/* feedback when frustrated monster couldn't cast a spell */ static void cursetxt(struct monst *mtmp, boolean undirected) { if (canseemon(mtmp) && couldsee(mtmp->mx, mtmp->my)) { const char *point_msg; /* spellcasting monsters are impolite */ if (undirected) point_msg = "all around, then curses"; else if ((Invis && !perceives(mtmp->data) && (mtmp->mux != u.ux || mtmp->muy != u.uy)) || (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance == STRANGE_OBJECT) || u.uundetected) point_msg = "and curses in your general direction"; else if (Displaced && (mtmp->mux != u.ux || mtmp->muy != u.uy)) point_msg = "and curses at your displaced image"; else point_msg = "at you, then curses"; pline("%s points %s.", Monnam(mtmp), point_msg); } else if (!(moves % 4) || !rn2(4)) { if (flags.soundok) Norep("You hear a mumbled curse."); } }
/* Returns 1 when something was stolen (or at least, when N should flee now) * Returns -1 if the monster died in the attempt * Avoid stealing the object stealoid */ int steal(struct monst *mtmp, char *objnambuf) { struct obj *otmp; int tmp, could_petrify, named = 0, armordelay; boolean monkey_business; /* true iff an animal is doing the thievery */ if (objnambuf) *objnambuf = '\0'; /* the following is true if successful on first of two attacks. */ if (!monnear(mtmp, u.ux, u.uy)) return 0; /* food being eaten might already be used up but will not have been removed from inventory yet; we don't want to steal that, so this will cause it to be removed now */ if (occupation) maybe_finished_meal(FALSE); if (!invent || (inv_cnt() == 1 && uskin)) { nothing_to_steal: /* Not even a thousand men in armor can strip a naked man. */ if (Blind) pline("Somebody tries to rob you, but finds nothing to steal."); else pline("%s tries to rob you, but there is nothing to steal!", Monnam(mtmp)); return 1; /* let her flee */ } /* Monkey or mugger robbing you. You don't wanna be charmed/seduced by a mugger. */ monkey_business = is_robber(mtmp->data); if (monkey_business) { ; /* skip ring special cases */ } else if (Adornment & LEFT_RING) { otmp = uleft; goto gotobj; } else if (Adornment & RIGHT_RING) { otmp = uright; goto gotobj; } tmp = 0; for (otmp = invent; otmp; otmp = otmp->nobj) if ((!uarm || otmp != uarmc) && otmp != uskin #ifdef INVISIBLE_OBJECTS && (!otmp->oinvis || perceives(mtmp->data)) #endif ) tmp += ((otmp->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL)) ? 5 : 1); if (!tmp) goto nothing_to_steal; tmp = rn2(tmp); for (otmp = invent; otmp; otmp = otmp->nobj) if ((!uarm || otmp != uarmc) && otmp != uskin #ifdef INVISIBLE_OBJECTS && (!otmp->oinvis || perceives(mtmp->data)) #endif ) if ((tmp -= ((otmp->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL)) ? 5 : 1)) < 0) break; if (!otmp) { warning("Steal fails!"); return 0; } /* can't steal gloves while wielding - so steal the wielded item. */ if (otmp == uarmg && uwep) otmp = uwep; /* can't steal armor while wearing cloak - so steal the cloak. */ else if (otmp == uarm && uarmc) otmp = uarmc; else if (otmp == uarmu && uarmc) otmp = uarmc; else if (otmp == uarmu && uarm) otmp = uarm; gotobj: if (otmp->o_id == stealoid) return 0; /* animals can't overcome curse stickiness nor unlock chains */ if (monkey_business) { boolean ostuck; /* is the player prevented from voluntarily giving up this item? (ignores loadstones; the !can_carry() check will catch those) */ if (otmp == uball) ostuck = TRUE; /* effectively worn; curse is implicit */ else if (otmp == uquiver || (otmp == uswapwep && !u.twoweap)) ostuck = FALSE; /* not really worn; curse doesn't matter */ else ostuck = (otmp->cursed && otmp->owornmask); if (ostuck || !can_carry(mtmp, otmp)) { static const char * const how[] = { "steal","snatch","grab","take" }; cant_take: pline("%s tries to %s your %s but gives up.", Monnam(mtmp), how[rn2(SIZE(how))], (otmp->owornmask & W_ARMOR) ? equipname(otmp) : cxname(otmp)); /* the fewer items you have, the less likely the thief is going to stick around to try again (0) instead of running away (1) */ return !rn2(inv_cnt() / 5 + 2); } } if (otmp->otyp == LEASH && otmp->leashmon) { if (monkey_business && otmp->cursed) goto cant_take; o_unleash(otmp); } /* you're going to notice the theft... */ stop_occupation(); if ((otmp->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL))){ switch(otmp->oclass) { case TOOL_CLASS: case AMULET_CLASS: case RING_CLASS: case FOOD_CLASS: /* meat ring */ remove_worn_item(otmp, TRUE); break; case ARMOR_CLASS: armordelay = objects[otmp->otyp].oc_delay; /* Stop putting on armor which has been stolen. */ if (donning(otmp)) { remove_worn_item(otmp, TRUE); break; } else if (monkey_business) { /* animals usually don't have enough patience to take off items which require extra time */ if (armordelay >= 1 && rn2(10)) goto cant_take; remove_worn_item(otmp, TRUE); break; } else { int curssv = otmp->cursed; int slowly; boolean seen = canspotmon(level, mtmp); otmp->cursed = 0; /* can't charm you without first waking you */ if (multi < 0 && is_fainted()) unmul(NULL); slowly = (armordelay >= 1 || multi < 0); if (flags.female) pline("%s charms you. You gladly %s your %s.", !seen ? "She" : Monnam(mtmp), curssv ? "let her take" : slowly ? "start removing" : "hand over", equipname(otmp)); else pline("%s seduces you and %s off your %s.", !seen ? "She" : Adjmonnam(mtmp, "beautiful"), curssv ? "helps you to take" : slowly ? "you start taking" : "you take", equipname(otmp)); named++; /* the following is to set multi for later on */ nomul(-armordelay, "taking off clothes"); remove_worn_item(otmp, TRUE); otmp->cursed = curssv; if (multi < 0){ /* multi = 0; nomovemsg = 0; afternmv = 0; */ stealoid = otmp->o_id; stealmid = mtmp->m_id; afternmv = stealarm; return 0; } } break; default: warning("Tried to steal a strange worn thing. [%d]", otmp->oclass); } } else if (otmp->owornmask) remove_worn_item(otmp, TRUE); /* do this before removing it from inventory */ if (objnambuf) strcpy(objnambuf, yname(otmp)); /* set mavenge bit so knights won't suffer an * alignment penalty during retaliation; */ mtmp->mavenge = 1; freeinv(otmp); pline("%s stole %s.", named ? "She" : Monnam(mtmp), doname(otmp)); could_petrify = (otmp->otyp == CORPSE && touch_petrifies(&mons[otmp->corpsenm])); mpickobj(mtmp,otmp); /* may free otmp */ if (could_petrify && !(mtmp->misc_worn_check & W_ARMG)) { minstapetrify(mtmp, TRUE); return -1; } return (multi < 0) ? 0 : 1; }
int dogaze(void) { struct monst *mtmp; int looked = 0; char qbuf[QBUFSZ]; int i; uchar adtyp = 0; for (i = 0; i < NATTK; i++) { if (youmonst.data->mattk[i].aatyp == AT_GAZE) { adtyp = youmonst.data->mattk[i].adtyp; break; } } if (adtyp != AD_CONF && adtyp != AD_FIRE) { impossible("gaze attack %d?", adtyp); return 0; } if (Blind) { pline("You can't see anything to gaze at."); return 0; } if (u.uen < 15) { pline("You lack the energy to use your special gaze!"); return 0; } u.uen -= 15; iflags.botl = 1; for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) { if (DEADMONSTER(mtmp)) continue; if (canseemon(mtmp) && couldsee(mtmp->mx, mtmp->my)) { looked++; if (Invis && !perceives(mtmp->data)) pline("%s seems not to notice your gaze.", Monnam(mtmp)); else if (mtmp->minvis && !See_invisible) pline("You can't see where to gaze at %s.", Monnam(mtmp)); else if (mtmp->m_ap_type == M_AP_FURNITURE || mtmp->m_ap_type == M_AP_OBJECT) { looked--; continue; } else if (flags.safe_dog && !Confusion && !Hallucination && mtmp->mtame) { pline("You avoid gazing at %s.", y_monnam(mtmp)); } else { if (flags.confirm && mtmp->mpeaceful && !Confusion && !Hallucination) { sprintf(qbuf, "Really %s %s?", (adtyp == AD_CONF) ? "confuse" : "attack", mon_nam(mtmp)); if (yn(qbuf) != 'y') continue; setmangry(mtmp); } if (!mtmp->mcanmove || mtmp->mstun || mtmp->msleeping || !mtmp->mcansee || !haseyes(mtmp->data)) { looked--; continue; } /* No reflection check for consistency with when a monster * gazes at *you*--only medusa gaze gets reflected then. */ if (adtyp == AD_CONF) { if (!mtmp->mconf) pline("Your gaze confuses %s!", mon_nam(mtmp)); else pline("%s is getting more and more confused.", Monnam(mtmp)); mtmp->mconf = 1; } else if (adtyp == AD_FIRE) { int dmg = dice(2,6); pline("You attack %s with a fiery gaze!", mon_nam(mtmp)); if (resists_fire(mtmp)) { pline("The fire doesn't burn %s!", mon_nam(mtmp)); dmg = 0; } if ((int) u.ulevel > rn2(20)) destroy_mitem(mtmp, SCROLL_CLASS, AD_FIRE); if ((int) u.ulevel > rn2(20)) destroy_mitem(mtmp, POTION_CLASS, AD_FIRE); if ((int) u.ulevel > rn2(25)) destroy_mitem(mtmp, SPBOOK_CLASS, AD_FIRE); if (dmg && !DEADMONSTER(mtmp)) mtmp->mhp -= dmg; if (mtmp->mhp <= 0) killed(mtmp); } /* For consistency with passive() in uhitm.c, this only * affects you if the monster is still alive. */ if (!DEADMONSTER(mtmp) && (mtmp->data==&mons[PM_FLOATING_EYE]) && !mtmp->mcan) { if (!Free_action) { pline("You are frozen by %s gaze!", s_suffix(mon_nam(mtmp))); nomul((u.ulevel > 6 || rn2(4)) ? -dice((int)mtmp->m_lev+1, (int)mtmp->data->mattk[0].damd) : -200, "frozen by a monster's gaze"); return 1; } else pline("You stiffen momentarily under %s gaze.", s_suffix(mon_nam(mtmp))); } /* Technically this one shouldn't affect you at all because * the Medusa gaze is an active monster attack that only * works on the monster's turn, but for it to *not* have an * effect would be too weird. */ if (!DEADMONSTER(mtmp) && (mtmp->data == &mons[PM_MEDUSA]) && !mtmp->mcan) { pline( "Gazing at the awake %s is not a very good idea.", l_monnam(mtmp)); /* as if gazing at a sleeping anything is fruitful... */ pline("You turn to stone..."); killer_format = KILLED_BY; killer = "deliberately meeting Medusa's gaze"; done(STONING); } } } } if (!looked) pline("You gaze at no place in particular."); return 1; }
