1 /* NetHack 3.6 uhitm.c $NHDT-Date: 1521684760 2018/03/22 02:12:40 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.176 $ */
2 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3 /*-Copyright (c) Robert Patrick Rankin, 2012. */
4 /* NetHack may be freely redistributed. See license for details. */
6 /* JNetHack Copyright */
7 /* (c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000 */
8 /* For 3.4-, Copyright (c) SHIRAKATA Kentaro, 2002-2018 */
9 /* JNetHack may be freely redistributed. See license for details. */
13 STATIC_DCL boolean FDECL(known_hitum, (struct monst *, struct obj *, int *,
14 int, int, struct attack *, int));
15 STATIC_DCL boolean FDECL(theft_petrifies, (struct obj *));
16 STATIC_DCL void FDECL(steal_it, (struct monst *, struct attack *));
17 STATIC_DCL boolean FDECL(hitum_cleave, (struct monst *, struct attack *));
18 STATIC_DCL boolean FDECL(hitum, (struct monst *, struct attack *));
19 STATIC_DCL boolean FDECL(hmon_hitmon, (struct monst *, struct obj *, int,
21 STATIC_DCL int FDECL(joust, (struct monst *, struct obj *));
22 STATIC_DCL void NDECL(demonpet);
23 STATIC_DCL boolean FDECL(m_slips_free, (struct monst *, struct attack *));
24 STATIC_DCL int FDECL(explum, (struct monst *, struct attack *));
25 STATIC_DCL void FDECL(start_engulf, (struct monst *));
26 STATIC_DCL void NDECL(end_engulf);
27 STATIC_DCL int FDECL(gulpum, (struct monst *, struct attack *));
28 STATIC_DCL boolean FDECL(hmonas, (struct monst *));
29 STATIC_DCL void FDECL(nohandglow, (struct monst *));
30 STATIC_DCL boolean FDECL(shade_aware, (struct obj *));
32 extern boolean notonhead; /* for long worms */
34 /* Used to flag attacks caused by Stormbringer's maliciousness. */
35 static boolean override_confirmation = FALSE;
37 #define PROJECTILE(obj) ((obj) && is_ammo(obj))
40 erode_armor(mdef, hurt)
46 /* What the following code does: it keeps looping until it
47 * finds a target for the rust monster.
48 * Head, feet, etc... not covered by metal, or covered by
49 * rusty metal, are not targets. However, your body always
50 * is, no matter what covers it.
55 target = which_armor(mdef, W_ARMH);
57 || erode_obj(target, xname(target), hurt, EF_GREASE)
62 target = which_armor(mdef, W_ARMC);
64 (void) erode_obj(target, xname(target), hurt,
65 EF_GREASE | EF_VERBOSE);
68 if ((target = which_armor(mdef, W_ARM)) != (struct obj *) 0) {
69 (void) erode_obj(target, xname(target), hurt,
70 EF_GREASE | EF_VERBOSE);
71 } else if ((target = which_armor(mdef, W_ARMU))
72 != (struct obj *) 0) {
73 (void) erode_obj(target, xname(target), hurt,
74 EF_GREASE | EF_VERBOSE);
78 target = which_armor(mdef, W_ARMS);
80 || erode_obj(target, xname(target), hurt, EF_GREASE)
85 target = which_armor(mdef, W_ARMG);
87 || erode_obj(target, xname(target), hurt, EF_GREASE)
92 target = which_armor(mdef, W_ARMF);
94 || erode_obj(target, xname(target), hurt, EF_GREASE)
99 break; /* Out of while loop */
103 /* FALSE means it's OK to attack */
105 attack_checks(mtmp, wep)
106 register struct monst *mtmp;
107 struct obj *wep; /* uwep for attack(), null for kick_monster() */
111 /* if you're close enough to attack, alert any waiting monster */
112 mtmp->mstrategy &= ~STRAT_WAITMASK;
114 if (u.uswallow && mtmp == u.ustuck)
117 if (context.forcefight) {
118 /* Do this in the caller, after we checked that the monster
119 * didn't die from the blow. Reason: putting the 'I' there
120 * causes the hero to forget the square's contents since
121 * both 'I' and remembered contents are stored in .glyph.
122 * If the monster dies immediately from the blow, the 'I' will
123 * not stay there, so the player will have suddenly forgotten
124 * the square's contents for no apparent reason.
125 if (!canspotmon(mtmp)
126 && !glyph_is_invisible(levl[bhitpos.x][bhitpos.y].glyph))
127 map_invisible(bhitpos.x, bhitpos.y);
132 /* Put up an invisible monster marker, but with exceptions for
133 * monsters that hide and monsters you've been warned about.
134 * The former already prints a warning message and
135 * prevents you from hitting the monster just via the hidden monster
136 * code below; if we also did that here, similar behavior would be
137 * happening two turns in a row. The latter shows a glyph on
138 * the screen, so you know something is there.
140 if (!canspotmon(mtmp) && !glyph_is_warning(glyph_at(bhitpos.x, bhitpos.y))
141 && !glyph_is_invisible(levl[bhitpos.x][bhitpos.y].glyph)
142 && !(!Blind && mtmp->mundetected && hides_under(mtmp->data))) {
144 pline("Wait! There's %s there you can't see!", something);
146 pline("
\82¿
\82å
\82Á
\82Æ
\91Ò
\82Á
\82½
\81I
\8ep
\82Ì
\8c©
\82¦
\82È
\82¢%s
\82ª
\82¢
\82é
\81I", something);
147 map_invisible(bhitpos.x, bhitpos.y);
148 /* if it was an invisible mimic, treat it as if we stumbled
149 * onto a visible mimic
151 if (mtmp->m_ap_type && !Protection_from_shape_changers
152 /* applied pole-arm attack is too far to get stuck */
153 && distu(mtmp->mx, mtmp->my) <= 2) {
154 if (!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data, AD_STCK))
157 wakeup(mtmp, TRUE); /* always necessary; also un-mimics mimics */
161 if (mtmp->m_ap_type && !Protection_from_shape_changers && !sensemon(mtmp)
162 && !glyph_is_warning(glyph_at(bhitpos.x, bhitpos.y))) {
163 /* If a hidden mimic was in a square where a player remembers
164 * some (probably different) unseen monster, the player is in
165 * luck--he attacks it even though it's hidden.
167 if (glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph)) {
171 stumble_onto_mimic(mtmp);
175 if (mtmp->mundetected && !canseemon(mtmp)
176 && !glyph_is_warning(glyph_at(bhitpos.x, bhitpos.y))
177 && (hides_under(mtmp->data) || mtmp->data->mlet == S_EEL)) {
178 mtmp->mundetected = mtmp->msleeping = 0;
179 newsym(mtmp->mx, mtmp->my);
180 if (glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph)) {
184 if (!((Blind ? Blind_telepat : Unblind_telepat) || Detect_monsters)) {
187 if (Blind || (is_pool(mtmp->mx, mtmp->my) && !Underwater))
189 pline("Wait! There's a hidden monster there!");
191 pline("
\91Ò
\82Ä
\81I
\89ö
\95¨
\82ª
\89B
\82ê
\82Ä
\82¢
\82é
\81I");
192 else if ((obj = level.objects[mtmp->mx][mtmp->my]) != 0)
194 pline("Wait! There's %s hiding under %s!",
195 an(l_monnam(mtmp)), doname(obj));
197 pline("
\91Ò
\82Ä
\81I%s
\82Ì
\89º
\82É%s
\82ª
\89B
\82ê
\82Ä
\82¢
\82é
\81I",
198 doname(obj), l_monnam(mtmp));
205 * make sure to wake up a monster from the above cases if the
206 * hero can sense that the monster is there.
208 if ((mtmp->mundetected || mtmp->m_ap_type) && sensemon(mtmp)) {
209 mtmp->mundetected = 0;
213 if (flags.confirm && mtmp->mpeaceful && !Confusion && !Hallucination
215 /* Intelligent chaotic weapons (Stormbringer) want blood */
216 if (wep && wep->oartifact == ART_STORMBRINGER) {
217 override_confirmation = TRUE;
220 if (canspotmon(mtmp)) {
222 Sprintf(qbuf, "Really attack %s?", mon_nam(mtmp));
224 Sprintf(qbuf, "
\96{
\93\96\82É%s
\82ð
\8dU
\8c\82\82·
\82é
\82Ì
\81H", mon_nam(mtmp));
225 if (!paranoid_query(ParanoidHit, qbuf)) {
236 * It is unchivalrous for a knight to attack the defenseless or from behind.
242 if (u.ualign.record <= -10)
245 if (Role_if(PM_KNIGHT) && u.ualign.type == A_LAWFUL
246 && (!mtmp->mcanmove || mtmp->msleeping
247 || (mtmp->mflee && !mtmp->mavenge))) {
251 pline("
\82±
\82ê
\82Í
\94Ú
\8b¯
\82È
\8ds
\82¢
\82¾
\81I");
253 } else if (Role_if(PM_SAMURAI) && mtmp->mpeaceful) {
254 /* attacking peaceful creatures is bad for the samurai's giri */
256 You("dishonorably attack the innocent!");
258 pline("
\96³
\8eÀ
\82Ì
\8eÒ
\82ð
\8dU
\8c\82\82·
\82é
\82Ì
\82Í
\95s
\96¼
\97_
\82¾
\81I");
264 find_roll_to_hit(mtmp, aatyp, weapon, attk_count, role_roll_penalty)
265 register struct monst *mtmp;
266 uchar aatyp; /* usually AT_WEAP or AT_KICK */
267 struct obj *weapon; /* uwep or uswapwep or NULL */
268 int *attk_count, *role_roll_penalty;
272 *role_roll_penalty = 0; /* default is `none' */
274 tmp = 1 + Luck + abon() + find_mac(mtmp) + u.uhitinc
275 + maybe_polyd(youmonst.data->mlevel, u.ulevel);
277 /* some actions should occur only once during multiple attacks */
278 if (!(*attk_count)++) {
279 /* knight's chivalry or samurai's giri */
283 /* adjust vs. (and possibly modify) monster state */
289 if (mtmp->msleeping) {
293 if (!mtmp->mcanmove) {
301 /* role/race adjustments */
302 if (Role_if(PM_MONK) && !Upolyd) {
304 tmp -= (*role_roll_penalty = urole.spelarmr);
305 else if (!uwep && !uarms)
306 tmp += (u.ulevel / 3) + 2;
308 if (is_orc(mtmp->data)
309 && maybe_polyd(is_elf(youmonst.data), Race_if(PM_ELF)))
312 /* encumbrance: with a lot of luggage, your agility diminishes */
313 if ((tmp2 = near_capacity()) != 0)
314 tmp -= (tmp2 * 2) - 1;
319 * hitval applies if making a weapon attack while wielding a weapon;
320 * weapon_hit_bonus applies if doing a weapon attack even bare-handed
321 * or if kicking as martial artist
323 if (aatyp == AT_WEAP || aatyp == AT_CLAW) {
325 tmp += hitval(weapon, mtmp);
326 tmp += weapon_hit_bonus(weapon);
327 } else if (aatyp == AT_KICK && martial_bonus()) {
328 tmp += weapon_hit_bonus((struct obj *) 0);
334 /* try to attack; return False if monster evaded;
335 u.dx and u.dy must be set */
338 register struct monst *mtmp;
340 register struct permonst *mdat = mtmp->data;
342 /* This section of code provides protection against accidentally
343 * hitting peaceful (like '@') and tame (like 'd') monsters.
