Source:NetHack 3.4.3/src/uhitm.c

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Below is the full text to src/uhitm.c from NetHack 3.4.3. To link to a particular line, write [[uhitm.c#line123]], for example.

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/*	SCCS Id: @(#)uhitm.c	3.4	2003/02/18	*/
/* 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_DCL boolean FDECL(known_hitum, (struct monst *,int *,struct attack *));
STATIC_DCL void FDECL(steal_it, (struct monst *, struct attack *));
STATIC_DCL boolean FDECL(hitum, (struct monst *,int,struct attack *));
STATIC_DCL boolean FDECL(hmon_hitmon, (struct monst *,struct obj *,int));
#ifdef STEED
STATIC_DCL int FDECL(joust, (struct monst *,struct obj *));
#endif
STATIC_DCL void NDECL(demonpet);
STATIC_DCL boolean FDECL(m_slips_free, (struct monst *mtmp,struct attack *mattk));
STATIC_DCL int FDECL(explum, (struct monst *,struct attack *));
STATIC_DCL void FDECL(start_engulf, (struct monst *));
STATIC_DCL void NDECL(end_engulf);
STATIC_DCL int FDECL(gulpum, (struct monst *,struct attack *));
STATIC_DCL boolean FDECL(hmonas, (struct monst *,int));
STATIC_DCL void FDECL(nohandglow, (struct monst *));
STATIC_DCL boolean FDECL(shade_aware, (struct obj *));

extern boolean notonhead;	/* for long worms */
/* The below might become a parameter instead if we use it a lot */
static int dieroll;
/* Used to flag attacks caused by Stormbringer's maliciousness. */
static boolean override_confirmation = FALSE;

#define PROJECTILE(obj)	((obj) && is_ammo(obj))

hurtmarmor

/* modified from hurtarmor() in mhitu.c */
/* This is not static because it is also used for monsters rusting monsters */
void
hurtmarmor(mdef, attk)
struct monst *mdef;
int attk;
{
	int	hurt;
	struct obj *target;

	switch(attk) {
	    /* 0 is burning, which we should never be called with */
	    case AD_RUST: hurt = 1; break;
	    case AD_CORR: hurt = 3; break;
	    default: hurt = 2; break;
	}
	/* What the following code does: it keeps looping until it
	 * finds a target for the rust monster.
	 * Head, feet, etc... not covered by metal, or covered by
	 * rusty metal, are not targets.  However, your body always
	 * is, no matter what covers it.
	 */
	while (1) {
	    switch(rn2(5)) {
	    case 0:
		target = which_armor(mdef, W_ARMH);
		if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef))
		    continue;
		break;
	    case 1:
		target = which_armor(mdef, W_ARMC);
		if (target) {
		    (void)rust_dmg(target, xname(target), hurt, TRUE, mdef);
		    break;
		}
		if ((target = which_armor(mdef, W_ARM)) != (struct obj *)0) {
		    (void)rust_dmg(target, xname(target), hurt, TRUE, mdef);
#ifdef TOURIST
		} else if ((target = which_armor(mdef, W_ARMU)) != (struct obj *)0) {
		    (void)rust_dmg(target, xname(target), hurt, TRUE, mdef);
#endif
		}
		break;
	    case 2:
		target = which_armor(mdef, W_ARMS);
		if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef))
		    continue;
		break;
	    case 3:
		target = which_armor(mdef, W_ARMG);
		if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef))
		    continue;
		break;
	    case 4:
		target = which_armor(mdef, W_ARMF);
		if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef))
		    continue;
		break;
	    }
	    break; /* Out of while loop */
	}
}

attack_checks

/* FALSE means it's OK to attack */
boolean
attack_checks(mtmp, wep)
register struct monst *mtmp;
struct obj *wep;	/* uwep for attack(), null for kick_monster() */
{
	char qbuf[QBUFSZ];

	/* if you're close enough to attack, alert any waiting monster */
	mtmp->mstrategy &= ~STRAT_WAITMASK;

	if (u.uswallow && mtmp == u.ustuck) return FALSE;

	if (flags.forcefight) {
		/* Do this in the caller, after we checked that the monster
		 * didn't die from the blow.  Reason: putting the 'I' there
		 * causes the hero to forget the square's contents since
		 * both 'I' and remembered contents are stored in .glyph.
		 * If the monster dies immediately from the blow, the 'I' will
		 * not stay there, so the player will have suddenly forgotten
		 * the square's contents for no apparent reason.
		if (!canspotmon(mtmp) &&
		    !glyph_is_invisible(levl[u.ux+u.dx][u.uy+u.dy].glyph))
			map_invisible(u.ux+u.dx, u.uy+u.dy);
		 */
		return FALSE;
	}

	/* Put up an invisible monster marker, but with exceptions for
	 * monsters that hide and monsters you've been warned about.
	 * The former already prints a warning message and
	 * prevents you from hitting the monster just via the hidden monster
	 * code below; if we also did that here, similar behavior would be
	 * happening two turns in a row.  The latter shows a glyph on
	 * the screen, so you know something is there.
	 */
	if (!canspotmon(mtmp) &&
		    !glyph_is_warning(glyph_at(u.ux+u.dx,u.uy+u.dy)) &&
		    !glyph_is_invisible(levl[u.ux+u.dx][u.uy+u.dy].glyph) &&
		    !(!Blind && mtmp->mundetected && hides_under(mtmp->data))) {
		pline("Wait!  There's %s there you can't see!",
			something);
		map_invisible(u.ux+u.dx, u.uy+u.dy);
		/* if it was an invisible mimic, treat it as if we stumbled
		 * onto a visible mimic
		 */
		if(mtmp->m_ap_type && !Protection_from_shape_changers) {
		    if(!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data,AD_STCK))
			u.ustuck = mtmp;
		}
		wakeup(mtmp); /* always necessary; also un-mimics mimics */
		return TRUE;
	}

	if (mtmp->m_ap_type && !Protection_from_shape_changers &&
	   !sensemon(mtmp) &&
	   !glyph_is_warning(glyph_at(u.ux+u.dx,u.uy+u.dy))) {
		/* If a hidden mimic was in a square where a player remembers
		 * some (probably different) unseen monster, the player is in
		 * luck--he attacks it even though it's hidden.
		 */
		if (glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph)) {
		    seemimic(mtmp);
		    return(FALSE);
		}
		stumble_onto_mimic(mtmp);
		return TRUE;
	}

	if (mtmp->mundetected && !canseemon(mtmp) &&
		!glyph_is_warning(glyph_at(u.ux+u.dx,u.uy+u.dy)) &&
		(hides_under(mtmp->data) || mtmp->data->mlet == S_EEL)) {
	    mtmp->mundetected = mtmp->msleeping = 0;
	    newsym(mtmp->mx, mtmp->my);
	    if (glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph)) {
		seemimic(mtmp);
		return(FALSE);
	    }
	    if (!(Blind ? Blind_telepat : Unblind_telepat)) {
		struct obj *obj;

		if (Blind || (is_pool(mtmp->mx,mtmp->my) && !Underwater))
		    pline("Wait!  There's a hidden monster there!");
		else if ((obj = level.objects[mtmp->mx][mtmp->my]) != 0)
		    pline("Wait!  There's %s hiding under %s!",
			  an(l_monnam(mtmp)), doname(obj));
		return TRUE;
	    }
	}

	/*
	 * make sure to wake up a monster from the above cases if the
	 * hero can sense that the monster is there.
	 */
	if ((mtmp->mundetected || mtmp->m_ap_type) && sensemon(mtmp)) {
	    mtmp->mundetected = 0;
	    wakeup(mtmp);
	}

	if (flags.confirm && mtmp->mpeaceful
	    && !Confusion && !Hallucination && !Stunned) {
		/* Intelligent chaotic weapons (Stormbringer) want blood */
		if (wep && wep->oartifact == ART_STORMBRINGER) {
			override_confirmation = TRUE;
			return(FALSE);
		}
		if (canspotmon(mtmp)) {
			Sprintf(qbuf, "Really attack %s?", mon_nam(mtmp));
			if (yn(qbuf) != 'y') {
				flags.move = 0;
				return(TRUE);
			}
		}
	}

	return(FALSE);
}

check_caitiff

/*
* It is unchivalrous for a knight to attack the defenseless or from behind.
*/
void
check_caitiff(mtmp)
struct monst *mtmp;
{
	if (Role_if(PM_KNIGHT) && u.ualign.type == A_LAWFUL &&
	    (!mtmp->mcanmove || mtmp->msleeping ||
	     (mtmp->mflee && !mtmp->mavenge)) &&
	    u.ualign.record > -10) {
	    You("caitiff!");
	    adjalign(-1);
	}
}

find_roll_to_hit

schar
find_roll_to_hit(mtmp)
register struct monst *mtmp;
{
	schar tmp;
	int tmp2;

	tmp = 1 + Luck + abon() + find_mac(mtmp) + u.uhitinc +
		maybe_polyd(youmonst.data->mlevel, u.ulevel);

	check_caitiff(mtmp);

/*	attacking peaceful creatures is bad for the samurai's giri */
	if (Role_if(PM_SAMURAI) && mtmp->mpeaceful &&
	    u.ualign.record > -10) {
	    You("dishonorably attack the innocent!");
	    adjalign(-1);
	}

/*	Adjust vs. (and possibly modify) monster state.		*/

	if(mtmp->mstun) tmp += 2;
	if(mtmp->mflee) tmp += 2;

	if (mtmp->msleeping) {
		mtmp->msleeping = 0;
		tmp += 2;
	}
	if(!mtmp->mcanmove) {
		tmp += 4;
		if(!rn2(10)) {
			mtmp->mcanmove = 1;
			mtmp->mfrozen = 0;
		}
	}
	if (is_orc(mtmp->data) && maybe_polyd(is_elf(youmonst.data),
			Race_if(PM_ELF)))
	    tmp++;
	if(Role_if(PM_MONK) && !Upolyd) {
	    if (uarm) {
		Your("armor is rather cumbersome...");
		tmp -= urole.spelarmr;
	    } else if (!uwep && !uarms) {
		tmp += (u.ulevel / 3) + 2;
	    }
	}

/*	with a lot of luggage, your agility diminishes */
	if ((tmp2 = near_capacity()) != 0) tmp -= (tmp2*2) - 1;
	if (u.utrap) tmp -= 3;
/*	Some monsters have a combination of weapon attacks and non-weapon
*	attacks.  It is therefore wrong to add hitval to tmp; we must add
*	it only for the specific attack (in hmonas()).
*/
	if (uwep && !Upolyd) {
		tmp += hitval(uwep, mtmp);
		tmp += weapon_hit_bonus(uwep);
	}
	return tmp;
}

attack

/* try to attack; return FALSE if monster evaded */
/* u.dx and u.dy must be set */
boolean
attack(mtmp)
register struct monst *mtmp;
{
	schar tmp;
	register struct permonst *mdat = mtmp->data;

