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muse.c
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C/C++ Source or Header
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1993-01-11
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38KB
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1,358 lines
/* SCCS Id: @(#)muse.c 3.1 93/01/03 */
/* Monster item usage routine. Copyright (C) 1990 by Ken Arromdee */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#ifdef MUSE
extern int monstr[];
boolean m_using = FALSE;
/* Let monsters use magic items. Arbitrary assumptions: Monsters only use
* scrolls when they can see, monsters know when wands have 0 charges, monsters
* cannot recognize if items are cursed are not, monsters which are confused
* don't know not to read scrolls, etc....
*/
static int FDECL(precheck, (struct monst *,struct obj *));
static void FDECL(mzapmsg, (struct monst *,struct obj *,BOOLEAN_P));
static void FDECL(mreadmsg, (struct monst *,struct obj *));
static void FDECL(mquaffmsg, (struct monst *,struct obj *));
static int FDECL(mbhitm, (struct monst *,struct obj *));
static void FDECL(mbhit,
(struct monst *,int,int FDECL((*),(MONST_P,OBJ_P)),
int FDECL((*),(OBJ_P,OBJ_P)),struct obj *));
static void FDECL(you_aggravate, (struct monst *));
static struct musable {
struct obj *offensive;
struct obj *defensive;
struct obj *misc;
int has_offense, has_defense, has_misc;
/* =0, no capability; otherwise, different numbers.
* If it's an object, the object is also set (it's 0 otherwise).
*/
} m;
static int trapx, trapy;
static boolean zap_oseen;
/* for wands which use mbhitm and are zapped at players. We usually
* want an oseen local to the function, but this is impossible since the
* function mbhitm has to be compatible with the normal zap routines,
* and those routines don't remember who zapped the wand.
*/
/* Any preliminary checks which may result in the monster being unable to use
* the item. Returns 0 if nothing happened, 2 if the monster can't do anything
* (i.e. it teleported) and 1 if it's dead.
*/
static int
precheck(mon, obj)
struct monst *mon;
struct obj *obj;
{
boolean vis = cansee(mon->mx, mon->my);
if (!obj) return 0;
if (obj->oclass == POTION_CLASS) {
coord cc;
static const char *empty = "The potion turns out to be empty.";
const char * potion_descr ;
struct monst *mtmp;
potion_descr = OBJ_DESCR(objects[obj->otyp]);
if (!strcmp(potion_descr, "milky") && !rn2(13)) {
if (!enexto(&cc, mon->mx, mon->my, &mons[PM_GHOST])) return 0;
mquaffmsg(mon, obj);
m_useup(mon, obj);
mtmp = makemon(&mons[PM_GHOST], cc.x, cc.y);
if (!mtmp) {
if (vis) pline(empty);
} else {
if (vis) {
pline("As %s opens the bottle, an enormous %s emerges!",
mon_nam(mon),
Hallucination ? rndmonnam() : (const char *)"ghost");
pline("%s is frightened to death, and unable to move.",
Monnam(mon));
}
mon->mcanmove = 0;
mon->mfrozen = 3;
}
return 2;
}
if (!strcmp(potion_descr, "smoky") && !rn2(13)) {
if (!enexto(&cc, mon->mx, mon->my, &mons[PM_DJINNI])) return 0;
mquaffmsg(mon, obj);
m_useup(mon, obj);
mtmp = makemon(&mons[PM_DJINNI], cc.x, cc.y);
if (!mtmp) {
if (vis) pline(empty);
} else {
if (vis)
pline("In a cloud of smoke, %s emerges!",
a_monnam(mtmp));
pline("%s speaks.", vis ? Monnam(mtmp) : "Something");
/* I suspect few players will be upset that monsters */
/* can't wish for wands of death here.... */
if (rn2(2)) {
verbalize("You freed me!");
mtmp->mpeaceful = 1;
set_malign(mtmp);
} else {
verbalize("It is about time.");
if (vis) pline("%s vanishes.", Monnam(mtmp));
mongone(mtmp);
}
}
return 2;
}
}
if (obj->oclass == WAND_CLASS && obj->cursed && !rn2(100)) {
int dam = d(obj->spe+2, 6);
#ifdef SOUNDS
if (flags.soundok)
#endif
{
if (vis) pline("%s zaps %s, which suddenly explodes!",
Monnam(mon), an(xname(obj)));
else You("hear a zap and an explosion in the distance.");
}
m_useup(mon, obj);
if (mon->mhp <= dam) {
monkilled(mon, "", AD_RBRE);
return 1;
}
else mon->mhp -= dam;
m.has_defense = m.has_offense = m.has_misc = 0;
/* Only one needed to be set to 0 but the others are harmless */
}
return 0;
}
static void
mzapmsg(mtmp, otmp, self)
struct monst *mtmp;
struct obj *otmp;
boolean self;
{
if (!cansee(mtmp->mx, mtmp->my)) {
#ifdef SOUNDS
if (flags.soundok)
#endif
You("hear a distant zap.");
} else if (self)
pline("%s zaps %sself with %s!",
Monnam(mtmp),
gender(mtmp)==2 ? "it" : gender(mtmp) ? "her" : "him",
doname(otmp));
else {
pline("%s zaps %s!", Monnam(mtmp), an(xname(otmp)));
stop_occupation();
}
}
static void
mreadmsg(mtmp, otmp)
struct monst *mtmp;
struct obj *otmp;
{
boolean vis = (cansee(mtmp->mx, mtmp->my));
#ifdef SOUNDS
if (flags.soundok)
#endif
otmp->dknown = 1;
if (!vis) {
#ifdef SOUNDS
if (flags.soundok)
#endif
You("hear %s reading %s.",
an(Hallucination ? rndmonnam() : mtmp->data->mname),
singular(otmp, doname));
} else pline("%s reads %s!", Monnam(mtmp), singular(otmp,doname));
if (mtmp->mconf
#ifdef SOUNDS
&& (vis || flags.soundok)
#endif
)
pline("Being confused, %s mispronounces the magic words...",
vis ? mon_nam(mtmp) : gender(mtmp)==2 ? "it" :
gender(mtmp) ? "he" : "she");
}
static void
mquaffmsg(mtmp, otmp)
struct monst *mtmp;
struct obj *otmp;
{
if (cansee(mtmp->mx, mtmp->my)) {
otmp->dknown = 1;
pline("%s drinks %s!", Monnam(mtmp), singular(otmp, doname));
} else
#ifdef SOUNDS
if (flags.soundok)
#endif
You("hear a chugging sound.");
}
/* Defines for various types of stuff. The order in which monsters prefer
* to use them is determined by the order of the code logic, not the
* numerical order in which they are defined.
