Source:NetHack 3.1.0/uhitm.c

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Below is the full text to uhitm.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/uhitm.c#line123]], for example.

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

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

1.    /*	SCCS Id: @(#)uhitm.c	3.1	92/12/10	*/
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 boolean FDECL(known_hitum, (struct monst *,int));
8.    static boolean FDECL(hitum, (struct monst *,int));
9.    #ifdef POLYSELF
10.   static int FDECL(explum, (struct monst *,struct attack *));
11.   static int FDECL(gulpum, (struct monst *,struct attack *));
12.   static boolean FDECL(hmonas, (struct monst *,int));
13.   #endif
14.   static void FDECL(nohandglow, (struct monst *));
15.   
16.   extern boolean notonhead;	/* for long worms */
17.   /* The below might become a parameter instead if we use it a lot */
18.   static int dieroll;
19.   
20.   struct monst *
21.   clone_mon(mon)
22.   struct monst *mon;
23.   {
24.   	coord mm;
25.   	struct monst *m2;
26.   
27.   	mm.x = mon->mx;
28.   	mm.y = mon->my;
29.   	if (!enexto(&mm, mm.x, mm.y, mon->data)) return (struct monst *)0;
30.   	if (MON_AT(mm.x, mm.y) || mon->mhp <= 1) return (struct monst *)0;
31.   	/* may have been extinguished for population control */
32.   	if(mon->data->geno & G_EXTINCT) return((struct monst *) 0);
33.   	m2 = newmonst(0);
34.   	*m2 = *mon;			/* copy condition of old monster */
35.   	m2->nmon = fmon;
36.   	fmon = m2;
37.   	m2->m_id = flags.ident++;
38.   	m2->mx = mm.x;
39.   	m2->my = mm.y;
40.   
41.   	m2->minvent = (struct obj *) 0; /* objects don't clone */
42.   	m2->mleashed = FALSE;
43.   	m2->mgold = 0L;
44.   	/* Max HP the same, but current HP halved for both.  The caller
45.   	 * might want to override this by halving the max HP also.
46.   	 */
47.   	m2->mhpmax = mon->mhpmax;
48.   	m2->mhp = mon->mhp /= 2;
49.   
50.   	/* since shopkeepers and guards will only be cloned if they've been
51.   	 * polymorphed away from their original forms, the clone doesn't have
52.   	 * room for the extra information.  we also don't want two shopkeepers
53.   	 * around for the same shop.
54.   	 * similarly, clones of named monsters don't have room for the name,
55.   	 * so we just make the clone unnamed instead of bothering to create
56.   	 * a clone with room and copying over the name from the right place
57.   	 * (which changes if the original was a shopkeeper or guard).
58.   	 */
59.   	if (mon->isshk) m2->isshk = FALSE;
60.   	if (mon->isgd) m2->isgd = FALSE;
61.   	if (mon->ispriest) m2->ispriest = FALSE;
62.   	m2->mxlth = 0;
63.   	m2->mnamelth = 0;
64.   	place_monster(m2, m2->mx, m2->my);
65.   	newsym(m2->mx,m2->my);	/* display the new monster */
66.   	if (mon->mtame) {
67.   	    struct monst *m3;
68.   
69.   	    /* because m2 is a copy of mon it is tame but not init'ed.
70.   	     * however, tamedog will not re-tame a tame dog, so m2
71.   	     * must be made non-tame to get initialized properly.
72.   	     */
73.   	    m2->mtame = 0;
74.   	    if ((m3 = tamedog(m2, (struct obj *)0)) != 0)
75.   		m2 = m3;
76.   	}
77.   	return m2;
78.   }
79.   
80.   boolean
81.   special_case(mtmp)
82.   /* Moved this code from attack() in order to 	*/
83.   /* avoid having to duplicate it in dokick.	*/
84.   register struct monst *mtmp;
85.   {
86.   	char qbuf[QBUFSZ];
87.   
88.   	if(mtmp->m_ap_type && !Protection_from_shape_changers
89.   						&& !sensemon(mtmp)) {
90.   		stumble_onto_mimic(mtmp);
91.   		mtmp->data->mflags3 &= ~M3_WAITMASK;
92.   		return(1);
93.   	}
94.   
95.   	if(mtmp->mundetected && hides_under(mtmp->data) && !canseemon(mtmp)) {
96.   		mtmp->mundetected = 0;
97.   		if (!(Blind ? Telepat : (HTelepat & (W_ARMH|W_AMUL|W_ART)))) {
98.   			register struct obj *obj;
99.   
100.  			if(Blind)
101.  			    pline("Wait!  There's a hidden monster there!");
102.  			else if ((obj = level.objects[mtmp->mx][mtmp->my]) != 0)
103.  			    pline("Wait!  There's %s hiding under %s!",
104.  					an(l_monnam(mtmp)), doname(obj));
105.  			wakeup(mtmp);
106.  			mtmp->data->mflags3 &= ~M3_WAITMASK;
107.  			return(TRUE);
108.  		}
109.  	}
110.  
111.  	if (flags.confirm && mtmp->mpeaceful
112.  	    && !Confusion && !Hallucination && !Stunned) {
113.  		/* Intelligent chaotic weapons (Stormbringer) want blood */
114.  		if (uwep && uwep->oartifact == ART_STORMBRINGER)
115.  			return(FALSE);
116.  
117.  		if (canspotmon(mtmp)) {
118.  			Sprintf(qbuf, "Really attack %s?", mon_nam(mtmp));
119.  			if (yn(qbuf) != 'y') {
120.  				flags.move = 0;
121.  				mtmp->data->mflags3 &= ~M3_WAITMASK;
122.  				return(TRUE);
123.  			}
124.  		}
125.  	}
126.  
127.  	return(FALSE);
128.  }
129.  
130.  schar
131.  find_roll_to_hit(mtmp)
132.  register struct monst *mtmp;
133.  {
134.  	schar tmp;
135.  	int tmp2;
136.  	struct permonst *mdat = mtmp->data;
137.  
138.  	tmp = 1 + Luck + abon() +
139.  		find_mac(mtmp) +
140.  #ifdef POLYSELF
141.  		((u.umonnum >= 0) ? uasmon->mlevel : u.ulevel);
142.  #else
143.  		u.ulevel;
144.  #endif
145.  
146.  /*	it is unchivalrous to attack the defenseless or from behind */
147.  	if (pl_character[0] == 'K' && u.ualign.type == A_LAWFUL &&
148.  	    (!mtmp->mcanmove || mtmp->msleep || mtmp->mflee) &&
149.  	    u.ualign.record > -10) adjalign(-1);
150.  
151.  /*	attacking peaceful creatures is bad for the samurai's giri */
152.  	if (pl_character[0] == 'S' && mtmp->mpeaceful &&
153.  	    u.ualign.record > -10) adjalign(-1);
154.  
155.  /*	Adjust vs. (and possibly modify) monster state.		*/
156.  
157.  	if(mtmp->mstun) tmp += 2;
158.  	if(mtmp->mflee) tmp += 2;
159.  
160.  	if(mtmp->msleep) {
161.  		mtmp->msleep = 0;
162.  		tmp += 2;
163.  	}
164.  	if(!mtmp->mcanmove) {
165.  		tmp += 4;
166.  		if(!rn2(10)) {
167.  			mtmp->mcanmove = 1;
168.  			mtmp->mfrozen = 0;
169.  		}
170.  	}
171.  	if (is_orc(mtmp->data) && pl_character[0]=='E') tmp++;
172.  
173.  /*	with a lot of luggage, your agility diminishes */
174.  	if(tmp2 = near_capacity()) tmp -= (tmp2*2) - 1;
175.  	if(u.utrap) tmp -= 3;
176.  #ifdef POLYSELF
177.  /*	Some monsters have a combination of weapon attacks and non-weapon
178.   *	attacks.  It is therefore wrong to add hitval to tmp; we must add it
179.   *	only for the specific attack (in hmonas()).
180.   */
181.  	if(uwep && u.umonnum == -1) tmp += hitval(uwep, mdat);
182.  #else
183.  	if(uwep) tmp += hitval(uwep, mdat);
184.  #endif
185.  	return tmp;
186.  }
187.  
188.  /* try to attack; return FALSE if monster evaded */
189.  /* u.dx and u.dy must be set */
190.  boolean
191.  attack(mtmp)
192.  register struct monst *mtmp;
193.  {
194.  	schar tmp;
195.  	register struct permonst *mdat = mtmp->data;
196.  
197.  	/* This section of code provides protection against accidentally
198.  	 * hitting peaceful (like '@') and tame (like 'd') monsters.
199.  	 * Protection is provided as long as player is not: blind, confused,
200.  	 * hallucinating or stunned.
201.  	 * changes by wwp 5/16/85
202.  	 * More changes 12/90, -dkh-. if its tame and safepet, (and protected
203.  	 * 07/92) then we assume that you're not trying to attack. Instead,
204.  	 * you'll usually just swap places if this is a movement command
205.  	 */
206.  	/* Intelligent chaotic weapons (Stormbringer) want blood */
207.  	if (is_safepet(mtmp) &&
208.  	    (!uwep || uwep->oartifact != ART_STORMBRINGER)) {
209.  		/* there are some additional considerations: this won't work
210.  		 * if in a shop or Punished or you miss a random roll or
211.  		 * if you can walk thru walls and your pet cannot (KAA) or
212.  		 * if your pet is a long worm (unless someone does better).
