Beispiel #1
0
/* Returns an object slot mask giving all the reasons why the given
   player/monster might have the given property, limited by "reasons", an object
   slot mask (W_EQUIP, INTRINSIC, and ANY_PROPERTY are the most likely values
   here, but you can specify slots individually if you like). */
unsigned
m_has_property(const struct monst *mon, enum youprop property,
               unsigned reasons, boolean even_if_blocked)
{
    unsigned rv = 0;
    struct obj *otmp;

    /* The general case for equipment */
    rv |= mworn_extrinsic(mon, property);

    if (mon == &youmonst) {
        /* Intrinsics */
        if (u.uintrinsic[property] & TIMEOUT)
            rv |= W_MASK(os_timeout);
        rv |= u.uintrinsic[property] & (INTRINSIC | I_SPECIAL);

        /* Birth options */
        if (property == BLINDED && flags.permablind)
            rv |= W_MASK(os_birthopt);
        if (property == HALLUC && flags.permahallu)
            rv |= W_MASK(os_birthopt);
        if (property == UNCHANGING && flags.polyinit_mnum != -1)
            rv |= W_MASK(os_birthopt);

    } else {
        /* Monster tempraries are boolean flags.

           TODO: Monsters with no eyes are not considered blind. This doesn't
           make much sense. However, changing it would be a major balance
           change (due to Elbereth), and so it has been left alone for now. */
        if (property == BLINDED && (!mon->mcansee || mon->mblinded))
            rv |= W_MASK(os_timeout);
        if (property == FAST && mon->mspeed == MFAST)
            rv |= (mon->permspeed == FAST ?
                   W_MASK(os_polyform) : W_MASK(os_outside));
        if (property == INVIS && mon->perminvis && !pm_invisible(mon->data))
            rv |= W_MASK(os_outside);
        if (property == STUNNED && mon->mstun)
            rv |= W_MASK(os_timeout);
        if (property == CONFUSION && mon->mconf)
            rv |= W_MASK(os_timeout);
    }


    /* Polyform / monster intrinsic */
    /* TODO: Change the monster data code into something that doesn't require a
       giant switch statement or ternary chain to get useful information from
       it. We use a ternary chain here because it cuts down on repetitive code
       and so is easier to read. */
    if (property == FIRE_RES     ? resists_fire(mon)                     :
        property == COLD_RES     ? resists_cold(mon)                     :
        property == SLEEP_RES    ? resists_sleep(mon)                    :
        property == DISINT_RES   ? resists_disint(mon)                   :
        property == SHOCK_RES    ? resists_elec(mon)                     :
        property == POISON_RES   ? resists_poison(mon)                   :
        property == DRAIN_RES    ? resists_drli(mon)                     :
        property == SICK_RES     ? mon->data->mlet == S_FUNGUS ||
                                   mon->data == &mons[PM_GHOUL]          :
        property == ANTIMAGIC    ? resists_magm(mon)                     :
        property == ACID_RES     ? resists_acid(mon)                     :
        property == STONE_RES    ? resists_ston(mon)                     :
        property == STUNNED      ? u.umonnum == PM_STALKER ||
                                   mon->data->mlet == S_BAT              :
        property == BLINDED      ? !haseyes(mon->data)                   :
        property == HALLUC       ? Upolyd && dmgtype(mon->data, AD_HALU) :
        property == SEE_INVIS    ? perceives(mon->data)                  :
        property == TELEPAT      ? telepathic(mon->data)                 :
        property == INFRAVISION  ? infravision(mon->data)                :
        /* Note: This one assumes that there's no way to permanently turn
           visible when you're in stalker form (i.e. mummy wrappings only). */
        property == INVIS        ? pm_invisible(mon->data)               :
        property == TELEPORT     ? can_teleport(mon->data)               :
        property == LEVITATION   ? is_floater(mon->data)                 :
        property == FLYING       ? is_flyer(mon->data)                   :
        property == SWIMMING     ? is_swimmer(mon->data)                 :
        property == PASSES_WALLS ? passes_walls(mon->data)               :
        property == REGENERATION ? regenerates(mon->data)                :
        property == REFLECTING   ? mon->data == &mons[PM_SILVER_DRAGON]  :
        property == TELEPORT_CONTROL  ? control_teleport(mon->data)      :
        property == MAGICAL_BREATHING ? amphibious(mon->data)            :
        0)
        rv |= W_MASK(os_polyform);

