give message(s) even when you can't see what happened */
 {
     int damage, tmp;
     boolean vis, ismimic;
     int objgone = 1;
 
     notonhead = (bhitpos.x != mtmp->mx || bhitpos.y != mtmp->my);
     ismimic = mtmp->m_ap_type && mtmp->m_ap_type != M_AP_MONSTER;
     vis = cansee(bhitpos.x, bhitpos.y);
 
     tmp = 5 + find_mac(mtmp) + omon_adj(mtmp, otmp, FALSE);
     if (tmp < rnd(20)) {
         if (!ismimic) {
             if (vis)
                 miss(distant_name(otmp, mshot_xname), mtmp);
             else if (verbose)
                 pline("It is missed.");
         }
         if (!range) { /* Last position; object drops */
             (void) drop_throw(otmp, 0, mtmp->mx, mtmp->my);
             return 1;
         }
     } else if (otmp->oclass == POTION_CLASS) {
         if (ismimic)
             seemimic(mtmp);
         mtmp->msleeping = 0;
         if (vis)
             otmp->dknown = 1;
         potionhit(mtmp, otmp, FALSE);
         return 1;
     } else {
         damage = dmgval(otmp, mtmp);
         if (otmp->otyp == ACID_VENOM && resists_acid(mtmp))
             damage = 0;
         if (ismimic)
             seemimic(mtmp);
         mtmp->msleeping = 0;
         if (vis)
             hit(distant_name(otmp, mshot_xname), mtmp, exclam(damage));
         else if (verbose)
             pline("%s is hit%s", Monnam(mtmp), exclam(damage));
 
         if (otmp->opoisoned && is_poisonable(otmp)) {
             if (resists_poison(mtmp)) {
                 if (vis)
                     pline_The("poison doesn't seem to affect %s.",
                               mon_nam(mtmp));
             } else {
                 if (rn2(30)) {
                     damage += rnd(6);
                 } else {
                     if (vis)
                         pline_The("poison was deadly...");
                     damage = mtmp->mhp;
                 }
             }
         }
         if (objects[otmp->otyp].oc_material == SILVER
             && mon_hates_silver(mtmp)) {
             if (vis)
                 pline_The("silver sears %s flesh!", s_suffix(mon_nam(mtmp)));
             else if (verbose)
                 pline("Its flesh is seared!");
         }
         if (otmp->otyp == ACID_VENOM && cansee(mtmp->mx, mtmp->my)) {
             if (resists_acid(mtmp)) {
                 if (vis || verbose)
                     pline("%s is unaffected.", Monnam(mtmp));
                 damage = 0;
             } else {
                 if (vis)
                     pline_The("acid burns %s!", mon_nam(mtmp));
                 else if (verbose)
                     pline("It is burned!");
             }
         }
         mtmp->mhp -= damage;
         if (mtmp->mhp < 1) {
             if (vis || verbose)
                 pline("%s is %s!", Monnam(mtmp),
                       (nonliving(mtmp->data) || is_vampshifter(mtmp)
                        || !canspotmon(mtmp))
                           ? "destroyed"
                           : "killed");
             /* don't blame hero for unknown rolling boulder trap */
             if (!context.mon_moving
                 && (otmp->otyp != BOULDER || range >= 0 || otmp->otrapped))
                 xkilled(mtmp, 0);
             else
                 mondied(mtmp);
         }
 
         if (can_blnd((struct monst *) 0, mtmp,
                      (uchar) (otmp->otyp == BLINDING_VENOM ? AT_SPIT
                                                            : AT_WEAP),
                      otmp)) {
             if (vis && mtmp->mcansee)
                 pline("%s is blinded by %s.", Monnam(mtmp), the(xname(otmp)));
             mtmp->mcansee = 0;
             tmp = (int) mtmp->mblinded + rnd(25) + 20;
             if (tmp > 127)
                 tmp = 127;
             mtmp->mblinded = tmp;
         }
 