213.  		 * there's also a chance of displacing a "frozen" monster.
214.  		 * sleeping monsters might magically walk in their sleep.
215.  		 */
216.  		unsigned int foo = (Punished ||
217.  				    !rn2(7) || is_longworm(mtmp->data));
218.  
219.  		if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE) || foo
220.  #ifdef POLYSELF
221.  			|| (IS_ROCK(levl[u.ux][u.uy].typ) &&
222.  					!passes_walls(mtmp->data))
223.  #endif
224.  			) {
225.  		    mtmp->mflee = 1;
226.  		    mtmp->mfleetim = rnd(6);
227.  		    You("stop.  %s is in your way!",
228.  			(mtmp->mnamelth ? NAME(mtmp) : Monnam(mtmp)));
229.  		    return(TRUE);
230.  		} else if ((mtmp->mfrozen || (! mtmp->mcanmove)
231.  				|| (mtmp->data->mmove == 0)) && rn2(6)) {
232.  		    pline("%s doesn't seem to move!", Monnam(mtmp));
233.  		    return(TRUE);
234.  		} else return(FALSE);
235.  	}
236.  
237.  	/* moved code to a separate function to share with dokick */
238.  	if(special_case(mtmp)) return(TRUE);
239.  
240.  #ifdef POLYSELF
241.  	if(u.umonnum >= 0) {	/* certain "pacifist" monsters don't attack */
242.  		set_uasmon();
243.  		if(noattacks(uasmon)) {
244.  			You("have no way to attack monsters physically.");
245.  			mtmp->data->mflags3 &= ~M3_WAITMASK;
246.  			return(TRUE);
247.  		}
248.  	}
249.  #endif
250.  
251.  	if(check_capacity("You cannot fight while so heavily loaded."))
252.  	    return (TRUE);
253.  
254.  	if(unweapon) {
255.  	    unweapon=FALSE;
256.  	    if(flags.verbose)
257.  		if(uwep)
258.  		    You("begin bashing monsters with your %s.",
259.  			aobjnam(uwep, NULL));
260.  		else
261.  #ifdef POLYSELF
262.  		    if (!cantwield(uasmon))
263.  #endif
264.  		    You("begin bashing monsters with your %s hands.",
265.  			uarmg ? "gloved" : "bare");		/* Del Lamb */
266.  	}
267.  	exercise(A_STR, TRUE);		/* you're exercising muscles */
268.  	/* andrew@orca: prevent unlimited pick-axe attacks */
269.  	u_wipe_engr(3);
270.  
271.  	if(mdat->mlet == S_LEPRECHAUN && mtmp->mfrozen && !mtmp->msleep &&
272.  	   !mtmp->mconf && mtmp->mcansee && !rn2(7) &&
273.  	   (m_move(mtmp, 0) == 2 ||			    /* it died */
274.  	   mtmp->mx != u.ux+u.dx || mtmp->my != u.uy+u.dy)) /* it moved */
275.  		return(FALSE);
276.  
277.  	tmp = find_roll_to_hit(mtmp);
278.  #ifdef POLYSELF
279.  	if (u.umonnum >= 0) (void) hmonas(mtmp, tmp);
280.  	else
281.  #endif
282.  	    (void) hitum(mtmp, tmp);
283.  
284.  	mtmp->data->mflags3 &= ~M3_WAITMASK;
285.  	return(TRUE);
286.  }
287.  
288.  static boolean
289.  known_hitum(mon, mhit)	/* returns TRUE if monster still lives */
290.  /* Made into a separate function because in some cases we want to know
291.   * in the calling function whether we hit.
292.   */
293.  register struct monst *mon;
294.  register int mhit;
295.  {
296.  	register boolean malive = TRUE, special;
297.  
298.  	/* we need to know whether the special monster was peaceful */
299.  	/* before the attack, to save idle calls to angry_guards()  */
300.  	special = (mon->mpeaceful && (mon->data == &mons[PM_WATCHMAN] ||
301.  				mon->data == &mons[PM_WATCH_CAPTAIN] ||
302.  				      mon->ispriest || mon->isshk));
303.  
304.  	if(!mhit) {
305.  	    if(flags.verbose) You("miss %s.", mon_nam(mon));
306.  	    else			You("miss it.");
307.  	    if(!mon->msleep && mon->mcanmove)
308.  		wakeup(mon);
309.  #ifdef MUSE
310.  	    else if (uwep && uwep->otyp == TSURUGI &&
311.  		     MON_WEP(mon) && !rn2(20)) {
312.  		/* 1/20 chance of shattering defender's weapon */
313.  		struct obj *obj = MON_WEP(mon);
314.  
315.  		MON_NOWEP(mon);
316.  		m_useup(mon, obj);
317.  		pline("%s weapon shatters!", s_suffix(Monnam(mon)));
318.  		/* perhaps this will freak out the monster */
319.  		if (!rn2(3)) {
320.  		    mon->mflee = 1;
321.  		    mon->mfleetim += rnd(20);
322.  		}
323.  	    }
324.  #endif
325.  	} else {
326.  	    /* we hit the monster; be careful: it might die! */
327.  	    notonhead = (mon->mx != u.ux+u.dx || mon->my != u.uy+u.dy);
328.  	    if((malive = hmon(mon, uwep, 0)) == TRUE) {
329.  		/* monster still alive */
330.  		if(!rn2(25) && mon->mhp < mon->mhpmax/2) {
331.  			mon->mflee = 1;
332.  			if(!rn2(3)) mon->mfleetim = rnd(100);
333.  			if(u.ustuck == mon && !u.uswallow
334.  #ifdef POLYSELF
335.  						&& !sticks(uasmon)
336.  #endif
337.  								)
338.  				u.ustuck = 0;
339.  		}
340.  		if (mon->wormno) cutworm(mon, u.ux+u.dx, u.uy+u.dy, uwep);
341.  	    }
342.  	    if(mon->ispriest && !rn2(2)) ghod_hitsu(mon);
343.  	    if(special) (void) angry_guards(!flags.soundok);
344.  	}
345.  	return(malive);
346.  }
347.  
348.  static boolean
349.  hitum(mon, tmp)		/* returns TRUE if monster still lives */
350.  struct monst *mon;
351.  int tmp;
352.  {
353.  	static int NEARDATA malive;
354.  	boolean mhit = (tmp > (dieroll = rnd(20)) || u.uswallow);
355.  
356.  	if(tmp > dieroll) exercise(A_DEX, TRUE);
357.  	malive = known_hitum(mon, mhit);
358.  	(void) passive(mon, mhit, malive, FALSE);
359.  	return(malive);
360.  }
361.  
362.  boolean			/* general "damage monster" routine */
363.  hmon(mon, obj, thrown)		/* return TRUE if mon still alive */
364.  register struct monst *mon;
365.  register struct obj *obj;
366.  register int thrown;
367.  {
368.  	int tmp;
369.  	struct permonst *mdat = mon->data;
370.  	/* Why all these booleans?  This stuff has to be done in the
371.  	 *      following order:
372.  	 * 1) Know what we're attacking with, and print special hittxt for
373.  	 *	unusual cases.
374.  	 * 2a) Know whether we did damage (depends on 1)
375.  	 * 2b) Know if it's poisoned (depends on 1)
376.  	 * 2c) Know whether we get a normal damage bonus or not (depends on 1)
377.  	 * 3a) Know what the value of the damage bonus is (depends on 2c)
378.  	 * 3b) Know how much poison damage was taken (depends on 2b) and if the
379.  	 *	poison instant-killed it
380.  	 * 4) Know if it was killed (requires knowing 3a, 3b) except by instant-
381.  	 *	kill poison
382.  	 * 5) Print hit message (depends on 1 and 4)
383.  	 * 6a) Print poison message (must be done after 5)
384.  #if 0
385.  	 * 6b) Rust weapon (must be done after 5)
386.  #endif
387.  	 * 7) Possibly kill monster (must be done after 6a, 6b)
388.  	 * 8) Instant-kill from poison (can happen anywhere between 5 and 9)
389.  	 * 9) Hands not glowing (must be done after 7 and 8)
390.  	 * The major problem is that since we don't want a "hit" message
391.  	 * when the monster dies, we have to know how much damage it did
392.  	 * _before_ outputting a hit message, but any messages associated with
393.  	 * the damage don't come out until _after_ outputting a hit message.
394.  	 */
395.  	boolean hittxt = FALSE, destroyed = FALSE;
396.  	boolean get_dmg_bonus = TRUE;
397.  	boolean ispoisoned = FALSE, needpoismsg = FALSE, poiskilled = FALSE;
398.  	boolean silvermsg = FALSE;
399.  