static void cast_cleric_spell(struct monst *mtmp, int dmg, int spellnum) { if (dmg == 0 && !is_undirected_spell(AD_CLRC, spellnum)) { impossible("cast directed cleric spell (%d) with dmg=0?", spellnum); return; } switch (spellnum) { case CLC_GEYSER: /* this is physical damage, not magical damage */ pline("A sudden geyser slams into you from nowhere!"); dmg = dice(8, 6); if (Half_physical_damage) dmg = (dmg + 1) / 2; break; case CLC_FIRE_PILLAR: pline("A pillar of fire strikes all around you!"); if (Fire_resistance) { shieldeff(u.ux, u.uy); dmg = 0; } else dmg = dice(8, 6); if (Half_spell_damage) dmg = (dmg + 1) / 2; burn_away_slime(); burnarmor(&youmonst); destroy_item(SCROLL_CLASS, AD_FIRE); destroy_item(POTION_CLASS, AD_FIRE); destroy_item(SPBOOK_CLASS, AD_FIRE); burn_floor_paper(u.ux, u.uy, TRUE, FALSE); break; case CLC_LIGHTNING: { boolean reflects; pline("A bolt of lightning strikes down at you from above!"); reflects = ureflects("It bounces off your %s%s.", ""); if (reflects || Shock_resistance) { shieldeff(u.ux, u.uy); dmg = 0; if (reflects) break; } else dmg = dice(8, 6); if (Half_spell_damage) dmg = (dmg + 1) / 2; destroy_item(WAND_CLASS, AD_ELEC); destroy_item(RING_CLASS, AD_ELEC); break; } case CLC_CURSE_ITEMS: pline("You feel as if you need some help."); rndcurse(); dmg = 0; break; case CLC_INSECTS: { /* Try for insects, and if there are none left, go for (sticks to) snakes. -3. */ const struct permonst *pm = mkclass(&u.uz, S_ANT,0); struct monst *mtmp2 = NULL; char let = (pm ? S_ANT : S_SNAKE); boolean success; int i; coord bypos; int quan; quan = (mtmp->m_lev < 2) ? 1 : rnd((int)mtmp->m_lev / 2); if (quan < 3) quan = 3; success = pm ? TRUE : FALSE; for (i = 0; i <= quan; i++) { if (!enexto(&bypos, level, mtmp->mux, mtmp->muy, mtmp->data)) break; if ((pm = mkclass(&u.uz, let,0)) != 0 && (mtmp2 = makemon(pm, level, bypos.x, bypos.y, NO_MM_FLAGS)) != 0) { success = TRUE; mtmp2->msleeping = mtmp2->mpeaceful = mtmp2->mtame = 0; set_malign(mtmp2); } } /* Not quite right: * -- message doesn't always make sense for unseen caster (particularly * the first message) * -- message assumes plural monsters summoned (non-plural should be * very rare, unlike in nasty()) * -- message assumes plural monsters seen */ if (!success) pline("%s casts at a clump of sticks, but nothing happens.", Monnam(mtmp)); else if (let == S_SNAKE) pline("%s transforms a clump of sticks into snakes!", Monnam(mtmp)); else if (Invisible && !perceives(mtmp->data) && (mtmp->mux != u.ux || mtmp->muy != u.uy)) pline("%s summons insects around a spot near you!", Monnam(mtmp)); else if (Displaced && (mtmp->mux != u.ux || mtmp->muy != u.uy)) pline("%s summons insects around your displaced image!", Monnam(mtmp)); else pline("%s summons insects!", Monnam(mtmp)); dmg = 0; break; } case CLC_BLIND_YOU: /* note: resists_blnd() doesn't apply here */ if (!Blinded) { int num_eyes = eyecount(youmonst.data); pline("Scales cover your %s!", (num_eyes == 1) ? body_part(EYE) : makeplural(body_part(EYE))); make_blinded(Half_spell_damage ? 100L : 200L, FALSE); if (!Blind) pline("Your vision quickly clears."); dmg = 0; } else impossible("no reason for monster to cast blindness spell?"); break; case CLC_PARALYZE: if (Antimagic || Free_action) { shieldeff(u.ux, u.uy); if (multi >= 0) pline("You stiffen briefly."); nomul(-1, "paralyzed by a monster"); } else { if (multi >= 0) pline("You are frozen in place!"); dmg = 4 + (int)mtmp->m_lev; if (Half_spell_damage) dmg = (dmg + 1) / 2; nomul(-dmg, "paralyzed by a monster"); } dmg = 0; break; case CLC_CONFUSE_YOU: if (Antimagic) { shieldeff(u.ux, u.uy); pline("You feel momentarily dizzy."); } else { boolean oldprop = !!Confusion; dmg = (int)mtmp->m_lev; if (Half_spell_damage) dmg = (dmg + 1) / 2; make_confused(HConfusion + dmg, TRUE); if (Hallucination) pline("You feel %s!", oldprop ? "trippier" : "trippy"); else pline("You feel %sconfused!", oldprop ? "more " : ""); } dmg = 0; break; case CLC_CURE_SELF: if (mtmp->mhp < mtmp->mhpmax) { if (canseemon(mtmp)) pline("%s looks better.", Monnam(mtmp)); /* note: player healing does 6d4; this used to do 1d8 */ if ((mtmp->mhp += dice(3,6)) > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax; dmg = 0; } break; case CLC_OPEN_WOUNDS: if (Antimagic) { shieldeff(u.ux, u.uy); dmg = (dmg + 1) / 2; } if (dmg <= 5) pline("Your skin itches badly for a moment."); else if (dmg <= 10) pline("Wounds appear on your body!"); else if (dmg <= 20) pline("Severe wounds appear on your body!"); else pline("Your body is covered with painful wounds!"); break; default: impossible("mcastu: invalid clerical spell (%d)", spellnum); dmg = 0; break; } if (dmg) mdamageu(mtmp, dmg); }
