Source:NetHack 3.4.3/src/steal.c
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Below is the full text to src/steal.c from NetHack 3.4.3. To link to a particular line, write Source:NetHack 3.4.3/src/steal.c#line123, for example.
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/* SCCS Id: @(#)steal.c 3.4 2003/12/04 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
#include "hack.h"
STATIC_PTR int NDECL(stealarm);
#ifdef OVLB
STATIC_DCL const char *FDECL(equipname, (struct obj *));
STATIC_DCL void FDECL(mdrop_obj, (struct monst *,struct obj *,BOOLEAN_P));
equipname
STATIC_OVL const char *
equipname(otmp)
register struct obj *otmp;
{
return (
#ifdef TOURIST
(otmp == uarmu) ? "shirt" :
#endif
(otmp == uarmf) ? "boots" :
(otmp == uarms) ? "shield" :
(otmp == uarmg) ? "gloves" :
(otmp == uarmc) ? cloak_simple_name(otmp) :
(otmp == uarmh) ? "helmet" : "armor");
}
somegold without GOLDOBJ
#ifndef GOLDOBJ
long /* actually returns something that fits in an int */
somegold()
{
#ifdef LINT /* long conv. ok */
return(0L);
#else
return (long)( (u.ugold < 100) ? u.ugold :
(u.ugold > 10000) ? rnd(10000) : rnd((int) u.ugold) );
#endif
}
stealgold without GOLDOBJ
void
stealgold(mtmp)
register struct monst *mtmp;
{
register struct obj *gold = g_at(u.ux, u.uy);
register long tmp;
if (gold && ( !u.ugold || gold->quan > u.ugold || !rn2(5))) {
mtmp->mgold += gold->quan;
delobj(gold);
newsym(u.ux, u.uy);
pline("%s quickly snatches some gold from between your %s!",
Monnam(mtmp), makeplural(body_part(FOOT)));
if(!u.ugold || !rn2(5)) {
if (!tele_restrict(mtmp)) (void) rloc(mtmp, FALSE);
/* do not set mtmp->mavenge here; gold on the floor is fair game */
monflee(mtmp, 0, FALSE, FALSE);
}
} else if(u.ugold) {
u.ugold -= (tmp = somegold());
Your("purse feels lighter.");
mtmp->mgold += tmp;
if (!tele_restrict(mtmp)) (void) rloc(mtmp, FALSE);
mtmp->mavenge = 1;
monflee(mtmp, 0, FALSE, FALSE);
flags.botl = 1;
}
}
somegold with GOLDOBJ
#else /* !GOLDOBJ */
long /* actually returns something that fits in an int */
somegold(umoney)
long umoney;
{
#ifdef LINT /* long conv. ok */
return(0L);
#else
return (long)( (umoney < 100) ? umoney :
(umoney > 10000) ? rnd(10000) : rnd((int) umoney) );
#endif
}
findgold
/*
Find the first (and hopefully only) gold object in a chain.
Used when leprechaun (or you as leprechaun) looks for
someone else's gold. Returns a pointer so the gold may
be seized without further searching.
May search containers too.
Deals in gold only, as leprechauns don't care for lesser coins.
*/
struct obj *
findgold(chain)
register struct obj *chain;
{
while (chain && chain->otyp != GOLD_PIECE) chain = chain->nobj;
return chain;
}
stealgold with GOLDOBJ
/*
Steal gold coins only. Leprechauns don't care for lesser coins.
