/** * Creates the onbject a mimic is imitating. */ void mon_create_mimicked_object(struct chunk *c, struct monster *mon, int index) { struct object *obj; struct object_kind *kind = mon->race->mimic_kinds->kind; struct monster_mimic *mimic_kind; int i = 1; bool dummy = true; /* Pick a random object kind to mimic */ for (mimic_kind = mon->race->mimic_kinds; mimic_kind; mimic_kind = mimic_kind->next, i++) { if (one_in_(i)) { kind = mimic_kind->kind; } } if (tval_is_money_k(kind)) { obj = make_gold(player->depth, kind->name); } else { obj = object_new(); object_prep(obj, kind, mon->race->level, RANDOMISE); apply_magic(obj, mon->race->level, true, false, false, false); obj->number = 1; obj->origin = ORIGIN_DROP_MIMIC; obj->origin_depth = player->depth; } obj->mimicking_m_idx = index; mon->mimicked_obj = obj; /* Put the object on the floor if it goes, otherwise no mimicry */ if (floor_carry(c, mon->fy, mon->fx, obj, &dummy)) { list_object(c, obj); } else { /* Clear the mimicry */ obj->mimicking_m_idx = 0; mon->mimicked_obj = NULL; /* Give the object to the monster if appropriate */ if (rf_has(mon->race->flags, RF_MIMIC_INV)) { monster_carry(c, mon, obj); } else { /* Otherwise delete the mimicked object */ object_delete(&obj); } } }
/** * Melee effect handler: Take something from the player's inventory. */ static void melee_effect_handler_EAT_ITEM(melee_effect_handler_context_t *context) { int tries; /* Take damage */ take_hit(context->p, context->damage, context->ddesc); /* Saving throw (unless paralyzed) based on dex and level */ if (!context->p->timed[TMD_PARALYZED] && (randint0(100) < (adj_dex_safe[context->p->state.stat_ind[STAT_DEX]] + context->p->lev))) { /* Saving throw message */ msg("You grab hold of your backpack!"); /* Occasional "blink" anyway */ context->blinked = TRUE; /* Obvious */ context->obvious = TRUE; /* Done */ return; } /* Find an item */ for (tries = 0; tries < 10; tries++) { struct object *obj, *stolen; char o_name[80]; bool split = FALSE; /* Pick an item */ int index = randint0(z_info->pack_size); /* Obtain the item */ obj = context->p->upkeep->inven[index]; /* Skip non-objects */ if (obj == NULL) continue; /* Skip artifacts */ if (obj->artifact) continue; /* Get a description */ object_desc(o_name, sizeof(o_name), obj, ODESC_FULL); /* Is it one of a stack being stolen? */ if (obj->number > 1) split = TRUE; /* Message */ msg("%s %s (%c) was stolen!", (split ? "One of your" : "Your"), o_name, I2A(index)); /* Steal and carry */ stolen = gear_object_for_use(obj, 1, FALSE); (void)monster_carry(cave, context->m_ptr, stolen); /* Obvious */ context->obvious = TRUE; /* Blink away */ context->blinked = TRUE; /* Done */ break; } }
/** * Melee effect handler: Take the player's gold. */ static void melee_effect_handler_EAT_GOLD(melee_effect_handler_context_t *context) { struct player *player = context->p; /* Take damage */ take_hit(context->p, context->damage, context->ddesc); /* Obvious */ context->obvious = TRUE; /* Attempt saving throw (unless paralyzed) based on dex and level */ if (!player->timed[TMD_PARALYZED] && (randint0(100) < (adj_dex_safe[player->state.stat_ind[STAT_DEX]] + player->lev))) { /* Saving throw message */ msg("You quickly protect your money pouch!"); /* Occasional blink anyway */ if (randint0(3)) context->blinked = TRUE; } else { s32b gold = (player->au / 10) + randint1(25); if (gold < 2) gold = 2; if (gold > 5000) gold = (player->au / 20) + randint1(3000); if (gold > player->au) gold = player->au; player->au -= gold; if (gold <= 0) { msg("Nothing was stolen."); return; } /* Let the player know they were robbed */ msg("Your purse feels lighter."); if (player->au) msg("%d coins were stolen!", gold); else msg("All of your coins were stolen!"); /* While we have gold, put it in objects */ while (gold > 0) { int amt; /* Create a new temporary object */ object_type *obj = object_new(); object_prep(obj, money_kind("gold", gold), 0, MINIMISE); /* Amount of gold to put in this object */ amt = gold > MAX_PVAL ? MAX_PVAL : gold; obj->pval = amt; gold -= amt; /* Set origin to stolen, so it is not confused with * dropped treasure in monster_death */ obj->origin = ORIGIN_STOLEN; obj->origin_depth = player->depth; /* Give the gold to the monster */ monster_carry(cave, context->m_ptr, obj); } /* Redraw gold */ player->upkeep->redraw |= (PR_GOLD); /* Blink away */ context->blinked = TRUE; } }
