void wakeup(struct monst *mtmp) { mtmp->msleep = 0; setmangry(mtmp); if (mtmp->mimic) seemimic(mtmp); }
boolean inside_gas_cloud(void *p1, void *p2) { struct region *reg; struct monst *mtmp; long dam; reg = (struct region *)p1; dam = (long)reg->arg; if (p2 == NULL) { /* This means *YOU* Bozo! */ if (nonliving(youmonst.data) || u.uinvulnerable) return FALSE; /* If you will unblind next turn, extend the blindness so that you do * not get a "You can see again!" message immediately before being * blinded again. */ if (!Blind || Blinded == 1) make_blinded(2L, FALSE); if (Breathless) return FALSE; if (!Poison_resistance) { pline("Something is burning your %s!", makeplural(body_part(LUNG))); pline("You cough and spit blood!"); losehp(rnd(dam) + 5, killer_msg(DIED, "a gas cloud")); return FALSE; } else { pline("You cough!"); return FALSE; } } else { /* A monster is inside the cloud */ mtmp = (struct monst *)p2; /* Non living and non breathing monsters are not concerned */ if (!nonliving(mtmp->data) && !breathless(mtmp->data)) { if (cansee(mtmp->mx, mtmp->my)) pline("%s coughs!", Monnam(mtmp)); setmangry(mtmp); if (haseyes(mtmp->data) && mtmp->mcansee) { mtmp->mblinded = 1; mtmp->mcansee = 0; } if (resists_poison(mtmp)) return FALSE; mtmp->mhp -= rnd(dam) + 5; if (mtmp->mhp <= 0) { if (heros_fault(reg)) killed(mtmp); else monkilled(mtmp, "gas cloud", AD_DRST); if (DEADMONSTER(mtmp)) { /* not lifesaved */ return TRUE; } } } } return FALSE; /* Monster is still alive */ }
/* ARGSUSED */ static void use_camera(struct obj *obj) { struct monst *mtmp; if (!getdir(1)){ /* ask: in what direction? */ flags.move = multi = 0; return; } if (u.uswallow) { pline("You take a picture of %s's stomach.", monnam(u.ustuck)); return; } if (u.dz) { pline("You take a picture of the %s.", (u.dz > 0) ? "floor" : "ceiling"); return; } if ((mtmp = bchit(u.dx, u.dy, COLNO, '!'))) { if(mtmp->msleep){ mtmp->msleep = 0; pline("The flash awakens %s.", monnam(mtmp)); /* a3 */ } else if(mtmp->data->mlet != 'y') if(mtmp->mcansee || mtmp->mblinded){ int tmp = dist(mtmp->mx,mtmp->my); int tmp2; if(cansee(mtmp->mx,mtmp->my)) pline("%s is blinded by the flash!", Monnam(mtmp)); setmangry(mtmp); if(tmp < 9 && !mtmp->isshk && rn2(4)) { mtmp->mflee = 1; if(rn2(4)) mtmp->mfleetim = rnd(100); } if(tmp < 3) mtmp->mcansee = mtmp->mblinded = 0; else { tmp2 = mtmp->mblinded; tmp2 += rnd(1 + 50/tmp); if(tmp2 > 127) tmp2 = 127; mtmp->mblinded = tmp2; mtmp->mcansee = 0; } } } }
void wakeup(monst_t *mtmp) { mtmp->bitflags &= ~M_IS_ASLEEP;//msleep = 0; setmangry(mtmp); if (mtmp->bitflags & M_IS_MIMIC) see_mimic(mtmp); }
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; }
void invault(void) { struct monst *guard; int trycount, vaultroom = (int)vault_occupied(u.urooms); if (!vaultroom) { u.uinvault = 0; return; } vaultroom -= ROOMOFFSET; guard = findgd(); if (++u.uinvault % 30 == 0 && !guard) { /* if time ok and no guard now. */ char buf[BUFSZ]; int x, y, dd, gx, gy; int lx = 0, ly = 0; /* first find the goal for the guard */ for (dd = 2; (dd < ROWNO || dd < COLNO); dd++) { for (y = u.uy - dd; y <= u.uy + dd; ly = y, y++) { if (y < 0 || y > ROWNO - 1) continue; for (x = u.ux - dd; x <= u.ux + dd; lx = x, x++) { if (y != u.uy - dd && y != u.uy + dd && x != u.ux - dd) x = u.ux + dd; if (x < 1 || x > COLNO - 1) continue; if (levl[x][y].typ == CORR) { if (x < u.ux) lx = x + 1; else if (x > u.ux) lx = x - 1; else lx = x; if (y < u.uy) ly = y + 1; else if (y > u.uy) ly = y - 1; else ly = y; if (levl[lx][ly].typ != STONE && levl[lx][ly].typ != CORR) goto incr_radius; goto fnd; } } } incr_radius: ; } impossible("Not a single corridor on this level??"); tele(); return; fnd: gx = x; gy = y; /* next find a good place for a door in the wall */ x = u.ux; y = u.uy; if (levl[x][y].typ != ROOM) { /* player dug a door and is in it */ if (levl[x + 1][y].typ == ROOM) x = x + 1; else if (levl[x][y + 1].typ == ROOM) y = y + 1; else if (levl[x - 1][y].typ == ROOM) x = x - 1; else if (levl[x][y - 1].typ == ROOM) y = y - 1; else if (levl[x + 1][y + 1].typ == ROOM) { x = x + 1; y = y + 1; } else if (levl[x - 1][y - 1].typ == ROOM) { x = x - 1; y = y - 1; } else if (levl[x + 1][y - 1].typ == ROOM) { x = x + 1; y = y - 1; } else if (levl[x - 1][y + 1].typ == ROOM) { x = x - 1; y = y + 1; } } while (levl[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 (levl[x + 1][y].typ == HWALL || levl[x + 1][y].typ == DOOR) x = x + 1; else if (levl[x - 1][y].typ == HWALL || levl[x - 1][y].typ == DOOR) x = x - 1; else if (levl[x][y + 1].typ == VWALL || levl[x][y + 1].typ == DOOR) y = y + 1; else if (levl[x][y - 1].typ == VWALL || levl[x][y - 1].typ == DOOR) y = y - 1; else return; } /* make something interesting happen */ if (!(guard = makemon(&mons[PM_GUARD], x, y, NO_MM_FLAGS))) return; guard->isgd = 1; guard->mpeaceful = 1; set_malign(guard); 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; reset_faint(); /* if fainted - wake up */ if (canspotmon(guard)) { char name[BUFSZ]; g_monnam(name, BUFSZ, guard); pline("Suddenly one of the Vault's %s enters!", makeplural(name)); } else { pline("Someone else has entered the Vault."); } newsym(guard->mx, guard->my); if (youmonst.m_ap_type == M_AP_OBJECT || u.uundetected) { 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. */ pline("Puzzled, %s turns around and leaves.", mhe(guard)); mongone(guard); return; } if (Strangled|| is_silent(youmonst.data) || multi < 0) { /* [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; } stop_occupation(); /* if occupied, stop it *now* */ trycount = 5; do { getlin("\"Hello stranger, who are you?\" -", buf); (void)mungspaces(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, plname, (int)strlen(plname)) != 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; (void)mon_wield_item(guard); } } return; } verbalize("I don't know you."); if (!u.ugold && !hidden_gold()) verbalize("Please follow me."); else { if (!u.ugold) verbalize("You have hidden gold."); verbalize("Most likely all your gold was stolen from this vault."); verbalize("Please drop that gold 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(levl[x][y].typ)) EGD(guard)->fakecorr[0].ftyp = levl[x][y].typ; else { /* the initial guard location is a dug door */ int vlt = EGD(guard)->vroom; signed char lowx = rooms[vlt].lx, hix = rooms[vlt].hx; signed char lowy = rooms[vlt].ly, hiy = 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; } levl[x][y].typ = DOOR; levl[x][y].flags = D_NODOOR; unblock_point(x, y); /* doesn't block light */ EGD(guard)->fcend = 1; EGD(guard)->warncnt = 1; } }
/* Note: I had to choose one of three possible kinds of "type" when writing * this function: a wand type (like in zap.c), an adtyp, or an object type. * Wand types get complex because they must be converted to adtyps for * determining such things as fire resistance. Adtyps get complex in that * they don't supply enough information--was it a player or a monster that * did it, and with a wand, spell, or breath weapon? Object types share both * these disadvantages.... * * The descr argument should be used to describe the explosion. It should be * a string suitable for use with an(). * raylevel is used for explosions caused by skilled wand usage (0=no wand) */ void explode(int x, int y, int type, /* the same as in zap.c */ int dam, char olet, int expltype, const char *descr, int