/* * Steal gold coins only. Leprechauns don't care for lesser coins. */ void stealgold(struct monst *mtmp) { struct obj *fgold = gold_at(level, u.ux, u.uy); struct obj *ygold; long tmp; /* skip lesser coins on the floor */ while (fgold && fgold->otyp != GOLD_PIECE) fgold = fgold->nexthere; /* Do you have real gold? */ ygold = findgold(invent); if (fgold && ( !ygold || fgold->quan > ygold->quan || !rn2(5))) { obj_extract_self(fgold); add_to_minv(mtmp, fgold); newsym(u.ux, u.uy); pline("%s quickly snatches some gold from between your %s!", Monnam(mtmp), makeplural(body_part(FOOT))); if (!ygold || !rn2(5)) { if (!tele_restrict(mtmp)) rloc(level, mtmp, FALSE); monflee(mtmp, 0, FALSE, FALSE); } } else if (ygold) { const int gold_price = objects[GOLD_PIECE].oc_cost; tmp = (somegold(money_cnt(invent)) + gold_price - 1) / gold_price; tmp = min(tmp, ygold->quan); if (tmp < ygold->quan) ygold = splitobj(ygold, tmp); freeinv(ygold); add_to_minv(mtmp, ygold); pline("Your purse feels lighter."); if (!tele_restrict(mtmp)) rloc(level, mtmp, FALSE); monflee(mtmp, 0, FALSE, FALSE); iflags.botl = 1; } }
static int stealarm(void) { struct monst *mtmp; struct obj *otmp; for (otmp = invent; otmp; otmp = otmp->nobj) { if (otmp->o_id == stealoid) { for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) { if (mtmp->m_id == stealmid) { if (DEADMONSTER(mtmp)) warning("stealarm(): dead monster stealing"); if (!dmgtype(mtmp->data, AD_SITM)) /* polymorphed */ goto botm; if (otmp->unpaid) subfrombill(otmp, shop_keeper(level, *u.ushops)); freeinv(otmp); pline("%s steals %s!", Monnam(mtmp), doname(otmp)); mpickobj(mtmp,otmp); /* may free otmp */ /* Implies seduction, "you gladly hand over ..." so we don't set mavenge bit here. */ monflee(mtmp, 0, FALSE, FALSE); if (!tele_restrict(mtmp)) rloc(level, mtmp, FALSE); break; } } break; } } botm: stealoid = 0; return 0; }
static int stealarm (void) { struct monst *mtmp; struct obj *otmp; for(otmp = invent; otmp; otmp = otmp->nobj) { if(otmp->o_id == stealoid) { for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) { if(mtmp->m_id == stealmid) { if(DEADMONSTER(mtmp)) impossible("stealarm(): dead monster stealing"); if(!dmgtype(mtmp->data, AD_SITM)) /* polymorphed */ goto botm; if(otmp->unpaid) subfrombill(otmp, shop_keeper(*u.ushops)); freeinv(otmp); message_monster_object(MSG_M_STEALS_O, mtmp, otmp); mpickobj(mtmp,otmp); /* may free otmp */ /* Implies seduction, "you gladly hand over ..." so we don't set mavenge bit here. */ monflee(mtmp, 0, false, false); if (!tele_restrict(mtmp)) (void) rloc(mtmp, false); break; } } break; } } botm: stealoid = 0; return 0; }
void stealgold (struct monst *mtmp) { struct obj *gold = g_at(u.ux, u.uy); long tmp; if (gold && ( !u.ugold || gold->quan > u.ugold || !rn2(5))) { mtmp->mgold += gold->quan; delobj(gold); newsym(u.ux, u.uy); message_monster(MSG_M_QUICKLY_SNATCHES_GOLD_FROM_BEETWEEN_YOUR_LEGS, mtmp); if(!u.ugold || !rn2(5)) { if (!tele_restrict(mtmp)) (void) rloc(mtmp, false); /* do not set mtmp->mavenge here; gold on the floor is fair game */ monflee(mtmp, 0, false, false); } } else if(u.ugold) { u.ugold -= (tmp = somegold()); Your("purse feels lighter."); mtmp->mgold += tmp; if (!tele_restrict(mtmp)) (void) rloc(mtmp, false); mtmp->mavenge = 1; monflee(mtmp, 0, false, false); } }