400.  	wakeup(mon);
401.  	if(!obj) {	/* attack with bare hands */
402.  	    if (mdat == &mons[PM_SHADE])
403.  		tmp = 0;
404.  	    else
405.  		tmp = rnd(2);
406.  #if 0
407.  	    if(mdat == &mons[PM_COCKATRICE] && !uarmg
408.  #ifdef POLYSELF
409.  		&& !resists_ston(uasmon)
410.  #endif
411.  		) {
412.  
413.  		You("hit %s with your bare %s.",
414.  			mon_nam(mon), makeplural(body_part(HAND)));
415.  # ifdef POLYSELF
416.  		if(poly_when_stoned(uasmon) && polymon(PM_STONE_GOLEM))
417.  		    return TRUE;
418.  # endif
419.  		You("turn to stone...");
420.  		done_in_by(mon);
421.  		hittxt = TRUE; /* maybe lifesaved */
422.  	    }
423.  #endif
424.  	} else {
425.  	    if(obj->oclass == WEAPON_CLASS || obj->otyp == PICK_AXE ||
426.  	       obj->otyp == UNICORN_HORN || obj->oclass == ROCK_CLASS) {
427.  
428.  		/* If not a melee weapon, and either not thrown, or thrown */
429.  		/* and a bow (bows are >BOOMERANG), or thrown and a missile */
430.  		/* without a propellor (missiles are <DART), do 1-2 points */
431.  		if((obj->otyp >= BOW || obj->otyp < DART)
432.  			&& obj->otyp != PICK_AXE && obj->otyp != UNICORN_HORN
433.  			&& (!thrown ||
434.  			    (obj->oclass != ROCK_CLASS &&
435.  			    (obj->otyp > BOOMERANG ||
436.  				(obj->otyp < DART &&
437.  				    (!uwep ||
438.  				    objects[obj->otyp].w_propellor !=
439.  				    -objects[uwep->otyp].w_propellor)
440.  				))))) {
441.  		    if (mdat == &mons[PM_SHADE] && obj->otyp != SILVER_ARROW)
442.  			tmp = 0;
443.  		    else
444.  			tmp = rnd(2);
445.  		} else {
446.  		    tmp = dmgval(obj, mdat);
447.  		    if (obj->oartifact &&
448.  			artifact_hit(&youmonst, mon, obj, &tmp, dieroll)) {
449.  			if(mon->mhp <= 0) /* artifact killed monster */
450.  			    return FALSE;
451.  			hittxt = TRUE;
452.  		    }
453.  		    if (objects[obj->otyp].oc_material == SILVER
454.  				&& hates_silver(mdat))
455.  			silvermsg = TRUE;
456.  		    if(!thrown && obj == uwep && obj->otyp == BOOMERANG &&
457.  		       !rnl(3)) {
458.  			pline("As you hit %s, %s breaks into splinters.",
459.  			      mon_nam(mon), the(xname(obj)));
460.  			useup(obj);
461.  			obj = (struct obj *) 0;
462.  			hittxt = TRUE;
463.  			if (mdat != &mons[PM_SHADE])
464.  			    tmp++;
465.  		    } else if(thrown &&
466.  			      (obj->otyp >= ARROW && obj->otyp <= SHURIKEN)) {
467.  			if(uwep && obj->otyp < DART &&
468.  			   objects[obj->otyp].w_propellor ==
469.  			   -objects[uwep->otyp].w_propellor) {
470.  			    /* Elves and Samurai do extra damage using
471.  			     * their bows&arrows; they're highly trained.
472.  			     */
473.  			    if (pl_character[0] == 'S' &&
474.  				obj->otyp == YA && uwep->otyp == YUMI)
475.  				tmp++;
476.  			    else if (pl_character[0] == 'E' &&
477.  				     obj->otyp == ELVEN_ARROW &&
478.  				     uwep->otyp == ELVEN_BOW)
479.  				tmp++;
480.  			}
481.  			if(((uwep && objects[obj->otyp].w_propellor ==
482.  				-objects[uwep->otyp].w_propellor)
483.  				|| obj->otyp==DART || obj->otyp==SHURIKEN) &&
484.  				obj->opoisoned)
485.  			    ispoisoned = TRUE;
486.  		    }
487.  		}
488.  	    } else if(obj->oclass == POTION_CLASS) {
489.  			if (obj->quan > 1L) setuwep(splitobj(obj, 1L));
490.  			else setuwep((struct obj *)0);
491.  			freeinv(obj);
492.  			potionhit(mon,obj);
493.  			hittxt = TRUE;
494.  			if (mdat == &mons[PM_SHADE])
495.  			    tmp = 0;
496.  			else
497.  			    tmp = 1;
498.  	    } else {
499.  		switch(obj->otyp) {
500.  		    case HEAVY_IRON_BALL:
501.  			tmp = rnd(25); break;
502.  		    case BOULDER:
503.  			tmp = rnd(20); break;
504.  		    case MIRROR:
505.  			You("break your mirror.  That's bad luck!");
506.  			change_luck(-2);
507.  			useup(obj);
508.  			obj = (struct obj *) 0;
509.  			hittxt = TRUE;
510.  			tmp = 1;
511.  			break;
512.  #ifdef TOURIST
513.  		    case EXPENSIVE_CAMERA:
514.  	You("succeed in destroying your camera.  Congratulations!");
515.  			useup(obj);
516.  			return(TRUE);
517.  #endif
518.  		    case CORPSE:		/* fixed by polder@cs.vu.nl */
519.  			if(obj->corpsenm == PM_COCKATRICE) {
520.  			    You("hit %s with the cockatrice corpse.",
521.  				  mon_nam(mon));
522.  			    if(resists_ston(mdat)) {
523.  				tmp = 1;
524.  				hittxt = TRUE;
525.  				break;
526.  			    }
527.  			    if(poly_when_stoned(mdat)) {
528.  				mon_to_stone(mon);
529.  				tmp = 1;
530.  				hittxt = TRUE;
531.  				break;
532.  			    }
533.  			    pline("%s turns to stone.", Monnam(mon));
534.  			    stoned = TRUE;
535.  			    xkilled(mon,0);
536.  			    return(FALSE);
537.  			}
538.  			tmp = mons[obj->corpsenm].msize + 1;
539.  			break;
540.  		    case EGG: /* only possible if hand-to-hand */
541.  			if(obj->corpsenm > -1
542.  					&& obj->corpsenm != PM_COCKATRICE
543.  					&& mdat == &mons[PM_COCKATRICE]) {
544.  				You("hit %s with the %s egg%s.",
545.  					mon_nam(mon),
546.  					mons[obj->corpsenm].mname,
547.  					plur(obj->quan));
548.  				hittxt = TRUE;
549.  				pline("The egg%sn't live any more...",
550.  					(obj->quan == 1L) ? " is" : "s are");
551.  				obj->otyp = ROCK;
552.  				obj->oclass = GEM_CLASS;
553.  				obj->known = obj->dknown = 0;
554.  				obj->owt = weight(obj);
555.  			}
556.  			tmp = 1;
557.  			break;
558.  		    case CLOVE_OF_GARLIC:	/* no effect against demons */
559.  			if(is_undead(mdat)) mon->mflee = 1;
560.  			tmp = 1;
561.  			break;
562.  		    case CREAM_PIE:
563.  #ifdef POLYSELF
564.  		    case BLINDING_VENOM:
565.  			if(Blind || !haseyes(mon->data))
566.  			    pline(obj->otyp==CREAM_PIE ? "Splat!" : "Splash!");
567.  			else if (obj->otyp == BLINDING_VENOM)
568.  			    pline("The venom blinds %s%s!", mon_nam(mon),
569.  					mon->mcansee ? "" : " further");
570.  #else
571.  			if(Blind) pline("Splat!");
572.  #endif
573.  			else
574.  			    pline("The cream pie splashes over %s%s!",
575.  				mon_nam(mon),
576.  				(haseyes(mdat) &&
577.  				    mdat != &mons[PM_FLOATING_EYE])
578.  				? (*(eos(mon_nam(mon))-1) == 's' ? "' face" :
579.  					 "'s face") : "");
580.  			if(mon->msleep) mon->msleep = 0;
581.  			setmangry(mon);
582.  			if(haseyes(mon->data)) {
583.  			    mon->mcansee = 0;
584.  			    tmp = rn1(25, 21);
585.  			    if(((int) mon->mblinded + tmp) > 127)
586.  				mon->mblinded = 127;
587.  			    else mon->mblinded += tmp;
588.  			}
589.  			hittxt = TRUE;
590.  			get_dmg_bonus = FALSE;
591.  			tmp = 0;
592.  			break;
593.  #ifdef POLYSELF
594.  		    case ACID_VENOM: /* only possible if thrown */
595.  			if(resists_acid(mdat)) {
596.  				Your("venom hits %s harmlessly.",
597.  					mon_nam(mon));
598.  				tmp = 0;
599.  			} else {
600.  				Your("venom burns %s!", mon_nam(mon));
601.  				tmp = dmgval(obj, mdat);
602.  			}
603.  			hittxt = TRUE;
604.  			get_dmg_bonus = FALSE;
605.  			break;
606.  #endif
607.  		    default:
608.  			/* non-weapons can damage because of their weight */
609.  			/* (but not too much) */
610.  			tmp = obj->owt/100;
611.  			if(tmp < 1) tmp = 1;
612.  			else tmp = rnd(tmp);
613.  			if(tmp > 6) tmp = 6;
614.  		}
615.  		if (mdat == &mons[PM_SHADE] && obj &&
616.  				objects[obj->otyp].oc_material != SILVER)
617.  		    tmp = 0;
618.  	    }
619.  	}
620.  