*/
#define MUSE_SCR_TELEPORTATION 1
#define MUSE_WAN_TELEPORTATION_SELF 2
#define MUSE_POT_HEALING 3
#define MUSE_POT_EXTRA_HEALING 4
#define MUSE_WAN_DIGGING 5
#define MUSE_TRAPDOOR 6
#define MUSE_TELEPORT_TRAP 7
#define MUSE_UPSTAIRS 8
#define MUSE_DOWNSTAIRS 9
#define MUSE_WAN_CREATE_MONSTER 10
#define MUSE_SCR_CREATE_MONSTER 11
#define MUSE_UP_LADDER 12
#define MUSE_DN_LADDER 13
#define MUSE_SSTAIRS 14
#define MUSE_WAN_TELEPORTATION 15
#ifdef ARMY
# define MUSE_BUGLE 16
#endif
/*
#define MUSE_INNATE_TPT 9999
* We cannot use this. Since monsters get unlimited teleportation, if they
* were allowed to teleport at will you could never catch them. Instead,
* assume they only teleport at random times, despite the inconsistency that if
* you polymorph into one you teleport at will.
*/
/* Select a defensive item/action for a monster. Returns TRUE iff one is
* found.
*/
boolean
find_defensive(mtmp)
struct monst *mtmp;
{
register struct obj *obj;
struct trap *t;
int x=mtmp->mx, y=mtmp->my;
boolean stuck = (mtmp == u.ustuck);
boolean immobile = (mtmp->data->mmove == 0);
if (mtmp->mpeaceful || is_animal(mtmp->data) || mindless(mtmp->data))
return 0;
if (u.uswallow && stuck) return 0;
if(dist2(x, y, mtmp->mux, mtmp->muy) > 25)
return 0;
if(mtmp->mhp >= mtmp->mhpmax ||
(mtmp->mhp >= 10 && mtmp->mhp*5 >= mtmp->mhpmax))
return 0;
m.defensive = (struct obj *)0;
m.has_defense = 0;
if (levl[x][y].typ == STAIRS && !stuck && !immobile) {
if (x == xdnstair && y == ydnstair)
m.has_defense = MUSE_DOWNSTAIRS;
if (x == xupstair && y == yupstair && ledger_no(&u.uz) != 1)
/* Unfair to let the monsters leave the dungeon with the Amulet */
/* (or go to the endlevel since you also need it, to get there) */
m.has_defense = MUSE_UPSTAIRS;
} else if (levl[x][y].typ == LADDER && !stuck && !immobile) {
if (x == xupladder && y == yupladder)
m.has_defense = MUSE_UP_LADDER;
if (x == xdnladder && y == ydnladder)
m.has_defense = MUSE_DN_LADDER;
} else if (sstairs.sx &&
sstairs.sx == mtmp->mx && sstairs.sy == mtmp->my) {
m.has_defense = MUSE_SSTAIRS;
} else if (!stuck && !immobile) {
/* Note: trapdoors take precedence over teleport traps. */
int xx, yy;
for(xx = x-1; xx <= x+1; xx++) for(yy = y-1; yy <= y+1; yy++)
if (isok(xx,yy))
if (xx != u.ux && yy != u.uy)
if (mtmp->data != &mons[PM_GRID_BUG] || xx == x || yy == y)
if ((xx==x && yy==y) || !level.monsters[xx][yy])
if ((t = t_at(xx,yy)) != 0) {
if (t->ttyp == TRAPDOOR
&& !is_floater(mtmp->data)
&& !mtmp->isshk && !mtmp->isgd
&& !mtmp->ispriest
&& Can_fall_thru(&u.uz)
) {
trapx = xx;
trapy = yy;
m.has_defense = MUSE_TRAPDOOR;
} else if (t->ttyp == TELEP_TRAP && m.has_defense != MUSE_TRAPDOOR) {
trapx = xx;
trapy = yy;
m.has_defense = MUSE_TELEPORT_TRAP;
}
}
}
if (nohands(mtmp->data)) /* can't use objects */
goto botm;
#ifdef ARMY
if (is_mercenary(mtmp->data) && (obj = m_carrying(mtmp, BUGLE))) {
int xx, yy;
struct monst *mon;
/* Distance is arbitrary. What we really want to do is
* have the soldier play the bugle when it sees or
* remembers soldiers nearby...
