示例#1
0
/* creature will break out of armor */
boolean breakarm(const struct permonst *ptr)
{
	return ((bigmonst(ptr) || (ptr->msize > MZ_SMALL && !humanoid(ptr)) ||
		/* special cases of humanoids that cannot wear body armor */
		ptr == &mons[PM_MARILITH] || ptr == &mons[PM_WINGED_GARGOYLE])
	      && !sliparm(ptr));
}
示例#2
0
文件: steed.c 项目: FredrIQ/nhfourk
/* Can we ride this monster?  Caller should also check can_saddle() */
boolean
can_ride(struct monst * mtmp)
{
    return (mtmp->mtame && humanoid(youmonst.data) && !verysmall(youmonst.data)
            && !bigmonst(youmonst.data) && (!Underwater ||
                                            is_swimmer(mtmp->data)));
}
示例#3
0
/* 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)));
}
示例#4
0
/* the tsurugi of muramasa or vorpal blade hit someone */
static boolean artifact_hit_behead(struct monst *magr, struct monst *mdef,
			           struct obj *otmp, int *dmgptr, int dieroll)
{
    boolean youattack = (magr == &youmonst);
    boolean youdefend = (mdef == &youmonst);
    boolean vis = (!youattack && magr && cansee(magr->mx, magr->my))
	|| (!youdefend && cansee(mdef->mx, mdef->my))
	|| (youattack && u.uswallow && mdef == u.ustuck && !Blind);
    const char *wepdesc;
    char hittee[BUFSZ];

    strcpy(hittee, youdefend ? "you" : mon_nam(mdef));
    
    /* We really want "on a natural 20" but Nethack does it in reverse from AD&D. */
    if (otmp->oartifact == ART_TSURUGI_OF_MURAMASA && dieroll == 1) {
	wepdesc = "The razor-sharp blade";
	/* not really beheading, but so close, why add another SPFX */
	if (youattack && u.uswallow && mdef == u.ustuck) {
	    pline("You slice %s wide open!", mon_nam(mdef));
	    *dmgptr = 2 * mdef->mhp + FATAL_DAMAGE_MODIFIER;
	    return TRUE;
	}
	if (!youdefend) {
		/* allow normal cutworm() call to add extra damage */
		if (notonhead)
		    return FALSE;

		if (bigmonst(mdef->data)) {
			if (youattack)
				pline("You slice deeply into %s!",
					mon_nam(mdef));
			else if (vis)
				pline("%s cuts deeply into %s!",
					Monnam(magr), hittee);
			*dmgptr *= 2;
			return TRUE;
		}
		*dmgptr = 2 * mdef->mhp + FATAL_DAMAGE_MODIFIER;
		pline("%s cuts %s in half!", wepdesc, mon_nam(mdef));
		otmp->dknown = TRUE;
		return TRUE;
	} else {
		if (bigmonst(youmonst.data)) {
			pline("%s cuts deeply into you!",
				magr ? Monnam(magr) : wepdesc);
			*dmgptr *= 2;
			return TRUE;
		}

		/* Players with negative AC's take less damage instead
		    * of just not getting hit.  We must add a large enough
		    * value to the damage so that this reduction in
		    * damage does not prevent death.
		    */
		*dmgptr = 2 * (Upolyd ? u.mh : u.uhp) + FATAL_DAMAGE_MODIFIER;
		pline("%s cuts you in half!", wepdesc);
		otmp->dknown = TRUE;
		return TRUE;
	}
    } else if (otmp->oartifact == ART_VORPAL_BLADE &&
		(dieroll == 1 || mdef->data == &mons[PM_JABBERWOCK])) {
	static const char * const behead_msg[2] = {
		"%s beheads %s!",
		"%s decapitates %s!"
	};