         objgone = drop_throw(otmp, 1, bhitpos.x, bhitpos.y);
         if (!objgone && range == -1) { /* special case */
             obj_extract_self(otmp);    /* free it for motion again */
             return 0;
         }
         return 1;
     }
     return 0;
 }
 

m_throw

 void
 m_throw(mon, x, y, dx, dy, range, obj)
 struct monst *mon;       /* launching monster */
 int x, y, dx, dy, range; /* launch point, direction, and range */
 struct obj *obj;         /* missile (or stack providing it) */
 {
     struct monst *mtmp;
     struct obj *singleobj;
     char sym = obj->oclass;
     int hitu, oldumort, blindinc = 0;
 
     bhitpos.x = x;
     bhitpos.y = y;
     notonhead = FALSE; /* reset potentially stale value */
 
     if (obj->quan == 1L) {
         /*
          * Remove object from minvent.  This cannot be done later on;
          * what if the player dies before then, leaving the monster
          * with 0 daggers?  (This caused the infamous 2^32-1 orcish
          * dagger bug).
          *
          * VENOM is not in minvent - it should already be OBJ_FREE.
          * The extract below does nothing.
          */
 
         /* not possibly_unwield, which checks the object's */
         /* location, not its existence */
         if (MON_WEP(mon) == obj)
             setmnotwielded(mon, obj);
         obj_extract_self(obj);
         singleobj = obj;
         obj = (struct obj *) 0;
     } else {
         singleobj = splitobj(obj, 1L);
         obj_extract_self(singleobj);
     }
 
     singleobj->owornmask = 0; /* threw one of multiple weapons in hand? */
 
     if ((singleobj->cursed || singleobj->greased) && (dx || dy) && !rn2(7)) {
         if (canseemon(mon) && flags.verbose) {
             if (is_ammo(singleobj))
                 pline("%s misfires!", Monnam(mon));
             else
                 pline("%s as %s throws it!", Tobjnam(singleobj, "slip"),
                       mon_nam(mon));
         }
         dx = rn2(3) - 1;
         dy = rn2(3) - 1;
         /* check validity of new direction */
         if (!dx && !dy) {
             (void) drop_throw(singleobj, 0, bhitpos.x, bhitpos.y);
             return;
         }
     }
 
     /* pre-check for doors, walls and boundaries.
        Also need to pre-check for bars regardless of direction;
        the random chance for small objects hitting bars is
        skipped when reaching them at point blank range */
     if (!isok(bhitpos.x + dx, bhitpos.y + dy)
         || IS_ROCK(levl[bhitpos.x + dx][bhitpos.y + dy].typ)
         || closed_door(bhitpos.x + dx, bhitpos.y + dy)
         || (levl[bhitpos.x + dx][bhitpos.y + dy].typ == IRONBARS
             && hits_bars(&singleobj, bhitpos.x, bhitpos.y, 0, 0))) {
         (void) drop_throw(singleobj, 0, bhitpos.x, bhitpos.y);
         return;
     }
 
     /* Note: drop_throw may destroy singleobj.  Since obj must be destroyed
      * early to avoid the dagger bug, anyone who modifies this code should
      * be careful not to use either one after it's been freed.
      */
     if (sym)
         tmp_at(DISP_FLASH, obj_to_glyph(singleobj));
     while (range-- > 0) { /* Actually the loop is always exited by break */
         bhitpos.x += dx;
         bhitpos.y += dy;
         if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
             if (ohitmon(mtmp, singleobj, range, TRUE))
                 break;
         } else if (bhitpos.x == u.ux && bhitpos.y == u.uy) {
             if (multi)
                 nomul(0);
 