    if (mon == &youmonst) {
        /* External circumstances */
        if (property == BLINDED && u_helpless(hm_unconscious))
            rv |= W_MASK(os_circumstance);

        /* Riding */
        if (property == FLYING && u.usteed && is_flyer(u.usteed->data))
            rv |= W_MASK(os_saddle);
        if (property == SWIMMING && u.usteed && is_swimmer(u.usteed->data))
            rv |= W_MASK(os_saddle);
    }

    /* Overrides */
    if (!even_if_blocked) {
        if (property == BLINDED) {
            for (otmp = m_minvent(mon); otmp; otmp = otmp->nobj)
                if (otmp->oartifact == ART_EYES_OF_THE_OVERWORLD &&
                    otmp->owornmask & W_MASK(os_tool))
                    rv &= (unsigned)(W_MASK(os_circumstance) |
                                     W_MASK(os_birthopt));
        }

        if (property == WWALKING && Is_waterlevel(m_mz(mon)))
            rv &= (unsigned)(W_MASK(os_birthopt));
        if (mworn_blocked(mon, property))
            rv &= (unsigned)(W_MASK(os_birthopt));
    }

    return rv & reasons;
}
Beispiel #2
0
void polyself(boolean forcecontrol)
{
	char buf[BUFSZ];
	int old_light, new_light;
	int mntmp = NON_PM;
	int tries=0;
	boolean draconian = (uarm &&
				uarm->otyp >= GRAY_DRAGON_SCALE_MAIL &&
				uarm->otyp <= YELLOW_DRAGON_SCALES);
	boolean iswere = (u.ulycn >= LOW_PM || is_were(youmonst.data));
	boolean isvamp = (youmonst.data->mlet == S_VAMPIRE || u.umonnum == PM_VAMPIRE_BAT);
	boolean was_floating = (Levitation || Flying);

        if (!Polymorph_control && !forcecontrol && !draconian && !iswere && !isvamp) {
	    if (rn2(20) > ACURR(A_CON)) {
		pline("You shudder for a moment.");
		losehp(rnd(30), "system shock", KILLED_BY_AN);
		exercise(A_CON, FALSE);
		return;
	    }
	}
	old_light = Upolyd ? emits_light(youmonst.data) : 0;

	if (Polymorph_control || forcecontrol) {
		do {
			getlin("Become what kind of monster? [type the name]",
				buf);
			mntmp = name_to_mon(buf);
			if (mntmp < LOW_PM)
				pline("I've never heard of such monsters.");
			/* Note:  humans are illegal as monsters, but an
			 * illegal monster forces newman(), which is what we
			 * want if they specified a human.... */
			else if (!polyok(&mons[mntmp]) && !your_race(&mons[mntmp]))
				pline("You cannot polymorph into that.");
			else break;
		} while (++tries < 5);
		if (tries==5) pline("That's enough tries!");
		/* allow skin merging, even when polymorph is controlled */
		if (draconian &&
		    (mntmp == armor_to_dragon(uarm->otyp) || tries == 5))
		    goto do_merge;
	} else if (draconian || iswere || isvamp) {
		/* special changes that don't require polyok() */
		if (draconian) {
		    do_merge:
			mntmp = armor_to_dragon(uarm->otyp);
			if (!(mvitals[mntmp].mvflags & G_GENOD)) {
				/* allow G_EXTINCT */
				pline("You merge with your scaly armor.");
				uskin = uarm;
				uarm = NULL;
				/* save/restore hack */
				uskin->owornmask |= I_SPECIAL;
			}
		} else if (iswere) {
			if (is_were(youmonst.data))
				mntmp = PM_HUMAN; /* Illegal; force newman() */
			else
				mntmp = u.ulycn;
		} else {
			if (youmonst.data->mlet == S_VAMPIRE)
				mntmp = PM_VAMPIRE_BAT;
			else
				mntmp = PM_VAMPIRE;
		}
		/* if polymon fails, "you feel" message has been given
		   so don't follow up with another polymon or newman */
		if (mntmp == PM_HUMAN) newman();	/* werecritter */
		else polymon(mntmp);
		goto made_change;    /* maybe not, but this is right anyway */
	}