344 * Protection is provided as long as player is not: blind, confused,
345 * hallucinating or stunned.
346 * changes by wwp 5/16/85
347 * More changes 12/90, -dkh-. if its tame and safepet, (and protected
348 * 07/92) then we assume that you're not trying to attack. Instead,
349 * you'll usually just swap places if this is a movement command
351 /* Intelligent chaotic weapons (Stormbringer) want blood */
352 if (is_safepet(mtmp) && !context.forcefight) {
353 if (!uwep || uwep->oartifact != ART_STORMBRINGER) {
354 /* there are some additional considerations: this won't work
355 * if in a shop or Punished or you miss a random roll or
356 * if you can walk thru walls and your pet cannot (KAA) or
357 * if your pet is a long worm (unless someone does better).
358 * there's also a chance of displacing a "frozen" monster.
359 * sleeping monsters might magically walk in their sleep.
361 boolean foo = (Punished || !rn2(7) || is_longworm(mtmp->data)),
365 for (p = in_rooms(mtmp->mx, mtmp->my, SHOPBASE); *p; p++)
366 if (tended_shop(&rooms[*p - ROOMOFFSET])) {
371 if (inshop || foo || (IS_ROCK(levl[u.ux][u.uy].typ)
372 && !passes_walls(mtmp->data))) {
375 monflee(mtmp, rnd(6), FALSE, FALSE);
376 Strcpy(buf, y_monnam(mtmp));
377 buf[0] = highc(buf[0]);
379 You("stop. %s is in the way!", buf);
381 You("
\8e~
\82Ü
\82Á
\82½
\81D%s
\82ª
\93¹
\82É
\82¢
\82é
\81I", buf);
382 context.travel = context.travel1 = context.mv = context.run = 0;
384 } else if ((mtmp->mfrozen || (!mtmp->mcanmove)
385 || (mtmp->data->mmove == 0)) && rn2(6)) {
387 pline("%s doesn't seem to move!", Monnam(mtmp));
389 pline("%s
\82Í
\93®
\82¯
\82È
\82¢
\82æ
\82¤
\82¾
\81I", Monnam(mtmp));
390 context.travel = context.travel1 = context.mv = context.run = 0;
397 /* possibly set in attack_checks;
398 examined in known_hitum, called via hitum or hmonas below */
399 override_confirmation = FALSE;
400 /* attack_checks() used to use <u.ux+u.dx,u.uy+u.dy> directly, now
401 it uses bhitpos instead; it might map an invisible monster there */
402 bhitpos.x = u.ux + u.dx;
403 bhitpos.y = u.uy + u.dy;
404 if (attack_checks(mtmp, uwep))
407 if (Upolyd && noattacks(youmonst.data)) {
408 /* certain "pacifist" monsters don't attack */
410 You("have no way to attack monsters physically.");
412 You("
\95¨
\97\9d\93I
\82É
\89ö
\95¨
\82ð
\8dU
\8c\82\82·
\82é
\82·
\82×
\82ª
\82È
\82¢
\81D");
413 mtmp->mstrategy &= ~STRAT_WAITMASK;
418 if (check_capacity("You cannot fight while so heavily loaded.")
420 if (check_capacity("
\82 \82È
\82½
\82Í
\95¨
\82ð
\82½
\82
\82³
\82ñ
\8e\9d\82¿
\82·
\82¬
\82Ä
\90í
\82¦
\82È
\82¢
\81D")
421 /* consume extra nutrition during combat; maybe pass out */
425 if (u.twoweap && !can_twoweapon())
433 You("begin bashing monsters with %s.", yname(uwep));
435 You("%s
\82Å
\89ö
\95¨
\82ð
\82È
\82®
\82è
\82Â
\82¯
\82½
\81D", yname(uwep));
436 else if (!cantwield(youmonst.data))
438 You("begin %s monsters with your %s %s.",
439 ing_suffix(Role_if(PM_MONK) ? "strike" : "bash"),
440 uarmg ? "gloved" : "bare", /* Del Lamb */
441 makeplural(body_part(HAND)));
443 You("%s%s
\82Å
\89ö
\95¨
\82ð%s
\82Â
\82¯
\82½
\81D",
444 uarmg ? "
\83O
\83\8d\81[
\83u
\82ð
\95t
\82¯
\82½" : "
\91f",
446 Role_if(PM_MONK) ? "
\91Å
\82¿" : "
\82È
\82®
\82è");
450 exercise(A_STR, TRUE); /* you're exercising muscles */
451 /* andrew@orca: prevent unlimited pick-axe attacks */
454 /* Is the "it died" check actually correct? */
455 if (mdat->mlet == S_LEPRECHAUN && !mtmp->mfrozen && !mtmp->msleeping
456 && !mtmp->mconf && mtmp->mcansee && !rn2(7)
457 && (m_move(mtmp, 0) == 2 /* it died */
458 || mtmp->mx != u.ux + u.dx
459 || mtmp->my != u.uy + u.dy)) /* it moved */
465 (void) hitum(mtmp, youmonst.data->mattk);
466 mtmp->mstrategy &= ~STRAT_WAITMASK;
469 /* see comment in attack_checks() */
470 /* we only need to check for this if we did an attack_checks()
471 * and it returned 0 (it's okay to attack), and the monster didn't
474 if (context.forcefight && mtmp->mhp > 0 && !canspotmon(mtmp)
475 && !glyph_is_invisible(levl[u.ux + u.dx][u.uy + u.dy].glyph)
476 && !(u.uswallow && mtmp == u.ustuck))
477 map_invisible(u.ux + u.dx, u.uy + u.dy);
482 /* really hit target monster; returns TRUE if it still lives */
484 known_hitum(mon, weapon, mhit, rollneeded, armorpenalty, uattk, dieroll)
485 register struct monst *mon;
488 int rollneeded, armorpenalty; /* for monks */
489 struct attack *uattk;
492 register boolean malive = TRUE;
494 if (override_confirmation) {
495 /* this may need to be generalized if weapons other than
496 Stormbringer acquire similar anti-social behavior... */
499 Your("bloodthirsty blade attacks!");
501 Your("
\95\90\8aí
\82Í
\8c\8c\82É
\8bQ
\82¦
\82Ä
\82¢
\82é
\81I");
505 missum(mon, uattk, (rollneeded + armorpenalty > dieroll));
507 int oldhp = mon->mhp, x = u.ux + u.dx, y = u.uy + u.dy;
508 long oldweaphit = u.uconduct.weaphit;
511 if (weapon && (weapon->oclass == WEAPON_CLASS || is_weptool(weapon)))
512 u.uconduct.weaphit++;
514 /* we hit the monster; be careful: it might die or
515 be knocked into a different location */
516 notonhead = (mon->mx != x || mon->my != y);
517 malive = hmon(mon, weapon, HMON_MELEE, dieroll);
519 /* monster still alive */
520 if (!rn2(25) && mon->mhp < mon->mhpmax / 2
521 && !(u.uswallow && mon == u.ustuck)) {
522 /* maybe should regurgitate if swallowed? */
523 monflee(mon, !rn2(3) ? rnd(100) : 0, FALSE, TRUE);
525 if (u.ustuck == mon && !u.uswallow && !sticks(youmonst.data))
528 /* Vorpal Blade hit converted to miss */
529 /* could be headless monster or worm tail */
530 if (mon->mhp == oldhp) {
532 /* a miss does not break conduct */
533 u.uconduct.weaphit = oldweaphit;
535 if (mon->wormno && *mhit)
536 cutworm(mon, x, y, weapon);
542 /* hit the monster next to you and the monsters to the left and right of it;
543 return False if the primary target is killed, True otherwise */
545 hitum_cleave(target, uattk)
546 struct monst *target; /* non-Null; forcefight at nothing doesn't cleave... */
547 struct attack *uattk; /* ... but we don't enforce that here; Null works ok */
549 /* swings will be delivered in alternate directions; with consecutive
550 attacks it will simulate normal swing and backswing; when swings
551 are non-consecutive, hero will sometimes start a series of attacks
552 with a backswing--that doesn't impact actual play, just spoils the
553 simulation attempt a bit */
554 static boolean clockwise = FALSE;
556 int count, umort, x = u.ux, y = u.uy;
558 /* find the direction toward primary target */
559 for (i = 0; i < 8; ++i)
560 if (xdir[i] == u.dx && ydir[i] == u.dy)
563 impossible("hitum_cleave: unknown target direction [%d,%d,%d]?",
565 return TRUE; /* target hasn't been killed */
567 /* adjust direction by two so that loop's increment (for clockwise)
568 or decrement (for counter-clockwise) will point at the spot next
570 i = (i + (clockwise ? 6 : 2)) % 8;
571 umort = u.umortality; /* used to detect life-saving */
574 * Three attacks: adjacent to primary, primary, adjacent on other
575 * side. Primary target must be present or we wouldn't have gotten
576 * here (forcefight at thin air won't 'cleave'). However, the
577 * first attack might kill it (gas spore explosion, weak long worm
578 * occupying both spots) so we don't assume that it's still present
579 * on the second attack.
