Source:SLASH'EM 0.0.7E7F2/uhitm.c
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Below is the full text to uhitm.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[Source:SLASH'EM 0.0.7E7F2/uhitm.c#line123]], for example.
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1. /* SCCS Id: @(#)uhitm.c 3.4 2003/02/18 */ 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,int *,struct attack *)); 8. STATIC_DCL void FDECL(steal_it, (struct monst *, struct attack *)); 9. #if 0 10. STATIC_DCL boolean FDECL(hitum, (struct monst *,int,int,struct attack *)); 11. #endif 12. STATIC_DCL boolean FDECL(hmon_hitmon, (struct monst *,struct obj *,int)); 13. #ifdef STEED 14. STATIC_DCL int FDECL(joust, (struct monst *,struct obj *)); 15. #endif 16. STATIC_DCL void NDECL(demonpet); 17. STATIC_DCL boolean FDECL(m_slips_free, (struct monst *mtmp,struct attack *mattk)); 18. STATIC_DCL int FDECL(explum, (struct monst *,struct attack *)); 19. STATIC_DCL void FDECL(start_engulf, (struct monst *)); 20. STATIC_DCL void NDECL(end_engulf); 21. STATIC_DCL int FDECL(gulpum, (struct monst *,struct attack *)); 22. STATIC_DCL boolean FDECL(hmonas, (struct monst *,int)); 23. STATIC_DCL void FDECL(nohandglow, (struct monst *)); 24. STATIC_DCL boolean FDECL(shade_aware, (struct obj *)); 25. 26. static int NDECL(martial_dmg); 27. 28. extern boolean notonhead; /* for long worms */ 29. /* The below might become a parameter instead if we use it a lot */ 30. static int dieroll; 31. static int rolls[2][2]; 32. #define dice(x) rolls[0][x] 33. #define tohit(x) rolls[1][x] 34. #define UWEP_ROLL 0 35. #define USWAPWEP_ROLL 1 36. 37. /* Used to flag attacks caused by Stormbringer's maliciousness. */ 38. static boolean override_confirmation = 0; 39. 40. /* Used to control whether Drow's sleep attack should succeed. */ 41. static boolean barehanded_hit = 0; 42. 43. /* WAC for mhit, two weapon attacking */ 44. #define HIT_UWEP 1 45. #define HIT_USWAPWEP 2 46. #define HIT_BODY 4 /* Hit with other body part */ 47. #define HIT_OTHER 8 /* Hit without touching */ 48. #define HIT_FATAL 16 49. 50. #define PROJECTILE(obj) ((obj) && is_ammo(obj)) 51. 52. /* modified from hurtarmor() in mhitu.c */ 53. /* This is not static because it is also used for monsters rusting monsters */ 54. void 55. hurtmarmor(mdef, attk) 56. struct monst *mdef; 57. int attk; 58. { 59. int hurt; 60. struct obj *target; 61. 62. switch(attk) { 63. /* 0 is burning, which we should never be called with */ 64. case AD_RUST: hurt = 1; break; 65. case AD_CORR: hurt = 3; break; 66. default: hurt = 2; break; 67. } 68. /* What the following code does: it keeps looping until it 69. * finds a target for the rust monster. 70. * Head, feet, etc... not covered by metal, or covered by 71. * rusty metal, are not targets. However, your body always 72. * is, no matter what covers it. 73. */ 74. while (1) { 75. switch(rn2(5)) { 76. case 0: 77. target = which_armor(mdef, W_ARMH); 78. if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef)) 79. continue; 80. break; 81. case 1: 82. target = which_armor(mdef, W_ARMC); 83. if (target) { 84. (void)rust_dmg(target, xname(target), hurt, TRUE, mdef); 85. break; 86. } 87. if ((target = which_armor(mdef, W_ARM)) != (struct obj *)0) { 88. (void)rust_dmg(target, xname(target), hurt, TRUE, mdef); 89. #ifdef TOURIST 90. } else if ((target = which_armor(mdef, W_ARMU)) != (struct obj *)0) { 91. (void)rust_dmg(target, xname(target), hurt, TRUE, mdef); 92. #endif 93. } 94. break; 95. case 2: 96. target = which_armor(mdef, W_ARMS); 97. if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef)) 98. continue; 99. break; 100. case 3: 101. target = which_armor(mdef, W_ARMG); 102. if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef)) 103. continue; 104. break; 105. case 4: 106. target = which_armor(mdef, W_ARMF); 107. if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef)) 108. continue; 109. break; 110. } 111. break; /* Out of while loop */ 112. } 113. } 114. 115. /* 116. * Now returns a bit mask of attacks that may proceed. Note that barehanded 117. * returns HIT_UWEP. -ALI 118. */ 119. 120. int 121. attack_checks(mtmp, barehanded) 122. register struct monst *mtmp; 123. boolean barehanded; 124. { 125. int retval; 126. char qbuf[QBUFSZ]; 127. 128. if (barehanded || !u.twoweap || !uswapwep) 129. retval = HIT_UWEP; 130. else 131. retval = HIT_UWEP | HIT_USWAPWEP; 132. 133. /* if you're close enough to attack, alert any waiting monster */ 134. mtmp->mstrategy &= ~STRAT_WAITMASK; 135. 136. if (u.uswallow && mtmp == u.ustuck) return retval; 137. 138. if (flags.forcefight) { 139. /* Do this in the caller, after we checked that the monster 140. * didn't die from the blow. Reason: putting the 'I' there 141. * causes the hero to forget the square's contents since 142. * both 'I' and remembered contents are stored in .glyph. 143. * If the monster dies immediately from the blow, the 'I' will 144. * not stay there, so the player will have suddenly forgotten 145. * the square's contents for no apparent reason. 146. if (!canspotmon(mtmp) && 147. !memory_is_invisible(u.ux+u.dx, u.uy+u.dy)) 148. map_invisible(u.ux+u.dx, u.uy+u.dy); 149. */ 150. return retval; 151. } 152. 153. /* Put up an invisible monster marker, but with exceptions for 154. * monsters that hide and monsters you've been warned about. 155. * The former already prints a warning message and 156. * prevents you from hitting the monster just via the hidden monster 157. * code below; if we also did that here, similar behavior would be 158. * happening two turns in a row. The latter shows a glyph on 159. * the screen, so you know something is there. 160. */ 161. if (!canspotmon(mtmp) && 162. !glyph_is_warning(glyph_at(u.ux+u.dx,u.uy+u.dy)) && 163. !memory_is_invisible(u.ux+u.dx, u.uy+u.dy) && 164. !(!Blind && mtmp->mundetected && hides_under(mtmp->data))) { 165. pline("Wait! There's %s there you can't see!", 166. something); 167. map_invisible(u.ux+u.dx, u.uy+u.dy); 168. /* if it was an invisible mimic, treat it as if we stumbled 169. * onto a visible mimic 170. */ 171. if(mtmp->m_ap_type && !Protection_from_shape_changers) { 172. if(!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data,AD_STCK)) 173. setustuck(mtmp); 174. } 175. wakeup(mtmp); /* always necessary; also un-mimics mimics */ 176. return 0; 177. } 178. 179. if (mtmp->m_ap_type && !Protection_from_shape_changers && 180. !sensemon(mtmp) && 181. !glyph_is_warning(glyph_at(u.ux+u.dx,u.uy+u.dy))) { 182. /* If a hidden mimic was in a square where a player remembers 183. * some (probably different) unseen monster, the player is in 184. * luck--he attacks it even though it's hidden. 185. */ 186. if (memory_is_invisible(mtmp->mx, mtmp->my)) { 187. seemimic(mtmp); 188. return retval; 189. } 190. stumble_onto_mimic(mtmp); 191. return 0; 192. } 193. 194. if (mtmp->mundetected && !canseemon(mtmp) && 195. !glyph_is_warning(glyph_at(u.ux+u.dx,u.uy+u.dy)) && 196. (hides_under(mtmp->data) || mtmp->data->mlet == S_EEL)) { 197. mtmp->mundetected = mtmp->msleeping = 0; 198. newsym(mtmp->mx, mtmp->my); 199. if (memory_is_invisible(mtmp->mx, mtmp->my)) { 200. seemimic(mtmp); 201. return retval; 202. } 203. if (!(Blind ? Blind_telepat : Unblind_telepat)) { 204. struct obj *obj; 205. 206. if (Blind || (is_pool(mtmp->mx,mtmp->my) && !Underwater)) 207. pline("Wait! There's a hidden monster there!"); 208. else if ((obj = level.objects[mtmp->mx][mtmp->my]) != 0) 209. pline("Wait! There's %s hiding under %s!", 210. an(l_monnam(mtmp)), doname(obj)); 211. return 0; 212. } 213. } 214. 215. /* 216. * make sure to wake up a monster from the above cases if the 217. * hero can sense that the monster is there. 218. */ 219. if ((mtmp->mundetected || mtmp->m_ap_type) && sensemon(mtmp)) { 220. mtmp->mundetected = 0; 221. wakeup(mtmp); 222. } 223. 224. if (flags.confirm && mtmp->mpeaceful 225. && !Confusion && !Hallucination && !Stunned) { 226. /* Intelligent chaotic weapons (Stormbringer) want blood */ 227. if (!barehanded && 228. uwep && uwep->oartifact == ART_STORMBRINGER) { 229. override_confirmation = HIT_UWEP; 230. return retval; 231. } 232. if (canspotmon(mtmp)) { 233. Sprintf(qbuf, "Really attack %s?", mon_nam(mtmp)); 234. if (yn(qbuf) != 'y') { 235. /* Stormbringer is not tricked so easily */ 236. if (!barehanded && u.twoweap && uswapwep && 237. uswapwep->oartifact == ART_STORMBRINGER) { 238. override_confirmation = HIT_USWAPWEP; 239. /* Lose primary attack */ 240. return HIT_USWAPWEP; 241. } 242. flags.move = 0; 243. return 0; 244. } 245. } 246. } 247. 248. return retval; 249. } 250. 251. /* 252. * It is unchivalrous for a knight to attack the defenseless or from behind. 253. */ 254. void 255. check_caitiff(mtmp) 256. struct monst *mtmp; 257. { 258. if (Role_if(PM_KNIGHT) && u.ualign.type == A_LAWFUL && 259. (!mtmp->mcanmove || mtmp->msleeping || 260. (mtmp->mflee && !mtmp->mavenge)) && 261. u.ualign.record > -10) { 262. You("caitiff!"); 263. adjalign(-1); 264. } 265. } 266. 267. schar 268. find_roll_to_hit(mtmp) 269. register struct monst *mtmp; 270. { 271. schar tmp; 272. int tmp2; 273. 274. tmp = 1 + Luck + abon() + find_mac(mtmp) + u.uhitinc + 275. maybe_polyd(youmonst.data->mlevel, u.ulevel); 276. 277. check_caitiff(mtmp); 278. 279. /* attacking peaceful creatures is bad for the samurai's giri */ 280. if (Role_if(PM_SAMURAI) && mtmp->mpeaceful && 281. u.ualign.record > -10) { 282. You("dishonorably attack the innocent!"); 283. adjalign(-1); 284. } 285. 286. /* Adjust vs. (and possibly modify) monster state. */ 287. 288. if(mtmp->mstun) tmp += 2; 289. if(mtmp->mflee) tmp += 2; 290. 291. if (mtmp->msleeping) { 292. mtmp->msleeping = 0; 293. tmp += 2; 294. } 295. if(!mtmp->mcanmove) { 296. tmp += 4; 297. if(!rn2(10)) { 298. mtmp->mcanmove = 1; 299. mtmp->mfrozen = 0; 300. } 301. } 302. 303. if (is_orc(mtmp->data) && maybe_polyd(is_elf(youmonst.data), 304. Race_if(PM_ELF))) 305. tmp++; 306. 307. #if 0 308. if(Role_if(PM_MONK) && !Upolyd) { 309. if (uarm) { 310. Your("armor is rather cumbersome..."); 311. tmp -= urole.spelarmr; 312. } else if (!uwep && !uarms) { 313. tmp += (u.ulevel / 3) + 2; 314. } 315. } 316. #endif 317. 318. if(Role_if(PM_MONK) && !Upolyd) { 319. if(!uwep && (!u.twoweap || !uswapwep) && !uarms && 320. (!uarm || (uarm && uarm->otyp >= ROBE && 321. uarm->otyp <= ROBE_OF_WEAKNESS))) 322. 323. tmp += (u.ulevel / 3) + 2; 324. else if (!uwep && (!u.twoweap || !uswapwep)) { 325. pline("Your armor is rather cumbersome..."); 326. tmp += (u.ulevel / 9) + 1; 327. } 328. } 329. /* special class effect uses... */ 330. if (tech_inuse(T_KIII)) tmp += 4; 331. if (tech_inuse(T_BERSERK)) tmp += 2; 332. 333. /* with a lot of luggage, your agility diminishes */ 334. if ((tmp2 = near_capacity()) != 0) tmp -= (tmp2*2) - 1; 335. if (u.utrap) tmp -= 3; 336. /* Some monsters have a combination of weapon attacks and non-weapon 337. * attacks. It is therefore wrong to add hitval to tmp; we must add 338. * it only for the specific attack (in hmonas()). 339. */ 340. /* WAC This is now taken care of later in player's case - for twoweapon */ 341. /* 342. if (uwep && !Upolyd) { 343. tmp += hitval(uwep, mtmp); 344. tmp += weapon_hit_bonus(uwep); 345. } 346. */ 347. return tmp; 348. } 349. 350. /* try to attack; return FALSE if monster evaded */ 351. /* u.dx and u.dy must be set */ 352. boolean 353. attack(mtmp) 354. register struct monst *mtmp; 355. { 356. schar tmp; 357. register struct permonst *mdat = mtmp->data; 358. int mhit; 359. 360. /* This section of code provides protection against accidentally 361. * hitting peaceful (like '@') and tame (like 'd') monsters. 362. * Protection is provided as long as player is not: blind, confused, 363. * hallucinating or stunned. 364. * changes by wwp 5/16/85 365. * More changes 12/90, -dkh-. if its tame and safepet, (and protected 366. * 07/92) then we assume that you're not trying to attack. Instead, 367. * you'll usually just swap places if this is a movement command 368. */ 369. /* Intelligent chaotic weapons (Stormbringer) want blood */ 370. if (is_safepet(mtmp) && !flags.forcefight) { 371. if ((!uwep || uwep->oartifact != ART_STORMBRINGER) 372. && (!u.twoweap || !uswapwep 373. || uswapwep->oartifact != ART_STORMBRINGER)){ 374. /* there are some additional considerations: this won't work 375. * if in a shop or Punished or you miss a random roll or 376. * if you can walk thru walls and your pet cannot (KAA) or 377. * if your pet is a long worm (unless someone does better). 378. * there's also a chance of displacing a "frozen" monster. 379. * sleeping monsters might magically walk in their sleep. 380. */ 381. boolean foo = (Punished || !rn2(7) || is_longworm(mtmp->data)), 382. inshop = FALSE; 383. char *p; 384. 385. for (p = in_rooms(mtmp->mx, mtmp->my, SHOPBASE); *p; p++) 386. if (tended_shop(&rooms[*p - ROOMOFFSET])) { 387. inshop = TRUE; 388. break; 389. } 390. 391. if (inshop || foo || 392. (IS_ROCK(levl[u.ux][u.uy].typ) && 393. !passes_walls(mtmp->data))) { 394. char buf[BUFSZ]; 395. 396. monflee(mtmp, rnd(6), FALSE, FALSE); 397. Strcpy(buf, y_monnam(mtmp)); 398. buf[0] = highc(buf[0]); 399. You("stop. %s is in the way!", buf); 400. return(TRUE); 401. } else if ((mtmp->mfrozen || (! mtmp->mcanmove) 402. || (mtmp->data->mmove == 0)) && rn2(6)) { 403. pline("%s doesn't seem to move!", Monnam(mtmp)); 404. return(TRUE); 405. } else return(FALSE); 406. } 407. } 408. 