	if (youattack && u.uswallow && mdef == u.ustuck)
		return FALSE;
	wepdesc = artilist[ART_VORPAL_BLADE].name;
	if (!youdefend) {
		if (!has_head(mdef->data) || notonhead || u.uswallow) {
			if (youattack)
				pline("Somehow, you miss %s wildly.",
					mon_nam(mdef));
			else if (vis)
				pline("Somehow, %s misses wildly.",
					mon_nam(magr));
			*dmgptr = 0;
			return (boolean)(youattack || vis);
		}
		if (noncorporeal(mdef->data) || amorphous(mdef->data)) {
			pline("%s slices through %s %s.", wepdesc,
				s_suffix(mon_nam(mdef)),
				mbodypart(mdef,NECK));
			return TRUE;
		}
		*dmgptr = 2 * mdef->mhp + FATAL_DAMAGE_MODIFIER;
		pline(behead_msg[rn2(SIZE(behead_msg))],
			wepdesc, mon_nam(mdef));
		otmp->dknown = TRUE;
		return TRUE;
	} else {
		if (!has_head(youmonst.data)) {
			pline("Somehow, %s misses you wildly.",
				magr ? mon_nam(magr) : wepdesc);
			*dmgptr = 0;
			return TRUE;
		}
		if (noncorporeal(youmonst.data) || amorphous(youmonst.data)) {
			pline("%s slices through your %s.",
				wepdesc, body_part(NECK));
			return TRUE;
		}
		*dmgptr = 2 * (Upolyd ? u.mh : u.uhp)
			    + FATAL_DAMAGE_MODIFIER;
		pline(behead_msg[rn2(SIZE(behead_msg))],
			wepdesc, "you");
		otmp->dknown = TRUE;
		/* Should amulets fall off? */
		return TRUE;
	}
    }
    return FALSE;
}
示例#5
0
文件: mthrowu.c 项目: FredrIQ/nhfourk
/* monster attempts ranged weapon attack against a square */
void
thrwmq(struct monst *mtmp, int xdef, int ydef)
{
    struct obj *otmp, *mwep;
    schar skill;
    int multishot;
    const char *onm;

    /* Rearranged beginning so monsters can use polearms not in a line */
    if (mtmp->weapon_check == NEED_WEAPON || !MON_WEP(mtmp)) {
        mtmp->weapon_check = NEED_RANGED_WEAPON;
        /* mon_wield_item resets weapon_check as appropriate */
        if (mon_wield_item(mtmp) != 0)
            return;
    }

    /* Pick a weapon */
    otmp = select_rwep(mtmp);
    if (!otmp)
        return;

    if (is_pole(otmp)) {
        int dam, hitv;

        if (otmp != MON_WEP(mtmp))
            return;  /* polearm must be wielded */

        /* TODO: LOE function between two arbitrary points. */
        if (dist2(mtmp->mx, mtmp->my, xdef, ydef) > POLE_LIM ||
            (xdef == u.ux && ydef == u.uy && !couldsee(mtmp->mx, mtmp->my)))
            return;     /* Out of range, or intervening wall */

        if (mon_visible(mtmp)) {
            onm = singular(otmp, xname);
            pline("%s thrusts %s.", Monnam(mtmp),
                  obj_is_pname(otmp) ? the(onm) : an(onm));
        }

        if (xdef == u.ux && ydef == u.uy) {

            dam = dmgval(otmp, &youmonst);
            hitv = 3 - distmin(u.ux, u.uy, mtmp->mx, mtmp->my);
            if (hitv < -4)
                hitv = -4;
            if (bigmonst(youmonst.data))
                hitv++;
            hitv += 8 + otmp->spe;
            if (objects[otmp->otyp].oc_class == WEAPON_CLASS ||
                objects[otmp->otyp].oc_class == VENOM_CLASS)
                hitv += objects[otmp->otyp].oc_hitbon;
            if (dam < 1)
                dam = 1;

            thitu(hitv, dam, otmp, NULL);
            action_interrupted();

        } else if (MON_AT(level, xdef, ydef))
            (void)ohitmon(m_at(level, xdef, ydef), otmp, 0, FALSE);
        else if (mon_visible(mtmp))
            pline("But it misses wildly.");

        return;
    }

    if (!qlined_up(mtmp, xdef, ydef, FALSE, FALSE) ||
        !ai_use_at_range(BOLT_LIM - distmin(mtmp->mx, mtmp->my, xdef, ydef)))
        return;

    skill = objects[otmp->otyp].oc_skill;
    mwep = MON_WEP(mtmp);       /* wielded weapon */