621.  	/****** NOTE: perhaps obj is undefined!! (if !thrown && BOOMERANG)
622.  	 *      *OR* if attacking bare-handed!! */
623.  
624.  	if (get_dmg_bonus && tmp) {
625.  		tmp += u.udaminc;
626.  		/* If you throw using a propellor, you don't get a strength
627.  		 * bonus but you do get an increase-damage bonus.
628.  		 */
629.  		if(!thrown || !obj || !uwep ||
630.  		   (obj->oclass != GEM_CLASS && obj->oclass != WEAPON_CLASS) ||
631.  		   !objects[obj->otyp].w_propellor ||
632.  		   (objects[obj->otyp].w_propellor !=
633.  				-objects[uwep->otyp].w_propellor))
634.  		    tmp += dbon();
635.  	}
636.  
637.  /* TODO:	Fix this up.  multiple engulf attacks now exist.
638.  	if(u.uswallow) {
639.  	    if((tmp -= u.uswldtim) <= 0) {
640.  		Your("%s are no longer able to hit.",
641.  			makeplural(body_part(ARM)));
642.  		return(TRUE);
643.  	    }
644.  	}
645.   */
646.  	if (ispoisoned) {
647.  	    if(resists_poison(mdat))
648.  		needpoismsg = TRUE;
649.  	    else if (rn2(10))
650.  		tmp += rnd(6);
651.  	    else poiskilled = TRUE;
652.  	}
653.  	if(tmp < 1)
654.  	    if (mdat == &mons[PM_SHADE]) {
655.  		Your("attack passes harmlessly through %s.",
656.  			mon_nam(mon));
657.  		hittxt = TRUE;
658.  	    } else
659.  		tmp = 1;
660.  
661.  	mon->mhp -= tmp;
662.  	if(mon->mhp < 1)
663.  		destroyed = TRUE;
664.  	if(mon->mtame && (!mon->mflee || mon->mfleetim)) {
665.  #ifdef SOUNDS
666.  		if (rn2(8)) yelp(mon);
667.  		else growl(mon); /* give them a moment's worry */
668.  #endif
669.  		mon->mtame--;
670.  		if(!mon->mtame) newsym(mon->mx, mon->my);
671.  		mon->mflee = TRUE;		/* Rick Richardson */
672.  		mon->mfleetim += 10*rnd(tmp);
673.  	}
674.  	if((mdat == &mons[PM_BLACK_PUDDING] || mdat == &mons[PM_BROWN_PUDDING])
675.  		   && obj && obj == uwep
676.  		   && objects[obj->otyp].oc_material == IRON
677.  		   && mon->mhp > 1 && !thrown && !mon->mcan
678.  		   /* && !destroyed  -- guaranteed by mhp > 1 */ ) {
679.  
680.  		if (clone_mon(mon)) {
681.  			pline("%s divides as you hit it!", Monnam(mon));
682.  			hittxt = TRUE;
683.  		}
684.  	}
685.  
686.  	if(!hittxt && !destroyed) {
687.  		if(thrown)
688.  		    /* thrown => obj exists */
689.  		    hit(xname(obj), mon, exclam(tmp) );
690.  		else if(!flags.verbose) You("hit it.");
691.  		else	You("hit %s%s", mon_nam(mon), canseemon(mon)
692.  			? exclam(tmp) : ".");
693.  	}
694.  
695.  	if (silvermsg) {
696.  		if (canseemon(mon) || sensemon(mon))
697.  			pline("The silver sears %s%s!",
698.  				mon_nam(mon),
699.  				noncorporeal(mdat) ? "" : 
700.  			          (*(eos(mon_nam(mon))-1) == 's' ?
701.  				       "' flesh" : "'s flesh"));
702.  		else
703.  			pline("It%s is seared!",
704.  				noncorporeal(mdat) ? "" : "s flesh");
705.  	}
706.  
707.  	if (needpoismsg)
708.  		pline("The poison doesn't seem to affect %s.", mon_nam(mon));
709.  	if (poiskilled) {
710.  		pline("The poison was deadly...");
711.  		xkilled(mon, 0);
712.  		return FALSE;
713.  	} else if (destroyed) {
714.  		killed(mon);	/* takes care of most messages */
715.  	} else if(u.umconf && !thrown) {
716.  		nohandglow(mon);
717.  		if(!mon->mconf && !resist(mon, '+', 0, NOTELL)) {
718.  			mon->mconf = 1;
719.  			if(!mon->mstun && mon->mcanmove && !mon->msleep &&
720.  			   !Blind)
721.  				pline("%s appears confused.", Monnam(mon));
722.  		}
723.  	}
724.  
725.  #if 0
726.  	if(mdat == &mons[PM_RUST_MONSTER] && obj && obj == uwep &&
727.  		is_rustprone(obj) && obj->oeroded < MAX_ERODE) {
728.  	    if (obj->greased)
729.  		grease_protect(obj,NULL,FALSE);
730.  	    else if (obj->oerodeproof || (obj->blessed && !rnl(4))) {
731.  	        if (flags.verbose)
732.  			pline("Somehow, your %s is not affected.",
733.  			      is_sword(obj) ? "sword" : "weapon");
734.  	    } else {
735.  		Your("%s%s!", aobjnam(obj, "rust"),
736.  		     obj->oeroded+1 == MAX_ERODE ? " completely" :
737.  		     obj->oeroded ? " further" : "");
738.  		obj->oeroded++;
739.  	    }
740.  	}
741.  #endif
742.  
743.  	return(destroyed ? FALSE : TRUE);
744.  }
745.  
746.  #ifdef POLYSELF
747.  
748.  int
749.  damageum(mdef, mattk)
750.  register struct monst *mdef;
751.  register struct attack *mattk;
752.  {
753.  	register struct permonst *pd = mdef->data;
754.  	register int	tmp = d((int)mattk->damn, (int)mattk->damd);
755.  
756.  	if (is_demon(uasmon) && !rn2(13) && !uwep
757.  		&& u.umonnum != PM_SUCCUBUS && u.umonnum != PM_INCUBUS
758.  		&& u.umonnum != PM_BALROG) {
759.  	    struct monst *dtmp;
760.  	    pline("Some hell-p has arrived!");
761.  	    if((dtmp = makemon(!rn2(6) ? &mons[ndemon()] : uasmon, u.ux, u.uy)))
762.  		(void)tamedog(dtmp, (struct obj *)0);
763.  	    exercise(A_WIS, TRUE);
764.  	    return(0);
765.  	}
766.  
767.  	switch(mattk->adtyp) {
768.  	    case AD_STUN:
769.  		if(!Blind)
770.  		    pline("%s staggers for a moment.", Monnam(mdef));
771.  		mdef->mstun = 1;
772.  		/* fall through to next case */
773.  	    case AD_WERE:	    /* no effect on monsters */
774.  	    case AD_HEAL:
775.  	    case AD_LEGS:
776.  	    case AD_PHYS:
777.  		if(mattk->aatyp == AT_WEAP) {
778.  			if(uwep) tmp = 0;
779.  		} else if(mattk->aatyp == AT_KICK)
780.  			if(thick_skinned(mdef->data)) tmp = 0;
781.  		break;
782.  	    case AD_FIRE:
783.  		if(!Blind) pline("%s is on fire!", Monnam(mdef));
784.  		tmp += destroy_mitem(mdef, SCROLL_CLASS, AD_FIRE);
785.  		tmp += destroy_mitem(mdef, SPBOOK_CLASS, AD_FIRE);
786.  		if(resists_fire(pd)) {
787.  		    if (!Blind)
788.  			pline("The fire doesn't heat %s!", mon_nam(mdef));
789.  		    golemeffects(mdef, AD_FIRE, tmp);
790.  		    shieldeff(mdef->mx, mdef->my);
791.  		    tmp = 0;
792.  		}
793.  		/* only potions damage resistant players in destroy_item */
794.  		tmp += destroy_mitem(mdef, POTION_CLASS, AD_FIRE);
795.  		break;
796.  	    case AD_COLD:
797.  		if(!Blind) pline("%s is covered in frost!", Monnam(mdef));
798.  		if(resists_cold(pd)) {
799.  		    shieldeff(mdef->mx, mdef->my);
800.  		    if (!Blind)
801.  			pline("The frost doesn't chill %s!", mon_nam(mdef));
802.  		    golemeffects(mdef, AD_COLD, tmp);
803.  		    tmp = 0;
804.  		}
805.  		tmp += destroy_mitem(mdef, POTION_CLASS, AD_COLD);
806.  		break;
807.  	    case AD_ELEC:
808.  		if (!Blind) pline("%s is zapped!", Monnam(mdef));
809.  		tmp += destroy_mitem(mdef, WAND_CLASS, AD_ELEC);
810.  		if(resists_elec(pd)) {
811.  		    if (!Blind)
812.  			pline("The zap doesn't shock %s!", mon_nam(mdef));
813.  		    golemeffects(mdef, AD_ELEC, tmp);
814.  		    shieldeff(mdef->mx, mdef->my);
815.  		    tmp = 0;
816.  		}
817.  		/* only rings damage resistant players in destroy_item */
818.  		tmp += destroy_mitem(mdef, RING_CLASS, AD_ELEC);
819.  		break;
820.  	    case AD_ACID:
821.  		if(resists_acid(pd)) tmp = 0;
822.  		break;
823.  	    case AD_STON:
824.  		if(poly_when_stoned(pd))
825.  		   mon_to_stone(mdef);
826.  		else if(!resists_ston(pd)) {
827.  		    stoned = TRUE;
828.  		    if(!Blind) pline("%s turns to stone.", Monnam(mdef));
829.  		    xkilled(mdef, 0);
830.  		    return(2);
831.  		}
832.  		tmp = 0;	/* no damage if this fails */
833.  		break;
834.  # ifdef SEDUCE
835.  	    case AD_SSEX:
836.  # endif
837.  	    case AD_SEDU:
838.  	    case AD_SITM:
839.  		if(mdef->minvent) {
840.  		    struct obj *otmp, *stealoid;
841.  