/* Wake every monster in range... */ void awaken_monsters(struct monst *mon, int distance) { struct monst *mtmp; int distm; for (mtmp = level->monlist; mtmp; mtmp = mtmp->nmon) { if (DEADMONSTER(mtmp) || mon == mtmp) continue; distm = dist2(m_mx(mon), m_my(mon), mtmp->mx, mtmp->my); if (distm >= distance || mon == mtmp) continue; mtmp->msleeping = 0; mtmp->mcanmove = 1; mtmp->mfrozen = 0; /* May scare some monsters */ if (distm >= distance / 3 || resist(mon, mtmp, TOOL_CLASS, NOTELL, 0)) continue; monflee(mtmp, 0, FALSE, TRUE); } /* affect the player */ distm = dist2(m_mx(mon), m_my(mon), youmonst.mx, youmonst.my); if (distm >= distance || mon == &youmonst) return; cancel_helplessness(hm_unconscious, "Surprised, you are jolted into full consciousness!"); if (distm >= distance / 3) return; /* there is no real player scare effect, so make it work similar to potion ghosts, except only 2 turns. Until an actual player scared effect can be made, monsters utilizing the paralyzation "intelligently" isn't fair game -- it currently only happens if a monster is about to discover that a magical instrument horn is out of charges */ if (mon != &youmonst) { pline(msgc_statusbad, "The loud noise frightens you momentarily and you are unable to move!"); helpless(2, hr_afraid, "being frightened", "You regain your composure."); } }
/* special effects for The Book of the Dead */ void deadbook(struct obj *book2, boolean invoked) { struct monst *mtmp, *mtmp2; coord mm; if (!invoked) pline("You turn the pages of the Book of the Dead..."); makeknown(SPE_BOOK_OF_THE_DEAD); /* KMH -- Need ->known to avoid "_a_ Book of the Dead" */ book2->known = 1; if (invocation_pos(&u.uz, u.ux, u.uy) && !On_stairs(u.ux, u.uy)) { struct obj *otmp; boolean arti1_primed = FALSE, arti2_primed = FALSE, arti_cursed = FALSE; if (invoked) { if (Blind) You_hear("a crisp flicker..."); else pline("The Book of the Dead opens of its own accord..."); } if (book2->cursed) { if (invoked) { if (Hallucination) You_hear("gratuitous bleeping."); else You_hear("a mumbled curse."); } else pline("The runes appear scrambled. You can't read them!"); return; } if (!Uhave_bell || !Uhave_menorah) { pline("A chill runs down your %s.", body_part(SPINE)); if (!Uhave_bell) { if (Hallucination) pline("You feel like a tuning fork!"); else You_hear("a faint chime..."); } if (!Uhave_menorah) { if (Hallucination) { pline("Nosferatu giggles."); } else if (mvitals[PM_DOPPELGANGER].mvflags & G_GENOD) { /* suggestion by b_jonas: can't talk about doppelgangers if they don't exist */ if (Uhave_bell) pline("Nothing seems to happen."); /* otherwise no message, we already printed one. */ } else { pline("Vlad's doppelganger is amused."); } } return; } for (otmp = invent; otmp; otmp = otmp->nobj) { if (otmp->otyp == CANDELABRUM_OF_INVOCATION && otmp->spe == 7 && otmp->lamplit) { if (!otmp->cursed) arti1_primed = TRUE; else arti_cursed = TRUE; } if (otmp->otyp == BELL_OF_OPENING && (moves - otmp->age) < 5L) { /* you rang it recently */ if (!otmp->cursed) arti2_primed = TRUE; else arti_cursed = TRUE; } } if (arti_cursed) { pline("The invocation fails!"); if (Hallucination) pline("At least one of your heirlooms is in a tizzy!"); else pline("At least one of your artifacts is cursed..."); } else if (arti1_primed && arti2_primed) { unsigned soon = (unsigned)dice(2, 6); /* time til next intervene */ /* successful invocation */ mkinvokearea(); u.uevent.invoked = 1; historic_event(FALSE, TRUE, "performed the