    /* Multishot calculations */
    multishot = 1;
    if ((ammo_and_launcher(otmp, mwep) || skill == P_DAGGER || skill == -P_DART
         || skill == -P_SHURIKEN) && !mtmp->mconf) {
        /* Assumes lords are skilled, princes are expert */
        if (is_prince(mtmp->data))
            multishot += 2;
        else if (is_lord(mtmp->data))
            multishot++;

        switch (monsndx(mtmp->data)) {
        case PM_RANGER:
            multishot++;
            break;
        case PM_ROGUE:
            if (skill == P_DAGGER)
                multishot++;
            break;
        case PM_NINJA:
        case PM_SAMURAI:
            if (otmp->otyp == YA && mwep && mwep->otyp == YUMI)
                multishot++;
            break;
        default:
            break;
        }
        /* racial bonus */
        if ((is_elf(mtmp->data) && otmp->otyp == ELVEN_ARROW && mwep &&
             mwep->otyp == ELVEN_BOW) || (is_orc(mtmp->data) &&
                                          otmp->otyp == ORCISH_ARROW && mwep &&
                                          mwep->otyp == ORCISH_BOW))
            multishot++;

        if ((long)multishot > otmp->quan)
            multishot = (int)otmp->quan;
        if (multishot < 1)
            multishot = 1;
        else
            multishot = rnd(multishot);
    }

    if (mon_visible(mtmp)) {
        if (multishot > 1) {
            /* "N arrows"; multishot > 1 implies otmp->quan > 1, so xname()'s
               result will already be pluralized */
            onm = msgprintf("%d %s", multishot, xname(otmp));
        } else {
            /* "an arrow" */
            onm = singular(otmp, xname);
            onm = obj_is_pname(otmp) ? the(onm) : an(onm);
        }
        m_shot.s = ammo_and_launcher(otmp, mwep) ? TRUE : FALSE;
        pline("%s %s %s!", Monnam(mtmp), m_shot.s ? "shoots" : "throws", onm);
        m_shot.o = otmp->otyp;
    } else {
        m_shot.o = STRANGE_OBJECT;      /* don't give multishot feedback */
    }

    m_shot.n = multishot;
    for (m_shot.i = 1; m_shot.i <= m_shot.n; m_shot.i++) {
        m_throw(mtmp, mtmp->mx, mtmp->my, sgn(tbx), sgn(tby),
                distmin(mtmp->mx, mtmp->my, xdef, ydef), otmp, TRUE);
        /* conceptually all N missiles are in flight at once, but
           if mtmp gets killed (shot kills adjacent gas spore and
           triggers explosion, perhaps), inventory will be dropped
           and otmp might go away via merging into another stack;
           if we then use it, we could cause undefined behavior */
        if (mtmp->mhp <= 0 && m_shot.i < m_shot.n) {
            /* cancel pending shots (ought to give a message here since
               we gave one above about throwing/shooting N missiles) */
            break;  /* endmultishot(FALSE); */
        }
    }
    m_shot.n = m_shot.i = 0;
    m_shot.o = STRANGE_OBJECT;
    m_shot.s = FALSE;

    action_interrupted();
}
示例#6
0
文件: mthrowu.c 项目: FredrIQ/nhfourk
void
m_throw(struct monst *mon, int x, int y, int dx, int dy, int range,
        struct obj *obj, boolean verbose)
{
    struct monst *mtmp;
    struct obj *singleobj;
    struct tmp_sym *tsym = 0;
    int hitu, blindinc = 0;

    bhitpos.x = x;
    bhitpos.y = y;

    if (obj->quan == 1L) {
        /*
         * Remove object from minvent.  This cannot be done later on;
         * what if the player dies before then, leaving the monster
         * with 0 daggers?  (This caused the infamous 2^32-1 orcish
         * dagger bug).
         *
         * VENOM is not in minvent - it should already be OBJ_FREE.
         * The extract below does nothing.
         */

        /* not possibly_unwield, which checks the object's */
        /* location, not its existence */
        if (MON_WEP(mon) == obj) {
            setmnotwielded(mon, obj);
            MON_NOWEP(mon);
        }
        obj_extract_self(obj);
        singleobj = obj;
        obj = NULL;
    } else {
        singleobj = splitobj(obj, 1L);
        obj_extract_self(singleobj);
    }

    singleobj->owornmask = 0;   /* threw one of multiple weapons in hand? */
    singleobj->olev = level;    /* object is on the same level as monster */

    if ((singleobj->cursed || singleobj->greased) && (dx || dy) && !rn2(7)) {
        if (canseemon(mon) && flags.verbose) {
            if (is_ammo(singleobj))
                pline("%s misfires!", Monnam(mon));
            else
                pline("%s as %s throws it!", Tobjnam(singleobj, "slip"),
                      mon_nam(mon));
        }
        dx = rn2(3) - 1;
        dy = rn2(3) - 1;
        /* check validity of new direction */
        if (!dx && !dy) {
            drop_throw(singleobj, 0, bhitpos.x, bhitpos.y);
            return;
        }
    }