             if (singleobj->oclass == GEM_CLASS
                 && singleobj->otyp <= LAST_GEM + 9 /* 9 glass colors */
                 && is_unicorn(youmonst.data)) {
                 if (singleobj->otyp > LAST_GEM) {
                     You("catch the %s.", xname(singleobj));
                     You("are not interested in %s junk.",
                         s_suffix(mon_nam(mon)));
                     makeknown(singleobj->otyp);
                     dropy(singleobj);
                 } else {
                     You(
                      "accept %s gift in the spirit in which it was intended.",
                         s_suffix(mon_nam(mon)));
                     (void) hold_another_object(
                         singleobj, "You catch, but drop, %s.",
                         xname(singleobj), "You catch:");
                 }
                 break;
             }
             if (singleobj->oclass == POTION_CLASS) {
                 if (!Blind)
                     singleobj->dknown = 1;
                 potionhit(&youmonst, singleobj, FALSE);
                 break;
             }
             oldumort = u.umortality;
             switch (singleobj->otyp) {
                 int dam, hitv;
             case EGG:
                 if (!touch_petrifies(&mons[singleobj->corpsenm])) {
                     impossible("monster throwing egg type %d",
                                singleobj->corpsenm);
                     hitu = 0;
                     break;
                 }
             /* fall through */
             case CREAM_PIE:
             case BLINDING_VENOM:
                 hitu = thitu(8, 0, singleobj, (char *) 0);
                 break;
             default:
                 dam = dmgval(singleobj, &youmonst);
                 hitv = 3 - distmin(u.ux, u.uy, mon->mx, mon->my);
                 if (hitv < -4)
                     hitv = -4;
                 if (is_elf(mon->data)
                     && objects[singleobj->otyp].oc_skill == P_BOW) {
                     hitv++;
                     if (MON_WEP(mon) && MON_WEP(mon)->otyp == ELVEN_BOW)
                         hitv++;
                     if (singleobj->otyp == ELVEN_ARROW)
                         dam++;
                 }
                 if (bigmonst(youmonst.data))
                     hitv++;
                 hitv += 8 + singleobj->spe;
                 if (dam < 1)
                     dam = 1;
                 hitu = thitu(hitv, dam, singleobj, (char *) 0);
             }
             if (hitu && singleobj->opoisoned && is_poisonable(singleobj)) {
                 char onmbuf[BUFSZ], knmbuf[BUFSZ];
 
                 Strcpy(onmbuf, xname(singleobj));
                 Strcpy(knmbuf, killer_xname(singleobj));
                 poisoned(onmbuf, A_STR, knmbuf,
                          /* if damage triggered life-saving,
                             poison is limited to attrib loss */
                          (u.umortality > oldumort) ? 0 : 10, TRUE);
             }
             if (hitu && can_blnd((struct monst *) 0, &youmonst,
                                  (uchar) (singleobj->otyp == BLINDING_VENOM
                                              ? AT_SPIT
                                              : AT_WEAP),
                                  singleobj)) {
                 blindinc = rnd(25);
                 if (singleobj->otyp == CREAM_PIE) {
                     if (!Blind)
                         pline("Yecch!  You've been creamed.");
                     else
                         pline("There's %s sticky all over your %s.",
                               something, body_part(FACE));
                 } else if (singleobj->otyp == BLINDING_VENOM) {
                     const char *eyes = body_part(EYE);
 
                     if (eyecount(youmonst.data) != 1)
                         eyes = makeplural(eyes);
                     /* venom in the eyes */
                     if (!Blind)
                         pline_The("venom blinds you.");
                     else
                         Your("%s %s.", eyes, vtense(eyes, "sting"));
                 }
             }
             if (hitu && singleobj->otyp == EGG) {
                 if (!Stoned && !Stone_resistance
                     && !(poly_when_stoned(youmonst.data)
                          && polymon(PM_STONE_GOLEM))) {
                     make_stoned(5L, (char *) 0, KILLED_BY, "");
                 }
             }
             stop_occupation();
             if (hitu || !range) {
                 (void) drop_throw(singleobj, hitu, u.ux, u.uy);
                 break;
             }
         }
         if (!range /* reached end of path */
             /* missile hits edge of screen */
             || !isok(bhitpos.x + dx, bhitpos.y + dy)
             /* missile hits the wall */
             || IS_ROCK(levl[bhitpos.x + dx][bhitpos.y + dy].typ)
             /* missile hit closed door */
             || closed_door(bhitpos.x + dx, bhitpos.y + dy)
             /* missile might hit iron bars */
             || (levl[bhitpos.x + dx][bhitpos.y + dy].typ == IRONBARS
                 && hits_bars(&singleobj, bhitpos.x, bhitpos.y, !rn2(5), 0))
             /* Thrown objects "sink" */
             || IS_SINK(levl[bhitpos.x][bhitpos.y].typ)) {
             if (singleobj) /* hits_bars might have destroyed it */
                 (void) drop_throw(singleobj, 0, bhitpos.x, bhitpos.y);
             break;
         }
         tmp_at(bhitpos.x, bhitpos.y);
         delay_output();
     }
     tmp_at(bhitpos.x, bhitpos.y);
     delay_output();
     tmp_at(DISP_END, 0);
 