invocation."); /* in case you haven't killed the Wizard yet, behave as if you just did */ u.uevent.udemigod = 1; /* wizdead() */ if (!u.udg_cnt || u.udg_cnt > soon) u.udg_cnt = soon; } else { /* at least one artifact not prepared properly */ pline("You have a feeling that something is amiss..."); goto raise_dead; } return; } /* when not an invocation situation */ if (invoked) { pline("Nothing happens."); return; } if (book2->cursed) { raise_dead: if (Hallucination) You_hear("Michael Jackson dancing!"); else pline("You raised the dead!"); /* first maybe place a dangerous adversary; don't bother with MM_CREATEMONSTER, that's mostly used to ensure that consistent species of monsters generate */ if (!rn2(3) && ((mtmp = makemon(&mons[PM_MASTER_LICH], level, u.ux, u.uy, NO_MINVENT)) != 0 || (mtmp = makemon(&mons[PM_NALFESHNEE], level, u.ux, u.uy, NO_MINVENT)) != 0)) { msethostility(mtmp, TRUE, TRUE); } /* next handle the effect on things you're carrying */ unturn_dead(&youmonst); /* last place some monsters around you */ mm.x = u.ux; mm.y = u.uy; mkundead(level, &mm, TRUE, NO_MINVENT); } else if (book2->blessed) { for (mtmp = level->monlist; mtmp; mtmp = mtmp2) { mtmp2 = mtmp->nmon; /* tamedog() changes chain */ if (DEADMONSTER(mtmp)) continue; if (is_undead(mtmp->data) && cansee(mtmp->mx, mtmp->my)) { msethostility(mtmp, FALSE, FALSE); /* TODO: reset alignment? */ if (sgn(mtmp->data->maligntyp) == sgn(u.ualign.type) && distu(mtmp->mx, mtmp->my) < 4) if (mtmp->mtame) { if (mtmp->mtame < 20) mtmp->mtame++; } else tamedog(mtmp, NULL); else monflee(mtmp, 0, FALSE, TRUE); } } } else { switch (rn2(3)) { case 0: pline("Your ancestors are annoyed with you!"); break; case 1: pline("The headstones in the cemetery begin to move!"); break; default: pline("Oh my! Your name appears in the book!"); } } return; }
/* called when someone is being hit by Magicbane */ static boolean magicbane_hit( struct monst *magr, /* attacker */ struct monst *mdef, /* defender */ struct obj *mb, /* Magicbane */ int *dmgptr, /* extra damage target will suffer */ int dieroll, /* d20 that has already scored a hit */ boolean vis, /* whether the action can be seen */ char *hittee /* target's name: "you" or mon_nam(mdef) */ ) { const struct permonst *old_uasmon; const char *verb; boolean youattack = (magr == &youmonst), youdefend = (mdef == &youmonst), resisted = FALSE, do_stun, do_confuse, result; int attack_indx, scare_dieroll = MB_MAX_DIEROLL / 2; result = FALSE; /* no message given yet */ /* the most severe effects are less likely at higher enchantment */ if (mb->spe >= 3) scare_dieroll /= (1 << (mb->spe / 3)); /* if target successfully resisted the artifact damage bonus, reduce overall likelihood of the assorted special effects */ if (!spec_dbon_applies) dieroll += 1; /* might stun even when attempting a more severe effect, but in that case it will only happen if the other effect fails; extra damage will apply regardless; 3.4.1: sometimes might just probe even when it hasn't been enchanted */ do_stun = (max(mb->spe,0) < rn2(spec_dbon_applies ? 