/* If dmg is zero, then the monster is not casting at you. If the monster is intentionally not casting at you, we have previously called spell_would_be_useless() and spellnum should always be a valid undirected spell. If you modify either of these, be sure to change is_undirected_spell() and spell_would_be_useless(). */ static void cast_wizard_spell(struct monst *mtmp, int dmg, int spellnum) { if (dmg == 0 && !is_undirected_spell(AD_SPEL, spellnum)) { impossible("cast directed wizard spell (%d) with dmg=0?", spellnum); return; } switch (spellnum) { case MGC_DEATH_TOUCH: pline("Oh no, %s's using the touch of death!", mhe(mtmp)); if (nonliving(youmonst.data) || is_demon(youmonst.data)) { pline("You seem no deader than before."); } else if (!Antimagic && rn2(mtmp->m_lev) > 12) { if (Hallucination) { pline("You have an out of body experience."); } else { killer_format = KILLED_BY_AN; killer = "touch of death"; done(DIED); } } else { if (Antimagic) shieldeff(u.ux, u.uy); pline("Lucky for you, it didn't work!"); } dmg = 0; break; case MGC_CLONE_WIZ: if (mtmp->iswiz && flags.no_of_wizards == 1) { pline("Double Trouble..."); clonewiz(); dmg = 0; } else impossible("bad wizard cloning?"); break; case MGC_SUMMON_MONS: { int count; count = nasty(mtmp); /* summon something nasty */ if (mtmp->iswiz) verbalize("Destroy the thief, my pet%s!", plur(count)); else { const char *mappear = (count == 1) ? "A monster appears" : "Monsters appear"; /* messages not quite right if plural monsters created but only a single monster is seen */ if (Invisible && !perceives(mtmp->data) && (mtmp->mux != u.ux || mtmp->muy != u.uy)) pline("%s around a spot near you!", mappear); else if (Displaced && (mtmp->mux != u.ux || mtmp->muy != u.uy)) pline("%s around your displaced image!", mappear); else pline("%s from nowhere!", mappear); } dmg = 0; break; } case MGC_AGGRAVATION: pline("You feel that monsters are aware of your presence."); aggravate(); dmg = 0; break; case MGC_CURSE_ITEMS: pline("You feel as if you need some help."); rndcurse(); dmg = 0; break; case MGC_DESTRY_ARMR: if (Antimagic) { shieldeff(u.ux, u.uy); pline("A field of force surrounds you!"); } else if (!destroy_arm(some_armor(&youmonst))) { pline("Your skin itches."); } dmg = 0; break; case MGC_WEAKEN_YOU: /* drain strength */ if (Antimagic) { shieldeff(u.ux, u.uy); pline("You feel momentarily weakened."); } else { pline("You suddenly feel weaker!"); dmg = mtmp->m_lev - 6; if (Half_spell_damage) dmg = (dmg + 1) / 2; losestr(rnd(dmg)); if (u.uhp < 1) done_in_by(mtmp); } dmg = 0; break; case MGC_DISAPPEAR: /* makes self invisible */ if (!mtmp->minvis && !mtmp->invis_blkd) { if (canseemon(mtmp)) pline("%s suddenly %s!", Monnam(mtmp), !See_invisible ? "disappears" : "becomes transparent"); mon_set_minvis(mtmp); dmg = 0; } else impossible("no reason for monster to cast disappear spell?"); break; case MGC_STUN_YOU: if (Antimagic || Free_action) { shieldeff(u.ux, u.uy); if (!Stunned) pline("You feel momentarily disoriented."); make_stunned(1L, FALSE); } else { pline(Stunned ? "You struggle to keep your balance." : "You reel..."); dmg = dice(ACURR(A_DEX) < 12 ? 6 : 4, 4); if (Half_spell_damage) dmg = (dmg + 1) / 2; make_stunned(HStun + dmg, FALSE); } dmg = 0; break; case MGC_HASTE_SELF: mon_adjust_speed(mtmp, 1, NULL); dmg = 0; break; case MGC_CURE_SELF: if (mtmp->mhp < mtmp->mhpmax) { if (canseemon(mtmp)) pline("%s looks better.", Monnam(mtmp)); /* note: player healing does 6d4; this used to do 1d8 */ if ((mtmp->mhp += dice(3,6)) > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax; dmg = 0; } break; case MGC_PSI_BOLT: /* prior to 3.4.0 Antimagic was setting the damage to 1--this made the spell virtually harmless to players with magic res. */ if (Antimagic) { shieldeff(u.ux, u.uy); dmg = (dmg + 1) / 2; } if (dmg <= 5) pline("You get a slight %sache.", body_part(HEAD)); else if (dmg <= 10) pline("Your brain is on fire!"); else if (dmg <= 20) pline("Your %s suddenly aches painfully!", body_part(HEAD)); else pline("Your %s suddenly aches very painfully!", body_part(HEAD)); break; default: impossible("mcastu: invalid magic spell (%d)", spellnum); dmg = 0; break; } if (dmg) mdamageu(mtmp, dmg); }