	/* This section of code provides protection against accidentally
	 * hitting peaceful (like '@') and tame (like 'd') monsters.
	 * Protection is provided as long as player is not: blind, confused,
	 * hallucinating or stunned.
	 * changes by wwp 5/16/85
	 * More changes 12/90, -dkh-. if its tame and safepet, (and protected
	 * 07/92) then we assume that you're not trying to attack. Instead,
	 * you'll usually just swap places if this is a movement command
	 */
	/* Intelligent chaotic weapons (Stormbringer) want blood */
	if (is_safepet(mtmp) && !flags.forcefight) {
	    if (!uwep || uwep->oartifact != ART_STORMBRINGER) {
		/* there are some additional considerations: this won't work
		 * if in a shop or Punished or you miss a random roll or
		 * if you can walk thru walls and your pet cannot (KAA) or
		 * if your pet is a long worm (unless someone does better).
		 * there's also a chance of displacing a "frozen" monster.
		 * sleeping monsters might magically walk in their sleep.
		 */
		boolean foo = (Punished || !rn2(7) || is_longworm(mtmp->data)),
			inshop = FALSE;
		char *p;

		for (p = in_rooms(mtmp->mx, mtmp->my, SHOPBASE); *p; p++)
		    if (tended_shop(&rooms[*p - ROOMOFFSET])) {
			inshop = TRUE;
			break;
		    }

		if (inshop || foo ||
			(IS_ROCK(levl[u.ux][u.uy].typ) &&
					!passes_walls(mtmp->data))) {
		    char buf[BUFSZ];

		    monflee(mtmp, rnd(6), FALSE, FALSE);
		    Strcpy(buf, y_monnam(mtmp));
		    buf[0] = highc(buf[0]);
		    You("stop.  %s is in the way!", buf);
		    return(TRUE);
		} else if ((mtmp->mfrozen || (! mtmp->mcanmove)
				|| (mtmp->data->mmove == 0)) && rn2(6)) {
		    pline("%s doesn't seem to move!", Monnam(mtmp));
		    return(TRUE);
		} else return(FALSE);
	    }
	}

	/* possibly set in attack_checks;
	   examined in known_hitum, called via hitum or hmonas below */
	override_confirmation = FALSE;
	if (attack_checks(mtmp, uwep)) return(TRUE);

	if (Upolyd) {
		/* certain "pacifist" monsters don't attack */
		if(noattacks(youmonst.data)) {
			You("have no way to attack monsters physically.");
			mtmp->mstrategy &= ~STRAT_WAITMASK;
			goto atk_done;
		}
	}

	if(check_capacity("You cannot fight while so heavily loaded."))
	    goto atk_done;

	if (u.twoweap && !can_twoweapon())
		untwoweapon();

	if(unweapon) {
	    unweapon = FALSE;
	    if(flags.verbose) {
		if(uwep)
		    You("begin bashing monsters with your %s.",
			aobjnam(uwep, (char *)0));
		else if (!cantwield(youmonst.data))
		    You("begin %sing monsters with your %s %s.",
			Role_if(PM_MONK) ? "strik" : "bash",
			uarmg ? "gloved" : "bare",	/* Del Lamb */
			makeplural(body_part(HAND)));
	    }
	}
	exercise(A_STR, TRUE);		/* you're exercising muscles */
	/* andrew@orca: prevent unlimited pick-axe attacks */
	u_wipe_engr(3);

	/* Is the "it died" check actually correct? */
	if(mdat->mlet == S_LEPRECHAUN && !mtmp->mfrozen && !mtmp->msleeping &&
	   !mtmp->mconf && mtmp->mcansee && !rn2(7) &&
	   (m_move(mtmp, 0) == 2 ||			    /* it died */
	   mtmp->mx != u.ux+u.dx || mtmp->my != u.uy+u.dy)) /* it moved */
		return(FALSE);

	tmp = find_roll_to_hit(mtmp);
	if (Upolyd)
		(void) hmonas(mtmp, tmp);
	else
		(void) hitum(mtmp, tmp, youmonst.data->mattk);
	mtmp->mstrategy &= ~STRAT_WAITMASK;

atk_done:
	/* see comment in attack_checks() */
	/* we only need to check for this if we did an attack_checks()
	 * and it returned 0 (it's okay to attack), and the monster didn't
	 * evade.
	 */
	if (flags.forcefight && mtmp->mhp > 0 && !canspotmon(mtmp) &&
	    !glyph_is_invisible(levl[u.ux+u.dx][u.uy+u.dy].glyph) &&
	    !(u.uswallow && mtmp == u.ustuck))
		map_invisible(u.ux+u.dx, u.uy+u.dy);

	return(TRUE);
}

known_hitum

STATIC_OVL boolean
known_hitum(mon, mhit, uattk)	/* returns TRUE if monster still lives */
register struct monst *mon;
register int *mhit;
struct attack *uattk;
{
	register boolean malive = TRUE;

	if (override_confirmation) {
	    /* this may need to be generalized if weapons other than
	       Stormbringer acquire similar anti-social behavior... */
	    if (flags.verbose) Your("bloodthirsty blade attacks!");
	}

	if(!*mhit) {
	    missum(mon, uattk);
	} else {
	    int oldhp = mon->mhp,
		x = u.ux + u.dx, y = u.uy + u.dy;

	    /* KMH, conduct */
	    if (uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep)))
		u.uconduct.weaphit++;

	    /* we hit the monster; be careful: it might die or
	       be knocked into a different location */
	    notonhead = (mon->mx != x || mon->my != y);
	    malive = hmon(mon, uwep, 0);
	    /* this assumes that Stormbringer was uwep not uswapwep */ 
	    if (malive && u.twoweap && !override_confirmation &&
		    m_at(x, y) == mon)
		malive = hmon(mon, uswapwep, 0);
	    if (malive) {
		/* monster still alive */
		if(!rn2(25) && mon->mhp < mon->mhpmax/2
			    && !(u.uswallow && mon == u.ustuck)) {
		    /* maybe should regurgitate if swallowed? */
		    if(!rn2(3)) {
			monflee(mon, rnd(100), FALSE, TRUE);
		    } else monflee(mon, 0, FALSE, TRUE);

		    if(u.ustuck == mon && !u.uswallow && !sticks(youmonst.data))
			u.ustuck = 0;
		}
		/* Vorpal Blade hit converted to miss */
		/* could be headless monster or worm tail */
		if (mon->mhp == oldhp) {
		    *mhit = 0;
		    /* a miss does not break conduct */
		    if (uwep &&
			(uwep->oclass == WEAPON_CLASS || is_weptool(uwep)))
			--u.uconduct.weaphit;
		}
		if (mon->wormno && *mhit)
		    cutworm(mon, x, y, uwep);
	    }
	}
	return(malive);
}

hitum

STATIC_OVL boolean
hitum(mon, tmp, uattk)		/* returns TRUE if monster still lives */
struct monst *mon;
int tmp;
struct attack *uattk;
{
	boolean malive;
	int mhit = (tmp > (dieroll = rnd(20)) || u.uswallow);

	if(tmp > dieroll) exercise(A_DEX, TRUE);
	malive = known_hitum(mon, &mhit, uattk);
	(void) passive(mon, mhit, malive, AT_WEAP);
	return(malive);
}

hmon

boolean			/* general "damage monster" routine */
hmon(mon, obj, thrown)		/* return TRUE if mon still alive */
struct monst *mon;
struct obj *obj;
int thrown;
{
	boolean result, anger_guards;

	anger_guards = (mon->mpeaceful &&
			    (mon->ispriest || mon->isshk ||
			     mon->data == &mons[PM_WATCHMAN] ||
			     mon->data == &mons[PM_WATCH_CAPTAIN]));
	result = hmon_hitmon(mon, obj, thrown);
	if (mon->ispriest && !rn2(2)) ghod_hitsu(mon);
	if (anger_guards) (void)angry_guards(!flags.soundok);
	return result;
}

hmon_hitmon

/* guts of hmon() */
STATIC_OVL boolean
hmon_hitmon(mon, obj, thrown)
struct monst *mon;
struct obj *obj;
int thrown;
{
	int tmp;
	struct permonst *mdat = mon->data;
	int barehand_silver_rings = 0;
	/* The basic reason we need all these booleans is that we don't want
	 * a "hit" message when a monster dies, so we have to know how much
	 * damage it did _before_ outputting a hit message, but any messages
	 * associated with the damage don't come out until _after_ outputting
	 * a hit message.
	 */
	boolean hittxt = FALSE, destroyed = FALSE, already_killed = FALSE;
	boolean get_dmg_bonus = TRUE;
	boolean ispoisoned = FALSE, needpoismsg = FALSE, poiskilled = FALSE;
	boolean silvermsg = FALSE, silverobj = FALSE;
	boolean valid_weapon_attack = FALSE;
	boolean unarmed = !uwep && !uarm && !uarms;
#ifdef STEED
	int jousting = 0;
#endif
	int wtype;
	struct obj *monwep;
	char yourbuf[BUFSZ];
	char unconventional[BUFSZ];	/* substituted for word "attack" in msg */
	char saved_oname[BUFSZ];

	unconventional[0] = '\0';
	saved_oname[0] = '\0';

	wakeup(mon);
	if(!obj) {	/* attack with bare hands */
	    if (mdat == &mons[PM_SHADE])
		tmp = 0;
	    else if (martial_bonus())
		tmp = rnd(4);	/* bonus for martial arts */
	    else
		tmp = rnd(2);
	    valid_weapon_attack = (tmp > 1);
	    /* blessed gloves give bonuses when fighting 'bare-handed' */
	    if (uarmg && uarmg->blessed && (is_undead(mdat) || is_demon(mdat)))
		tmp += rnd(4);
	    /* So do silver rings.  Note: rings are worn under gloves, so you
	     * don't get both bonuses.
	     */
	    if (!uarmg) {
		if (uleft && objects[uleft->otyp].oc_material == SILVER)
		    barehand_silver_rings++;
		if (uright && objects[uright->otyp].oc_material == SILVER)
		    barehand_silver_rings++;
		if (barehand_silver_rings && hates_silver(mdat)) {
		    tmp += rnd(20);
		    silvermsg = TRUE;
		}
	    }
	} else {
	    Strcpy(saved_oname, cxname(obj));
	    if(obj->oclass == WEAPON_CLASS || is_weptool(obj) ||
	       obj->oclass == GEM_CLASS) {

		/* is it not a melee weapon? */
		if (/* if you strike with a bow... */
		    is_launcher(obj) ||
		    /* or strike with a missile in your hand... */
		    (!thrown && (is_missile(obj) || is_ammo(obj))) ||
		    /* or use a pole at short range and not mounted... */
		    (!thrown &&
#ifdef STEED
		     !u.usteed &&
#endif
		     is_pole(obj)) ||
		    /* or throw a missile without the proper bow... */
		    (is_ammo(obj) && !ammo_and_launcher(obj, uwep))) {
		    /* then do only 1-2 points of damage */
		    if (mdat == &mons[PM_SHADE] && obj->otyp != SILVER_ARROW)
			tmp = 0;
		    else
			tmp = rnd(2);
		    if (!thrown && obj == uwep && obj->otyp == BOOMERANG &&
			    rnl(4) == 4-1) {
			boolean more_than_1 = (obj->quan > 1L);