581 for (count = 3; count > 0; --count) {
583 int tx, ty, tmp, dieroll, mhit, attknum, armorpenalty;
585 /* ++i, wrap 8 to i=0 /or/ --i, wrap -1 to i=7 */
586 i = (i + (clockwise ? 1 : 7)) % 8;
588 tx = x + xdir[i], ty = y + ydir[i]; /* current target location */
593 if (glyph_is_invisible(levl[tx][ty].glyph))
594 (void) unmap_invisible(tx, ty);
598 tmp = find_roll_to_hit(mtmp, uattk->aatyp, uwep,
599 &attknum, &armorpenalty);
601 mhit = (tmp > dieroll);
602 (void) known_hitum(mtmp, uwep, &mhit, tmp, armorpenalty,
604 (void) passive(mtmp, uwep, mhit, !DEADMONSTER(mtmp), AT_WEAP, !uwep);
606 /* stop attacking if weapon is gone or hero got killed and
607 life-saved after passive counter-attack */
608 if (!uwep || u.umortality > umort)
611 /* set up for next time */
612 clockwise = !clockwise; /* alternate */
614 /* return False if primary target died, True otherwise; note: if 'target'
615 was nonNull upon entry then it's still nonNull even if *target died */
616 return (target && DEADMONSTER(target)) ? FALSE : TRUE;
619 /* hit target monster; returns TRUE if it still lives */
623 struct attack *uattk;
625 boolean malive, wep_was_destroyed = FALSE;
626 struct obj *wepbefore = uwep;
627 int armorpenalty, attknum = 0, x = u.ux + u.dx, y = u.uy + u.dy,
628 tmp = find_roll_to_hit(mon, uattk->aatyp, uwep,
629 &attknum, &armorpenalty);
630 int dieroll = rnd(20);
631 int mhit = (tmp > dieroll || u.uswallow);
633 /* Cleaver attacks three spots, 'mon' and one on either side of 'mon';
634 it can't be part of dual-wielding but we guard against that anyway;
635 cleave return value reflects status of primary target ('mon') */
636 if (uwep && uwep->oartifact == ART_CLEAVER && !u.twoweap
637 && !u.uswallow && !u.ustuck && !NODIAG(u.umonnum))
638 return hitum_cleave(mon, uattk);
641 exercise(A_DEX, TRUE);
642 malive = known_hitum(mon, uwep, &mhit, tmp, armorpenalty, uattk, dieroll);
643 if (wepbefore && !uwep)
644 wep_was_destroyed = TRUE;
645 (void) passive(mon, uwep, mhit, malive, AT_WEAP, wep_was_destroyed);
647 /* second attack for two-weapon combat; won't occur if Stormbringer
648 overrode confirmation (assumes Stormbringer is primary weapon)
649 or if the monster was killed or knocked to different location */
650 if (u.twoweap && !override_confirmation && malive && m_at(x, y) == mon) {
651 tmp = find_roll_to_hit(mon, uattk->aatyp, uswapwep, &attknum,
654 mhit = (tmp > dieroll || u.uswallow);
655 malive = known_hitum(mon, uswapwep, &mhit, tmp, armorpenalty, uattk,
657 /* second passive counter-attack only occurs if second attack hits */
659 (void) passive(mon, uswapwep, mhit, malive, AT_WEAP, !uswapwep);
664 /* general "damage monster" routine; return True if mon still alive */
666 hmon(mon, obj, thrown, dieroll)
669 int thrown; /* HMON_xxx (0 => hand-to-hand, other => ranged) */
672 boolean result, anger_guards;
674 anger_guards = (mon->mpeaceful
675 && (mon->ispriest || mon->isshk || is_watch(mon->data)));
676 result = hmon_hitmon(mon, obj, thrown, dieroll);
677 if (mon->ispriest && !rn2(2))
680 (void) angry_guards(!!Deaf);
686 hmon_hitmon(mon, obj, thrown, dieroll)
689 int thrown; /* HMON_xxx (0 => hand-to-hand, other => ranged) */
693 struct permonst *mdat = mon->data;
694 int barehand_silver_rings = 0;
695 /* The basic reason we need all these booleans is that we don't want
696 * a "hit" message when a monster dies, so we have to know how much
697 * damage it did _before_ outputting a hit message, but any messages
698 * associated with the damage don't come out until _after_ outputting
701 boolean hittxt = FALSE, destroyed = FALSE, already_killed = FALSE;
702 boolean get_dmg_bonus = TRUE;
703 boolean ispoisoned = FALSE, needpoismsg = FALSE, poiskilled = FALSE,
705 boolean silvermsg = FALSE, silverobj = FALSE;
706 boolean valid_weapon_attack = FALSE;
707 boolean unarmed = !uwep && !uarm && !uarms;
708 boolean hand_to_hand = (thrown == HMON_MELEE
709 /* not grapnels; applied implies uwep */
710 || (thrown == HMON_APPLIED && is_pole(uwep)));
714 char unconventional[BUFSZ]; /* substituted for word "attack" in msg */
715 char saved_oname[BUFSZ];
717 unconventional[0] = '\0';
718 saved_oname[0] = '\0';
721 if (!obj) { /* attack with bare hands */
722 if (mdat == &mons[PM_SHADE])
724 else if (martial_bonus())
725 tmp = rnd(4); /* bonus for martial arts */
728 valid_weapon_attack = (tmp > 1);
729 /* blessed gloves give bonuses when fighting 'bare-handed' */
730 if (uarmg && uarmg->blessed
731 && (is_undead(mdat) || is_demon(mdat) || is_vampshifter(mon)))
733 /* So do silver rings. Note: rings are worn under gloves, so you
734 * don't get both bonuses.
737 if (uleft && objects[uleft->otyp].oc_material == SILVER)
738 barehand_silver_rings++;
739 if (uright && objects[uright->otyp].oc_material == SILVER)
740 barehand_silver_rings++;
741 if (barehand_silver_rings && mon_hates_silver(mon)) {
747 Strcpy(saved_oname, cxname(obj));
748 if (obj->oclass == WEAPON_CLASS || is_weptool(obj)
749 || obj->oclass == GEM_CLASS) {
750 /* is it not a melee weapon? */
751 if (/* if you strike with a bow... */
753 /* or strike with a missile in your hand... */
754 || (!thrown && (is_missile(obj) || is_ammo(obj)))
755 /* or use a pole at short range and not mounted... */
756 || (!thrown && !u.usteed && is_pole(obj))
757 /* or throw a missile without the proper bow... */
758 || (is_ammo(obj) && (thrown != HMON_THROWN
759 || !ammo_and_launcher(obj, uwep)))) {
760 /* then do only 1-2 points of damage */
761 if (mdat == &mons[PM_SHADE] && !shade_glare(obj))
765 if (objects[obj->otyp].oc_material == SILVER
766 && mon_hates_silver(mon)) {
769 /* if it will already inflict dmg, make it worse */
770 tmp += rnd((tmp) ? 20 : 10);
772 if (!thrown && obj == uwep && obj->otyp == BOOMERANG
773 && rnl(4) == 4 - 1) {
774 boolean more_than_1 = (obj->quan > 1L);
777 pline("As you hit %s, %s%s breaks into splinters.",
778 mon_nam(mon), more_than_1 ? "one of " : "",
781 pline("%s
\82ð
\8dU
\8c\82\82·
\82é
\82Æ
\81C%s%s
\82Í
\82±
\82Á
\82Ï
\82Ý
\82¶
\82ñ
\82É
\82È
\82Á
\82½
\81D",
782 mon_nam(mon), yname(obj),
783 more_than_1 ? "
\82Ì
\82Ð
\82Æ
\82Â" : "");
786 uwepgone(); /* set unweapon */
789 obj = (struct obj *) 0;
791 if (mdat != &mons[PM_SHADE])
795 tmp = dmgval(obj, mon);
796 /* a minimal hit doesn't exercise proficiency */
797 valid_weapon_attack = (tmp > 1);
798 if (!valid_weapon_attack || mon == u.ustuck || u.twoweap
799 /* Cleaver can hit up to three targets at once so don't
800 let it also hit from behind or shatter foes' weapons */
801 || (hand_to_hand && obj->oartifact == ART_CLEAVER)) {
802 ; /* no special bonuses */
803 } else if (mon->mflee && Role_if(PM_ROGUE) && !Upolyd
804 /* multi-shot throwing is too powerful here */
807 You("strike %s from behind!", mon_nam(mon));
809 You("%s
\82ð
\94w
\8cã
\82©
\82ç
\8dU
\8c\82\82µ
\82½
\81I", mon_nam(mon));
810 tmp += rnd(u.ulevel);
812 } else if (dieroll == 2 && obj == uwep
813 && obj->oclass == WEAPON_CLASS
815 || (Role_if(PM_SAMURAI) && obj->otyp == KATANA
817 && ((wtype = uwep_skill_type()) != P_NONE
818 && P_SKILL(wtype) >= P_SKILLED)
819 && ((monwep = MON_WEP(mon)) != 0
820 && !is_flimsy(monwep)
821 && !obj_resists(monwep,
822 50 + 15 * (greatest_erosion(obj)
823 - greatest_erosion(monwep)),
826 * 2.5% chance of shattering defender's weapon when
827 * using a two-handed weapon; less if uwep is rusted.
828 * [dieroll == 2 is most successful non-beheading or
829 * -bisecting hit, in case of special artifact damage;
830 * the percentage chance is (1/20)*(50/100).]
831 * If attacker's weapon is rustier than defender's,
832 * the obj_resists chance is increased so the shatter
833 * chance is decreased; if less rusty, then vice versa.
835 setmnotwielded(mon, monwep);
836 mon->weapon_check = NEED_WEAPON;
838 pline("%s from the force of your blow!",
839 Yobjnam2(monwep, "shatter"));
841 pline("%s
\82Ì%s
\82Í
\82 \82È
\82½
\82Ì
\88ê
\8c\82\82Å
\95²
\81X
\82É
\82È
\82Á
\82½
\81I",
842 Monnam(mon), xname(monwep));
844 m_useupall(mon, monwep);
845 /* If someone just shattered MY weapon, I'd flee! */
847 monflee(mon, d(2, 3), TRUE, TRUE);
853 && artifact_hit(&youmonst, mon, obj, &tmp, dieroll)) {
854 if (mon->mhp <= 0) /* artifact killed monster */
860 if (objects[obj->otyp].oc_material == SILVER
861 && mon_hates_silver(mon)) {
865 if (u.usteed && !thrown && tmp > 0
866 && weapon_type(obj) == P_LANCE && mon != u.ustuck) {
867 jousting = joust(mon, obj);
868 /* exercise skill even for minimal damage hits */
870 valid_weapon_attack = TRUE;
872 if (thrown == HMON_THROWN
873 && (is_ammo(obj) || is_missile(obj))) {
874 if (ammo_and_launcher(obj, uwep)) {
875 /* Elves and Samurai do extra damage using
876 * their bows&arrows; they're highly trained.