842.  		    stealoid = (struct obj *)0;
843.  		/* Without MUSE we can only change a monster's AC by stealing
844.  		 * armor with the "unarmored soldier" kludge.  With it there
845.  		 * are many monsters which wear armor, and all can be stripped.
846.  		 */
847.  		    if(
848.  #ifndef MUSE
849.  			is_mercenary(pd) &&
850.  #endif
851.  					could_seduce(&youmonst,mdef,mattk)){
852.  			for(otmp = mdef->minvent; otmp; otmp=otmp->nobj)
853.  #ifdef MUSE
854.  			    if (otmp->owornmask & W_ARM) stealoid = otmp;
855.  #else
856.  			    if (otmp->otyp >= PLATE_MAIL && otmp->otyp
857.  				<= ELVEN_CLOAK) stealoid = otmp;
858.  #endif
859.  		    }
860.  		    if (stealoid) {
861.  			boolean stolen = FALSE;
862.  			/* Is "he"/"his" always correct? */
863.  			if (gender(mdef) == u.mfemale &&
864.  						uasmon->mlet == S_NYMPH)
865.  	You("charm %s.  She gladly hands over her possessions.", mon_nam(mdef));
866.  			else
867.  		You("seduce %s and %s starts to take off %s clothes.",
868.  				mon_nam(mdef),
869.  				gender(mdef) ? "she" : "he",
870.  				gender(mdef) ? "her" : "his");
871.  			while(mdef->minvent) {
872.  				otmp = mdef->minvent;
873.  				mdef->minvent = otmp->nobj;
874.  				/* set dknown to insure proper merge */
875.  				if (!Blind) otmp->dknown = 1;
876.  #ifdef MUSE
877.  				otmp->owornmask = 0L;
878.  #endif
879.  				if (!stolen && otmp==stealoid) {
880.  				    otmp = hold_another_object(otmp,
881.  					      (const char *)0, (const char *)0,
882.  							      (const char *)0);
883.  				    stealoid = otmp;
884.  				    stolen = TRUE;
885.  				} else {
886.  				    otmp = hold_another_object(otmp,
887.  						 "You steal %s.", doname(otmp),
888.  								"You steal: ");
889.  				}
890.  			}
891.  			if (!stolen)
892.  				impossible("Player steal fails!");
893.  			else {
894.  				pline("%s finishes taking off %s suit.",
895.  				   Monnam(mdef), gender(mdef) ? "her" : "his");
896.  				You("steal %s!", doname(stealoid));
897.  # if defined(ARMY) && !defined(MUSE)
898.  				mdef->data = &mons[PM_UNARMORED_SOLDIER];
899.  # endif
900.  			}
901.  #ifdef MUSE
902.  			possibly_unwield(mdef);
903.  			mdef->misc_worn_check = 0L;
904.  #endif
905.  		   } else {
906.  			otmp = mdef->minvent;
907.  			mdef->minvent = otmp->nobj;
908.  			otmp = hold_another_object(otmp, "You steal %s.",
909.  						  doname(otmp), "You steal: ");
910.  #ifdef MUSE
911.  			possibly_unwield(mdef);
912.  			otmp->owornmask = 0L;
913.  #endif
914.  		   }
915.  		}
916.  		tmp = 0;
917.  		break;
918.  	    case AD_SGLD:
919.  		if (mdef->mgold) {
920.  		    u.ugold += mdef->mgold;
921.  		    mdef->mgold = 0;
922.  		    Your("purse feels heavier.");
923.  		}
924.  		exercise(A_DEX, TRUE);
925.  		tmp = 0;
926.  		break;
927.  	    case AD_TLPT:
928.  		if(tmp <= 0) tmp = 1;
929.  		if(tmp < mdef->mhp) {
930.  		    rloc(mdef);
931.  		    if(!Blind) pline("%s suddenly disappears!", Monnam(mdef));
932.  		}
933.  		break;
934.  	    case AD_BLND:
935.  		if(haseyes(pd)) {
936.  
937.  		    if(!Blind) pline("%s is blinded.", Monnam(mdef));
938.  		    mdef->mcansee = 0;
939.  		    mdef->mblinded += tmp;
940.  		}
941.  		tmp = 0;
942.  		break;
943.  	    case AD_CURS:
944.  		if (night() && !rn2(10) && !mdef->mcan) {
945.  		    if (mdef->data == &mons[PM_CLAY_GOLEM]) {
946.  			if (!Blind)
947.  			    pline("Some writing vanishes from %s head!",
948.  				s_suffix(mon_nam(mdef)));
949.  			xkilled(mdef, 0);
950.  			return 2;
951.  		    }
952.  		    mdef->mcan = 1;
953.  		    You("chuckle.");
954.  		}
955.  		tmp = 0;
956.  		break;
957.  	    case AD_DRLI:
958.  		if(rn2(2) && !resists_drli(pd)) {
959.  			int xtmp = d(2,6);
960.  			pline("%s suddenly seems weaker!", Monnam(mdef));
961.  			mdef->mhpmax -= xtmp;
962.  			if ((mdef->mhp -= xtmp) <= 0 || !mdef->m_lev--) {
963.  				pline("%s dies!", Monnam(mdef));
964.  				xkilled(mdef,0);
965.  				return(2);
966.  			}
967.  		}
968.  		tmp = 0;
969.  		break;
970.  	    case AD_RUST:
971.  		if (pd == &mons[PM_IRON_GOLEM]) {
972.  			pline("%s falls to pieces!", Monnam(mdef));
973.  			xkilled(mdef,0);
974.  			return(2);
975.  		}
976.  		tmp = 0;
977.  		break;
978.  	    case AD_DCAY:
979.  		if (pd == &mons[PM_WOOD_GOLEM] ||
980.  		    pd == &mons[PM_LEATHER_GOLEM]) {
981.  			pline("%s falls to pieces!", Monnam(mdef));
982.  			xkilled(mdef,0);
983.  			return(2);
984.  		}
985.  	    case AD_DRST:
986.  	    case AD_DRDX:
987.  	    case AD_DRCO:
