/* Wear the best object of each type that the monster has. During creation, * the monster can put everything on at once; otherwise, wearing takes time. * This doesn't affect monster searching for objects--a monster may very well * search for objects it would not want to wear, because we don't want to * check which_armor() each round. * * We'll let monsters put on shirts and/or suits under worn cloaks, but * not shirts under worn suits. This is somewhat arbitrary, but it's * too tedious to have them remove and later replace outer garments, * and preventing suits under cloaks makes it a little bit too easy for * players to influence what gets worn. Putting on a shirt underneath * already worn body armor is too obviously buggy... */ void m_dowear(struct monst *mon, boolean creation) { #define RACE_EXCEPTION TRUE /* Note the restrictions here are the same as in dowear in do_wear.c * except for the additional restriction on intelligence. (Players * are always intelligent, even if polymorphed). */ if (verysmall(mon->data) || nohands(mon->data) || is_animal(mon->data)) return; /* give mummies a chance to wear their wrappings * and let skeletons wear their initial armor */ if (mindless(mon->data) && (!creation || (mon->data->mlet != S_MUMMY && mon->data != &mons[PM_SKELETON]))) return; m_dowear_type(mon, W_AMUL, creation, FALSE); /* can't put on shirt if already wearing suit */ if (!cantweararm(mon->data) || (mon->misc_worn_check & W_ARM)) m_dowear_type(mon, W_ARMU, creation, FALSE); /* treating small as a special case allows hobbits, gnomes, and kobolds to wear cloaks */ if (!cantweararm(mon->data) || mon->data->msize == MZ_SMALL) m_dowear_type(mon, W_ARMC, creation, FALSE); m_dowear_type(mon, W_ARMH, creation, FALSE); if (!MON_WEP(mon) || !bimanual(MON_WEP(mon))) m_dowear_type(mon, W_ARMS, creation, FALSE); m_dowear_type(mon, W_ARMG, creation, FALSE); if (!slithy(mon->data) && mon->data->mlet != S_CENTAUR) m_dowear_type(mon, W_ARMF, creation, FALSE); if (!cantweararm(mon->data)) m_dowear_type(mon, W_ARM, creation, FALSE); else m_dowear_type(mon, W_ARM, creation, RACE_EXCEPTION); }
const char * stagger(const struct permonst *ptr, const char *def) { int capitalize = 2 + (*def == highc(*def)); return (is_floater(ptr) ? levitate[capitalize] : (is_flyer(ptr) && ptr->msize <= MZ_SMALL) ? flys[capitalize] : (is_flyer(ptr) && ptr->msize > MZ_SMALL) ? flyl[capitalize] : slithy(ptr) ? slither[capitalize] : amorphous(ptr) ? ooze[capitalize] : !ptr->mmove ? immobile[capitalize] : nolimbs(ptr) ? crawl[capitalize] : def); }
/* true iff the type of monster pass through iron bars */ boolean passes_bars(const struct permonst * mptr) { return (boolean) (passes_walls(mptr) || amorphous(mptr) || is_whirly(mptr) || verysmall(mptr) || (slithy(mptr) && !bigmonst(mptr))); }