			pline("As you hit %s, %s%s %s breaks into splinters.",
			      mon_nam(mon), more_than_1 ? "one of " : "",
			      shk_your(yourbuf, obj), xname(obj));
			if (!more_than_1) uwepgone();	/* set unweapon */
			useup(obj);
			if (!more_than_1) obj = (struct obj *) 0;
			hittxt = TRUE;
			if (mdat != &mons[PM_SHADE])
			    tmp++;
		    }
		} else {
		    tmp = dmgval(obj, mon);
		    /* a minimal hit doesn't exercise proficiency */
		    valid_weapon_attack = (tmp > 1);
		    if (!valid_weapon_attack || mon == u.ustuck || u.twoweap) {
			;	/* no special bonuses */
		    } else if (mon->mflee && Role_if(PM_ROGUE) && !Upolyd) {
			You("strike %s from behind!", mon_nam(mon));
			tmp += rnd(u.ulevel);
			hittxt = TRUE;
		    } else if (dieroll == 2 && obj == uwep &&
			  obj->oclass == WEAPON_CLASS &&
			  (bimanual(obj) ||
			    (Role_if(PM_SAMURAI) && obj->otyp == KATANA && !uarms)) &&
			  ((wtype = uwep_skill_type()) != P_NONE &&
			    P_SKILL(wtype) >= P_SKILLED) &&
			  ((monwep = MON_WEP(mon)) != 0 &&
			   !is_flimsy(monwep) &&
			   !obj_resists(monwep,
				 50 + 15 * greatest_erosion(obj), 100))) {
			/*
			 * 2.5% chance of shattering defender's weapon when
			 * using a two-handed weapon; less if uwep is rusted.
			 * [dieroll == 2 is most successful non-beheading or
			 * -bisecting hit, in case of special artifact damage;
			 * the percentage chance is (1/20)*(50/100).]
			 */
			setmnotwielded(mon,monwep);
			MON_NOWEP(mon);
			mon->weapon_check = NEED_WEAPON;
			pline("%s %s %s from the force of your blow!",
			      s_suffix(Monnam(mon)), xname(monwep),
			      otense(monwep, "shatter"));
			m_useup(mon, monwep);
			/* If someone just shattered MY weapon, I'd flee! */
			if (rn2(4)) {
			    monflee(mon, d(2,3), TRUE, TRUE);
			}
			hittxt = TRUE;
		    }

		    if (obj->oartifact &&
			artifact_hit(&youmonst, mon, obj, &tmp, dieroll)) {
			if(mon->mhp <= 0) /* artifact killed monster */
			    return FALSE;
			if (tmp == 0) return TRUE;
			hittxt = TRUE;
		    }
		    if (objects[obj->otyp].oc_material == SILVER
				&& hates_silver(mdat)) {
			silvermsg = TRUE; silverobj = TRUE;
		    }
#ifdef STEED
		    if (u.usteed && !thrown && tmp > 0 &&
			    weapon_type(obj) == P_LANCE && mon != u.ustuck) {
			jousting = joust(mon, obj);
			/* exercise skill even for minimal damage hits */
			if (jousting) valid_weapon_attack = TRUE;
		    }
#endif
		    if (thrown && (is_ammo(obj) || is_missile(obj))) {
			if (ammo_and_launcher(obj, uwep)) {
			    /* Elves and Samurai do extra damage using
			     * their bows&arrows; they're highly trained.
			     */
			    if (Role_if(PM_SAMURAI) &&
				obj->otyp == YA && uwep->otyp == YUMI)
				tmp++;
			    else if (Race_if(PM_ELF) &&
				     obj->otyp == ELVEN_ARROW &&
				     uwep->otyp == ELVEN_BOW)
				tmp++;
			}
			if(obj->opoisoned && is_poisonable(obj))
			    ispoisoned = TRUE;
		    }
		}
	    } else if(obj->oclass == POTION_CLASS) {
		if (obj->quan > 1L)
		    obj = splitobj(obj, 1L);
		else
		    setuwep((struct obj *)0);
		freeinv(obj);
		potionhit(mon, obj, TRUE);
		if (mon->mhp <= 0) return FALSE;	/* killed */
		hittxt = TRUE;
		/* in case potion effect causes transformation */
		mdat = mon->data;
		tmp = (mdat == &mons[PM_SHADE]) ? 0 : 1;
	    } else {
		if (mdat == &mons[PM_SHADE] && !shade_aware(obj)) {
		    tmp = 0;
		    Strcpy(unconventional, cxname(obj));
		} else {
		    switch(obj->otyp) {
		    case BOULDER:		/* 1d20 */
		    case HEAVY_IRON_BALL:	/* 1d25 */
		    case IRON_CHAIN:		/* 1d4+1 */
			tmp = dmgval(obj, mon);
			break;
		    case MIRROR:
			if (breaktest(obj)) {
			    You("break %s mirror.  That's bad luck!",
				shk_your(yourbuf, obj));
			    change_luck(-2);
			    useup(obj);
			    obj = (struct obj *) 0;
			    unarmed = FALSE;	/* avoid obj==0 confusion */
			    get_dmg_bonus = FALSE;
			    hittxt = TRUE;
			}
			tmp = 1;
			break;
#ifdef TOURIST
		    case EXPENSIVE_CAMERA:
			You("succeed in destroying %s camera.  Congratulations!",
			        shk_your(yourbuf, obj));
			useup(obj);
			return(TRUE);
			/*NOTREACHED*/
			break;
#endif
		    case CORPSE:		/* fixed by polder@cs.vu.nl */
			if (touch_petrifies(&mons[obj->corpsenm])) {
			    static const char withwhat[] = "corpse";
			    tmp = 1;
			    hittxt = TRUE;
			    You("hit %s with %s %s.", mon_nam(mon),
				obj->dknown ? the(mons[obj->corpsenm].mname) :
				an(mons[obj->corpsenm].mname),
				(obj->quan > 1) ? makeplural(withwhat) : withwhat);
			    if (!munstone(mon, TRUE))
				minstapetrify(mon, TRUE);
			    if (resists_ston(mon)) break;
			    /* note: hp may be <= 0 even if munstoned==TRUE */
			    return (boolean) (mon->mhp > 0);
#if 0
			} else if (touch_petrifies(mdat)) {
			    /* maybe turn the corpse into a statue? */
#endif
			}
			tmp = (obj->corpsenm >= LOW_PM ?
					mons[obj->corpsenm].msize : 0) + 1;
			break;
		    case EGG:
		      {
#define useup_eggs(o)	{ if (thrown) obfree(o,(struct obj *)0); \
			  else useupall(o); \
			  o = (struct obj *)0; }	/* now gone */
			long cnt = obj->quan;

			tmp = 1;		/* nominal physical damage */
			get_dmg_bonus = FALSE;
			hittxt = TRUE;		/* message always given */
			/* egg is always either used up or transformed, so next
			   hand-to-hand attack should yield a "bashing" mesg */
			if (obj == uwep) unweapon = TRUE;
			if (obj->spe && obj->corpsenm >= LOW_PM) {
			    if (obj->quan < 5)
				change_luck((schar) -(obj->quan));
			    else
				change_luck(-5);
			}

			if (touch_petrifies(&mons[obj->corpsenm])) {
			    /*learn_egg_type(obj->corpsenm);*/
			    pline("Splat! You hit %s with %s %s egg%s!",
				mon_nam(mon),
				obj->known ? "the" : cnt > 1L ? "some" : "a",
				obj->known ? mons[obj->corpsenm].mname : "petrifying",
				plur(cnt));
			    obj->known = 1;	/* (not much point...) */
			    useup_eggs(obj);
			    if (!munstone(mon, TRUE))
				minstapetrify(mon, TRUE);
			    if (resists_ston(mon)) break;
			    return (boolean) (mon->mhp > 0);
			} else {	/* ordinary egg(s) */
			    const char *eggp =
				     (obj->corpsenm != NON_PM && obj->known) ?
					      the(mons[obj->corpsenm].mname) :
					      (cnt > 1L) ? "some" : "an";
			    You("hit %s with %s egg%s.",
				mon_nam(mon), eggp, plur(cnt));
			    if (touch_petrifies(mdat) && !stale_egg(obj)) {
				pline_The("egg%s %s alive any more...",
				      plur(cnt),
				      (cnt == 1L) ? "isn't" : "aren't");
				if (obj->timed) obj_stop_timers(obj);
				obj->otyp = ROCK;
				obj->oclass = GEM_CLASS;
				obj->oartifact = 0;
				obj->spe = 0;
				obj->known = obj->dknown = obj->bknown = 0;
				obj->owt = weight(obj);
				if (thrown) place_object(obj, mon->mx, mon->my);
			    } else {
				pline("Splat!");
				useup_eggs(obj);
				exercise(A_WIS, FALSE);
			    }
			}
			break;
#undef useup_eggs
		      }
		    case CLOVE_OF_GARLIC:	/* no effect against demons */
			if (is_undead(mdat)) {
			    monflee(mon, d(2, 4), FALSE, TRUE);
			}
			tmp = 1;
			break;
		    case CREAM_PIE:
		    case BLINDING_VENOM:
			mon->msleeping = 0;
			if (can_blnd(&youmonst, mon, (uchar)
				    (obj->otyp == BLINDING_VENOM
				     ? AT_SPIT : AT_WEAP), obj)) {
			    if (Blind) {
				pline(obj->otyp == CREAM_PIE ?
				      "Splat!" : "Splash!");
			    } else if (obj->otyp == BLINDING_VENOM) {
				pline_The("venom blinds %s%s!", mon_nam(mon),
					  mon->mcansee ? "" : " further");
			    } else {
				char *whom = mon_nam(mon);
				char *what = The(xname(obj));
				if (!thrown && obj->quan > 1)
				    what = An(singular(obj, xname));
				/* note: s_suffix returns a modifiable buffer */
				if (haseyes(mdat)
				    && mdat != &mons[PM_FLOATING_EYE])
				    whom = strcat(strcat(s_suffix(whom), " "),
						  mbodypart(mon, FACE));
				pline("%s %s over %s!",
				      what, vtense(what, "splash"), whom);
			    }
			    setmangry(mon);
			    mon->mcansee = 0;
			    tmp = rn1(25, 21);
			    if(((int) mon->mblinded + tmp) > 127)
				mon->mblinded = 127;
			    else mon->mblinded += tmp;
			} else {
			    pline(obj->otyp==CREAM_PIE ? "Splat!" : "Splash!");
			    setmangry(mon);
			}
			if (thrown) obfree(obj, (struct obj *)0);
			else useup(obj);
			hittxt = TRUE;
			get_dmg_bonus = FALSE;
			tmp = 0;
			break;
		    case ACID_VENOM: /* thrown (or spit) */
			if (resists_acid(mon)) {
				Your("venom hits %s harmlessly.",
					mon_nam(mon));
				tmp = 0;
			} else {
				Your("venom burns %s!", mon_nam(mon));
				tmp = dmgval(obj, mon);
			}
			if (thrown) obfree(obj, (struct obj *)0);
			else useup(obj);
			hittxt = TRUE;
			get_dmg_bonus = FALSE;
			break;
		    default:
			/* non-weapons can damage because of their weight */
			/* (but not too much) */
			tmp = obj->owt/100;
			if(tmp < 1) tmp = 1;
			else tmp = rnd(tmp);
			if(tmp > 6) tmp = 6;
			/*
			 * Things like silver wands can arrive here so
			 * so we need another silver check.
			 */
			if (objects[obj->otyp].oc_material == SILVER
						&& hates_silver(mdat)) {
				tmp += rnd(20);
				silvermsg = TRUE; silverobj = TRUE;
			}
		    }
		}
	    }
	}

	/****** NOTE: perhaps obj is undefined!! (if !thrown && BOOMERANG)
	 *      *OR* if attacking bare-handed!! */

	if (get_dmg_bonus && tmp > 0) {
		tmp += u.udaminc;
		/* If you throw using a propellor, you don't get a strength
		 * bonus but you do get an increase-damage bonus.
		 */
		if(!thrown || !obj || !uwep || !ammo_and_launcher(obj, uwep))
		    tmp += dbon();
	}

	if (valid_weapon_attack) {
	    struct obj *wep;

