home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Language/OS - Multiplatform Resource Library
/
LANGUAGE OS.iso
/
gnu
/
nethack.lha
/
nethack-3.1
/
src
/
mon.c
< prev
next >
Wrap
C/C++ Source or Header
|
1993-01-21
|
43KB
|
1,655 lines
/* SCCS Id: @(#)mon.c 3.1 93/01/19 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
/* If you're using precompiled headers, you don't want this either */
#ifdef MICROPORT_BUG
#define MKROOM_H
#endif
#include "hack.h"
#include "mfndpos.h"
#include "edog.h"
#include <ctype.h>
STATIC_DCL boolean FDECL(restrap,(struct monst *));
STATIC_DCL void NDECL(dmonsfree);
#ifdef OVL1
#define warnDelay 10
long lastwarntime;
int lastwarnlev;
const char *warnings[] = {
"white", "pink", "red", "ruby", "purple", "black" };
static void NDECL(warn_effects);
#endif /* OVL1 */
#ifdef OVLB
static struct obj *FDECL(make_corpse,(struct monst *));
static void FDECL(m_detach,(struct monst *));
struct monst *fdmon; /* chain of dead monsters, need not be saved */
/* otherwise used only in priest.c */
/* Creates a monster corpse, a "special" corpse, or nothing if it doesn't
* leave corpses. Monsters which leave "special" corpses should have
* G_NOCORPSE set in order to prevent wishing for one, finding tins of one,
* etc....
*/
static struct obj *
make_corpse(mtmp)
register struct monst *mtmp;
{
register struct permonst *mdat = mtmp->data;
int num;
struct obj *obj = (struct obj *)0;
int x = mtmp->mx, y = mtmp->my;
int mndx = monsndx(mdat);
switch(mndx) {
case PM_GRAY_DRAGON:
case PM_RED_DRAGON:
case PM_ORANGE_DRAGON:
case PM_WHITE_DRAGON:
case PM_BLACK_DRAGON:
case PM_BLUE_DRAGON:
case PM_GREEN_DRAGON:
case PM_YELLOW_DRAGON:
/* Make dragon scales. This assumes that the order of the */
/* dragons is the same as the order of the scales. */
if (!rn2(3)) {
obj = mksobj_at(GRAY_DRAGON_SCALES +
monsndx(mdat)-PM_GRAY_DRAGON, x, y, FALSE);
obj->spe = 0;
obj->cursed = obj->blessed = FALSE;
}
goto default_1;
case PM_WHITE_UNICORN:
case PM_GRAY_UNICORN:
case PM_BLACK_UNICORN:
(void) mksobj_at(UNICORN_HORN, x, y, TRUE);
goto default_1;
case PM_LONG_WORM:
(void) mksobj_at(WORM_TOOTH, x, y, TRUE);
goto default_1;
case PM_KOBOLD_MUMMY:
case PM_GNOME_MUMMY:
case PM_ORC_MUMMY:
case PM_ELF_MUMMY:
case PM_HUMAN_MUMMY:
case PM_GIANT_MUMMY:
case PM_ETTIN_MUMMY:
(void) mksobj_at(MUMMY_WRAPPING, x, y, TRUE); /* and fall through */
case PM_KOBOLD_ZOMBIE:
case PM_GNOME_ZOMBIE:
case PM_ORC_ZOMBIE:
case PM_ELF_ZOMBIE:
case PM_HUMAN_ZOMBIE:
case PM_GIANT_ZOMBIE:
case PM_ETTIN_ZOMBIE:
switch (mndx) {
case PM_KOBOLD_ZOMBIE:
case PM_KOBOLD_MUMMY:
num = PM_KOBOLD; break;
case PM_GNOME_MUMMY:
case PM_GNOME_ZOMBIE:
num = PM_GNOME; break;
case PM_ORC_MUMMY:
case PM_ORC_ZOMBIE:
num = PM_ORC; break;
case PM_ELF_MUMMY:
case PM_ELF_ZOMBIE:
num = PM_ELF; break;
case PM_HUMAN_MUMMY:
case PM_HUMAN_ZOMBIE:
num = PM_HUMAN; break;
case PM_GIANT_MUMMY:
case PM_GIANT_ZOMBIE:
num = PM_GIANT; break;
case PM_ETTIN_MUMMY:
case PM_ETTIN_ZOMBIE:
#ifdef GCC_WARN
default:
#endif
num = PM_ETTIN; break;
}
obj = mkcorpstat(CORPSE, &mons[num], x, y, TRUE);
obj->age -= 100; /* this is an *OLD* corpse */
break;
case PM_IRON_GOLEM:
num = d(2,6);
while (num--)
obj = mksobj_at(IRON_CHAIN, x, y, TRUE);
mtmp->mnamelth = 0;
break;
case PM_CLAY_GOLEM:
obj = mksobj_at(ROCK, x, y, FALSE);
obj->quan = (long)(rn2(20) + 50);
obj->owt = weight(obj);
mtmp->mnamelth = 0;
break;
case PM_STONE_GOLEM:
obj = mkcorpstat(STATUE, mdat, x, y, FALSE);
break;
case PM_WOOD_GOLEM:
num = d(2,4);
while(num--) {
obj = mksobj_at(QUARTERSTAFF, x, y, TRUE);
if (obj && obj->oartifact) { /* don't allow this */
artifact_exists(obj, ONAME(obj), FALSE);
Strcpy(ONAME(obj), ""); obj->onamelth = 0;
}
}
mtmp->mnamelth = 0;
break;
case PM_LEATHER_GOLEM:
num = d(2,4);
while(num--)
obj = mksobj_at(LEATHER_ARMOR, x, y, TRUE);
mtmp->mnamelth = 0;
break;
default_1:
default:
if (mdat->geno & G_NOCORPSE)
return (struct obj *)0;
else obj = mkcorpstat(CORPSE, mdat, x, y, TRUE);
break;
}
/* All special cases should precede the G_NOCORPSE check */
/* Note: oname() cannot be used generically for non-inventory objects
* unless you fix the link from the previous object in the chains.
* (Here we know it's the first one, so there was no link.)