878 if (Role_if(PM_SAMURAI) && obj->otyp == YA
879 && uwep->otyp == YUMI)
881 else if (Race_if(PM_ELF) && obj->otyp == ELVEN_ARROW
882 && uwep->otyp == ELVEN_BOW)
885 if (obj->opoisoned && is_poisonable(obj))
889 } else if (obj->oclass == POTION_CLASS) {
891 obj = splitobj(obj, 1L);
893 setuwep((struct obj *) 0);
896 hand_to_hand ? POTHIT_HERO_BASH : POTHIT_HERO_THROW);
898 return FALSE; /* killed */
900 /* in case potion effect causes transformation */
902 tmp = (mdat == &mons[PM_SHADE]) ? 0 : 1;
904 if (mdat == &mons[PM_SHADE] && !shade_aware(obj)) {
907 Strcpy(unconventional, cxname(obj));
911 case BOULDER: /* 1d20 */
912 case HEAVY_IRON_BALL: /* 1d25 */
913 case IRON_CHAIN: /* 1d4+1 */
914 tmp = dmgval(obj, mon);
917 if (breaktest(obj)) {
919 You("break %s. That's bad luck!", ysimple_name(obj));
921 You("%s
\8b¾
\82ð
\89ó
\82µ
\82Ä
\82µ
\82Ü
\82Á
\82½
\81D
\82±
\82è
\82á
\82Ü
\82¢
\82Á
\82½
\81I", ysimple_name(obj));
924 obj = (struct obj *) 0;
925 unarmed = FALSE; /* avoid obj==0 confusion */
926 get_dmg_bonus = FALSE;
931 case EXPENSIVE_CAMERA:
933 You("succeed in destroying %s. Congratulations!",
935 You("%s
\83J
\83\81\83\89\82ð
\89ó
\82·
\82±
\82Æ
\82ª
\82Å
\82«
\82½
\81D
\82¨
\82ß
\82Å
\82Æ
\82¤
\81I",
937 release_camera_demon(obj, u.ux, u.uy);
940 case CORPSE: /* fixed by polder@cs.vu.nl */
941 if (touch_petrifies(&mons[obj->corpsenm])) {
945 You("hit %s with %s.", mon_nam(mon),
946 corpse_xname(obj, (const char *) 0,
947 obj->dknown ? CXN_PFX_THE
950 You("%s
\82ð%s
\82Å
\8dU
\8c\82\82µ
\82½
\81D", mon_nam(mon),
951 corpse_xname(obj, (const char *) 0,
952 obj->dknown ? CXN_PFX_THE
956 if (!munstone(mon, TRUE))
957 minstapetrify(mon, TRUE);
958 if (resists_ston(mon))
960 /* note: hp may be <= 0 even if munstoned==TRUE */
961 return (boolean) (mon->mhp > 0);
963 } else if (touch_petrifies(mdat)) {
964 ; /* maybe turn the corpse into a statue? */
967 tmp = (obj->corpsenm >= LOW_PM ? mons[obj->corpsenm].msize
971 #define useup_eggs(o) \
974 obfree(o, (struct obj *) 0); \
977 o = (struct obj *) 0; \
980 long cnt = obj->quan;
982 tmp = 1; /* nominal physical damage */
983 get_dmg_bonus = FALSE;
984 hittxt = TRUE; /* message always given */
985 /* egg is always either used up or transformed, so next
986 hand-to-hand attack should yield a "bashing" mesg */
989 if (obj->spe && obj->corpsenm >= LOW_PM) {
991 change_luck((schar) - (obj->quan));
996 if (touch_petrifies(&mons[obj->corpsenm])) {
997 /*learn_egg_type(obj->corpsenm);*/
999 pline("Splat! You hit %s with %s %s egg%s!",
1001 obj->known ? "the" : cnt > 1L ? "some" : "a",
1002 obj->known ? mons[obj->corpsenm].mname
1006 pline("
\83r
\83`
\83\83\83b
\81I
\82 \82È
\82½
\82Í%s
\82É%s%s
\82Ì
\97\91\82ð
\93\8a\82°
\82Â
\82¯
\82½
\81I",
1008 cnt > 1L ? "
\82¢
\82
\82Â
\82©
\82Ì" : "",
1009 obj->known ? mons[obj->corpsenm].mname
1012 obj->known = 1; /* (not much point...) */
1014 if (!munstone(mon, TRUE))
1015 minstapetrify(mon, TRUE);
1016 if (resists_ston(mon))
1018 return (boolean) (mon->mhp > 0);
1019 } else { /* ordinary egg(s) */
1022 (obj->corpsenm != NON_PM && obj->known)
1023 ? the(mons[obj->corpsenm].mname)
1024 : (cnt > 1L) ? "some" : "an";
1025 You("hit %s with %s egg%s.", mon_nam(mon), eggp,
1029 (obj->corpsenm != NON_PM && obj->known)
1030 ? mons[obj->corpsenm].mname : "";
1031 You("%s
\82É%s%s
\97\91\82ð
\93\8a\82°
\82Â
\82¯
\82½
\81D",
1032 mon_nam(mon), eggp, *eggp ? "
\82Ì" : "");
1034 if (touch_petrifies(mdat) && !stale_egg(obj)) {
1036 pline_The("egg%s %s alive any more...", plur(cnt),
1037 (cnt == 1L) ? "isn't" : "aren't");
1039 pline("
\82à
\82¤
\97\91\82ª
\9bz
\89»
\82·
\82é
\82±
\82Æ
\82Í
\82È
\82¢
\82¾
\82ë
\82¤
\81D
\81D
\81D");
1042 obj_stop_timers(obj);
1044 obj->oclass = GEM_CLASS;
1047 obj->known = obj->dknown = obj->bknown = 0;
1048 obj->owt = weight(obj);
1050 place_object(obj, mon->mx, mon->my);
1055 pline("
\83r
\83`
\83\83\83b
\81I");
1057 exercise(A_WIS, FALSE);
1063 case CLOVE_OF_GARLIC: /* no effect against demons */
1064 if (is_undead(mdat) || is_vampshifter(mon)) {
1065 monflee(mon, d(2, 4), FALSE, TRUE);
1070 case BLINDING_VENOM:
1072 if (can_blnd(&youmonst, mon,
1073 (uchar) (obj->otyp == BLINDING_VENOM
1079 pline(obj->otyp == CREAM_PIE ? "Splat!"
1082 pline(obj->otyp == CREAM_PIE ? "
\83r
\83V
\83\83\83b
\81I"
1083 : "
\83s
\83`
\83\83\83b
\81I");
1085 } else if (obj->otyp == BLINDING_VENOM) {
1087 pline_The("venom blinds %s%s!", mon_nam(mon),
1088 mon->mcansee ? "" : " further");
1090 pline("
\93Å
\89t
\82Å%s
\82Í%s
\96Ú
\82ª
\8c©
\82¦
\82È
\82
\82È
\82Á
\82½
\81I", mon_nam(mon),
1091 mon->mcansee ? "" : "
\82³
\82ç
\82É");
1094 char *whom = mon_nam(mon);
1095 char *what = The(xname(obj));
1097 if (!thrown && obj->quan > 1L)
1098 what = An(singular(obj, xname));
1099 /* note: s_suffix returns a modifiable buffer */
1101 && mdat != &mons[PM_FLOATING_EYE])
1103 whom = strcat(strcat(s_suffix(whom), " "),
1104 mbodypart(mon, FACE));
1106 whom = strcat(s_suffix(whom),
1107 mbodypart(mon, FACE));
1110 pline("%s %s over %s!", what,
1111 vtense(what, "splash"), whom);
1113 pline("%s
\82Í%s
\82É
\82Ô
\82¿
\82Ü
\82¯
\82ç
\82ê
\82½
\81I",
1117 setmangry(mon, TRUE);
1120 if (((int) mon->mblinded + tmp) > 127)
1121 mon->mblinded = 127;
1123 mon->mblinded += tmp;
1126 pline(obj->otyp == CREAM_PIE ? "Splat!" : "Splash!");
1128 pline(obj->otyp==CREAM_PIE ? "
\83r
\83V
\83\83\83b
\81I" : "
\83s
\83`
\83\83\83b
\81I");
1129 setmangry(mon, TRUE);
1132 obfree(obj, (struct obj *) 0);
1136 get_dmg_bonus = FALSE;
1139 case ACID_VENOM: /* thrown (or spit) */
1140 if (resists_acid(mon)) {
1142 Your("venom hits %s harmlessly.", mon_nam(mon));
1144 pline("
\93Å
\89t
\82Í%s
\82É
\82Í
\8cø
\89Ê
\82ª
\82È
\82©
\82Á
\82½
\81D", mon_nam(mon));
1148 Your("venom burns %s!", mon_nam(mon));
1150 Your("
\93Å
\89t
\82Í%s
\82ð
\8fÄ
\82¢
\82½
\81I", mon_nam(mon));
1151 tmp = dmgval(obj, mon);
1154 obfree(obj, (struct obj *) 0);
1158 get_dmg_bonus = FALSE;
1161 /* non-weapons can damage because of their weight */
1162 /* (but not too much) */
1163 tmp = obj->owt / 100;
1164 if (is_wet_towel(obj)) {
1165 /* wielded wet towel should probably use whip skill
1166 (but not by setting objects[TOWEL].oc_skill==P_WHIP
1167 because that would turn towel into a weptool) */
1169 if (rn2(obj->spe + 1)) /* usually lose some wetness */
1170 dry_a_towel(obj, -1, TRUE);
1179 * Things like silver wands can arrive here so
1180 * so we need another silver check.