/* return values: * 1: successful spell * 0: unsuccessful spell */ int castmu(struct monst *mtmp, const struct attack *mattk, boolean thinks_it_foundyou, boolean foundyou) { int dmg, ml = mtmp->m_lev; int ret; int spellnum = 0; /* Three cases: * -- monster is attacking you. Search for a useful spell. * -- monster thinks it's attacking you. Search for a useful spell, * without checking for undirected. If the spell found is directed, * it fails with cursetxt() and loss of mspec_used. * -- monster isn't trying to attack. Select a spell once. Don't keep * searching; if that spell is not useful (or if it's directed), * return and do something else. * Since most spells are directed, this means that a monster that isn't * attacking casts spells only a small portion of the time that an * attacking monster does. */ if ((mattk->adtyp == AD_SPEL || mattk->adtyp == AD_CLRC) && ml) { int cnt = 40; do { spellnum = rn2(ml); if (mattk->adtyp == AD_SPEL) spellnum = choose_magic_spell(spellnum); else spellnum = choose_clerical_spell(spellnum); /* not trying to attack? don't allow directed spells */ if (!thinks_it_foundyou) { if (!is_undirected_spell(mattk->adtyp, spellnum) || spell_would_be_useless(mtmp, mattk->adtyp, spellnum)) { if (foundyou) impossible("spellcasting monster found you and doesn't know it?"); return 0; } break; } } while (--cnt > 0 && spell_would_be_useless(mtmp, mattk->adtyp, spellnum)); if (cnt == 0) return 0; } /* monster unable to cast spells? */ if (mtmp->mcan || mtmp->mspec_used || !ml) { cursetxt(mtmp, is_undirected_spell(mattk->adtyp, spellnum)); return 0; } if (mattk->adtyp == AD_SPEL || mattk->adtyp == AD_CLRC) { mtmp->mspec_used = 10 - mtmp->m_lev; if (mtmp->mspec_used < 2) mtmp->mspec_used = 2; } /* monster can cast spells, but is casting a directed spell at the wrong place? If so, give a message, and return. Do this *after* penalizing mspec_used. */ if (!foundyou && thinks_it_foundyou && !is_undirected_spell(mattk->adtyp, spellnum)) { pline("%s casts a spell at %s!", canseemon(mtmp) ? Monnam(mtmp) : "Something", level->locations[mtmp->mux][mtmp->muy].typ == WATER ? "empty water" : "thin air"); return 0; } nomul(0, NULL); if (rn2(ml*10) < (mtmp->mconf ? 100 : 20)) { /* fumbled attack */ if (canseemon(mtmp) && flags.soundok) pline("The air crackles around %s.", mon_nam(mtmp)); return 0; } if (canspotmon(mtmp) || !is_undirected_spell(mattk->adtyp, spellnum)) { pline("%s casts a spell%s!", canspotmon(mtmp) ? Monnam(mtmp) : "Something", is_undirected_spell(mattk->adtyp, spellnum) ? "" : (Invisible && !perceives(mtmp->data) && (mtmp->mux != u.ux || mtmp->muy != u.uy)) ? " at a spot near you" : (Displaced && (mtmp->mux != u.ux || mtmp->muy != u.uy)) ? " at your displaced image" : " at you"); } /* * As these are spells, the damage is related to the level * of the monster casting the spell. */ if (!foundyou) { dmg = 0; if (mattk->adtyp != AD_SPEL && mattk->adtyp != AD_CLRC) { impossible( "%s casting non-hand-to-hand version of hand-to-hand spell %d?", Monnam(mtmp), mattk->adtyp); return 0; } } else if (mattk->damd) dmg = dice((int)((ml/2) + mattk->damn), (int)mattk->damd); else dmg = dice((int)((ml/2) + 1), 6); if (Half_spell_damage) dmg = (dmg+1) / 2; ret = 1; switch (mattk->adtyp) { case AD_FIRE: pline("You're enveloped in flames."); if (Fire_resistance) { shieldeff(u.ux, u.uy); pline("But you resist the effects."); dmg = 0; } burn_away_slime(); break; case AD_COLD: pline("You're covered in frost."); if (Cold_resistance) { shieldeff(u.ux, u.uy); pline("But you resist the effects."); dmg = 0; } break; case AD_MAGM: pline("You are hit by a shower of missiles!"); if (Antimagic) { shieldeff(u.ux, u.uy); pline("The missiles bounce off!"); dmg = 0; } else dmg = dice((int)mtmp->m_lev/2 + 1,6); break; case AD_SPEL: /* wizard spell */ case AD_CLRC: /* clerical spell */ { if (mattk->adtyp == AD_SPEL) cast_wizard_spell(mtmp, dmg, spellnum); else cast_cleric_spell(mtmp, dmg, spellnum); dmg = 0; /* done by the spell casting functions */ break; } } if (dmg) mdamageu(mtmp, dmg); return ret; }
/* 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; }