*/
if (mtmp->mnamelth) {
obj = oname(obj, NAME(mtmp), 0);
fobj = obj;
level.objects[x][y] = obj;
}
stackobj(fobj);
newsym(x, y);
return obj;
}
#endif /* OVLB */
#ifdef OVL1
static void
warn_effects()
{
if (warnlevel == 100) {
if(!Blind &&
(warnlevel > lastwarnlev || moves > lastwarntime + warnDelay)) {
Your("%s %s!", aobjnam(uwep, "glow"),
Hallucination ? hcolor() : light_blue);
lastwarnlev = warnlevel;
lastwarntime = moves;
}
warnlevel = 0;
return;
}
if(warnlevel >= SIZE(warnings))
warnlevel = SIZE(warnings)-1;
if(!Blind && warnlevel >= 0)
if(warnlevel > lastwarnlev || moves > lastwarntime + warnDelay) {
register const char *rr;
lastwarntime = moves;
lastwarnlev = warnlevel;
switch((int) (Warning & (LEFT_RING | RIGHT_RING))) {
case LEFT_RING:
rr = Hallucination ? "left mood ring glows" : "left ring glows";
break;
case RIGHT_RING:
rr = Hallucination ? "right mood ring glows"
: "right ring glows";
break;
case LEFT_RING | RIGHT_RING:
rr = Hallucination ? "mood rings glow" : "rings both glow";
break;
default:
if (Hallucination)
Your("spider-sense is tingling....");
else
You("feel apprehensive as you sense a %s flash.",
warnings[warnlevel]);
return;
}
Your("%s %s!", rr, Hallucination ? hcolor() : warnings[warnlevel]);
}
}
/* check mtmp and water for compatibility, 0 (survived), 1 (drowned) */
int
minwater(mtmp)
register struct monst *mtmp;
{
boolean inpool, infountain;
inpool = is_pool(mtmp->mx,mtmp->my);
infountain = IS_FOUNTAIN(levl[mtmp->mx][mtmp->my].typ);
/* Gremlin multiplying won't go on forever since the hit points
* keep going down, and when it gets to 1 hit point the clone
* function will fail.
*/
if(mtmp->data->mlet == S_GREMLIN && (inpool || infountain) && rn2(3)) {
struct monst *mtmp2 = clone_mon(mtmp);
if (mtmp2) {
mtmp2->mhpmax = (mtmp->mhpmax /= 2);
if(cansee(mtmp->mx,mtmp->my))
pline("%s multiplies.", Monnam(mtmp));
dryup(mtmp->mx,mtmp->my);
}
return (0);
}
if (inpool) {
/* most monsters drown in pools */
if (!is_flyer(mtmp->data) && !is_clinger(mtmp->data)
&& !is_swimmer(mtmp->data) && !magic_breathing(mtmp->data)) {
if (cansee(mtmp->mx,mtmp->my))
pline("%s drowns.", Monnam(mtmp));
mondead(mtmp);
return (1);
}
} else {
/* but eels have a difficult time outside */
if (mtmp->data->mlet == S_EEL) {
if(mtmp->mhp > 1) mtmp->mhp--;
mtmp->mflee = 1;
mtmp->mfleetim += 2;
}
}
return (0);
}
void
movemon()
{
register struct monst *mtmp;
register boolean tametype = TRUE;
warnlevel = 0;
while(1) {
/* Find a monster that we have not treated yet.
* Note that mtmp or mtmp->nmon might get killed
* while mtmp moves, so we cannot just walk down the
* chain (even new monsters might get created!)
*
* Do tame monsters first. Necessary so that when the tame
* monster attacks something, the something gets a chance to
* attack the tame monster back (which it's permitted to do
* only if it hasn't made its move yet).
*/
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
if(mtmp->mlstmv < monstermoves &&
((mtmp->mtame>0) == tametype)) goto next_mon;
if(tametype) {
/* checked all tame monsters, now do other ones */
tametype = FALSE;
continue;
}
/* treated all monsters */
break;
next_mon:
mtmp->mlstmv = monstermoves;
if(mtmp->mhp <= 0) {
impossible("Monster with zero hp?");
mtmp->mhp = mtmp->mhpmax = 1; /* repair */
}
if (minwater(mtmp)) continue;
if(mtmp->mblinded && !--mtmp->mblinded)
mtmp->mcansee = 1;
if(mtmp->mfrozen && !--mtmp->mfrozen)
mtmp->mcanmove = 1;
if(mtmp->mfleetim && !--mtmp->mfleetim)
mtmp->mflee = 0;
if (is_hider(mtmp->data)) {
/* unwatched mimics and piercers may hide again [MRS] */
if(restrap(mtmp)) continue;
if(mtmp->m_ap_type == M_AP_FURNITURE ||
mtmp->m_ap_type == M_AP_OBJECT)
continue;
if(mtmp->mundetected) continue;
}
if(mtmp->mspeed != MSLOW || !(moves%2)) {
/* continue if the monster died fighting */
if (Conflict && !mtmp->iswiz && mtmp->mcansee) {
/* Note:
* Conflict does not take effect in the first round.
* Therefore, A monster when stepping into the area will
* get to swing at you.
*
* The call to fightm() must be _last_. The monster might
* have died if it returns 1.
*/
if (couldsee(mtmp->mx,mtmp->my) &&
(distu(mtmp->mx,mtmp->my) <= BOLT_LIM*BOLT_LIM) &&
fightm(mtmp))
continue; /* mon might have died */
}
if(dochugw(mtmp))
/* otherwise just move the monster */
continue;
}
if(mtmp->mspeed == MFAST && dochugw(mtmp))
continue;
}
if(warnlevel > 0)
warn_effects();
dmonsfree(); /* remove all dead monsters */
}
#endif /* OVL1 */
#ifdef OVLB
void
meatgold(mtmp)
register struct monst *mtmp;
{
register struct obj *otmp;
/* If a pet, eating is handled separately, in dog.c */
if (mtmp->mtame) return;
/* Eats topmost metal object if it is there */
for (otmp = level.objects[mtmp->mx][mtmp->my];
otmp; otmp = otmp->nexthere)