raylevel) { int i, j, k, damu = dam; boolean visible, any_shield, resist_death; resist_death = FALSE; int uhurt = 0; /* 0=unhurt, 1=items damaged, 2=you and items damaged */ const char *str; const char *dispbuf = ""; /* lint suppression; I think the code's OK */ boolean expl_needs_the = TRUE; int idamres, idamnonres; struct monst *mtmp; uchar adtyp; int explmask[3][3]; /* 0=normal explosion, 1=do shieldeff, 2=do nothing */ boolean shopdamage = FALSE; #if 0 /* Damage reduction from wand explosions */ if (olet == WAND_CLASS) /* retributive strike */ switch (Role_switch) { case PM_PRIEST: case PM_MONK: case PM_WIZARD: damu /= 5; break; case PM_HEALER: case PM_KNIGHT: damu /= 2; break; default: break; } #endif if (olet == MON_EXPLODE) { str = descr; adtyp = AD_PHYS; if (Hallucination) { int name = rndmonidx(); dispbuf = msgcat(s_suffix(monnam_for_index(name)), " explosion"); expl_needs_the = !monnam_is_pname(name); } else { dispbuf = str; } } else { int whattype = abs(type) % 10; adtyp = whattype + 1; boolean done = FALSE, hallu = Hallucination; if (hallu) { do { whattype = rn2(8); } while (whattype == 3); } tryagain: switch (whattype) { case 0: str = "magical blast"; break; case 1: str = olet == BURNING_OIL ? "burning oil" : olet == SCROLL_CLASS ? "tower of flame" : "fireball"; break; case 2: str = "ball of cold"; break; case 3: str = "sleeping gas"; break; case 4: str = (olet == WAND_CLASS) ? "death field" : "disintegration field"; break; case 5: str = "ball of lightning"; break; case 6: str = "poison gas cloud"; break; case 7: str = "splash of acid"; break; default: impossible("explosion base type %d?", type); return; } if (!done) { dispbuf = str; done = TRUE; if (hallu) { whattype = adtyp - 1; goto tryagain; } } } any_shield = visible = FALSE; for (i = 0; i < 3; i++) for (j = 0; j < 3; j++) { if (!isok(i + x - 1, j + y - 1)) { explmask[i][j] = 2; continue; } else explmask[i][j] = 0; if (i + x - 1 == u.ux && j + y - 1 == u.uy) { switch (adtyp) { case AD_PHYS: explmask[i][j] = 0; break; case AD_MAGM: explmask[i][j] = !!(raylevel >= P_EXPERT || Antimagic); break; case AD_FIRE: explmask[i][j] = !!Fire_resistance; break; case AD_COLD: explmask[i][j] = !!Cold_resistance; break; case AD_SLEE: explmask[i][j] = !!Sleep_resistance; break; case AD_DISN: if (raylevel == P_UNSKILLED && Drain_resistance) resist_death = TRUE; /* why MR doesn't resist general deathfields is beyond me, but... */ if (nonliving(youmonst.data) || is_demon(youmonst.data)) resist_death = TRUE; if (raylevel && Antimagic) resist_death = TRUE; if (raylevel >= P_EXPERT && !Drain_resistance) resist_death = FALSE; explmask[i][j] = (olet == WAND_CLASS) ? !!resist_death : !!Disint_resistance; break; case AD_ELEC: explmask[i][j] = !!Shock_resistance; break; case AD_DRST: explmask[i][j] = !!Poison_resistance; break; case AD_ACID: explmask[i][j] = !!Acid_resistance; break; default: impossible("explosion type %d?", adtyp); break; } } /* can be both you and mtmp if you're swallowed */ mtmp = m_at(level, i + x - 1, j + y - 1); if (!mtmp && i + x - 1 == u.ux && j + y - 1 == u.uy) mtmp = u.usteed; if (mtmp) { if (mtmp->mhp < 1) explmask[i][j] = 2; else switch (adtyp) { case AD_PHYS: break; case AD_MAGM: explmask[i][j] |= (raylevel >= 4 || resists_magm(mtmp)); break; case AD_FIRE: explmask[i][j] |= resists_fire(mtmp); break; case AD_COLD: explmask[i][j] |= resists_cold(mtmp); break; case AD_SLEE: explmask[i][j] |= resists_sleep(mtmp); case AD_DISN: if (raylevel == P_UNSKILLED && resists_drli(mtmp)) resist_death = TRUE; if (nonliving(mtmp->data) || is_demon(mtmp->data)) resist_death = TRUE; if (raylevel && resists_magm(mtmp)) resist_death = TRUE; if (raylevel >= P_EXPERT && !resists_drli(mtmp)) resist_death = FALSE; explmask[i][j] |= (olet == WAND_CLASS) ? resist_death : resists_disint(mtmp); break; case AD_ELEC: explmask[i][j] |= resists_elec(mtmp); break; case AD_DRST: explmask[i][j] |= resists_poison(mtmp); break; case AD_ACID: explmask[i][j] |= resists_acid(mtmp); break; default: impossible("explosion type %d?", adtyp); break; } } reveal_monster_at(i + x - 1, j + y - 1, TRUE); if (cansee(i + x - 1, j + y - 1)) visible = TRUE; if (explmask[i][j] == 1) any_shield = TRUE; } if (visible) { struct tmp_sym *tsym = tmpsym_init(DISP_BEAM, 0); /* Start the explosion */ for (i = 0; i < 3; i++) for (j = 0; j < 3; j++) { if (explmask[i][j] == 2) continue; tmpsym_change(tsym, dbuf_explosion(expltype, explosion[i][j])); tmpsym_at(tsym, i + x - 1, j + y - 1); } flush_screen(); /* will flush screen and output */ if (any_shield && flags.sparkle) { /* simulate shield effect */ for (k = 0; k < SHIELD_COUNT; k++) { for (i = 0; i < 3; i++) for (j = 0; j < 3; j++) { if (explmask[i][j] == 1) /* * Bypass tmpsym_at() and send the shield glyphs * directly to the buffered screen. tmpsym_at() * will clean up the location for us later. */ dbuf_set_effect(i + x - 1, j + y - 1, dbuf_effect(E_MISC, shield_static[k])); } flush_screen(); /* will flush screen and output */ win_delay_output(); } /* Cover last shield glyph with blast symbol. */ for (i = 0; i < 3; i++) for (j = 0; j < 3; j++) { if (explmask[i][j] == 1) dbuf_set_effect(i + x - 1, j + y - 1, dbuf_explosion(expltype, explosion[i][j])); } } else { /* delay a little bit. */ win_delay_output(); win_delay_output(); } tmpsym_end(tsym); /* clear the explosion */ } else { if (olet == MON_EXPLODE) { str = "explosion"; } You_hear("a blast."); } if (dam) for (i = 0; i < 3; i++) for (j = 0; j < 3; j++) { if (explmask[i][j] == 2) continue; if (i + x - 1 == u.ux && j + y - 1 == u.uy) uhurt = (explmask[i][j] == 1) ? 1 : 2; idamres = idamnonres = 0; if (type >= 0) zap_over_floor((xchar) (i + x - 1), (xchar) (j + y - 1), type, &shopdamage); mtmp = m_at(level, i + x - 1, j + y - 1); if (!mtmp && i + x - 1 == u.ux && j + y - 1 == u.uy) mtmp = u.usteed; if (!mtmp) continue; if (Engulfed && mtmp == u.ustuck) { if (is_animal(u.ustuck->data)) pline("%s gets %s!", Monnam(u.ustuck), (adtyp == AD_FIRE) ? "heartburn" : (adtyp == AD_COLD) ? "chilly" : (adtyp == AD_DISN) ? ((olet == WAND_CLASS) ? "irradiated by pure energy" : "perforated") : (adtyp == AD_ELEC) ? "shocked" : (adtyp == AD_DRST) ? "poisoned" : (adtyp == AD_ACID) ? "an upset stomach" : "fried"); else pline("%s gets slightly %s!", Monnam(u.ustuck), (adtyp == AD_FIRE) ? "toasted" : (adtyp == AD_COLD) ? "chilly" : (adtyp == AD_DISN) ? ((olet == WAND_CLASS) ? "overwhelmed by pure energy" : "perforated") : (adtyp == AD_ELEC) ? "shocked" : (adtyp == AD_DRST) ? "intoxicated" : (adtyp == AD_ACID) ? "burned" : "fried"); } else if (cansee(i + x - 1, j + y - 1)) { if (mtmp->m_ap_type) seemimic(mtmp); pline("%s is caught in %s%s!", Monnam(mtmp), expl_needs_the ? "the " : "", dispbuf); } idamres += destroy_mitem(mtmp, SCROLL_CLASS, (int)adtyp); idamres += destroy_mitem(mtmp, SPBOOK_CLASS, (int)adtyp); idamnonres += destroy_mitem(mtmp, POTION_CLASS, (int)adtyp); idamnonres += destroy_mitem(mtmp, WAND_CLASS, (int)adtyp); idamnonres += destroy_mitem(mtmp, RING_CLASS, (int)adtyp); if (explmask[i][j] == 1) { golemeffects(mtmp, (int)adtyp, dam + idamres); mtmp->mhp -= idamnonres; } else { /* call resist with 0 and do damage manually so 1) we can get out the message before doing the damage, and 2) we can call mondied, not killed, if it's not your blast */ int mdam = dam; if (resist(mtmp, olet, 0, FALSE)) { if (cansee(i + x - 1, j + y - 1)) pline("%s resists %s%s!", Monnam(mtmp), expl_needs_the ? "the " : "", dispbuf); mdam = dam / 2; } if (mtmp == u.ustuck) mdam *= 2; if (resists_cold(mtmp) && adtyp == AD_FIRE) mdam *= 2; else if (resists_fire(mtmp) && adtyp == AD_COLD) mdam *= 2; if (adtyp == AD_MAGM && raylevel >= P_EXPERT && resists_magm(mtmp)) mdam = (mdam + 1) / 2; if (adtyp == AD_SLEE && raylevel) { sleep_monst(mtmp, mdam, WAND_CLASS); mdam = 0; } if (adtyp == AD_DISN && raylevel) { if (nonliving(mtmp->data) || is_demon(mtmp->data) || resists_magm(mtmp) || raylevel == P_UNSKILLED) { /* monster is deathresistant or raylevel==unskilled, since monster apparently failed to resist earlier, monster must be vulnerable to drli */ /* FIXME: make a generic losexp() for monsters */ mdam = dice(2, 6); if (cansee(i + x - 1, j + y - 1)) pline("%s suddenly seems weaker!", Monnam(mtmp)); mtmp->mhpmax -= mdam; if (mtmp->m_lev == 0) mdam = mtmp->mhp; else mtmp->m_lev--; } else mdam = mtmp->mhp; /* instadeath */ } mtmp->mhp -= mdam; mtmp->mhp -= (idamres + idamnonres); } if (mtmp->mhp <= 0) { /* KMH -- Don't blame the player for pets killing gas spores */ if (!flags.mon_moving) killed(mtmp); else monkilled(mtmp, "", (int)adtyp); } else if (!flags.mon_moving) setmangry(mtmp); } /* Do your injury last */ if (uhurt) { if ((type >= 0 || adtyp == AD_PHYS) && /* gas spores */ flags.verbose && olet != SCROLL_CLASS) pline("You are caught in %s%s!", expl_needs_the ? "the " : "", dispbuf); /* do property damage first, in case we end up leaving bones */ if (adtyp == AD_FIRE) burn_away_slime(); if (u.uinvulnerable) { damu = 0; pline("You are unharmed!"); } else if (Half_physical_damage && adtyp == AD_PHYS) damu = (damu + 1) / 2; else if (raylevel) { if (adtyp == AD_MAGM && Antimagic) damu = (damu + 1) / 2; if (adtyp == AD_SLEE) { helpless(damu, hr_asleep, "sleeping", NULL); damu = 0; } if (adtyp == AD_DISN) { if (nonliving(youmonst.data) || is_demon(youmonst.data) || Antimagic || raylevel == P_UNSKILLED) { losexp("drained by a death field",FALSE); damu = 0; } else { done(DIED, "killed by a death field"); damu = 0; /* lifesaved */ } } } if (adtyp == AD_FIRE) { burnarmor(&youmonst); set_candles_afire(); } destroy_item(SCROLL_CLASS, (int)adtyp); destroy_item(SPBOOK_CLASS, (int)adtyp); destroy_item(POTION_CLASS, (int)adtyp); destroy_item(RING_CLASS, (int)adtyp); destroy_item(WAND_CLASS, (int)adtyp); ugolemeffects((int)adtyp, damu); if (uhurt == 2) { if (Upolyd) u.mh -= damu; else u.uhp -= damu; } if (u.uhp <= 0 || (Upolyd && u.mh <= 0)) { int death = adtyp == AD_FIRE ? BURNING : DIED; const char *killer; if (olet == MON_EXPLODE) { killer = killer_msg(death, an(str)); } else if (type >= 0 && olet != SCROLL_CLASS) { /* check whether or not we were the source of the explosion */ if (!flags.mon_moving) killer = msgprintf("caught %sself in %s own %s", uhim(), uhis(), str); else killer = msgprintf("killed by a %s", str); } else if (!strcmp(str, "burning oil")) { /* This manual check hack really sucks */ killer = killer_msg(death, str); } else { killer = killer_msg(death, an(str)); } /* Known BUG: BURNING suppresses corpse in bones data, but done does not handle killer reason correctly */ if (Upolyd) { rehumanize(death, killer); } else { done(death, killer); } } exercise(A_STR, FALSE); } if (shopdamage) { pay_for_damage(adtyp == AD_FIRE ? "burn away" : adtyp == AD_COLD ? "shatter" : adtyp == AD_DISN ? "disintegrate" : "destroy", FALSE); } /* explosions are noisy */ i = dam * dam; if (i < 50) i = 50; /* in case random damage is very small */ wake_nearto(x, y, i); }
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; } }
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; }