void invault(void) { struct monst *guard; int trycount, vaultroom = (int)vault_occupied(u.urooms); boolean messages = TRUE; if (!vaultroom) { u.uinvault = 0; return; } vaultroom -= ROOMOFFSET; guard = findgd(); if (++u.uinvault % 30 == 0 && !guard) { /* if time ok and no guard now. */ int x, y, gx, gy; xchar rx, ry; long umoney; const char *buf; /* first find the goal for the guard */ if (!find_guard_dest(NULL, &rx, &ry)) return; gx = rx; gy = ry; /* next find a good place for a door in the wall */ x = u.ux; y = u.uy; if (level->locations[x][y].typ != ROOM) { /* player dug a door and is in it */ if (level->locations[x + 1][y].typ == ROOM) x = x + 1; else if (level->locations[x][y + 1].typ == ROOM) y = y + 1; else if (level->locations[x - 1][y].typ == ROOM) x = x - 1; else if (level->locations[x][y - 1].typ == ROOM) y = y - 1; else if (level->locations[x + 1][y + 1].typ == ROOM) { x = x + 1; y = y + 1; } else if (level->locations[x - 1][y - 1].typ == ROOM) { x = x - 1; y = y - 1; } else if (level->locations[x + 1][y - 1].typ == ROOM) { x = x + 1; y = y - 1; } else if (level->locations[x - 1][y + 1].typ == ROOM) { x = x - 1; y = y + 1; } } while (level->locations[x][y].typ == ROOM) { int dx, dy; dx = (gx > x) ? 1 : (gx < x) ? -1 : 0; dy = (gy > y) ? 1 : (gy < y) ? -1 : 0; if (abs(gx - x) >= abs(gy - y)) x += dx; else y += dy; } if (x == u.ux && y == u.uy) { if (level->locations[x + 1][y].typ == HWALL || level->locations[x + 1][y].typ == DOOR) x = x + 1; else if (level->locations[x - 1][y].typ == HWALL || level->locations[x - 1][y].typ == DOOR) x = x - 1; else if (level->locations[x][y + 1].typ == VWALL || level->locations[x][y + 1].typ == DOOR) y = y + 1; else if (level->locations[x][y - 1].typ == VWALL || level->locations[x][y - 1].typ == DOOR) y = y - 1; else return; } /* make something interesting happen */ if (!(guard = makemon(&mons[PM_GUARD], level, x, y, NO_MM_FLAGS))) return; guard->isgd = 1; msethostility(guard, FALSE, TRUE); EGD(guard)->gddone = 0; EGD(guard)->ogx = x; EGD(guard)->ogy = y; assign_level(&(EGD(guard)->gdlevel), &u.uz); EGD(guard)->vroom = vaultroom; EGD(guard)->warncnt = 0; /* We used to reset fainted status here, but that doesn't really make sense; instead, that's treated like normal helplessness */ if (canspotmon(guard)) pline("Suddenly one of the Vault's guards enters!"); else if (canhear()) You_hear("someone else enter the Vault."); else messages = FALSE; newsym(guard->mx, guard->my); if (youmonst.m_ap_type == M_AP_OBJECT || u.uundetected || u.uburied) { if (youmonst.m_ap_type == M_AP_OBJECT && youmonst.mappearance != GOLD_PIECE) verbalize("Hey! Who left that %s in here?", mimic_obj_name(&youmonst)); /* You're mimicking some object or you're hidden. */ if (messages) pline("Puzzled, %s turns around and leaves.", mhe(guard)); mongone(guard); return; } if (Engulfed) { if ((!u.ustuck->minvis || perceives(guard->data))) verbalize("How did that %s get in here?", m_monnam(u.ustuck)); if (messages) pline("Puzzled, %s turns around and leaves.", mhe(guard)); mongone(guard); return; } if (Strangled || is_silent(youmonst.data) || u_helpless(hm_all)) { /* [we ought to record whether this this message has already been given in order to vary it upon repeat visits, but discarding the monster and its egd data renders that hard] */ verbalize("I'll be back when you're ready to speak to me!"); mongone(guard); return; } action_interrupted(); trycount = 5; do { buf = getlin("\"Hello stranger, who are you?\" -", FALSE); buf = msgmungspaces(buf); } while (!letter(buf[0]) && --trycount > 0); if (u.ualign.type == A_LAWFUL && /* ignore trailing text, in case player includes character's rank */ strncmpi(buf, u.uplname, (int)strlen(u.uplname)) != 0) { adjalign(-1); /* Liar! */ } if (!strcmpi(buf, "Croesus") || !strcmpi(buf, "Kroisos") || !strcmpi(buf, "Creosote")) { if (!mvitals[PM_CROESUS].died) { verbalize("Oh, yes, of course. Sorry to have disturbed you."); mongone(guard); } else { setmangry(guard); verbalize("Back from the dead, are you? I'll remedy that!"); /* don't want guard to waste next turn wielding a weapon */ if (!MON_WEP(guard)) { guard->weapon_check = NEED_HTH_WEAPON; mon_wield_item(guard); } } return; } verbalize("I don't know you."); umoney = money_cnt(invent); if (!umoney && !hidden_gold()) verbalize("Please follow me."); else { if (!umoney) verbalize("You have hidden money."); verbalize("Most likely all your money was stolen from this vault."); verbalize("Please drop that money and follow me."); } EGD(guard)->gdx = gx; EGD(guard)->gdy = gy; EGD(guard)->fcbeg = 0; EGD(guard)->fakecorr[0].fx = x; EGD(guard)->fakecorr[0].fy = y; if (IS_WALL(level->locations[x][y].typ)) EGD(guard)->fakecorr[0].ftyp = level->locations[x][y].typ; else { /* the initial guard location is a dug door */ int vlt = EGD(guard)->vroom; xchar lowx = level->rooms[vlt].lx, hix = level->rooms[vlt].hx; xchar lowy = level->rooms[vlt].ly, hiy = level->rooms[vlt].hy; if (x == lowx - 1 && y == lowy - 1) EGD(guard)->fakecorr[0].ftyp = TLCORNER; else if (x == hix + 1 && y == lowy - 1) EGD(guard)->fakecorr[0].ftyp = TRCORNER; else if (x == lowx - 1 && y == hiy + 1) EGD(guard)->fakecorr[0].ftyp = BLCORNER; else if (x == hix + 1 && y == hiy + 1) EGD(guard)->fakecorr[0].ftyp = BRCORNER; else if (y == lowy - 1 || y == hiy + 1) EGD(guard)->fakecorr[0].ftyp = HWALL; else if (x == lowx - 1 || x == hix + 1) EGD(guard)->fakecorr[0].ftyp = VWALL; } level->locations[x][y].typ = DOOR; level->locations[x][y].doormask = D_NODOOR; unblock_point(x, y); /* doesn't block light */ EGD(guard)->fcend = 1; EGD(guard)->warncnt = 1; } }