if (is_metallic(otmp) && touch_artifact(otmp,mtmp)) {
if (cansee(mtmp->mx,mtmp->my) && flags.verbose)
pline("%s eats %s!", Monnam(mtmp),
distant_name(otmp,doname));
else if (flags.soundok && flags.verbose)
You("hear a crunching sound.");
mtmp->meating = otmp->owt/2 + 1;
/* Heal up to the object's weight in hp */
if (mtmp->mhp < mtmp->mhpmax) {
mtmp->mhp += objects[otmp->otyp].oc_weight;
if (mtmp->mhp > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax;
}
if(otmp == uball) {
unpunish();
delobj(otmp);
} else if(otmp == uchain)
unpunish(); /* frees uchain */
else
delobj(otmp);
/* Left behind a pile? */
if(rnd(25) < 3) (void) mksobj_at(ROCK, mtmp->mx, mtmp->my, TRUE);
newsym(mtmp->mx, mtmp->my);
break;
}
}
void
meatobj(mtmp) /* for gelatinous cubes */
register struct monst *mtmp;
{
register struct obj *otmp, *otmp2;
/* If a pet, eating is handled separately, in dog.c */
if (mtmp->mtame) return;
/* Eats organic objects, including cloth and wood, if there */
/* Engulfs others, except huge rocks and metal attached to player */
for (otmp = level.objects[mtmp->mx][mtmp->my]; otmp; otmp = otmp2) {
otmp2 = otmp->nexthere;
if(is_organic(otmp) && touch_artifact(otmp,mtmp)) {
if (otmp->otyp == CORPSE && otmp->corpsenm == PM_COCKATRICE
&& !resists_ston(mtmp->data))
continue;
if (cansee(mtmp->mx,mtmp->my) && flags.verbose)
pline("%s eats %s!", Monnam(mtmp),
distant_name(otmp, doname));
else if (flags.soundok && flags.verbose)
You("hear a slurping sound.");
/* Heal up to the object's weight in hp */
if (mtmp->mhp < mtmp->mhpmax) {
mtmp->mhp += objects[otmp->otyp].oc_weight;
if (mtmp->mhp > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax;
}
delobj(otmp); /* munch */
} else if (otmp->oclass != ROCK_CLASS &&
otmp != uball && otmp != uchain) {
if (cansee(mtmp->mx, mtmp->my) && flags.verbose)
pline("%s engulfs %s.", Monnam(mtmp),
distant_name(otmp,doname));
freeobj(otmp);
mpickobj(mtmp, otmp); /* slurp */
}
/* Engulf & devour is instant, so don't set meating */
newsym(mtmp->mx, mtmp->my);
}
}
void
mpickgold(mtmp)
register struct monst *mtmp;
{
register struct obj *gold;
if ((gold = g_at(mtmp->mx, mtmp->my)) != 0) {
mtmp->mgold += gold->quan;
delobj(gold);
if (cansee(mtmp->mx, mtmp->my) ) {
if (flags.verbose && !mtmp->isgd)
pline("%s picks up some gold.", Monnam(mtmp));
newsym(mtmp->mx, mtmp->my);
}
}
}
/* Now includes giants which pick up enormous rocks. KAA */
void
mpickgems(mtmp)
register struct monst *mtmp;
{
register struct obj *otmp;
for(otmp = level.objects[mtmp->mx][mtmp->my]; otmp; otmp=otmp->nexthere)
if(throws_rocks(mtmp->data) ? otmp->otyp == BOULDER :
(otmp->oclass == GEM_CLASS &&
objects[otmp->otyp].oc_material != MINERAL))
if (touch_artifact(otmp,mtmp))
if(mtmp->data->mlet != S_UNICORN
|| objects[otmp->otyp].oc_material == GEMSTONE){
if (cansee(mtmp->mx,mtmp->my) && flags.verbose)
pline("%s picks up %s.", Monnam(mtmp),
distant_name(otmp, doname));
freeobj(otmp);
mpickobj(mtmp, otmp);
if (otmp->otyp == BOULDER)
unblock_point(otmp->ox,otmp->oy); /* vision */
newsym(mtmp->mx, mtmp->my);
return; /* pick only one object */
}
}
#endif /* OVLB */
#ifdef OVL2
void
mpickstuff(mtmp, str)
register struct monst *mtmp;
register const char *str;
{
register struct obj *otmp;
/* prevent shopkeepers from leaving the door of their shop */
if(mtmp->isshk && inhishop(mtmp)) return;
for(otmp = level.objects[mtmp->mx][mtmp->my]; otmp; otmp=otmp->nexthere)
/* Nymphs take everything. Most monsters don't pick up corpses. */
if (
#ifdef MUSE
!str ? searches_for_item(mtmp,otmp) :
#endif
(index(str, otmp->oclass)
&& (otmp->otyp != CORPSE || mtmp->data->mlet == S_NYMPH))) {
if (!touch_artifact(otmp,mtmp)) return;
if (!can_carry(mtmp,otmp)) return;
if (cansee(mtmp->mx,mtmp->my) && flags.verbose)
pline("%s picks up %s.", Monnam(mtmp), doname(otmp));
freeobj(otmp);
mpickobj(mtmp, otmp);
#ifdef MUSE
m_dowear(mtmp, FALSE);
#endif
newsym(mtmp->mx, mtmp->my);
return; /* pick only one object */
}
}
#endif /* OVL2 */
#ifdef OVL0
int
curr_mon_load(mtmp)
register struct monst *mtmp;
{
register int curload = 0;
register struct obj *obj;
for(obj = mtmp->minvent; obj; obj = obj->nobj) {
if(obj->otyp != BOULDER || !throws_rocks(mtmp->data))
curload += obj->owt;
}
return curload;
}
int
max_mon_load(mtmp)
register struct monst *mtmp;
{
register long maxload;
/* Base monster carrying capacity is equal to human maximum
* carrying capacity, or half human maximum if not strong.
* (for a polymorphed player, the value used would be the
* non-polymorphed carrying capacity instead of max/half max).
* This is then modified by the ratio between the monster weights
* and human weights. Corpseless monsters are given a capacity
* proportional to their size instead of weight.