1182 if (objects[obj->otyp].oc_material == SILVER
1183 && mon_hates_silver(mon)) {
1193 /****** NOTE: perhaps obj is undefined!! (if !thrown && BOOMERANG)
1194 * *OR* if attacking bare-handed!! */
1196 if (get_dmg_bonus && tmp > 0) {
1198 /* If you throw using a propellor, you don't get a strength
1199 * bonus but you do get an increase-damage bonus.
1201 if (thrown != HMON_THROWN || !obj || !uwep
1202 || !ammo_and_launcher(obj, uwep))
1206 if (valid_weapon_attack) {
1209 /* to be valid a projectile must have had the correct projector */
1210 wep = PROJECTILE(obj) ? uwep : obj;
1211 tmp += weapon_dam_bonus(wep);
1212 /* [this assumes that `!thrown' implies wielded...] */
1213 wtype = thrown ? weapon_type(wep) : uwep_skill_type();
1214 use_skill(wtype, 1);
1218 int nopoison = (10 - (obj->owt / 10));
1222 if (Role_if(PM_SAMURAI)) {
1224 You("dishonorably use a poisoned weapon!");
1226 You("
\95s
\96¼
\97_
\82É
\82à
\93Å
\82Ì
\95\90\8aí
\82ð
\8eg
\97p
\82µ
\82½
\81I");
1227 adjalign(-sgn(u.ualign.type));
1228 } else if (u.ualign.type == A_LAWFUL && u.ualign.record > -10) {
1230 You_feel("like an evil coward for using a poisoned weapon.");
1232 You("
\93Å
\82Ì
\95\90\8aí
\82ð
\8eg
\97p
\82·
\82é
\82Ì
\82Í
\94Ú
\8b¯
\82¾
\82Æ
\8a´
\82¶
\82½
\81D");
1235 if (obj && !rn2(nopoison)) {
1236 /* remove poison now in case obj ends up in a bones file */
1237 obj->opoisoned = FALSE;
1238 /* defer "obj is no longer poisoned" until after hit message */
1241 if (resists_poison(mon))
1249 /* make sure that negative damage adjustment can't result
1250 in inadvertently boosting the victim's hit points */
1252 if (mdat == &mons[PM_SHADE]) {
1255 const char *what = *unconventional ? unconventional : "attack";
1257 Your("%s %s harmlessly through %s.", what,
1258 vtense(what, "pass"), mon_nam(mon));
1260 Your("
\8dU
\8c\82\82Í%s
\82ð
\92Ê
\82è
\82Ê
\82¯
\82½
\81D", mon_nam(mon));
1271 tmp += d(2, (obj == uwep) ? 10 : 2); /* [was in dmgval()] */
1273 You("joust %s%s", mon_nam(mon), canseemon(mon) ? exclam(tmp) : ".");
1275 You("%s
\82É
\93Ë
\8c\82\82µ
\82½%s", mon_nam(mon), canseemon(mon) ? exclam(tmp) : "
\81D");
1278 pline("%s shatters on impact!", Yname2(obj));
1280 Your("%s
\82Í
\8fÕ
\8c\82\82Å
\89ó
\82ê
\82½
\81I", xname(obj));
1281 /* (must be either primary or secondary weapon to get here) */
1282 u.twoweap = FALSE; /* untwoweapon() is too verbose here */
1284 uwepgone(); /* set unweapon */
1285 /* minor side-effect: broken lance won't split puddings */
1289 /* avoid migrating a dead monster */
1290 if (mon->mhp > tmp) {
1291 mhurtle(mon, u.dx, u.dy, 1);
1292 mdat = mon->data; /* in case of a polymorph trap */
1293 if (DEADMONSTER(mon))
1294 already_killed = TRUE;
1297 } else if (unarmed && tmp > 1 && !thrown && !obj && !Upolyd) {
1298 /* VERY small chance of stunning opponent if unarmed. */
1299 if (rnd(100) < P_SKILL(P_BARE_HANDED_COMBAT) && !bigmonst(mdat)
1300 && !thick_skinned(mdat)) {
1301 if (canspotmon(mon))
1303 pline("%s %s from your powerful strike!", Monnam(mon),
1304 makeplural(stagger(mon->data, "stagger")));
1306 pline("%s
\82Í
\82 \82È
\82½
\82Ì
\89ï
\90S
\82Ì
\88ê
\8c\82\82Å%s
\81I", Monnam(mon),
1307 jpast(stagger(mon->data, "
\82æ
\82ë
\82ß
\82")));
1309 /* avoid migrating a dead monster */
1310 if (mon->mhp > tmp) {
1311 mhurtle(mon, u.dx, u.dy, 1);
1312 mdat = mon->data; /* in case of a polymorph trap */
1313 if (DEADMONSTER(mon))
1314 already_killed = TRUE;
1320 if (!already_killed)
1322 /* adjustments might have made tmp become less than what
1323 a level draining artifact has already done to max HP */
1324 if (mon->mhp > mon->mhpmax)
1325 mon->mhp = mon->mhpmax;
1328 if (mon->mtame && tmp > 0) {
1329 /* do this even if the pet is being killed (affects revival) */
1330 abuse_dog(mon); /* reduces tameness */
1331 /* flee if still alive and still tame; if already suffering from
1332 untimed fleeing, no effect, otherwise increases timed fleeing */
1333 if (mon->mtame && !destroyed)
1334 monflee(mon, 10 * rnd(tmp), FALSE, FALSE);
1336 if ((mdat == &mons[PM_BLACK_PUDDING] || mdat == &mons[PM_BROWN_PUDDING])
1337 /* pudding is alive and healthy enough to split */
1338 && mon->mhp > 1 && !mon->mcan
1339 /* iron weapon using melee or polearm hit [3.6.1: metal weapon too;
1340 also allow either or both weapons to cause split when twoweap] */
1341 && obj && (obj == uwep || (u.twoweap && obj == uswapwep))
1342 && ((objects[obj->otyp].oc_material == IRON
1343 /* allow scalpel and tsurugi to split puddings */
1344 || objects[obj->otyp].oc_material == METAL)
1345 /* but not bashing with darts, arrows or ya */
1346 && !(is_ammo(obj) || is_missile(obj)))
1348 if (clone_mon(mon, 0, 0)) {
1349 char withwhat[BUFSZ];
1353 if (u.twoweap && flags.verbose)
1354 Sprintf(withwhat, " with %s", yname(obj));
1355 pline("%s divides as you hit it%s!", Monnam(mon), withwhat);
1357 if (u.twoweap && flags.verbose)
1358 Sprintf(withwhat, "%s
\82Å
\82Ì", yname(obj));
1359 pline("
\82 \82È
\82½
\82Ì%s
\8dU
\8c\82\82Å%s
\82Í
\95ª
\97ô
\82µ
\82½
\81I", withwhat, Monnam(mon));
1365 if (!hittxt /*( thrown => obj exists )*/
1367 || (thrown && m_shot.n > 1 && m_shot.o == obj->otyp))) {
1369 hit(mshot_xname(obj), mon, exclam(tmp));
1370 else if (!flags.verbose)
1374 pline("
\8dU
\8c\82\82Í
\96½
\92\86\82µ
\82½
\81D");
1377 You("%s %s%s", Role_if(PM_BARBARIAN) ? "smite" : "hit",
1378 mon_nam(mon), canseemon(mon) ? exclam(tmp) : ".");
1380 Your("%s
\82Ö
\82Ì
\8dU
\8c\82\82Í
\96½
\92\86\82µ
\82½%s",
1381 mon_nam(mon), canseemon(mon) ? exclam(tmp) : "
\81D");
1387 char *whom = mon_nam(mon);
1388 char silverobjbuf[BUFSZ];
1390 if (canspotmon(mon)) {
1391 if (barehand_silver_rings == 1)
1393 fmt = "Your silver ring sears %s!";
1395 fmt = "%s
\82Í
\8bâ
\82Ì
\8ew
\97Ö
\82Å
\8fÄ
\82©
\82ê
\82½
\81I";
1396 else if (barehand_silver_rings == 2)
1398 fmt = "Your silver rings sear %s!";
1400 fmt = "%s
\82Í
\8bâ
\82Ì
\8ew
\97Ö
\82Å
\8fÄ
\82©
\82ê
\82½
\81I";
1401 else if (silverobj && saved_oname[0]) {
1402 /* guard constructed format string against '%' in
1403 saved_oname[] from xname(via cxname()) */
1405 Sprintf(silverobjbuf, "Your %s%s %s",
1406 strstri(saved_oname, "silver") ? "" : "silver ",
1407 saved_oname, vtense(saved_oname, "sear"));
1409 Sprintf(silverobjbuf, "%%s
\82Í%s%s
\82Å
\8fÄ
\82©
\82ê
\82½
\81I",
1410 strstri(saved_oname, "
\8bâ") ?
1414 (void) strNsubst(silverobjbuf, "%", "%%", 0);
1415 Strcat(silverobjbuf, " %s!");
1419 fmt = "The silver sears %s!";
1421 fmt = "%s
\82Í
\8bâ
\82Å
\8fÄ
\82©
\82ê
\82½
\81I";
1423 *whom = highc(*whom); /* "it" -> "It" */
1425 fmt = "%s is seared!";
1427 fmt = "%s
\82Í
\8fÄ
\82©
\82ê
\82½
\81I";
1429 /* note: s_suffix returns a modifiable buffer */
1430 if (!noncorporeal(mdat) && !amorphous(mdat))
1432 whom = strcat(s_suffix(whom), " flesh");
1434 whom = strcat(s_suffix(whom), "
\93÷");
1437 /* if a "no longer poisoned" message is coming, it will be last;
1438 obj->opoisoned was cleared above and any message referring to
1439 "poisoned <obj>" has now been given; we want just "<obj>" for
1440 last message, so reformat while obj is still accessible */
1442 Strcpy(saved_oname, cxname(obj));
1444 /* [note: thrown obj might go away during killed/xkilled call] */
1448 pline_The("poison doesn't seem to affect %s.", mon_nam(mon));
1450 pline("
\93Å
\82Í%s
\82É
\8cø
\82©
\82È
\82©
\82Á
\82½
\82æ
\82¤
\82¾
\81D", mon_nam(mon));
1453 pline_The("poison was deadly...");
1455 pline("
\93Å
\82Í
\92v
\8e\80\97Ê
\82¾
\82Á
\82½
\81D
\81D
\81D");
1456 if (!already_killed)
1457 xkilled(mon, XKILL_NOMSG);
1458 destroyed = TRUE; /* return FALSE; */
1459 } else if (destroyed) {
1460 if (!already_killed)
1461 killed(mon); /* takes care of most messages */
1462 } else if (u.umconf && hand_to_hand) {
1464 if (!mon->mconf && !resist(mon, SPBOOK_CLASS, 0, NOTELL)) {
1466 if (!mon->mstun && mon->mcanmove && !mon->msleeping
1469 pline("%s appears confused.", Monnam(mon));
1471 pline("%s
\82Í
\8d¬
\97\90\82µ
\82Ä
\82¢
\82é
\82æ
\82¤
\82¾
\81D", Monnam(mon));
1476 Your("%s %s no longer poisoned.", saved_oname,
1477 vtense(saved_oname, "are"));
1479 Your("%s
\82Í
\82à
\82¤
\93Å
\82ª
\93h
\82ç
\82ê
\82Ä
\82¢
\82È
\82¢
\81D", xname(obj));
1482 return destroyed ? FALSE : TRUE;
1492 * The things in this list either
1495 * 2) are dealt with properly by other routines
1496 * when it comes to shades.