/* Returns 1 when something was stolen (or at least, when N should flee now) * Returns -1 if the monster died in the attempt * Avoid stealing the object stealoid */ int steal(struct monst *mtmp, const char **objnambuf) { struct obj *otmp; int tmp, could_petrify, named = 0, armordelay, slowly = 0; boolean monkey_business; /* true iff an animal is doing the thievery */ if (objnambuf) *objnambuf = ""; /* the following is true if successful on first of two attacks. */ if (!monnear(mtmp, u.ux, u.uy)) return 0; if (!invent || (inv_cnt(FALSE) == 1 && uskin())) { nothing_to_steal: /* Not even a thousand men in armor can strip a naked man. */ if (Blind) pline("Somebody tries to rob you, but finds nothing to steal."); else pline("%s tries to rob you, but there is nothing to steal!", Monnam(mtmp)); return 1; /* let her flee */ } monkey_business = is_animal(mtmp->data); if (monkey_business) { ; /* skip ring special cases */ } else if (Adornment & W_MASK(os_ringl)) { otmp = uleft; goto gotobj; } else if (Adornment & W_MASK(os_ringr)) { otmp = uright; goto gotobj; } tmp = 0; for (otmp = invent; otmp; otmp = otmp->nobj) if ((!uarm || otmp != uarmc) && otmp != uskin() #ifdef INVISIBLE_OBJECTS && (!otmp->oinvis || perceives(mtmp->data)) #endif ) tmp += ((otmp->owornmask & W_WORN) ? 5 : 1); if (!tmp) goto nothing_to_steal; tmp = rn2(tmp); for (otmp = invent; otmp; otmp = otmp->nobj) if ((!uarm || otmp != uarmc) && otmp != uskin() #ifdef INVISIBLE_OBJECTS && (!otmp->oinvis || perceives(mtmp->data)) #endif ) if ((tmp -= ((otmp->owornmask & W_WORN) ? 5 : 1)) < 0) break; if (!otmp) { impossible("Steal fails!"); return 0; } /* can't steal gloves while wielding - so steal the wielded item. */ if (otmp == uarmg && uwep) otmp = uwep; /* can't steal armor while wearing cloak - so steal the cloak. */ else if (otmp == uarm && uarmc) otmp = uarmc; else if (otmp == uarmu && uarmc) otmp = uarmc; else if (otmp == uarmu && uarm && !uskin()) otmp = uarm; gotobj: /* animals can't overcome curse stickiness nor unlock chains */ if (monkey_business) { boolean ostuck; /* is the player prevented from voluntarily giving up this item? (ignores loadstones; the !can_carry() check will catch those) */ if (otmp == uball) ostuck = TRUE; /* effectively worn; curse is implicit */ else if (otmp == uquiver || (otmp == uswapwep && !u.twoweap)) ostuck = FALSE; /* not really worn; curse doesn't matter */ else ostuck = (otmp->cursed && otmp->owornmask); if (ostuck || !can_carry(mtmp, otmp)) { static const char *const how[] = { "steal", "snatch", "grab", "take" }; cant_take: pline("%s tries to %s your %s but gives up.", Monnam(mtmp), how[rn2(SIZE(how))], (otmp->owornmask & W_ARMOR) ? equipname(otmp) : cxname(otmp)); /* the fewer items you have, the less likely the thief is going to stick around to try again (0) instead of running away (1) */ return !rn2(inv_cnt(FALSE) / 5 + 2); } } if (otmp->otyp == LEASH && otmp->leashmon) { if (monkey_business && otmp->cursed) goto cant_take; o_unleash(otmp); } /* you're going to notice the theft... */ action_interrupted(); if (otmp->owornmask & W_WORN) { switch (otmp->oclass) { case TOOL_CLASS: case AMULET_CLASS: case RING_CLASS: case FOOD_CLASS: /* meat ring */ remove_worn_item(otmp, TRUE); break; case ARMOR_CLASS: armordelay = objects[otmp->otyp].oc_delay; if (monkey_business) { /* animals usually don't have enough patience to take off items which require extra time */ if (armordelay >= 1 && rn2(10)) goto cant_take; remove_worn_item(otmp, TRUE); break; } else { int curssv = otmp->cursed; boolean seen = canspotmon(mtmp); otmp->cursed = 0; /* can't charm you without first waking you */ cancel_helplessness(hm_fainted, "Someone revives you."); slowly = (armordelay >= 1 || u_helpless(hm_all)); if (u_helpless(hm_all)) { pline("%s tries to %s you, but is dismayed by your lack of " "response.", !seen ? "She" : Monnam(mtmp), u.ufemale ? "charm" : "seduce"); return (0); } if (u.ufemale) pline("%s charms you. You gladly %s your %s.", !seen ? "She" : Monnam(mtmp), curssv ? "let her take" : slowly ? "start removing" : "hand over", equipname(otmp)); else pline("%s seduces you and %s off your %s.", !seen ? "She" : Adjmonnam(mtmp, "beautiful"), curssv ? "helps you to