*/
if (!mtmp->data->cwt)
maxload = (MAX_CARR_CAP * (long)mtmp->data->msize) / MZ_HUMAN;
else if (!strongmonst(mtmp->data)
|| (strongmonst(mtmp->data) && (mtmp->data->cwt > WT_HUMAN)))
maxload = (MAX_CARR_CAP * (long)mtmp->data->cwt) / WT_HUMAN;
else maxload = MAX_CARR_CAP; /*strong monsters w/cwt <= WT_HUMAN*/
if (!strongmonst(mtmp->data)) maxload /= 2;
if (maxload < 1) maxload = 1;
return (int) maxload;
}
/* for restricting monsters' object-pickup */
boolean
can_carry(mtmp,otmp)
struct monst *mtmp;
struct obj *otmp;
{
register int newload = otmp->owt;
if (otmp->otyp == CORPSE && otmp->corpsenm == PM_COCKATRICE
&& !resists_ston(mtmp->data))
return(FALSE);
if (mtmp->isshk) return(TRUE); /* no limit */
if (mtmp->mpeaceful && !mtmp->mtame) return(FALSE);
/* otherwise players might find themselves obligated to violate
* their alignment if the monster takes something they need
*/
/* special--boulder throwers carry unlimited amounts of boulders */
if (throws_rocks(mtmp->data) && otmp->otyp == BOULDER)
return(TRUE);
/* nymphs deal in stolen merchandise, but not boulders or statues */
if (mtmp->data->mlet == S_NYMPH)
return !(otmp->oclass == ROCK_CLASS);
if(curr_mon_load(mtmp) + newload > max_mon_load(mtmp)) return(FALSE);
return(TRUE);
}
/* return number of acceptable neighbour positions */
int
mfndpos(mon, poss, info, flag)
register struct monst *mon;
coord *poss; /* coord poss[9] */
long *info; /* long info[9] */
long flag;
{
register xchar x,y,nx,ny;
register int cnt = 0;
register uchar ntyp;
uchar nowtyp;
boolean wantpool,poolok,lavaok,nodiag;
int maxx, maxy;
x = mon->mx;
y = mon->my;
nowtyp = levl[x][y].typ;
nodiag = (mon->data == &mons[PM_GRID_BUG]);
wantpool = mon->data->mlet == S_EEL;
poolok = is_flyer(mon->data) || is_clinger(mon->data) ||
(is_swimmer(mon->data) && !wantpool);
lavaok = is_flyer(mon->data) || is_clinger(mon->data) ||
(mon->data == &mons[PM_FIRE_ELEMENTAL]);
nexttry: /* eels prefer the water, but if there is no water nearby,
they will crawl over land */
if(mon->mconf) {
flag |= ALLOW_ALL;
flag &= ~NOTONL;
}
if(!mon->mcansee)
flag |= ALLOW_SSM;
maxx = min(x+1,COLNO-1);
maxy = min(y+1,ROWNO-1);
for(nx = max(1,x-1); nx <= maxx; nx++)
for(ny = max(0,y-1); ny <= maxy; ny++) {
if(nx == x && ny == y) continue;
if(IS_ROCK(ntyp = levl[nx][ny].typ) && !(flag & ALLOW_WALL) &&
!((flag & ALLOW_DIG) && may_dig(nx,ny))) continue;
if(IS_DOOR(ntyp) && !amorphous(mon->data) &&
((levl[nx][ny].doormask & D_CLOSED && !(flag & OPENDOOR)) ||
(levl[nx][ny].doormask & D_LOCKED && !(flag & UNLOCKDOOR))
) && !(flag & (ALLOW_WALL|ALLOW_DIG|BUSTDOOR))) continue;
if(nx != x && ny != y && (nodiag ||
#ifdef REINCARNATION
((IS_DOOR(nowtyp) &&
((levl[x][y].doormask & ~D_BROKEN) || Is_rogue_level(&u.uz))) ||
(IS_DOOR(ntyp) &&
((levl[nx][ny].doormask & ~D_BROKEN) || Is_rogue_level(&u.uz))))
#else
((IS_DOOR(nowtyp) && (levl[x][y].doormask & ~D_BROKEN)) ||
(IS_DOOR(ntyp) && (levl[nx][ny].doormask & ~D_BROKEN)))
#endif
))
continue;
if((is_pool(nx,ny) == wantpool || poolok) &&
(lavaok || !is_lava(nx,ny))) {
int dispx, dispy;
boolean monseeu = (!Invis || perceives(mon->data));
boolean checkobj = OBJ_AT(nx,ny);
/* Displacement also displaces the Elbereth/scare monster,
* as long as you are visible.
*/
if(Displaced && monseeu && (mon->mux==nx) && (mon->muy==ny)) {
dispx = u.ux;
dispy = u.uy;
} else {
dispx = nx;
dispy = ny;
}
info[cnt] = 0;
if(((checkobj || Displaced) &&
sobj_at(SCR_SCARE_MONSTER, dispx, dispy))
#ifdef ELBERETH
|| sengr_at("Elbereth", dispx, dispy)
#endif
) {
if(!(flag & ALLOW_SSM)) continue;
info[cnt] |= ALLOW_SSM;
}
if((nx == u.ux && ny == u.uy) ||
(nx == mon->mux && ny == mon->muy)) {
if (nx == u.ux && ny == u.uy) {
/* If it's right next to you, it found you,
* displaced or no. We must set mux and muy
* right now, so when we return we can tell
* that the ALLOW_U means to attack _you_ and
* not the image.
*/
mon->mux = u.ux;
mon->muy = u.uy;
}
if(!(flag & ALLOW_U)) continue;
info[cnt] |= ALLOW_U;
} else {
if(MON_AT(nx, ny)) {
if(!(flag & ALLOW_M)) continue;
info[cnt] |= ALLOW_M;
if((m_at(nx,ny))->mtame) {
if(!(flag & ALLOW_TM)) continue;
info[cnt] |= ALLOW_TM;
}
}
/* Note: ALLOW_SANCT only prevents movement, not */
/* attack, into a temple. */
if(level.flags.has_temple &&
*in_rooms(nx, ny, TEMPLE) &&
!*in_rooms(x, y, TEMPLE) &&
in_your_sanctuary(nx, ny)){
if(!(flag & ALLOW_SANCT)) continue;
info[cnt] |= ALLOW_SANCT;
}
}
if(checkobj && sobj_at(CLOVE_OF_GARLIC, nx, ny)) {
if(flag & NOGARLIC) continue;
info[cnt] |= NOGARLIC;
}
if(checkobj && sobj_at(BOULDER, nx, ny)) {
if(!(flag & ALLOW_ROCK)) continue;
info[cnt] |= ALLOW_ROCK;
}
if (monseeu && onlineu(nx,ny)) {
if(flag & NOTONL) continue;
info[cnt] |= NOTONL;
}
/* we cannot avoid traps of an unknown kind */
{ register struct trap *ttmp = t_at(nx, ny);
register long tt;
if(ttmp) {
if(ttmp->ttyp >= TRAPNUM || ttmp->ttyp == 0) {
impossible("A monster looked at a very strange trap of type %d.", ttmp->ttyp);
continue;
}
tt = 1L << ttmp->ttyp;
if(mon->mtrapseen & tt) {
if(!(flag & tt)) continue;
info[cnt] |= tt;
}
}
}
poss[cnt].x = nx;
poss[cnt].y = ny;
cnt++;
}
}
if(!cnt && wantpool && !is_pool(x,y)) {
wantpool = FALSE;
goto nexttry;
}
return(cnt);
}
#endif /* OVL0 */
#ifdef OVL1
boolean
monnear(mon, x, y)
register struct monst *mon;
register int x,y;
/* Is the square close enough for the monster to move or attack into? */
{
register int distance = dist2(mon->mx, mon->my, x, y);