     if (blindinc) {
         u.ucreamed += blindinc;
         make_blinded(Blinded + (long) blindinc, FALSE);
         if (!Blind)
             Your1(vision_clears);
     }
 }
 

m_useupall

 /* remove an entire item from a monster's inventory; destroy that item */
 void
 m_useupall(mon, obj)
 struct monst *mon;
 struct obj *obj;
 {
     obj_extract_self(obj);
     if (obj->owornmask) {
         if (obj == MON_WEP(mon))
             mwepgone(mon);
         mon->misc_worn_check &= ~obj->owornmask;
         update_mon_intrinsics(mon, obj, FALSE, FALSE);
         obj->owornmask = 0L;
     }
     obfree(obj, (struct obj *) 0);
 }
 

m_useup

 /* remove one instance of an item from a monster's inventory */
 void
 m_useup(mon, obj)
 struct monst *mon;
 struct obj *obj;
 {
     if (obj->quan > 1L) {
         obj->quan--;
         obj->owt = weight(obj);
     } else {
         m_useupall(mon, obj);
     }
 }
 

thrwmu

 /* monster attempts ranged weapon attack against player */
 void
 thrwmu(mtmp)
 struct monst *mtmp;
 {
     struct obj *otmp, *mwep;
     xchar x, y;
     int multishot;
     const char *onm;
 
     /* Rearranged beginning so monsters can use polearms not in a line */
     if (mtmp->weapon_check == NEED_WEAPON || !MON_WEP(mtmp)) {
         mtmp->weapon_check = NEED_RANGED_WEAPON;
         /* mon_wield_item resets weapon_check as appropriate */
         if (mon_wield_item(mtmp) != 0)
             return;
     }
 
     /* Pick a weapon */
     otmp = select_rwep(mtmp);
     if (!otmp)
         return;
 
     if (is_pole(otmp)) {
         int dam, hitv;
 
         if (otmp != MON_WEP(mtmp))
             return; /* polearm must be wielded */
         if (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) > POLE_LIM
             || !couldsee(mtmp->mx, mtmp->my))
             return; /* Out of range, or intervening wall */
 
         if (canseemon(mtmp)) {
             onm = xname(otmp);
             pline("%s thrusts %s.", Monnam(mtmp),
                   obj_is_pname(otmp) ? the(onm) : an(onm));
         }
 
         dam = dmgval(otmp, &youmonst);
         hitv = 3 - distmin(u.ux, u.uy, mtmp->mx, mtmp->my);
         if (hitv < -4)
             hitv = -4;
         if (bigmonst(youmonst.data))
             hitv++;
         hitv += 8 + otmp->spe;
         if (dam < 1)
             dam = 1;
 
         (void) thitu(hitv, dam, otmp, (char *) 0);
         stop_occupation();
         return;
     }
 
     x = mtmp->mx;
     y = mtmp->my;
     /* If you are coming toward the monster, the monster
      * should try to soften you up with missiles.  If you are
      * going away, you are probably hurt or running.  Give
      * chase, but if you are getting too far away, throw.
      */
     if (!lined_up(mtmp)
         || (URETREATING(x, y)
             && rn2(BOLT_LIM - distmin(x, y, mtmp->mux, mtmp->muy))))
         return;
 
     mwep = MON_WEP(mtmp); /* wielded weapon */
 
     /* Multishot calculations */
     multishot = 1;
     if (otmp->quan > 1L /* no point checking if there's only 1 */
         /* ammo requires corresponding launcher be wielded */
         && (is_ammo(otmp)
                ? matching_launcher(otmp, mwep)
                /* otherwise any stackable (non-ammo) weapon */
                : otmp->oclass == WEAPON_CLASS)
         && !mtmp->mconf) {
         int skill = (int) objects[otmp->otyp].oc_skill;
 