988.  		if (!rn2(8)) {
989.  		    Your("%s was poisoned!", mattk->aatyp==AT_BITE ?
990.  			"bite" : "sting");
991.  		    if (resists_poison(mdef->data))
992.  			pline("The poison doesn't seem to affect %s.",
993.  				mon_nam(mdef));
994.  		    else {
995.  			if (!rn2(10)) {
996.  			    Your("poison was deadly...");
997.  			    tmp = mdef->mhp;
998.  			} else tmp += rn1(10,6);
999.  		    }
1000. 		}
1001. 		break;
1002. 	    case AD_DRIN:
1003. 		if (!has_head(mdef->data)) {
1004. 		    pline("%s doesn't seem harmed.", Monnam(mdef));
1005. 		    tmp = 0;
1006. 		    break;
1007. 		}
1008. #ifdef MUSE
1009. 		if ((mdef->misc_worn_check & W_ARMH) && rn2(8)) {
1010. 		    pline("%s helmet blocks your attack to %s head.",
1011. 			  s_suffix(Monnam(mdef)),
1012. 			  (Blind || !humanoid(mdef->data)) ? "its" :
1013. 				(mdef->female ? "her" : "his"));
1014. 		    break;
1015. 		}
1016. #endif
1017. 		You("eat %s brain!", s_suffix(mon_nam(mdef)));
1018. 		if (mindless(mdef->data)) {
1019. 		    pline("%s doesn't notice.", Monnam(mdef));
1020. 		    break;
1021. 		}
1022. 		tmp += rnd(10);
1023. 		morehungry(-rnd(30)); /* cannot choke */
1024. 		if (ABASE(A_INT) < AMAX(A_INT)) {
1025. 			ABASE(A_INT) += rnd(4);
1026. 			if (ABASE(A_INT) > AMAX(A_INT))
1027. 				ABASE(A_INT) = AMAX(A_INT);
1028. 			flags.botl = 1;
1029. 		}
1030. 		exercise(A_WIS, TRUE);
1031. 		break;
1032. 	    case AD_WRAP:
1033. 	    case AD_STCK:
1034. 		if (!sticks(mdef->data))
1035. 		    u.ustuck = mdef; /* it's now stuck to you */
1036. 		break;
1037. 	    case AD_PLYS:
1038. 		if (mdef->mcanmove && !rn2(3) && tmp < mdef->mhp) {
1039. 		    if (!Blind) pline("%s is frozen by you!", Monnam(mdef));
1040. 		    mdef->mcanmove = 0;
1041. 		    mdef->mfrozen = rnd(10);
1042. 		}
1043. 		break;
1044. 	    case AD_SLEE:
1045. 		if (!resists_sleep(mdef->data) && !mdef->msleep &&
1046. 							mdef->mcanmove) {
1047. 		    if (!Blind)
1048. 			pline("%s suddenly falls asleep!", Monnam(mdef));
1049. 		    mdef->mcanmove = 0;
1050. 		    mdef->mfrozen = rnd(10);
1051. 		}
1052. 		break;
1053. 	    default:	tmp = 0;
1054. 			break;
1055. 	}
1056. 	if(!tmp) return(1);
1057. 
1058. 	if((mdef->mhp -= tmp) < 1) {
1059. 
1060. 	    if (mdef->mtame && !cansee(mdef->mx,mdef->my)) {
1061. 		You("feel embarrassed for a moment.");
1062. 		xkilled(mdef, 0);
1063. 	    } else if (!flags.verbose) {
1064. 		You("destroy it!");
1065. 		xkilled(mdef, 0);
1066. 	    } else
1067. 		killed(mdef);
1068. 	    return(2);
1069. 	}
1070. 	return(1);
1071. }
1072. 
1073. static int
1074. explum(mdef, mattk)
1075. register struct monst *mdef;
1076. register struct attack *mattk;
1077. {
1078. 	register int tmp = d((int)mattk->damn, (int)mattk->damd);
1079. 
1080. 	You("explode!");
1081. 	switch(mattk->adtyp) {
1082. 	    case AD_BLND:
1083. 		if (haseyes(mdef->data)) {
1084. 		    pline("%s is blinded by your flash of light!", Monnam(mdef));
1085. 		    if (mdef->mcansee) {
1086. 			mdef->mblinded += tmp;
1087. 			mdef->mcansee = 0;
1088. 		    }
1089. 		}
1090. 		break;
1091. 	    case AD_COLD:
1092. 		if (!resists_cold(mdef->data)) {
1093. 		    pline("%s gets blasted!", Monnam(mdef));
1094. 		    mdef->mhp -= tmp;
1095. 		    if (mdef->mhp <= 0) {
1096. 			 killed(mdef);
1097. 			 return(2);
1098. 		    }
1099. 		} else {
1100. 		    shieldeff(mdef->mx, mdef->my);
1101. 		    if (is_golem(mdef->data))
1102. 			golemeffects(mdef, AD_COLD, tmp);
1103. 		    else
1104. 			pline("The blast doesn't seem to affect %s.",
1105. 				mon_nam(mdef));
1106. 		}
1107. 		break;
1108. 	    default:
1109. 		break;
1110. 	}
1111. 	return(1);
1112. }
1113. 
1114. static int
1115. gulpum(mdef,mattk)
1116. register struct monst *mdef;
1117. register struct attack *mattk;
1118. {
1119. 	register int tmp;
1120. 	register int dam = d((int)mattk->damn, (int)mattk->damd);
1121. 	/* Not totally the same as for real monsters.  Specifically, these
1122. 	 * don't take multiple moves.  (It's just too hard, for too little
1123. 	 * result, to program monsters which attack from inside you, which
1124. 	 * would be necessary if done accurately.)  Instead, we arbitrarily
1125. 	 * kill the monster immediately for AD_DGST and we regurgitate them
1126. 	 * after exactly 1 round of attack otherwise.  -KAA
1127. 	 */
1128. 
1129. 	if(mdef->data->msize >= MZ_HUGE) return 0;
1130. 
1131. 	if(u.uhunger < 1500 && !u.uswallow) {
1132. 
1133. 	    if(mdef->data->mlet != S_COCKATRICE) {
1134. # ifdef LINT	/* static char msgbuf[BUFSZ]; */
1135. 		char msgbuf[BUFSZ];
1136. # else
1137. 		static char msgbuf[BUFSZ];
1138. # endif
1139. /* TODO: get the symbol display also to work (monster symbol is removed from
1140.  * the screen and you moved onto it, then you get moved back and it gets
1141.  * moved back if the monster survives--just like when monsters swallow you.
1142.  */
1143. 		You("engulf %s!", mon_nam(mdef));
1144. 		switch(mattk->adtyp) {
1145. 		    case AD_DGST:
1146. 			u.uhunger += mdef->data->cnutrit;
1147. 			newuhs(FALSE);
1148. 			xkilled(mdef,2);
1149. 			Sprintf(msgbuf, "You totally digest %s.",
1150. 					mon_nam(mdef));
1151. 			if ((tmp = 3 + (mdef->data->cwt >> 6)) != 0) {
1152. 			    You("digest %s.", mon_nam(mdef));
1153. 			    nomul(-tmp);
1154. 			    nomovemsg = msgbuf;
1155. 			} else pline(msgbuf);
1156. 			exercise(A_CON, TRUE);
1157. 			return(2);
1158. 		    case AD_PHYS:
1159. 			pline("%s is pummeled with your debris!",Monnam(mdef));
1160. 			break;
1161. 		    case AD_ACID:
1162. 			pline("%s is covered with your goo!", Monnam(mdef));
1163. 			if (resists_acid(mdef->data)) {
1164. 			    pline("It seems harmless to %s.", mon_nam(mdef));
1165. 			    dam = 0;
1166. 			}
1167. 			break;
1168. 		    case AD_BLND:
1169. 			if(haseyes(mdef->data)) {
1170. 			    if (mdef->mcansee)
1171. 				pline("%s can't see in there!", Monnam(mdef));
1172. 			    mdef->mcansee = 0;
1173. 			    dam += mdef->mblinded;
1174. 			    if (dam > 127) dam = 127;
1175. 			    mdef->mblinded = dam;
1176. 			}
1177. 			dam = 0;
1178. 			break;
1179. 		    case AD_ELEC:
1180. 			if (rn2(2)) {
1181. 			    pline("The air around %s crackles with electricity.", mon_nam(mdef));
1182. 			    if (resists_elec(mdef->data)) {
1183. 				pline("%s seems unhurt.", Monnam(mdef));
1184. 				dam = 0;
1185. 			    }
1186. 			    golemeffects(mdef,(int)mattk->adtyp,dam);
1187. 			} else dam = 0;
1188. 			break;
1189. 		    case AD_COLD:
1190. 			if (rn2(2)) {
1191. 			    if (resists_cold(mdef->data)) {
1192. 				pline("%s seems mildly chilly.", Monnam(mdef));
1193. 				dam = 0;
1194. 			    } else
1195. 				pline("%s is freezing to death!",Monnam(mdef));
1196. 			    golemeffects(mdef,(int)mattk->adtyp,dam);
1197. 			} else dam = 0;
1198. 			break;
1199. 		    case AD_FIRE:
1200. 			if (rn2(2)) {
1201. 			    if (resists_fire(mdef->data)) {
1202. 				pline("%s seems mildly hot.", Monnam(mdef));
1203. 				dam = 0;
1204. 			    } else
1205. 				pline("%s is burning to a crisp!",Monnam(mdef));
1206. 			    golemeffects(mdef,(int)mattk->adtyp,dam);
1207. 			} else dam = 0;
1208. 			break;
1209. 		}
1210. 		if ((mdef->mhp -= dam) <= 0) {
1211. 		    killed(mdef);
1212. 		    return(2);
1213. 		}
1214. 		You("%s %s!", is_animal(uasmon) ? "regurgitate"
1215. 			: "expel", mon_nam(mdef));
1216. 		if (is_animal(uasmon)) {
1217. 		    pline("Obviously, you didn't like %s taste.",
1218. 			  s_suffix(mon_nam(mdef)));
1219. 		}
1220. 	    } else {
1221. 		You("bite into %s", mon_nam(mdef));
1222. 		You("turn to stone...");
1223. 		killer_format = KILLED_BY;
1224. 		killer = "swallowing a cockatrice whole";
1225. 		done(STONING);
1226. 	    }
1227. 	}
1228. 	return(0);
1229. }
1230. 