	    /* to be valid a projectile must have had the correct projector */
	    wep = PROJECTILE(obj) ? uwep : obj;
	    tmp += weapon_dam_bonus(wep);
	    /* [this assumes that `!thrown' implies wielded...] */
	    wtype = thrown ? weapon_type(wep) : uwep_skill_type();
	    use_skill(wtype, 1);
	}

	if (ispoisoned) {
	    int nopoison = (10 - (obj->owt/10));            
	    if(nopoison < 2) nopoison = 2;
	    if Role_if(PM_SAMURAI) {
		You("dishonorably use a poisoned weapon!");
		adjalign(-sgn(u.ualign.type));
	    } else if ((u.ualign.type == A_LAWFUL) && (u.ualign.record > -10)) {
		You_feel("like an evil coward for using a poisoned weapon.");
		adjalign(-1);
	    }
	    if (obj && !rn2(nopoison)) {
		obj->opoisoned = FALSE;
		Your("%s %s no longer poisoned.", xname(obj),
		     otense(obj, "are"));
	    }
	    if (resists_poison(mon))
		needpoismsg = TRUE;
	    else if (rn2(10))
		tmp += rnd(6);
	    else poiskilled = TRUE;
	}
	if (tmp < 1) {
	    /* make sure that negative damage adjustment can't result
	       in inadvertently boosting the victim's hit points */
	    tmp = 0;
	    if (mdat == &mons[PM_SHADE]) {
		if (!hittxt) {
		    const char *what = unconventional[0] ? unconventional : "attack";
		    Your("%s %s harmlessly through %s.",
		    	what, vtense(what, "pass"),
			mon_nam(mon));
		    hittxt = TRUE;
		}
	    } else {
		if (get_dmg_bonus) tmp = 1;
	    }
	}

#ifdef STEED
	if (jousting) {
	    tmp += d(2, (obj == uwep) ? 10 : 2);	/* [was in dmgval()] */
	    You("joust %s%s",
			 mon_nam(mon), canseemon(mon) ? exclam(tmp) : ".");
	    if (jousting < 0) {
		Your("%s shatters on impact!", xname(obj));
		/* (must be either primary or secondary weapon to get here) */
		u.twoweap = FALSE;	/* untwoweapon() is too verbose here */
		if (obj == uwep) uwepgone();		/* set unweapon */
		/* minor side-effect: broken lance won't split puddings */
		useup(obj);
		obj = 0;
	    }
	    /* avoid migrating a dead monster */
	    if (mon->mhp > tmp) {
		mhurtle(mon, u.dx, u.dy, 1);
		mdat = mon->data; /* in case of a polymorph trap */
		if (DEADMONSTER(mon)) already_killed = TRUE;
	    }
	    hittxt = TRUE;
	} else
#endif

	/* VERY small chance of stunning opponent if unarmed. */
	if (unarmed && tmp > 1 && !thrown && !obj && !Upolyd) {
	    if (rnd(100) < P_SKILL(P_BARE_HANDED_COMBAT) &&
			!bigmonst(mdat) && !thick_skinned(mdat)) {
		if (canspotmon(mon))
		    pline("%s %s from your powerful strike!", Monnam(mon),
			  makeplural(stagger(mon->data, "stagger")));
		/* avoid migrating a dead monster */
		if (mon->mhp > tmp) {
		    mhurtle(mon, u.dx, u.dy, 1);
		    mdat = mon->data; /* in case of a polymorph trap */
		    if (DEADMONSTER(mon)) already_killed = TRUE;
		}
		hittxt = TRUE;
	    }
	}

	if (!already_killed) mon->mhp -= tmp;
	/* adjustments might have made tmp become less than what
	   a level draining artifact has already done to max HP */
	if (mon->mhp > mon->mhpmax) mon->mhp = mon->mhpmax;
	if (mon->mhp < 1)
		destroyed = TRUE;
	if (mon->mtame && (!mon->mflee || mon->mfleetim) && tmp > 0) {
		abuse_dog(mon);
		monflee(mon, 10 * rnd(tmp), FALSE, FALSE);
	}
	if((mdat == &mons[PM_BLACK_PUDDING] || mdat == &mons[PM_BROWN_PUDDING])
		   && obj && obj == uwep
		   && objects[obj->otyp].oc_material == IRON
		   && mon->mhp > 1 && !thrown && !mon->mcan
		   /* && !destroyed  -- guaranteed by mhp > 1 */ ) {
		if (clone_mon(mon, 0, 0)) {
			pline("%s divides as you hit it!", Monnam(mon));
			hittxt = TRUE;
		}
	}

	if (!hittxt &&			/*( thrown => obj exists )*/
	  (!destroyed || (thrown && m_shot.n > 1 && m_shot.o == obj->otyp))) {
		if (thrown) hit(mshot_xname(obj), mon, exclam(tmp));
		else if (!flags.verbose) You("hit it.");
		else You("%s %s%s", Role_if(PM_BARBARIAN) ? "smite" : "hit",
			 mon_nam(mon), canseemon(mon) ? exclam(tmp) : ".");
	}

	if (silvermsg) {
		const char *fmt;
		char *whom = mon_nam(mon);
		char silverobjbuf[BUFSZ];

		if (canspotmon(mon)) {
		    if (barehand_silver_rings == 1)
			fmt = "Your silver ring sears %s!";
		    else if (barehand_silver_rings == 2)
			fmt = "Your silver rings sear %s!";
		    else if (silverobj && saved_oname[0]) {
		    	Sprintf(silverobjbuf, "Your %s%s %s %%s!",
		    		strstri(saved_oname, "silver") ?
					"" : "silver ",
				saved_oname, vtense(saved_oname, "sear"));
		    	fmt = silverobjbuf;
		    } else
			fmt = "The silver sears %s!";
		} else {
		    *whom = highc(*whom);	/* "it" -> "It" */
		    fmt = "%s is seared!";
		}
		/* note: s_suffix returns a modifiable buffer */
		if (!noncorporeal(mdat))
		    whom = strcat(s_suffix(whom), " flesh");
		pline(fmt, whom);
	}

	if (needpoismsg)
		pline_The("poison doesn't seem to affect %s.", mon_nam(mon));
	if (poiskilled) {
		pline_The("poison was deadly...");
		if (!already_killed) xkilled(mon, 0);
		return FALSE;
	} else if (destroyed) {
		if (!already_killed)
		    killed(mon);	/* takes care of most messages */
	} else if(u.umconf && !thrown) {
		nohandglow(mon);
		if (!mon->mconf && !resist(mon, SPBOOK_CLASS, 0, NOTELL)) {
			mon->mconf = 1;
			if (!mon->mstun && mon->mcanmove && !mon->msleeping &&
				canseemon(mon))
			    pline("%s appears confused.", Monnam(mon));
		}
	}

	return((boolean)(destroyed ? FALSE : TRUE));
}

shade_aware

STATIC_OVL boolean
shade_aware(obj)
struct obj *obj;
{
	if (!obj) return FALSE;
	/*
	 * The things in this list either
	 * 1) affect shades.
	 *  OR
	 * 2) are dealt with properly by other routines
	 *    when it comes to shades.
	 */
	if (obj->otyp == BOULDER || obj->otyp == HEAVY_IRON_BALL
	    || obj->otyp == IRON_CHAIN		/* dmgval handles those first three */
	    || obj->otyp == MIRROR		/* silver in the reflective surface */
	    || obj->otyp == CLOVE_OF_GARLIC	/* causes shades to flee */
	    || objects[obj->otyp].oc_material == SILVER)
		return TRUE;
	return FALSE;
}

m_slips_free

/* check whether slippery clothing protects from hug or wrap attack */
/* [currently assumes that you are the attacker] */
STATIC_OVL boolean
m_slips_free(mdef, mattk)
struct monst *mdef;
struct attack *mattk;
{
	struct obj *obj;

	if (mattk->adtyp == AD_DRIN) {
	    /* intelligence drain attacks the head */
	    obj = which_armor(mdef, W_ARMH);
	} else {
	    /* grabbing attacks the body */
	    obj = which_armor(mdef, W_ARMC);		/* cloak */
	    if (!obj) obj = which_armor(mdef, W_ARM);	/* suit */
#ifdef TOURIST
	    if (!obj) obj = which_armor(mdef, W_ARMU);	/* shirt */
#endif
	}

	/* if your cloak/armor is greased, monster slips off; this
	   protection might fail (33% chance) when the armor is cursed */
	if (obj && (obj->greased || obj->otyp == OILSKIN_CLOAK) &&
		(!obj->cursed || rn2(3))) {
	    You("%s %s %s %s!",
		mattk->adtyp == AD_WRAP ?
			"slip off of" : "grab, but cannot hold onto",
		s_suffix(mon_nam(mdef)),
		obj->greased ? "greased" : "slippery",
		/* avoid "slippery slippery cloak"
		   for undiscovered oilskin cloak */
		(obj->greased || objects[obj->otyp].oc_name_known) ?
			xname(obj) : cloak_simple_name(obj));

	    if (obj->greased && !rn2(2)) {
		pline_The("grease wears off.");
		obj->greased = 0;
	    }
	    return TRUE;
	}
	return FALSE;
}

joust

/* used when hitting a monster with a lance while mounted */
STATIC_OVL int	/* 1: joust hit; 0: ordinary hit; -1: joust but break lance */
joust(mon, obj)
struct monst *mon;	/* target */
struct obj *obj;	/* weapon */
{
int skill_rating, joust_dieroll;

if (Fumbling || Stunned) return 0;
/* sanity check; lance must be wielded in order to joust */
if (obj != uwep && (obj != uswapwep || !u.twoweap)) return 0;

/* if using two weapons, use worse of lance and two-weapon skills */
skill_rating = P_SKILL(weapon_type(obj));	/* lance skill */
if (u.twoweap && P_SKILL(P_TWO_WEAPON_COMBAT) < skill_rating)
	skill_rating = P_SKILL(P_TWO_WEAPON_COMBAT);
if (skill_rating == P_ISRESTRICTED) skill_rating = P_UNSKILLED; /* 0=>1 */

/* odds to joust are expert:80%, skilled:60%, basic:40%, unskilled:20% */
if ((joust_dieroll = rn2(5)) < skill_rating) {
	if (joust_dieroll == 0 && rnl(50) == (50-1) &&
		!unsolid(mon->data) && !obj_resists(obj, 0, 100))
	    return -1;	/* hit that breaks lance */
	return 1;	/* successful joust */
}
return 0;	/* no joust bonus; revert to ordinary attack */
}

demonpet

/*
* Send in a demon pet for the hero.  Exercise wisdom.
*
* This function used to be inline to damageum(), but the Metrowerks compiler
* (DR4 and DR4.5) screws up with an internal error 5 "Expression Too Complex."
* Pulling it out makes it work.
*/
STATIC_OVL void
demonpet()
{
	int i;
	struct permonst *pm;
	struct monst *dtmp;

	pline("Some hell-p has arrived!");
	i = !rn2(6) ? ndemon(u.ualign.type) : NON_PM;
	pm = i != NON_PM ? &mons[i] : youmonst.data;
	if ((dtmp = makemon(pm, u.ux, u.uy, NO_MM_FLAGS)) != 0)
	    (void)tamedog(dtmp, (struct obj *)0);
	exercise(A_WIS, TRUE);
}

steal_it

/*
* Player uses theft attack against monster.
*
* If the target is wearing body armor, take all of its possesions;
* otherwise, take one object.  [Is this really the behavior we want?]
*
* This routine implicitly assumes that there is no way to be able to
* resist petfication (ie, be polymorphed into a xorn or golem) at the
* same time as being able to steal (poly'd into nymph or succubus).
* If that ever changes, the check for touching a cockatrice corpse
* will need to be smarter about whether to break out of the theft loop.
*/
STATIC_OVL void
steal_it(mdef, mattk)
struct monst *mdef;
struct attack *mattk;
{
	struct obj *otmp, *stealoid, **minvent_ptr;
	long unwornmask;