1498 if (obj->otyp == BOULDER
1499 || obj->otyp == HEAVY_IRON_BALL
1500 || obj->otyp == IRON_CHAIN /* dmgval handles those first three */
1501 || obj->otyp == MIRROR /* silver in the reflective surface */
1502 || obj->otyp == CLOVE_OF_GARLIC /* causes shades to flee */
1503 || objects[obj->otyp].oc_material == SILVER)
1508 /* check whether slippery clothing protects from hug or wrap attack */
1509 /* [currently assumes that you are the attacker] */
1511 m_slips_free(mdef, mattk)
1513 struct attack *mattk;
1517 if (mattk->adtyp == AD_DRIN) {
1518 /* intelligence drain attacks the head */
1519 obj = which_armor(mdef, W_ARMH);
1521 /* grabbing attacks the body */
1522 obj = which_armor(mdef, W_ARMC); /* cloak */
1524 obj = which_armor(mdef, W_ARM); /* suit */
1526 obj = which_armor(mdef, W_ARMU); /* shirt */
1529 /* if monster's cloak/armor is greased, your grab slips off; this
1530 protection might fail (33% chance) when the armor is cursed */
1531 if (obj && (obj->greased || obj->otyp == OILSKIN_CLOAK)
1532 && (!obj->cursed || rn2(3))) {
1535 mattk->adtyp == AD_WRAP ? "slip off of"
1536 : "grab, but cannot hold onto",
1537 s_suffix(mon_nam(mdef)), obj->greased ? "greased" : "slippery",
1538 /* avoid "slippery slippery cloak"
1539 for undiscovered oilskin cloak */
1540 (obj->greased || objects[obj->otyp].oc_name_known)
1542 : cloak_simple_name(obj));
1544 You("%s
\82Ì%s%s%s
\81I",
1545 mon_nam(mdef), obj->greased ? "
\96û
\82Ì
\93h
\82ç
\82ê
\82½" : "
\8a\8a\82è
\82â
\82·
\82¢",
1546 (obj->greased || objects[obj->otyp].oc_name_known)
1548 : cloak_simple_name(obj),
1549 mattk->adtyp == AD_WRAP ? "
\82Å
\8a\8a\82Á
\82½"
1550 : "
\82ð
\82Â
\82©
\82Ü
\82æ
\82¤
\82Æ
\82µ
\82½
\82ª
\81C
\82Å
\82«
\82È
\82©
\82Á
\82½");
1553 if (obj->greased && !rn2(2)) {
1555 pline_The("grease wears off.");
1557 pline("
\96û
\82Í
\97\8e\82¿
\82Ä
\82µ
\82Ü
\82Á
\82½
\81D");
1565 /* used when hitting a monster with a lance while mounted;
1566 1: joust hit; 0: ordinary hit; -1: joust but break lance */
1569 struct monst *mon; /* target */
1570 struct obj *obj; /* weapon */
1572 int skill_rating, joust_dieroll;
1574 if (Fumbling || Stunned)
1576 /* sanity check; lance must be wielded in order to joust */
1577 if (obj != uwep && (obj != uswapwep || !u.twoweap))
1580 /* if using two weapons, use worse of lance and two-weapon skills */
1581 skill_rating = P_SKILL(weapon_type(obj)); /* lance skill */
1582 if (u.twoweap && P_SKILL(P_TWO_WEAPON_COMBAT) < skill_rating)
1583 skill_rating = P_SKILL(P_TWO_WEAPON_COMBAT);
1584 if (skill_rating == P_ISRESTRICTED)
1585 skill_rating = P_UNSKILLED; /* 0=>1 */
1587 /* odds to joust are expert:80%, skilled:60%, basic:40%, unskilled:20% */
1588 if ((joust_dieroll = rn2(5)) < skill_rating) {
1589 if (joust_dieroll == 0 && rnl(50) == (50 - 1) && !unsolid(mon->data)
1590 && !obj_resists(obj, 0, 100))
1591 return -1; /* hit that breaks lance */
1592 return 1; /* successful joust */
1594 return 0; /* no joust bonus; revert to ordinary attack */
1598 * Send in a demon pet for the hero. Exercise wisdom.
1600 * This function used to be inline to damageum(), but the Metrowerks compiler
1601 * (DR4 and DR4.5) screws up with an internal error 5 "Expression Too
1603 * Pulling it out makes it work.
1609 struct permonst *pm;
1613 pline("Some hell-p has arrived!");
1615 pline("
\92n
\8d\96\82Ì
\92\87\8aÔ
\82ª
\8c»
\82í
\82ê
\82½
\81I");
1616 i = !rn2(6) ? ndemon(u.ualign.type) : NON_PM;
1617 pm = i != NON_PM ? &mons[i] : youmonst.data;
1618 if ((dtmp = makemon(pm, u.ux, u.uy, NO_MM_FLAGS)) != 0)
1619 (void) tamedog(dtmp, (struct obj *) 0);
1620 exercise(A_WIS, TRUE);
1624 theft_petrifies(otmp)
1627 if (uarmg || otmp->otyp != CORPSE
1628 || !touch_petrifies(&mons[otmp->corpsenm]) || Stone_resistance)
1631 #if 0 /* no poly_when_stoned() critter has theft capability */
1632 if (poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM)) {
1633 display_nhwindow(WIN_MESSAGE, FALSE); /* --More-- */
1638 /* stealing this corpse is fatal... */
1640 instapetrify(corpse_xname(otmp, "stolen", CXN_ARTICLE));
1642 instapetrify(corpse_xname(otmp, "
\93\90\82Ü
\82ê
\82½", CXN_ARTICLE));
1643 /* apparently wasn't fatal after all... */
1648 * Player uses theft attack against monster.
1650 * If the target is wearing body armor, take all of its possessions;
1651 * otherwise, take one object. [Is this really the behavior we want?]
1654 steal_it(mdef, mattk)
1656 struct attack *mattk;
1658 struct obj *otmp, *stealoid, **minvent_ptr;
1662 return; /* nothing to take */
1664 /* look for worn body armor */
1665 stealoid = (struct obj *) 0;
1666 if (could_seduce(&youmonst, mdef, mattk)) {
1667 /* find armor, and move it to end of inventory in the process */
1668 minvent_ptr = &mdef->minvent;
1669 while ((otmp = *minvent_ptr) != 0)
1670 if (otmp->owornmask & W_ARM) {
1672 panic("steal_it: multiple worn suits");
1673 *minvent_ptr = otmp->nobj; /* take armor out of minvent */
1675 stealoid->nobj = (struct obj *) 0;
1677 minvent_ptr = &otmp->nobj;
1679 *minvent_ptr = stealoid; /* put armor back into minvent */
1682 if (stealoid) { /* we will be taking everything */
1683 if (gender(mdef) == (int) u.mfemale && youmonst.data->mlet == S_NYMPH)
1685 You("charm %s. She gladly hands over her possessions.",
1687 You("%s
\82ð
\82¤
\82Á
\82Æ
\82è
\82³
\82¹
\82½
\81D
\94Þ
\8f\97\82Í
\82æ
\82ë
\82±
\82ñ
\82Å
\8e\9d\82¿
\95¨
\82ð
\82³
\82µ
\82¾
\82µ
\82½
\81D",
1691 You("seduce %s and %s starts to take off %s clothes.",
1692 mon_nam(mdef), mhe(mdef), mhis(mdef));
1694 You("%s
\82ð
\97U
\98f
\82µ
\82½
\81D%s
\82Í
\95\9e\82ð
\92E
\82¬
\82Í
\82¶
\82ß
\82½
\81D",
1695 mon_nam(mdef), mhe(mdef));
1699 while ((otmp = mdef->minvent) != 0) {
1701 break; /* no longer have ability to steal */
1702 /* take the object away from the monster */
1703 obj_extract_self(otmp);
1704 if ((unwornmask = otmp->owornmask) != 0L) {
1705 mdef->misc_worn_check &= ~unwornmask;
1706 if (otmp->owornmask & W_WEP)
1707 setmnotwielded(mdef, otmp);
1708 otmp->owornmask = 0L;
1709 update_mon_intrinsics(mdef, otmp, FALSE, FALSE);
1711 if (otmp == stealoid) /* special message for final item */
1713 pline("%s finishes taking off %s suit.", Monnam(mdef),
1716 pline("%s
\82Í
\92E
\82¬
\8fI
\82¦
\82½
\81D", Monnam(mdef));
1719 /* give the object to the character */
1721 otmp = hold_another_object(otmp, "You snatched but dropped %s.",
1722 doname(otmp), "You steal: ");
1724 otmp = hold_another_object(otmp, "
\82 \82È
\82½
\82Í%s
\82ð
\93\90\82ñ
\82¾
\82ª
\97\8e\82Æ
\82µ
\82½
\81D",
1725 doname(otmp), "
\82ð
\93\90\82ñ
\82¾
\81D");
1727 if (otmp->where != OBJ_INVENT)
1729 if (theft_petrifies(otmp))
1730 break; /* stop thieving even though hero survived */
1731 /* more take-away handling, after theft message */
1732 if (unwornmask & W_WEP) { /* stole wielded weapon */
1733 possibly_unwield(mdef, FALSE);
1734 } else if (unwornmask & W_ARMG) { /* stole worn gloves */