1231. void
1232. missum(mdef,mattk)
1233. register struct monst *mdef;
1234. register struct attack *mattk;
1235. {
1236. 	if (could_seduce(&youmonst, mdef, mattk))
1237. 		You("pretend to be friendly to %s.", mon_nam(mdef));
1238. 	else if(!Blind && flags.verbose)
1239. 		You("miss %s.", mon_nam(mdef));
1240. 	else
1241. 		You("miss it.");
1242. 	wakeup(mdef);
1243. }
1244. 
1245. static boolean
1246. hmonas(mon, tmp)		/* attack monster as a monster. */
1247. register struct monst *mon;
1248. register int tmp;
1249. {
1250. 	register struct attack *mattk;
1251. 	int	i, sum[NATTK];
1252. 	int	nsum = 0;
1253. 	schar	dhit;
1254. 
1255. #ifdef GCC_WARN
1256. 	dhit = 0;
1257. #endif
1258. 
1259. 	for(i = 0; i < NATTK; i++) {
1260. 
1261. 	    sum[i] = 0;
1262. 	    mattk = &(uasmon->mattk[i]);
1263. 	    switch(mattk->aatyp) {
1264. 		case AT_WEAP:
1265. use_weapon:
1266. 	/* Certain monsters don't use weapons when encountered as enemies,
1267. 	 * but players who polymorph into them have hands or claws and thus
1268. 	 * should be able to use weapons.  This shouldn't prohibit the use
1269. 	 * of most special abilities, either.
1270. 	 */
1271. 	/* Potential problem: if the monster gets multiple weapon attacks,
1272. 	 * we currently allow the player to get each of these as a weapon
1273. 	 * attack.  Is this really desirable?
1274. 	 */
1275. 			if(uwep) tmp += hitval(uwep, mon->data);
1276. 			dhit = (tmp > (dieroll = rnd(20)) || u.uswallow);
1277. 			/* Enemy dead, before any special abilities used */
1278. 			if (!known_hitum(mon,dhit)) return 0;
1279. 			/* might be a worm that gets cut in half */
1280. 			if (m_at(u.ux+u.dx, u.uy+u.dy) != mon) return(nsum);
1281. 			/* Do not print "You hit" message, since known_hitum
1282. 			 * already did it.
1283. 			 */
1284. 			if (dhit && mattk->adtyp != AD_SPEL
1285. 				&& mattk->adtyp != AD_PHYS)
1286. 				sum[i] = damageum(mon,mattk);
1287. 			break;
1288. 		case AT_CLAW:
1289. 			if (i==0 && uwep && !cantwield(uasmon)) goto use_weapon;
1290. # ifdef SEDUCE
1291. 			/* succubi/incubi are humanoid, but their _second_
1292. 			 * attack is AT_CLAW, not their first...
1293. 			 */
1294. 			if (i==1 && uwep && (u.umonnum == PM_SUCCUBUS ||
1295. 				u.umonnum == PM_INCUBUS)) goto use_weapon;
1296. # endif
1297. 		case AT_KICK:
1298. 		case AT_BITE:
1299. 		case AT_STNG:
1300. 		case AT_TUCH:
1301. 		case AT_BUTT:
1302. 		case AT_TENT:
1303. 			if (i==0 && uwep && (u.usym==S_LICH)) goto use_weapon;
1304. 			if ((dhit = (tmp > rnd(20) || u.uswallow)) != 0) {
1305. 			    int compat;
1306. 
1307. 			    if (!u.uswallow &&
1308. 				(compat=could_seduce(&youmonst, mon, mattk))) {
1309. 				You("%s %s %s.",
1310. 				    mon->mcansee && haseyes(mon->data)
1311. 				    ? "smile at" : "talk to",
1312. 				    mon_nam(mon),
1313. 				    compat == 2 ? "engagingly":"seductively");
1314. 				/* doesn't anger it; no wakeup() */
1315. 				sum[i] = damageum(mon, mattk);
1316. 				break;
1317. 			    }
1318. 			    wakeup(mon);
1319. 			    if (mon->data == &mons[PM_SHADE]) {
1320. 				Your("attack passes harmlessly through %s.",
1321. 				    mon_nam(mon));
1322. 				break;
1323. 			    }
1324. 			    if (mattk->aatyp == AT_KICK)
1325. 				    You("kick %s.", mon_nam(mon));
1326. 			    else if (mattk->aatyp == AT_BITE)
1327. 				    You("bite %s.", mon_nam(mon));
1328. 			    else if (mattk->aatyp == AT_STNG)
1329. 				    You("sting %s.", mon_nam(mon));
1330. 			    else if (mattk->aatyp == AT_BUTT)
1331. 				    You("butt %s.", mon_nam(mon));
1332. 			    else if (mattk->aatyp == AT_TUCH)
1333. 				    You("touch %s.", mon_nam(mon));
1334. 			    else if (mattk->aatyp == AT_TENT)
1335. 				    Your("tentacles suck %s.", mon_nam(mon));
1336. 			    else You("hit %s.", mon_nam(mon));
1337. 			    sum[i] = damageum(mon, mattk);
1338. 			} else
1339. 			    missum(mon, mattk);
1340. 			break;
1341. 
1342. 		case AT_HUGS:
1343. 			/* automatic if prev two attacks succeed, or if
1344. 			 * already grabbed in a previous attack
1345. 			 */
1346. 			dhit = 1;
1347. 			wakeup(mon);
1348. 			if (mon->data == &mons[PM_SHADE])
1349. 			    Your("hug passes harmlessly through %s.",
1350. 				mon_nam(mon));
1351. 			else if (!sticks(mon->data))
1352. 			    if (mon==u.ustuck) {
1353. 				pline("%s is being %s.", Monnam(mon),
1354. 				    u.umonnum==PM_ROPE_GOLEM ? "choked":
1355. 				    "crushed");
1356. 				sum[i] = damageum(mon, mattk);
1357. 			    } else if(sum[i-1] && sum[i-2]) {
1358. 				You("grab %s!", mon_nam(mon));
1359. 				u.ustuck = mon;
1360. 				sum[i] = damageum(mon, mattk);
1361. 			    }
1362. 			break;
1363. 
1364. 		case AT_EXPL:	/* automatic hit if next to */
1365. 			dhit = -1;
1366. 			wakeup(mon);
1367. 			sum[i] = explum(mon, mattk);
1368. 			break;
1369. 
1370. 		case AT_ENGL:
1371. 			if((dhit = (tmp > rnd(20+i)))) {
1372. 				wakeup(mon);
1373. 				if (mon->data == &mons[PM_SHADE])
1374. 				    Your("attempt to surround %s is harmless.",
1375. 					mon_nam(mon));
1376. 				else
1377. 				    sum[i]= gulpum(mon,mattk);
1378. 			} else
1379. 				missum(mon, mattk);
1380. 			break;
1381. 
1382. 		case AT_MAGC:
1383. 			/* No check for uwep; if wielding nothing we want to
1384. 			 * do the normal 1-2 points bare hand damage...
1385. 			 */
1386. 			if (i==0 && (u.usym==S_KOBOLD
1387. 				|| u.usym==S_ORC
1388. 				|| u.usym==S_GNOME
1389. 				)) goto use_weapon;
1390. 
1391. 		case AT_NONE:
1392. 			continue;
1393. 			/* Not break--avoid passive attacks from enemy */
1394. 
1395. 		case AT_BREA:
1396. 		case AT_SPIT:
1397. 		case AT_GAZE:	/* all done using #monster command */
1398. 			dhit = 0;
1399. 			break;
1400. 
1401. 		default: /* Strange... */
1402. 			impossible("strange attack of yours (%d)",
1403. 				 mattk->aatyp);
1404. 	    }
1405. 	    if (dhit == -1)
1406. 		rehumanize();
1407. 	    if(sum[i] == 2) return(passive(mon, 1, 0, (mattk->aatyp==AT_KICK)));
1408. 							/* defender dead */
1409. 	    else {
1410. 		(void) passive(mon, sum[i], 1, (mattk->aatyp==AT_KICK));
1411. 		nsum |= sum[i];
1412. 	    }
1413. 	    if (uasmon == &playermon)
1414. 		break; /* No extra attacks if no longer a monster */
1415. 	    if (multi < 0)
1416. 		break; /* If paralyzed while attacking, i.e. floating eye */
1417. 	}
1418. 	return(nsum);
1419. }
1420. 
1421. #endif /* POLYSELF */
1422. 
1423. /*	Special (passive) attacks on you by monsters done here.		*/
1424. 
1425. int
1426. passive(mon, mhit, malive, kicked)
1427. register struct monst *mon;
1428. register boolean mhit;
1429. register int malive;
1430. boolean kicked;
1431. {
1432. 	register struct permonst *ptr = mon->data;
1433. 	register int i, tmp;
1434. 
1435. 	for(i = 0; ; i++) {
1436. 	    if(i >= NATTK) return(malive | mhit);	/* no passive attacks */
1437. 	    if(ptr->mattk[i].aatyp == AT_NONE) break;	/* try this one */
1438. 	}
1439. 	/* Note: tmp not always used */
1440. 	if (ptr->mattk[i].damn)
1441. 	    tmp = d((int)ptr->mattk[i].damn, (int)ptr->mattk[i].damd);
1442. 	else if(ptr->mattk[i].damd)
1443. 	    tmp = d((int)mon->m_lev+1, (int)ptr->mattk[i].damd);
1444. 	else
1445. 	    tmp = 0;
1446. 