	if (!mdef->minvent) return;		/* nothing to take */

	/* look for worn body armor */
	stealoid = (struct obj *)0;
	if (could_seduce(&youmonst, mdef, mattk)) {
	    /* find armor, and move it to end of inventory in the process */
	    minvent_ptr = &mdef->minvent;
	    while ((otmp = *minvent_ptr) != 0)
		if (otmp->owornmask & W_ARM) {
		    if (stealoid) panic("steal_it: multiple worn suits");
		    *minvent_ptr = otmp->nobj;	/* take armor out of minvent */
		    stealoid = otmp;
		    stealoid->nobj = (struct obj *)0;
		} else {
		    minvent_ptr = &otmp->nobj;
		}
	    *minvent_ptr = stealoid;	/* put armor back into minvent */
	}

	if (stealoid) {		/* we will be taking everything */
	    if (gender(mdef) == (int) u.mfemale &&
			youmonst.data->mlet == S_NYMPH)
		You("charm %s.  She gladly hands over her possessions.",
		    mon_nam(mdef));
	    else
		You("seduce %s and %s starts to take off %s clothes.",
		    mon_nam(mdef), mhe(mdef), mhis(mdef));
	}

	while ((otmp = mdef->minvent) != 0) {
	    if (!Upolyd) break;		/* no longer have ability to steal */
	    /* take the object away from the monster */
	    obj_extract_self(otmp);
	    if ((unwornmask = otmp->owornmask) != 0L) {
		mdef->misc_worn_check &= ~unwornmask;
		if (otmp->owornmask & W_WEP) {
		    setmnotwielded(mdef,otmp);
		    MON_NOWEP(mdef);
		}
		otmp->owornmask = 0L;
		update_mon_intrinsics(mdef, otmp, FALSE, FALSE);

		if (otmp == stealoid)	/* special message for final item */
		    pline("%s finishes taking off %s suit.",
			  Monnam(mdef), mhis(mdef));
	    }
	    /* give the object to the character */
	    otmp = hold_another_object(otmp, "You snatched but dropped %s.",
				       doname(otmp), "You steal: ");
	    if (otmp->where != OBJ_INVENT) continue;
	    if (otmp->otyp == CORPSE &&
		    touch_petrifies(&mons[otmp->corpsenm]) && !uarmg) {
		char kbuf[BUFSZ];

		Sprintf(kbuf, "stolen %s corpse", mons[otmp->corpsenm].mname);
		instapetrify(kbuf);
		break;		/* stop the theft even if hero survives */
	    }
	    /* more take-away handling, after theft message */
	    if (unwornmask & W_WEP) {		/* stole wielded weapon */
		possibly_unwield(mdef, FALSE);
	    } else if (unwornmask & W_ARMG) {	/* stole worn gloves */
		mselftouch(mdef, (const char *)0, TRUE);
		if (mdef->mhp <= 0)	/* it's now a statue */
		    return;		/* can't continue stealing */
	    }

	    if (!stealoid) break;	/* only taking one item */
	}
}

damageum

int
damageum(mdef, mattk)
register struct monst *mdef;
register struct attack *mattk;
{
	register struct permonst *pd = mdef->data;
	register int	tmp = d((int)mattk->damn, (int)mattk->damd);
	int armpro;
	boolean negated;

	armpro = magic_negation(mdef);
	/* since hero can't be cancelled, only defender's armor applies */
	negated = !((rn2(3) >= armpro) || !rn2(50));

	if (is_demon(youmonst.data) && !rn2(13) && !uwep
		&& u.umonnum != PM_SUCCUBUS && u.umonnum != PM_INCUBUS
		&& u.umonnum != PM_BALROG) {
	    demonpet();
	    return(0);
	}
	switch(mattk->adtyp) {
	    case AD_STUN:
		if(!Blind)
		    pline("%s %s for a moment.", Monnam(mdef),
			  makeplural(stagger(mdef->data, "stagger")));
		mdef->mstun = 1;
		goto physical;
	    case AD_LEGS:
	     /* if (u.ucancelled) { */
	     /*    tmp = 0;	    */
	     /*    break;	    */
	     /* }		    */
		goto physical;
	    case AD_WERE:	    /* no special effect on monsters */
	    case AD_HEAL:	    /* likewise */
	    case AD_PHYS:
physical:
		if(mattk->aatyp == AT_WEAP) {
		    if(uwep) tmp = 0;
		} else if(mattk->aatyp == AT_KICK) {
		    if(thick_skinned(mdef->data)) tmp = 0;
		    if(mdef->data == &mons[PM_SHADE]) {
			if (!(uarmf && uarmf->blessed)) {
			    impossible("bad shade attack function flow?");
			    tmp = 0;
			} else
			    tmp = rnd(4); /* bless damage */
		    }
		}
		break;
	    case AD_FIRE:
		if (negated) {
		    tmp = 0;
		    break;
		}
		if (!Blind)
		    pline("%s is %s!", Monnam(mdef),
			  on_fire(mdef->data, mattk));
		if (pd == &mons[PM_STRAW_GOLEM] ||
		    pd == &mons[PM_PAPER_GOLEM]) {
		    if (!Blind)
			pline("%s burns completely!", Monnam(mdef));
		    xkilled(mdef,2);
		    tmp = 0;
		    break;
		    /* Don't return yet; keep hp<1 and tmp=0 for pet msg */
		}
		tmp += destroy_mitem(mdef, SCROLL_CLASS, AD_FIRE);
		tmp += destroy_mitem(mdef, SPBOOK_CLASS, AD_FIRE);
		if (resists_fire(mdef)) {
		    if (!Blind)
			pline_The("fire doesn't heat %s!", mon_nam(mdef));
		    golemeffects(mdef, AD_FIRE, tmp);
		    shieldeff(mdef->mx, mdef->my);
		    tmp = 0;
		}
		/* only potions damage resistant players in destroy_item */
		tmp += destroy_mitem(mdef, POTION_CLASS, AD_FIRE);
		break;
	    case AD_COLD:
		if (negated) {
		    tmp = 0;
		    break;
		}
		if (!Blind) pline("%s is covered in frost!", Monnam(mdef));
		if (resists_cold(mdef)) {
		    shieldeff(mdef->mx, mdef->my);
		    if (!Blind)
			pline_The("frost doesn't chill %s!", mon_nam(mdef));
		    golemeffects(mdef, AD_COLD, tmp);
		    tmp = 0;
		}
		tmp += destroy_mitem(mdef, POTION_CLASS, AD_COLD);
		break;
	    case AD_ELEC:
		if (negated) {
		    tmp = 0;
		    break;
		}
		if (!Blind) pline("%s is zapped!", Monnam(mdef));
		tmp += destroy_mitem(mdef, WAND_CLASS, AD_ELEC);
		if (resists_elec(mdef)) {
		    if (!Blind)
			pline_The("zap doesn't shock %s!", mon_nam(mdef));
		    golemeffects(mdef, AD_ELEC, tmp);
		    shieldeff(mdef->mx, mdef->my);
		    tmp = 0;
		}
		/* only rings damage resistant players in destroy_item */
		tmp += destroy_mitem(mdef, RING_CLASS, AD_ELEC);
		break;
	    case AD_ACID:
		if (resists_acid(mdef)) tmp = 0;
		break;
	    case AD_STON:
		if (!munstone(mdef, TRUE))
		    minstapetrify(mdef, TRUE);
		tmp = 0;
		break;
#ifdef SEDUCE
	    case AD_SSEX:
#endif
	    case AD_SEDU:
	    case AD_SITM:
		steal_it(mdef, mattk);
		tmp = 0;
		break;
	    case AD_SGLD:
#ifndef GOLDOBJ
		if (mdef->mgold) {
		    u.ugold += mdef->mgold;
		    mdef->mgold = 0;
		    Your("purse feels heavier.");
		}
#else
/* This you as a leprechaun, so steal
real gold only, no lesser coins */
	        {
		    struct obj *mongold = findgold(mdef->minvent);
	            if (mongold) {
		        obj_extract_self(mongold);  
		        if (merge_choice(invent, mongold) || inv_cnt() < 52) {
			    addinv(mongold);
			    Your("purse feels heavier.");
			} else {
You("grab %s's gold, but find no room in your knapsack.", mon_nam(mdef));
			    dropy(mongold);
		        }
		    }
	        }
#endif
		exercise(A_DEX, TRUE);
		tmp = 0;
		break;
	    case AD_TLPT:
		if (tmp <= 0) tmp = 1;
		if (!negated && tmp < mdef->mhp) {
		    char nambuf[BUFSZ];
		    boolean u_saw_mon = canseemon(mdef) ||
					(u.uswallow && u.ustuck == mdef);
		    /* record the name before losing sight of monster */
		    Strcpy(nambuf, Monnam(mdef));
		    if (u_teleport_mon(mdef, FALSE) &&
			    u_saw_mon && !canseemon(mdef))
			pline("%s suddenly disappears!", nambuf);
		}
		break;
	    case AD_BLND:
		if (can_blnd(&youmonst, mdef, mattk->aatyp, (struct obj*)0)) {
		    if(!Blind && mdef->mcansee)
			pline("%s is blinded.", Monnam(mdef));
		    mdef->mcansee = 0;
		    tmp += mdef->mblinded;
		    if (tmp > 127) tmp = 127;
		    mdef->mblinded = tmp;
		}
		tmp = 0;
		break;
	    case AD_CURS:
		if (night() && !rn2(10) && !mdef->mcan) {
		    if (mdef->data == &mons[PM_CLAY_GOLEM]) {
			if (!Blind)
			    pline("Some writing vanishes from %s head!",
				s_suffix(mon_nam(mdef)));
			xkilled(mdef, 0);
			/* Don't return yet; keep hp<1 and tmp=0 for pet msg */
		    } else {
			mdef->mcan = 1;
			You("chuckle.");
		    }
		}
		tmp = 0;
		break;
	    case AD_DRLI:
		if (!negated && !rn2(3) && !resists_drli(mdef)) {
			int xtmp = d(2,6);
			pline("%s suddenly seems weaker!", Monnam(mdef));
			mdef->mhpmax -= xtmp;
			if ((mdef->mhp -= xtmp) <= 0 || !mdef->m_lev) {
				pline("%s dies!", Monnam(mdef));
				xkilled(mdef,0);
			} else
				mdef->m_lev--;
			tmp = 0;
		}
		break;
	    case AD_RUST:
		if (pd == &mons[PM_IRON_GOLEM]) {
			pline("%s falls to pieces!", Monnam(mdef));
			xkilled(mdef,0);
		}
		hurtmarmor(mdef, AD_RUST);
		tmp = 0;
		break;
	    case AD_CORR:
		hurtmarmor(mdef, AD_CORR);
		tmp = 0;
		break;
	    case AD_DCAY:
		if (pd == &mons[PM_WOOD_GOLEM] ||
		    pd == &mons[PM_LEATHER_GOLEM]) {
			pline("%s falls to pieces!", Monnam(mdef));
			xkilled(mdef,0);
		}
		hurtmarmor(mdef, AD_DCAY);
		tmp = 0;
		break;
	    case AD_DRST:
	    case AD_DRDX:
	    case AD_DRCO:
		if (!negated && !rn2(8)) {
		    Your("%s was poisoned!", mpoisons_subj(&youmonst, mattk));
		    if (resists_poison(mdef))
			pline_The("poison doesn't seem to affect %s.",
				mon_nam(mdef));
		    else {
			if (!rn2(10)) {
			    Your("poison was deadly...");
			    tmp = mdef->mhp;
			} else tmp += rn1(10,6);
		    }
		}
		break;
	    case AD_DRIN:
		if (notonhead || !has_head(mdef->data)) {
		    pline("%s doesn't seem harmed.", Monnam(mdef));
		    tmp = 0;
		    if (!Unchanging && mdef->data == &mons[PM_GREEN_SLIME]) {
			if (!Slimed) {
			    You("suck in some slime and don't feel very well.");
			    Slimed = 10L;
			}
		    }
		    break;
		}
		if (m_slips_free(mdef, mattk)) break;

		if ((mdef->misc_worn_check & W_ARMH) && rn2(8)) {
		    pline("%s helmet blocks your attack to %s head.",
			  s_suffix(Monnam(mdef)), mhis(mdef));
		    break;
		}