         /* Assumes lords are skilled, princes are expert */
         if (is_prince(mtmp->data))
             multishot += 2;
         else if (is_lord(mtmp->data))
             multishot++;
         /* fake players treated as skilled (regardless of role limits) */
         else if (is_mplayer(mtmp->data))
             multishot++;
 
         /* class bonus */
         switch (monsndx(mtmp->data)) {
         case PM_MONK:
             if (skill == -P_SHURIKEN)
                 multishot++;
             break;
         case PM_RANGER:
             multishot++;
             break;
         case PM_ROGUE:
             if (skill == P_DAGGER)
                 multishot++;
             break;
         case PM_NINJA:
             if (skill == -P_SHURIKEN || skill == -P_DART)
                 multishot++;
             /*FALLTHRU*/
         case PM_SAMURAI:
             if (otmp->otyp == YA && mwep && mwep->otyp == YUMI)
                 multishot++;
             break;
         default:
             break;
         }
         /* racial bonus */
         if ((is_elf(mtmp->data) && otmp->otyp == ELVEN_ARROW && mwep
              && mwep->otyp == ELVEN_BOW)
             || (is_orc(mtmp->data) && otmp->otyp == ORCISH_ARROW && mwep
                 && mwep->otyp == ORCISH_BOW))
             multishot++;
 
         multishot = rnd(multishot);
         if ((long) multishot > otmp->quan)
             multishot = (int) otmp->quan;
     }
 
     if (canseemon(mtmp)) {
         char onmbuf[BUFSZ];
 
         if (multishot > 1) {
             /* "N arrows"; multishot > 1 implies otmp->quan > 1, so
                xname()'s result will already be pluralized */
             Sprintf(onmbuf, "%d %s", multishot, xname(otmp));
             onm = onmbuf;
         } else {
             /* "an arrow" */
             onm = singular(otmp, xname);
             onm = obj_is_pname(otmp) ? the(onm) : an(onm);
         }
         m_shot.s = ammo_and_launcher(otmp, mwep) ? TRUE : FALSE;
         pline("%s %s %s!", Monnam(mtmp), m_shot.s ? "shoots" : "throws", onm);
         m_shot.o = otmp->otyp;
     } else {
         m_shot.o = STRANGE_OBJECT; /* don't give multishot feedback */
     }
 
     m_shot.n = multishot;
     for (m_shot.i = 1; m_shot.i <= m_shot.n; m_shot.i++) {
         m_throw(mtmp, mtmp->mx, mtmp->my, sgn(tbx), sgn(tby),
                 distmin(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy), otmp);
         /* conceptually all N missiles are in flight at once, but
            if mtmp gets killed (shot kills adjacent gas spore and
            triggers explosion, perhaps), inventory will be dropped
            and otmp might go away via merging into another stack */
         if (mtmp->mhp <= 0 && m_shot.i < m_shot.n) {
             /* cancel pending shots (ought to give a message here since
                we gave one above about throwing/shooting N missiles) */
             break; /* endmultishot(FALSE); */
         }
     }
     m_shot.n = m_shot.i = 0;
     m_shot.o = STRANGE_OBJECT;
     m_shot.s = FALSE;
 
     nomul(0);
 }
 

spitmu

 /* monster spits substance at you */
 int
 spitmu(mtmp, mattk)
 struct monst *mtmp;
 struct attack *mattk;
 {
     struct obj *otmp;
 