*/
for(xx = x-3; xx <= x+3; xx++) for(yy = y-3; yy <= y+3; yy++)
if (isok(xx,yy))
if ((mon = m_at(xx,yy)) && is_mercenary(mon->data) &&
mon->data != &mons[PM_GUARD] &&
(mon->msleep || (!mon->mcanmove))) {
m.defensive = obj;
m.has_defense = MUSE_BUGLE;
}
}
#endif
if (m.has_defense == MUSE_UPSTAIRS ||
m.has_defense == MUSE_DOWNSTAIRS ||
m.has_defense == MUSE_UP_LADDER ||
m.has_defense == MUSE_DN_LADDER ||
m.has_defense == MUSE_SSTAIRS ||
#ifdef ARMY
m.has_defense == MUSE_BUGLE ||
#endif
m.has_defense == MUSE_TRAPDOOR)
goto botm;
#define nomore(x) if(m.has_defense==x) continue;
for (obj = mtmp->minvent; obj; obj = obj->nobj) {
/* nomore(MUSE_WAN_DIGGING); */
if (m.has_defense == MUSE_WAN_DIGGING) break;
if (obj->otyp == WAN_DIGGING && obj->spe > 0 && !stuck
&& !mtmp->isshk && !mtmp->isgd && !mtmp->ispriest
&& !is_floater(mtmp->data)
#ifdef MULDGN
&& !Is_knox(&u.uz)
#endif
&& !In_endgame(&u.uz)) {
m.defensive = obj;
m.has_defense = MUSE_WAN_DIGGING;
}
nomore(MUSE_TELEPORT_TRAP);
nomore(MUSE_WAN_TELEPORTATION_SELF);
nomore(MUSE_WAN_TELEPORTATION);
if(obj->otyp == WAN_TELEPORTATION && obj->spe > 0) {
m.defensive = obj;
m.has_defense = (mon_has_amulet(mtmp))
? MUSE_WAN_TELEPORTATION
: MUSE_WAN_TELEPORTATION_SELF;
}
nomore(MUSE_SCR_TELEPORTATION);
if(obj->otyp == SCR_TELEPORTATION && mtmp->mcansee
&& haseyes(mtmp->data)
&& (!obj->cursed ||
(!mtmp->isshk && !mtmp->isgd && !mtmp->ispriest))) {
m.defensive = obj;
m.has_defense = MUSE_SCR_TELEPORTATION;
}
nomore(MUSE_POT_EXTRA_HEALING);
if(obj->otyp == POT_EXTRA_HEALING) {
m.defensive = obj;
m.has_defense = MUSE_POT_EXTRA_HEALING;
}
nomore(MUSE_WAN_CREATE_MONSTER);
if(obj->otyp == WAN_CREATE_MONSTER && obj->spe > 0) {
m.defensive = obj;
m.has_defense = MUSE_WAN_CREATE_MONSTER;
}
nomore(MUSE_POT_HEALING);
if(obj->otyp == POT_HEALING) {
m.defensive = obj;
m.has_defense = MUSE_POT_HEALING;
}
nomore(MUSE_SCR_CREATE_MONSTER);
if(obj->otyp == SCR_CREATE_MONSTER) {
m.defensive = obj;
m.has_defense = MUSE_SCR_CREATE_MONSTER;
}
}
botm: return !!m.has_defense;
#undef nomore
}
/* Perform a defensive action for a monster. Must be called immediately
* after find_defensive(). Return values are 0: did something, 1: died,
* 2: did something and can't attack again (i.e. teleported).
*/
int
use_defensive(mtmp)
struct monst *mtmp;
{
int i;
struct obj *otmp = m.defensive;
boolean vis = cansee(mtmp->mx, mtmp->my);
boolean vismon = canseemon(mtmp);
boolean oseen = otmp && (otmp->oclass == SCROLL_CLASS || vis);
if ((i = precheck(mtmp, otmp)) != 0) return i;
switch(m.has_defense) {
#ifdef ARMY
case MUSE_BUGLE:
if (canseemon(mtmp))
pline("%s plays %s!", Monnam(mtmp), doname(otmp));
else if (flags.soundok)
You("hear the sound of a bugle!");
awaken_soldiers();
return 2;
#endif
case MUSE_WAN_TELEPORTATION_SELF:
mzapmsg(mtmp, otmp, TRUE);
otmp->spe--;
if (oseen) makeknown(WAN_TELEPORTATION);
mon_tele:
if(level.flags.noteleport) {
if (vismon)
pline("A mysterious force prevents %s from teleporting!",
mon_nam(mtmp));
return 2;
}
if((/*mon_has_amulet(mtmp)||*/ Is_wiz1_level(&u.uz) ||
Is_wiz2_level(&u.uz) || Is_wiz3_level(&u.uz))
&& !rn2(3)) {
if (vismon)
pline("%s seems disoriented for a moment.",
Monnam(mtmp));
return 2;
}
rloc(mtmp);
return 2;
case MUSE_WAN_TELEPORTATION:
zap_oseen = oseen;
mzapmsg(mtmp, otmp, FALSE);
otmp->spe--;
m_using = TRUE;
mbhit(mtmp,rn1(8,6),mbhitm,bhito,otmp);
m_using = FALSE;
return 2;
case MUSE_SCR_TELEPORTATION:
{
int obj_is_cursed = otmp->cursed;
mreadmsg(mtmp, otmp);
m_useup(mtmp, otmp); /* otmp might be free'ed */
if (oseen) makeknown(SCR_TELEPORTATION);
if (obj_is_cursed) {
if (mon_has_amulet(mtmp) || In_endgame(&u.uz)) {
if (vismon)
pline("%s seems very disoriented for a moment.",
Monnam(mtmp));
return 2;
}
if (Is_botlevel(&u.uz)) goto mon_tele;
else {
int nlev;
d_level flev;
if (rn2(5)) nlev = rnd((int)depth(&u.uz) + 3);
else {
pline("%s shudders for a moment.",
Monnam(mtmp));
return 2;
}
if (nlev == depth(&u.uz)) {
if (u.uz.dlevel == 1) nlev++;
else if (In_hell(&u.uz)) nlev--;
else nlev++;
}
get_level(&flev, nlev);
migrate_to_level(mtmp, ledger_no(&flev), 0);
}
} else goto mon_tele;
return 2;
}
case MUSE_WAN_DIGGING:
mzapmsg(mtmp, otmp, FALSE);
otmp->spe--;
if (oseen) makeknown(WAN_DIGGING);
if(IS_FURNITURE(levl[mtmp->mx][mtmp->my].typ)
|| (sstairs.sx && sstairs.sx == mtmp->mx &&
sstairs.sy == mtmp->my)) {
pline("The digging ray is ineffective.");
return 2;
}
if (!Can_dig_down(&u.uz)) {
if(canseemon(mtmp))
pline("The floor here is too hard to dig in.");
return 2;
}
seetrap(maketrap(mtmp->mx, mtmp->my, TRAPDOOR));
if (vis) {
pline("%s's made a hole in the floor.", Monnam(mtmp));
pline("%s falls through...", Monnam(mtmp));
} else
# ifdef SOUNDS
if (flags.soundok)
# endif
You("hear something crash through the floor.");
/* we made sure that there is a level for mtmp to go to */
migrate_to_level(mtmp, ledger_no(&u.uz)+1, 0);
return 2;
case MUSE_WAN_CREATE_MONSTER:
{ coord cc;
struct permonst *pm=rndmonst();
if (!enexto(&cc, mtmp->mx, mtmp->my, pm)) return 0;
mzapmsg(mtmp, otmp, FALSE);
otmp->spe--;
if (oseen) makeknown(WAN_CREATE_MONSTER);
(void) makemon(pm, cc.x, cc.y);
return 2;
}
case MUSE_SCR_CREATE_MONSTER:
{ coord cc;
struct permonst *pm=rndmonst();
int cnt = 1;
if (!rn2(73)) cnt += rnd(4);
if (mtmp->mconf || otmp->cursed) cnt += 12;
mreadmsg(mtmp, otmp);
while(cnt--) {
struct monst *mon;
if (!enexto(&cc, mtmp->mx, mtmp->my, pm)) continue;
mon = makemon(mtmp->mconf ? &mons[PM_ACID_BLOB]
: rndmonst(), cc.x, cc.y);
if (mon) newsym(mon->mx,mon->my);
}
if (oseen && !objects[SCR_CREATE_MONSTER].oc_name_known
&& !objects[SCR_CREATE_MONSTER].oc_uname)
docall(otmp); /* not makeknown(); be consistent */
m_useup(mtmp, otmp);
return 2;
}
case MUSE_TRAPDOOR:
/* trapdoors on "bottom" levels of dungeons are rock-drop
* trapdoors, not holes in the floor. We check here for
* safety.