	if (mntmp < LOW_PM) {
		tries = 0;
		do {
			/* randomly pick an "ordinary" monster */
			mntmp = rn1(SPECIAL_PM - LOW_PM, LOW_PM);
		} while ((!polyok(&mons[mntmp]) || is_placeholder(&mons[mntmp]))
				&& tries++ < 200);
	}

	/* The below polyok() fails either if everything is genocided, or if
	 * we deliberately chose something illegal to force newman().
	 */
	if (!polyok(&mons[mntmp]) || !rn2(5) || your_race(&mons[mntmp]))
		newman();
	else if (!polymon(mntmp)) return;

	if (!uarmg) selftouch("No longer petrify-resistant, you");

 made_change:
	new_light = Upolyd ? emits_light(youmonst.data) : 0;
	if (old_light != new_light) {
	    if (old_light)
		del_light_source(level, LS_MONSTER, &youmonst);
	    if (new_light == 1) ++new_light;  /* otherwise it's undetectable */
	    if (new_light)
		new_light_source(level, u.ux, u.uy, new_light,
				 LS_MONSTER, &youmonst);
	}
	if (is_pool(level, u.ux,u.uy) && was_floating && !(Levitation || Flying) &&
		!breathless(youmonst.data) && !amphibious(youmonst.data) &&
		!Swimming) drown();
}
Beispiel #3
0
/* Stop riding the current steed */
void
dismount_steed(int reason)
{
    struct monst *mtmp;
    struct obj *otmp;
    coord cc;
    const char *verb = "fall";
    boolean repair_leg_damage = TRUE;
    unsigned save_utrap = u.utrap;
    boolean have_spot = landing_spot(&cc, reason, 0);

    mtmp = u.usteed;    /* make a copy of steed pointer */
    /* Sanity check */
    if (!mtmp)  /* Just return silently */
        return;

    /* Check the reason for dismounting */
    otmp = which_armor(mtmp, os_saddle);
    switch (reason) {
    case DISMOUNT_THROWN:
        verb = "are thrown";
    case DISMOUNT_FELL:
        pline("You %s off of %s!", verb, mon_nam(mtmp));
        if (!have_spot)
            have_spot = landing_spot(&cc, reason, 1);
        losehp(rn1(10, 10), "killed in a riding accident");
        set_wounded_legs(LEFT_SIDE, (int)LWounded_legs + rn1(5, 5));
        set_wounded_legs(RIGHT_SIDE, (int)RWounded_legs + rn1(5, 5));
        repair_leg_damage = FALSE;
        break;
    case DISMOUNT_POLY:
        pline("You can no longer ride %s.", mon_nam(u.usteed));
        if (!have_spot)
            have_spot = landing_spot(&cc, reason, 1);
        break;
    case DISMOUNT_ENGULFED:
        /* caller displays message */
        break;
    case DISMOUNT_BONES:
        /* hero has just died... */
        break;
    case DISMOUNT_GENERIC:
        /* no messages, just make it so */
        break;
    case DISMOUNT_BYCHOICE:
    default:
        if (otmp && otmp->cursed) {
            pline("You can't.  The saddle %s cursed.",
                  otmp->bknown ? "is" : "seems to be");
            otmp->bknown = TRUE;
            return;
        }
        if (!have_spot) {
            pline("You can't. There isn't anywhere for you to stand.");
            return;
        }
        if (!mtmp->mnamelth) {
            pline("You've been through the dungeon on %s with no name.",
                  an(mtmp->data->mname));
            if (Hallucination)
                pline("It felt good to get out of the rain.");
        } else
            pline("You dismount %s.", mon_nam(mtmp));
    }
    /* While riding these refer to the steed's legs so after dismounting they
       refer to the player's legs once again. */
    if (repair_leg_damage)
        LWounded_legs = RWounded_legs = 0;

