static bool bhito(struct obj *obj, struct obj *otmp) /* object obj was hit by the effect of wand otmp */ /* returns TRUE if sth was done */ { int res = TRUE; if(obj == uball || obj == uchain) res = FALSE; else switch(otmp->otyp) { case WAN_POLYMORPH: /* preserve symbol and quantity, but turn rocks into gems */ mkobj_at((obj->otyp == ROCK || obj->otyp == ENORMOUS_ROCK) ? GEM_SYM : obj->olet, obj->ox, obj->oy) -> quan = obj->quan; delobj(obj); break; case WAN_STRIKING: if(obj->otyp == ENORMOUS_ROCK) fracture_rock(obj); else res = FALSE; break; case WAN_CANCELLATION: if(obj->spe && obj->olet != AMULET_SYM) { obj->spe = 0; } break; case WAN_TELEPORTATION: rloco(obj); break; case WAN_MAKE_INVISIBLE: obj->oinvis = 1; break; case WAN_UNDEAD_TURNING: res = revive(obj); break; case WAN_SLOW_MONSTER: /* no effect on objects */ case WAN_SPEED_MONSTER: #ifdef WAN_PROBING case WAN_PROBING: #endif /* WAN_PROBING */ res = FALSE; break; default: impossible("What an interesting wand (%u)", otmp->otyp); } return(res); }
/* * OEXTRA note: Passing mtmp causes mtraits to be saved * even if ptr passed as well, but ptr is always used for * the corpse type (corpsenm). That allows the corpse type * to be different from the original monster, * i.e. vampire -> human corpse * yet still allow restoration of the original monster upon * resurrection. */ struct obj * mkcorpstat(int objtype, struct monst *mtmp, struct permonst *ptr, int x, int y, boolean init) /* CORPSE or STATUE */ { register struct obj *otmp; if (objtype != CORPSE && objtype != STATUE) warning("making corpstat type %d", objtype); if (x == 0 && y == 0) { /* special case - random placement */ otmp = mksobj(objtype, init, FALSE); if (otmp) rloco(otmp); } else otmp = mksobj_at(objtype, x, y, init, FALSE); if (otmp) { if (mtmp) { struct obj *otmp2; if (!ptr) ptr = mtmp->data; /* save_mtraits frees original data pointed to by otmp */ otmp2 = save_mtraits(otmp, mtmp); if (otmp2) otmp = otmp2; } /* use the corpse or statue produced by mksobj() as-is unless `ptr' is non-null */ if (ptr) { int old_corpsenm = otmp->corpsenm; otmp->corpsenm = monsndx(ptr); otmp->owt = weight(otmp); if (otmp->otyp == CORPSE && (special_corpse(old_corpsenm) || special_corpse(otmp->corpsenm))) { obj_stop_timers(otmp); start_corpse_timeout(otmp); } } } return(otmp); }
/* called from resurrect() in addition to losedogs() */ void mon_arrive(struct monst *mtmp, boolean with_you) { struct trap *t; struct obj *otmp; xchar xlocale, ylocale, xyloc, xyflags, wander; int num_segs; mtmp->dlevel = level; mtmp->nmon = level->monlist; level->monlist = mtmp; if (mtmp->isshk) set_residency(mtmp, FALSE); num_segs = mtmp->wormno; /* baby long worms have no tail so don't use is_longworm() */ if ((mtmp->data == &mons[PM_LONG_WORM]) && (mtmp->wormno = get_wormno(mtmp->dlevel)) != 0) { initworm(mtmp, num_segs); /* tail segs are not yet initialized or displayed */ } else mtmp->wormno = 0; /* some monsters might need to do something special upon arrival _after_ the current level has been fully set up; see dochug() */ mtmp->mstrategy |= STRAT_ARRIVE; xyloc = mtmp->xyloc; xyflags = mtmp->xyflags; xlocale = mtmp->xlocale; ylocale = mtmp->ylocale; for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj) set_obj_level(mtmp->dlevel, otmp); if (mtmp == u.usteed) return; /* don't place steed on the map */ if (with_you) { /* When a monster accompanies you, sometimes it will arrive at your intended destination and you'll end up next to that spot. This code doesn't control the final outcome; goto_level(do.c) decides who ends up at your target spot when there is a monster there too. */ if (!MON_AT(level, u.ux, u.uy) && !rn2(mtmp->mtame ? 