if (distance==2 && mon->data==&mons[PM_GRID_BUG]) return 0;
return (distance < 3);
}
#endif /* OVL1 */
#ifdef OVL2
STATIC_OVL void
dmonsfree()
{
register struct monst *mtmp;
while ((mtmp = fdmon) != 0) {
fdmon = mtmp->nmon;
dealloc_monst(mtmp);
}
}
#endif /* OVL2 */
#ifdef OVLB
/* we do not free monsters immediately, in order to have their name
available shortly after their demise */
void
monfree(mtmp)
register struct monst *mtmp;
{
mtmp->nmon = fdmon;
fdmon = mtmp;
}
/* called when monster is moved to larger structure */
void
replmon(mtmp, mtmp2)
register struct monst *mtmp, *mtmp2;
{
relmon(mtmp);
monfree(mtmp);
place_monster(mtmp2, mtmp2->mx, mtmp2->my);
if (mtmp2->wormno) /* update level.monsters[wseg->wx][wseg->wy] */
place_wsegs(mtmp2); /* locations to mtmp2 not mtmp. */
mtmp2->nmon = fmon;
fmon = mtmp2;
if (u.ustuck == mtmp) u.ustuck = mtmp2;
if (mtmp2->isshk) replshk(mtmp,mtmp2);
}
/* release mon from display and monster list */
void
relmon(mon)
register struct monst *mon;
{
register struct monst *mtmp;
if (fmon == (struct monst *)0) panic ("relmon: no fmon available.");
remove_monster(mon->mx, mon->my);
if(mon == fmon) fmon = fmon->nmon;
else {
for(mtmp = fmon; mtmp && mtmp->nmon != mon; mtmp = mtmp->nmon) ;
if(mtmp) mtmp->nmon = mon->nmon;
else panic("relmon: mon not in list.");
}
}
/* remove effects of mtmp from other data structures */
static void
m_detach(mtmp)
register struct monst *mtmp;
{
#ifdef WALKIES
if(mtmp->mleashed) m_unleash(mtmp);
#endif
/* to prevent an infinite relobj-flooreffects-hmon-killed loop */
mtmp->mtrapped = 0;
mtmp->mhp = 0; /* simplify some tests: force mhp to 0 */
relobj(mtmp, 0, FALSE);
relmon(mtmp);
newsym(mtmp->mx,mtmp->my);
unstuck(mtmp);
fill_pit(mtmp->mx, mtmp->my);
if(mtmp->isshk) shkgone(mtmp);
if(mtmp->wormno) wormgone(mtmp);
}
void
mondead(mtmp)
register struct monst *mtmp;
{
int tmp, nk;
if(mtmp->isgd) {
/* if we're going to abort the death, it *must* be before
* the m_detach or there will be relmon problems later */
if(!grddead(mtmp)) return;
}
/* restore chameleon, lycanthropes to true form at death */
if(mtmp->cham) mtmp->data = &mons[PM_CHAMELEON];
if(mtmp->data == &mons[PM_WEREJACKAL])
mtmp->data = &mons[PM_HUMAN_WEREJACKAL];
if(mtmp->data == &mons[PM_WEREWOLF])
mtmp->data = &mons[PM_HUMAN_WEREWOLF];
if(mtmp->data == &mons[PM_WERERAT])
mtmp->data = &mons[PM_HUMAN_WERERAT];
/* if MAXMONNO monsters of a given type have died, and it
* can be done, extinguish that monster.
*
* u.nr_killed does double duty as total number of dead monsters
* and as experience factor for the player killing more monsters.
* this means that a dragon dying by other means reduces the
* experience the player gets for killing a dragon directly; this
* is probably not too bad, since the player likely finagled the
* first dead dragon via ring of conflict or pets, and extinguishing
* based on only player kills probably opens more avenues of abuse
* for rings of conflict and such.
*/
tmp = monsndx(mtmp->data);
u.nr_killed[tmp]++;
nk = u.nr_killed[tmp];
if(nk > (tmp == PM_NAZGUL ? 9 : tmp == PM_ERINYES ? 3 : MAXMONNO) &&
!(mons[tmp].geno & (G_NOGEN | G_EXTINCT))) {
#ifdef DEBUG
pline("Automatically extinguished %s.", makeplural(mons[tmp].mname));
#endif
mons[tmp].geno |= G_EXTINCT;
}
#ifdef MAIL
/* if the mail daemon dies, no more mail delivery. -3. */
else if(tmp==PM_MAIL_DAEMON) mons[tmp].geno |= G_GENOD;
#endif
#ifdef KOPS
if(mtmp->data->mlet == S_KOP && allow_kops) {
/* Dead Kops may come back. */
switch(rnd(5)) {
case 1: /* returns near the stairs */
(void) makemon(mtmp->data,xdnstair,ydnstair);
break;
case 2: /* randomly */
(void) makemon(mtmp->data,0,0);
break;
default:
break;
}
}
#endif
if(mtmp->iswiz) wizdead(mtmp);
#ifdef MULDGN
if(mtmp->data->msound == MS_NEMESIS) nemdead();
#endif
m_detach(mtmp);
monfree(mtmp);
}
/* drop (perhaps) a cadaver and remove monster */
void
mondied(mdef)
register struct monst *mdef;
{
mondead(mdef);
if(rn2(3)
#ifdef REINCARNATION
&& !Is_rogue_level(&u.uz)
#endif
)
(void) make_corpse(mdef);
}
/* monster disappears, not dies */
void
mongone(mdef)
register struct monst *mdef;
{
register struct obj *otmp, *otmp2;
/* release monster's inventory */
for (otmp = mdef->minvent; otmp; otmp = otmp2) {
otmp2 = otmp->nobj;
obfree(otmp, (struct obj *)0);
}
mdef->minvent = 0;
mdef->mgold = 0;
m_detach(mdef);
monfree(mdef);
}
/* drop a statue or rock and remove monster */
void
monstone(mdef)
register struct monst *mdef;
{
struct obj *otmp, *contents;
xchar x = mdef->mx, y = mdef->my;
if((int)mdef->data->msize > MZ_TINY ||
!rn2(2 + ((mdef->data->geno & G_FREQ) > 2))) {
otmp = mk_named_object(STATUE, mdef->data, x, y,
NAME(mdef), (int)mdef->mnamelth);
contents = otmp->cobj = mdef->minvent;
while(contents) {
contents->owornmask = 0L;
contents = contents->nobj;
}
mdef->minvent = (struct obj *)0;
if (mdef->mgold) {
struct obj *au;
au = mksobj(GOLD_PIECE, FALSE, FALSE);
au->quan = mdef->mgold;
au->owt = weight(au);
mdef->mgold = 0;
au->nobj = otmp->cobj;
otmp->cobj = au;
}
otmp->owt = weight(otmp);
} else
otmp = mksobj_at(ROCK, x, y, TRUE);
mondead(mdef);
stackobj(otmp);
if (cansee(x, y)) newsym(x,y);
}
/* another monster has killed the monster mdef */
void
monkilled(mdef, fltxt, how)
register struct monst *mdef;
const char *fltxt;
uchar how;
{
if (cansee(mdef->mx, mdef->my) && fltxt)
pline("%s is %s%s%s!", Monnam(mdef),
(is_demon(mdef->data) || is_undead(mdef->data)) ?