		You("eat %s brain!", s_suffix(mon_nam(mdef)));
		u.uconduct.food++;
		if (touch_petrifies(mdef->data) && !Stone_resistance && !Stoned) {
		    Stoned = 5;
		    killer_format = KILLED_BY_AN;
		    delayed_killer = mdef->data->mname;
		}
		if (!vegan(mdef->data))
		    u.uconduct.unvegan++;
		if (!vegetarian(mdef->data))
		    violated_vegetarian();
		if (mindless(mdef->data)) {
		    pline("%s doesn't notice.", Monnam(mdef));
		    break;
		}
		tmp += rnd(10);
		morehungry(-rnd(30)); /* cannot choke */
		if (ABASE(A_INT) < AMAX(A_INT)) {
			ABASE(A_INT) += rnd(4);
			if (ABASE(A_INT) > AMAX(A_INT))
				ABASE(A_INT) = AMAX(A_INT);
			flags.botl = 1;
		}
		exercise(A_WIS, TRUE);
		break;
	    case AD_STCK:
		if (!negated && !sticks(mdef->data))
		    u.ustuck = mdef; /* it's now stuck to you */
		break;
	    case AD_WRAP:
		if (!sticks(mdef->data)) {
		    if (!u.ustuck && !rn2(10)) {
			if (m_slips_free(mdef, mattk)) {
			    tmp = 0;
			} else {
			    You("swing yourself around %s!",
				  mon_nam(mdef));
			    u.ustuck = mdef;
			}
		    } else if(u.ustuck == mdef) {
			/* Monsters don't wear amulets of magical breathing */
			if (is_pool(u.ux,u.uy) && !is_swimmer(mdef->data) &&
			    !amphibious(mdef->data)) {
			    You("drown %s...", mon_nam(mdef));
			    tmp = mdef->mhp;
			} else if(mattk->aatyp == AT_HUGS)
			    pline("%s is being crushed.", Monnam(mdef));
		    } else {
			tmp = 0;
			if (flags.verbose)
			    You("brush against %s %s.",
				s_suffix(mon_nam(mdef)),
				mbodypart(mdef, LEG));
		    }
		} else tmp = 0;
		break;
	    case AD_PLYS:
		if (!negated && mdef->mcanmove && !rn2(3) && tmp < mdef->mhp) {
		    if (!Blind) pline("%s is frozen by you!", Monnam(mdef));
		    mdef->mcanmove = 0;
		    mdef->mfrozen = rnd(10);
		}
		break;
	    case AD_SLEE:
		if (!negated && !mdef->msleeping &&
			    sleep_monst(mdef, rnd(10), -1)) {
		    if (!Blind)
			pline("%s is put to sleep by you!", Monnam(mdef));
		    slept_monst(mdef);
		}
		break;
	    case AD_SLIM:
		if (negated) break;	/* physical damage only */
		if (!rn2(4) && !flaming(mdef->data) &&
				mdef->data != &mons[PM_GREEN_SLIME]) {
		    You("turn %s into slime.", mon_nam(mdef));
		    (void) newcham(mdef, &mons[PM_GREEN_SLIME], FALSE, FALSE);
		    tmp = 0;
		}
		break;
	    case AD_ENCH:	/* KMH -- remove enchantment (disenchanter) */
		/* there's no msomearmor() function, so just do damage */
	     /* if (negated) break; */
		break;
	    case AD_SLOW:
		if (!negated && mdef->mspeed != MSLOW) {
		    unsigned int oldspeed = mdef->mspeed;

		    mon_adjust_speed(mdef, -1, (struct obj *)0);
		    if (mdef->mspeed != oldspeed && canseemon(mdef))
			pline("%s slows down.", Monnam(mdef));
		}
		break;
	    case AD_CONF:
		if (!mdef->mconf) {
		    if (canseemon(mdef))
			pline("%s looks confused.", Monnam(mdef));
		    mdef->mconf = 1;
		}
		break;
	    default:	tmp = 0;
		break;
	}

	mdef->mstrategy &= ~STRAT_WAITFORU; /* in case player is very fast */
	if((mdef->mhp -= tmp) < 1) {
	    if (mdef->mtame && !cansee(mdef->mx,mdef->my)) {
		You_feel("embarrassed for a moment.");
		if (tmp) xkilled(mdef, 0); /* !tmp but hp<1: already killed */
	    } else if (!flags.verbose) {
		You("destroy it!");
		if (tmp) xkilled(mdef, 0);
	    } else
		if (tmp) killed(mdef);
	    return(2);
	}
	return(1);
}

explum

STATIC_OVL int
explum(mdef, mattk)
register struct monst *mdef;
register struct attack *mattk;
{
	register int tmp = d((int)mattk->damn, (int)mattk->damd);

	You("explode!");
	switch(mattk->adtyp) {
	    boolean resistance; /* only for cold/fire/elec */

	    case AD_BLND:
		if (!resists_blnd(mdef)) {
		    pline("%s is blinded by your flash of light!", Monnam(mdef));
		    mdef->mblinded = min((int)mdef->mblinded + tmp, 127);
		    mdef->mcansee = 0;
		}
		break;
	    case AD_HALU:
		if (haseyes(mdef->data) && mdef->mcansee) {
		    pline("%s is affected by your flash of light!",
			  Monnam(mdef));
		    mdef->mconf = 1;
		}
		break;
	    case AD_COLD:
		resistance = resists_cold(mdef);
		goto common;
	    case AD_FIRE:
		resistance = resists_fire(mdef);
		goto common;
	    case AD_ELEC:
		resistance = resists_elec(mdef);
common:
		if (!resistance) {
		    pline("%s gets blasted!", Monnam(mdef));
		    mdef->mhp -= tmp;
		    if (mdef->mhp <= 0) {
			 killed(mdef);
			 return(2);
		    }
		} else {
		    shieldeff(mdef->mx, mdef->my);
		    if (is_golem(mdef->data))
			golemeffects(mdef, (int)mattk->adtyp, tmp);
		    else
			pline_The("blast doesn't seem to affect %s.",
				mon_nam(mdef));
		}
		break;
	    default:
		break;
	}
	return(1);
}

start_engulf

STATIC_OVL void
start_engulf(mdef)
struct monst *mdef;
{
	if (!Invisible) {
		map_location(u.ux, u.uy, TRUE);
		tmp_at(DISP_ALWAYS, mon_to_glyph(&youmonst));
		tmp_at(mdef->mx, mdef->my);
	}
	You("engulf %s!", mon_nam(mdef));
	delay_output();
	delay_output();
}

end_engulf

STATIC_OVL void
end_engulf()
{
	if (!Invisible) {
		tmp_at(DISP_END, 0);
		newsym(u.ux, u.uy);
	}
}

gulpum

STATIC_OVL int
gulpum(mdef,mattk)
register struct monst *mdef;
register struct attack *mattk;
{
	register int tmp;
	register int dam = d((int)mattk->damn, (int)mattk->damd);
	struct obj *otmp;
	/* Not totally the same as for real monsters.  Specifically, these
	 * don't take multiple moves.  (It's just too hard, for too little
	 * result, to program monsters which attack from inside you, which
	 * would be necessary if done accurately.)  Instead, we arbitrarily
	 * kill the monster immediately for AD_DGST and we regurgitate them
	 * after exactly 1 round of attack otherwise.  -KAA
	 */

	if(mdef->data->msize >= MZ_HUGE) return 0;

	if(u.uhunger < 1500 && !u.uswallow) {
	    for (otmp = mdef->minvent; otmp; otmp = otmp->nobj)
		(void) snuff_lit(otmp);

	    if(!touch_petrifies(mdef->data) || Stone_resistance) {
#ifdef LINT	/* static char msgbuf[BUFSZ]; */
		char msgbuf[BUFSZ];
#else
		static char msgbuf[BUFSZ];
#endif
		start_engulf(mdef);
		switch(mattk->adtyp) {
		    case AD_DGST:
			/* eating a Rider or its corpse is fatal */
			if (is_rider(mdef->data)) {
			 pline("Unfortunately, digesting any of it is fatal.");
			    end_engulf();
			    Sprintf(msgbuf, "unwisely tried to eat %s",
				    mdef->data->mname);
			    killer = msgbuf;
			    killer_format = NO_KILLER_PREFIX;
			    done(DIED);
			    return 0;		/* lifesaved */
			}

			if (Slow_digestion) {
			    dam = 0;
			    break;
			}

			/* KMH, conduct */
			u.uconduct.food++;
			if (!vegan(mdef->data))
			     u.uconduct.unvegan++;
			if (!vegetarian(mdef->data))
			     violated_vegetarian();

			/* Use up amulet of life saving */
			if (!!(otmp = mlifesaver(mdef))) m_useup(mdef, otmp);

			newuhs(FALSE);
			xkilled(mdef,2);
			if (mdef->mhp > 0) { /* monster lifesaved */
			    You("hurriedly regurgitate the sizzling in your %s.",
				body_part(STOMACH));
			} else {
			    tmp = 1 + (mdef->data->cwt >> 8);
			    if (corpse_chance(mdef, &youmonst, TRUE) &&
				!(mvitals[monsndx(mdef->data)].mvflags &
				  G_NOCORPSE)) {
				/* nutrition only if there can be a corpse */
				u.uhunger += (mdef->data->cnutrit+1) / 2;
			    } else tmp = 0;
			    Sprintf(msgbuf, "You totally digest %s.",
					    mon_nam(mdef));
			    if (tmp != 0) {
				/* setting afternmv = end_engulf is tempting,
				 * but will cause problems if the player is
				 * attacked (which uses his real location) or
				 * if his See_invisible wears off
				 */
				You("digest %s.", mon_nam(mdef));
				if (Slow_digestion) tmp *= 2;
				nomul(-tmp);
				nomovemsg = msgbuf;
			    } else pline("%s", msgbuf);
			    if (mdef->data == &mons[PM_GREEN_SLIME]) {
				Sprintf(msgbuf, "%s isn't sitting well with you.",
					The(mdef->data->mname));
				if (!Unchanging) {
					Slimed = 5L;
					flags.botl = 1;
				}
			    } else
			    exercise(A_CON, TRUE);
			}
			end_engulf();
			return(2);
		    case AD_PHYS:
			if (youmonst.data == &mons[PM_FOG_CLOUD]) {
			    pline("%s is laden with your moisture.",
				  Monnam(mdef));
			    if (amphibious(mdef->data) &&
				!flaming(mdef->data)) {
				dam = 0;
				pline("%s seems unharmed.", Monnam(mdef));
			    }
			} else
			    pline("%s is pummeled with your debris!",
				  Monnam(mdef));
			break;
		    case AD_ACID:
			pline("%s is covered with your goo!", Monnam(mdef));
			if (resists_acid(mdef)) {
			    pline("It seems harmless to %s.", mon_nam(mdef));
			    dam = 0;
			}
			break;
		    case AD_BLND:
			if (can_blnd(&youmonst, mdef, mattk->aatyp, (struct obj *)0)) {
			    if (mdef->mcansee)
				pline("%s can't see in there!", Monnam(mdef));
			    mdef->mcansee = 0;
			    dam += mdef->mblinded;
			    if (dam > 127) dam = 127;
			    mdef->mblinded = dam;
			}
			dam = 0;
			break;
		    case AD_ELEC:
			if (rn2(2)) {
			    pline_The("air around %s crackles with electricity.", mon_nam(mdef));
			    if (resists_elec(mdef)) {
				pline("%s seems unhurt.", Monnam(mdef));
				dam = 0;
			    }
			    golemeffects(mdef,(int)mattk->adtyp,dam);
			} else dam = 0;
			break;
		    case AD_COLD:
			if (rn2(2)) {
			    if (resists_cold(mdef)) {
				pline("%s seems mildly chilly.", Monnam(mdef));
				dam = 0;
			    } else
				pline("%s is freezing to death!",Monnam(mdef));
			    golemeffects(mdef,(int)mattk->adtyp,dam);
			} else dam = 0;
			break;
		    case AD_FIRE:
			if (rn2(2)) {
			    if (resists_fire(mdef)) {
				pline("%s seems mildly hot.", Monnam(mdef));
				dam = 0;
			    } else
				pline("%s is burning to a crisp!",Monnam(mdef));
			    golemeffects(mdef,(int)mattk->adtyp,dam);
			} else dam = 0;
			break;
		}
		end_engulf();
		if ((mdef->mhp -= dam) <= 0) {
		    killed(mdef);
		    if (mdef->mhp <= 0)	/* not lifesaved */
			return(2);
		}
		You("%s %s!", is_animal(youmonst.data) ? "regurgitate"
			: "expel", mon_nam(mdef));
		if (Slow_digestion || is_animal(youmonst.data)) {
		    pline("Obviously, you didn't like %s taste.",
			  s_suffix(mon_nam(mdef)));
		}
	    } else {
		char kbuf[BUFSZ];