409. /* possibly set in attack_checks; 410. examined in known_hitum, called via hitum or hmonas below */ 411. override_confirmation = 0; 412. mhit = attack_checks(mtmp, !uwep); 413. if (!mhit) return(TRUE); 414. 415. if (Upolyd) { 416. /* certain "pacifist" monsters don't attack */ 417. if(noattacks(youmonst.data)) { 418. You("have no way to attack monsters physically."); 419. mtmp->mstrategy &= ~STRAT_WAITMASK; 420. goto atk_done; 421. } 422. } 423. 424. if(check_capacity("You cannot fight while so heavily loaded.")) 425. goto atk_done; 426. 427. if (u.twoweap && !can_twoweapon()) 428. untwoweapon(); 429. 430. if(unweapon) { 431. unweapon = FALSE; 432. if(flags.verbose) { 433. if(uwep) 434. You("begin bashing monsters with your %s.", 435. aobjnam(uwep, (char *)0)); 436. else if (tech_inuse(T_EVISCERATE)) 437. You("begin slashing monsters with your claws."); 438. else if (!cantwield(youmonst.data)) { 439. if (P_SKILL(P_MARTIAL_ARTS) >= P_EXPERT) 440. You("assume a martial arts stance."); 441. else You("begin %sing monsters with your %s %s.", 442. Role_if(PM_MONK) ? "strik" : "bash", 443. uarmg ? "gloved" : "bare", /* Del Lamb */ 444. makeplural(body_part(HAND))); 445. } 446. } 447. } 448. 449. exercise(A_STR, TRUE); /* you're exercising muscles */ 450. /* andrew@orca: prevent unlimited pick-axe attacks */ 451. u_wipe_engr(3); 452. 453. /* Is the "it died" check actually correct? */ 454. if(mdat->mlet == S_LEPRECHAUN && !mtmp->mfrozen && !mtmp->msleeping && 455. !mtmp->mconf && mtmp->mcansee && !rn2(7) && 456. (m_move(mtmp, 0) == 2 || /* it died */ 457. mtmp->mx != u.ux+u.dx || mtmp->my != u.uy+u.dy)) /* it moved */ 458. return(FALSE); 459. 460. tmp = find_roll_to_hit(mtmp); 461. 462. (void) hmonas(mtmp, tmp); /* hmonas handles all attacks now */ 463. 464. /* berserk lycanthropes calm down after the enemy is dead */ 465. if (mtmp->mhp <= 0) repeat_hit = 0; 466. /* 467. if (Upolyd) 468. (void) hmonas(mtmp, tmp); 469. else 470. (void) hitum(mtmp, tmp, mhit, youmonst.data->mattk); 471. */ 472. mtmp->mstrategy &= ~STRAT_WAITMASK; 473. 474. atk_done: 475. /* see comment in attack_checks() */ 476. /* we only need to check for this if we did an attack_checks() 477. * and it returned 0 (it's okay to attack), and the monster didn't 478. * evade. 479. */ 480. if (flags.forcefight && mtmp->mhp > 0 && !canspotmon(mtmp) && 481. !memory_is_invisible(u.ux+u.dx, u.uy+u.dy) && 482. !(u.uswallow && mtmp == u.ustuck)) 483. map_invisible(u.ux+u.dx, u.uy+u.dy); 484. 485. return(TRUE); 486. } 487. 488. STATIC_OVL boolean 489. known_hitum(mon, mattack, mhit, uattk) /* returns TRUE if monster still lives */ 490. register struct monst *mon; 491. int mattack; /* Which weapons you attacked with -ALI */ 492. register int *mhit; 493. struct attack *uattk; 494. { 495. register boolean malive = TRUE; 496. 497. if (override_confirmation) { 498. /* this may need to be generalized if weapons other than 499. Stormbringer acquire similar anti-social behavior... */ 500. if (flags.verbose) 501. if (override_confirmation == HIT_UWEP) 502. Your("bloodthirsty blade attacks!"); 503. else 504. pline("The black blade will not be thwarted!"); 505. } 506. 507. if(!*mhit) { 508. if (mattack & HIT_UWEP) 509. missum(mon, tohit(UWEP_ROLL), dice(UWEP_ROLL), uattk); 510. if (mattack & HIT_USWAPWEP) 511. missum(mon, tohit(USWAPWEP_ROLL), dice(USWAPWEP_ROLL), uattk); 512. } else { 513. int oldhp = mon->mhp, 514. x = u.ux + u.dx, y = u.uy + u.dy; 515. 516. /* we hit the monster; be careful: it might die or 517. be knocked into a different location */ 518. notonhead = (mon->mx != x || mon->my != y); 519. if (*mhit & HIT_UWEP) { 520. /* KMH, conduct */ 521. if (uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep))) 522. u.uconduct.weaphit++; 523. dieroll = dice(UWEP_ROLL); 524. malive = hmon(mon, uwep, 0); 525. } else if (mattack & HIT_UWEP) 526. missum(mon, tohit(UWEP_ROLL), dice(UWEP_ROLL), uattk); 527. if ((mattack & HIT_USWAPWEP) && malive && m_at(x, y) == mon) { 528. /* KMH, ethics */ 529. if (*mhit & HIT_USWAPWEP) { 530. if (uswapwep) u.uconduct.weaphit++; 531. dieroll = dice(USWAPWEP_ROLL); 532. malive = hmon(mon, uswapwep, 0); 533. } else 534. missum(mon, tohit(USWAPWEP_ROLL), dice(USWAPWEP_ROLL), uattk); 535. } 536. if (malive) { 537. /* monster still alive */ 538. if(!rn2(25) && mon->mhp < mon->mhpmax/2 539. && !(u.uswallow && mon == u.ustuck)) { 540. /* maybe should regurgitate if swallowed? */ 541. if(!rn2(3)) { 542. monflee(mon, rnd(100), FALSE, TRUE); 543. } else monflee(mon, 0, FALSE, TRUE); 544. 545. if(u.ustuck == mon && !u.uswallow && !sticks(youmonst.data)) 546. setustuck(0); 547. } 548. /* Vorpal Blade hit converted to miss */ 549. /* could be headless monster or worm tail */ 550. if (mon->mhp == oldhp) { 551. *mhit = 0; 552. /* a miss does not break conduct */ 553. if (uwep && 554. (uwep->oclass == WEAPON_CLASS || is_weptool(uwep))) 555. --u.uconduct.weaphit; 556. } 557. if (mon->wormno && *mhit) { 558. int dohit = *mhit; 559. if (!u.twoweap || (dohit & HIT_UWEP)) { 560. if (cutworm(mon, x, y, uwep)) 561. dohit = 0; /* Don't try and cut a worm twice */ 562. } 563. if (u.twoweap && (dohit & HIT_USWAPWEP)) 564. (void) cutworm(mon, x, y, uswapwep); 565. } 566. } 567. 568. /* Lycanthropes sometimes go a little berserk! 569. * If special is on, they will multihit and stun! 570. */ 571. if ((Race_if(PM_HUMAN_WEREWOLF) && (mon->mhp > 0)) || 572. tech_inuse(T_EVISCERATE)) { 573. if (tech_inuse(T_EVISCERATE)) { 574. /*make slashing message elsewhere*/ 575. if (repeat_hit == 0) { 576. /* [max] limit to 4 (0-3) */ 577. repeat_hit = (tech_inuse(T_EVISCERATE) > 5) ? 578. 4 : (tech_inuse(T_EVISCERATE) - 2); 579. /* [max] limit to 4 */ 580. mon->mfrozen = (tech_inuse(T_EVISCERATE) > 5) ? 581. 4 : (tech_inuse(T_EVISCERATE) - 2); 582. } 583. mon->mstun = 1; 584. mon->mcanmove = 0; 585. } else if (!rn2(24)) { 586. repeat_hit += rn2(4)+1; 587. /* Length of growl depends on how angry you get */ 588. switch (repeat_hit) { 589. case 0: /* This shouldn't be possible, but... */ 590. case 1: pline("Grrrrr!"); break; 591. case 2: pline("Rarrrgh!"); break; 592. case 3: pline("Grrarrgh!"); break; 593. case 4: pline("Rarggrrgh!"); break; 594. case 5: pline("Raaarrrrrr!"); break; 595. case 6: 596. default:pline("Grrrrrrarrrrg!"); break; 597. } 598. } 599. } 600. } 601. return(malive); 602. } 603. 604. #if 0 /* Obsolete */ 605. STATIC_OVL boolean 606. hitum(mon, tmp, mhit, uattk) /* returns TRUE if monster still lives */ 607. struct monst *mon; 608. int tmp; 609. int mhit; 610. struct attack *uattk; 611. { 612. boolean malive; 613. int mattack = mhit; 614. int tmp1 = tmp, tmp2 = tmp; 615. 616. if (mhit & HIT_UWEP) 617. { 618. if (uwep) tmp1 += hitval(uwep, mon); 619. 620. tohit(UWEP_ROLL) = tmp1; 621. 622. if (tmp1 <= (dice(UWEP_ROLL) = rnd(20)) && !u.uswallow) 623. mhit &= ~HIT_UWEP; 624. 625. if (tmp1 > dice(UWEP_ROLL)) exercise(A_DEX, TRUE); 626. #ifdef DEBUG 627. pline("(%i/20)", tmp1); 628. #endif 629. } 630. 631. if (mhit & HIT_USWAPWEP && u.twoweap) { 632. if (uswapwep) tmp2 += hitval(uswapwep, mon) - 2; 633. 634. tohit(USWAPWEP_ROLL) = tmp2; 635. 636. if (tmp2 <= (dice(USWAPWEP_ROLL) = rnd(20)) && !u.uswallow) 637. mhit &= ~HIT_USWAPWEP; 638. 639. if (tmp2 > dice(USWAPWEP_ROLL)) exercise(A_DEX, TRUE); 640. #ifdef DEBUG 641. pline("((%i/20))", tmp2); 642. #endif 643. } 644. 645. malive = known_hitum(mon, mattack, &mhit, uattk); 646. (void) passive(mon, mhit, malive, AT_WEAP); 647. /* berserk lycanthropes calm down after the enemy is dead */ 648. if (!malive) repeat_hit = 0; 649. return(malive); 650. } 651. #endif 652. 653. /* WAC Seperate martial arts damage function */ 654. int 655. martial_dmg() 656. { 657. int damage; 658. /* WAC plateau at 16 if Monk and Grand Master (6d4) 659. 13 if Grand Master 660. 11 if Master 661. 9 if Expert 662. 7 if Skilled 663. 5 if Basic (1d4) 664. */ 665. 666. if ((Role_if(PM_MONK) && !Upolyd) 667. && (P_SKILL(P_MARTIAL_ARTS) == P_GRAND_MASTER) 668. && (u.ulevel > 16)) damage = d(6,2); 669. else if (u.ulevel > (2*(P_SKILL(P_MARTIAL_ARTS) - P_BASIC) + 5)) 670. damage = d((int) (P_SKILL(P_MARTIAL_ARTS) - P_UNSKILLED),2); 671. else 672. damage = d((int) ((u.ulevel+2)/3),2); 673. 674. if((!uarm || (uarm && (uarm->otyp >= ROBE && 675. uarm->otyp <= ROBE_OF_WEAKNESS))) && (!uarms)) 676. damage *= 2; 677. else damage += 2; 678. return (damage); 679. } 680. 681. boolean /* general "damage monster" routine */ 682. hmon(mon, obj, thrown) /* return TRUE if mon still alive */ 683. struct monst *mon; 684. struct obj *obj; 685. int thrown; /* 0: not thrown, 1: launched with uwep, 686. 2: launched with uswapwep, 3: thrown by some other means */ 687. { 688. boolean result, anger_guards; 689. 690. anger_guards = (mon->mpeaceful && 691. (mon->ispriest || mon->isshk || 692. mon->data == &mons[PM_WATCHMAN] || 693. mon->data == &mons[PM_WATCH_CAPTAIN])); 694. result = hmon_hitmon(mon, obj, thrown); 695. if (mon->ispriest && !rn2(2)) ghod_hitsu(mon); 696. if (anger_guards) (void)angry_guards(!flags.soundok); 697. return result; 698. } 699. 700. /* guts of hmon() */ 701. STATIC_OVL boolean 702. hmon_hitmon(mon, obj, thrown) 703. struct monst *mon; 704. struct obj *obj; 705. int thrown; 706. { 707. int tmp, canhitmon = 0, objenchant; 708. struct permonst *mdat = mon->data; 709. int barehand_silver_rings = 0; 710. /* The basic reason we need all these booleans is that we don't want 711. * a "hit" message when a monster dies, so we have to know how much 712. * damage it did _before_ outputting a hit message, but any messages 713. * associated with the damage don't come out until _after_ outputting 714. * a hit message. 715. */ 716. boolean hittxt = FALSE, destroyed = FALSE, already_killed = FALSE; 717. boolean get_dmg_bonus = TRUE; 718. boolean ispoisoned = FALSE, needpoismsg = FALSE, poiskilled = FALSE; 719. boolean silvermsg = FALSE, silverobj = FALSE; 720. boolean valid_weapon_attack = FALSE; 721. boolean unarmed = !uwep && !uarm && !uarms; 722. #ifdef STEED 723. int jousting = 0; 724. #endif 725. boolean vapekilled = FALSE; /* WAC added boolean for vamps vaporize */ 726. boolean burnmsg = FALSE; 727. boolean no_obj = !obj; /* since !obj can change if weapon breaks, etc. */ 728. boolean noeffect; 729. int wtype; 730. struct obj *monwep; 731. struct obj *launcher; 732. char yourbuf[BUFSZ]; 733. char unconventional[BUFSZ]; /* substituted for word "attack" in msg */ 734. char saved_oname[BUFSZ]; 735. 736. if (thrown == 1) launcher = uwep; 737. else if (thrown == 2) launcher = uswapwep; 738. else launcher = 0; 739. 740. objenchant = !thrown && no_obj || obj->spe < 0 ? 0 : obj->spe; 741. 742. if (need_one(mon)) canhitmon = 1; 743. if (need_two(mon)) canhitmon = 2; 744. if (need_three(mon)) canhitmon = 3; 745. if (need_four(mon)) canhitmon = 4; 746. 747. /* 748. * If you are a creature that can hit as a +2 weapon, then YOU can 749. * hit as a +2 weapon. - SW 750. */ 751. 752. if (Upolyd) { /* Is Upolyd correct? */ 753. /* a monster that needs a +1 weapon to hit it hits as a +1 weapon... */ 754. if (need_one(&youmonst)) objenchant = 1; 755. if (need_two(&youmonst)) objenchant = 2; 756. if (need_three(&youmonst)) objenchant = 3; 757. if (need_four(&youmonst)) objenchant = 4; 758. /* overridden by specific flags */ 759. if (hit_as_one(&youmonst)) objenchant = 1; 760. if (hit_as_two(&youmonst)) objenchant = 2; 761. if (hit_as_three(&youmonst)) objenchant = 3; 762. if (hit_as_four(&youmonst)) objenchant = 4; 763. } 764. 765. unconventional[0] = '\0'; 766. saved_oname[0] = '\0'; 767. 768. wakeup(mon); 769. if(!thrown && no_obj) { /* attack with bare hands */ 770. if (Role_if(PM_MONK) && !Upolyd && u.ulevel/4 > objenchant) 771. objenchant = u.ulevel/4; 772. noeffect = objenchant < canhitmon; 773. if (martial_bonus()) { 774. if (mdat == &mons[PM_SHADE]) { 775. tmp = rn2(3); 776. } else { 777. tmp = martial_dmg(); 778. } 779. } else { 780. if (mdat == &mons[PM_SHADE]) 781. tmp = 0; 782. else tmp = rnd(2); 783. } 784. 785. valid_weapon_attack = (tmp > 1); 786. 787. /* blessed gloves give bonuses when fighting 'bare-handed' */ 788. if (uarmg && uarmg->blessed && (is_undead(mdat) || is_demon(mdat))) 789. tmp += rnd(4); 790. 791. if (uarmg && uarmg->spe) tmp += uarmg->spe; /* WAC plusses from gloves */ 792. 793. /* So do silver rings. Note: rings are worn under gloves, so you 794. * don't get both bonuses. 795. */ 796. if (!uarmg) { 797. if (uleft && objects[uleft->otyp].oc_material == SILVER) 798. barehand_silver_rings++; 799. if (uright && objects[uright->otyp].oc_material == SILVER) 800. barehand_silver_rings++; 801. if (barehand_silver_rings && hates_silver(mdat)) { 802. tmp += rnd(20); 803. silvermsg = TRUE; 804. } 805. } 806. 807. /* WAC - Hand-to-Hand Combat Techniques */ 808. 809. if ((tech_inuse(T_CHI_STRIKE)) && (u.uen > 0)) { 810. You("feel a surge of force."); 811. tmp += (u.uen > (10 + (u.ulevel / 5)) ? 812. (10 + (u.ulevel / 5)) : u.uen); 813. u.uen -= (10 + (u.ulevel / 5)); 814. if (u.uen < 0) u.uen = 0; 815. } 816. 817. if (tech_inuse(T_E_FIST)) { 818. int dmgbonus = 0; 819. hittxt = TRUE; 820. dmgbonus = noeffect ? 