"destroyed" : "killed",
*fltxt ? " by the " : "",
fltxt
);
else if(mdef->mtame)
You("have a sad feeling for a moment, then it passes.");
/* no corpses if digested */
if(how == AD_DGST)
mondead(mdef);
else
mondied(mdef);
}
void
unstuck(mtmp)
register struct monst *mtmp;
{
if(u.ustuck == mtmp) {
if(u.uswallow){
u.ux = mtmp->mx;
u.uy = mtmp->my;
u.uswallow = 0;
u.uswldtim = 0;
if (Punished) placebc();
vision_full_recalc = 1;
docrt();
}
u.ustuck = 0;
}
}
void
killed(mtmp)
register struct monst *mtmp;
{
xkilled(mtmp, 1);
}
/* the player has killed the monster mtmp */
void
xkilled(mtmp, dest)
register struct monst *mtmp;
/*
* Dest=1, normal; dest=0, don't print message; dest=2, don't drop corpse
* either; dest=3, message but no corpse
*/
int dest;
{
register int tmp, x = mtmp->mx, y = mtmp->my;
register struct permonst *mdat;
register struct obj *otmp;
register struct trap *t;
boolean chance, redisp = FALSE;
boolean wasinside = u.uswallow && (u.ustuck == mtmp);
if (dest & 1) {
if(!canseemon(mtmp) && !sensemon(mtmp)) You("destroy it!");
else {
You("destroy %s!",
mtmp->mtame ? x_monnam(mtmp, 0, "poor", 0)
: mon_nam(mtmp));
}
}
if (mtmp->mtrapped &&
((t = t_at(x, y)) && (t->ttyp == PIT || t->ttyp == SPIKED_PIT)) &&
sobj_at(BOULDER, x, y))
dest ^= 2; /*
* Prevent corpses/treasure being created "on top"
* of the boulder that is about to fall in. This is
* out of order, but cannot be helped unless this
* whole routine is rearranged.
*/
/* dispose of monster and make cadaver */
if(stoned) monstone(mtmp);
else mondead(mtmp);
mdat = mtmp->data; /* note: mondead can change mtmp->data */
if (stoned) {
stoned = FALSE;
goto cleanup;
}
if((dest & 2)
#ifdef REINCARNATION
|| Is_rogue_level(&u.uz)
#endif
|| (mdat == &mons[PM_WRAITH] && Is_valley(&u.uz) && rn2(5)))
goto cleanup;
#ifdef MAIL
if(mdat == &mons[PM_MAIL_DAEMON]) {
(void) mksobj_at(SCR_MAIL, x, y, FALSE);
stackobj(fobj);
redisp = TRUE;
}
#endif
if(!accessible(x, y)) {
/* might be mimic in wall or dead eel or in a pool or lava */
redisp = TRUE;
if(wasinside) spoteffects();
} else if(x != u.ux || y != u.uy) {
/* might be here after swallowed */
if (!rn2(6) && !(mdat->geno & G_NOCORPSE)
#ifdef KOPS
&& mdat->mlet != S_KOP
#endif
) {
int typ;
otmp = mkobj_at(RANDOM_CLASS, x, y, TRUE);
/* Don't create large objects from small monsters */
typ = otmp->otyp;
if (mdat->msize < MZ_HUMAN && typ != FOOD_RATION
#ifdef WALKIES
&& typ != LEASH
#endif
&& typ != FIGURINE
&& (otmp->owt > 3 ||
(typ >= SPEAR && typ <= LANCE) ||
(typ >= SCIMITAR && typ <= KATANA) ||
(typ == MORNING_STAR || typ == QUARTERSTAFF) ||
(typ >= BARDICHE && typ <= VOULGE) ||
(typ >= PLATE_MAIL &&
typ <= YELLOW_DRAGON_SCALE_MAIL) ||
(typ == LARGE_SHIELD))) {
delobj(otmp);
} else redisp = TRUE;
}
/* Whether or not it always makes a corpse is, in theory,
* different from whether or not the corpse is "special";
* if we want both, we have to specify it explicitly.
*/
if (bigmonst(mdat) || mdat == &mons[PM_LIZARD]
|| is_golem(mdat)
|| is_mplayer(mdat)
|| is_rider(mdat))
chance = 1;
else chance = !rn2((int)
(2 + ((mdat->geno & G_FREQ)<2) + verysmall(mdat)));
if (chance)
(void) make_corpse(mtmp);
}
if(redisp) newsym(x,y);
cleanup:
/* punish bad behaviour */
if(is_human(mdat) && !always_hostile(mdat) &&
(monsndx(mdat) < PM_ARCHEOLOGIST || monsndx(mdat) > PM_WIZARD) &&
u.ualign.type != A_CHAOTIC) {
HTelepat &= ~INTRINSIC;
change_luck(-2);
if (Blind && !Telepat)
see_monsters(); /* Can't sense monsters any more. */
}
if((mtmp->mpeaceful && !rn2(2)) || mtmp->mtame) change_luck(-1);
if (mdat->mlet == S_UNICORN &&
sgn(u.ualign.type) == sgn(mdat->maligntyp))
change_luck(-5);
/* give experience points */
tmp = experience(mtmp, u.nr_killed[monsndx(mdat)] + 1);
more_experienced(tmp, 0);
newexplevel(); /* will decide if you go up */
/* adjust alignment points */
#ifdef MULDGN
if(mdat->msound == MS_LEADER) /* REAL BAD! */
adjalign(-(u.ualign.record+(int)ALIGNLIM/2));
else if(mdat->msound == MS_NEMESIS) /* Real good! */
adjalign((int)(ALIGNLIM/4));
else if(mdat->msound == MS_GUARDIAN) /* Bad */
adjalign(-(int)(ALIGNLIM/8));
else
#endif
if (mtmp->ispriest) {
adjalign((p_coaligned(mtmp)) ? -2 : 2);
if(mdat->maligntyp == A_NONE)
adjalign((int)(ALIGNLIM / 4)); /* BIG bonus */
} else if(mtmp->mtame)
adjalign(-15); /* bad!! */
else if (mtmp->mpeaceful)
adjalign(-5);
/* malign was already adjusted for u.ualign.type and randomization */
adjalign(mtmp->malign);
}
/* changes the monster into a stone monster of the same type */
/* this should only be called when poly_when_stoned() is true */
void
mon_to_stone(mtmp)
register struct monst *mtmp;
{
if(mtmp->data->mlet == S_GOLEM) {
/* it's a golem, and not a stone golem */
if(canseemon(mtmp))
pline("%s solidifies...", Monnam(mtmp));
(void) newcham(mtmp, &mons[PM_STONE_GOLEM]);
if(canseemon(mtmp))
pline("Now it's %s", a_monnam(mtmp));
} else
impossible("Can't polystone %s", a_monnam(mtmp));
}
void
mnexto(mtmp) /* Make monster mtmp next to you (if possible) */
struct monst *mtmp;
{
coord mm;
if(!enexto(&mm, u.ux, u.uy, mtmp->data)) return;
rloc_to(mtmp, mm.x, mm.y);
}
/* mnearto()
* Put monster near (or at) location if possible.
* Returns:
* 1 - if a monster was moved from x, y to put mtmp at x, y.
* 0 - in most cases.