*/
if (Is_botlevel(&u.uz)) return 0;
if (vis) pline("%s %s into a trapdoor!", Monnam(mtmp),
makeplural(locomotion(mtmp->data, "jump")));
seetrap(t_at(trapx,trapy));
/* don't use rloc_to() because worm tails must "move" */
remove_monster(mtmp->mx, mtmp->my);
newsym(mtmp->mx, mtmp->my); /* update old location */
place_monster(mtmp, trapx, trapy);
if (mtmp->wormno) worm_move(mtmp);
newsym(trapx, trapy);
migrate_to_level(mtmp, ledger_no(&u.uz)+1, 0);
return 2;
case MUSE_UPSTAIRS:
/* Monsters without amulets escape the dungeon and are
* gone for good when they leave up the up stairs.
* Monsters with amulets would reach the endlevel,
* which we cannot allow since that would leave the
* player stranded.
*/
if (ledger_no(&u.uz) == 1) {
if (mon_has_special(mtmp))
return 0;
if (vismon) pline("%s escapes the dungeon!",
Monnam(mtmp));
mongone(mtmp);
return 2;
}
if (vismon) pline("%s escapes upstairs!", Monnam(mtmp));
migrate_to_level(mtmp, ledger_no(&u.uz)-1, 2);
return 2;
case MUSE_DOWNSTAIRS:
if (vismon) pline("%s escapes downstairs!", Monnam(mtmp));
migrate_to_level(mtmp, ledger_no(&u.uz)+1, 1);
return 2;
case MUSE_UP_LADDER:
if (vismon) pline("%s escapes up the ladder!", Monnam(mtmp));
migrate_to_level(mtmp, ledger_no(&u.uz)-1, 4);
return 2;
case MUSE_DN_LADDER:
if (vismon) pline("%s escapes down the ladder!", Monnam(mtmp));
migrate_to_level(mtmp, ledger_no(&u.uz)+1, 3);
return 2;
case MUSE_SSTAIRS:
/* the stairs leading up from the 1st level are */
/* regular stairs, not sstairs. */
if (sstairs.up) {
if (vismon)
pline("%s escapes upstairs!", Monnam(mtmp));
if(Inhell) {
migrate_to_level(mtmp,
ledger_no(&sstairs.tolev), 0);
return 2;
}
} else if (vismon)
pline("%s escapes downstairs!", Monnam(mtmp));
migrate_to_level(mtmp, ledger_no(&sstairs.tolev), 5);
return 2;
case MUSE_TELEPORT_TRAP:
if (vis) pline("%s %s onto a teleport trap!", Monnam(mtmp),
makeplural(locomotion(mtmp->data, "jump")));
seetrap(t_at(trapx,trapy));
/* don't use rloc_to() because worm tails must "move" */
remove_monster(mtmp->mx, mtmp->my);
newsym(mtmp->mx, mtmp->my); /* update old location */
place_monster(mtmp, trapx, trapy);
if (mtmp->wormno) worm_move(mtmp);
newsym(trapx, trapy);
goto mon_tele;
case MUSE_POT_HEALING:
mquaffmsg(mtmp, otmp);
i = d(5,2) + 5 * !!bcsign(otmp);
mtmp->mhp += i;
if (mtmp->mhp > mtmp->mhpmax) mtmp->mhp = ++mtmp->mhpmax;
if (!otmp->cursed) mtmp->mcansee = 1;
if (vismon) pline("%s begins to look better.", Monnam(mtmp));
if (oseen) makeknown(POT_HEALING);
m_useup(mtmp, otmp);
return 2;
case MUSE_POT_EXTRA_HEALING:
mquaffmsg(mtmp, otmp);
i = d(5,4) + 5 * !!bcsign(otmp);
mtmp->mhp += i;
if (mtmp->mhp > mtmp->mhpmax)
mtmp->mhp = (mtmp->mhpmax += (otmp->blessed ? 5 : 2));
mtmp->mcansee = 1;
if (vismon) pline("%s looks much better.", Monnam(mtmp));
if (oseen) makeknown(POT_EXTRA_HEALING);
m_useup(mtmp, otmp);
return 2;
case 0: return 0; /* i.e. an exploded wand */
default: impossible("%s wanted to perform action %d?", Monnam(mtmp),
m.has_defense);
break;
}
return 0;
}
int
rnd_defensive_item(mtmp)
struct monst *mtmp;
{
struct permonst *pm = mtmp->data;
int difficulty = monstr[(monsndx(pm))];
if(is_animal(pm) || attacktype(pm, AT_EXPL) || mindless(mtmp->data)
|| pm->mlet == S_GHOST
# ifdef KOPS
|| pm->mlet == S_KOP
# endif
) return 0;
switch (rn2(8 + (difficulty > 3) + (difficulty > 6) +
(difficulty > 8))) {
case 0: case 1:
return SCR_TELEPORTATION;
case 2: return SCR_CREATE_MONSTER;
case 3: case 4:
return POT_HEALING;
case 5: return POT_EXTRA_HEALING;
case 6: case 9:
return WAN_TELEPORTATION;
case 7: if (is_floater(pm) || mtmp->isshk || mtmp->isgd
|| mtmp->ispriest
)
return 0;
else
return WAN_DIGGING;
case 8: case 10:
return WAN_CREATE_MONSTER;
}
/*NOTREACHED*/
return 0;
}
#define MUSE_WAN_DEATH 1
#define MUSE_WAN_SLEEP 2
#define MUSE_WAN_FIRE 3
#define MUSE_WAN_COLD 4
#define MUSE_WAN_LIGHTNING 5
#define MUSE_WAN_MAGIC_MISSILE 6
#define MUSE_WAN_STRIKING 7
#define MUSE_SCR_FIRE 8
#define MUSE_POT_PARALYSIS 9
#define MUSE_POT_BLINDNESS 10
#define MUSE_POT_CONFUSION 11
/* Select an offensive item/action for a monster. Returns TRUE iff one is
* found.