*/
void
stealgold(mtmp)
register struct monst *mtmp;
{
register struct obj *fgold = g_at(u.ux, u.uy);
register struct obj *ygold;
register long tmp;
/* skip lesser coins on the floor */
while (fgold && fgold->otyp != GOLD_PIECE) fgold = fgold->nexthere;
/* Do you have real gold? */
ygold = findgold(invent);
if (fgold && ( !ygold || fgold->quan > ygold->quan || !rn2(5))) {
obj_extract_self(fgold);
add_to_minv(mtmp, fgold);
newsym(u.ux, u.uy);
pline("%s quickly snatches some gold from between your %s!",
Monnam(mtmp), makeplural(body_part(FOOT)));
if(!ygold || !rn2(5)) {
if (!tele_restrict(mtmp)) (void) rloc(mtmp, FALSE);
monflee(mtmp, 0, FALSE, FALSE);
}
} else if(ygold) {
const int gold_price = objects[GOLD_PIECE].oc_cost;
tmp = (somegold(money_cnt(invent)) + gold_price - 1) / gold_price;
tmp = min(tmp, ygold->quan);
if (tmp < ygold->quan) ygold = splitobj(ygold, tmp);
freeinv(ygold);
add_to_minv(mtmp, ygold);
Your("purse feels lighter.");
if (!tele_restrict(mtmp)) (void) rloc(mtmp, FALSE);
monflee(mtmp, 0, FALSE, FALSE);
flags.botl = 1;
}
}
#endif /* GOLDOBJ */
stealarm
/* steal armor after you finish taking it off */
unsigned int stealoid; /* object to be stolen */
unsigned int stealmid; /* monster doing the stealing */
STATIC_PTR int
stealarm()
{
register struct monst *mtmp;
register struct obj *otmp;
for(otmp = invent; otmp; otmp = otmp->nobj) {
if(otmp->o_id == stealoid) {
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if(mtmp->m_id == stealmid) {
if(DEADMONSTER(mtmp)) impossible("stealarm(): dead monster stealing");
if(!dmgtype(mtmp->data, AD_SITM)) /* polymorphed */
goto botm;
if(otmp->unpaid)
subfrombill(otmp, shop_keeper(*u.ushops));
freeinv(otmp);
pline("%s steals %s!", Monnam(mtmp), doname(otmp));
(void) mpickobj(mtmp,otmp); /* may free otmp */
/* Implies seduction, "you gladly hand over ..."
so we don't set mavenge bit here. */
monflee(mtmp, 0, FALSE, FALSE);
if (!tele_restrict(mtmp)) (void) rloc(mtmp, FALSE);
break;
}
}
break;
}
}
botm: stealoid = 0;
return 0;
}
remove_worn_item
/* An object you're wearing has been taken off by a monster (theft or
seduction). Also used if a worn item gets transformed (stone to flesh). */
void
remove_worn_item(obj, unchain_ball)
struct obj *obj;
boolean unchain_ball; /* whether to unpunish or just unwield */
{
if (donning(obj))
cancel_don();
if (!obj->owornmask)
return;
if (obj->owornmask & W_ARMOR) {
if (obj == uskin) {
impossible("Removing embedded scales?");
skinback(TRUE); /* uarm = uskin; uskin = 0; */
}
if (obj == uarm) (void) Armor_off();
else if (obj == uarmc) (void) Cloak_off();
else if (obj == uarmf) (void) Boots_off();
else if (obj == uarmg) (void) Gloves_off();
else if (obj == uarmh) (void) Helmet_off();
else if (obj == uarms) (void) Shield_off();
#ifdef TOURIST
else if (obj == uarmu) (void) Shirt_off();
#endif
/* catchall -- should never happen */
else setworn((struct obj *)0, obj->owornmask & W_ARMOR);
} else if (obj->owornmask & W_AMUL) {
Amulet_off();
} else if (obj->owornmask & W_RING) {
Ring_gone(obj);
} else if (obj->owornmask & W_TOOL) {
Blindf_off(obj);
} else if (obj->owornmask & (W_WEP|W_SWAPWEP|W_QUIVER)) {
if (obj == uwep)
uwepgone();
if (obj == uswapwep)
uswapwepgone();
if (obj == uquiver)
uqwepgone();
}
if (obj->owornmask & (W_BALL|W_CHAIN)) {
if (unchain_ball) unpunish();
} else if (obj->owornmask) {
/* catchall */
setnotworn(obj);
}
}
steal
/* Returns 1 when something was stolen (or at least, when N should flee now)
* Returns -1 if the monster died in the attempt
* Avoid stealing the object stealoid
*/
int
steal(mtmp, objnambuf)
struct monst *mtmp;
char *objnambuf;
{
struct obj *otmp;