*/
boolean
mnearto(mtmp,x,y,move_other)
register struct monst *mtmp;
xchar x, y;
boolean move_other; /* make sure mtmp gets to x, y! so move m_at(x, y) */
{
struct monst *othermon = (struct monst *)0;
xchar newx, newy;
coord mm;
if ((mtmp->mx == x) && (mtmp->my == y)) return(FALSE);
if (move_other && (othermon = m_at(x, y))) {
if (othermon->wormno)
remove_worm(othermon);
else
remove_monster(x, y);
}
newx = x;
newy = y;
if (!goodpos(newx, newy, mtmp, mtmp->data)) {
/* actually we have real problems if enexto ever fails.
* migrating_mons that need to be placed will cause
* no end of trouble.
*/
if (!enexto(&mm, newx, newy, mtmp->data)) return(FALSE);
newx = mm.x; newy = mm.y;
}
rloc_to(mtmp, newx, newy);
if (move_other && othermon) {
othermon->mx = othermon->my = 0;
(void) mnearto(othermon, x, y, FALSE);
if ((othermon->mx != x) || (othermon->my != y))
return(TRUE);
}
return(FALSE);
}
static const char *poiseff[] = {
" feel very weak", "r brain is on fire",
"r judgement is impaired", "r muscles won't obey you",
" feel very sick", " break out in hives"
};
void
poisontell(typ)
int typ;
{
pline("You%s.", poiseff[typ]);
}
void
poisoned(string, typ, pname, fatal)
register const char *string, *pname;
register int typ, fatal;
{
register int i, plural;
boolean thrown_weapon = !strncmp(string, "poison", 6);
/* admittedly a kludge... */
if(strcmp(string, "blast") && !thrown_weapon) {
/* 'blast' has already given a 'poison gas' message */
/* so have "poison arrow", "poison dart", etc... */
plural = (string[strlen(string) - 1] == 's')? 1 : 0;
/* avoid "The" Orcus's sting was poisoned... */
pline("%s%s %s poisoned!", isupper(*string) ? "" : "The ",
string, plural ? "were" : "was");
}
if(Poison_resistance) {
if(!strcmp(string, "blast")) shieldeff(u.ux, u.uy);
pline("The poison doesn't seem to affect you.");
return;
}
i = rn2(fatal + 20*thrown_weapon);
if(i == 0 && typ != A_CHA) {
u.uhp = -1;
pline("The poison was deadly...");
} else if(i <= 5) {
pline("You%s!", poiseff[typ]);
(void) adjattrib(typ, thrown_weapon ? -1 : -rn1(3,3), TRUE);
} else {
i = thrown_weapon ? rnd(6) : rn1(10,6);
if(Half_physical_damage) i = (i+1) / 2;
losehp(i, pname, KILLED_BY_AN);
}
if(u.uhp < 1) {
killer_format = KILLED_BY_AN;
killer = pname;
done(POISONING);
}
}
/* monster responds to player action; not the same as a passive attack */
/* assumes reason for response has been tested, and response _must_ be made */
void
m_respond(mtmp)
register struct monst *mtmp;
{
if(mtmp->data->msound == MS_SHRIEK) {
if(flags.soundok)
pline("%s shrieks.", Monnam(mtmp));
aggravate();
}
}
#endif /* OVLB */
#ifdef OVL2
void
setmangry(mtmp)
register struct monst *mtmp;
{
mtmp->data->mflags3 &= ~M3_WAITMASK;
if(!mtmp->mpeaceful) return;
if(mtmp->mtame) return;
mtmp->mpeaceful = 0;
if(mtmp->ispriest) {
if(p_coaligned(mtmp)) adjalign(-5); /* very bad */
else adjalign(2);
} else
adjalign(-1); /* attacking peaceful monsters is bad */
if(humanoid(mtmp->data) || mtmp->isshk || mtmp->isgd)
pline("%s gets angry!", Monnam(mtmp));
#ifdef SOUNDS
else if (flags.verbose && flags.soundok) growl(mtmp);
#endif
}
void
wakeup(mtmp)
register struct monst *mtmp;
{
mtmp->msleep = 0;
mtmp->meating = 0; /* assume there's no salvagable food left */
setmangry(mtmp);
if(mtmp->m_ap_type) seemimic(mtmp);
}
/* Wake up nearby monsters. */
void
wake_nearby()
{
register struct monst *mtmp;
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (distu(mtmp->mx,mtmp->my) < u.ulevel*20) {
if(mtmp->msleep) mtmp->msleep = 0;
if(mtmp->mtame) EDOG(mtmp)->whistletime = moves;
}
}
}
/* NOTE: we must check for mimicry before calling this routine */
void
seemimic(mtmp)
register struct monst *mtmp;
{
/*
* Discovered mimics don't block light.
*/
if ((mtmp->m_ap_type == M_AP_FURNITURE &&
(mtmp->mappearance==S_hcdoor || mtmp->mappearance==S_vcdoor))||
(mtmp->m_ap_type == M_AP_OBJECT && mtmp->mappearance == BOULDER))
unblock_point(mtmp->mx,mtmp->my);
mtmp->m_ap_type = M_AP_NOTHING;
mtmp->mappearance = 0;
newsym(mtmp->mx,mtmp->my);
}
/* force all chameleons to become normal */
void
rescham()
{
register struct monst *mtmp;
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if(mtmp->cham) {
mtmp->cham = 0;
(void) newcham(mtmp, &mons[PM_CHAMELEON]);
}
if(is_were(mtmp->data) && mtmp->data->mlet != S_HUMAN)
new_were(mtmp);
if(mtmp->m_ap_type && cansee(mtmp->mx, mtmp->my)) {
seemimic(mtmp);
/* we pretend that the mimic doesn't */
/* know that it has been unmasked. */
mtmp->msleep = 1;
}
}
}
/* Let the chameleons change again -dgk */
void
restartcham()
{
register struct monst *mtmp;
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (mtmp->data == &mons[PM_CHAMELEON])
mtmp->cham = 1;
if(mtmp->data->mlet == S_MIMIC && mtmp->msleep &&
cansee(mtmp->mx, mtmp->my)) {
set_mimic_sym(mtmp);
newsym(mtmp->mx,mtmp->my);
}
}
}
/* unwatched hiders may hide again; if so, a 1 is returned. */
STATIC_OVL boolean
restrap(mtmp)
register struct monst *mtmp;
{