    /* Release the steed and saddle */
    u.usteed = 0;
    u.ugallop = 0L;

    /* Set player and steed's position.  Try moving the player first unless
       we're in the midst of creating a bones file. */
    if (reason == DISMOUNT_BONES) {
        /* move the steed to an adjacent square */
        if (enexto(&cc, level, u.ux, u.uy, mtmp->data))
            rloc_to(mtmp, cc.x, cc.y);
        else    /* evidently no room nearby; move steed elsewhere */
            rloc(mtmp, FALSE);
        return;
    }
    if (!DEADMONSTER(mtmp)) {
        place_monster(mtmp, u.ux, u.uy);
        if (!Engulfed && !u.ustuck && have_spot) {
            const struct permonst *mdat = mtmp->data;

            /* The steed may drop into water/lava */
            if (!is_flyer(mdat) && !is_floater(mdat) && !is_clinger(mdat)) {
                if (is_pool(level, u.ux, u.uy)) {
                    if (!Underwater)
                        pline("%s falls into the %s!", Monnam(mtmp),
                              surface(u.ux, u.uy));
                    if (!is_swimmer(mdat) && !amphibious(mdat)) {
                        killed(mtmp);
                        adjalign(-1);
                    }
                } else if (is_lava(level, u.ux, u.uy)) {
                    pline("%s is pulled into the lava!", Monnam(mtmp));
                    if (!likes_lava(mdat)) {
                        killed(mtmp);
                        adjalign(-1);
                    }
                }
            }
            /* Steed dismounting consists of two steps: being moved to another
               square, and descending to the floor.  We have functions to do
               each of these activities, but they're normally called
               individually and include an attempt to look at or pick up the
               objects on the floor: teleds() --> spoteffects() --> pickup()
               float_down() --> pickup() We use this kludge to make sure there
               is only one such attempt. Clearly this is not the best way to do
               it.  A full fix would involve having these functions not call
               pickup() at all, instead calling them first and calling pickup()
               afterwards.  But it would take a lot of work to keep this change
               from having any unforseen side effects (for instance, you would
               no longer be able to walk onto a square with a hole, and
               autopickup before falling into the hole). */
            /* [ALI] No need to move the player if the steed died. */
            if (!DEADMONSTER(mtmp)) {
                /* Keep steed here, move the player to cc; teleds() clears
                   u.utrap */
                in_steed_dismounting = TRUE;
                teleds(cc.x, cc.y, TRUE);
                in_steed_dismounting = FALSE;

                /* Put your steed in your trap */
                if (save_utrap)
                    mintrap(mtmp);
            }
            /* Couldn't... try placing the steed */
        } else if (enexto(&cc, level, u.ux, u.uy, mtmp->data)) {
            /* Keep player here, move the steed to cc */
            rloc_to(mtmp, cc.x, cc.y);
            /* Player stays put */
            /* Otherwise, kill the steed */
        } else {
            killed(mtmp);
            adjalign(-1);
        }
    }

    /* Return the player to the floor */
    if (reason != DISMOUNT_ENGULFED) {
        in_steed_dismounting = TRUE;
        float_down(0L);
        in_steed_dismounting = FALSE;
        encumber_msg();
        turnstate.vision_full_recalc = TRUE;
    } else
        /* polearms behave differently when not mounted */
        if (uwep && is_pole(uwep))
            u.bashmsg = FALSE;
    return;
}