int tmp, could_petrify, named = 0, armordelay;
boolean monkey_business; /* true iff an animal is doing the thievery */
if (objnambuf) *objnambuf = '\0';
/* the following is true if successful on first of two attacks. */
if(!monnear(mtmp, u.ux, u.uy)) return(0);
/* food being eaten might already be used up but will not have
been removed from inventory yet; we don't want to steal that,
so this will cause it to be removed now */
if (occupation) (void) maybe_finished_meal(FALSE);
if (!invent || (inv_cnt() == 1 && uskin)) {
nothing_to_steal:
/* Not even a thousand men in armor can strip a naked man. */
if(Blind)
pline("Somebody tries to rob you, but finds nothing to steal.");
else
pline("%s tries to rob you, but there is nothing to steal!",
Monnam(mtmp));
return(1); /* let her flee */
}
monkey_business = is_animal(mtmp->data);
if (monkey_business) {
; /* skip ring special cases */
} else if (Adornment & LEFT_RING) {
otmp = uleft;
goto gotobj;
} else if (Adornment & RIGHT_RING) {
otmp = uright;
goto gotobj;
}
tmp = 0;
for(otmp = invent; otmp; otmp = otmp->nobj)
if ((!uarm || otmp != uarmc) && otmp != uskin
#ifdef INVISIBLE_OBJECTS
&& (!otmp->oinvis || perceives(mtmp->data))
#endif
)
tmp += ((otmp->owornmask &
(W_ARMOR | W_RING | W_AMUL | W_TOOL)) ? 5 : 1);
if (!tmp) goto nothing_to_steal;
tmp = rn2(tmp);
for(otmp = invent; otmp; otmp = otmp->nobj)
if ((!uarm || otmp != uarmc) && otmp != uskin
#ifdef INVISIBLE_OBJECTS
&& (!otmp->oinvis || perceives(mtmp->data))
#endif
)
if((tmp -= ((otmp->owornmask &
(W_ARMOR | W_RING | W_AMUL | W_TOOL)) ? 5 : 1)) < 0)
break;
if(!otmp) {
impossible("Steal fails!");
return(0);
}
/* can't steal gloves while wielding - so steal the wielded item. */
if (otmp == uarmg && uwep)
otmp = uwep;
/* can't steal armor while wearing cloak - so steal the cloak. */
else if(otmp == uarm && uarmc) otmp = uarmc;
#ifdef TOURIST
else if(otmp == uarmu && uarmc) otmp = uarmc;
else if(otmp == uarmu && uarm) otmp = uarm;
#endif
gotobj:
if(otmp->o_id == stealoid) return(0);
/* animals can't overcome curse stickiness nor unlock chains */
if (monkey_business) {
boolean ostuck;
/* is the player prevented from voluntarily giving up this item?
(ignores loadstones; the !can_carry() check will catch those) */
if (otmp == uball)
ostuck = TRUE; /* effectively worn; curse is implicit */
else if (otmp == uquiver || (otmp == uswapwep && !u.twoweap))
ostuck = FALSE; /* not really worn; curse doesn't matter */
else
ostuck = (otmp->cursed && otmp->owornmask);
if (ostuck || !can_carry(mtmp, otmp)) {
static const char * const how[] = { "steal","snatch","grab","take" };
cant_take:
pline("%s tries to %s your %s but gives up.",
Monnam(mtmp), how[rn2(SIZE(how))],
(otmp->owornmask & W_ARMOR) ? equipname(otmp) :
cxname(otmp));
/* the fewer items you have, the less likely the thief
is going to stick around to try again (0) instead of
running away (1) */
return !rn2(inv_cnt() / 5 + 2);
}
}
if (otmp->otyp == LEASH && otmp->leashmon) {
if (monkey_business && otmp->cursed) goto cant_take;
o_unleash(otmp);
}
/* you're going to notice the theft... */
stop_occupation();
if((otmp->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL))){
switch(otmp->oclass) {
case TOOL_CLASS:
case AMULET_CLASS:
case RING_CLASS:
case FOOD_CLASS: /* meat ring */
remove_worn_item(otmp, TRUE);
break;
case ARMOR_CLASS:
armordelay = objects[otmp->otyp].oc_delay;
/* Stop putting on armor which has been stolen. */
if (donning(otmp)) {
remove_worn_item(otmp, TRUE);
break;
} else if (monkey_business) {
/* animals usually don't have enough patience
to take off items which require extra time */