/** * Grab all objects from the grid. */ void process_monster_grab_objects(struct chunk *c, struct monster *mon, const char *m_name, int nx, int ny) { struct monster_lore *lore = get_lore(mon->race); struct object *obj; bool visible = mflag_has(mon->mflag, MFLAG_VISIBLE); /* Learn about item pickup behavior */ for (obj = square_object(c, ny, nx); obj; obj = obj->next) { if (!tval_is_money(obj) && visible) { rf_on(lore->flags, RF_TAKE_ITEM); rf_on(lore->flags, RF_KILL_ITEM); break; } } /* Abort if can't pickup/kill */ if (!rf_has(mon->race->flags, RF_TAKE_ITEM) && !rf_has(mon->race->flags, RF_KILL_ITEM)) { return; } /* Take or kill objects on the floor */ obj = square_object(c, ny, nx); while (obj) { char o_name[80]; bool safe = obj->artifact ? true : false; struct object *next = obj->next; /* Skip gold */ if (tval_is_money(obj)) { obj = next; continue; } /* Skip mimicked objects */ if (obj->mimicking_m_idx) { obj = next; continue; } /* Get the object name */ object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL); /* React to objects that hurt the monster */ if (react_to_slay(obj, mon)) safe = true; /* Try to pick up, or crush */ if (safe) { /* Only give a message for "take_item" */ if (rf_has(mon->race->flags, RF_TAKE_ITEM) && visible && square_isview(c, ny, nx) && !ignore_item_ok(obj)) { /* Dump a message */ msg("%s tries to pick up %s, but fails.", m_name, o_name); } } else if (rf_has(mon->race->flags, RF_TAKE_ITEM)) { /* Describe observable situations */ if (square_isseen(c, ny, nx) && !ignore_item_ok(obj)) msg("%s picks up %s.", m_name, o_name); /* Carry the object */ square_excise_object(c, ny, nx, obj); monster_carry(c, mon, obj); square_note_spot(c, ny, nx); square_light_spot(c, ny, nx); } else { /* Describe observable situations */ if (square_isseen(c, ny, nx) && !ignore_item_ok(obj)) msgt(MSG_DESTROY, "%s crushes %s.", m_name, o_name); /* Delete the object */ square_excise_object(c, ny, nx, obj); delist_object(c, obj); object_delete(&obj); square_note_spot(c, ny, nx); square_light_spot(c, ny, nx); } /* Next object */ obj = next; } }
/* * Attack the player via physical attacks. */ bool make_attack_normal(int m_idx) { monster_type *m_ptr = &mon_list[m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; monster_lore *l_ptr = &l_list[m_ptr->r_idx]; int ap_cnt; int i, k, tmp, ac, rlev; int do_cut, do_stun; s32b gold; object_type *o_ptr; char o_name[80]; char m_name[80]; char ddesc[80]; bool blinked; /* Not allowed to attack */ if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE); /* Total armor */ ac = p_ptr->ac + p_ptr->to_a; /* Extract the effective monster level */ rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1); /* Get the monster name (or "it") */ monster_desc(m_name, sizeof(m_name), m_ptr, 0); /* Get the "died from" information (i.e. "a kobold") */ monster_desc(ddesc, sizeof(ddesc), m_ptr, 0x88); /* Assume no blink */ blinked = FALSE; /* Scan through all blows */ for (ap_cnt = 0; ap_cnt < MONSTER_BLOW_MAX; ap_cnt++) { bool visible = FALSE; bool obvious = FALSE; int power = 0; int damage = 0; cptr act = NULL; /* Extract the attack infomation */ int effect = r_ptr->blow[ap_cnt].effect; int method = r_ptr->blow[ap_cnt].method; int d_dice = r_ptr->blow[ap_cnt].d_dice; int d_side = r_ptr->blow[ap_cnt].d_side; /* Hack -- no more attacks */ if (!method) break; /* Handle "leaving" */ if (p_ptr->leaving) break; /* Extract visibility (before blink) */ if (m_ptr->ml) visible = TRUE; /* Extract the attack "power" */ switch (effect) { case RBE_HURT: power = 60; break; case RBE_POISON: power = 5; break; case RBE_UN_BONUS: power = 20; break; case RBE_UN_POWER: power = 15; break; case RBE_EAT_GOLD: power = 5; break; case RBE_EAT_ITEM: power = 5; break; case RBE_EAT_FOOD: power = 5; break; case RBE_EAT_LITE: power = 5; break; case RBE_ACID: power = 0; break; case RBE_ELEC: power = 10; break; case RBE_FIRE: power = 10; break; case RBE_COLD: power = 10; break; case RBE_BLIND: power = 2; break; case RBE_CONFUSE: power = 10; break; case RBE_TERRIFY: power = 10; break; case RBE_PARALYZE: power = 2; break; case RBE_LOSE_STR: power = 0; break; case RBE_LOSE_DEX: power = 0; break; case RBE_LOSE_CON: power = 0; break; case RBE_LOSE_INT: power = 0; break; case RBE_LOSE_WIS: power = 0; break; case RBE_LOSE_CHR: power = 0; break; case RBE_LOSE_ALL: power = 2; break; case RBE_SHATTER: power = 60; break; case RBE_EXP_10: power = 5; break; case RBE_EXP_20: power = 5; break; case RBE_EXP_40: power = 5; break; case RBE_EXP_80: power = 5; break; case RBE_HALLU: power = 10; break; } /* Monster hits player */ if (!effect || check_hit(power, rlev)) { /* Always disturbing */ disturb(1, 0); /* Hack -- Apply "protection from evil" */ if ((p_ptr->protevil > 0) && (r_ptr->flags3 & (RF3_EVIL)) && (p_ptr->lev >= rlev) && ((rand_int(100) + p_ptr->lev) > 50)) { /* Remember the Evil-ness */ if (m_ptr->ml) { l_ptr->flags3 |= (RF3_EVIL); } /* Message */ msg_format("%^s is repelled.", m_name); /* Hack -- Next attack */ continue; } /* Assume no cut or stun */ do_cut = do_stun = 0; /* Describe the attack method */ switch (method) { case RBM_HIT: { act = "hits you."; do_cut = do_stun = 1; break; } case RBM_TOUCH: { act = "touches you."; break; } case RBM_PUNCH: { act = "punches you."; do_stun = 1; break; } case RBM_KICK: { act = "kicks you."; do_stun = 1; break; } case RBM_CLAW: { act = "claws you."; do_cut = 1; break; } case RBM_BITE: { act = "bites you."; do_cut = 1; break; } case RBM_STING: { act = "stings you."; break; } case RBM_XXX1: { act = "XXX1's you."; break; } case RBM_BUTT: { act = "butts you."; do_stun = 1; break; } case RBM_CRUSH: { act = "crushes you."; do_stun = 1; break; } case RBM_ENGULF: { act = "engulfs you."; break; } case RBM_XXX2: { act = "XXX2's you."; break; } case RBM_CRAWL: { act = "crawls on you."; break; } case RBM_DROOL: { act = "drools on you."; break; } case RBM_SPIT: { act = "spits on you."; break; } case RBM_XXX3: { act = "XXX3's on you."; break; } case RBM_GAZE: { act = "gazes at you."; break; } case RBM_WAIL: { act = "wails at you."; break; } case RBM_SPORE: { act = "releases spores at you."; break; } case RBM_XXX4: { act = "projects XXX4's at you."; break; } case RBM_BEG: { act = "begs you for money."; break; } case RBM_INSULT: { act = desc_insult[rand_int(MAX_DESC_INSULT)]; break; } case RBM_MOAN: { act = desc_moan[rand_int(MAX_DESC_MOAN)]; break; } case RBM_XXX5: { act = "XXX5's you."; break; } } /* Message */ if (act) msg_format("%^s %s", m_name, act); /* Hack -- assume all attacks are obvious */ obvious = TRUE; /* Roll out the damage */ damage = damroll(d_dice, d_side); /* Apply appropriate damage */ switch (effect) { case 0: { /* Hack -- Assume obvious */ obvious = TRUE; /* Hack -- No damage */ damage = 0; break; } case RBE_HURT: { /* Obvious */ obvious = TRUE; /* Hack -- Player armor reduces total damage */ damage -= (damage * ((ac < 150) ? ac : 150) / 250); /* Take damage */ take_hit(damage, ddesc); break; } case RBE_POISON: { /* Take damage */ take_hit(damage, ddesc); /* Take "poison" effect */ if (!(p_ptr->resist_pois || p_ptr->oppose_pois)) { if (set_poisoned(p_ptr->poisoned + randint(rlev) + 5)) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_POIS); break; } case RBE_UN_BONUS: { /* Take damage */ take_hit(damage, ddesc); /* Allow complete resist */ if (!p_ptr->resist_disen) { /* Apply disenchantment */ if (apply_disenchant(0)) obvious = TRUE; } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_DISEN); break; } case RBE_UN_POWER: { /* Take damage */ take_hit(damage, ddesc); /* Find an item */ for (k = 0; k < 10; k++) { /* Pick an item */ i = rand_int(INVEN_PACK); /* Obtain the item */ o_ptr = &inventory[i]; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Drain charged wands/staffs */ if (((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND)) && (o_ptr->pval > 0)) { /* Calculate healed hitpoints */ int heal = rlev * o_ptr->pval * o_ptr->number; /* Don't heal more than max hp */ heal = MIN(heal, m_ptr->maxhp - m_ptr->hp); /* Message */ msg_print("Energy drains from your pack!"); /* Obvious */ obvious = TRUE; /* Heal */ m_ptr->hp += heal; /* Redraw (later) if needed */ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); /* Uncharge */ o_ptr->pval = 0; /* Combine / Reorder the pack */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); /* Window stuff */ p_ptr->window |= (PW_INVEN); /* Done */ break; } } break; } case RBE_EAT_GOLD: { /* Take damage */ take_hit(damage, ddesc); /* Obvious */ obvious = TRUE; /* Saving throw (unless paralyzed) based on dex and level */ if (!p_ptr->paralyzed && (rand_int(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] + p_ptr->lev))) { /* Saving throw message */ msg_print("You quickly protect your money pouch!"); /* Occasional blink anyway */ if (rand_int(3)) blinked = TRUE; } /* Eat gold */ else { gold = (p_ptr->au / 10) + randint(25); if (gold < 2) gold = 2; if (gold > 5000) gold = (p_ptr->au / 20) + randint(3000); if (gold > p_ptr->au) gold = p_ptr->au; p_ptr->au -= gold; if (gold <= 0) { msg_print("Nothing was stolen."); } else if (p_ptr->au) { msg_print("Your purse feels lighter."); msg_format("%ld coins were stolen!", (long)gold); } else { msg_print("Your purse feels lighter."); msg_print("All of your coins were stolen!"); } /* Redraw gold */ p_ptr->redraw |= (PR_GOLD); /* Window stuff */ p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1); /* Blink away */ blinked = TRUE; } break; } case RBE_EAT_ITEM: { /* Take damage */ take_hit(damage, ddesc); /* Saving throw (unless paralyzed) based on dex and level */ if (!p_ptr->paralyzed && (rand_int(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] + p_ptr->lev))) { /* Saving throw message */ msg_print("You grab hold of your backpack!"); /* Occasional "blink" anyway */ blinked = TRUE; /* Obvious */ obvious = TRUE; /* Done */ break; } /* Find an item */ for (k = 0; k < 10; k++) { object_type *i_ptr; object_type object_type_body; /* Pick an item */ i = rand_int(INVEN_PACK); /* Obtain the item */ o_ptr = &inventory[i]; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Skip artifacts */ if (artifact_p(o_ptr)) continue; /* Get a description */ object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 3); /* Message */ msg_format("%sour %s (%c) was stolen!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i)); /* Get local object */ i_ptr = &object_type_body; /* Obtain local object */ object_copy(i_ptr, o_ptr); /* Modify number */ i_ptr->number = 1; /* Carry the object */ (void)monster_carry(m_idx, i_ptr); /* Steal the items */ inven_item_increase(i, -1); inven_item_optimize(i); /* Obvious */ obvious = TRUE; /* Blink away */ blinked = TRUE; /* Done */ break; } break; } case RBE_EAT_FOOD: { /* Take damage */ take_hit(damage, ddesc); /* Steal some food */ for (k = 0; k < 10; k++) { /* Pick an item from the pack */ i = rand_int(INVEN_PACK); /* Get the item */ o_ptr = &inventory[i]; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Skip non-food objects */ if (o_ptr->tval != TV_FOOD) continue; /* Get a description */ object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 0); /* Message */ msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i)); /* Steal the items */ inven_item_increase(i, -1); inven_item_optimize(i); /* Obvious */ obvious = TRUE; /* Done */ break; } break; } case RBE_EAT_LITE: { /* Take damage */ take_hit(damage, ddesc); /* Get the lite */ o_ptr = &inventory[INVEN_LITE]; /* Drain fuel */ if ((o_ptr->pval > 0) && (!artifact_p(o_ptr))) { /* Reduce fuel */ o_ptr->pval -= (250 + randint(250)); if (o_ptr->pval < 1) o_ptr->pval = 1; /* Notice */ if (!p_ptr->blind) { msg_print("Your light dims."); obvious = TRUE; } /* Window stuff */ p_ptr->window |= (PW_EQUIP); } break; } case RBE_ACID: { /* Obvious */ obvious = TRUE; /* Message */ msg_print("You are covered in acid!"); /* Special damage */ acid_dam(damage, ddesc); /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_ACID); break; } case RBE_ELEC: { /* Obvious */ obvious = TRUE; /* Message */ msg_print("You are struck by electricity!"); /* Take damage (special) */ elec_dam(damage, ddesc); /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_ELEC); break; } case RBE_FIRE: { /* Obvious */ obvious = TRUE; /* Message */ msg_print("You are enveloped in flames!"); /* Take damage (special) */ fire_dam(damage, ddesc); /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_FIRE); break; } case RBE_COLD: { /* Obvious */ obvious = TRUE; /* Message */ msg_print("You are covered with frost!"); /* Take damage (special) */ cold_dam(damage, ddesc); /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_COLD); break; } case RBE_BLIND: { /* Take damage */ take_hit(damage, ddesc); /* Increase "blind" */ if (!p_ptr->resist_blind) { if (set_blind(p_ptr->blind + 10 + randint(rlev))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_BLIND); break; } case RBE_CONFUSE: { /* Take damage */ take_hit(damage, ddesc); /* Increase "confused" */ if (!p_ptr->resist_confu) { if (set_confused(p_ptr->confused + 3 + randint(rlev))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_CONFU); break; } case RBE_TERRIFY: { /* Take damage */ take_hit(damage, ddesc); /* Increase "afraid" */ if (p_ptr->resist_fear) { msg_print("You stand your ground!"); obvious = TRUE; } else if (rand_int(100) < p_ptr->skill_sav) { msg_print("You stand your ground!"); obvious = TRUE; } else { if (set_afraid(p_ptr->afraid + 3 + randint(rlev))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_FEAR); break; } case RBE_PARALYZE: { /* Hack -- Prevent perma-paralysis via damage */ if (p_ptr->paralyzed && (damage < 1)) damage = 1; /* Take damage */ take_hit(damage, ddesc); /* Increase "paralyzed" */ if (p_ptr->free_act) { msg_print("You are unaffected!"); obvious = TRUE; } else if (rand_int(100) < p_ptr->skill_sav) { msg_print("You resist the effects!"); obvious = TRUE; } else { if (set_paralyzed(p_ptr->paralyzed + 3 + randint(rlev))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_FREE); break; } case RBE_LOSE_STR: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_STR)) obvious = TRUE; break; } case RBE_LOSE_INT: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_INT)) obvious = TRUE; break; } case RBE_LOSE_WIS: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_WIS)) obvious = TRUE; break; } case RBE_LOSE_DEX: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_DEX)) obvious = TRUE; break; } case RBE_LOSE_CON: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_CON)) obvious = TRUE; break; } case RBE_LOSE_CHR: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stat) */ if (do_dec_stat(A_CHR)) obvious = TRUE; break; } case RBE_LOSE_ALL: { /* Take damage */ take_hit(damage, ddesc); /* Damage (stats) */ if (do_dec_stat(A_STR)) obvious = TRUE; if (do_dec_stat(A_DEX)) obvious = TRUE; if (do_dec_stat(A_CON)) obvious = TRUE; if (do_dec_stat(A_INT)) obvious = TRUE; if (do_dec_stat(A_WIS)) obvious = TRUE; if (do_dec_stat(A_CHR)) obvious = TRUE; break; } case RBE_SHATTER: { /* Obvious */ obvious = TRUE; /* Hack -- Reduce damage based on the player armor class */ damage -= (damage * ((ac < 150) ? ac : 150) / 250); /* Take damage */ take_hit(damage, ddesc); /* Radius 8 earthquake centered at the monster */ if (damage > 23) earthquake(m_ptr->fy, m_ptr->fx, 8); break; } case RBE_EXP_10: { /* Obvious */ obvious = TRUE; /* Take damage */ take_hit(damage, ddesc); if (p_ptr->hold_life && (rand_int(100) < 95)) { msg_print("You keep hold of your life force!"); } else { s32b d = damroll(10, 6) + (p_ptr->exp/100) * MON_DRAIN_LIFE; if (p_ptr->hold_life) { msg_print("You feel your life slipping away!"); lose_exp(d/10); } else { msg_print("You feel your life draining away!"); lose_exp(d); } } break; } case RBE_EXP_20: { /* Obvious */ obvious = TRUE; /* Take damage */ take_hit(damage, ddesc); if (p_ptr->hold_life && (rand_int(100) < 90)) { msg_print("You keep hold of your life force!"); } else { s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE; if (p_ptr->hold_life) { msg_print("You feel your life slipping away!"); lose_exp(d / 10); } else { msg_print("You feel your life draining away!"); lose_exp(d); } } break; } case RBE_EXP_40: { /* Obvious */ obvious = TRUE; /* Take damage */ take_hit(damage, ddesc); if (p_ptr->hold_life && (rand_int(100) < 75)) { msg_print("You keep hold of your life force!"); } else { s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE; if (p_ptr->hold_life) { msg_print("You feel your life slipping away!"); lose_exp(d / 10); } else { msg_print("You feel your life draining away!"); lose_exp(d); } } break; } case RBE_EXP_80: { /* Obvious */ obvious = TRUE; /* Take damage */ take_hit(damage, ddesc); if (p_ptr->hold_life && (rand_int(100) < 50)) { msg_print("You keep hold of your life force!"); } else { s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE; if (p_ptr->hold_life) { msg_print("You feel your life slipping away!"); lose_exp(d / 