0 : d(2,4); 821. switch (rn2(4)) { 822. case 0: /* Fire */ 823. if (!Blind) pline("%s is on fire!", Monnam(mon)); 824. dmgbonus += destroy_mitem(mon, SCROLL_CLASS, AD_FIRE); 825. dmgbonus += destroy_mitem(mon, SPBOOK_CLASS, AD_FIRE); 826. if (noeffect || resists_fire(mon)) { 827. if (!noeffect) 828. shieldeff(mon->mx, mon->my); 829. if (!Blind) 830. pline_The("fire doesn't heat %s!", mon_nam(mon)); 831. golemeffects(mon, AD_FIRE, dmgbonus); 832. if (!noeffect) 833. dmgbonus = 0; 834. else 835. noeffect = 0; 836. } 837. /* only potions damage resistant players in destroy_item */ 838. dmgbonus += destroy_mitem(mon, POTION_CLASS, AD_FIRE); 839. break; 840. case 1: /* Cold */ 841. if (!Blind) pline("%s is covered in frost!", Monnam(mon)); 842. if (noeffect || resists_cold(mon)) { 843. if (!noeffect) 844. shieldeff(mon->mx, mon->my); 845. if (!Blind) 846. pline_The("frost doesn't chill %s!", mon_nam(mon)); 847. golemeffects(mon, AD_COLD, dmgbonus); 848. dmgbonus = 0; 849. noeffect = 0; 850. } 851. dmgbonus += destroy_mitem(mon, POTION_CLASS, AD_COLD); 852. break; 853. case 2: /* Elec */ 854. if (!Blind) pline("%s is zapped!", Monnam(mon)); 855. dmgbonus += destroy_mitem(mon, WAND_CLASS, AD_ELEC); 856. if (noeffect || resists_elec(mon)) { 857. if (!noeffect) 858. shieldeff(mon->mx, mon->my); 859. if (!Blind) 860. pline_The("zap doesn't shock %s!", mon_nam(mon)); 861. golemeffects(mon, AD_ELEC, dmgbonus); 862. if (!noeffect) 863. dmgbonus = 0; 864. else 865. noeffect = 0; 866. } 867. /* only rings damage resistant players in destroy_item */ 868. dmgbonus += destroy_mitem(mon, RING_CLASS, AD_ELEC); 869. break; 870. case 3: /* Acid */ 871. if (!Blind) 872. pline("%s is covered in acid!", Monnam(mon)); 873. if (noeffect || resists_acid(mon)) { 874. if (!Blind) 875. pline_The("acid doesn't burn %s!", Monnam(mon)); 876. dmgbonus = 0; 877. noeffect = 0; 878. } 879. break; 880. } 881. if (dmgbonus > 0) 882. tmp += dmgbonus; 883. } /* Techinuse Elemental Fist */ 884. 885. } else { 886. if (obj->oartifact == ART_MAGICBANE) objenchant = 4; 887. else if (obj->oartifact) objenchant += 2; 888. 889. #ifdef LIGHTSABERS 890. if (is_lightsaber(obj)) objenchant = 4; 891. #endif 892. 893. if (is_poisonable(obj) && obj->opoisoned) 894. ispoisoned = TRUE; 895. 896. noeffect = objenchant < canhitmon && !ispoisoned; 897. 898. Strcpy(saved_oname, cxname(obj)); 899. if(obj->oclass == WEAPON_CLASS || is_weptool(obj) || 900. obj->oclass == GEM_CLASS) { 901. 902. /* is it not a melee weapon? */ 903. /* KMH, balance patch -- new macros */ 904. if (/* if you strike with a bow... */ 905. is_launcher(obj) || 906. /* or strike with a missile in your hand... */ 907. (!thrown && (is_missile(obj) || is_ammo(obj))) || 908. /* or use a pole at short range and not mounted... */ 909. (!thrown && 910. #ifdef STEED 911. !u.usteed && 912. #endif 913. is_pole(obj)) || 914. #ifdef LIGHTSABERS 915. /* lightsaber that isn't lit ;) */ 916. (is_lightsaber(obj) && !obj->lamplit) || 917. #endif 918. /* or throw a missile without the proper bow... */ 919. (thrown == 1 && is_ammo(obj) && 920. !ammo_and_launcher(obj, launcher)) || 921. /* This case isn't actually needed so far since 922. * you can only throw in two-weapon mode when both 923. * launchers take the same ammo 924. */ 925. (thrown == 2 && is_ammo(obj) && 926. !ammo_and_launcher(obj, launcher))) { 927. /* then do only 1-2 points of damage */ 928. if (mdat == &mons[PM_SHADE] && obj->otyp != SILVER_ARROW) 929. tmp = 0; 930. else 931. tmp = rnd(2); 932. if (!thrown && (obj == uwep || obj == uswapwep) && 933. obj->otyp == BOOMERANG && !rnl(4) == 4-1) { 934. boolean more_than_1 = (obj->quan > 1L); 935. 936. pline("As you hit %s, %s%s %s breaks into splinters.", 937. mon_nam(mon), more_than_1 ? "one of " : "", 938. shk_your(yourbuf, obj), xname(obj)); 939. if (!more_than_1) { 940. if (obj == uwep) 941. uwepgone(); /* set unweapon */ 942. else 943. setuswapwep((struct obj *)0, FALSE); 944. } 945. useup(obj); 946. if (!more_than_1) obj = (struct obj *) 0; 947. hittxt = TRUE; 948. if (mdat != &mons[PM_SHADE]) 949. tmp++; 950. } 951. } else { 952. tmp = dmgval(obj, mon); 953. /* a minimal hit doesn't exercise proficiency */ 954. valid_weapon_attack = (tmp > 1); 955. #if 0 956. if (!valid_weapon_attack || mon == u.ustuck || u.twoweap) { 957. #endif 958. if (!valid_weapon_attack || mon == u.ustuck) { 959. ; /* no special bonuses */ 960. } else if (mon->mflee && Role_if(PM_ROGUE) && !Upolyd) { 961. You("strike %s from behind!", mon_nam(mon)); 962. tmp += rnd(u.ulevel); 963. hittxt = TRUE; 964. } else if (dieroll == 2 && obj == uwep && 965. !u.twoweap && 966. obj->oclass == WEAPON_CLASS && 967. (bimanual(obj) || 968. (Role_if(PM_SAMURAI) && obj->otyp == KATANA && !uarms)) && 969. ((wtype = uwep_skill_type()) != P_NONE && 970. P_SKILL(wtype) >= P_SKILLED) && 971. ((monwep = MON_WEP(mon)) != 0 && 972. !is_flimsy(monwep) && 973. !obj_resists(monwep, 974. 50 + 15 * greatest_erosion(obj), 100))) { 975. /* 976. * 2.5% chance of shattering defender's weapon when 977. * using a two-handed weapon; less if uwep is rusted. 978. * [dieroll == 2 is most successful non-beheading or 979. * -bisecting hit, in case of special artifact damage; 980. * the percentage chance is (1/20)*(50/100).] 981. * WAC. Bimanual, or samurai and Katana without shield. 982. * No twoweapon. 983. */ 984. setmnotwielded(mon,monwep); 985. MON_NOWEP(mon); 986. mon->weapon_check = NEED_WEAPON; 987. pline("%s %s %s from the force of your blow!", 988. s_suffix(Monnam(mon)), xname(monwep), 989. otense(monwep, "shatter")); 990. m_useup(mon, monwep); 991. /* If someone just shattered MY weapon, I'd flee! */ 992. if (rn2(4)) { 993. monflee(mon, d(2,3), TRUE, TRUE); 994. } 995. hittxt = TRUE; 996. } 997. 998. if (obj->oartifact && 999. artifact_hit(&youmonst, mon, obj, &tmp, dieroll)) { 1000. if(mon->mhp <= 0) /* artifact killed monster */ 1001. return FALSE; 1002. if (tmp == 0) return TRUE; 1003. hittxt = TRUE; 1004. } 1005. if (objects[obj->otyp].oc_material == SILVER 1006. && hates_silver(mdat)) { 1007. silvermsg = TRUE; silverobj = TRUE; 1008. } 1009. #ifdef STEED 1010. if (u.usteed && !thrown && tmp > 0 && 1011. weapon_type(obj) == P_LANCE && mon != u.ustuck) { 1012. jousting = joust(mon, obj); 1013. /* exercise skill even for minimal damage hits */ 1014. if (jousting) valid_weapon_attack = TRUE; 1015. } 1016. #endif 1017. if (thrown && (is_ammo(obj) || is_missile(obj))) { 1018. #ifdef P_SPOON 1019. if (obj->oartifact == ART_HOUCHOU) { 1020. pline("There is a bright flash as it hits %s.", 1021. the(mon_nam(mon))); 1022. tmp = dmgval(obj, mon); 1023. } 1024. #endif /* P_SPOON */ 1025. if (ammo_and_launcher(obj, launcher)) { 1026. if (launcher->oartifact) 1027. tmp += spec_dbon(launcher, mon, tmp); 1028. /* Elves and Samurai do extra damage using 1029. * their bows&arrows; they're highly trained. 1030. * WAC Only elves get dmg bonus from flurry. Change? 1031. */ 1032. if (Role_if(PM_SAMURAI) && 1033. obj->otyp == YA && launcher->otyp == YUMI) 1034. tmp++; 1035. else if (Race_if(PM_ELF)) { 1036. if (obj->otyp == ELVEN_ARROW && 1037. launcher->otyp == ELVEN_BOW) { 1038. tmp++; 1039. /* WAC Extra damage if in special ability*/ 1040. if (tech_inuse(T_FLURRY)) tmp += 2; 1041. } else if (objects[obj->otyp].oc_skill == P_BOW 1042. && tech_inuse(T_FLURRY)) { 1043. tmp++; 1044. } 1045. } else if (Race_if(PM_DROW)) { 1046. if (obj->otyp == DARK_ELVEN_ARROW && 1047. launcher->otyp == DARK_ELVEN_BOW) { 1048. tmp += 2; 1049. /* WAC Mucho damage if in special ability*/ 1050. if (tech_inuse(T_FLURRY)) tmp *= 2; 1051. } else if (objects[obj->otyp].oc_skill == P_BOW 1052. && tech_inuse(T_FLURRY)) { 1053. tmp++; 1054. } 1055. } 1056. } 1057. } 1058. /* MRKR: Hitting with a lit torch does extra */ 1059. /* fire damage, but uses up the torch */ 1060. /* more quickly. */ 1061. 1062. if(obj->otyp == TORCH && obj->lamplit 1063. && !resists_fire(mon)) { 1064. 1065. burnmsg = TRUE; 1066. 1067. tmp++; 1068. if (resists_cold(mon)) tmp += rnd(3); 1069. 1070. /* Additional damage due to burning armor */ 1071. /* & equipment is delayed to below, after */ 1072. /* the hit messages are printed. */ 1073. } 1074. } 1075. } else if(obj->oclass == POTION_CLASS) { 1076. if (!u.twoweap || obj == uwep) { 1077. if (obj->quan > 1L) 1078. obj = splitobj(obj, 1L); 1079. else 1080. setuwep((struct obj *)0, FALSE); 1081. } else if (u.twoweap && obj == uswapwep) { 1082. if (obj->quan > 1L) 1083. setworn(splitobj(obj, 1L), W_SWAPWEP); 1084. else 1085. setuswapwep((struct obj *)0, FALSE); 1086. } 1087. freeinv(obj); 1088. potionhit(mon, obj, TRUE); 1089. if (mon->mhp <= 0) return FALSE; /* killed */ 1090. hittxt = TRUE; 1091. /* in case potion effect causes transformation */ 1092. mdat = mon->data; 1093. tmp = (mdat == &mons[PM_SHADE]) ? 0 : 1; 1094. } else { 1095. if (mdat == &mons[PM_SHADE] && !shade_aware(obj)) { 1096. tmp = 0; 1097. Strcpy(unconventional, cxname(obj)); 1098. } else { 1099. switch(obj->otyp) { 1100. case BOULDER: /* 1d20 */ 1101. case HEAVY_IRON_BALL: /* 1d25 */ 1102. case IRON_CHAIN: /* 1d4+1 */ 1103. tmp = dmgval(obj, mon); 1104. break; 1105. case MIRROR: 1106. if (breaktest(obj)) { 1107. You("break %s mirror. That's bad luck!", 1108. shk_your(yourbuf, obj)); 1109. change_luck(-2); 1110. useup(obj); 1111. obj = (struct obj *) 0; 1112. unarmed = FALSE; /* avoid obj==0 confusion */ 1113. get_dmg_bonus = FALSE; 1114. hittxt = TRUE; 1115. } 1116. tmp = 1; 1117. break; 1118. #ifdef TOURIST 1119. case EXPENSIVE_CAMERA: 1120. You("succeed in destroying %s camera. Congratulations!", 1121. shk_your(yourbuf, obj)); 1122. useup(obj); 1123. return(TRUE); 1124. /*NOTREACHED*/ 1125. break; 1126. #endif 1127. case CORPSE: /* fixed by polder@cs.vu.nl */ 1128. if (touch_petrifies(&mons[obj->corpsenm])) { 1129. static const char withwhat[] = "corpse"; 1130. tmp = 1; 1131. hittxt = TRUE; 1132. You("hit %s with %s %s.", mon_nam(mon), 1133. obj->dknown ? the(mons[obj->corpsenm].mname) : 1134. an(mons[obj->corpsenm].mname), 1135. (obj->quan > 1) ? makeplural(withwhat) : withwhat); 1136. if (!munstone(mon, TRUE)) 1137. minstapetrify(mon, TRUE); 1138. if (resists_ston(mon)) break; 1139. /* note: hp may be <= 0 even if munstoned==TRUE */ 1140. return (boolean) (mon->mhp > 0); 1141. #if 0 1142. } else if (touch_petrifies(mdat)) { 1143. /* maybe turn the corpse into a statue? */ 1144. #endif 1145. } 1146. tmp = (obj->corpsenm >= LOW_PM ? 1147. mons[obj->corpsenm].msize : 0) + 1; 1148. break; 1149. case EGG: 1150. { 1151. #define useup_eggs(o) { if (thrown) obfree(o,(struct obj *)0); \ 1152. else useupall(o); \ 1153. o = (struct obj *)0; } /* now gone */ 1154. long cnt = obj->quan; 1155. 1156. tmp = 1; /* nominal physical damage */ 1157. get_dmg_bonus = FALSE; 1158. hittxt = TRUE; /* message always given */ 1159. /* egg is always either used up or transformed, so next 1160. hand-to-hand attack should yield a "bashing" mesg */ 1161. if (obj == uwep) unweapon = TRUE; 1162. if (obj->spe && obj->corpsenm >= LOW_PM) { 1163. if (obj->quan < 5) 1164. change_luck((schar) -(obj->quan)); 1165. else 1166. change_luck(-5); 1167. } 1168. 1169. if (touch_petrifies(&mons[obj->corpsenm])) { 1170. /*learn_egg_type(obj->corpsenm);*/ 1171. pline("Splat! You hit %s with %s %s egg%s!", 1172. mon_nam(mon), 1173. obj->known ? "the" : cnt > 1L ? "some" : "a", 1174. obj->known ? mons[obj->corpsenm].mname : "petrifying", 1175. plur(cnt)); 1176. #if 0 1177. obj->known = 1; /* (not much point...) */ 1178. #endif 1179. useup_eggs(obj); 1180. if (!munstone(mon, TRUE)) 1181. minstapetrify(mon, TRUE); 1182. if (resists_ston(mon)) break; 1183. return (boolean) (mon->mhp > 0); 1184. } else { /* ordinary egg(s) */ 1185. const char *eggp = 1186. (obj->corpsenm != NON_PM && obj->known) ? 1187. the(mons[obj->corpsenm].mname) : 1188. (cnt > 1L) ? "some" : "an"; 1189. You("hit %s with %s egg%s.", 1190. mon_nam(mon), eggp, plur(cnt)); 1191. if (touch_petrifies(mdat) && !stale_egg(obj)) { 1192. pline_The("egg%s %s alive any more...", 1193. plur(cnt), 1194. (cnt == 1L) ? "isn't" : "aren't"); 1195. if (obj->timed) obj_stop_timers(obj); 1196. obj->otyp = ROCK; 1197. obj->oclass = GEM_CLASS; 1198. obj->oartifact = 0; 1199. obj->spe = 0; 1200. obj->known = obj->dknown = obj->bknown = 0; 1201. obj->owt = weight(obj); 1202. if (thrown) place_object(obj, mon->mx, mon->my); 1203. } else { 1204. pline("Splat!"); 1205. useup_eggs(obj); 1206. exercise(A_WIS, FALSE); 1207. } 1208. } 1209. break; 1210. #undef useup_eggs 1211. } 1212. case CLOVE_OF_GARLIC: /* no effect against demons */ 1213. if (is_undead(mdat)) { 1214. monflee(mon, d(2, 4), FALSE, TRUE); 1215. } 1216. tmp = 1; 1217. break; 1218. case CREAM_PIE: 1219. case BLINDING_VENOM: 1220. mon->msleeping = 0; 1221. if (can_blnd(&youmonst, mon, (uchar) 1222. (obj->otyp == BLINDING_VENOM 1223. ? AT_SPIT : AT_WEAP), obj)) { 1224. if (Blind) { 1225. pline(obj->otyp == CREAM_PIE ? 1226. "Splat!" : "Splash!"); 1227. } else if (obj->otyp == BLINDING_VENOM) { 1228. pline_The("venom blinds %s%s!", mon_nam(mon), 1229. mon->mcansee ? "" : " further"); 1230. } else { 1231. char *whom = mon_nam(mon); 1232. char *what = The(xname(obj)); 1233. if (!thrown && obj->quan > 1) 1234. what = An(singular(obj, xname)); 1235. /* note: s_suffix returns a modifiable buffer */ 1236. if (haseyes(mdat) 1237. && mdat != &mons[PM_FLOATING_EYE]) 1238. whom = strcat(strcat(s_suffix(whom), " "), 1239. mbodypart(mon, FACE)); 1240. pline("%s %s over %s!", 1241. what, vtense(what, "splash"), whom); 1242. } 1243. setmangry(mon); 1244. mon->mcansee = 0; 1245. tmp = rn1(25, 21); 1246. if(((int) mon->mblinded + tmp) > 127) 1247. mon->mblinded = 127; 1248. else mon->mblinded += tmp; 1249. } else { 1250. pline(obj->otyp==CREAM_PIE ? "Splat!" : "Splash!"); 1251. setmangry(mon); 1252. } 1253. if (thrown) obfree(obj, (struct obj *)0); 1254. else useup(obj); 1255. hittxt = TRUE; 1256. get_dmg_bonus = FALSE; 1257. tmp = 0; 1258. break; 1259. case ACID_VENOM: /* thrown (or spit) */ 1260. if (resists_acid(mon)) { 1261. Your("venom hits %s harmlessly.", 1262. mon_nam(mon)); 1263. tmp = 0; 1264. } else { 1265. Your("venom burns %s!", mon_nam(mon)); 1266. tmp = dmgval(obj, mon); 1267. } 1268. if (thrown) obfree(obj, (struct obj *)0); 1269. else useup(obj); 1270. hittxt = TRUE; 1271. get_dmg_bonus = FALSE; 1272. break; 1273. default: 1274. /* non-weapons can damage because of their weight */ 1275. /* (but not too much) */ 1276. tmp = obj->owt/100; 1277. if(tmp < 1) tmp = 1; 1278. else tmp = rnd(tmp); 1279. if(tmp > 6) tmp = 6; 1280. /* 1281. * Things like silver wands can arrive here so 1282. * so we need another silver check. 