void mon_break_armor(struct monst *mon, boolean polyspot) { struct obj *otmp; const struct permonst *mdat = mon->data; boolean vis = cansee(mon->mx, mon->my); boolean handless_or_tiny = (nohands(mdat) || verysmall(mdat)); const char *pronoun = mhim(mon), *ppronoun = mhis(mon); if (breakarm(mdat)) { if ((otmp = which_armor(mon, W_ARM)) != 0) { if ((Is_dragon_scales(otmp) && mdat == Dragon_scales_to_pm(otmp)) || (Is_dragon_mail(otmp) && mdat == Dragon_mail_to_pm(otmp))) ; /* no message here; "the dragon merges with his scaly armor" is odd and the monster's previous form is already gone */ else if (vis) pline("%s breaks out of %s armor!", Monnam(mon), ppronoun); else You_hear("a cracking sound."); m_useup(mon, otmp); } if ((otmp = which_armor(mon, W_ARMC)) != 0) { if (otmp->oartifact) { if (vis) pline("%s %s falls off!", s_suffix(Monnam(mon)), cloak_simple_name(otmp)); if (polyspot) bypass_obj(otmp); m_lose_armor(mon, otmp); } else { if (vis) pline("%s %s tears apart!", s_suffix(Monnam(mon)), cloak_simple_name(otmp)); else You_hear("a ripping sound."); m_useup(mon, otmp); } } if ((otmp = which_armor(mon, W_ARMU)) != 0) { if (vis) pline("%s shirt rips to shreds!", s_suffix(Monnam(mon))); else You_hear("a ripping sound."); m_useup(mon, otmp); } } else if (sliparm(mdat)) { if ((otmp = which_armor(mon, W_ARM)) != 0) { if (vis) pline("%s armor falls around %s!", s_suffix(Monnam(mon)), pronoun); else You_hear("a thud."); if (polyspot) bypass_obj(otmp); m_lose_armor(mon, otmp); } if ((otmp = which_armor(mon, W_ARMC)) != 0) { if (vis) { if (is_whirly(mon->data)) pline("%s %s falls, unsupported!", s_suffix(Monnam(mon)), cloak_simple_name(otmp)); else pline("%s shrinks out of %s %s!", Monnam(mon), ppronoun, cloak_simple_name(otmp)); } if (polyspot) bypass_obj(otmp); m_lose_armor(mon, otmp); } if ((otmp = which_armor(mon, W_ARMU)) != 0) { if (vis) { if (sliparm(mon->data)) pline("%s seeps right through %s shirt!", Monnam(mon), ppronoun); else pline("%s becomes much too small for %s shirt!", Monnam(mon), ppronoun); } if (polyspot) bypass_obj(otmp); m_lose_armor(mon, otmp); } } if (handless_or_tiny) { /* [caller needs to handle weapon checks] */ if ((otmp = which_armor(mon, W_ARMG)) != 0) { if (vis) pline("%s drops %s gloves%s!", Monnam(mon), ppronoun, MON_WEP(mon) ? " and weapon" : ""); if (polyspot) bypass_obj(otmp); m_lose_armor(mon, otmp); } if ((otmp = which_armor(mon, W_ARMS)) != 0) { if (vis) pline("%s can no longer hold %s shield!", Monnam(mon), ppronoun); else You_hear("a clank."); if (polyspot) bypass_obj(otmp); m_lose_armor(mon, otmp); } } if (handless_or_tiny || has_horns(mdat)) { if ((otmp = which_armor(mon, W_ARMH)) != 0 && /* flimsy test for horns matches polyself handling */ (handless_or_tiny || !is_flimsy(otmp))) { if (vis) pline("%s helmet falls to the %s!", s_suffix(Monnam(mon)), surface(mon->mx, mon->my)); else You_hear("a clank."); if (polyspot) bypass_obj(otmp); m_lose_armor(mon, otmp); } } if (handless_or_tiny || slithy(mdat) || mdat->mlet == S_CENTAUR) { if ((otmp = which_armor(mon, W_ARMF)) != 0) { if (vis) { if (is_whirly(mon->data)) pline("%s boots fall away!", s_suffix(Monnam(mon))); else pline("%s boots %s off %s feet!", s_suffix(Monnam(mon)), verysmall(mdat) ? "slide" : "are pushed", ppronoun); } if (polyspot) bypass_obj(otmp); m_lose_armor(mon, otmp); } } if (!can_saddle(mon)) { if ((otmp = which_armor(mon, W_SADDLE)) != 0) { if (polyspot) bypass_obj(otmp); m_lose_armor(mon, otmp); if (vis) pline("%s saddle falls off.", s_suffix(Monnam(mon))); } if (mon == u.usteed) goto noride; } else if (mon == u.usteed && !can_ride(mon)) { noride: pline("You can no longer ride %s.", mon_nam(mon)); if (touch_petrifies(u.usteed->data) && !Stone_resistance && rnl(3)) { char buf[BUFSZ]; pline("You touch %s.", mon_nam(u.usteed)); sprintf(buf, "falling off %s", an(u.usteed->data->mname)); instapetrify(buf); } dismount_steed(DISMOUNT_FELL); } return; }