11 : 7)); /* the special effects also boost physical damage; increments are generally cumulative, but since the stun effect is based on a different criterium its damage might not be included; the base damage is either 1d4 (athame) or 2d4 (athame+spec_dbon) depending on target's resistance check against AD_STUN (handled by caller) [note that a successful save against AD_STUN doesn't actually prevent the target from ending up stunned] */ attack_indx = MB_INDEX_PROBE; *dmgptr += rnd(4); /* (2..3)d4 */ if (do_stun) { attack_indx = MB_INDEX_STUN; *dmgptr += rnd(4); /* (3..4)d4 */ } if (dieroll <= scare_dieroll) { attack_indx = MB_INDEX_SCARE; *dmgptr += rnd(4); /* (3..5)d4 */ } if (dieroll <= (scare_dieroll / 2)) { attack_indx = MB_INDEX_CANCEL; *dmgptr += rnd(4); /* (4..6)d4 */ } /* give the hit message prior to inflicting the effects */ verb = mb_verb[!!Hallucination][attack_indx]; if (youattack || youdefend || vis) { result = TRUE; pline("The magic-absorbing blade %s %s!", vtense(NULL, verb), hittee); /* assume probing has some sort of noticeable feedback even if it is being done by one monster to another */ if (attack_indx == MB_INDEX_PROBE && !canspotmon(mdef)) map_invisible(mdef->mx, mdef->my); } /* now perform special effects */ switch (attack_indx) { case MB_INDEX_CANCEL: old_uasmon = youmonst.data; /* No mdef->mcan check: even a cancelled monster can be polymorphed * into a golem, and the "cancel" effect acts as if some magical * energy remains in spellcasting defenders to be absorbed later. */ if (!cancel_monst(mdef, mb, youattack, FALSE, FALSE)) { resisted = TRUE; } else { do_stun = FALSE; if (youdefend) { if (youmonst.data != old_uasmon) *dmgptr = 0; /* rehumanized, so no more damage */ if (u.uenmax > 0) { pline("You lose magical energy!"); u.uenmax--; if (u.uen > 0) u.uen--; iflags.botl = 1; } } else { if (mdef->data == &mons[PM_CLAY_GOLEM]) mdef->mhp = 1; /* cancelled clay golems will die */ if (youattack && attacktype(mdef->data, AT_MAGC)) { pline("You absorb magical energy!"); u.uenmax++; u.uen++; iflags.botl = 1; } } } break; case MB_INDEX_SCARE: if (youdefend) { if (Antimagic) { resisted = TRUE; } else { nomul(-3, "being scared stiff"); nomovemsg = ""; if (magr && magr == u.ustuck && sticks(youmonst.data)) { u.ustuck = NULL; pline("You release %s!", mon_nam(magr)); } } } else { if (rn2(2) && resist(mdef, WEAPON_CLASS, 0, NOTELL)) resisted = TRUE; else monflee(mdef, 3, FALSE, (mdef->mhp > *dmgptr)); } if (!resisted) do_stun = FALSE; break; case MB_INDEX_STUN: do_stun = TRUE; /* (this is redundant...) */ break; case MB_INDEX_PROBE: if (youattack && (mb->spe == 0 || !rn2(3 * abs(mb->spe)))) { pline("The %s is insightful.", verb); /* pre-damage status */ probe_monster(mdef); } break; } /* stun if that was selected and a worse effect didn't occur */ if (do_stun) { if (youdefend) make_stunned((HStun + 3), FALSE); else mdef->mstun = 1; /* avoid extra stun message below if we used mb_verb["stun"] above */ if (attack_indx == MB_INDEX_STUN) do_stun = FALSE; } /* lastly, all this magic can be confusing... */ do_confuse = !rn2(12); if (do_confuse) { if (youdefend) make_confused(HConfusion + 4, FALSE); else mdef->mconf = 1; } if (youattack || youdefend || vis) { upstart(hittee); /* capitalize */ if (resisted) { pline("%s %s!", hittee, vtense(hittee, "resist")); shieldeff(youdefend ? u.ux : mdef->mx, youdefend ? u.uy : mdef->my); } if ((do_stun || do_confuse) && flags.verbose) { char buf[BUFSZ]; buf[0] = '\0'; if (do_stun) strcat(buf, "stunned"); if (do_stun && do_confuse) strcat(buf, " and "); if (do_confuse) strcat(buf, "confused"); pline("%s %s %s%c", hittee, vtense(hittee, "are"), buf, (do_stun && do_confuse) ? '!' : '.'); } } return result; }