1283. */ 1284. if (objects[obj->otyp].oc_material == SILVER 1285. && hates_silver(mdat)) { 1286. tmp += rnd(20); 1287. silvermsg = TRUE; silverobj = TRUE; 1288. } 1289. } 1290. } 1291. } 1292. } 1293. 1294. /****** NOTE: perhaps obj is undefined!! (if !thrown && BOOMERANG) 1295. * *OR* if attacking bare-handed!! */ 1296. 1297. if (get_dmg_bonus && tmp > 0) { 1298. tmp += u.udaminc; 1299. /* If you throw using a propellor, you don't get a strength 1300. * bonus but you do get an increase-damage bonus. 1301. */ 1302. if(!thrown || !obj || !uwep || !ammo_and_launcher(obj, launcher)) 1303. tmp += dbon(); 1304. } 1305. 1306. /* 1307. * Ki special ability, see cmd.c in function special_ability. 1308. * In this case, we do twice damage! Wow! 1309. * 1310. * Berserk special ability only does +4 damage. - SW 1311. */ 1312. /*Lycanthrope claws do +level bare hands dmg 1313. (multi-hit, stun/freeze)..- WAC*/ 1314. 1315. if (tech_inuse(T_KIII)) tmp *= 2; 1316. if (tech_inuse(T_BERSERK)) tmp += 4; 1317. if (tech_inuse(T_EVISCERATE)) { 1318. tmp += rnd((int) (u.ulevel/2 + 1)) + (u.ulevel/2); /* [max] was only + u.ulevel */ 1319. You("slash %s!", mon_nam(mon)); 1320. hittxt = TRUE; 1321. } 1322. 1323. if (valid_weapon_attack) { 1324. struct obj *wep; 1325. 1326. /* to be valid a projectile must have had the correct projector */ 1327. wep = PROJECTILE(obj) ? launcher : obj; 1328. tmp += weapon_dam_bonus(wep); 1329. /* [this assumes that `!thrown' implies wielded...] */ 1330. wtype = weapon_type(wep); 1331. if (thrown || !u.twoweap || !rn2(2)) use_skill(wtype, 1); 1332. else if (u.twoweap) use_skill(P_TWO_WEAPON_COMBAT,1); 1333. } 1334. 1335. if (ispoisoned) { 1336. int nopoison = (10 - (obj->owt/10)); 1337. if(nopoison < 2) nopoison = 2; 1338. if Role_if(PM_SAMURAI) { 1339. You("dishonorably use a poisoned weapon!"); 1340. adjalign(-sgn(u.ualign.type)); 1341. } else if ((u.ualign.type == A_LAWFUL) && (u.ualign.record > -10)) { 1342. You_feel("like an evil coward for using a poisoned weapon."); 1343. adjalign(-1); 1344. } 1345. if (obj && !rn2(nopoison)) { 1346. obj->opoisoned = FALSE; 1347. Your("%s %s no longer poisoned.", xname(obj), 1348. otense(obj, "are")); 1349. } 1350. if (resists_poison(mon)) 1351. needpoismsg = TRUE; 1352. else if (rn2(10)) 1353. tmp += rnd(6); 1354. else poiskilled = TRUE; 1355. } 1356. 1357. if (tmp < 1) { 1358. /* make sure that negative damage adjustment can't result 1359. in inadvertently boosting the victim's hit points */ 1360. tmp = 0; 1361. if (mdat == &mons[PM_SHADE]) { 1362. if (!hittxt) { 1363. const char *what = unconventional[0] ? unconventional : "attack"; 1364. Your("%s %s harmlessly through %s.", 1365. what, vtense(what, "pass"), 1366. mon_nam(mon)); 1367. hittxt = TRUE; 1368. } 1369. } else { 1370. if (get_dmg_bonus) tmp = 1; 1371. } 1372. } 1373. 1374. #ifdef STEED 1375. if (jousting) { 1376. tmp += d(2, (obj == uwep) ? 10 : 2); /* [was in dmgval()] */ 1377. You("joust %s%s", 1378. mon_nam(mon), canseemon(mon) ? exclam(tmp) : "."); 1379. if (jousting < 0) { 1380. Your("%s shatters on impact!", xname(obj)); 1381. /* (must be either primary or secondary weapon to get here) */ 1382. u.twoweap = FALSE; /* untwoweapon() is too verbose here */ 1383. if (obj == uwep) uwepgone(); /* set unweapon */ 1384. /* minor side-effect: broken lance won't split puddings */ 1385. useup(obj); 1386. obj = 0; 1387. } 1388. /* avoid migrating a dead monster */ 1389. if (mon->mhp > tmp) { 1390. mhurtle(mon, u.dx, u.dy, 1); 1391. mdat = mon->data; /* in case of a polymorph trap */ 1392. if (DEADMONSTER(mon)) already_killed = TRUE; 1393. } 1394. hittxt = TRUE; 1395. } else 1396. #endif 1397. 1398. /* VERY small chance of stunning opponent if unarmed. */ 1399. if (unarmed && tmp > 1 && !thrown && !obj && !Upolyd) { 1400. if (rnd(100) < P_SKILL(P_BARE_HANDED_COMBAT) && 1401. !bigmonst(mdat) && !thick_skinned(mdat)) { 1402. if (canspotmon(mon)) 1403. pline("%s %s from your powerful strike!", Monnam(mon), 1404. makeplural(stagger(mon->data, "stagger"))); 1405. /* avoid migrating a dead monster */ 1406. if (mon->mhp > tmp) { 1407. mhurtle(mon, u.dx, u.dy, 1); 1408. mdat = mon->data; /* in case of a polymorph trap */ 1409. if (DEADMONSTER(mon)) already_killed = TRUE; 1410. } 1411. hittxt = TRUE; 1412. } 1413. } 1414. 1415. if (tmp && noeffect) { 1416. if (silvermsg) 1417. tmp = 8; 1418. else { 1419. Your("attack doesn't seem to harm %s.", mon_nam(mon)); 1420. hittxt = TRUE; 1421. tmp = 0; 1422. } 1423. } 1424. 1425. /* WAC Added instant kill from wooden stakes vs vampire */ 1426. /* based off Poison Code */ 1427. /* fixed stupid mistake - check that obj exists before comparing...*/ 1428. if (obj && obj->otyp == WOODEN_STAKE && is_vampire(mdat)) { 1429. if (Role_if(PM_UNDEAD_SLAYER) 1430. || (P_SKILL(weapon_type(obj)) >= P_EXPERT) 1431. || obj->oartifact == ART_STAKE_OF_VAN_HELSING) { 1432. if (!rn2(10)) { 1433. You("plunge your stake into the heart of %s.", 1434. mon_nam(mon)); 1435. vapekilled = TRUE; 1436. } else { 1437. You("drive your stake into %s.", mon_nam(mon)); 1438. tmp += rnd(6) + 2; 1439. hittxt = TRUE; 1440. } 1441. } else { 1442. You("drive your stake into %s.", mon_nam(mon)); 1443. tmp += rnd(6); 1444. hittxt = TRUE; 1445. } 1446. } 1447. 1448. /* Special monk strikes */ 1449. if (Role_if(PM_MONK) && !Upolyd && !thrown && no_obj && 1450. (!uarm || (uarm && uarm->otyp >= ROBE && 1451. uarm->otyp <= ROBE_OF_WEAKNESS)) && !uarms && 1452. distu(mon->mx, mon->my) <= 2) { 1453. /* just so we don't need another variable ... */ 1454. canhitmon = rnd(100); 1455. if (canhitmon < u.ulevel / 8 && !thick_skinned(mdat)) { 1456. if (canspotmon(mon)) 1457. You("strike %s extremely hard!", mon_nam(mon)); 1458. tmp *= 2; 1459. hittxt = TRUE; 1460. } else if (canhitmon < u.ulevel / 4 && !thick_skinned(mdat)) { 1461. if (canspotmon(mon)) 1462. You("strike %s very hard!", mon_nam(mon)); 1463. tmp += tmp / 2; 1464. hittxt = TRUE; 1465. } else if (canhitmon < u.ulevel / 2 && !bigmonst(mon->data) && 1466. !thick_skinned(mdat)) { 1467. if (canspotmon(mon)) 1468. pline("%s %s from your powerful strike!", Monnam(mon), 1469. makeplural(stagger(mon->data, "stagger"))); 1470. /* avoid migrating a dead monster */ 1471. if (mon->mhp > tmp) { 1472. mhurtle(mon, u.dx, u.dy, 1); 1473. mdat = mon->data; /* in case of a polymorph trap */ 1474. if (DEADMONSTER(mon)) already_killed = TRUE; 1475. } 1476. hittxt = TRUE; 1477. } 1478. } 1479. 1480. if (!already_killed) mon->mhp -= tmp; 1481. /* adjustments might have made tmp become less than what 1482. a level draining artifact has already done to max HP */ 1483. if (mon->mhp > mon->mhpmax) mon->mhp = mon->mhpmax; 1484. if (mon->mhp < 1) 1485. destroyed = TRUE; 1486. /* fixed bug with hitting tame monster with non-magic weapon */ 1487. if (mon->mtame && (!mon->mflee || mon->mfleetim) && tmp > 0) { 1488. 1489. abuse_dog(mon); 1490. monflee(mon, 10 * rnd(tmp), FALSE, FALSE); 1491. } 1492. if((mdat == &mons[PM_BLACK_PUDDING] || mdat == &mons[PM_BROWN_PUDDING]) 1493. && obj /* && obj == uwep -- !thrown and obj == weapon */ 1494. && !thrown 1495. && objects[obj->otyp].oc_material == IRON 1496. && mon->mhp > 1 && !thrown && !mon->mcan 1497. /* && !destroyed -- guaranteed by mhp > 1 */ ) { 1498. if (clone_mon(mon, 0, 0)) { 1499. pline("%s divides as you hit it!", Monnam(mon)); 1500. hittxt = TRUE; 1501. } 1502. } 1503. 1504. if (!hittxt && /*( thrown => obj exists )*/ 1505. (!destroyed || (thrown && m_shot.n > 1 && m_shot.o == obj->otyp))) { 1506. if (thrown) hit(mshot_xname(obj), mon, exclam(tmp)); 1507. else if (!flags.verbose) You("hit it."); 1508. else You("%s %s%s", Role_if(PM_BARBARIAN) ? "smite" : "hit", 1509. mon_nam(mon), canseemon(mon) ? exclam(tmp) : "."); 1510. } 1511. 1512. if (burnmsg) { 1513. /* A chance of setting the monster's */ 1514. /* armour + equipment on fire */ 1515. /* (this does not do any extra damage) */ 1516. 1517. if (!Blind) { 1518. Your("%s %s %s.", xname(obj), 1519. (mon->data == &mons[PM_WATER_ELEMENTAL]) ? 1520. "vaporizes part of" : "burns", mon_nam(mon)); 1521. } 1522. 1523. if (!rn2(2) && burnarmor(mon)) { 1524. if (!rn2(3)) 1525. (void)destroy_mitem(mon, POTION_CLASS, AD_FIRE); 1526. if (!rn2(3)) 1527. (void)destroy_mitem(mon, SCROLL_CLASS, AD_FIRE); 1528. if (!rn2(5)) 1529. (void)destroy_mitem(mon, SPBOOK_CLASS, AD_FIRE); 1530. } 1531. 1532. if (mon->data == &mons[PM_WATER_ELEMENTAL]) { 1533. if (!Blind) { 1534. Your("%s goes out.", xname(obj)); 1535. } 1536. end_burn(obj, TRUE); 1537. } 1538. else { 1539. /* use up the torch more quickly */ 1540. burn_faster(obj, 1); 1541. } 1542. } 1543. 1544. if (silvermsg) { 1545. const char *fmt; 1546. char *whom = mon_nam(mon); 1547. char silverobjbuf[BUFSZ]; 1548. 1549. if (canspotmon(mon)) { 1550. if (barehand_silver_rings == 1) 1551. fmt = "Your silver ring sears %s!"; 1552. else if (barehand_silver_rings == 2) 1553. fmt = "Your silver rings sear %s!"; 1554. else if (silverobj && saved_oname[0]) { 1555. Sprintf(silverobjbuf, "Your %s%s %s %%s!", 1556. strstri(saved_oname, "silver") ? 1557. "" : "silver ", 1558. saved_oname, vtense(saved_oname, "sear")); 1559. fmt = silverobjbuf; 1560. } else 1561. fmt = "The silver sears %s!"; 1562. } else { 1563. *whom = highc(*whom); /* "it" -> "It" */ 1564. fmt = "%s is seared!"; 1565. } 1566. /* note: s_suffix returns a modifiable buffer */ 1567. if (!noncorporeal(mdat)) 1568. whom = strcat(s_suffix(whom), " flesh"); 1569. pline(fmt, whom); 1570. } 1571. 1572. if (needpoismsg) 1573. pline_The("poison doesn't seem to affect %s.", mon_nam(mon)); 1574. if (poiskilled) { 1575. pline_The("poison was deadly..."); 1576. if (!already_killed) xkilled(mon, 0); 1577. return FALSE; 1578. /* For vamps */ 1579. } else if (vapekilled) { 1580. if (cansee(mon->mx, mon->my)) 1581. pline("%s%ss body vaporizes!", Monnam(mon), 1582. canseemon(mon) ? "'" : ""); 1583. if (!already_killed) xkilled(mon, 2); 1584. return FALSE; 1585. } else if (destroyed) { 1586. if (!already_killed) 1587. killed(mon); /* takes care of most messages */ 1588. } else if(u.umconf && !thrown) { 1589. nohandglow(mon); 1590. if (!mon->mconf && !resist(mon, SPBOOK_CLASS, 0, NOTELL)) { 1591. mon->mconf = 1; 1592. if (!mon->mstun && mon->mcanmove && !mon->msleeping && 1593. canseemon(mon)) 1594. pline("%s appears confused.", Monnam(mon)); 1595. } 1596. } 1597. 1598. #ifdef SHOW_DMG 1599. if (!destroyed) showdmg(tmp); 1600. #endif 1601. return((boolean)(destroyed ? FALSE : TRUE)); 1602. } 1603. 1604. STATIC_OVL boolean 1605. shade_aware(obj) 1606. struct obj *obj; 1607. { 1608. if (!obj) return FALSE; 1609. /* 1610. * The things in this list either 1611. * 1) affect shades. 1612. * OR 1613. * 2) are dealt with properly by other routines 1614. * when it comes to shades. 1615. */ 1616. if (obj->otyp == BOULDER || obj->otyp == HEAVY_IRON_BALL 1617. || obj->otyp == IRON_CHAIN /* dmgval handles those first three */ 1618. || obj->otyp == MIRROR /* silver in the reflective surface */ 1619. || obj->otyp == CLOVE_OF_GARLIC /* causes shades to flee */ 1620. || objects[obj->otyp].oc_material == SILVER) 1621. return TRUE; 1622. return FALSE; 1623. } 1624. 1625. /* check whether slippery clothing protects from hug or wrap attack */ 1626. /* [currently assumes that you are the attacker] */ 1627. STATIC_OVL boolean 1628. m_slips_free(mdef, mattk) 1629. struct monst *mdef; 1630. struct attack *mattk; 1631. { 1632. struct obj *obj; 1633. 1634. if (mattk->adtyp == AD_DRIN) { 1635. /* intelligence drain attacks the head */ 1636. obj = which_armor(mdef, W_ARMH); 1637. } else { 1638. /* grabbing attacks the body */ 1639. obj = which_armor(mdef, W_ARMC); /* cloak */ 1640. if (!obj) obj = which_armor(mdef, W_ARM); /* suit */ 1641. #ifdef TOURIST 1642. if (!obj) obj = which_armor(mdef, W_ARMU); /* shirt */ 1643. #endif 1644. } 1645. 1646. /* if your cloak/armor is greased, monster slips off; this 1647. protection might fail (33% chance) when the armor is cursed */ 1648. if (obj && (obj->greased || obj->otyp == OILSKIN_CLOAK) && 1649. (!obj->cursed || rn2(3))) { 1650. You("%s %s %s %s!", 1651. mattk->adtyp == AD_WRAP ? 1652. "slip off of" : "grab, but cannot hold onto", 1653. s_suffix(mon_nam(mdef)), 1654. obj->greased ? "greased" : "slippery", 1655. /* avoid "slippery slippery cloak" 1656. for undiscovered oilskin cloak */ 1657. (obj->greased || objects[obj->otyp].oc_name_known) ? 1658. xname(obj) : cloak_simple_name(obj)); 1659. 1660. if (obj->greased && !rn2(2)) { 1661. pline_The("grease wears off."); 1662. obj->greased = 0; 1663. } 1664. return TRUE; 1665. } 1666. return FALSE; 1667. } 1668. 