static void break_armor(void) { struct obj *otmp; if (breakarm(youmonst.data)) { if ((otmp = uarm) != 0) { if (donning(otmp)) cancel_don(); pline("You break out of your armor!"); exercise(A_STR, FALSE); Armor_gone(); useup(otmp); } if ((otmp = uarmc) != 0) { if (otmp->oartifact) { pline("Your %s falls off!", cloak_simple_name(otmp)); Cloak_off(); dropx(otmp); } else { pline("Your %s tears apart!", cloak_simple_name(otmp)); Cloak_off(); useup(otmp); } } if (uarmu) { pline("Your shirt rips to shreds!"); useup(uarmu); } } else if (sliparm(youmonst.data)) { if (((otmp = uarm) != 0) && (racial_exception(&youmonst, otmp) < 1)) { if (donning(otmp)) cancel_don(); pline("Your armor falls around you!"); Armor_gone(); dropx(otmp); } if ((otmp = uarmc) != 0) { if (is_whirly(youmonst.data)) pline("Your %s falls, unsupported!", cloak_simple_name(otmp)); else pline("You shrink out of your %s!", cloak_simple_name(otmp)); Cloak_off(); dropx(otmp); } if ((otmp = uarmu) != 0) { if (is_whirly(youmonst.data)) pline("You seep right through your shirt!"); else pline("You become much too small for your shirt!"); setworn(NULL, otmp->owornmask & W_ARMU); dropx(otmp); } } if (has_horns(youmonst.data)) { if ((otmp = uarmh) != 0) { if (is_flimsy(otmp) && !donning(otmp)) { char hornbuf[BUFSZ], yourbuf[BUFSZ]; /* Future possiblities: This could damage/destroy helmet */ sprintf(hornbuf, "horn%s", plur(num_horns(youmonst.data))); pline("Your %s %s through %s %s.", hornbuf, vtense(hornbuf, "pierce"), shk_your(yourbuf, otmp), xname(otmp)); } else { if (donning(otmp)) cancel_don(); pline("Your helmet falls to the %s!", surface(u.ux, u.uy)); Helmet_off(); dropx(otmp); } } } if (nohands(youmonst.data) || verysmall(youmonst.data)) { if ((otmp = uarmg) != 0) { if (donning(otmp)) cancel_don(); /* Drop weapon along with gloves */ pline("You drop your gloves%s!", uwep ? " and weapon" : ""); drop_weapon(0); Gloves_off(); dropx(otmp); } if ((otmp = uarms) != 0) { pline("You can no longer hold your shield!"); Shield_off(); dropx(otmp); } if ((otmp = uarmh) != 0) { if (donning(otmp)) cancel_don(); pline("Your helmet falls to the %s!", surface(u.ux, u.uy)); Helmet_off(); dropx(otmp); } } if (nohands(youmonst.data) || verysmall(youmonst.data) || slithy(youmonst.data) || youmonst.data->mlet == S_CENTAUR) { if ((otmp = uarmf) != 0) { if (donning(otmp)) cancel_don(); if (is_whirly(youmonst.data)) pline("Your boots fall away!"); else pline("Your boots %s off your feet!", verysmall(youmonst.data) ? "slide" : "are pushed"); Boots_off(); dropx(otmp); } } }