		You("bite into %s.", mon_nam(mdef));
		Sprintf(kbuf, "swallowing %s whole", an(mdef->data->mname));
		instapetrify(kbuf);
	    }
	}
	return(0);
}

missum

void
missum(mdef,mattk)
register struct monst *mdef;
register struct attack *mattk;
{
	if (could_seduce(&youmonst, mdef, mattk))
		You("pretend to be friendly to %s.", mon_nam(mdef));
	else if(canspotmon(mdef) && flags.verbose)
		You("miss %s.", mon_nam(mdef));
	else
		You("miss it.");
	if (!mdef->msleeping && mdef->mcanmove)
		wakeup(mdef);
}

hmonas

STATIC_OVL boolean
hmonas(mon, tmp)		/* attack monster as a monster. */
register struct monst *mon;
register int tmp;
{
	struct attack *mattk, alt_attk;
	int	i, sum[NATTK], hittmp = 0;
	int	nsum = 0;
	int	dhit = 0;

	for(i = 0; i < NATTK; i++) {

	    sum[i] = 0;
	    mattk = getmattk(youmonst.data, i, sum, &alt_attk);
	    switch(mattk->aatyp) {
		case AT_WEAP:
use_weapon:
	/* Certain monsters don't use weapons when encountered as enemies,
	 * but players who polymorph into them have hands or claws and thus
	 * should be able to use weapons.  This shouldn't prohibit the use
	 * of most special abilities, either.
	 */
	/* Potential problem: if the monster gets multiple weapon attacks,
	 * we currently allow the player to get each of these as a weapon
	 * attack.  Is this really desirable?
	 */
			if (uwep) {
			    hittmp = hitval(uwep, mon);
			    hittmp += weapon_hit_bonus(uwep);
			    tmp += hittmp;
			}
			dhit = (tmp > (dieroll = rnd(20)) || u.uswallow);
			/* KMH -- Don't accumulate to-hit bonuses */
			if (uwep) tmp -= hittmp;
			/* Enemy dead, before any special abilities used */
			if (!known_hitum(mon,&dhit,mattk)) {
			    sum[i] = 2;
			    break;
			} else sum[i] = dhit;
			/* might be a worm that gets cut in half */
			if (m_at(u.ux+u.dx, u.uy+u.dy) != mon) return((boolean)(nsum != 0));
			/* Do not print "You hit" message, since known_hitum
			 * already did it.
			 */
			if (dhit && mattk->adtyp != AD_SPEL
				&& mattk->adtyp != AD_PHYS)
				sum[i] = damageum(mon,mattk);
			break;
		case AT_CLAW:
			if (i==0 && uwep && !cantwield(youmonst.data)) goto use_weapon;
#ifdef SEDUCE
			/* succubi/incubi are humanoid, but their _second_
			 * attack is AT_CLAW, not their first...
			 */
			if (i==1 && uwep && (u.umonnum == PM_SUCCUBUS ||
				u.umonnum == PM_INCUBUS)) goto use_weapon;
#endif
		case AT_KICK:
		case AT_BITE:
		case AT_STNG:
		case AT_TUCH:
		case AT_BUTT:
		case AT_TENT:
			if (i==0 && uwep && (youmonst.data->mlet==S_LICH)) goto use_weapon;
			if ((dhit = (tmp > rnd(20) || u.uswallow)) != 0) {
			    int compat;

			    if (!u.uswallow &&
				(compat=could_seduce(&youmonst, mon, mattk))) {
				You("%s %s %s.",
				    mon->mcansee && haseyes(mon->data)
				    ? "smile at" : "talk to",
				    mon_nam(mon),
				    compat == 2 ? "engagingly":"seductively");
				/* doesn't anger it; no wakeup() */
				sum[i] = damageum(mon, mattk);
				break;
			    }
			    wakeup(mon);
			    /* maybe this check should be in damageum()? */
			    if (mon->data == &mons[PM_SHADE] &&
					!(mattk->aatyp == AT_KICK &&
					    uarmf && uarmf->blessed)) {
				Your("attack passes harmlessly through %s.",
				    mon_nam(mon));
				break;
			    }
			    if (mattk->aatyp == AT_KICK)
				    You("kick %s.", mon_nam(mon));
			    else if (mattk->aatyp == AT_BITE)
				    You("bite %s.", mon_nam(mon));
			    else if (mattk->aatyp == AT_STNG)
				    You("sting %s.", mon_nam(mon));
			    else if (mattk->aatyp == AT_BUTT)
				    You("butt %s.", mon_nam(mon));
			    else if (mattk->aatyp == AT_TUCH)
				    You("touch %s.", mon_nam(mon));
			    else if (mattk->aatyp == AT_TENT)
				    Your("tentacles suck %s.", mon_nam(mon));
			    else You("hit %s.", mon_nam(mon));
			    sum[i] = damageum(mon, mattk);
			} else
			    missum(mon, mattk);
			break;

		case AT_HUGS:
			/* automatic if prev two attacks succeed, or if
			 * already grabbed in a previous attack
			 */
			dhit = 1;
			wakeup(mon);
			if (mon->data == &mons[PM_SHADE])
			    Your("hug passes harmlessly through %s.",
				mon_nam(mon));
			else if (!sticks(mon->data) && !u.uswallow) {
			    if (mon==u.ustuck) {
				pline("%s is being %s.", Monnam(mon),
				    u.umonnum==PM_ROPE_GOLEM ? "choked":
				    "crushed");
				sum[i] = damageum(mon, mattk);
			    } else if(i >= 2 && sum[i-1] && sum[i-2]) {
				You("grab %s!", mon_nam(mon));
				u.ustuck = mon;
				sum[i] = damageum(mon, mattk);
			    }
			}
			break;

		case AT_EXPL:	/* automatic hit if next to */
			dhit = -1;
			wakeup(mon);
			sum[i] = explum(mon, mattk);
			break;

		case AT_ENGL:
			if((dhit = (tmp > rnd(20+i)))) {
				wakeup(mon);
				if (mon->data == &mons[PM_SHADE])
				    Your("attempt to surround %s is harmless.",
					mon_nam(mon));
				else {
				    sum[i]= gulpum(mon,mattk);
				    if (sum[i] == 2 &&
					    (mon->data->mlet == S_ZOMBIE ||
						mon->data->mlet == S_MUMMY) &&
					    rn2(5) &&
					    !Sick_resistance) {
					You_feel("%ssick.",
					    (Sick) ? "very " : "");
					mdamageu(mon, rnd(8));
				    }
				}
			} else
				missum(mon, mattk);
			break;

		case AT_MAGC:
			/* No check for uwep; if wielding nothing we want to
			 * do the normal 1-2 points bare hand damage...
			 */
			if (i==0 && (youmonst.data->mlet==S_KOBOLD
				|| youmonst.data->mlet==S_ORC
				|| youmonst.data->mlet==S_GNOME
				)) goto use_weapon;

		case AT_NONE:
		case AT_BOOM:
			continue;
			/* Not break--avoid passive attacks from enemy */

		case AT_BREA:
		case AT_SPIT:
		case AT_GAZE:	/* all done using #monster command */
			dhit = 0;
			break;

		default: /* Strange... */
			impossible("strange attack of yours (%d)",
				 mattk->aatyp);
	    }
	    if (dhit == -1) {
		u.mh = -1;	/* dead in the current form */
		rehumanize();
	    }
	    if (sum[i] == 2)
		return((boolean)passive(mon, 1, 0, mattk->aatyp));
							/* defender dead */
	    else {
		(void) passive(mon, sum[i], 1, mattk->aatyp);
		nsum |= sum[i];
	    }
	    if (!Upolyd)
		break; /* No extra attacks if no longer a monster */
	    if (multi < 0)
		break; /* If paralyzed while attacking, i.e. floating eye */
	}
	return((boolean)(nsum != 0));
}

passive

/*	Special (passive) attacks on you by monsters done here.		*/

int
passive(mon, mhit, malive, aatyp)
register struct monst *mon;
register boolean mhit;
register int malive;
uchar aatyp;
{
	register struct permonst *ptr = mon->data;
	register int i, tmp;

	for(i = 0; ; i++) {
	    if(i >= NATTK) return(malive | mhit);	/* no passive attacks */
	    if(ptr->mattk[i].aatyp == AT_NONE) break;	/* try this one */
	}
	/* Note: tmp not always used */
	if (ptr->mattk[i].damn)
	    tmp = d((int)ptr->mattk[i].damn, (int)ptr->mattk[i].damd);
	else if(ptr->mattk[i].damd)
	    tmp = d((int)mon->m_lev+1, (int)ptr->mattk[i].damd);
	else
	    tmp = 0;

/*	These affect you even if they just died */

	switch(ptr->mattk[i].adtyp) {

	  case AD_ACID:
	    if(mhit && rn2(2)) {
		if (Blind || !flags.verbose) You("are splashed!");
		else	You("are splashed by %s acid!",
			                s_suffix(mon_nam(mon)));

		if (!Acid_resistance)
			mdamageu(mon, tmp);
		if(!rn2(30)) erode_armor(&youmonst, TRUE);
	    }
	    if (mhit) {
		if (aatyp == AT_KICK) {
		    if (uarmf && !rn2(6))
			(void)rust_dmg(uarmf, xname(uarmf), 3, TRUE, &youmonst);
		} else if (aatyp == AT_WEAP || aatyp == AT_CLAW ||
			   aatyp == AT_MAGC || aatyp == AT_TUCH)
		    passive_obj(mon, (struct obj*)0, &(ptr->mattk[i]));
	    }
	    exercise(A_STR, FALSE);
	    break;
	  case AD_STON:
	    if (mhit) {		/* successful attack */
		long protector = attk_protection((int)aatyp);