*/
boolean
find_offensive(mtmp)
struct monst *mtmp;
{
register struct obj *obj;
boolean ranged_stuff = lined_up(mtmp);
m.offensive = (struct obj *)0;
m.has_offense = 0;
if (mtmp->mpeaceful || is_animal(mtmp->data) ||
mindless(mtmp->data) || nohands(mtmp->data))
return 0;
if (u.uswallow) return 0;
if (in_your_sanctuary(mtmp->mx, mtmp->my)) return 0;
if (!ranged_stuff) return 0;
#define nomore(x) if(m.has_offense==x) continue;
for(obj=mtmp->minvent; obj; obj=obj->nobj) {
/* nomore(MUSE_WAN_DEATH); */
if (m.has_defense == WAN_DEATH) break;
if(obj->otyp == WAN_DEATH && obj->spe > 0) {
m.offensive = obj;
m.has_offense = MUSE_WAN_DEATH;
}
nomore(MUSE_WAN_SLEEP);
if(obj->otyp == WAN_SLEEP && obj->spe > 0 && multi >= 0) {
m.offensive = obj;
m.has_offense = MUSE_WAN_SLEEP;
}
nomore(MUSE_WAN_FIRE);
if(obj->otyp == WAN_FIRE && obj->spe > 0) {
m.offensive = obj;
m.has_offense = MUSE_WAN_FIRE;
}
nomore(MUSE_WAN_COLD);
if(obj->otyp == WAN_COLD && obj->spe > 0) {
m.offensive = obj;
m.has_offense = MUSE_WAN_COLD;
}
nomore(MUSE_WAN_LIGHTNING);
if(obj->otyp == WAN_LIGHTNING && obj->spe > 0) {
m.offensive = obj;
m.has_offense = MUSE_WAN_LIGHTNING;
}
nomore(MUSE_WAN_MAGIC_MISSILE);
if(obj->otyp == WAN_MAGIC_MISSILE && obj->spe > 0) {
m.offensive = obj;
m.has_offense = MUSE_WAN_MAGIC_MISSILE;
}
nomore(MUSE_WAN_STRIKING);
if(obj->otyp == WAN_STRIKING && obj->spe > 0) {
m.offensive = obj;
m.has_offense = MUSE_WAN_STRIKING;
}
nomore(MUSE_POT_PARALYSIS);
if(obj->otyp == POT_PARALYSIS && multi >= 0) {
m.offensive = obj;
m.has_offense = MUSE_POT_PARALYSIS;
}
nomore(MUSE_POT_BLINDNESS);
if(obj->otyp == POT_BLINDNESS) {
m.offensive = obj;
m.has_offense = MUSE_POT_BLINDNESS;
}
nomore(MUSE_POT_CONFUSION);
if(obj->otyp == POT_CONFUSION) {
m.offensive = obj;
m.has_offense = MUSE_POT_CONFUSION;
}
#if 0
nomore(MUSE_SCR_FIRE);
/* even more restrictive than ranged_stuff */
if(obj->otyp == SCR_FIRE && resists_fire(mtmp->data)
&& distu(mtmp->mx,mtmp->my)==1
&& mtmp->mcansee && haseyes(mtmp->data)) {
m.offensive = obj;
m.has_offense = MUSE_SCR_FIRE;
}
#endif
}
return !!m.has_offense;
#undef nomore
}
static int
mbhitm(mtmp, otmp)
register struct monst *mtmp;
register struct obj *otmp;
{
int tmp;
if (mtmp != &youmonst) {
mtmp->msleep = 0;
if (mtmp->m_ap_type) seemimic(mtmp);
}
switch(otmp->otyp) {
case WAN_STRIKING:
if (mtmp == &youmonst) {
if (zap_oseen) makeknown(WAN_STRIKING);
if (rnd(20) < 10 + u.uac) {
pline("The wand hits you!");
tmp = d(2,12);
if(Half_spell_damage) tmp = (tmp+1) / 2;
losehp(tmp, "wand", KILLED_BY_AN);
} else pline("The wand misses you.");
stop_occupation();
nomul(0);
} else if (rnd(20) < 10+find_mac(mtmp)) {
tmp = d(2,12);
if(Half_spell_damage) tmp = (tmp+1) / 2;
hit("wand", mtmp, exclam(tmp));
(void) resist(mtmp, otmp->oclass, tmp, TELL);
if (cansee(mtmp->mx, mtmp->my) && zap_oseen)
makeknown(WAN_STRIKING);
} else {
miss("wand", mtmp);
if (cansee(mtmp->mx, mtmp->my) && zap_oseen)
makeknown(WAN_STRIKING);
}
break;
case WAN_TELEPORTATION:
if (mtmp == &youmonst) {
if (zap_oseen) makeknown(WAN_TELEPORTATION);
tele();
} else {
/* for consistency with zap.c, don't identify */
if (mtmp->ispriest &&
*in_rooms(mtmp->mx, mtmp->my, TEMPLE)) {
if (cansee(mtmp->mx, mtmp->my))
pline("%s resists the magic!", Monnam(mtmp));
mtmp->msleep = 0;
if(mtmp->m_ap_type) seemimic(mtmp);
} else
rloc(mtmp);
}
break;
case WAN_CANCELLATION:
case SPE_CANCELLATION:
cancel_monst(mtmp, otmp, FALSE, TRUE, FALSE);
break;
}
return 0;
}
/* A modified bhit() for monsters. Based on bhit() in zap.c. Unlike
* buzz(), bhit() doesn't take into account the possibility of a monster
* zapping you, so we need a special function for it. (Unless someone wants
* to merge the two functions...)