     if (mtmp->mcan) {
         if (!Deaf)
             pline("A dry rattle comes from %s throat.",
                   s_suffix(mon_nam(mtmp)));
         return 0;
     }
     if (lined_up(mtmp)) {
         switch (mattk->adtyp) {
         case AD_BLND:
         case AD_DRST:
             otmp = mksobj(BLINDING_VENOM, TRUE, FALSE);
             break;
         default:
             impossible("bad attack type in spitmu");
         /* fall through */
         case AD_ACID:
             otmp = mksobj(ACID_VENOM, TRUE, FALSE);
             break;
         }
         if (!rn2(BOLT_LIM
                  - distmin(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy))) {
             if (canseemon(mtmp))
                 pline("%s spits venom!", Monnam(mtmp));
             m_throw(mtmp, mtmp->mx, mtmp->my, sgn(tbx), sgn(tby),
                     distmin(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy), otmp);
             nomul(0);
             return 0;
         } else {
             obj_extract_self(otmp);
             obfree(otmp, (struct obj *) 0);
         }
     }
     return 0;
 }
 

breamu

 /* monster breathes at you (ranged) */
 int
 breamu(mtmp, mattk)
 struct monst *mtmp;
 struct attack *mattk;
 {
     /* if new breath types are added, change AD_ACID to max type */
     int typ = (mattk->adtyp == AD_RBRE) ? rnd(AD_ACID) : mattk->adtyp;
 
     if (lined_up(mtmp)) {
         if (mtmp->mcan) {
             if (!Deaf) {
                 if (canseemon(mtmp))
                     pline("%s coughs.", Monnam(mtmp));
                 else
                     You_hear("a cough.");
             }
             return 0;
         }
         if (!mtmp->mspec_used && rn2(3)) {
             if ((typ >= AD_MAGM) && (typ <= AD_ACID)) {
                 if (canseemon(mtmp))
                     pline("%s breathes %s!", Monnam(mtmp),
                           breathwep[typ - 1]);
                 buzz((int) (-20 - (typ - 1)), (int) mattk->damn, mtmp->mx,
                      mtmp->my, sgn(tbx), sgn(tby));
                 nomul(0);
                 /* breath runs out sometimes. Also, give monster some
                  * cunning; don't breath if the player fell asleep.
                  */
                 if (!rn2(3))
                     mtmp->mspec_used = 10 + rn2(20);
                 if (typ == AD_SLEE && !Sleep_resistance)
                     mtmp->mspec_used += rnd(20);
             } else
                 impossible("Breath weapon %d used", typ - 1);
         }
     }
     return 1;
 }
 

linedup

 boolean
 linedup(ax, ay, bx, by, boulderhandling)
 register xchar ax, ay, bx, by;
 int boulderhandling; /* 0=block, 1=ignore, 2=conditionally block */
 {
     int dx, dy, boulderspots;
 
     /* These two values are set for use after successful return. */
     tbx = ax - bx;
     tby = ay - by;
 
     /* sometimes displacement makes a monster think that you're at its
        own location; prevent it from throwing and zapping in that case */
     if (!tbx && !tby)
         return FALSE;
 
     if ((!tbx || !tby || abs(tbx) == abs(tby)) /* straight line or diagonal */
         && distmin(tbx, tby, 0, 0) < BOLT_LIM) {
         if ((ax == u.ux && ay == u.uy) ? (boolean) couldsee(bx, by)
                                        : clear_path(ax, ay, bx, by))
             return TRUE;
         /* don't have line of sight, but might still be lined up
            if that lack of sight is due solely to boulders */
         if (boulderhandling == 0)
             return FALSE;
         dx = sgn(ax - bx), dy = sgn(ay - by);
         boulderspots = 0;
         do {
             /* <bx,by> is guaranteed to eventually converge with <ax,ay> */
             bx += dx, by += dy;
             if (IS_ROCK(levl[bx][by].typ) || closed_door(bx, by))
                 return FALSE;
             if (sobj_at(BOULDER, bx, by))
                 ++boulderspots;
         } while (bx != ax || by != ay);
         /* reached target position without encountering obstacle */
         if (boulderhandling == 1 || rn2(2 + boulderspots) < 2)
             return TRUE;
     }
     return FALSE;
 }
 

lined_up

 /* is mtmp in position to use ranged attack? */
 boolean
 lined_up(mtmp)
 register struct monst *mtmp;
 {
     boolean ignore_boulders;
 