1669. /* used when hitting a monster with a lance while mounted */ 1670. STATIC_OVL int /* 1: joust hit; 0: ordinary hit; -1: joust but break lance */ 1671. joust(mon, obj) 1672. struct monst *mon; /* target */ 1673. struct obj *obj; /* weapon */ 1674. { 1675. int skill_rating, joust_dieroll; 1676. 1677. if (Fumbling || Stunned) return 0; 1678. /* sanity check; lance must be wielded in order to joust */ 1679. if (obj != uwep && (obj != uswapwep || !u.twoweap)) return 0; 1680. 1681. /* if using two weapons, use worse of lance and two-weapon skills */ 1682. skill_rating = P_SKILL(weapon_type(obj)); /* lance skill */ 1683. if (u.twoweap && P_SKILL(P_TWO_WEAPON_COMBAT) < skill_rating) 1684. skill_rating = P_SKILL(P_TWO_WEAPON_COMBAT); 1685. if (skill_rating == P_ISRESTRICTED) skill_rating = P_UNSKILLED; /* 0=>1 */ 1686. 1687. /* odds to joust are expert:80%, skilled:60%, basic:40%, unskilled:20% */ 1688. if ((joust_dieroll = rn2(5)) < skill_rating) { 1689. if (joust_dieroll == 0 && rnl(50) == (50-1) && 1690. !unsolid(mon->data) && !obj_resists(obj, 0, 100)) 1691. return -1; /* hit that breaks lance */ 1692. return 1; /* successful joust */ 1693. } 1694. return 0; /* no joust bonus; revert to ordinary attack */ 1695. } 1696. 1697. /* 1698. * Send in a demon pet for the hero. Exercise wisdom. 1699. * 1700. * This function used to be inline to damageum(), but the Metrowerks compiler 1701. * (DR4 and DR4.5) screws up with an internal error 5 "Expression Too Complex." 1702. * Pulling it out makes it work. 1703. */ 1704. STATIC_OVL void 1705. demonpet() 1706. { 1707. int i; 1708. struct permonst *pm; 1709. struct monst *dtmp; 1710. 1711. pline("Some hell-p has arrived!"); 1712. i = !rn2(6) ? ndemon(u.ualign.type) : NON_PM; 1713. pm = i != NON_PM ? &mons[i] : youmonst.data; 1714. if ((dtmp = makemon(pm, u.ux, u.uy, NO_MM_FLAGS)) != 0) 1715. (void)tamedog(dtmp, (struct obj *)0); 1716. exercise(A_WIS, TRUE); 1717. } 1718. 1719. /* 1720. * Player uses theft attack against monster. 1721. * 1722. * If the target is wearing body armor, take all of its possesions; 1723. * otherwise, take one object. [Is this really the behavior we want?] 1724. * 1725. * This routine implicitly assumes that there is no way to be able to 1726. * resist petfication (ie, be polymorphed into a xorn or golem) at the 1727. * same time as being able to steal (poly'd into nymph or succubus). 1728. * If that ever changes, the check for touching a cockatrice corpse 1729. * will need to be smarter about whether to break out of the theft loop. 1730. */ 1731. STATIC_OVL void 1732. steal_it(mdef, mattk) 1733. struct monst *mdef; 1734. struct attack *mattk; 1735. { 1736. struct obj *otmp, *stealoid, **minvent_ptr; 1737. long unwornmask; 1738. 1739. if (!mdef->minvent) return; /* nothing to take */ 1740. 1741. /* look for worn body armor */ 1742. stealoid = (struct obj *)0; 1743. if (could_seduce(&youmonst, mdef, mattk)) { 1744. /* find armor, and move it to end of inventory in the process */ 1745. minvent_ptr = &mdef->minvent; 1746. while ((otmp = *minvent_ptr) != 0) 1747. if (otmp->owornmask & W_ARM) { 1748. if (stealoid) panic("steal_it: multiple worn suits"); 1749. *minvent_ptr = otmp->nobj; /* take armor out of minvent */ 1750. stealoid = otmp; 1751. stealoid->nobj = (struct obj *)0; 1752. } else { 1753. minvent_ptr = &otmp->nobj; 1754. } 1755. *minvent_ptr = stealoid; /* put armor back into minvent */ 1756. } 1757. 1758. if (stealoid) { /* we will be taking everything */ 1759. if (gender(mdef) == (int) u.mfemale && 1760. youmonst.data->mlet == S_NYMPH) 1761. You("charm %s. She gladly hands over her possessions.", 1762. mon_nam(mdef)); 1763. else 1764. You("seduce %s and %s starts to take off %s clothes.", 1765. mon_nam(mdef), mhe(mdef), mhis(mdef)); 1766. } 1767. 1768. while ((otmp = mdef->minvent) != 0) { 1769. if (!Upolyd) break; /* no longer have ability to steal */ 1770. /* take the object away from the monster */ 1771. obj_extract_self(otmp); 1772. if ((unwornmask = otmp->owornmask) != 0L) { 1773. mdef->misc_worn_check &= ~unwornmask; 1774. if (otmp->owornmask & W_WEP) { 1775. setmnotwielded(mdef,otmp); 1776. MON_NOWEP(mdef); 1777. } 1778. otmp->owornmask = 0L; 1779. update_mon_intrinsics(mdef, otmp, FALSE, FALSE); 1780. 1781. if (otmp == stealoid) /* special message for final item */ 1782. pline("%s finishes taking off %s suit.", 1783. Monnam(mdef), mhis(mdef)); 1784. } 1785. /* give the object to the character */ 1786. otmp = hold_another_object(otmp, "You snatched but dropped %s.", 1787. doname(otmp), "You steal: "); 1788. if (otmp->where != OBJ_INVENT) continue; 1789. if (otmp->otyp == CORPSE && 1790. touch_petrifies(&mons[otmp->corpsenm]) && !uarmg) { 1791. char kbuf[BUFSZ]; 1792. 1793. Sprintf(kbuf, "stolen %s corpse", mons[otmp->corpsenm].mname); 1794. instapetrify(kbuf); 1795. break; /* stop the theft even if hero survives */ 1796. } 1797. /* more take-away handling, after theft message */ 1798. if (unwornmask & W_WEP) { /* stole wielded weapon */ 1799. possibly_unwield(mdef, FALSE); 1800. } else if (unwornmask & W_ARMG) { /* stole worn gloves */ 1801. mselftouch(mdef, (const char *)0, TRUE); 1802. if (mdef->mhp <= 0) /* it's now a statue */ 1803. return; /* can't continue stealing */ 1804. } 1805. 1806. if (!stealoid) break; /* only taking one item */ 1807. } 1808. } 1809. 1810. int 1811. damageum(mdef, mattk) 1812. register struct monst *mdef; 1813. register struct attack *mattk; 1814. { 1815. register struct permonst *pd = mdef->data; 1816. register int tmp = d((int)mattk->damn, (int)mattk->damd); 1817. int armpro; 1818. boolean negated; 1819. register int enchantlvl = 0; 1820. boolean noeffect = FALSE; 1821. 1822. armpro = magic_negation(mdef); 1823. /* since hero can't be cancelled, only defender's armor applies */ 1824. negated = !((rn2(3) >= armpro) || !rn2(50)); 1825. 1826. if (hit_as_one(&youmonst)) enchantlvl = 1; 1827. if (hit_as_two(&youmonst)) enchantlvl = 2; 1828. if (hit_as_three(&youmonst)) enchantlvl = 3; 1829. if (hit_as_four(&youmonst)) enchantlvl = 4; 1830. 1831. if (need_one(mdef) && enchantlvl < 1) noeffect = TRUE; 1832. if (need_two(mdef) && enchantlvl < 2) noeffect = TRUE; 1833. if (need_three(mdef) && enchantlvl < 3) noeffect = TRUE; 1834. if (need_four(mdef) && enchantlvl < 4) noeffect = TRUE; 1835. 1836. if (is_demon(youmonst.data) && !rn2(13) && !uwep 1837. && u.umonnum != PM_SUCCUBUS && u.umonnum != PM_INCUBUS 1838. && u.umonnum != PM_BALROG) { 1839. demonpet(); 1840. return(0); 1841. } 1842. switch(mattk->adtyp) { 1843. case AD_STUN: 1844. if(!Blind) 1845. pline("%s %s for a moment.", Monnam(mdef), 1846. makeplural(stagger(mdef->data, "stagger"))); 1847. mdef->mstun = 1; 1848. goto physical; 1849. case AD_LEGS: 1850. /* if (u.ucancelled) { */ 1851. /* tmp = 0; */ 1852. /* break; */ 1853. /* } */ 1854. goto physical; 1855. case AD_WERE: /* no special effect on monsters */ 1856. case AD_HEAL: /* likewise */ 1857. case AD_PHYS: 1858. physical: 1859. if(mattk->aatyp == AT_WEAP) { 1860. if(uwep) tmp = 0; 1861. } else if(mattk->aatyp == AT_KICK) { 1862. if(thick_skinned(mdef->data)) tmp = 0; 1863. if(mdef->data == &mons[PM_SHADE]) { 1864. if (!(uarmf && uarmf->blessed)) { 1865. impossible("bad shade attack function flow?"); 1866. tmp = 0; 1867. } else 1868. tmp = rnd(4); /* bless damage */ 1869. } 1870. } else if(mattk->aatyp == AT_HUGS && 1871. u.umonnum == PM_ROPE_GOLEM) { 1872. if (breathless(mdef->data)) tmp = (tmp + 1) / 2; 1873. } 1874. break; 1875. case AD_FIRE: 1876. if (negated) { 1877. tmp = 0; 1878. break; 1879. } 1880. if (!Blind) 1881. pline("%s is %s!", Monnam(mdef), 1882. on_fire(mdef->data, mattk)); 1883. if (pd == &mons[PM_STRAW_GOLEM] || 1884. pd == &mons[PM_PAPER_GOLEM]) { 1885. if (!Blind) 1886. pline("%s burns completely!", Monnam(mdef)); 1887. xkilled(mdef,2); 1888. tmp = 0; 1889. break; 1890. /* Don't return yet; keep hp<1 and tmp=0 for pet msg */ 1891. } 1892. if (pd == &mons[PM_STRAW_GOLEM] || 1893. pd == &mons[PM_PAPER_GOLEM] || 1894. pd == &mons[PM_WAX_GOLEM]) { 1895. if (!Blind) 1896. pline("%s falls to pieces!", Monnam(mdef)); 1897. xkilled(mdef,3); 1898. return(2); 1899. } 1900. tmp += destroy_mitem(mdef, SCROLL_CLASS, AD_FIRE); 1901. tmp += destroy_mitem(mdef, SPBOOK_CLASS, AD_FIRE); 1902. if (resists_fire(mdef)) { 1903. if (!Blind) 1904. pline_The("fire doesn't heat %s!", mon_nam(mdef)); 1905. golemeffects(mdef, AD_FIRE, tmp); 1906. shieldeff(mdef->mx, mdef->my); 1907. tmp = 0; 1908. } 1909. /* only potions damage resistant players in destroy_item */ 1910. tmp += destroy_mitem(mdef, POTION_CLASS, AD_FIRE); 1911. break; 1912. case AD_COLD: 1913. if (negated) { 1914. tmp = 0; 1915. break; 1916. } 1917. if (!Blind) pline("%s is covered in frost!", Monnam(mdef)); 1918. if (resists_cold(mdef)) { 1919. shieldeff(mdef->mx, mdef->my); 1920. if (!Blind) 1921. pline_The("frost doesn't chill %s!", mon_nam(mdef)); 1922. golemeffects(mdef, AD_COLD, tmp); 1923. tmp = 0; 1924. } 1925. tmp += destroy_mitem(mdef, POTION_CLASS, AD_COLD); 1926. break; 1927. case AD_ELEC: 1928. if (negated) { 1929. tmp = 0; 1930. break; 1931. } 1932. if (!Blind) pline("%s is zapped!", Monnam(mdef)); 1933. tmp += destroy_mitem(mdef, WAND_CLASS, AD_ELEC); 1934. if (resists_elec(mdef)) { 1935. if (!Blind) 1936. pline_The("zap doesn't shock %s!", mon_nam(mdef)); 1937. golemeffects(mdef, AD_ELEC, tmp); 1938. shieldeff(mdef->mx, mdef->my); 1939. tmp = 0; 1940. } 1941. /* only rings damage resistant players in destroy_item */ 1942. tmp += destroy_mitem(mdef, RING_CLASS, AD_ELEC); 1943. break; 1944. case AD_ACID: 1945. if (resists_acid(mdef)) tmp = 0; 1946. break; 1947. case AD_STON: 1948. if (!munstone(mdef, TRUE)) 1949. minstapetrify(mdef, TRUE); 1950. tmp = 0; 1951. break; 1952. #ifdef SEDUCE 1953. case AD_SSEX: 1954. #endif 1955. case AD_SEDU: 1956. case AD_SITM: 1957. steal_it(mdef, mattk); 1958. tmp = 0; 1959. break; 1960. case AD_SGLD: 1961. #ifndef GOLDOBJ 1962. if (mdef->mgold) { 1963. u.ugold += mdef->mgold; 1964. mdef->mgold = 0; 1965. Your("purse feels heavier."); 1966. } 1967. #else 1968. /* This you as a leprechaun, so steal 1969. real gold only, no lesser coins */ 1970. { 1971. struct obj *mongold = findgold(mdef->minvent); 1972. if (mongold) { 1973. obj_extract_self(mongold); 1974. if (merge_choice(invent, mongold) || inv_cnt() < 52) { 1975. addinv(mongold); 1976. Your("purse feels heavier."); 1977. } else { 1978. You("grab %s's gold, but find no room in your knapsack.", mon_nam(mdef)); 1979. dropy(mongold); 1980. } 1981. } 1982. } 1983. #endif 1984. exercise(A_DEX, TRUE); 1985. tmp = 0; 1986. break; 1987. case AD_TLPT: 1988. if (tmp <= 0) tmp = 1; 1989. if (!negated && tmp < mdef->mhp) { 1990. char nambuf[BUFSZ]; 1991. boolean u_saw_mon = canseemon(mdef) || 1992. (u.uswallow && u.ustuck == mdef); 1993. /* record the name before losing sight of monster */ 1994. Strcpy(nambuf, Monnam(mdef)); 1995. if (u_teleport_mon(mdef, FALSE) && 1996. u_saw_mon && !canseemon(mdef)) 1997. pline("%s suddenly disappears!", nambuf); 1998. } 1999. break; 2000. case AD_BLND: 2001. if (can_blnd(&youmonst, mdef, mattk->aatyp, (struct obj*)0)) { 2002. if(!Blind && mdef->mcansee) 2003. pline("%s is blinded.", Monnam(mdef)); 2004. mdef->mcansee = 0; 2005. tmp += mdef->mblinded; 2006. if (tmp > 127) tmp = 127; 2007. mdef->mblinded = tmp; 2008. } 2009. tmp = 0; 2010. break; 2011. case AD_CURS: 2012. if (night() && !rn2(10) && !mdef->mcan) { 2013. if (mdef->data == &mons[PM_CLAY_GOLEM]) { 2014. if (!Blind) 2015. pline("Some writing vanishes from %s head!", 2016. s_suffix(mon_nam(mdef))); 2017. xkilled(mdef, 0); 2018. /* Don't return yet; keep hp<1 and tmp=0 for pet msg */ 2019. } else { 2020. mdef->mcan = 1; 2021. You("chuckle."); 2022. } 2023. } 2024. tmp = 0; 2025. break; 2026. case AD_DRLI: 2027. if (!negated && !rn2(3) && !resists_drli(mdef)) { 2028. int xtmp = d(2,6); 2029. if (mdef->mhp < xtmp) xtmp = mdef->mhp; 2030. if (maybe_polyd(is_vampire(youmonst.data), 2031. Race_if(PM_VAMPIRE)) && mattk->aatyp == AT_BITE && 2032. has_blood(pd)) { 2033. /* For the life of a creature is in the blood 2034. (Lev 17:11) */ 2035. if (flags.verbose) 2036. You("feed on the lifeblood."); 2037. /* [ALI] Biting monsters does not count against 2038. eating conducts. The draining of life is 2039. considered to be primarily a non-physical 2040. effect */ 2041. lesshungry(xtmp * 6); 2042. } 2043. pline("%s suddenly seems weaker!", Monnam(mdef)); 2044. mdef->mhpmax -= xtmp; 2045. #ifdef SHOW_DMG 2046. if (xtmp < mdef->mhp) showdmg(xtmp); 2047. #endif 2048. if ((mdef->mhp -= xtmp) <= 0 || !mdef->m_lev) { 2049. pline("%s dies!", Monnam(mdef)); 2050. xkilled(mdef,0); 2051. } else 2052. mdef->m_lev--; 2053. tmp = 0; 2054. } 2055. break; 2056. case AD_RUST: 2057. if (pd == &mons[PM_IRON_GOLEM]) { 2058. pline("%s falls to pieces!", Monnam(mdef)); 2059. xkilled(mdef,0); 2060. } 2061. hurtmarmor(mdef, AD_RUST); 2062. tmp = 0; 2063. break; 2064. case AD_CORR: 2065. hurtmarmor(mdef, AD_CORR); 2066. tmp = 0; 2067. break; 2068. case AD_DCAY: 2069. if (pd == &mons[PM_WOOD_GOLEM] || 2070. pd == &mons[PM_LEATHER_GOLEM]) { 2071. pline("%s falls to pieces!", Monnam(mdef)); 2072. xkilled(mdef,0); 2073. } 2074. hurtmarmor(mdef, AD_DCAY); 2075. tmp = 0; 2076. break; 2077. case AD_DRST: 2078. case AD_DRDX: 2079. case AD_DRCO: 2080. if (!negated && !rn2(8)) { 2081. Your("%s was poisoned!", mpoisons_subj(&youmonst, mattk)); 2082. if (resists_poison(mdef)) 2083. pline_The("poison doesn't seem to affect %s.", 2084. mon_nam(mdef)); 2085. else { 2086. if (!rn2(10)) { 2087. Your("poison was deadly..."); 2088. tmp = mdef->mhp; 2089. } else tmp += rn1(10,6); 2090. } 2091. } 2092. break; 2093. case AD_DRIN: 2094. if (notonhead || !has_head(mdef->data)) { 2095. pline("%s doesn't seem harmed.", Monnam(mdef)); 2096. tmp = 0; 2097. if (!Unchanging && mdef->data == &mons[PM_GREEN_SLIME]) { 2098. if (!Slimed) { 2099. You("suck in some slime and don't feel very well."); 2100. Slimed = 10L; 2101. } 2102. } 2103. break; 2104. } 2105. if (m_slips_free(mdef, mattk)) break; 2106. 