*/
static void
mbhit(mon,range,fhitm,fhito,obj)
struct monst *mon; /* monster shooting the wand */
register int range; /* direction and range */
int FDECL((*fhitm),(MONST_P,OBJ_P));
int FDECL((*fhito),(OBJ_P,OBJ_P)); /* fns called when mon/obj hit */
struct obj *obj; /* 2nd arg to fhitm/fhito */
{
register struct monst *mtmp;
register struct obj *otmp;
register uchar typ;
int ddx, ddy;
bhitpos.x = mon->mx;
bhitpos.y = mon->my;
ddx = sgn(mon->mux - mon->mx);
ddy = sgn(mon->muy - mon->my);
while(range-- > 0) {
int x,y;
bhitpos.x += ddx;
bhitpos.y += ddy;
x = bhitpos.x; y = bhitpos.y;
if (find_drawbridge(&x,&y))
switch (obj->otyp) {
case WAN_STRIKING:
destroy_drawbridge(x,y);
}
if(bhitpos.x==u.ux && bhitpos.y==u.uy) {
(*fhitm)(&youmonst, obj);
range -= 3;
} else if(MON_AT(bhitpos.x, bhitpos.y)){
mtmp = m_at(bhitpos.x,bhitpos.y);
(*fhitm)(mtmp, obj);
range -= 3;
}
/* modified by GAN to hit all objects */
if(fhito){
int hitanything = 0;
register struct obj *next_obj;
for(otmp = level.objects[bhitpos.x][bhitpos.y];
otmp; otmp = next_obj) {
/* Fix for polymorph bug, Tim Wright */
next_obj = otmp->nexthere;
hitanything += (*fhito)(otmp, obj);
}
if(hitanything) range--;
}
typ = levl[bhitpos.x][bhitpos.y].typ;
if(IS_DOOR(typ) || typ == SDOOR) {
switch (obj->otyp) {
case WAN_STRIKING:
if (doorlock(obj, bhitpos.x, bhitpos.y))
makeknown(obj->otyp);
break;
}
}
if(!ZAP_POS(typ) || (IS_DOOR(typ) &&
(levl[bhitpos.x][bhitpos.y].doormask & (D_LOCKED | D_CLOSED)))
) {
bhitpos.x -= ddx;
bhitpos.y -= ddy;
break;
}
}
}
/* Perform an offensive action for a monster. Must be called immediately
* after find_offensive(). Return values are same as use_defensive().
*/
int
use_offensive(mtmp)
struct monst *mtmp;
{
int i;
struct obj *otmp = m.offensive;
boolean vis = cansee(mtmp->mx, mtmp->my);
boolean oseen = otmp && (otmp->oclass == SCROLL_CLASS || vis);
if ((i = precheck(mtmp, otmp)) != 0) return i;
switch(m.has_offense) {
case MUSE_WAN_DEATH:
case MUSE_WAN_SLEEP:
case MUSE_WAN_FIRE:
case MUSE_WAN_COLD:
case MUSE_WAN_LIGHTNING:
case MUSE_WAN_MAGIC_MISSILE:
mzapmsg(mtmp, otmp, FALSE);
otmp->spe--;
if (oseen) makeknown(otmp->otyp);
m_using = TRUE;
buzz((int)(-30 - (otmp->otyp - WAN_MAGIC_MISSILE)),
(otmp->otyp == WAN_MAGIC_MISSILE) ? 2 : 6,
mtmp->mx, mtmp->my,
sgn(mtmp->mux-mtmp->mx), sgn(mtmp->muy-mtmp->my));
m_using = FALSE;
return (mtmp->mhp <= 0) ? 1 : 2;
case MUSE_WAN_TELEPORTATION:
case MUSE_WAN_STRIKING:
zap_oseen = oseen;
mzapmsg(mtmp, otmp, FALSE);
otmp->spe--;
m_using = TRUE;
mbhit(mtmp,rn1(8,6),mbhitm,bhito,otmp);
m_using = FALSE;
return 2;
#if 0
case MUSE_SCR_FIRE:
mreadmsg(mtmp, otmp);
if (mtmp->mconf) {
if (vis)
pline("Oh, what a pretty fire!");
} else {
struct monst *mtmp2;
int num;
if (vis)
pline("The scroll erupts in a tower of flame!");
shieldeff(mtmp->mx, mtmp->my);
pline("%s is uninjured.", Monnam(mtmp));
(void) destroy_mitem(mtmp, SCROLL_CLASS, AD_FIRE);
(void) destroy_mitem(mtmp, SPBOOK_CLASS, AD_FIRE);
(void) destroy_mitem(mtmp, POTION_CLASS, AD_FIRE);
num = (2*(rn1(3, 3) + 2 * bcsign(otmp)) + 1)/3;
if (Fire_resistance)
You("are not affected.");
if (Half_spell_damage) num = (num+1) / 2;
else losehp(num, "scroll of fire", KILLED_BY_AN);
for(mtmp2 = fmon; mtmp2; mtmp2 = mtmp2->nmon) {
if(mtmp == mtmp2) continue;
if(dist2(mtmp2->mx,mtmp2->my,mtmp->mx,mtmp->my) < 3){
if (resists_fire(mtmp2->data)) continue;
mtmp2->mhp -= num;
if(resists_cold(mtmp2->data))
mtmp2->mhp -= 3*num;
if(mtmp2->mhp < 1) {
mondied(mtmp2);
break;
}
}
}
}
return 2;
#endif
case MUSE_POT_PARALYSIS:
case MUSE_POT_BLINDNESS:
case MUSE_POT_CONFUSION:
/* Note: this setting of dknown doesn't suffice. A monster
* which is out of sight might throw and it hits something _in_
* sight, a problem not existing with wands because wand rays
* are not objects. Also set dknown in mthrowu.c.