10); } else { msg_print("You feel your life draining away!"); lose_exp(d); } } break; } case RBE_HALLU: { /* Take damage */ take_hit(damage, ddesc); /* Increase "image" */ if (!p_ptr->resist_chaos) { if (set_image(p_ptr->image + 3 + randint(rlev / 2))) { obvious = TRUE; } } /* Learn about the player */ update_smart_learn(m_idx, DRS_RES_CHAOS); break; } } /* Hack -- only one of cut or stun */ if (do_cut && do_stun) { /* Cancel cut */ if (rand_int(100) < 50) { do_cut = 0; } /* Cancel stun */ else { do_stun = 0; } } /* Handle cut */ if (do_cut) { int k; /* Critical hit (zero if non-critical) */ tmp = monster_critical(d_dice, d_side, damage); /* Roll for damage */ switch (tmp) { case 0: k = 0; break; case 1: k = randint(5); break; case 2: k = randint(5) + 5; break; case 3: k = randint(20) + 20; break; case 4: k = randint(50) + 50; break; case 5: k = randint(100) + 100; break; case 6: k = 300; break; default: k = 500; break; } /* Apply the cut */ if (k) (void)set_cut(p_ptr->cut + k); } /* Handle stun */ if (do_stun) { int k; /* Critical hit (zero if non-critical) */ tmp = monster_critical(d_dice, d_side, damage); /* Roll for damage */ switch (tmp) { case 0: k = 0; break; case 1: k = randint(5); break; case 2: k = randint(10) + 10; break; case 3: k = randint(20) + 20; break; case 4: k = randint(30) + 30; break; case 5: k = randint(40) + 40; break; case 6: k = 100; break; default: k = 200; break; } /* Apply the stun */ if (k) (void)set_stun(p_ptr->stun + k); } } /* Monster missed player */ else { /* Analyze failed attacks */ switch (method) { case RBM_HIT: case RBM_TOUCH: case RBM_PUNCH: case RBM_KICK: case RBM_CLAW: case RBM_BITE: case RBM_STING: case RBM_XXX1: case RBM_BUTT: case RBM_CRUSH: case RBM_ENGULF: case RBM_XXX2: /* Visible monsters */ if (m_ptr->ml) { /* Disturbing */ disturb(1, 0); /* Message */ msg_format("%^s misses you.", m_name); } break; } } /* Analyze "visible" monsters only */ if (visible) { /* Count "obvious" attacks (and ones that cause damage) */ if (obvious || damage || (l_ptr->blows[ap_cnt] > 10)) { /* Count attacks of this type */ if (l_ptr->blows[ap_cnt] < MAX_UCHAR) { l_ptr->blows[ap_cnt]++; } } } } /* Blink away */ if (blinked) { msg_print("There is a puff of smoke!"); teleport_away(m_idx, MAX_SIGHT * 2 + 5); } /* Always notice cause of death */ if (p_ptr->is_dead && (l_ptr->deaths < MAX_SHORT)) { l_ptr->deaths++; } /* Assume we attacked */ return (TRUE); }
/** * Creates a specific monster's drop, including any drops specified * in the monster.txt file. * * Returns true if anything is created, false if nothing is. */ static bool mon_create_drop(struct chunk *c, struct monster *mon, byte origin) { struct monster_drop *drop; bool great, good, gold_ok, item_ok; bool extra_roll = false; bool any = false; int number = 0, level, j, monlevel; struct object *obj; assert(mon); great = (rf_has(mon->race->flags, RF_DROP_GREAT)); good = great || (rf_has(mon->race->flags, RF_DROP_GOOD)); gold_ok = (!rf_has(mon->race->flags, RF_ONLY_ITEM)); item_ok = (!rf_has(mon->race->flags, RF_ONLY_GOLD)); /* Determine how much we can drop */ number = mon_create_drop_count(mon->race, false); /* Give added bonus for unique monters */ monlevel = mon->race->level; if (rf_has(mon->race->flags, RF_UNIQUE)) { monlevel = MIN(monlevel + 15, monlevel * 2); extra_roll = true; } /* Take the best of (average of monster level and current depth) and (monster level) - to reward fighting OOD monsters */ level = MAX((monlevel + player->depth) / 2, monlevel); level = MIN(level, 100); /* Morgoth currently drops all artifacts with the QUEST_ART flag */ if (rf_has(mon->race->flags, RF_QUESTOR) && (mon->race->level == 100)) { /* Search all the artifacts */ for (j = 1; j < z_info->a_max; j++) { struct artifact *art = &a_info[j]; struct object_kind *kind = lookup_kind(art->tval, art->sval); if (!kf_has(kind->kind_flags, KF_QUEST_ART)) { continue; } /* Allocate by hand, prep, apply magic */ obj = mem_zalloc(sizeof(*obj)); object_prep(obj, kind, 100, RANDOMISE); obj->artifact = art; copy_artifact_data(obj, obj->artifact); obj->artifact->created = true; /* Set origin details */ obj->origin = origin; obj->origin_depth = player->depth; obj->origin_race = mon->race; obj->number = 1; /* Try to carry */ if (monster_carry(c, mon, obj)) { any = true; } else { obj->artifact->created = false; object_wipe(obj); mem_free(obj); } } } /* Specified drops */ for (drop = mon->race->drops; drop; drop = drop->next) { if ((unsigned int)randint0(100) >= drop->percent_chance) continue; /* Allocate by hand, prep, apply magic */ obj = mem_zalloc(sizeof(*obj)); object_prep(obj, drop->kind, level, RANDOMISE); apply_magic(obj, level, true, good, great, extra_roll); /* Set origin details */ obj->origin = origin; obj->origin_depth = player->depth; obj->origin_race = mon->race; obj->number = randint0(drop->max - drop->min) + drop->min; /* Try to carry */ if (monster_carry(c, mon, obj)) { any = true; } else { object_wipe(obj); mem_free(obj); } } /* Make some objects */ for (j = 0; j < number; j++) { if (gold_ok && (!item_ok || (randint0(100) < 50))) { obj = make_gold(level, "any"); } else { obj = make_object(c, level, good, great, extra_roll, NULL, 0); if (!obj) continue; } /* Set origin details */ obj->origin = origin; obj->origin_depth = player->depth; obj->origin_race = mon->race; /* Try to carry */ if (monster_carry(c, mon, obj)) { any = true; } else { obj->artifact->created = false; object_wipe(obj); mem_free(obj); } } return any; }
/** * Grab all objects from the grid. */ void process_monster_grab_objects(struct chunk *c, struct monster *m_ptr, const char *m_name, int nx, int ny) { monster_lore *l_ptr = get_lore(m_ptr->race); struct object *obj = square_object(c, ny, nx); bool is_item = obj ? TRUE : FALSE;; if (is_item && mflag_has(m_ptr->mflag, MFLAG_VISIBLE)) { rf_on(l_ptr->flags, RF_TAKE_ITEM); rf_on(l_ptr->flags, RF_KILL_ITEM); } /* Abort if can't pickup/kill */ if (!rf_has(m_ptr->race->flags, RF_TAKE_ITEM) && !rf_has(m_ptr->race->flags, RF_KILL_ITEM)) { return; } /* Take or kill objects on the floor */ while (obj) { char o_name[80]; bool safe = obj->artifact ? TRUE : FALSE; struct object *next = obj->next; /* Skip gold */ if (tval_is_money(obj)) { obj = next; continue; } /* Get the object name */ object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL); /* React to objects that hurt the monster */ if (react_to_slay(obj, m_ptr)) safe = TRUE; /* The object cannot be picked up by the monster */ if (safe) { /* Only give a message for "take_item" */ if (rf_has(m_ptr->race->flags, RF_TAKE_ITEM) && mflag_has(m_ptr->mflag, MFLAG_VISIBLE) && player_has_los_bold(ny, nx) && !ignore_item_ok(obj)) { /* Dump a message */ msg("%s tries to pick up %s, but fails.", m_name, o_name); } /* Pick up the item */ } else if (rf_has(m_ptr->race->flags, RF_TAKE_ITEM)) { /* Describe observable situations */ if (player_has_los_bold(ny, nx) && !ignore_item_ok(obj)) msg("%s picks up %s.", m_name, o_name); /* Carry the object */ square_excise_object(c, ny, nx, obj); monster_carry(c, m_ptr, obj); /* Destroy the item */ } else { /* Describe observable situations */ if (player_has_los_bold(ny, nx) && !ignore_item_ok(obj)) msgt(MSG_DESTROY, "%s crushes %s.", m_name, o_name); /* Delete the object */ square_excise_object(c, ny, nx, obj); object_delete(obj); } /* Next object */ obj = next; } }
/** * Creates a specific monster's drop, including any drops specified * in the monster.txt file. * * Returns TRUE if anything is created, FALSE if nothing is. */ static bool mon_create_drop(struct monster *m_ptr, byte origin) { struct monster_drop *drop; bool great, good, gold_ok, item_ok; bool extra_roll = FALSE; bool any = FALSE; int number = 0, level, j, monlevel; object_type *i_ptr; object_type object_type_body; assert(m_ptr); great = (rf_has(m_ptr->race->flags, RF_DROP_GREAT)); good = great || (rf_has(m_ptr->race->flags, RF_DROP_GOOD)); gold_ok = (!rf_has(m_ptr->race->flags, RF_ONLY_ITEM)); item_ok = (!rf_has(m_ptr->race->flags, RF_ONLY_GOLD)); /* Determine how much we can drop */ if (rf_has(m_ptr->race->flags, RF_DROP_20) && randint0(100) < 20) number++; if (rf_has(m_ptr->race->flags, RF_DROP_40) && randint0(100) < 40) number++; if (rf_has(m_ptr->race->flags, RF_DROP_60) && randint0(100) < 60) number++; if (rf_has(m_ptr->race->flags, RF_DROP_4)) number += rand_range(2, 6); if (rf_has(m_ptr->race->flags, RF_DROP_3)) number += rand_range(2, 4); if (rf_has(m_ptr->race->flags, RF_DROP_2)) number += rand_range(1, 3); if (rf_has(m_ptr->race->flags, RF_DROP_1)) number++; /* Give