2107. if ((mdef->misc_worn_check & W_ARMH) && rn2(8)) { 2108. pline("%s helmet blocks your attack to %s head.", 2109. s_suffix(Monnam(mdef)), mhis(mdef)); 2110. break; 2111. } 2112. 2113. You("eat %s brain!", s_suffix(mon_nam(mdef))); 2114. u.uconduct.food++; 2115. if (touch_petrifies(mdef->data) && !Stone_resistance && !Stoned) { 2116. Stoned = 5; 2117. killer_format = KILLED_BY_AN; 2118. delayed_killer = mdef->data->mname; 2119. } 2120. if (!vegan(mdef->data)) 2121. u.uconduct.unvegan++; 2122. if (!vegetarian(mdef->data)) 2123. violated_vegetarian(); 2124. if (mindless(mdef->data)) { 2125. pline("%s doesn't notice.", Monnam(mdef)); 2126. break; 2127. } 2128. tmp += rnd(10); 2129. morehungry(-rnd(30)); /* cannot choke */ 2130. if (ABASE(A_INT) < AMAX(A_INT)) { 2131. ABASE(A_INT) += rnd(4); 2132. if (ABASE(A_INT) > AMAX(A_INT)) 2133. ABASE(A_INT) = AMAX(A_INT); 2134. flags.botl = 1; 2135. } 2136. exercise(A_WIS, TRUE); 2137. break; 2138. case AD_STCK: 2139. if (!negated && !sticks(mdef->data)) 2140. setustuck(mdef); /* it's now stuck to you */ 2141. break; 2142. case AD_WRAP: 2143. if (!sticks(mdef->data)) { 2144. if (!u.ustuck && !rn2(10)) { 2145. if (m_slips_free(mdef, mattk)) { 2146. tmp = 0; 2147. } else { 2148. You("swing yourself around %s!", 2149. mon_nam(mdef)); 2150. setustuck(mdef); 2151. } 2152. } else if(u.ustuck == mdef) { 2153. /* Monsters don't wear amulets of magical breathing */ 2154. if (is_pool(u.ux,u.uy) && !is_swimmer(mdef->data) && 2155. !amphibious(mdef->data)) { 2156. You("drown %s...", mon_nam(mdef)); 2157. tmp = mdef->mhp; 2158. } else if(mattk->aatyp == AT_HUGS) 2159. pline("%s is being crushed.", Monnam(mdef)); 2160. } else { 2161. tmp = 0; 2162. if (flags.verbose) 2163. You("brush against %s %s.", 2164. s_suffix(mon_nam(mdef)), 2165. mbodypart(mdef, LEG)); 2166. } 2167. } else tmp = 0; 2168. break; 2169. case AD_PLYS: 2170. if (!negated && mdef->mcanmove && !rn2(3) && tmp < mdef->mhp) { 2171. if (!Blind) pline("%s is frozen by you!", Monnam(mdef)); 2172. mdef->mcanmove = 0; 2173. mdef->mfrozen = rnd(10); 2174. } 2175. break; 2176. case AD_TCKL: 2177. if (!negated && mdef->mcanmove && !rn2(3) && tmp < mdef->mhp) { 2178. if (!Blind) You("mercilessly tickle %s!", mon_nam(mdef)); 2179. mdef->mcanmove = 0; 2180. mdef->mfrozen = rnd(10); 2181. } 2182. break; 2183. case AD_SLEE: 2184. if (mattk->aatyp == AT_GAZE && mon_reflects(mdef, (char *)0)) { 2185. tmp = 0; 2186. (void) mon_reflects(mdef, "But it reflects from %s %s!"); 2187. if (Sleep_resistance || Free_action) { 2188. pline("You yawn."); 2189. break; 2190. } else { 2191. nomul(-rnd(10)); 2192. u.usleep = 1; 2193. nomovemsg = "You wake up."; 2194. if (Blind) You("are put to sleep!"); 2195. else You("are put to sleep by your reflected gaze!"); 2196. break; 2197. } 2198. } 2199. 2200. if (!negated && !mdef->msleeping && 2201. (mattk->aatyp != AT_WEAP || barehanded_hit) && 2202. sleep_monst(mdef, rnd(10), -1)) { 2203. if (!Blind) 2204. pline("%s is put to sleep by you!", Monnam(mdef)); 2205. slept_monst(mdef); 2206. } 2207. else 2208. tmp = 0; 2209. break; 2210. case AD_SLIM: 2211. if (negated) break; /* physical damage only */ 2212. if (!rn2(4) && !flaming(mdef->data) && 2213. mdef->data != &mons[PM_GREEN_SLIME]) { 2214. You("turn %s into slime.", mon_nam(mdef)); 2215. (void) newcham(mdef, &mons[PM_GREEN_SLIME], FALSE, !Blind); 2216. tmp = 0; 2217. } 2218. break; 2219. case AD_ENCH: /* KMH -- remove enchantment (disenchanter) */ 2220. /* There's no msomearmor() function, so just do damage */ 2221. /* if (negated) break; */ 2222. break; 2223. case AD_SLOW: 2224. if (!negated && mdef->mspeed != MSLOW) { 2225. unsigned int oldspeed = mdef->mspeed; 2226. 2227. mon_adjust_speed(mdef, -1, (struct obj *)0); 2228. if (mdef->mspeed != oldspeed && canseemon(mdef)) 2229. pline("%s slows down.", Monnam(mdef)); 2230. } 2231. break; 2232. case AD_CONF: 2233. if (!mdef->mconf) { 2234. if (canseemon(mdef)) 2235. pline("%s looks confused.", Monnam(mdef)); 2236. mdef->mconf = 1; 2237. } 2238. else 2239. { 2240. if (canseemon(mdef)) 2241. pline("%s is getting more and more confused.", 2242. Monnam(mdef)); 2243. mdef->mconf++; 2244. } 2245. break; 2246. case AD_POLY: 2247. if (tmp < mdef->mhp) { 2248. if (resists_magm(mdef)) { 2249. /* magic resistance protects from polymorph traps, 2250. * so make it guard against involuntary polymorph 2251. * attacks too... */ 2252. shieldeff(mdef->mx, mdef->my); 2253. #if 0 2254. } else if (!rn2(25) || !mon_poly(mdef)) { 2255. if (canseemon(mdef)) { 2256. pline("%s shudders!", Monnam(mdef)); 2257. } 2258. /* no corpse after system shock */ 2259. tmp = rnd(30); 2260. #endif 2261. } else if (!mon_poly(mdef, TRUE, 2262. "%s undergoes a freakish metamorphosis!")) 2263. /* prevent killing the monster again - 2264. * could be killed in mon_poly */ 2265. tmp = 0; 2266. } 2267. break; 2268. /* WAC -- for death gazes - but all messages should be generic */ 2269. case AD_DETH: 2270. if (rn2(16)) { 2271. /* Just damage */ 2272. break; 2273. } 2274. if (mattk->aatyp == AT_GAZE) 2275. You("look directly at %s!", mon_nam(mdef)); 2276. if ((mattk->aatyp == AT_GAZE) && (mon_reflects(mdef, (char *)0))) { 2277. /* WAC reflected gaze 2278. * Oooh boy...that was a bad move :B 2279. */ 2280. tmp = 0; 2281. shieldeff(mdef->mx, mdef->my); 2282. (void) mon_reflects(mdef, "But it reflects from %s %s!"); 2283. if (Antimagic) { 2284. You("shudder momentarily..."); 2285. break; 2286. } 2287. You("die..."); 2288. killer_format = KILLED_BY; 2289. killer = "a reflected gaze of death"; 2290. done(DIED); 2291. } else if (is_undead(mdef->data)) { 2292. /* Still does normal damage */ 2293. if (!Blind) pline("Something didn't work..."); 2294. break; 2295. } else if (resists_magm(mdef)) { 2296. if (!Blind) 2297. pline("%s shudders momentarily...", Monnam(mdef)); 2298. } else { 2299. tmp = mdef->mhp; 2300. } 2301. break; 2302. case AD_DREN: 2303. if (resists_magm(mdef)) { 2304. if (!Blind) { 2305. shieldeff(mdef->mx,mdef->my); 2306. pline("%s is unaffected.", Monnam(mdef)); 2307. } 2308. } else { 2309. mon_drain_en(mdef, 2310. ((mdef->m_lev > 0) ? (rnd(mdef->m_lev)) : 0) + 1); 2311. } 2312. break; 2313. case AD_CALM: /* KMH -- koala attack */ 2314. /* Certain monsters aren't even made peaceful. */ 2315. if (!mdef->iswiz && mdef->data != &mons[PM_MEDUSA] && 2316. !(mdef->data->mflags3 & M3_COVETOUS) && 2317. !(mdef->data->geno & G_UNIQ)) { 2318. pline("You calm %s.", mon_nam(mdef)); 2319. mdef->mpeaceful = 1; 2320. mdef->mtame = 0; 2321. tmp = 0; 2322. } 2323. break; 2324. default: tmp = 0; 2325. break; 2326. } 2327. 2328. mdef->mstrategy &= ~STRAT_WAITFORU; /* in case player is very fast */ 2329. if (tmp && noeffect && !DEADMONSTER(mdef)) { 2330. You("don't seem to harm %s.", mon_nam(mdef)); 2331. tmp = 0; 2332. return 1; 2333. } 2334. 2335. #ifdef SHOW_DMG 2336. if (tmp < mdef->mhp) showdmg(tmp); 2337. #endif 2338. 2339. /* if tmp == 0, DON'T xkilled/killed the monster even if hp < 1 2340. * - xkilled/killed via other method... */ 2341. 2342. if((mdef->mhp -= tmp) < 1) { 2343. if (mdef->mtame && !cansee(mdef->mx,mdef->my)) { 2344. You_feel("embarrassed for a moment."); 2345. if (tmp) xkilled(mdef, 0); /* !tmp but hp<1: already killed */ 2346. } else if (!flags.verbose) { 2347. You("destroy it!"); 2348. if (tmp) xkilled(mdef, 0); 2349. } else 2350. if (tmp) killed(mdef); 2351. return(2); 2352. } 2353. return(1); 2354. } 2355. 2356. STATIC_OVL int 2357. explum(mdef, mattk) 2358. register struct monst *mdef; 2359. register struct attack *mattk; 2360. { 2361. register int tmp = d((int)mattk->damn, (int)mattk->damd); 2362. 2363. You("explode!"); 2364. switch(mattk->adtyp) { 2365. boolean resistance; /* only for cold/fire/elec */ 2366. 2367. case AD_BLND: 2368. if (!resists_blnd(mdef)) { 2369. pline("%s is blinded by your flash of light!", Monnam(mdef)); 2370. mdef->mblinded = min((int)mdef->mblinded + tmp, 127); 2371. mdef->mcansee = 0; 2372. } 2373. break; 2374. case AD_HALU: 2375. if (haseyes(mdef->data) && mdef->mcansee) { 2376. pline("%s is affected by your flash of light!", 2377. Monnam(mdef)); 2378. mdef->mconf = 1; 2379. } 2380. break; 2381. case AD_COLD: 2382. resistance = resists_cold(mdef); 2383. goto common; 2384. case AD_FIRE: 2385. resistance = resists_fire(mdef); 2386. goto common; 2387. case AD_ELEC: 2388. resistance = resists_elec(mdef); 2389. common: 2390. if (!resistance) { 2391. pline("%s gets blasted!", Monnam(mdef)); 2392. mdef->mhp -= tmp; 2393. if (mdef->mhp <= 0) { 2394. killed(mdef); 2395. return(2); 2396. } 2397. } else { 2398. shieldeff(mdef->mx, mdef->my); 2399. if (is_golem(mdef->data)) 2400. golemeffects(mdef, (int)mattk->adtyp, tmp); 2401. else 2402. pline_The("blast doesn't seem to affect %s.", 2403. mon_nam(mdef)); 2404. } 2405. break; 2406. default: 2407. break; 2408. } 2409. return(1); 2410. } 2411. 2412. STATIC_OVL void 2413. start_engulf(mdef) 2414. struct monst *mdef; 2415. { 2416. if (!Invisible) { 2417. map_location(u.ux, u.uy, TRUE); 2418. tmp_at(DISP_ALWAYS, mon_to_glyph(&youmonst)); 2419. tmp_at(mdef->mx, mdef->my); 2420. } 2421. You("engulf %s!", mon_nam(mdef)); 2422. delay_output(); 2423. delay_output(); 2424. } 2425. 2426. STATIC_OVL void 2427. end_engulf() 2428. { 2429. if (!Invisible) { 2430. tmp_at(DISP_END, 0); 2431. newsym(u.ux, u.uy); 2432. } 2433. } 2434. 2435. STATIC_OVL int 2436. gulpum(mdef,mattk) 2437. register struct monst *mdef; 2438. register struct attack *mattk; 2439. { 2440. register int tmp; 2441. register int dam = d((int)mattk->damn, (int)mattk->damd); 2442. struct obj *otmp; 2443. /* Not totally the same as for real monsters. Specifically, these 2444. * don't take multiple moves. (It's just too hard, for too little 2445. * result, to program monsters which attack from inside you, which 2446. * would be necessary if done accurately.) Instead, we arbitrarily 2447. * kill the monster immediately for AD_DGST and we regurgitate them 2448. * after exactly 1 round of attack otherwise. -KAA 2449. */ 2450. 2451. if(mdef->data->msize >= MZ_HUGE) return 0; 2452. 2453. if(u.uhunger < 1500 && !u.uswallow) { 2454. for (otmp = mdef->minvent; otmp; otmp = otmp->nobj) 2455. (void) snuff_lit(otmp); 2456. 2457. if(!touch_petrifies(mdef->data) || Stone_resistance) { 2458. #ifdef LINT /* static char msgbuf[BUFSZ]; */ 2459. char msgbuf[BUFSZ]; 2460. #else 2461. static char msgbuf[BUFSZ]; 2462. #endif 2463. start_engulf(mdef); 2464. switch(mattk->adtyp) { 2465. case AD_DGST: 2466. /* eating a Rider or its corpse is fatal */ 2467. if (is_rider(mdef->data)) { 2468. pline("Unfortunately, digesting any of it is fatal."); 2469. end_engulf(); 2470. Sprintf(msgbuf, "unwisely tried to eat %s", 2471. mdef->data->mname); 2472. killer = msgbuf; 2473. killer_format = NO_KILLER_PREFIX; 2474. done(DIED); 2475. return 0; /* lifesaved */ 2476. } 2477. 2478. if (Slow_digestion) { 2479. dam = 0; 2480. break; 2481. } 2482. 2483. /* KMH, conduct */ 2484. u.uconduct.food++; 2485. if (!vegan(mdef->data)) 2486. u.uconduct.unvegan++; 2487. if (!vegetarian(mdef->data)) 2488. violated_vegetarian(); 2489. 2490. /* Use up amulet of life saving */ 2491. if (!!(otmp = mlifesaver(mdef))) m_useup(mdef, otmp); 2492. 2493. newuhs(FALSE); 2494. xkilled(mdef,2); 2495. if (mdef->mhp > 0) { /* monster lifesaved */ 2496. You("hurriedly regurgitate the sizzling in your %s.", 2497. body_part(STOMACH)); 2498. } else { 2499. tmp = 1 + (mdef->data->cwt >> 8); 2500. if (corpse_chance(mdef, &youmonst, TRUE) && 2501. !