if (armordelay >= 1 && rn2(10)) goto cant_take;
remove_worn_item(otmp, TRUE);
break;
} else {
int curssv = otmp->cursed;
int slowly;
boolean seen = canspotmon(mtmp);
otmp->cursed = 0;
/* can't charm you without first waking you */
if (multi < 0 && is_fainted()) unmul((char *)0);
slowly = (armordelay >= 1 || multi < 0);
if(flags.female)
pline("%s charms you. You gladly %s your %s.",
!seen ? "She" : Monnam(mtmp),
curssv ? "let her take" :
slowly ? "start removing" : "hand over",
equipname(otmp));
else
pline("%s seduces you and %s off your %s.",
!seen ? "She" : Adjmonnam(mtmp, "beautiful"),
curssv ? "helps you to take" :
slowly ? "you start taking" : "you take",
equipname(otmp));
named++;
/* the following is to set multi for later on */
nomul(-armordelay);
remove_worn_item(otmp, TRUE);
otmp->cursed = curssv;
if(multi < 0){
/*
multi = 0;
nomovemsg = 0;
afternmv = 0;
*/
stealoid = otmp->o_id;
stealmid = mtmp->m_id;
afternmv = stealarm;
return(0);
}
}
break;
default:
impossible("Tried to steal a strange worn thing. [%d]",
otmp->oclass);
}
}
else if (otmp->owornmask)
remove_worn_item(otmp, TRUE);
/* do this before removing it from inventory */
if (objnambuf) Strcpy(objnambuf, yname(otmp));
/* set mavenge bit so knights won't suffer an
* alignment penalty during retaliation;
*/
mtmp->mavenge = 1;
freeinv(otmp);
pline("%s stole %s.", named ? "She" : Monnam(mtmp), doname(otmp));
could_petrify = (otmp->otyp == CORPSE &&
touch_petrifies(&mons[otmp->corpsenm]));
(void) mpickobj(mtmp,otmp); /* may free otmp */
if (could_petrify && !(mtmp->misc_worn_check & W_ARMG)) {
minstapetrify(mtmp, TRUE);
return -1;
}
return((multi < 0) ? 0 : 1);
}
#endif /* OVLB */
mpickobj
#ifdef OVL1
/* Returns 1 if otmp is free'd, 0 otherwise. */
int
mpickobj(mtmp,otmp)
register struct monst *mtmp;
register struct obj *otmp;
{
int freed_otmp;
#ifndef GOLDOBJ
if (otmp->oclass == COIN_CLASS) {
mtmp->mgold += otmp->quan;
obfree(otmp, (struct obj *)0);
freed_otmp = 1;
} else {
#endif
boolean snuff_otmp = FALSE;
/* don't want hidden light source inside the monster; assumes that
engulfers won't have external inventories; whirly monsters cause
the light to be extinguished rather than letting it shine thru */
if (otmp->lamplit && /* hack to avoid function calls for most objs */
obj_sheds_light(otmp) &&
attacktype(mtmp->data, AT_ENGL)) {
/* this is probably a burning object that you dropped or threw */
if (u.uswallow && mtmp == u.ustuck && !Blind)
pline("%s out.", Tobjnam(otmp, "go"));
snuff_otmp = TRUE;
}
/* Must do carrying effects on object prior to add_to_minv() */
carry_obj_effects(otmp);
/* add_to_minv() might free otmp [if merged with something else],
so we have to call it after doing the object checks */
freed_otmp = add_to_minv(mtmp, otmp);
/* and we had to defer this until object is in mtmp's inventory */
if (snuff_otmp) snuff_light_source(mtmp->mx, mtmp->my);
#ifndef GOLDOBJ
}
#endif
return freed_otmp;
}
#endif /* OVL1 */
stealamulet
#ifdef OVLB
void
stealamulet(mtmp)
struct monst *mtmp;
{
struct obj *otmp = (struct obj *)0;
int real=0, fake=0;
/* select the artifact to steal */
if(u.uhave.amulet) {
real = AMULET_OF_YENDOR;
fake = FAKE_AMULET_OF_YENDOR;
} else if(u.uhave.questart) {
for(otmp = invent; otmp; otmp = otmp->nobj)
if(is_quest_artifact(otmp)) break;
if (!otmp) return; /* should we panic instead? */
} else if(u.uhave.bell) {
real = BELL_OF_OPENING;
fake = BELL;
} else if(u.uhave.book) {
real = SPE_BOOK_OF_THE_DEAD;
} else if(u.uhave.menorah) {
real = CANDELABRUM_OF_INVOCATION;
} else return; /* you have nothing of special interest */
if (!otmp) {
/* If we get here, real and fake have been set up. */