const char *mbodypart(struct monst *mon, int part) { static const char *const humanoid_parts[] = { "arm", "eye", "face", "finger", "fingertip", "foot", "hand", "handed", "head", "leg", "light headed", "neck", "spine", "toe", "hair", "blood", "lung", "nose", "stomach"}, *const jelly_parts[] = { "pseudopod", "dark spot", "front", "pseudopod extension", "pseudopod extremity", "pseudopod root", "grasp", "grasped", "cerebral area", "lower pseudopod", "viscous", "middle", "surface", "pseudopod extremity", "ripples", "juices", "surface", "sensor", "stomach" }, *const animal_parts[] = { "forelimb", "eye", "face", "foreclaw", "claw tip", "rear claw", "foreclaw", "clawed", "head", "rear limb", "light headed", "neck", "spine", "rear claw tip", "fur", "blood", "lung", "nose", "stomach" }, *const bird_parts[] = { "wing", "eye", "face", "wing", "wing tip", "foot", "wing", "winged", "head", "leg", "light headed", "neck", "spine", "toe", "feathers", "blood", "lung", "bill", "stomach" }, *const horse_parts[] = { "foreleg", "eye", "face", "forehoof", "hoof tip", "rear hoof", "foreclaw", "hooved", "head", "rear leg", "light headed", "neck", "backbone", "rear hoof tip", "mane", "blood", "lung", "nose", "stomach"}, *const sphere_parts[] = { "appendage", "optic nerve", "body", "tentacle", "tentacle tip", "lower appendage", "tentacle", "tentacled", "body", "lower tentacle", "rotational", "equator", "body", "lower tentacle tip", "cilia", "life force", "retina", "olfactory nerve", "interior" }, *const fungus_parts[] = { "mycelium", "visual area", "front", "hypha", "hypha", "root", "strand", "stranded", "cap area", "rhizome", "sporulated", "stalk", "root", "rhizome tip", "spores", "juices", "gill", "gill", "interior" }, *const vortex_parts[] = { "region", "eye", "front", "minor current", "minor current", "lower current", "swirl", "swirled", "central core", "lower current", "addled", "center", "currents", "edge", "currents", "life force", "center", "leading edge", "interior" }, *const snake_parts[] = { "vestigial limb", "eye", "face", "large scale", "large scale tip", "rear region", "scale gap", "scale gapped", "head", "rear region", "light headed", "neck", "length", "rear scale", "scales", "blood", "lung", "forked tongue", "stomach" }, *const fish_parts[] = { "fin", "eye", "premaxillary", "pelvic axillary", "pelvic fin", "anal fin", "pectoral fin", "finned", "head", "peduncle", "played out", "gills", "dorsal fin", "caudal fin", "scales", "blood", "gill", "nostril", "stomach" }; /* claw attacks are overloaded in mons[]; most humanoids with such attacks should still reference hands rather than claws */ static const char not_claws[] = { S_HUMAN, S_MUMMY, S_ZOMBIE, S_ANGEL, S_NYMPH, S_LEPRECHAUN, S_QUANTMECH, S_VAMPIRE, S_ORC, S_GIANT, /* quest nemeses */ '\0' /* string terminator; assert( S_xxx != 0 ); */ }; const struct permonst *mptr = mon->data; if (part == HAND || part == HANDED) { /* some special cases */ if (mptr->mlet == S_DOG || mptr->mlet == S_FELINE || mptr->mlet == S_YETI) return part == HAND ? "paw" : "pawed"; if (humanoid(mptr) && attacktype(mptr, AT_CLAW) && !strchr(not_claws, mptr->mlet) && mptr != &mons[PM_STONE_GOLEM] && mptr != &mons[PM_INCUBUS] && mptr != &mons[PM_SUCCUBUS]) return part == HAND ? "claw" : "clawed"; } if ((mptr == &mons[PM_MUMAK] || mptr == &mons[PM_MASTODON]) && part == NOSE) return "trunk"; if (mptr == &mons[PM_SHARK] && part == HAIR) return "skin"; /* sharks don't have scales */ if (mptr == &mons[PM_JELLYFISH] && (part == ARM || part == FINGER || part == HAND || part == FOOT || part == TOE)) return "tentacle"; if (mptr == &mons[PM_FLOATING_EYE] && part == EYE) return "cornea"; if (humanoid(mptr) && (part == ARM || part == FINGER || part == FINGERTIP || part == HAND || part == HANDED)) return humanoid_parts[part]; if (mptr == &mons[PM_RAVEN]) return bird_parts[part]; if (mptr->mlet == S_CENTAUR || mptr->mlet == S_UNICORN || (mptr == &mons[PM_ROTHE] && part != HAIR)) return horse_parts[part]; if (mptr->mlet == S_LIGHT) { if (part == HANDED) return "rayed"; else if (part == ARM || part == FINGER || part == FINGERTIP || part == HAND) return "ray"; else return "beam"; } if (mptr->mlet == S_EEL && mptr != &mons[PM_JELLYFISH]) return fish_parts[part]; if (slithy(mptr) || (mptr->mlet == S_DRAGON && part == HAIR)) return snake_parts[part]; if (mptr->mlet == S_EYE) return sphere_parts[part]; if (mptr->mlet == S_JELLY || mptr->mlet == S_PUDDING || mptr->mlet == S_BLOB || mptr == &mons[PM_JELLYFISH]) return jelly_parts[part]; if (mptr->mlet == S_VORTEX || mptr->mlet == S_ELEMENTAL) return vortex_parts[part]; if (mptr->mlet == S_FUNGUS) return fungus_parts[part]; if (humanoid(mptr)) return humanoid_parts[part]; return animal_parts[part]; }
/* * See if this armor is better than what we're wearing. */ static boolean is_better_armor(struct monst *mtmp, struct obj *otmp) { struct obj *obj; struct obj *best = (struct obj *)0; if (otmp->oclass != ARMOR_CLASS) return FALSE; if (mtmp->data == &mons[PM_KI_RIN] || mtmp->data == &mons[PM_COUATL]) return FALSE; if (cantweararm(mtmp->data) && !(is_cloak(otmp) && mtmp->data->msize == MZ_SMALL)) return FALSE; if (is_shirt(otmp) && (mtmp->misc_worn_check & W_ARM)) return FALSE; if (is_shield(otmp) && (mtmp == &youmonst) ? (uwep && bimanual(uwep)) : (MON_WEP(mtmp) && bimanual(MON_WEP(mtmp)))) return FALSE; if (is_gloves(otmp) && nohands(mtmp->data)) return FALSE; if (is_boots(otmp) && (slithy(mtmp->data) || mtmp->data->mlet == S_CENTAUR)) return FALSE; if (is_helmet(otmp) && !is_flimsy(otmp) && num_horns(mtmp->data) > 0) return FALSE; obj = (mtmp == &youmonst) ? invent : mtmp->minvent; for (; obj; obj = obj->nobj) { if (is_cloak(otmp) && !is_cloak(obj)) continue; if (is_suit(otmp) && !is_suit(obj)) continue; if (is_shirt(otmp) && !is_shirt(obj)) continue; if (is_boots(otmp) && !is_boots(obj)) continue; if (is_shield(otmp) && !is_shield(obj)) continue; if (is_helmet(otmp) && !is_helmet(obj)) continue; if (is_gloves(otmp) && !is_gloves(obj)) continue; if (!obj->owornmask) continue; if (best && (ARM_BONUS(obj) + extra_pref(mtmp, obj) >= ARM_BONUS(best) + extra_pref(mtmp, best))) best = obj; } return ((best == (struct obj *)0) || (ARM_BONUS(otmp) + extra_pref(mtmp, otmp) > ARM_BONUS(best) + extra_pref(mtmp, best))); }