(mvitals[monsndx(mdef->data)].mvflags & 2502. G_NOCORPSE)) { 2503. /* nutrition only if there can be a corpse */ 2504. u.uhunger += (mdef->data->cnutrit+1) / 2; 2505. } else tmp = 0; 2506. Sprintf(msgbuf, "You totally digest %s.", 2507. mon_nam(mdef)); 2508. if (tmp != 0) { 2509. /* setting afternmv = end_engulf is tempting, 2510. * but will cause problems if the player is 2511. * attacked (which uses his real location) or 2512. * if his See_invisible wears off 2513. */ 2514. You("digest %s.", mon_nam(mdef)); 2515. if (Slow_digestion) tmp *= 2; 2516. nomul(-tmp); 2517. nomovemsg = msgbuf; 2518. } else pline("%s", msgbuf); 2519. if (mdef->data == &mons[PM_GREEN_SLIME]) { 2520. Sprintf(msgbuf, "%s isn't sitting well with you.", 2521. The(mdef->data->mname)); 2522. if (!Unchanging) { 2523. Slimed = 5L; 2524. flags.botl = 1; 2525. } 2526. } else 2527. exercise(A_CON, TRUE); 2528. } 2529. end_engulf(); 2530. return(2); 2531. case AD_PHYS: 2532. if (youmonst.data == &mons[PM_FOG_CLOUD]) { 2533. pline("%s is laden with your moisture.", 2534. Monnam(mdef)); 2535. if (amphibious(mdef->data) && 2536. !flaming(mdef->data)) { 2537. dam = 0; 2538. pline("%s seems unharmed.", Monnam(mdef)); 2539. } 2540. } else 2541. pline("%s is pummeled with your debris!", 2542. Monnam(mdef)); 2543. break; 2544. case AD_ACID: 2545. pline("%s is covered with your goo!", Monnam(mdef)); 2546. if (resists_acid(mdef)) { 2547. pline("It seems harmless to %s.", mon_nam(mdef)); 2548. dam = 0; 2549. } 2550. break; 2551. case AD_BLND: 2552. if (can_blnd(&youmonst, mdef, mattk->aatyp, (struct obj *)0)) { 2553. if (mdef->mcansee) 2554. pline("%s can't see in there!", Monnam(mdef)); 2555. mdef->mcansee = 0; 2556. dam += mdef->mblinded; 2557. if (dam > 127) dam = 127; 2558. mdef->mblinded = dam; 2559. } 2560. dam = 0; 2561. break; 2562. case AD_ELEC: 2563. if (rn2(2)) { 2564. pline_The("air around %s crackles with electricity.", mon_nam(mdef)); 2565. if (resists_elec(mdef)) { 2566. pline("%s seems unhurt.", Monnam(mdef)); 2567. dam = 0; 2568. } 2569. golemeffects(mdef,(int)mattk->adtyp,dam); 2570. } else dam = 0; 2571. break; 2572. case AD_COLD: 2573. if (rn2(2)) { 2574. if (resists_cold(mdef)) { 2575. pline("%s seems mildly chilly.", Monnam(mdef)); 2576. dam = 0; 2577. } else 2578. pline("%s is freezing to death!",Monnam(mdef)); 2579. golemeffects(mdef,(int)mattk->adtyp,dam); 2580. } else dam = 0; 2581. break; 2582. case AD_FIRE: 2583. if (rn2(2)) { 2584. if (resists_fire(mdef)) { 2585. pline("%s seems mildly hot.", Monnam(mdef)); 2586. dam = 0; 2587. } else 2588. pline("%s is burning to a crisp!",Monnam(mdef)); 2589. golemeffects(mdef,(int)mattk->adtyp,dam); 2590. } else dam = 0; 2591. break; 2592. } 2593. end_engulf(); 2594. if ((mdef->mhp -= dam) <= 0) { 2595. killed(mdef); 2596. if (mdef->mhp <= 0) /* not lifesaved */ 2597. return(2); 2598. } 2599. You("%s %s!", is_animal(youmonst.data) ? "regurgitate" 2600. : "expel", mon_nam(mdef)); 2601. if (Slow_digestion || is_animal(youmonst.data)) { 2602. pline("Obviously, you didn't like %s taste.", 2603. s_suffix(mon_nam(mdef))); 2604. } 2605. } else { 2606. char kbuf[BUFSZ]; 2607. 2608. You("bite into %s.", mon_nam(mdef)); 2609. Sprintf(kbuf, "swallowing %s whole", an(mdef->data->mname)); 2610. instapetrify(kbuf); 2611. } 2612. } 2613. return(0); 2614. } 2615. 2616. void 2617. missum(mdef, target, roll, mattk) 2618. register struct monst *mdef; 2619. register struct attack *mattk; 2620. register int target; 2621. register int roll; 2622. { 2623. register boolean nearmiss = (target == roll); 2624. register struct obj *blocker = (struct obj *)0; 2625. long mwflags = mdef->misc_worn_check; 2626. 2627. /* 3 values for blocker 2628. * No blocker: (struct obj *) 0 2629. * Piece of armour: object 2630. */ 2631. 2632. /* This is a hack, since there is no fast equivalent for uarm, uarms, etc. 2633. * Technically, we really should check from the inside out... 2634. */ 2635. if (target < roll) { 2636. for (blocker = mdef->minvent; blocker; blocker = blocker->nobj) { 2637. if (blocker->owornmask & mwflags) { 2638. target += ARM_BONUS(blocker); 2639. if (target > roll) break; 2640. } 2641. } 2642. } 2643. 2644. if (could_seduce(&youmonst, mdef, mattk)) { 2645. You("pretend to be friendly to %s.", mon_nam(mdef)); 2646. } else if(canspotmon(mdef) && flags.verbose) { 2647. if (nearmiss || !blocker) { 2648. You("%smiss %s.", (nearmiss ? "just " : ""),mon_nam(mdef)); 2649. } else { 2650. /* Blocker */ 2651. pline("%s %s %s your attack.", 2652. s_suffix(Monnam(mdef)), 2653. aobjnam(blocker, (char *)0), 2654. (rn2(2) ? "blocks" : "deflects")); 2655. } 2656. } else { 2657. You("%smiss it.", ((flags.verbose && nearmiss) ? "just " : "")); 2658. } 2659. if (!mdef->msleeping && mdef->mcanmove) 2660. wakeup(mdef); 2661. } 2662. 2663. /* 2664. * [WAC] This code now handles twoweapon in the following way: 2665. * -monster with one or 2 AT_WEAP can get primary and secondary attacks 2666. * -monster with AT_WEAP and another hand attack(s) will lose one 2667. * of the other hand attacks 2668. * -monster with several hand attacks will do primary weapon and secondary 2669. * weapon attacks with the first 2 hand attacks, then claw attacks 2670. * for the rest 2671. * -Code assumes that a single AT_WEAP or 2 AT_WEAP entries still mean 2672. * at most 1 or 2 hands attack. i.e. 1 handed monsters with AT_WEAP 2673. * or monsters with 3+ handed monsters where more than 2 hands are 2674. * AT_WEAP are not handled properly 2675. * (I don't think any exist yet) 2676. * This code now handles ALL hand to hand whether you are poly'ed or not 2677. * (uses your current race as the monster type) 2678. * 2679. * [ALI] Returns TRUE if you hit (and maybe killed) the monster. 2680. */ 2681. STATIC_OVL boolean 2682. hmonas(mon, tmp) /* attack monster as a monster. */ 2683. register struct monst *mon; 2684. register int tmp; 2685. { 2686. struct attack *mattk, alt_attk; 2687. int i, sum[NATTK]; 2688. #if 0 2689. int hittmp = 0; 2690. #endif 2691. int nsum = 0; 2692. int dhit = 0; 2693. int mhit = 0; /* Used to pass the attacks used */ 2694. int tmp1, tmp2; 2695. boolean Old_Upolyd = Upolyd; 2696. static const int hit_touch[] = {0, HIT_BODY, HIT_BODY|HIT_FATAL}; 2697. static const int hit_notouch[] = {0, HIT_OTHER, HIT_OTHER|HIT_FATAL}; 2698. 2699. /* Keeps track of which weapon hands have been used */ 2700. boolean used_uwep = FALSE; 2701. 2702. for(i = 0; i < NATTK; i++) { 2703. mhit = 0; /* Clear all previous attacks */ 2704. 2705. sum[i] = 0; 2706. mattk = getmattk(youmonst.data, i, sum, &alt_attk); 2707. 2708. switch(mattk->aatyp) { 2709. case AT_WEAP: 2710. use_weapon: 2711. /* Certain monsters don't use weapons when encountered as enemies, 2712. * but players who polymorph into them have hands or claws and thus 2713. * should be able to use weapons. This shouldn't prohibit the use 2714. * of most special abilities, either. 2715. */ 2716. /* Potential problem: if the monster gets multiple weapon attacks, 2717. * we currently allow the player to get each of these as a weapon 2718. * attack. Is this really desirable? 2719. * [WAC] See Above ... anyways, this was changed in 3.3.0 so that 2720. * only attack 0 would give a weapon attack... 2721. * [ALI] Most monsters should get multiple weapon attacks since they 2722. * only have two hands. There are exceptions such as mariliths which 2723. * should get two weapon attacks and four barehanded attacks. Such 2724. * monsters should be special cased in AT_CLAW below. 2725. */ 2726. mhit = used_uwep ? HIT_USWAPWEP : HIT_UWEP; 2727. used_uwep = !used_uwep; 2728. if (mhit == HIT_USWAPWEP && !u.twoweap) 2729. continue; /* Skip this attack */ 2730. 2731. /* WAC if attacking cockatrice/etc, player is smart 2732. if wielding a weapon. So don't let him 2733. touch the monster */ 2734. if ((uwep || u.twoweap && uswapwep) && 2735. (mhit == HIT_UWEP && !uwep || 2736. mhit == HIT_USWAPWEP && !uswapwep) && 2737. (touch_petrifies(mon->data) || 2738. mon->data == &mons[PM_MEDUSA])) 2739. break; 2740. 2741. dhit = mhit; /* Clear the miss counter as attacks miss */ 2742. tmp1 = tmp2 = tmp; 2743. 2744. #ifdef DEBUG 2745. pline("%i/20", tmp); 2746. #endif 2747. 2748. if (mhit & HIT_UWEP) { 2749. if (uwep) tmp1 = tmp + hitval(uwep, mon); 2750. tohit(UWEP_ROLL) = tmp1; 2751. if (tmp1 <= (dice(UWEP_ROLL) = rnd(20)) && 2752. !u.uswallow) 2753. dhit &= ~HIT_UWEP; /* missed */ 2754. 2755. if (tmp1 > dice(UWEP_ROLL)) exercise(A_DEX, TRUE); 2756. #ifdef DEBUG 2757. pline("(%i/20)", tmp1); 2758. #endif 2759. } 2760. 2761. if (mhit & HIT_USWAPWEP) { 2762. if (uswapwep) 2763. tmp2 = tmp + hitval(uswapwep, mon) - 2; 2764. 2765. tohit(USWAPWEP_ROLL) = tmp2; 2766. 2767. if (tmp2 <= (dice(USWAPWEP_ROLL) = rnd(20)) && 2768. !u.uswallow) 2769. dhit &= ~HIT_USWAPWEP; 2770. 2771. if (tmp2 > dice(USWAPWEP_ROLL)) 2772. exercise(A_DEX, TRUE); 2773. #ifdef DEBUG 2774. pline("((%i/20))", tmp2); 2775. #endif 2776. } 2777. 2778. if (dhit && mattk->adtyp == AD_SLEE) 2779. barehanded_hit = (dhit & HIT_UWEP) && !uwep || 2780. (dhit & HIT_USWAPWEP) && !uswapwep; 2781. 2782. #if 0 /* Old code */ 2783. if (uwep) { 2784. hittmp = hitval(uwep, mon); 2785. hittmp += weapon_hit_bonus(uwep); 2786. tmp += hittmp; 2787. } 2788. if (tmp > (dice(UWEP_ROLL) = rnd(20)) || u.uswallow) 2789. dhit = HIT_UWEP; 2790. else dhit = 0; 2791. /* KMH -- Don't accumulate to-hit bonuses */ 2792. if (uwep) tmp -= hittmp; 2793. #endif 2794. /* Enemy dead, before any special abilities used */ 2795. if (!known_hitum(mon,mhit,&dhit,mattk)) { 2796. sum[i] = dhit | HIT_FATAL; 2797. break; 2798. } else sum[i] = dhit; 2799. /* might be a worm that gets cut in half */ 2800. if (m_at(u.ux+u.dx, u.uy+u.dy) != mon) return((boolean)(nsum != 0)); 2801. /* Do not print "You hit" message, since known_hitum 2802. * already did it. 2803. */ 2804. if (dhit && mattk->adtyp != AD_SPEL 2805. && mattk->adtyp != AD_PHYS) 2806. if (damageum(mon,mattk) == 2) 2807. sum[i] |= HIT_FATAL; 2808. break; 2809. case AT_CLAW: 2810. if (!cantwield(youmonst.data) && 2811. u.umonnum != PM_MARILITH) 2812. goto use_weapon; 2813. #ifdef SEDUCE 2814. #if 0 /* Shouldn't matter where the first AT_CLAW is anymore 2815. /* succubi/incubi are humanoid, but their _second_ 2816. * attack is AT_CLAW, not their first... 2817. */ 2818. if (i==1 && uwep && (u.umonnum == PM_SUCCUBUS || 2819. u.umonnum == PM_INCUBUS)) goto use_weapon; 2820. #endif 2821. #endif 2822. case AT_BITE: 2823. /* [ALI] Vampires are also smart. They avoid biting 2824. monsters if doing so would be fatal */ 2825. if ((uwep || u.twoweap && uswapwep) && 2826. is_vampire(youmonst.data) && 2827. (is_rider(mon->data) || 2828. mon->data == &mons[PM_GREEN_SLIME])) 2829. break; 2830. case AT_STNG: 2831. case AT_TUCH: 2832. case AT_BUTT: 2833. case AT_TENT: 2834. if (i==0 && uwep && (youmonst.data->mlet==S_LICH)) goto use_weapon; 2835. if ((uwep || u.twoweap && uswapwep) && 2836. (touch_petrifies(mon->data) || 2837. mon->data == &mons[PM_MEDUSA])) 2838. break; 2839. case AT_KICK: 2840. if ((dhit = (tmp > (dieroll = rnd(20)) || u.uswallow)) != 0) { 2841. int compat; 2842. 2843. if (!u.uswallow && 2844. (compat=could_seduce(&youmonst, mon, mattk))) { 2845. You("%s %s %s.", 2846. mon->mcansee && haseyes(mon->data) 2847. ? "smile at" : "talk to", 2848. mon_nam(mon), 2849. compat == 2 ? "engagingly":"seductively"); 2850. /* doesn't anger it; no wakeup() */ 2851. sum[i] = hit_notouch[damageum(mon, mattk)]; 2852. break; 2853. } 2854. wakeup(mon); 2855. /* maybe this check should be in damageum()? */ 2856. if (mon->data == &mons[PM_SHADE] && 2857. !(mattk->aatyp == AT_KICK && 2858. uarmf && uarmf->blessed)) { 2859. Your("attack passes harmlessly through %s.", 2860. mon_nam(mon)); 2861. break; 2862. } 2863. if (mattk->aatyp == AT_KICK) 2864. You("kick %s.", mon_nam(mon)); 2865. else if (mattk->aatyp == AT_BITE) 2866. You("bite %s.", mon_nam(mon)); 2867. else if (mattk->aatyp == AT_STNG) 2868. You("sting %s.", mon_nam(mon)); 2869. else if (mattk->aatyp == AT_BUTT) 2870. You("butt %s.", mon_nam(mon)); 2871. else if (mattk->aatyp == AT_TUCH) 2872. You("touch %s.", mon_nam(mon)); 2873. else if (mattk->aatyp == AT_TENT) 2874. Your("tentacles suck %s.", mon_nam(mon)); 2875. else You("hit %s.", mon_nam(mon)); 2876. sum[i] = hit_touch[damageum(mon, mattk)]; 2877. } else 2878. missum(mon, tmp, dieroll, mattk); 2879. break; 2880. 2881. case AT_HUGS: 2882. /* automatic if prev two attacks succeed, or if 2883. * already grabbed in a previous attack 2884. */ 2885. dhit = 1; 2886. wakeup(mon); 2887. if (mon->data == &mons[PM_SHADE]) 2888. Your("hug passes harmlessly through %s.", 2889. mon_nam(mon)); 2890. else if (!sticks(mon->data) && !u.uswallow) { 2891. if (mon==u.ustuck) { 2892. pline("%s is being %s.", Monnam(mon), 2893. u.umonnum==PM_ROPE_GOLEM ? 2894. breathless(mon->data) ? "strangled" : 2895. "choked" : "crushed"); 2896. sum[i] = hit_touch[damageum(mon, mattk)]; 2897. } else if(i >= 2 && sum[i-1] && sum[i-2]) { 2898. You("grab %s!", mon_nam(mon)); 2899. setustuck(mon); 2900. sum[i] = hit_touch[damageum(mon, mattk)]; 2901. } 2902. } 2903. break; 2904. 2905. case AT_EXPL: /* automatic hit if next to */ 2906. dhit = -1; 2907. wakeup(mon); 2908. sum[i] = hit_notouch[explum(mon, mattk)]; 2909. break; 2910. 2911. case AT_ENGL: 2912. if((dhit = (tmp > (dieroll = rnd(20+i))))) { 2913. wakeup(mon); 2914. if (mon->data == &mons[PM_SHADE]) 2915. Your("attempt to surround %s is harmless.", 2916. mon_nam(mon)); 2917. else { 2918. sum[i]= hit_touch[gulpum(mon,mattk)]; 2919. if (sum[i] & HIT_FATAL && 2920. (mon->data->mlet == S_ZOMBIE || 2921. mon->data->mlet == S_MUMMY) && 2922. rn2(5) && 2923. !Sick_resistance) { 2924. You_feel("%ssick.", 2925. (Sick) ? "very " : ""); 2926. mdamageu(mon, rnd(8)); 2927. } 2928. } 2929. } else 2930. missum(mon, tmp, dieroll, mattk); 2931. break; 2932. 2933. case AT_MAGC: 2934. /* No check for uwep; if wielding nothing we want to 2935. * do the normal 1-2 points bare hand damage... 2936. */ 2937. if (i == 0 && (youmonst.data->mlet==S_KOBOLD 2938. || youmonst.data->mlet==S_ORC 2939. || youmonst.data->mlet==S_GNOME 2940. )) goto use_weapon; 2941. 2942. case AT_NONE: 2943. case AT_BOOM: 2944. continue; 2945. /* Not break--avoid passive attacks from enemy */ 2946. 2947. case AT_BREA: 2948. case AT_SPIT: 2949. dhit = 0; 2950. break; 2951. 2952. case AT_GAZE: /* WAC -- can be either ranged attack OR close */ 2953. if (Blind) { 2954. dhit = 0; 2955. break; 2956. } 2957. if (!canseemon(mon) && rn2(3)) { 2958. You("gaze around, but miss!"); 2959. dhit = 0; 2960. break; 2961. } 2962. You("gaze at %s...", mon_nam(mon)); 2963. 