for(otmp = invent; otmp; otmp = otmp->nobj)
if(otmp->otyp == real || (otmp->otyp == fake && !mtmp->iswiz))
break;
}
if (otmp) { /* we have something to snatch */
if (otmp->owornmask)
remove_worn_item(otmp, TRUE);
freeinv(otmp);
/* mpickobj wont merge otmp because none of the above things
to steal are mergable */
(void) mpickobj(mtmp,otmp); /* may merge and free otmp */
pline("%s stole %s!", Monnam(mtmp), doname(otmp));
if (can_teleport(mtmp->data) && !tele_restrict(mtmp))
(void) rloc(mtmp, FALSE);
}
}
#endif /* OVLB */
mdrop_obj
#ifdef OVL0
/* drop one object taken from a (possibly dead) monster's inventory */
STATIC_OVL void
mdrop_obj(mon, obj, verbosely)
struct monst *mon;
struct obj *obj;
boolean verbosely;
{
int omx = mon->mx, omy = mon->my;
if (obj->owornmask) {
/* perform worn item handling if the monster is still alive */
if (mon->mhp > 0) {
mon->misc_worn_check &= ~obj->owornmask;
update_mon_intrinsics(mon, obj, FALSE, TRUE);
/* obj_no_longer_held(obj); -- done by place_object */
if (obj->owornmask & W_WEP) setmnotwielded(mon, obj);
#ifdef STEED
/* don't charge for an owned saddle on dead steed */
} else if (mon->mtame && (obj->owornmask & W_SADDLE) &&
!obj->unpaid && costly_spot(omx, omy)) {
obj->no_charge = 1;
#endif
}
obj->owornmask = 0L;
}
if (verbosely && cansee(omx, omy))
pline("%s drops %s.", Monnam(mon), distant_name(obj, doname));
if (!flooreffects(obj, omx, omy, "fall")) {
place_object(obj, omx, omy);
stackobj(obj);
}
}
mdrop_special_objs
/* some monsters bypass the normal rules for moving between levels or
even leaving the game entirely; when that happens, prevent them from
taking the Amulet or invocation tools with them */
void
mdrop_special_objs(mon)
struct monst *mon;
{
struct obj *obj, *otmp;
for (obj = mon->minvent; obj; obj = otmp) {
otmp = obj->nobj;
/* the Amulet, invocation tools, and Rider corpses resist even when
artifacts and ordinary objects are given 0% resistance chance */
if (obj_resists(obj, 0, 0)) {
obj_extract_self(obj);
mdrop_obj(mon, obj, FALSE);
}
}
}
relobj
/* release the objects the creature is carrying */
void
relobj(mtmp,show,is_pet)
register struct monst *mtmp;
register int show;
boolean is_pet; /* If true, pet should keep wielded/worn items */
{
register struct obj *otmp;
register int omx = mtmp->mx, omy = mtmp->my;
struct obj *keepobj = 0;
struct obj *wep = MON_WEP(mtmp);
boolean item1 = FALSE, item2 = FALSE;
if (!is_pet || mindless(mtmp->data) || is_animal(mtmp->data))
item1 = item2 = TRUE;
if (!tunnels(mtmp->data) || !needspick(mtmp->data))
item1 = TRUE;
while ((otmp = mtmp->minvent) != 0) {
obj_extract_self(otmp);
/* special case: pick-axe and unicorn horn are non-worn */
/* items that we also want pets to keep 1 of */
/* (It is a coincidence that these can also be wielded.) */
if (otmp->owornmask || otmp == wep ||
((!item1 && otmp->otyp == PICK_AXE) ||
(!item2 && otmp->otyp == UNICORN_HORN && !otmp->cursed))) {
if (is_pet) { /* dont drop worn/wielded item */
if (otmp->otyp == PICK_AXE)
item1 = TRUE;
if (otmp->otyp == UNICORN_HORN && !otmp->cursed)
item2 = TRUE;
otmp->nobj = keepobj;
keepobj = otmp;
continue;
}
}
mdrop_obj(mtmp, otmp, is_pet && flags.verbose);
}
/* put kept objects back */
while ((otmp = keepobj) != (struct obj *)0) {
keepobj = otmp->nobj;
(void) add_to_minv(mtmp, otmp);
}
#ifndef GOLDOBJ
if (mtmp->mgold) {
register long g = mtmp->mgold;
(void) mkgold(g, omx, omy);
if (is_pet && cansee(omx, omy) && flags.verbose)
pline("%s drops %ld gold piece%s.", Monnam(mtmp),
g, plur(g));
mtmp->mgold = 0L;
}
#endif
if (show & cansee(omx, omy))
newsym(omx, omy);
}
#endif /* OVL0 */
/*steal.c*/