/* Start riding, with the given monster */ boolean mount_steed(struct monst * mtmp, /* The animal */ boolean force) { /* Quietly force this animal */ struct obj *otmp; const struct permonst *ptr; /* Sanity checks */ if (u.usteed) { pline("You are already riding %s.", mon_nam(u.usteed)); return FALSE; } /* Is the player in the right form? */ if (Hallucination && !force) { pline("Maybe you should find a designated driver."); return FALSE; } /* While riding Wounded_legs refers to the steed's, not the hero's legs. That opens up a potential abuse where the player can mount a steed, then dismount immediately to heal leg damage, because leg damage is always healed upon dismount (Wounded_legs context switch). By preventing a hero with Wounded_legs from mounting a steed, the potential for abuse is minimized, if not eliminated altogether. */ if (Wounded_legs) { pline("Your %s are in no shape for riding.", makeplural(body_part(LEG))); if (force && wizard && yn("Heal your legs?") == 'y') LWounded_legs = RWounded_legs = 0; else return FALSE; } if (Upolyd && (!humanoid(youmonst.data) || verysmall(youmonst.data) || bigmonst(youmonst.data) || slithy(youmonst.data))) { pline("You won't fit on a saddle."); return FALSE; } if (!force && (near_capacity() > SLT_ENCUMBER)) { pline("You can't do that while carrying so much stuff."); return FALSE; } /* Can the player reach and see the monster? */ if (!mtmp || (!force && ((Blind && !Blind_telepat) || mtmp->mundetected || mtmp->m_ap_type == M_AP_FURNITURE || mtmp->m_ap_type == M_AP_OBJECT))) { pline("I see nobody there."); return FALSE; } struct test_move_cache cache; init_test_move_cache(&cache); if (Engulfed || u.ustuck || u.utrap || Punished || !test_move(u.ux, u.uy, mtmp->mx - u.ux, mtmp->my - u.uy, 0, TEST_MOVE, &cache)) { if (Punished || !(Engulfed || u.ustuck || u.utrap)) pline("You are unable to swing your %s over.", body_part(LEG)); else pline("You are stuck here for now."); return FALSE; } /* Is this a valid monster? */ otmp = which_armor(mtmp, os_saddle); if (!otmp) { pline("%s is not saddled.", Monnam(mtmp)); return FALSE; } ptr = mtmp->data; if (touch_petrifies(ptr) && !Stone_resistance) { pline("You touch %s.", mon_nam(mtmp)); instapetrify(killer_msg(STONING, msgcat("attempting to ride ", an(mtmp->data->mname)))); } if (!mtmp->mtame || mtmp->isminion) { pline("I think %s would mind.", mon_nam(mtmp)); return FALSE; } if (mtmp->mtrapped) { struct trap *t = t_at(level, mtmp->mx, mtmp->my); pline("You can't mount %s while %s's trapped in %s.", mon_nam(mtmp), mhe(mtmp), t ? an(trapexplain[t->ttyp - 1]) : "ice"); return FALSE; } if (!force && !Role_if(PM_KNIGHT) && !(--mtmp->mtame)) { /* no longer tame */ newsym(mtmp->mx, mtmp->my); pline("%s resists%s!", Monnam(mtmp), mtmp->mleashed ? " and its leash comes off" : ""); if (mtmp->mleashed) m_unleash(mtmp, FALSE); return FALSE; } if (!force && Underwater && !is_swimmer(ptr)) { pline("You can't ride that creature while under water."); return FALSE; } if (!can_saddle(mtmp) || !can_ride(mtmp)) { pline("You can't ride such a creature."); return 0; } /* Is the player impaired? */ if (!force && !is_floater(ptr) && !is_flyer(ptr) && Levitation && !Lev_at_will) { pline("You cannot reach %s.", mon_nam(mtmp)); return FALSE; } if (!force && uarm && is_metallic(uarm) && greatest_erosion(uarm)) { pline("Your %s armor is too stiff to be able to mount %s.", uarm->oeroded ? "rusty" : "corroded", mon_nam(mtmp)); return FALSE; } if (!force && (Confusion || Fumbling || Glib || Wounded_legs || otmp->cursed || ((u.ulevel + mtmp->mtame < rnd(MAXULEV / 2 + 5)) && (!Role_if(PM_KNIGHT))))) { if (Levitation) { pline("%s