*/
if (cansee(mtmp->mx, mtmp->my)) {
otmp->dknown = 1;
pline("%s hurls %s!", Monnam(mtmp),
singular(otmp, doname));
}
m_throw(mtmp, mtmp->mx, mtmp->my, sgn(mtmp->mux-mtmp->mx),
sgn(mtmp->muy-mtmp->my),
distmin(mtmp->mx,mtmp->my,mtmp->mux,mtmp->muy), otmp);
return 2;
case 0: return 0; /* i.e. an exploded wand */
default: impossible("%s wanted to perform action %d?", Monnam(mtmp),
m.has_offense);
break;
}
return 0;
}
int
rnd_offensive_item(mtmp)
struct monst *mtmp;
{
struct permonst *pm = mtmp->data;
int difficulty = monstr[(monsndx(pm))];
if(is_animal(pm) || attacktype(pm, AT_EXPL) || mindless(mtmp->data)
|| pm->mlet == S_GHOST
# ifdef KOPS
|| pm->mlet == S_KOP
# endif
) return 0;
if (difficulty > 7 && !rn2(35)) return WAN_DEATH;
switch (rn2(7 - (difficulty < 4) + 4 * (difficulty > 6))) {
case 0: case 1:
return WAN_STRIKING;
case 2: return POT_CONFUSION;
case 3: return POT_BLINDNESS;
case 4: return POT_PARALYSIS;
case 5: case 6:
return WAN_MAGIC_MISSILE;
case 7: return WAN_SLEEP;
case 8: return WAN_FIRE;
case 9: return WAN_COLD;
case 10: return WAN_LIGHTNING;
}
/*NOTREACHED*/
return 0;
}
#define MUSE_POT_GAIN_LEVEL 1
#define MUSE_WAN_MAKE_INVISIBLE 2
#define MUSE_POT_INVISIBILITY 3
#define MUSE_POLY_TRAP 4
#define MUSE_WAN_POLYMORPH 5
#define MUSE_POT_SPEED 6
#define MUSE_WAN_SPEED_MONSTER 7
boolean
find_misc(mtmp)
struct monst *mtmp;
{
register struct obj *obj;
int x=mtmp->mx, y=mtmp->my;
#ifdef POLYSELF
struct trap *t;
int xx, yy;
boolean immobile = (mtmp->data->mmove == 0);
#endif
boolean stuck = (mtmp == u.ustuck);
m.misc = (struct obj *)0;
m.has_misc = 0;
if (is_animal(mtmp->data) || mindless(mtmp->data))
return 0;
if (u.uswallow && stuck) return 0;
/* We arbitrarily limit to times when a player is nearby for the
* same reason as Junior Pac-Man doesn't have energizers eaten until
* you can see them...
*/
if(dist2(x, y, mtmp->mux, mtmp->muy) > 36)
return 0;
#ifdef POLYSELF
if (!stuck && !immobile &&
!mtmp->cham && monstr[(monsndx(mtmp->data))] < 6)
for(xx = x-1; xx <= x+1; xx++)
for(yy = y-1; yy <= y+1; yy++)
if (isok(xx,yy) && (xx != u.ux || yy != u.uy))
if (mtmp->data != &mons[PM_GRID_BUG] || xx == x || yy == y)
if (/* (xx==x && yy==y) || */ !level.monsters[xx][yy])
if ((t = t_at(xx,yy)) != 0) {
if (t->ttyp == POLY_TRAP) {
trapx = xx;
trapy = yy;
m.has_misc = MUSE_POLY_TRAP;
return TRUE;
}
}
#endif
if (nohands(mtmp->data))
return 0;
#define nomore(x) if(m.has_misc==x) continue;
for(obj=mtmp->minvent; obj; obj=obj->nobj) {
/* Monsters shouldn't recognize cursed items; this kludge is */
/* necessary to prevent serious problems though... */
if(obj->otyp == POT_GAIN_LEVEL && (!obj->cursed ||
(!mtmp->isgd && !mtmp->isshk && !mtmp->ispriest))) {
m.misc = obj;
m.has_misc = MUSE_POT_GAIN_LEVEL;
}
/* Note: peaceful/tame monsters won't make themselves
* invisible unless you can see them. Not really right, but...
*/
nomore(MUSE_WAN_MAKE_INVISIBLE);
if(obj->otyp == WAN_MAKE_INVISIBLE && obj->spe > 0 &&
!mtmp->minvis && (!mtmp->mpeaceful || See_invisible)
&& (mtmp->data != &mons[PM_MEDUSA] || mtmp->mcan)) {
m.misc = obj;
m.has_misc = MUSE_WAN_MAKE_INVISIBLE;
}
nomore(MUSE_POT_INVISIBILITY);
if(obj->otyp == POT_INVISIBILITY &&
!mtmp->minvis && (!mtmp->mpeaceful || See_invisible)) {
m.misc = obj;
m.has_misc = MUSE_POT_INVISIBILITY;
}
nomore(MUSE_WAN_SPEED_MONSTER);
if(obj->otyp == WAN_SPEED_MONSTER && obj->spe > 0
&& mtmp->mspeed != MFAST && !mtmp->isgd) {
m.misc = obj;
m.has_misc = MUSE_WAN_SPEED_MONSTER;
}
nomore(MUSE_POT_SPEED);
if(obj->otyp == POT_SPEED && mtmp->mspeed != MFAST
&& !mtmp->isgd) {
m.misc = obj;
m.has_misc = MUSE_POT_SPEED;
}
nomore(MUSE_WAN_POLYMORPH);
if(obj->otyp == WAN_POLYMORPH && !mtmp->cham
&& monstr[(monsndx(mtmp->data))] < 6) {
m.misc = obj;
m.has_misc = MUSE_WAN_POLYMORPH;
}
}
return !!m.has_misc;
#undef nomore
}
int
use_misc(mtmp)
struct monst *mtmp;
{
int i;
struct obj *otmp = m.misc;
boolean vis = cansee(mtmp->mx, mtmp->my);
boolean vismon = canseemon(mtmp);
boolean oseen = otmp && (otmp->oclass == SCROLL_CLASS || vis);
if ((i = precheck(mtmp, otmp)) != 0) return i;
switch(m.has_misc) {
case MUSE_POT_GAIN_LEVEL:
mquaffmsg(mtmp, otmp);
if (otmp->cursed) {
if (Can_rise_up(&u.uz)) {
register int tolev = depth(&u.uz)-1;
d_level tolevel;
get_level(&tolevel, tolev);
/* insurance against future changes... */
if(on_level(&tolevel, &u.uz)) goto skipmsg;
if (vismon) {
pline("%s rises up, through the ceiling!",
Monnam(mtmp));
if(!objects[POT_GAIN_LEVEL].oc_name_known