    /* pre-check for doors, walls and boundaries. Also need to pre-check for
       bars regardless of direction; the random chance for small objects
       hitting bars is skipped when reaching them at point blank range */
    if (!isok(bhitpos.x + dx, bhitpos.y + dy)
        || IS_ROCK(level->locations[bhitpos.x + dx][bhitpos.y + dy].typ)
        || closed_door(level, bhitpos.x + dx, bhitpos.y + dy)
        || (level->locations[bhitpos.x + dx][bhitpos.y + dy].typ == IRONBARS &&
            hits_bars(&singleobj, bhitpos.x, bhitpos.y, 0, 0))) {
        drop_throw(singleobj, 0, bhitpos.x, bhitpos.y);
        return;
    }

    /* Note: drop_throw may destroy singleobj.  Since obj must be destroyed
       early to avoid the dagger bug, anyone who modifies this code should be
       careful not to use either one after it's been freed. */
    tsym = tmpsym_initobj(singleobj);

    while (range-- > 0) {      /* Actually the loop is always exited by break */
        bhitpos.x += dx;
        bhitpos.y += dy;
        if ((mtmp = m_at(level, bhitpos.x, bhitpos.y)) != 0) {
            if (ohitmon(mtmp, singleobj, range, verbose))
                break;
        } else if (bhitpos.x == u.ux && bhitpos.y == u.uy) {
            action_interrupted();

            if (singleobj->oclass == GEM_CLASS &&
                singleobj->otyp <= LAST_GEM + 9
                /* 9 glass colors */
                && is_unicorn(youmonst.data) && !u_helpless(hm_all)) {
                if (singleobj->otyp > LAST_GEM) {
                    pline("You catch the %s.", xname(singleobj));
                    pline("You are not interested in %s junk.",
                          s_suffix(mon_nam(mon)));
                    makeknown(singleobj->otyp);
                    dropy(singleobj);
                } else {
                    pline("You accept %s gift in the spirit in which it was "
                          "intended.", s_suffix(mon_nam(mon)));
                    hold_another_object(singleobj, "You catch, but drop, %s.",
                                        xname(singleobj), "You catch:");
                }
                break;
            }
            if (singleobj->oclass == POTION_CLASS) {
                if (!Blind)
                    singleobj->dknown = 1;
                potionhit(&youmonst, singleobj, FALSE);
                break;
            }
            switch (singleobj->otyp) {
                int dam, hitv;

            case EGG:
                if (!touch_petrifies(&mons[singleobj->corpsenm])) {
                    impossible("monster throwing egg type %d",
                               singleobj->corpsenm);
                    hitu = 0;
                    break;
                }
                /* fall through */
            case CREAM_PIE:
            case BLINDING_VENOM:
                hitu = thitu(8, 0, singleobj, NULL);
                break;
            default:
                dam = dmgval(singleobj, &youmonst);
                hitv = 3 - distmin(u.ux, u.uy, mon->mx, mon->my);
                if (hitv < -4)
                    hitv = -4;
                if (is_elf(mon->data) &&
                    objects[singleobj->otyp].oc_skill == P_BOW) {
                    hitv++;
                    if (MON_WEP(mon) && MON_WEP(mon)->otyp == ELVEN_BOW)
                        hitv++;
                    if (singleobj->otyp == ELVEN_ARROW)
                        dam++;
                }
                if (bigmonst(youmonst.data))
                    hitv++;
                hitv += 8 + singleobj->spe;
                if (dam < 1)
                    dam = 1;
                if (objects[singleobj->otyp].oc_class == WEAPON_CLASS ||
                    objects[singleobj->otyp].oc_class == VENOM_CLASS) {
                    hitv += objects[singleobj->otyp].oc_hitbon;
                }
                hitu = thitu(hitv, dam, singleobj, NULL);
            }
            if (hitu && singleobj->opoisoned && is_poisonable(singleobj)) {
                poisoned(xname(singleobj), A_STR,
                         killer_msg_obj(POISONING, singleobj), -10);
            }
            if (hitu &&
                can_blnd(NULL, &youmonst,
                         (uchar) (singleobj->otyp ==
                                  BLINDING_VENOM ? AT_SPIT : AT_WEAP),
                         singleobj)) {
                blindinc = rnd(25);
                if (singleobj->otyp == CREAM_PIE) {
                    if (!Blind)
                        pline("Yecch!  You've been creamed.");
                    else
                        pline("There's something sticky all over your %s.",
                              body_part(FACE));
                } else if (singleobj->otyp == BLINDING_VENOM) {
                    int num_eyes = eyecount(youmonst.data);