take" : slowly ? "you start taking" : "you take", equipname(otmp)); named++; if (armordelay) helpless(armordelay, hr_busy, "taking off clothes", "You finish disrobing."); remove_worn_item(otmp, TRUE); otmp->cursed = curssv; /* Note: it used to be that the nymph would wait for you to disrobe, then take the item, but that lead to huge complications in the code (and a rather unfun situation where the nymph could chain armor theft), and some resulting bugs. Instead, we just go down the normal codepath; you lose the item, and you're left helpless for the length of time it should have taken to remove. The nymph will stay around (due to the slowly || u_helpless(hm_all) check at the end of the function). */ } break; default: impossible("Tried to steal a strange worn thing. [%d]", otmp->oclass); } } else if (otmp->owornmask) remove_worn_item(otmp, TRUE); /* do this before removing it from inventory */ if (objnambuf) *objnambuf = yname(otmp); /* set mavenge bit so knights won't suffer an alignment penalty during retaliation; */ mtmp->mavenge = 1; freeinv(otmp); pline("%s stole %s.", named ? "She" : Monnam(mtmp), doname(otmp)); could_petrify = (otmp->otyp == CORPSE && touch_petrifies(&mons[otmp->corpsenm])); mpickobj(mtmp, otmp); /* may free otmp */ if (could_petrify && !(mtmp->misc_worn_check & W_MASK(os_armg))) { minstapetrify(mtmp, TRUE); return -1; } return (slowly || u_helpless(hm_all)) ? 0 : 1; }
int dogaze(void) { struct monst *mtmp; int looked = 0; char qbuf[QBUFSZ]; int i; unsigned char adtyp = 0; for (i = 0; i < NATTK; i++) { if(youmonst.data->mattk[i].aatyp == AT_GAZE) { adtyp = youmonst.data->mattk[i].adtyp; break; } } if (adtyp != AD_CONF && adtyp != AD_FIRE) { impossible("gaze attack %d?", adtyp); return 0; } if (Blind()) { You_cant("see anything to gaze at."); return 0; } if (u.uen < 15) { You("lack the energy to use your special gaze!"); return(0); } u.uen -= 15; for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) { if (DEADMONSTER(mtmp)) continue; if (canseemon(mtmp) && couldsee(mtmp->mx, mtmp->my)) { looked++; if (Invis && !perceives(mtmp->data)) { message_monster(MSG_M_SEEMS_NOT_NOTICE_GAZE, mtmp); } else if (mtmp->minvis && !See_invisible()) { message_monster(MSG_YOU_CANT_SEE_WHERE_GAZE_M, mtmp); } else if (mtmp->m_ap_type == M_AP_FURNITURE || mtmp->m_ap_type == M_AP_OBJECT) { looked--; continue; } else if (flags.safe_dog && !Confusion() && !Hallucination() && mtmp->mtame) { message_monster(MSG_YOU_AVOID_GAZING_AT_M, mtmp); } else { if (flags.confirm && mtmp->mpeaceful && !Confusion() && !Hallucination()) { sprintf(qbuf, "Really %s %s?", (adtyp == AD_CONF) ? "confuse" : "attack", "TODO: mon_nam(mtmp)"); if (yn(qbuf) != 'y') continue; setmangry(mtmp); } if (!mtmp->mcanmove || mtmp->mstun || mtmp->msleeping || !mtmp->mcansee || !haseyes(mtmp->data)) { looked--; continue; } /* No reflection check for consistency with when a monster * gazes at *you*--only medusa gaze gets reflected then. */ if (adtyp == AD_CONF) { if (!mtmp->mconf) { message_monster(MSG_GAZE_CONFUSES_M, mtmp); } else { message_monster(MSG_M_GETTING_MORE_CONFUSED, mtmp); } mtmp->mconf = 1; } else if (adtyp == AD_FIRE) { int dmg = d(2,6); message_monster(MSG_ATTACK_M_WITH_FIERY_GAZE, mtmp); if (resists_fire(mtmp)) { message_monster(MSG_FIRE_DOES_NOT_BURN_M, mtmp); dmg = 0; } if((int) u.ulevel > rn2(20)) (void) destroy_mitem(mtmp, SCROLL_CLASS, AD_FIRE); if((int) u.ulevel > rn2(20)) (void) destroy_mitem(mtmp, POTION_CLASS, AD_FIRE); if((int) u.ulevel > rn2(25)) (void) destroy_mitem(mtmp, SPBOOK_CLASS, AD_FIRE); if (dmg && !DEADMONSTER(mtmp)) mtmp->mhp -= dmg; if (mtmp->mhp <= 0) killed(mtmp); } /* For consistency with passive() in uhitm.c, this only * affects you if the monster is still alive. */ if (!DEADMONSTER(mtmp) && (mtmp->data==&mons[PM_FLOATING_EYE]) && !mtmp->mcan) { if (!Free_action) { message_monster(MSG_YOU_ARE_FROZEN_BY_M_GAZE, mtmp); nomul((u.ulevel > 6 || rn2(4)) ? -d((int)mtmp->m_lev+1, (int)mtmp->data->mattk[0].damd) : -200); return 1; } else { message_monster(MSG_STIFFEN_MOMENTARILY_UNDER_M_GAZE, mtmp); } } /* Technically this one shouldn't affect you at all because * the Medusa gaze is an active monster attack that only * works on the monster's turn, but for it to *not* have an * effect would be too weird. */ if (!DEADMONSTER(mtmp) && (mtmp->data == &mons[PM_MEDUSA]) && !mtmp->mcan) { message_monster(MSG_GAZING_AT_AWAKE_MEDUSA_BAD_IDEA, mtmp); /* as if gazing at a sleeping anything is fruitful... */ You("turn to stone..."); killer = killed_by_const(KM_DELIBERATELY_MEETING_MEDUSA_GAZE); done(KM_STONING); } } } } if (!looked) You("gaze at no place in particular."); return 1; }