1447. /*	These affect you even if they just died */
1448. 
1449. 	switch(ptr->mattk[i].adtyp) {
1450. 
1451. 	  case AD_ACID:
1452. 	    if(mhit && rn2(2)) {
1453. 		if (Blind || !flags.verbose) You("are splashed!");
1454. 		else	You("are splashed by %s acid!", 
1455. 			                s_suffix(mon_nam(mon)));
1456. 
1457. #ifdef POLYSELF
1458. 		if(!resists_acid(uasmon))
1459. #endif
1460. 			mdamageu(mon, tmp);
1461. 		if(!rn2(30)) erode_armor(TRUE);
1462. 	    }
1463. 	    if(mhit && !rn2(6)) {
1464. 		if (kicked) {
1465. 		    if (uarmf)
1466. 			(void) rust_dmg(uarmf, xname(uarmf), 3, TRUE);
1467. 		} else erode_weapon(TRUE);
1468. 	    }
1469. 	    exercise(A_STR, FALSE);
1470. 	    break;
1471. 	  case AD_STON:
1472. 	    if(mhit)
1473. 	      if (!kicked)
1474. 		if (!uwep && !uarmg
1475. #ifdef POLYSELF
1476. 		    && !resists_ston(uasmon)
1477. 		    && !(poly_when_stoned(uasmon) && polymon(PM_STONE_GOLEM))
1478. #endif
1479. 		   ) {
1480. 		    You("turn to stone...");
1481. 		    done_in_by(mon);
1482. 		    return 2;
1483. 		}
1484. 	    break;
1485. 	  case AD_RUST:
1486. 	    if(mhit && !mon->mcan)
1487. 	      if (kicked) {
1488. 		if (uarmf)
1489. 		    (void) rust_dmg(uarmf, xname(uarmf), 1, TRUE);
1490. 	      } else
1491. 		erode_weapon(FALSE);
1492. 	    break;
1493. 	  case AD_MAGM:
1494. 	    /* wrath of gods for attacking Oracle */
1495. 	    if(Antimagic) {
1496. 		shieldeff(u.ux, u.uy);
1497. 		pline("A hail of magic missiles narrowly misses you!");
1498. 	    } else {
1499. 		You("are hit by magic missiles appearing from thin air!");
1500. 		mdamageu(mon, tmp);
1501. 	    }
1502. 	    break;
1503. 	  default:
1504. 	    break;
1505. 	}
1506. 
1507. /*	These only affect you if they still live */
1508. 
1509. 	if(malive && !mon->mcan && rn2(3)) {
1510. 
1511. 	    switch(ptr->mattk[i].adtyp) {
1512. 
1513. 	      case AD_PLYS:
1514. 		if(ptr == &mons[PM_FLOATING_EYE]) {
1515. 		    if (!canseemon(mon)) {
1516. 			break;
1517. 		    }
1518. 		    if(mon->mcansee) {
1519. 			if(Reflecting & W_AMUL) {
1520. 			    makeknown(AMULET_OF_REFLECTION);
1521. 			    pline("%s gaze is reflected by your medallion.",
1522. 				  s_suffix(Monnam(mon)));
1523. 			} else if(Reflecting & W_ARMS) {
1524. 			    makeknown(SHIELD_OF_REFLECTION);
1525. 			    pline("%s gaze is reflected by your shield.",
1526. 				  s_suffix(Monnam(mon)));
1527. 			} else {
1528. 			    You("are frozen by %s gaze!", 
1529. 				  s_suffix(mon_nam(mon)));
1530. 			    nomul((ACURR(A_WIS) > 12 || rn2(4)) ? -tmp : -120);
1531. 			}
1532. 		    } else {
1533. 			pline("%s cannot defend itself.",
1534. 				Adjmonnam(mon,"blind"));
1535. 			if(!rn2(500)) change_luck(-1);
1536. 		    }
1537. 		} else { /* gelatinous cube */
1538. 		    You("are frozen by %s!", mon_nam(mon));
1539. 		    nomul(-tmp);
1540. 		    exercise(A_DEX, FALSE);
1541. 		}
1542. 		break;
1543. 	      case AD_COLD:		/* brown mold or blue jelly */
1544. 		if(monnear(mon, u.ux, u.uy)) {
1545. 		    if(Cold_resistance) {
1546.   			shieldeff(u.ux, u.uy);
1547. 			You("feel a mild chill.");
1548. #ifdef POLYSELF
1549. 			ugolemeffects(AD_COLD, tmp);
1550. #endif
1551. 			break;
1552. 		    }
1553. 		    You("are suddenly very cold!");
1554. 		    mdamageu(mon, tmp);
1555. 		/* monster gets stronger with your heat! */
1556. 		    mon->mhp += tmp / 2;
1557. 		    if (mon->mhpmax < mon->mhp) mon->mhpmax = mon->mhp;
1558. 		/* at a certain point, the monster will reproduce! */
1559. 		    if(mon->mhpmax > ((int) (mon->m_lev+1) * 8)) {
1560. 			register struct monst *mtmp;
1561. 
1562. 			if ((mtmp = clone_mon(mon)) != 0) {
1563. 			    mtmp->mhpmax = mon->mhpmax /= 2;
1564. 			    if(!Blind)
1565. 				pline("%s multiplies from your heat!",
1566. 								Monnam(mon));
1567. 			}
1568. 		    }
1569. 		}
1570. 		break;
1571. 	      case AD_STUN:		/* specifically yellow mold */
1572. 		if(!Stunned)
1573. 		    make_stunned((long)tmp, TRUE);
1574. 		break;
1575. 	      case AD_FIRE:
1576. 		if(monnear(mon, u.ux, u.uy)) {
1577. 		    if(Fire_resistance) {
1578. 			shieldeff(u.ux, u.uy);
1579. 			You("feel mildly warm.");
1580. #ifdef POLYSELF
1581. 			ugolemeffects(AD_FIRE, tmp);
1582. #endif
1583. 			break;
1584. 		    }
1585. 		    You("are suddenly very hot!");
1586. 		    mdamageu(mon, tmp);
1587. 		}
1588. 		break;
1589. 	      case AD_ELEC:
1590. 		if(Shock_resistance) {
1591. 		    shieldeff(u.ux, u.uy);
1592. 		    You("feel a mild tingle.");
1593. #ifdef POLYSELF
1594. 		    ugolemeffects(AD_ELEC, tmp);
1595. #endif
1596. 		    break;
1597. 		}
1598. 		You("are jolted with electricity!");
1599. 		mdamageu(mon, tmp);
1600. 		break;
1601. 	      default:
1602. 		break;
1603. 	    }
1604. 	}
1605. 	return(malive | mhit);
1606. }
1607. 
1608. /* Note: caller must ascertain mtmp is mimicing... */
1609. void
1610. stumble_onto_mimic(mtmp)
1611. register struct monst *mtmp;
1612. {
1613. 	if(!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data,AD_STCK))
1614. 	    u.ustuck = mtmp;
1615. 	if (Blind) {
1616. 	    if(!Telepat)
1617. 		pline("Wait!  That's a monster!");
1618. 	} else if (glyph_is_cmap(levl[u.ux+u.dx][u.uy+u.dy].glyph) &&
1619. 		(glyph_to_cmap(levl[u.ux+u.dx][u.uy+u.dy].glyph) == S_hcdoor ||
1620. 		 glyph_to_cmap(levl[u.ux+u.dx][u.uy+u.dy].glyph) == S_vcdoor))
1621. 	    pline("The door actually was %s!", a_monnam(mtmp));
1622. 	else if (glyph_is_object(levl[u.ux+u.dx][u.uy+u.dy].glyph) &&
1623. 		glyph_to_obj(levl[u.ux+u.dx][u.uy+u.dy].glyph) == GOLD_PIECE)
1624. 	    pline("That gold was %s!", a_monnam(mtmp));
1625. 	else {
1626. 	    pline("Wait!  That's %s!", a_monnam(mtmp));
1627. 	}
1628. 
1629. 	wakeup(mtmp);	/* clears mimicing */
1630. }
1631. 
1632. static void
1633. nohandglow(mon)
1634. struct monst *mon;
1635. {
1636. 	char *hands=makeplural(body_part(HAND));
1637. 
1638. 	if (!u.umconf || mon->mconf) return;
1639. 	if (u.umconf == 1) {
1640. 		if (Blind)
1641. 			Your("%s stop tingling.", hands);
1642. 		else
1643. 			Your("%s stop glowing %s.", hands,
1644. 				Hallucination ? hcolor() : red);
1645. 	} else {
1646. 		if (Blind)
1647. 			pline("The tingling in your %s lessens.", hands);
1648. 		else
1649. 			Your("%s no longer glow so brightly %s.", hands,
1650. 				Hallucination ? hcolor() : red);
1651. 	}
1652. 	u.umconf--;
1653. }
1654. 
1655. /*uhitm.c*/