2964. if ((mon->data==&mons[PM_MEDUSA]) && !mon->mcan) { 2965. pline("Gazing at the awake Medusa is not a very good idea."); 2966. /* as if gazing at a sleeping anything is fruitful... */ 2967. You("turn to stone..."); 2968. killer_format = KILLED_BY; 2969. killer = "deliberately gazing at Medusa's hideous countenance"; 2970. done(STONING); 2971. } else if (!mon->mcansee || mon->msleeping) { 2972. pline("But nothing happens."); 2973. dhit = 0; 2974. break; 2975. } else if (Invis && !perceives(mon->data)) { 2976. pline("%s seems not to notice your gaze.", Monnam(mon)); 2977. break; 2978. } 2979. sum[i] = hit_notouch[damageum(mon, mattk)]; 2980. break; 2981. 2982. case AT_MULTIPLY: 2983. /* Not a #monster ability -- this is something that the 2984. * player must figure out -RJ */ 2985. cloneu(); 2986. break; 2987. 2988. default: /* Strange... */ 2989. impossible("strange attack of yours (%d)", 2990. mattk->aatyp); 2991. } 2992. if (dhit == -1) { 2993. u.mh = -1; /* dead in the current form */ 2994. rehumanize(); 2995. } 2996. if (sum[i] & HIT_FATAL) 2997. return((boolean)passive(mon, sum[i], 0, mattk->aatyp)); 2998. /* defender dead */ 2999. else { 3000. (void) passive(mon, sum[i], 1, mattk->aatyp); 3001. nsum |= sum[i]; 3002. } 3003. if (Upolyd != Old_Upolyd) 3004. break; /* No extra attacks if no longer a monster */ 3005. if (multi < 0) 3006. break; /* If paralyzed while attacking, i.e. floating eye */ 3007. } 3008. return((boolean)(nsum != 0)); 3009. } 3010. 3011. /* Special (passive) attacks on you by monsters done here. */ 3012. 3013. int 3014. passive(mon, mhit, malive, aatyp) 3015. register struct monst *mon; 3016. register int mhit; 3017. register int malive; 3018. uchar aatyp; 3019. { 3020. register struct permonst *ptr = mon->data; 3021. register int i, tmp; 3022. struct obj *target = mhit & HIT_UWEP ? uwep : 3023. mhit & HIT_USWAPWEP ? uswapwep : (struct obj *)0; 3024. /* char buf[BUFSZ]; */ 3025. 3026. 3027. if (mhit && aatyp == AT_BITE && is_vampire(youmonst.data)) { 3028. if (bite_monster(mon)) 3029. return 2; /* lifesaved */ 3030. } 3031. for(i = 0; ; i++) { 3032. if(i >= NATTK) return(malive | mhit); /* no passive attacks */ 3033. if(ptr->mattk[i].aatyp == AT_NONE /*|| 3034. ptr->mattk[i].aatyp == AT_BOOM*/) break; /* try this one */ 3035. } 3036. /* Note: tmp not always used */ 3037. if (ptr->mattk[i].damn) 3038. tmp = d((int)ptr->mattk[i].damn, (int)ptr->mattk[i].damd); 3039. else if(ptr->mattk[i].damd) 3040. tmp = d((int)mon->m_lev+1, (int)ptr->mattk[i].damd); 3041. else 3042. tmp = 0; 3043. 3044. /* These affect you even if they just died */ 3045. switch(ptr->mattk[i].adtyp) { 3046. 3047. case AD_ACID: 3048. if(mhit && rn2(2)) { 3049. if (Blind || !flags.verbose) You("are splashed!"); 3050. else You("are splashed by %s acid!", 3051. s_suffix(mon_nam(mon))); 3052. 3053. if (!Acid_resistance) 3054. mdamageu(mon, tmp); 3055. if(!rn2(30)) erode_armor(&youmonst, TRUE); 3056. } 3057. if (mhit) { 3058. if (aatyp == AT_KICK) { 3059. if (uarmf && !rn2(6)) 3060. (void)rust_dmg(uarmf, xname(uarmf), 3, TRUE, &youmonst); 3061. } else if (aatyp == AT_WEAP || aatyp == AT_CLAW || 3062. aatyp == AT_MAGC || aatyp == AT_TUCH) 3063. passive_obj(mon, target, &(ptr->mattk[i])); 3064. } 3065. exercise(A_STR, FALSE); 3066. break; 3067. case AD_STON: 3068. if (mhit) { /* successful attack */ 3069. long protector = attk_protection((int)aatyp); 3070. boolean barehanded = mhit & HIT_BODY || 3071. mhit & HIT_UWEP && !uwep || 3072. mhit & HIT_USWAPWEP && !uswapwep; 3073. 3074. /* hero using monsters' AT_MAGC attack is hitting hand to 3075. hand rather than casting a spell */ 3076. if (aatyp == AT_MAGC) protector = W_ARMG; 3077. 3078. if (protector == 0L || /* no protection */ 3079. (protector == W_ARMG && !uarmg && barehanded) || 3080. (protector == W_ARMF && !uarmf) || 3081. (protector == W_ARMH && !uarmh) || 3082. (protector == (W_ARMC|W_ARMG) && (!uarmc || !uarmg))) { 3083. if (!Stone_resistance && 3084. !(poly_when_stoned(youmonst.data) && 3085. polymon(PM_STONE_GOLEM))) { 3086. You("turn to stone..."); 3087. done_in_by(mon); 3088. return 2; 3089. } 3090. } 3091. } 3092. break; 3093. case AD_RUST: 3094. if(mhit && !mon->mcan) { 3095. if (aatyp == AT_KICK) { 3096. if (uarmf) 3097. (void)rust_dmg(uarmf, xname(uarmf), 1, TRUE, &youmonst); 3098. } else if (aatyp == AT_WEAP || aatyp == AT_CLAW || 3099. aatyp == AT_MAGC || aatyp == AT_TUCH) 3100. passive_obj(mon, target, &(ptr->mattk[i])); 3101. } 3102. break; 3103. case AD_CORR: 3104. if(mhit && !mon->mcan) { 3105. if (aatyp == AT_KICK) { 3106. if (uarmf) 3107. (void)rust_dmg(uarmf, xname(uarmf), 3, TRUE, &youmonst); 3108. } else if (aatyp == AT_WEAP || aatyp == AT_CLAW || 3109. aatyp == AT_MAGC || aatyp == AT_TUCH) 3110. passive_obj(mon, target, &(ptr->mattk[i])); 3111. } 3112. break; 3113. case AD_MAGM: 3114. /* wrath of gods for attacking Oracle */ 3115. if(Antimagic) { 3116. shieldeff(u.ux, u.uy); 3117. pline("A hail of magic missiles narrowly misses you!"); 3118. } else { 3119. You("are hit by magic missiles appearing from thin air!"); 3120. mdamageu(mon, tmp); 3121. } 3122. break; 3123. default: 3124. break; 3125. } 3126. 3127. /* These only affect you if they still live */ 3128. 3129. if(malive && !mon->mcan && rn2(3)) { 3130. 3131. switch(ptr->mattk[i].adtyp) { 3132. 3133. case AD_DRST: 3134. if (!Strangled && !Breathless) { 3135. pline("You inhale a cloud of spores!"); 3136. poisoned("spores", A_STR, "spore cloud", 30); 3137. } else { 3138. pline("A cloud of spores surrounds you!"); 3139. } 3140. break; 3141. case AD_PLYS: 3142. if(ptr == &mons[PM_FLOATING_EYE]) { 3143. if (!canseemon(mon)) { 3144. break; 3145. } 3146. if(mon->mcansee) { 3147. if (ureflects("%s gaze is reflected by your %s.", 3148. s_suffix(Monnam(mon)))) 3149. ; 3150. else if (Free_action) 3151. You("momentarily stiffen under %s gaze!", 3152. s_suffix(mon_nam(mon))); 3153. else { 3154. You("are frozen by %s gaze!", 3155. s_suffix(mon_nam(mon))); 3156. nomul((ACURR(A_WIS) > 12 || rn2(4)) ? -tmp : -127); 3157. } 3158. } else { 3159. pline("%s cannot defend itself.", 3160. Adjmonnam(mon,"blind")); 3161. if(!rn2(500)) change_luck(-1); 3162. } 3163. } else if (Free_action) { 3164. You("momentarily stiffen."); 3165. } else { /* gelatinous cube */ 3166. You("are frozen by %s!", mon_nam(mon)); 3167. nomovemsg = 0; /* default: "you can move again" */ 3168. nomul(-tmp); 3169. exercise(A_DEX, FALSE); 3170. } 3171. break; 3172. case AD_COLD: /* brown mold or blue jelly */ 3173. if(monnear(mon, u.ux, u.uy)) { 3174. if(Cold_resistance) { 3175. shieldeff(u.ux, u.uy); 3176. You_feel("a mild chill."); 3177. ugolemeffects(AD_COLD, tmp); 3178. break; 3179. } 3180. You("are suddenly very cold!"); 3181. mdamageu(mon, tmp); 3182. /* monster gets stronger with your heat! */ 3183. mon->mhp += tmp / 2; 3184. if (mon->mhpmax < mon->mhp) mon->mhpmax = mon->mhp; 3185. /* at a certain point, the monster will reproduce! */ 3186. if(mon->mhpmax > ((int) (mon->m_lev+1) * 8)) 3187. (void)split_mon(mon, &youmonst); 3188. } 3189. break; 3190. case AD_STUN: /* specifically yellow mold */ 3191. if(!Stunned) 3192. make_stunned((long)tmp, TRUE); 3193. break; 3194. case AD_FIRE: 3195. if(monnear(mon, u.ux, u.uy)) { 3196. if(Fire_resistance) { 3197. shieldeff(u.ux, u.uy); 3198. You_feel("mildly warm."); 3199. ugolemeffects(AD_FIRE, tmp); 3200. break; 3201. } 3202. You("are suddenly very hot!"); 3203. mdamageu(mon, tmp); 3204. } 3205. break; 3206. case AD_ELEC: 3207. if(Shock_resistance) { 3208. shieldeff(u.ux, u.uy); 3209. You_feel("a mild tingle."); 3210. ugolemeffects(AD_ELEC, tmp); 3211. break; 3212. } 3213. You("are jolted with electricity!"); 3214. mdamageu(mon, tmp); 3215. break; 3216. case AD_ENCH: /* KMH -- remove enchantment (disenchanter) */ 3217. if (mhit) { 3218. struct obj *obj = target; 3219. 3220. if (aatyp == AT_KICK) { 3221. obj = uarmf; 3222. if (!obj) break; 3223. } else if (aatyp == AT_BITE || aatyp == AT_BUTT || 3224. (aatyp >= AT_STNG && aatyp < AT_WEAP)) { 3225. break; /* no object involved */ 3226. } else if (!obj && mhit & (HIT_UWEP | HIT_USWAPWEP)) 3227. obj = uarmg; 3228. passive_obj(mon, obj, &(ptr->mattk[i])); 3229. } 3230. break; 3231. default: 3232. break; 3233. } 3234. } 3235. return(malive | mhit); 3236. } 3237. 3238. /* 3239. * Special (passive) attacks on an attacking object by monsters done here. 3240. * Assumes the attack was successful. 3241. */ 3242. void 3243. passive_obj(mon, obj, mattk) 3244. register struct monst *mon; 3245. register struct obj *obj; /* null means pick uwep, uswapwep or uarmg */ 3246. struct attack *mattk; /* null means we find one internally */ 3247. { 3248. register struct permonst *ptr = mon->data; 3249. register int i; 3250. 3251. #if 0 3252. /* if caller hasn't specified an object, use uwep, uswapwep or uarmg */ 3253. if (!obj) { 3254. obj = (u.twoweap && uswapwep && !rn2(2)) ? uswapwep : uwep; 3255. if (!obj && mattk->adtyp == AD_ENCH) 3256. obj = uarmg; /* no weapon? then must be gloves */ 3257. if (!obj) return; /* no object to affect */ 3258. } 3259. #else 3260. /* In Slash'EM, the caller always specifies the object */ 3261. if (!obj) return; /* no object to affect */ 3262. #endif 3263. 3264. /* if caller hasn't specified an attack, find one */ 3265. if (!mattk) { 3266. for(i = 0; ; i++) { 3267. if(i >= NATTK) return; /* no passive attacks */ 3268. if(ptr->mattk[i].aatyp == AT_NONE) break; /* try this one */ 3269. } 3270. mattk = &(ptr->mattk[i]); 3271. } 3272. 3273. switch(mattk->adtyp) { 3274. 3275. case AD_ACID: 3276. if(!rn2(6)) { 3277. erode_obj(obj, TRUE, FALSE); 3278. } 3279. break; 3280. case AD_RUST: 3281. if(!mon->mcan) { 3282. erode_obj(obj, FALSE, FALSE); 3283. } 3284. break; 3285. case AD_CORR: 3286. if(!mon->mcan) { 3287. erode_obj(obj, TRUE, FALSE); 3288. } 3289. break; 3290. case AD_ENCH: 3291. if (!mon->mcan) { 3292. if (drain_item(obj) && carried(obj) && 3293. (obj->known || obj->oclass == ARMOR_CLASS)) { 3294. Your("%s less effective.", aobjnam(obj, "seem")); 3295. } 3296. break; 3297. } 3298. default: 3299. break; 3300. } 3301. 3302. if (carried(obj)) update_inventory(); 3303. } 3304. 3305. /* Note: caller must ascertain mtmp is mimicking... */ 3306. void 3307. stumble_onto_mimic(mtmp) 3308. struct monst *mtmp; 3309. { 3310. const char *fmt = "Wait! That's %s!", 3311. *generic = "a monster", 3312. *what = 0; 3313. 3314. if(!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data,AD_STCK)) 3315. setustuck(mtmp); 3316. 3317. if (Blind) { 3318. if (!Blind_telepat) 3319. what = generic; /* with default fmt */ 3320. else if (mtmp->m_ap_type == M_AP_MONSTER) 3321. what = a_monnam(mtmp); /* differs from what was sensed */ 3322. } else { 3323. #ifdef DISPLAY_LAYERS 3324. if (levl[u.ux+u.dx][u.uy+u.dy].mem_bg == S_hcdoor || 3325. levl[u.ux+u.dx][u.uy+u.dy].mem_bg == S_vcdoor) 3326. fmt = "The door actually was %s!"; 3327. else if (levl[u.ux+u.dx][u.uy+u.dy].mem_obj == GOLD_PIECE) 3328. fmt = "That gold was %s!"; 3329. #else 3330. int glyph = levl[u.ux+u.dx][u.uy+u.dy].glyph; 3331. 3332. if (glyph_is_cmap(glyph) && 3333. (glyph_to_cmap(glyph) == S_hcdoor || 3334. glyph_to_cmap(glyph) == S_vcdoor)) 3335. fmt = "The door actually was %s!"; 3336. else if (glyph_is_object(glyph) && 3337. glyph_to_obj(glyph) == GOLD_PIECE) 3338. fmt = "That gold was %s!"; 3339. #endif 3340. 3341. /* cloned Wiz starts out mimicking some other monster and 3342. might make himself invisible before being revealed */ 3343. if (mtmp->minvis && !See_invisible) 3344. what = generic; 3345. else 3346. what = a_monnam(mtmp); 3347. } 3348. if (what) pline(fmt, what); 3349. 3350. wakeup(mtmp); /* clears mimicking */ 3351. } 3352. 3353. STATIC_OVL void 3354. nohandglow(mon) 3355. struct monst *mon; 3356. { 3357. char *hands=makeplural(body_part(HAND)); 3358. 3359. if (!u.umconf || mon->mconf) return; 3360. if (u.umconf == 1) { 3361. if (Blind) 3362. Your("%s stop tingling.", hands); 3363. else 3364. Your("%s stop glowing %s.", hands, hcolor(NH_RED)); 3365. } else { 3366. if (Blind) 3367. pline_The("tingling in your %s lessens.", hands); 3368. else 3369. Your("%s no longer glow so brightly %s.", hands, 3370. hcolor(NH_RED)); 3371. } 3372. u.umconf--; 3373. } 3374. 3375. int 3376. flash_hits_mon(mtmp, otmp) 3377. struct monst *mtmp; 3378. struct obj *otmp; /* source of flash */ 3379. { 3380. int tmp, amt, res = 0, useeit = canseemon(mtmp); 3381. 3382. if (mtmp->msleeping) { 3383. mtmp->msleeping = 0; 3384. if (useeit) { 3385. pline_The("flash awakens %s.", mon_nam(mtmp)); 3386. res = 1; 3387. } 3388. } else if (mtmp->data->mlet != S_LIGHT) { 3389. if (!resists_blnd(mtmp)) { 3390. tmp = dist2(otmp->ox, otmp->oy, mtmp->mx, mtmp->my); 3391. if (useeit) { 3392. pline("%s is blinded by the flash!", Monnam(mtmp)); 3393. res = 1; 3394. } 3395. if (mtmp->data == &mons[PM_GREMLIN]) { 3396. /* Rule #1: Keep them out of the light. */ 3397. amt = otmp->otyp == WAN_LIGHT ? d(1 + otmp->spe, 4) : 3398. rn2(min(mtmp->mhp,4)); 3399. pline("%s %s!", Monnam(mtmp), amt > mtmp->mhp / 2 ? 3400. "wails in agony" : "cries out in pain"); 3401. if ((mtmp->mhp -= amt) <= 0) { 3402. if (flags.mon_moving) 3403. monkilled(mtmp, (char *)0, AD_BLND); 3404. else 3405. killed(mtmp); 3406. } else if (cansee(mtmp->mx,mtmp->my) && !canspotmon(mtmp)){ 3407. map_invisible(mtmp->mx, mtmp->my); 3408. } 3409. } 3410. if (mtmp->mhp > 0) { 3411. if (!flags.mon_moving) setmangry(mtmp); 3412. if (tmp < 9 && !mtmp->isshk && rn2(4)) { 3413. if (rn2(4)) 3414. monflee(mtmp, rnd(100), FALSE, TRUE); 3415. else 3416. monflee(mtmp, 0, FALSE, TRUE); 3417. } 3418. mtmp->mcansee = 0; 3419. mtmp->mblinded = (tmp < 3) ? 0 : rnd(1 + 50/tmp); 3420. } 3421. } 3422. } 3423. return res; 3424. } 3425. /*uhitm.c*/