                    /* venom in the eyes */
                    if (!Blind)
                        pline("The venom blinds you.");
                    else
                        pline("Your %s sting%s.",
                              (num_eyes ==
                               1) ? body_part(EYE) : makeplural(body_part(EYE)),
                              (num_eyes == 1) ? "s" : "");
                }
            }
            if (hitu && singleobj->otyp == VAMPIRE_BLOOD) {
                if (!Drain_resistance) {
                    losexp("vampire blood", FALSE);
                }
            }
            if (hitu && singleobj->otyp == EGG) {
                if (touched_monster(singleobj->corpsenm))
                    Stoned = 5;
            }
            action_interrupted();
            if (hitu || !range) {
                drop_throw(singleobj, hitu, u.ux, u.uy);
                break;
            }
        } else if (!range       /* reached end of path */
                   /* missile hits edge of screen */
                   || !isok(bhitpos.x + dx, bhitpos.y + dy)
                   /* missile hits the wall */
                   || IS_ROCK(level->
                              locations[bhitpos.x + dx][bhitpos.y + dy].typ)
                   /* missile hit closed door */
                   || closed_door(level, bhitpos.x + dx, bhitpos.y + dy)
                   /* missile might hit iron bars */
                   || (level->locations[bhitpos.x + dx][bhitpos.y + dy].typ ==
                       IRONBARS &&
                       hits_bars(&singleobj, bhitpos.x, bhitpos.y, !rn2(5), 0))
                   /* Thrown objects "sink" */
                   || IS_SINK(level->locations[bhitpos.x][bhitpos.y].typ)) {
            if (singleobj)      /* hits_bars might have destroyed it */
                drop_throw(singleobj, 0, bhitpos.x, bhitpos.y);
            break;
        }
        tmpsym_at(tsym, bhitpos.x, bhitpos.y);
        win_delay_output();
    }
    tmpsym_at(tsym, bhitpos.x, bhitpos.y);
    win_delay_output();
    tmpsym_end(tsym);

    if (blindinc) {
        u.ucreamed += blindinc;
        make_blinded(Blinded + (long)blindinc, FALSE);
        if (!Blind)
            pline("Your vision quickly clears.");
        else if (flags.verbose)
            pline("Use the command #wipe to clean your %s.", body_part(FACE));
    }
}
示例#7
0
文件: explode.c 项目: FredrIQ/nhfourk
/* returns number of scattered objects */
long
scatter(int sx, int sy, /* location of objects to scatter */
        int blastforce, /* force behind the scattering */
        unsigned int scflags, struct obj *obj)
{   /* only scatter this obj */
    struct obj *otmp;
    struct level *lev = obj ? obj->olev : level;
    int tmp;
    int farthest = 0;
    uchar typ;
    long qtmp;
    boolean used_up;
    boolean individual_object = obj ? TRUE : FALSE;
    struct monst *mtmp;
    struct scatter_chain *stmp, *stmp2 = 0;
    struct scatter_chain *schain = NULL;
    long total = 0L;
    boolean visible = (lev == level && cansee(sx, sy));

    while ((otmp = individual_object ? obj : lev->objects[sx][sy]) != 0) {
        if (otmp->quan > 1L) {
            qtmp = otmp->quan - 1;
            if (qtmp > LARGEST_INT)
                qtmp = LARGEST_INT;
            qtmp = (long)rnd((int)qtmp);
            otmp = splitobj(otmp, qtmp);
        } else {
            obj = NULL; /* all used */
        }
        obj_extract_self(otmp);
        used_up = FALSE;