if(mtmp->cham || mtmp->mcan || mtmp->m_ap_type ||
cansee(mtmp->mx, mtmp->my) || rn2(3) || (mtmp == u.ustuck))
return(FALSE);
if(mtmp->data->mlet == S_MIMIC) {
set_mimic_sym(mtmp);
return(TRUE);
} else
if(levl[mtmp->mx][mtmp->my].typ == ROOM) {
mtmp->mundetected = 1;
return(TRUE);
}
return(FALSE);
}
/* make a chameleon look like a new monster; returns 1 if it actually changed */
int
newcham(mtmp, mdat)
register struct monst *mtmp;
register struct permonst *mdat;
{
register int mhp, hpn, hpd;
int tryct;
struct permonst *olddata = mtmp->data;
/* mdat = 0 -> caller wants a random monster shape */
tryct = 0;
if(mdat == 0) {
while (++tryct < 100) {
mdat = &mons[rn2(NUMMONS)];
/* polyok rules out all M2_PNAME and M2_WERE's */
if (!is_human(mdat) && polyok(mdat)
&& !(mdat->geno & G_GENOD))
break;
}
if (tryct >= 100) return(0); /* Should never happen */
}
if(is_male(mdat)) {
if(mtmp->female) mtmp->female = FALSE;
} else if (is_female(mdat)) {
if(!mtmp->female) mtmp->female = TRUE;
} else if (!is_neuter(mdat)) {
if(!rn2(10)) mtmp->female = !mtmp->female;
}
if(mdat == mtmp->data) return(0); /* still the same monster */
if(mtmp->wormno) { /* throw tail away */
wormgone(mtmp);
place_monster(mtmp, mtmp->mx, mtmp->my);
}
hpn = mtmp->mhp;
hpd = (mtmp->m_lev < 50) ? ((int)mtmp->m_lev)*8 : mdat->mlevel;
if(!hpd) hpd = 4;
mtmp->m_lev = adj_lev(mdat); /* new monster level */
mhp = (mtmp->m_lev < 50) ? ((int)mtmp->m_lev)*8 : mdat->mlevel;
if(!mhp) mhp = 4;
/* new hp: same fraction of max as before */
#ifndef LINT
mtmp->mhp = (int)(((long)hpn*(long)mhp)/(long)hpd);
#endif
if(mtmp->mhp < 0) mtmp->mhp = hpn; /* overflow */
/* Unlikely but not impossible; a 1HD creature with 1HP that changes into a
0HD creature will require this statement */
if (!mtmp->mhp) mtmp->mhp = 1;
/* and the same for maximum hit points */
hpn = mtmp->mhpmax;
#ifndef LINT
mtmp->mhpmax = (int)(((long)hpn*(long)mhp)/(long)hpd);
#endif
if(mtmp->mhpmax < 0) mtmp->mhpmax = hpn; /* overflow */
if (!mtmp->mhpmax) mtmp->mhpmax = 1;
mtmp->data = mdat;
mtmp->minvis = !!(mdat->mlet == S_STALKER);
if (!hides_under(mdat) || !OBJ_AT(mtmp->mx, mtmp->my))
mtmp->mundetected = 0;
if (u.ustuck == mtmp) {
if(u.uswallow) {
if(!attacktype(mdat,AT_ENGL)) {
/* Does mdat care? */
if (!noncorporeal(mdat) && !amorphous(mdat) &&
!is_whirly(mdat) &&
(mdat != &mons[PM_YELLOW_LIGHT])) {
You("break out of %s%s!", mon_nam(mtmp),
(is_animal(mdat)?
"'s stomach" : ""));
mtmp->mhp = 1; /* almost dead */
}
expels(mtmp, olddata, FALSE);
}
} else {
if(!sticks(mdat)
#ifdef POLYSELF
&& !sticks(uasmon)
#endif
)
unstuck(mtmp);
}
}
if ( (mdat == &mons[PM_LONG_WORM]) && (mtmp->wormno = get_wormno()) ) {
/* we can now create worms with tails - 11/91 */
initworm(mtmp, rn2(5));
if (count_wsegs(mtmp))
place_worm_tail_randomly(mtmp, mtmp->mx, mtmp->my);
}
newsym(mtmp->mx,mtmp->my);
#ifdef MUSE
mon_break_armor(mtmp);
possibly_unwield(mtmp);
#endif
return(1);
}
#endif /* OVL2 */
#ifdef OVLB
void
golemeffects(mon, damtype, dam)
register struct monst *mon;
int damtype, dam;
{
int heal=0, slow=0;
if (mon->data != &mons[PM_FLESH_GOLEM]
&& mon->data != &mons[PM_IRON_GOLEM])
return;
if (mon->data == &mons[PM_FLESH_GOLEM]) {
if (damtype == AD_ELEC) heal = dam / 6;
else if (damtype == AD_FIRE || damtype == AD_COLD) slow = 1;
} else {
if (damtype == AD_ELEC) slow = 1;
else if (damtype == AD_FIRE) heal = dam;
}
if (slow) {
if (mon->mspeed != MSLOW) {
if (mon->mspeed == MFAST) mon->mspeed = 0;
else mon->mspeed = MSLOW;
if (cansee(mon->mx, mon->my))
pline("%s seems to be moving slower.",
Monnam(mon));
}
}
if (heal) {
if (mon->mhp < mon->mhpmax) {
mon->mhp += dam;
if (mon->mhp > mon->mhpmax) mon->mhp = mon->mhpmax;
if (cansee(mon->mx, mon->my))
pline("%s seems healthier.", Monnam(mon));
}
}
}
boolean
angry_guards(silent)
register boolean silent;
{
register struct monst *mtmp;
register int ct = 0, nct = 0, sct = 0, slct = 0;
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if((mtmp->data == &mons[PM_WATCHMAN] ||
mtmp->data == &mons[PM_WATCH_CAPTAIN])
&& mtmp->mpeaceful) {
ct++;
if(cansee(mtmp->mx, mtmp->my) && mtmp->mcanmove) {
if (distu(mtmp->mx, mtmp->my) == 2) nct++;
else sct++;
}
if(mtmp->msleep || mtmp->mfrozen) {
slct++;
mtmp->msleep = mtmp->mfrozen = 0;
}
mtmp->mpeaceful = 0;
}
}
if(ct) {
if(!silent) { /* do we want pline msgs? */
if(slct) pline("The guard%s wake%s up!",
slct > 1 ? "s" : "", slct == 1 ? "s" : "");
if(nct || sct) {
if(nct) pline("The guard%s get%s angry!",
nct == 1 ? "" : "s", nct == 1 ? "s" : "");
else if(!Blind)
You("see %sangry guard%s approaching!",
sct == 1 ? "an " : "", sct > 1 ? "s" : "");
} else if(flags.soundok)
You("hear the shrill sound of a guard's whistle.");
}
return(TRUE);
}
return(FALSE);
}
void
pacify_guards()
{
register struct monst *mtmp;
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (mtmp->data == &mons[PM_WATCHMAN] ||
mtmp->data == &mons[PM_WATCH_CAPTAIN])
mtmp->mpeaceful = 1;
}
}
#endif /* OVLB */
/*mon.c*/