     /* hero concealment usually trumps monst awareness of being lined up */
     if (Upolyd && rn2(25)
         && (u.uundetected || (youmonst.m_ap_type != M_AP_NOTHING
                               && youmonst.m_ap_type != M_AP_MONSTER)))
         return FALSE;
 
     ignore_boulders = (throws_rocks(mtmp->data)
                        || m_carrying(mtmp, WAN_STRIKING));
     return linedup(mtmp->mux, mtmp->muy, mtmp->mx, mtmp->my,
                    ignore_boulders ? 1 : 2);
 }
 

m_carrying

 /* check if a monster is carrying a particular item */
 struct obj *
 m_carrying(mtmp, type)
 struct monst *mtmp;
 int type;
 {
     register struct obj *otmp;
 
     for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
         if (otmp->otyp == type)
             return otmp;
     return (struct obj *) 0;
 }
 

hits_bars

 /* TRUE iff thrown/kicked/rolled object doesn't pass through iron bars */
 boolean
 hits_bars(obj_p, x, y, always_hit, whodidit)
 struct obj **obj_p; /* *obj_p will be set to NULL if object breaks */
 int x, y;
 int always_hit; /* caller can force a hit for items which would fit through */
 int whodidit;   /* 1==hero, 0=other, -1==just check whether it'll pass thru */
 {
     struct obj *otmp = *obj_p;
     int obj_type = otmp->otyp;
     boolean hits = always_hit;
 
     if (!hits)
         switch (otmp->oclass) {
         case WEAPON_CLASS: {
             int oskill = objects[obj_type].oc_skill;
 
             hits = (oskill != -P_BOW && oskill != -P_CROSSBOW
                     && oskill != -P_DART && oskill != -P_SHURIKEN
                     && oskill != P_SPEAR
                     && oskill != P_KNIFE); /* but not dagger */
             break;
         }
         case ARMOR_CLASS:
             hits = (objects[obj_type].oc_armcat != ARM_GLOVES);
             break;
         case TOOL_CLASS:
             hits = (obj_type != SKELETON_KEY && obj_type != LOCK_PICK
                     && obj_type != CREDIT_CARD && obj_type != TALLOW_CANDLE
                     && obj_type != WAX_CANDLE && obj_type != LENSES
                     && obj_type != TIN_WHISTLE && obj_type != MAGIC_WHISTLE);
             break;
         case ROCK_CLASS: /* includes boulder */
             if (obj_type != STATUE || mons[otmp->corpsenm].msize > MZ_TINY)
                 hits = TRUE;
             break;
         case FOOD_CLASS:
             if (obj_type == CORPSE && mons[otmp->corpsenm].msize > MZ_TINY)
                 hits = TRUE;
             else
                 hits = (obj_type == MEAT_STICK
                         || obj_type == HUGE_CHUNK_OF_MEAT);
             break;
         case SPBOOK_CLASS:
         case WAND_CLASS:
         case BALL_CLASS:
         case CHAIN_CLASS:
             hits = TRUE;
             break;
         default:
             break;
         }
 
     if (hits && whodidit != -1) {
         if (whodidit ? hero_breaks(otmp, x, y, FALSE) : breaks(otmp, x, y))
             *obj_p = otmp = 0; /* object is now gone */
         /* breakage makes its own noises */
         else if (obj_type == BOULDER || obj_type == HEAVY_IRON_BALL)
             pline("Whang!");
         else if (otmp->oclass == COIN_CLASS
                  || objects[obj_type].oc_material == GOLD
                  || objects[obj_type].oc_material == SILVER)
             pline("Clink!");
         else
             pline("Clonk!");
     }
 
     return hits;
 }
 
 /*mthrowu.c*/