1735 mselftouch(mdef, (const char *) 0, TRUE);
1736 if (mdef->mhp <= 0) /* it's now a statue */
1737 return; /* can't continue stealing */
1741 break; /* only taking one item */
1746 damageum(mdef, mattk)
1747 register struct monst *mdef;
1748 register struct attack *mattk;
1750 register struct permonst *pd = mdef->data;
1751 int armpro, tmp = d((int) mattk->damn, (int) mattk->damd);
1754 armpro = magic_negation(mdef);
1755 /* since hero can't be cancelled, only defender's armor applies */
1756 negated = !(rn2(10) >= 3 * armpro);
1758 if (is_demon(youmonst.data) && !rn2(13) && !uwep
1759 && u.umonnum != PM_SUCCUBUS && u.umonnum != PM_INCUBUS
1760 && u.umonnum != PM_BALROG) {
1764 switch (mattk->adtyp) {
1768 pline("%s %s for a moment.", Monnam(mdef),
1769 makeplural(stagger(pd, "stagger")));
1771 pline("%s
\82Í
\88ê
\8fu%s
\81D", Monnam(mdef),
1772 jpast(stagger(pd, "
\82æ
\82ë
\82ß
\82")));
1784 case AD_WERE: /* no special effect on monsters */
1785 case AD_HEAL: /* likewise */
1788 if (mattk->aatyp == AT_WEAP) {
1791 } else if (mattk->aatyp == AT_KICK) {
1792 if (thick_skinned(pd))
1794 if (pd == &mons[PM_SHADE]) {
1795 if (!(uarmf && uarmf->blessed)) {
1796 impossible("bad shade attack function flow?");
1799 tmp = rnd(4); /* bless damage */
1801 /* add ring(s) of increase damage */
1802 if (u.udaminc > 0) {
1803 /* applies even if damage was 0 */
1805 } else if (tmp > 0) {
1806 /* ring(s) might be negative; avoid converting
1807 0 to non-0 or positive to non-positive */
1821 pline("%s is %s!", Monnam(mdef), on_fire(pd, mattk));
1823 pline("%s
\82Í%s
\81I", Monnam(mdef), on_fire(mdef->data, mattk));
1824 if (completelyburns(pd)) { /* paper golem or straw golem */
1827 pline("%s burns completely!", Monnam(mdef));
1829 pline("%s
\82Í
\8a®
\91S
\82É
\94R
\82¦
\90s
\82«
\82½
\81I", Monnam(mdef));
1831 You("smell burning%s.",
1832 (pd == &mons[PM_PAPER_GOLEM]) ? " paper"
1833 : (pd == &mons[PM_STRAW_GOLEM]) ? " straw" : "");
1834 xkilled(mdef, XKILL_NOMSG | XKILL_NOCORPSE);
1837 /* Don't return yet; keep hp<1 and tmp=0 for pet msg */
1839 tmp += destroy_mitem(mdef, SCROLL_CLASS, AD_FIRE);
1840 tmp += destroy_mitem(mdef, SPBOOK_CLASS, AD_FIRE);
1841 if (resists_fire(mdef)) {
1844 pline_The("fire doesn't heat %s!", mon_nam(mdef));
1846 pline("
\89\8a\82Í%s
\82É
\89e
\8b¿
\82ª
\82È
\82¢
\81I", mon_nam(mdef));
1847 golemeffects(mdef, AD_FIRE, tmp);
1848 shieldeff(mdef->mx, mdef->my);
1851 /* only potions damage resistant players in destroy_item */
1852 tmp += destroy_mitem(mdef, POTION_CLASS, AD_FIRE);
1861 pline("%s is covered in frost!", Monnam(mdef));
1863 pline("%s
\82Í
\95X
\82Å
\95¢
\82í
\82ê
\82½
\81I", Monnam(mdef));
1864 if (resists_cold(mdef)) {
1865 shieldeff(mdef->mx, mdef->my);
1868 pline_The("frost doesn't chill %s!", mon_nam(mdef));
1870 pline("
\95X
\82Í%s
\82ð
\93\80\82ç
\82·
\82±
\82Æ
\82ª
\82Å
\82«
\82È
\82¢
\81I", mon_nam(mdef));
1871 golemeffects(mdef, AD_COLD, tmp);
1874 tmp += destroy_mitem(mdef, POTION_CLASS, AD_COLD);
1883 pline("%s is zapped!", Monnam(mdef));
1885 pline("%s
\82Í
\93d
\8c\82\82ð
\82
\82ç
\82Á
\82½
\81I", Monnam(mdef));
1886 tmp += destroy_mitem(mdef, WAND_CLASS, AD_ELEC);
1887 if (resists_elec(mdef)) {
1890 pline_The("zap doesn't shock %s!", mon_nam(mdef));
1892 pline("
\93d
\8c\82\82Í%s
\82É
\89e
\8b¿
\82ð
\97^
\82¦
\82È
\82¢
\81I", mon_nam(mdef));
1893 golemeffects(mdef, AD_ELEC, tmp);
1894 shieldeff(mdef->mx, mdef->my);
1897 /* only rings damage resistant players in destroy_item */
1898 tmp += destroy_mitem(mdef, RING_CLASS, AD_ELEC);
1901 if (resists_acid(mdef))
1905 if (!munstone(mdef, TRUE))
1906 minstapetrify(mdef, TRUE);
1912 steal_it(mdef, mattk);
1916 /* This you as a leprechaun, so steal
1917 real gold only, no lesser coins */
1919 struct obj *mongold = findgold(mdef->minvent);
1921 obj_extract_self(mongold);
1922 if (merge_choice(invent, mongold) || inv_cnt(FALSE) < 52) {
1925 Your("purse feels heavier.");
1927 You("
\8dà
\95z
\82ª
\8fd
\82
\82È
\82Á
\82½
\82æ
\82¤
\82È
\8bC
\82ª
\82µ
\82½
\81D");
1930 You("grab %s's gold, but find no room in your knapsack.",
1932 You("%s
\82Ì
\82¨
\8bà
\82ð
\82Â
\82©
\82ñ
\82¾
\82ª
\81C
\8e\9d\82¿
\95¨
\91Ü
\82É
\93ü
\82ç
\82È
\82©
\82Á
\82½
\81D",
1938 exercise(A_DEX, TRUE);
1944 if (!negated && tmp < mdef->mhp) {
1947 canseemon(mdef) || (u.uswallow && u.ustuck == mdef);
1948 /* record the name before losing sight of monster */
1949 Strcpy(nambuf, Monnam(mdef));
1950 if (u_teleport_mon(mdef, FALSE) && u_saw_mon
1951 && !(canseemon(mdef) || (u.uswallow && u.ustuck == mdef)))
1953 pline("%s suddenly disappears!", nambuf);
1955 pline("%s
\82Í
\93Ë
\91R
\8fÁ
\82¦
\82½
\81I", nambuf);
1959 if (can_blnd(&youmonst, mdef, mattk->aatyp, (struct obj *) 0)) {
1960 if (!Blind && mdef->mcansee)
1962 pline("%s is blinded.", Monnam(mdef));
1964 pline("%s
\82Í
\96Ú
\82ª
\8c©
\82¦
\82È
\82
\82È
\82Á
\82½
\81D", Monnam(mdef));
1966 tmp += mdef->mblinded;
1969 mdef->mblinded = tmp;
1974 if (night() && !rn2(10) && !mdef->mcan) {
1975 if (pd == &mons[PM_CLAY_GOLEM]) {
1978 pline("Some writing vanishes from %s head!",
1979 s_suffix(mon_nam(mdef)));
1981 pline("%s
\82Ì
\93ª
\82É
\8f\91\82¢
\82Ä
\82 \82é
\95¶
\8e\9a\82Ì
\82¢
\82
\82Â
\82©
\82ª
\8fÁ
\82¦
\82½
\81I",
1984 xkilled(mdef, XKILL_NOMSG);
1985 /* Don't return yet; keep hp<1 and tmp=0 for pet msg */
1991 You("
\82
\82·
\82
\82·
\8fÎ
\82Á
\82½
\81D");
1997 if (!negated && !rn2(3) && !resists_drli(mdef)) {
2001 pline("%s suddenly seems weaker!", Monnam(mdef));
2003 pline("%s
\82Í
\93Ë
\91R
\8eã
\82
\82È
\82Á
\82½
\82æ
\82¤
\82É
\8c©
\82¦
\82½
\81I", Monnam(mdef));
2004 mdef->mhpmax -= xtmp;
2006 /* !m_lev: level 0 monster is killed regardless of hit points
2007 rather than drop to level -1 */
2008 if (mdef->mhp <= 0 || !mdef->m_lev) {
2010 pline("%s dies!", Monnam(mdef));
2012 pline("%s
\82Í
\8e\80\82ñ
\82¾
\81I", Monnam(mdef));
2013 xkilled(mdef, XKILL_NOMSG);
2020 if (pd == &mons[PM_IRON_GOLEM]) {
2022 pline("%s falls to pieces!", Monnam(mdef));
2024 pline("%s
\82Í
\83o
\83\89\83o
\83\89\82É
\82È
\82Á
\82½
\81I", Monnam(mdef));
2025 xkilled(mdef, XKILL_NOMSG);
2027 erode_armor(mdef, ERODE_RUST);
2031 erode_armor(mdef, ERODE_CORRODE);
2035 if (pd == &mons[PM_WOOD_GOLEM] || pd == &mons[PM_LEATHER_GOLEM]) {
2037 pline("%s falls to pieces!", Monnam(mdef));
2039 pline("%s
\82Í
\83o
\83\89\83o
\83\89\82É
\82È
\82Á
\82½
\81I", Monnam(mdef));
2040 xkilled(mdef, XKILL_NOMSG);
2042 erode_armor(mdef, ERODE_ROT);
2046 if (!negated && !rn2(4))
2047 xdrainenergym(mdef, TRUE);
2053 if (!negated && !rn2(8)) {
2055 Your("%s was poisoned!", mpoisons_subj(&youmonst, mattk));
2057 Your("%s
\82Í
\93Å
\82³
\82ê
\82Ä
\82¢
\82é
\81I", mpoisons_subj(&youmonst, mattk));
2058 if (resists_poison(mdef))
2060 pline_The("poison doesn't seem to affect %s.", mon_nam(mdef));
2062 pline("
\93Å
\82Í%s
\82É
\89e
\8b¿
\82ð
\97^
\82¦
\82È
\82¢