&& !objects[POT_GAIN_LEVEL].oc_uname)
docall(otmp);
}
m_useup(mtmp, otmp);
migrate_to_level(mtmp, ledger_no(&tolevel), 0);
return 2;
} else {
skipmsg:
if (vismon) {
pline("%s looks uneasy.", Monnam(mtmp));
if(!objects[POT_GAIN_LEVEL].oc_name_known
&& !objects[POT_GAIN_LEVEL].oc_uname)
docall(otmp);
}
m_useup(mtmp, otmp);
return 2;
}
}
if (vismon) pline("%s seems more experienced.", Monnam(mtmp));
i = rnd(8);
if (oseen) makeknown(POT_GAIN_LEVEL);
m_useup(mtmp, otmp);
if (!grow_up(mtmp,(struct monst *)0)) return 1;
/* grew into genocided monster */
mtmp->mhp += i;
mtmp->mhpmax += i;
return 2;
case MUSE_WAN_MAKE_INVISIBLE:
mzapmsg(mtmp, otmp, TRUE);
otmp->spe--;
mtmp->minvis = 1;
newsym(mtmp->mx,mtmp->my);
if (mtmp->wormno) see_wsegs(mtmp);
return 2;
case MUSE_POT_INVISIBILITY:
mquaffmsg(mtmp, otmp);
if (vis) pline("Gee, all of a sudden %s can't see %sself.",
mon_nam(mtmp),
humanoid(mtmp->data) ? (mtmp->female ? "her" : "him")
: "it");
if (oseen) makeknown(POT_INVISIBILITY);
mtmp->minvis = 1;
newsym(mtmp->mx,mtmp->my);
if (mtmp->wormno) see_wsegs(mtmp);
if (otmp->cursed) {
mtmp->minvis = 0;
pline("For some reason, %s presence is known to you.",
s_suffix(mon_nam(mtmp)));
you_aggravate(mtmp);
mtmp->minvis = 1;
newsym(mtmp->mx,mtmp->my);
}
m_useup(mtmp, otmp);
return 2;
case MUSE_WAN_SPEED_MONSTER:
mzapmsg(mtmp, otmp, TRUE);
otmp->spe--;
if (mtmp->mspeed == MSLOW) mtmp->mspeed = 0;
else mtmp->mspeed = MFAST;
return 2;
case MUSE_POT_SPEED:
mquaffmsg(mtmp, otmp);
if (vismon) pline("%s is suddenly moving much faster.",
Monnam(mtmp));
if (oseen) makeknown(POT_SPEED);
if (mtmp->mspeed == MSLOW) mtmp->mspeed = 0;
else mtmp->mspeed = MFAST;
m_useup(mtmp, otmp);
return 2;
case MUSE_WAN_POLYMORPH:
mzapmsg(mtmp, otmp, TRUE);
otmp->spe--;
(void) newcham(mtmp, rndmonst());
if (oseen) makeknown(WAN_POLYMORPH);
return 2;
#ifdef POLYSELF
case MUSE_POLY_TRAP:
if (vismon)
pline("%s deliberately goes onto a polymorph trap!",
Monnam(mtmp));
seetrap(t_at(trapx,trapy));
/* don't use rloc() due to worms */
remove_monster(mtmp->mx, mtmp->my);
newsym(mtmp->mx, mtmp->my);
place_monster(mtmp, trapx, trapy);
if (mtmp->wormno) worm_move(mtmp);
newsym(trapx, trapy);
(void) newcham(mtmp, (struct permonst *)0);
return 2;
#endif
case 0: return 0; /* i.e. an exploded wand */
default: impossible("%s wanted to perform action %d?", Monnam(mtmp),
m.has_misc);
break;
}
return 0;
}
static void
you_aggravate(mtmp)
struct monst *mtmp;
{
cls();
show_glyph(mtmp->mx, mtmp->my, mon_to_glyph(mtmp));
display_self();
You("feel aggravated at %s.", mon_nam(mtmp));
display_nhwindow(WIN_MAP, TRUE);
docrt();
if (unconscious()) {
multi = -1;
nomovemsg =
"Aggravated, you are jolted into full consciousness.";
}
}
int
rnd_misc_item(mtmp)
struct monst *mtmp;
{
struct permonst *pm = mtmp->data;
int difficulty = monstr[(monsndx(pm))];
if(is_animal(pm) || attacktype(pm, AT_EXPL) || mindless(mtmp->data)
|| pm->mlet == S_GHOST
# ifdef KOPS
|| pm->mlet == S_KOP
# endif
) return 0;
/* Unlike other rnd_item functions, we only allow _weak_ monsters
* to have this item; after all, the item will be used to strengthen
* the monster and strong monsters won't use it at all...
*/
if (difficulty < 6 && !rn2(30)) return WAN_POLYMORPH;
switch (rn2(7)) {
case 0: case 1:
if (mtmp->isgd) return 0;
return POT_SPEED;
case 2:
if (mtmp->mpeaceful && !See_invisible) return 0;
return WAN_MAKE_INVISIBLE;
case 3:
if (mtmp->mpeaceful && !See_invisible) return 0;
return POT_INVISIBILITY;
case 4:
if (mtmp->isgd) return 0;
return WAN_SPEED_MONSTER;
case 5: case 6:
return POT_GAIN_LEVEL;
}
/*NOTREACHED*/
return 0;
}
boolean
searches_for_item(mon, obj)
struct monst *mon;
struct obj *obj;
{
int typ = obj->otyp;
if (is_animal(mon->data) || mindless(mon->data)) return FALSE;
return((obj->oclass == WAND_CLASS && objects[typ].oc_dir == RAY)
|| typ == WAN_STRIKING
|| (!mon->minvis &&
(typ == WAN_MAKE_INVISIBLE || typ == POT_INVISIBILITY))
|| (mon->mspeed != MFAST &&
(typ == WAN_SPEED_MONSTER || typ == POT_SPEED))
|| typ == POT_HEALING
|| typ == POT_EXTRA_HEALING
|| typ == POT_GAIN_LEVEL
|| (monstr[monsndx(mon->data)] < 6 && typ == WAN_POLYMORPH)
|| (!is_floater(mon->data) && typ == WAN_DIGGING)
|| typ == WAN_TELEPORTATION
|| typ == SCR_TELEPORTATION
|| typ == WAN_CREATE_MONSTER
|| typ == SCR_CREATE_MONSTER
|| typ == POT_PARALYSIS
|| typ == POT_BLINDNESS
|| typ == POT_CONFUSION
|| (typ == PICK_AXE && needspick(mon->data))
);
}
#endif
/*muse.c*/