10 : mtmp->mpeaceful ? 5 : 2)) rloc_to(mtmp, u.ux, u.uy); else mnexto(mtmp); return; } /* * The monster arrived on this level independently of the player. * Its coordinate fields were overloaded for use as flags that * specify its final destination. */ if (mtmp->mlstmv < moves - 1L) { /* heal monster for time spent in limbo */ long nmv = moves - 1L - mtmp->mlstmv; mon_catchup_elapsed_time(mtmp, nmv); mtmp->mlstmv = moves - 1L; /* let monster move a bit on new level (see placement code below) */ wander = (xchar) min(nmv, 8); } else wander = 0; switch (xyloc) { case MIGR_APPROX_XY: /* {x,y}locale set above */ break; case MIGR_EXACT_XY: wander = 0; break; case MIGR_NEAR_PLAYER: xlocale = u.ux, ylocale = u.uy; break; case MIGR_STAIRS_UP: xlocale = level->upstair.sx, ylocale = level->upstair.sy; break; case MIGR_STAIRS_DOWN: xlocale = level->dnstair.sx, ylocale = level->dnstair.sy; break; case MIGR_LADDER_UP: xlocale = level->upladder.sx, ylocale = level->upladder.sy; break; case MIGR_LADDER_DOWN: xlocale = level->dnladder.sx, ylocale = level->dnladder.sy; break; case MIGR_SSTAIRS: xlocale = level->sstairs.sx, ylocale = level->sstairs.sy; break; case MIGR_PORTAL: if (In_endgame(&u.uz)) { /* there is no arrival portal for endgame levels */ /* BUG[?]: for simplicity, this code relies on the fact that we know that the current endgame levels always build upwards and never have any exclusion subregion inside their TELEPORT_REGION settings. */ xlocale = rn1(level->updest.hx - level->updest.lx + 1, level->updest.lx); ylocale = rn1(level->updest.hy - level->updest.ly + 1, level->updest.ly); break; } /* find the arrival portal */ for (t = level->lev_traps; t; t = t->ntrap) if (t->ttyp == MAGIC_PORTAL) break; if (t) { xlocale = t->tx, ylocale = t->ty; break; } else { impossible("mon_arrive: no corresponding portal?"); } /*FALLTHRU*/ default: case MIGR_RANDOM: xlocale = COLNO; ylocale = ROWNO; break; } if ((xlocale != COLNO) && wander) { /* monster moved a bit; pick a nearby location */ /* mnearto() deals w/stone, et al */ char *r = in_rooms(level, xlocale, ylocale, 0); if (r && *r) { coord c; /* somexy() handles irregular level->rooms */ if (somexy(level, &level->rooms[*r - ROOMOFFSET], &c, rng_main)) xlocale = c.x, ylocale = c.y; else { xlocale = COLNO; ylocale = ROWNO; } } else { /* not in a room */ int i, j; i = max(0, xlocale - wander); j = min(COLNO - 1, xlocale + wander); xlocale = rn1(j - i, i); i = max(0, ylocale - wander); j = min(ROWNO - 1, ylocale + wander); ylocale = rn1(j - i, i); } } /* moved a bit */ mtmp->mx = COLNO; /* (already is 0) */ mtmp->my = xyflags; if (xlocale != COLNO) mnearto(mtmp, xlocale, ylocale, FALSE); else { if (!rloc(mtmp, TRUE)) { /* Failed to place migrating monster, probably because the level is full. Dump the monster's cargo and leave the monster dead. */ struct obj *obj; while ((obj = mtmp->minvent) != 0) { obj_extract_self(obj); obj_no_longer_held(obj); if (obj->owornmask & W_MASK(os_wep)) setmnotwielded(mtmp, obj); obj->owornmask = 0L; if (xlocale != COLNO && ylocale != ROWNO) place_object(obj, level, xlocale, ylocale); else { rloco(obj); get_obj_location(obj, &xlocale, &ylocale, 0); } } mkcorpstat(CORPSE, NULL, mtmp->data, level, xlocale, ylocale, FALSE, rng_main); mongone(mtmp); } } mtmp->mux = COLNO; mtmp->muy = ROWNO; }