		/* hero using monsters' AT_MAGC attack is hitting hand to
		   hand rather than casting a spell */
		if (aatyp == AT_MAGC) protector = W_ARMG;

		if (protector == 0L ||		/* no protection */
			(protector == W_ARMG && !uarmg && !uwep) ||
			(protector == W_ARMF && !uarmf) ||
			(protector == W_ARMH && !uarmh) ||
			(protector == (W_ARMC|W_ARMG) && (!uarmc || !uarmg))) {
		    if (!Stone_resistance &&
			    !(poly_when_stoned(youmonst.data) &&
				polymon(PM_STONE_GOLEM))) {
			You("turn to stone...");
			done_in_by(mon);
			return 2;
		    }
		}
	    }
	    break;
	  case AD_RUST:
	    if(mhit && !mon->mcan) {
		if (aatyp == AT_KICK) {
		    if (uarmf)
			(void)rust_dmg(uarmf, xname(uarmf), 1, TRUE, &youmonst);
		} else if (aatyp == AT_WEAP || aatyp == AT_CLAW ||
			   aatyp == AT_MAGC || aatyp == AT_TUCH)
		    passive_obj(mon, (struct obj*)0, &(ptr->mattk[i]));
	    }
	    break;
	  case AD_CORR:
	    if(mhit && !mon->mcan) {
		if (aatyp == AT_KICK) {
		    if (uarmf)
			(void)rust_dmg(uarmf, xname(uarmf), 3, TRUE, &youmonst);
		} else if (aatyp == AT_WEAP || aatyp == AT_CLAW ||
			   aatyp == AT_MAGC || aatyp == AT_TUCH)
		    passive_obj(mon, (struct obj*)0, &(ptr->mattk[i]));
	    }
	    break;
	  case AD_MAGM:
	    /* wrath of gods for attacking Oracle */
	    if(Antimagic) {
		shieldeff(u.ux, u.uy);
		pline("A hail of magic missiles narrowly misses you!");
	    } else {
		You("are hit by magic missiles appearing from thin air!");
		mdamageu(mon, tmp);
	    }
	    break;
	  case AD_ENCH:	/* KMH -- remove enchantment (disenchanter) */
	    if (mhit) {
		struct obj *obj = (struct obj *)0;

		if (aatyp == AT_KICK) {
		    obj = uarmf;
		    if (!obj) break;
		} else if (aatyp == AT_BITE || aatyp == AT_BUTT ||
			   (aatyp >= AT_STNG && aatyp < AT_WEAP)) {
		    break;		/* no object involved */
		}
		passive_obj(mon, obj, &(ptr->mattk[i]));
	    }
	    break;
	  default:
	    break;
	}

/*	These only affect you if they still live */

	if(malive && !mon->mcan && rn2(3)) {

	    switch(ptr->mattk[i].adtyp) {

	      case AD_PLYS:
		if(ptr == &mons[PM_FLOATING_EYE]) {
		    if (!canseemon(mon)) {
			break;
		    }
		    if(mon->mcansee) {
			if (ureflects("%s gaze is reflected by your %s.",
				    s_suffix(Monnam(mon))))
			    ;
			else if (Free_action)
			    You("momentarily stiffen under %s gaze!",
				    s_suffix(mon_nam(mon)));
			else {
			    You("are frozen by %s gaze!",
				  s_suffix(mon_nam(mon)));
			    nomul((ACURR(A_WIS) > 12 || rn2(4)) ? -tmp : -127);
			}
		    } else {
			pline("%s cannot defend itself.",
				Adjmonnam(mon,"blind"));
			if(!rn2(500)) change_luck(-1);
		    }
		} else if (Free_action) {
		    You("momentarily stiffen.");
		} else { /* gelatinous cube */
		    You("are frozen by %s!", mon_nam(mon));
	    	    nomovemsg = 0;	/* default: "you can move again" */
		    nomul(-tmp);
		    exercise(A_DEX, FALSE);
		}
		break;
	      case AD_COLD:		/* brown mold or blue jelly */
		if(monnear(mon, u.ux, u.uy)) {
		    if(Cold_resistance) {
			shieldeff(u.ux, u.uy);
			You_feel("a mild chill.");
			ugolemeffects(AD_COLD, tmp);
			break;
		    }
		    You("are suddenly very cold!");
		    mdamageu(mon, tmp);
		/* monster gets stronger with your heat! */
		    mon->mhp += tmp / 2;
		    if (mon->mhpmax < mon->mhp) mon->mhpmax = mon->mhp;
		/* at a certain point, the monster will reproduce! */
		    if(mon->mhpmax > ((int) (mon->m_lev+1) * 8))
			(void)split_mon(mon, &youmonst);
		}
		break;
	      case AD_STUN:		/* specifically yellow mold */
		if(!Stunned)
		    make_stunned((long)tmp, TRUE);
		break;
	      case AD_FIRE:
		if(monnear(mon, u.ux, u.uy)) {
		    if(Fire_resistance) {
			shieldeff(u.ux, u.uy);
			You_feel("mildly warm.");
			ugolemeffects(AD_FIRE, tmp);
			break;
		    }
		    You("are suddenly very hot!");
		    mdamageu(mon, tmp);
		}
		break;
	      case AD_ELEC:
		if(Shock_resistance) {
		    shieldeff(u.ux, u.uy);
		    You_feel("a mild tingle.");
		    ugolemeffects(AD_ELEC, tmp);
		    break;
		}
		You("are jolted with electricity!");
		mdamageu(mon, tmp);
		break;
	      default:
		break;
	    }
	}
	return(malive | mhit);
}

passive_obj

/*
* Special (passive) attacks on an attacking object by monsters done here.
* Assumes the attack was successful.
*/
void
passive_obj(mon, obj, mattk)
register struct monst *mon;
register struct obj *obj;	/* null means pick uwep, uswapwep or uarmg */
struct attack *mattk;		/* null means we find one internally */
{
	register struct permonst *ptr = mon->data;
	register int i;

	/* if caller hasn't specified an object, use uwep, uswapwep or uarmg */
	if (!obj) {
	    obj = (u.twoweap && uswapwep && !rn2(2)) ? uswapwep : uwep;
	    if (!obj && mattk->adtyp == AD_ENCH)
		obj = uarmg;		/* no weapon? then must be gloves */
	    if (!obj) return;		/* no object to affect */
	}

	/* if caller hasn't specified an attack, find one */
	if (!mattk) {
	    for(i = 0; ; i++) {
		if(i >= NATTK) return;	/* no passive attacks */
		if(ptr->mattk[i].aatyp == AT_NONE) break; /* try this one */
	    }
	    mattk = &(ptr->mattk[i]);
	}

	switch(mattk->adtyp) {

	case AD_ACID:
	    if(!rn2(6)) {
		erode_obj(obj, TRUE, FALSE);
	    }
	    break;
	case AD_RUST:
	    if(!mon->mcan) {
		erode_obj(obj, FALSE, FALSE);
	    }
	    break;
	case AD_CORR:
	    if(!mon->mcan) {
		erode_obj(obj, TRUE, FALSE);
	    }
	    break;
	case AD_ENCH:
	    if (!mon->mcan) {
		if (drain_item(obj) && carried(obj) &&
		    (obj->known || obj->oclass == ARMOR_CLASS)) {
		    Your("%s less effective.", aobjnam(obj, "seem"));
	    	}
	    	break;
	    }
	  default:
	    break;
	}

	if (carried(obj)) update_inventory();
}

stumble_onto_mimic

/* Note: caller must ascertain mtmp is mimicking... */
void
stumble_onto_mimic(mtmp)
struct monst *mtmp;
{
	const char *fmt = "Wait!  That's %s!",
		   *generic = "a monster",
		   *what = 0;

	if(!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data,AD_STCK))
	    u.ustuck = mtmp;

	if (Blind) {
	    if (!Blind_telepat)
		what = generic;		/* with default fmt */
	    else if (mtmp->m_ap_type == M_AP_MONSTER)
		what = a_monnam(mtmp);	/* differs from what was sensed */
	} else {
	    int glyph = levl[u.ux+u.dx][u.uy+u.dy].glyph;

	    if (glyph_is_cmap(glyph) &&
		    (glyph_to_cmap(glyph) == S_hcdoor ||
		     glyph_to_cmap(glyph) == S_vcdoor))
		fmt = "The door actually was %s!";
	    else if (glyph_is_object(glyph) &&
		    glyph_to_obj(glyph) == GOLD_PIECE)
		fmt = "That gold was %s!";

	    /* cloned Wiz starts out mimicking some other monster and
	       might make himself invisible before being revealed */
	    if (mtmp->minvis && !See_invisible)
		what = generic;
	    else
		what = a_monnam(mtmp);
	}
	if (what) pline(fmt, what);

	wakeup(mtmp);	/* clears mimicking */
}

nohandglow

STATIC_OVL void
nohandglow(mon)
struct monst *mon;
{
	char *hands=makeplural(body_part(HAND));

	if (!u.umconf || mon->mconf) return;
	if (u.umconf == 1) {
		if (Blind)
			Your("%s stop tingling.", hands);
		else
			Your("%s stop glowing %s.", hands, hcolor(NH_RED));
	} else {
		if (Blind)
			pline_The("tingling in your %s lessens.", hands);
		else
			Your("%s no longer glow so brightly %s.", hands,
				hcolor(NH_RED));
	}
	u.umconf--;
}

flash_hits_mon

int
flash_hits_mon(mtmp, otmp)
struct monst *mtmp;
struct obj *otmp;	/* source of flash */
{
	int tmp, amt, res = 0, useeit = canseemon(mtmp);

	if (mtmp->msleeping) {
	    mtmp->msleeping = 0;
	    if (useeit) {
		pline_The("flash awakens %s.", mon_nam(mtmp));
		res = 1;
	    }
	} else if (mtmp->data->mlet != S_LIGHT) {
	    if (!resists_blnd(mtmp)) {
		tmp = dist2(otmp->ox, otmp->oy, mtmp->mx, mtmp->my);
		if (useeit) {
		    pline("%s is blinded by the flash!", Monnam(mtmp));
		    res = 1;
		}
		if (mtmp->data == &mons[PM_GREMLIN]) {
		    /* Rule #1: Keep them out of the light. */
		    amt = otmp->otyp == WAN_LIGHT ? d(1 + otmp->spe, 4) :
		          rn2(min(mtmp->mhp,4));
		    pline("%s %s!", Monnam(mtmp), amt > mtmp->mhp / 2 ?
			  "wails in agony" : "cries out in pain");
		    if ((mtmp->mhp -= amt) <= 0) {
			if (flags.mon_moving)
			    monkilled(mtmp, (char *)0, AD_BLND);
			else
			    killed(mtmp);
		    } else if (cansee(mtmp->mx,mtmp->my) && !canspotmon(mtmp)){
			map_invisible(mtmp->mx, mtmp->my);
		    }
		}
		if (mtmp->mhp > 0) {
		    if (!flags.mon_moving) setmangry(mtmp);
		    if (tmp < 9 && !mtmp->isshk && rn2(4)) {
			if (rn2(4))
			    monflee(mtmp, rnd(100), FALSE, TRUE);
			else
			    monflee(mtmp, 0, FALSE, TRUE);
		    }
		    mtmp->mcansee = 0;
		    mtmp->mblinded = (tmp < 3) ? 0 : rnd(1 + 50/tmp);
		}
	    }
	}
	return res;
}

/*uhitm.c*/