added bonus for unique monters */ monlevel = m_ptr->race->level; if (rf_has(m_ptr->race->flags, RF_UNIQUE)){ monlevel = MIN(monlevel + 15, monlevel * 2); extra_roll = TRUE; } /* Take the best of (average of monster level and current depth) and (monster level) - to reward fighting OOD monsters */ level = MAX((monlevel + p_ptr->depth) / 2, monlevel); level = MIN(level, 100); /* Specified drops */ for (drop = m_ptr->race->drops; drop; drop = drop->next) { if ((unsigned int)randint0(100) >= drop->percent_chance) continue; i_ptr = &object_type_body; if (drop->artifact) { object_prep(i_ptr, objkind_get(drop->artifact->tval, drop->artifact->sval), level, RANDOMISE); i_ptr->artifact = drop->artifact; copy_artifact_data(i_ptr, i_ptr->artifact); i_ptr->artifact->created = 1; } else { object_prep(i_ptr, drop->kind, level, RANDOMISE); apply_magic(i_ptr, level, TRUE, good, great, extra_roll); } i_ptr->origin = origin; i_ptr->origin_depth = p_ptr->depth; i_ptr->origin_xtra = m_ptr->race->ridx; i_ptr->number = randint0(drop->max - drop->min) + drop->min; if (monster_carry(m_ptr, i_ptr)) any = TRUE; } /* Make some objects */ for (j = 0; j < number; j++) { i_ptr = &object_type_body; object_wipe(i_ptr); if (gold_ok && (!item_ok || (randint0(100) < 50))) { make_gold(i_ptr, level, SV_GOLD_ANY); } else { if (!make_object(cave, i_ptr, level, good, great, extra_roll, NULL, 0)) continue; } i_ptr->origin = origin; i_ptr->origin_depth = p_ptr->depth; i_ptr->origin_xtra = m_ptr->race->ridx; if (monster_carry(m_ptr, i_ptr)) any = TRUE; } return any; }
/** * Attempts to place a copy of the given monster at the given position in * the dungeon. * * All of the monster placement routines eventually call this function. This * is what actually puts the monster in the dungeon (i.e., it notifies the cave * and sets the monsters position). The dungeon loading code also calls this * function directly. * * `origin` is the item origin to use for any monster drops (e.g. ORIGIN_DROP, * ORIGIN_DROP_PIT, etc.) The dungeon loading code calls this with origin = 0, * which prevents the monster's drops from being generated again. * * Returns the m_idx of the newly copied monster, or 0 if the placement fails. */ s16b place_monster(struct chunk *c, int y, int x, struct monster *mon, byte origin) { s16b m_idx; struct monster *new_mon; assert(square_in_bounds(c, y, x)); assert(!square_monster(c, y, x)); /* Get a new record */ m_idx = mon_pop(c); if (!m_idx) return 0; /* Copy the monster */ new_mon = cave_monster(c, m_idx); memcpy(new_mon, mon, sizeof(struct monster)); /* Set the ID */ new_mon->midx = m_idx; /* Set the location */ c->squares[y][x].mon = new_mon->midx; new_mon->fy = y; new_mon->fx = x; assert(square_monster(c, y, x) == new_mon); update_mon(new_mon, c, true); /* Hack -- Count the number of "reproducers" */ if (rf_has(new_mon->race->flags, RF_MULTIPLY)) num_repro++; /* Count racial occurrences */ new_mon->race->cur_num++; /* Create the monster's drop, if any */ if (origin) (void)mon_create_drop(c, new_mon, origin); /* Make mimics start mimicking */ if (origin && new_mon->race->mimic_kinds) { struct object *obj; struct object_kind *kind = new_mon->race->mimic_kinds->kind; struct monster_mimic *mimic_kind; int i = 1; /* Pick a random object kind to mimic */ for (mimic_kind = new_mon->race->mimic_kinds; mimic_kind; mimic_kind = mimic_kind->next, i++) { if (one_in_(i)) kind = mimic_kind->kind; } if (tval_is_money_k(kind)) { obj = make_gold(player->depth, kind->name); } else { obj = object_new(); object_prep(obj, kind, new_mon->race->level, RANDOMISE); apply_magic(obj, new_mon->race->level, true, false, false, false); obj->number = 1; obj->origin = ORIGIN_DROP_MIMIC; obj->origin_depth = player->depth; } obj->mimicking_m_idx = m_idx; new_mon->mimicked_obj = obj; /* Put the object on the floor if it goes, otherwise no mimicry */ if (floor_carry(c, y, x, obj, false)) { list_object(c, obj); } else { /* Clear the mimicry */ obj->mimicking_m_idx = 0; new_mon->mimicked_obj = NULL; /* Give the object to the monster if appropriate */ if (rf_has(new_mon->race->flags, RF_MIMIC_INV)) { monster_carry(c, new_mon, obj); } else { /* Otherwise delete the mimicked object */ object_delete(&obj); } } } /* Result */ return m_idx; }