        /* 9 in 10 chance of fracturing boulders or statues */
        if ((scflags & MAY_FRACTURE)
                && ((otmp->otyp == BOULDER) || (otmp->otyp == STATUE))
                && rn2(10)) {
            if (otmp->otyp == BOULDER) {
                if (visible)
                    pline("%s apart.", Tobjnam(otmp, "break"));
                fracture_rock(otmp);
                place_object(otmp, lev, sx, sy);
                if ((otmp = sobj_at(BOULDER, lev, sx, sy)) != 0) {
                    /* another boulder here, restack it to the top */
                    obj_extract_self(otmp);
                    place_object(otmp, lev, sx, sy);
                }
            } else {
                struct trap *trap;

                if ((trap = t_at(lev, sx, sy)) && trap->ttyp == STATUE_TRAP)
                    deltrap(lev, trap);
                if (visible)
                    pline("%s.", Tobjnam(otmp, "crumble"));
                break_statue(otmp);
                place_object(otmp, lev, sx, sy); /* put fragments on floor */
            }
            used_up = TRUE;

            /* 1 in 10 chance of destruction of obj; glass, egg destruction */
        } else if ((scflags & MAY_DESTROY) &&
                   (!rn2(10) || (objects[otmp->otyp].oc_material == GLASS ||
                                 otmp->otyp == EGG))) {
            if (breaks(otmp, (xchar) sx, (xchar) sy))
                used_up = TRUE;
        }

        if (!used_up) {
            stmp = malloc(sizeof (struct scatter_chain));
            stmp->next = NULL;
            stmp->obj = otmp;
            stmp->ox = sx;
            stmp->oy = sy;
            tmp = rn2(8);       /* get the direction */
            stmp->dx = xdir[tmp];
            stmp->dy = ydir[tmp];
            tmp = blastforce - (otmp->owt / 40);
            if (tmp < 1)
                tmp = 1;
            stmp->range = rnd(tmp);     /* anywhere up to that determ. by wt */
            if (farthest < stmp->range)
                farthest = stmp->range;
            stmp->stopped = FALSE;
            if (!schain)
                schain = stmp;
            else
                stmp2->next = stmp;
            stmp2 = stmp;
        }
    }

    while (farthest-- > 0) {
        for (stmp = schain; stmp; stmp = stmp->next) {
            if ((stmp->range-- > 0) && (!stmp->stopped)) {
                bhitpos.x = stmp->ox + stmp->dx;
                bhitpos.y = stmp->oy + stmp->dy;
                typ = lev->locations[bhitpos.x][bhitpos.y].typ;
                if (!isok(bhitpos.x, bhitpos.y)) {
                    bhitpos.x -= stmp->dx;
                    bhitpos.y -= stmp->dy;
                    stmp->stopped = TRUE;
                } else if (!ZAP_POS(typ) ||
                           closed_door(lev, bhitpos.x, bhitpos.y)) {
                    bhitpos.x -= stmp->dx;
                    bhitpos.y -= stmp->dy;
                    stmp->stopped = TRUE;
                } else if ((mtmp = m_at(lev, bhitpos.x, bhitpos.y)) != 0) {
                    if (scflags & MAY_HITMON) {
                        stmp->range--;
                        if (ohitmon(mtmp, stmp->obj, 1, FALSE)) {
                            stmp->obj = NULL;
                            stmp->stopped = TRUE;
                        }
                    }
                } else if (bhitpos.x == u.ux && bhitpos.y == u.uy) {
                    if (scflags & MAY_HITYOU) {
                        int hitvalu, hitu;

                        action_interrupted();

                        hitvalu = 8 + stmp->obj->spe;
                        if (bigmonst(youmonst.data))
                            hitvalu++;
                        hitu =
                            thitu(hitvalu, dmgval(stmp->obj, &youmonst),
                                  stmp->obj, NULL);
                        if (hitu)
                            stmp->range -= 3;
                    }
                } else {
                    if (scflags & VIS_EFFECTS) {
                        /* tmpsym_at(bhitpos.x, bhitpos.y); */
                        /* delay_output(); */
                    }
                }
                stmp->ox = bhitpos.x;
                stmp->oy = bhitpos.y;
            }
        }
    }
    for (stmp = schain; stmp; stmp = stmp2) {
        int x, y;

        stmp2 = stmp->next;
        x = stmp->ox;
        y = stmp->oy;
        if (stmp->obj) {
            if (x != sx || y != sy)
                total += stmp->obj->quan;
            place_object(stmp->obj, lev, x, y);
            stackobj(stmp->obj);
        }
        free(stmp);
        if (lev == level)
            newsym(x, y);
    }

    return total;
}
示例#8
0
文件: steed.c 项目: FredrIQ/nhfourk
/* 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;
}