slips away from you.", Monnam(mtmp)); return FALSE; } pline("You slip while trying to get on %s.", mon_nam(mtmp)); const char *buf = msgcat( "slipped while mounting ", /* "a saddled mumak" or "a saddled pony called Dobbin" */ x_monnam(mtmp, ARTICLE_A, NULL, SUPPRESS_IT | SUPPRESS_INVISIBLE | SUPPRESS_HALLUCINATION, TRUE)); losehp(rn1(5, 10), buf); return FALSE; } /* Success */ maybewakesteed(mtmp); if (!force) { if (Levitation && !is_floater(ptr) && !is_flyer(ptr)) /* Must have Lev_at_will at this point */ pline("%s magically floats up!", Monnam(mtmp)); pline("You mount %s.", mon_nam(mtmp)); } /* setuwep handles polearms differently when you're mounted */ if (uwep && is_pole(uwep)) u.bashmsg = TRUE; u.usteed = mtmp; remove_monster(level, mtmp->mx, mtmp->my); teleds(mtmp->mx, mtmp->my, TRUE); return TRUE; }
static void break_armor (void) { struct obj *otmp; if (breakarm(youmonst.data)) { if ((otmp = uarm) != 0) { if (donning(otmp)) cancel_don(); You("break out of your armor!"); exercise(A_STR, false); (void) Armor_gone(); useup(otmp); } if ((otmp = uarmc) != 0) { if(otmp->oartifact) { Your("%s falls off!", cloak_simple_name(otmp)); (void) Cloak_off(); dropx(otmp); } else { Your("%s tears apart!", cloak_simple_name(otmp)); (void) Cloak_off(); useup(otmp); } } if (uarmu) { Your("shirt rips to shreds!"); useup(uarmu); } } else if (sliparm(youmonst.data)) { if (((otmp = uarm) != 0) && (racial_exception(&youmonst, otmp) < 1)) { if (donning(otmp)) cancel_don(); Your("armor falls around you!"); (void) Armor_gone(); dropx(otmp); } if ((otmp = uarmc) != 0) { if (is_whirly(youmonst.data)) Your("%s falls, unsupported!", cloak_simple_name(otmp)); else You("shrink out of your %s!", cloak_simple_name(otmp)); (void) Cloak_off(); dropx(otmp); } if ((otmp = uarmu) != 0) { if (is_whirly(youmonst.data)) You("seep right through your shirt!"); else You("become much too small for your shirt!"); setworn((struct obj *)0, otmp->owornmask & W_ARMU); dropx(otmp); } } if (has_horns(youmonst.data)) { if ((otmp = uarmh) != 0) { if (is_flimsy(otmp) && !donning(otmp)) { /* Future possiblities: This could damage/destroy helmet */ message_object(MSG_YOUR_HORNS_PIERCE_O, otmp); } else { if (donning(otmp)) cancel_don(); Your("helmet falls to the %s!", surface(u.ux, u.uy)); (void) Helmet_off(); dropx(otmp); } } } if (nohands(youmonst.data) || verysmall(youmonst.data)) { if ((otmp = uarmg) != 0) { if (donning(otmp)) cancel_don(); /* Drop weapon along with gloves */ You("drop your gloves%s!", uwep ? " and weapon" : ""); drop_weapon(0); (void) Gloves_off(); dropx(otmp); } if ((otmp = uarms) != 0) { You("can no longer hold your shield!"); (void) Shield_off(); dropx(otmp); } if ((otmp = uarmh) != 0) { if (donning(otmp)) cancel_don(); Your("helmet falls to the %s!", surface(u.ux, u.uy)); (void) Helmet_off(); dropx(otmp); } } if (nohands(youmonst.data) || verysmall(youmonst.data) || slithy(youmonst.data) || youmonst.data->mlet == S_CENTAUR) { if ((otmp = uarmf) != 0) { if (donning(otmp)) cancel_don(); if (is_whirly(youmonst.data)) Your("boots fall away!"); else Your("boots %s off your feet!", verysmall(youmonst.data) ? "slide" : "are pushed"); (void) Boots_off(); dropx(otmp); } } }