\81D", mon_nam(mdef));
2066 Your("poison was deadly...");
2068 Your("
\97^
\82¦
\82½
\93Å
\82Í
\92v
\8e\80\97Ê
\82¾
\82Á
\82½
\81D
\81D
\81D");
2078 if (notonhead || !has_head(pd)) {
2080 pline("%s doesn't seem harmed.", Monnam(mdef));
2082 pline("%s
\82Í
\8f\9d\82Â
\82¢
\82½
\82æ
\82¤
\82É
\82Í
\8c©
\82¦
\82È
\82¢
\81D", Monnam(mdef));
2084 if (!Unchanging && pd == &mons[PM_GREEN_SLIME]) {
2087 You("suck in some slime and don't feel very well.");
2089 You("
\83X
\83\89\83C
\83\80\82ð
\8bz
\82¢
\8eæ
\82Á
\82Ä
\81C
\8bï
\8d\87\82ª
\88«
\82
\82È
\82Á
\82½
\81D");
2090 make_slimed(10L, (char *) 0);
2095 if (m_slips_free(mdef, mattk))
2098 if ((helmet = which_armor(mdef, W_ARMH)) != 0 && rn2(8)) {
2100 pline("%s %s blocks your attack to %s head.",
2101 s_suffix(Monnam(mdef)), helm_simple_name(helmet),
2104 pline("%s
\82Ì%s
\82ª
\93ª
\82Ö
\82Ì
\8dU
\8c\82\82ð
\96h
\82¢
\82¾
\81D",
2105 Monnam(mdef), helm_simple_name(helmet));
2110 (void) eat_brains(&youmonst, mdef, TRUE, &tmp);
2114 if (!negated && !sticks(pd))
2115 u.ustuck = mdef; /* it's now stuck to you */
2119 if (!u.ustuck && !rn2(10)) {
2120 if (m_slips_free(mdef, mattk)) {
2124 You("swing yourself around %s!", mon_nam(mdef));
2126 You("%s
\82É
\90g
\91Ì
\82ð
\97\8d\82Ý
\82Â
\82©
\82¹
\82½
\81I", mon_nam(mdef));
2129 } else if (u.ustuck == mdef) {
2130 /* Monsters don't wear amulets of magical breathing */
2131 if (is_pool(u.ux, u.uy) && !is_swimmer(pd)
2132 && !amphibious(pd)) {
2134 You("drown %s...", mon_nam(mdef));
2136 You("%s
\82ð
\93M
\82ê
\82³
\82¹
\82½
\81D
\81D
\81D", mon_nam(mdef));
2138 } else if (mattk->aatyp == AT_HUGS)
2140 pline("%s is being crushed.", Monnam(mdef));
2142 pline("%s
\82Í
\89\9f\82µ
\82Â
\82Ô
\82³
\82ê
\82Ä
\82¢
\82é
\81D", Monnam(mdef));
2147 You("brush against %s %s.", s_suffix(mon_nam(mdef)),
2148 mbodypart(mdef, LEG));
2150 You("%s
\82Ì%s
\82É
\90G
\82ê
\82½
\81D", mon_nam(mdef),
2151 mbodypart(mdef, LEG));
2158 if (!negated && mdef->mcanmove && !rn2(3) && tmp < mdef->mhp) {
2161 pline("%s is frozen by you!", Monnam(mdef));
2163 pline("%s
\82Í
\82 \82È
\82½
\82Ì
\82É
\82ç
\82Ý
\82Å
\93®
\82¯
\82È
\82
\82È
\82Á
\82½
\81I", Monnam(mdef));
2164 paralyze_monst(mdef, rnd(10));
2168 if (!negated && !mdef->msleeping && sleep_monst(mdef, rnd(10), -1)) {
2171 pline("%s is put to sleep by you!", Monnam(mdef));
2173 pline("%s
\82Í
\93Ë
\91R
\96°
\82è
\82É
\82¨
\82¿
\82½
\81I", Monnam(mdef));
2179 break; /* physical damage only */
2180 if (!rn2(4) && !slimeproof(pd)) {
2181 if (!munslime(mdef, TRUE) && mdef->mhp > 0) {
2182 /* this assumes newcham() won't fail; since hero has
2183 a slime attack, green slimes haven't been geno'd */
2185 You("turn %s into slime.", mon_nam(mdef));
2187 pline("%s
\82Í
\83X
\83\89\83C
\83\80\82É
\82È
\82Á
\82½
\81D", mon_nam(mdef));
2188 if (newcham(mdef, &mons[PM_GREEN_SLIME], FALSE, FALSE))
2191 /* munslime attempt could have been fatal */
2193 return 2; /* skip death message */
2197 case AD_ENCH: /* KMH -- remove enchantment (disenchanter) */
2198 /* there's no msomearmor() function, so just do damage */
2199 /* if (negated) break; */
2202 if (!negated && mdef->mspeed != MSLOW) {
2203 unsigned int oldspeed = mdef->mspeed;
2205 mon_adjust_speed(mdef, -1, (struct obj *) 0);
2206 if (mdef->mspeed != oldspeed && canseemon(mdef))
2208 pline("%s slows down.", Monnam(mdef));
2210 pline("%s
\82Í
\82Ì
\82ë
\82
\82È
\82Á
\82½
\81D", Monnam(mdef));
2215 if (canseemon(mdef))
2217 pline("%s looks confused.", Monnam(mdef));
2219 pline("%s
\82Í
\8d¬
\97\90\82µ
\82½
\82æ
\82¤
\82¾
\81D", Monnam(mdef));
2228 mdef->mstrategy &= ~STRAT_WAITFORU; /* in case player is very fast */
2230 if (mdef->mhp < 1) {
2231 if (mdef->mtame && !cansee(mdef->mx, mdef->my)) {
2233 You_feel("embarrassed for a moment.");
2235 You("
\82µ
\82Î
\82ç
\82
\8d¢
\98f
\82µ
\82½
\81D");
2237 xkilled(mdef, XKILL_NOMSG); /* !tmp but hp<1: already killed */
2238 } else if (!flags.verbose) {
2242 You("
\93|
\82µ
\82½
\81I");
2244 xkilled(mdef, XKILL_NOMSG);
2254 register struct monst *mdef;
2255 register struct attack *mattk;
2257 register int tmp = d((int) mattk->damn, (int) mattk->damd);
2262 You("
\94\9a\94
\82µ
\82½
\81I");
2263 switch (mattk->adtyp) {
2264 boolean resistance; /* only for cold/fire/elec */
2267 if (!resists_blnd(mdef)) {
2269 pline("%s is blinded by your flash of light!", Monnam(mdef));
2271 pline("%s
\82Í
\82Ü
\82Î
\82ä
\82¢
\8cõ
\82Å
\96Ú
\82ª
\82
\82ç
\82ñ
\82¾
\81I", Monnam(mdef));
2272 mdef->mblinded = min((int) mdef->mblinded + tmp, 127);
2277 if (haseyes(mdef->data) && mdef->mcansee) {
2279 pline("%s is affected by your flash of light!", Monnam(mdef));
2281 pline("%s
\82Í
\82Ü
\82Î
\82ä
\82¢
\8cõ
\82Å
\89e
\8b¿
\82ð
\8eó
\82¯
\82½
\81I", Monnam(mdef));
2286 resistance = resists_cold(mdef);
2289 resistance = resists_fire(mdef);
2292 resistance = resists_elec(mdef);
2296 pline("%s gets blasted!", Monnam(mdef));
2298 pline("%s
\82Í
\94\9a\94
\82ð
\97\81\82Ñ
\82½
\81I", Monnam(mdef));
2300 if (mdef->mhp <= 0) {
2305 shieldeff(mdef->mx, mdef->my);
2306 if (is_golem(mdef->data))
2307 golemeffects(mdef, (int) mattk->adtyp, tmp);
2310 pline_The("blast doesn't seem to affect %s.", mon_nam(mdef));
2312 pline("
\94\9a\94
\82Í%s
\82É
\89e
\8b¿
\82ð
\97^
\82¦
\82È
\82©
\82Á
\82½
\82æ
\82¤
\82¾
\81D", mon_nam(mdef));
2326 map_location(u.ux, u.uy, TRUE);
2327 tmp_at(DISP_ALWAYS, mon_to_glyph(&youmonst));
2328 tmp_at(mdef->mx, mdef->my);
2331 You("engulf %s!", mon_nam(mdef));
2333 You("%s
\82ð
\88ù
\82Ý
\8d\9e\82ñ
\82¾
\81I", mon_nam(mdef));
2342 tmp_at(DISP_END, 0);
2349 register struct monst *mdef;
2350 register struct attack *mattk;
2352 #ifdef LINT /* static char msgbuf[BUFSZ]; */
2355 static char msgbuf[BUFSZ]; /* for nomovemsg */
2358 register int dam = d((int) mattk->damn, (int) mattk->damd);
2361 struct permonst *pd = mdef->data;
2363 /* Not totally the same as for real monsters. Specifically, these
2364 * don't take multiple moves. (It's just too hard, for too little
2365 * result, to program monsters which attack from inside you, which
2366 * would be necessary if done accurately.) Instead, we arbitrarily
2367 * kill the monster immediately for AD_DGST and we regurgitate them
2368 * after exactly 1 round of attack otherwise. -KAA
2371 if (!engulf_target(&youmonst, mdef))
2374 if (u.uhunger < 1500 && !u.uswallow) {
2375 for (otmp = mdef->minvent; otmp; otmp = otmp->nobj)
2376 (void) snuff_lit(otmp);
2378 /* force vampire in bat, cloud, or wolf form to revert back to
2379 vampire form now instead of dealing with that when it dies */
2380 if (is_vampshifter(mdef)
2381 && newcham(mdef, &mons[mdef->cham], FALSE, FALSE)) {
2383 You("engulf it, then expel it.");
2385 You("
\88ù
\82Ý
\8d\9e\82ñ
\82Å
\81C
\93f
\82«
\8fo
\82µ
\82½
\81D");
2386 if (canspotmon(mdef))
2388 pline("It turns into %s.", a_monnam(mdef));
2390 pline("
\82»
\82ê
\82Í%s
\82É
\82È
\82Á
\82½
\81D", a_monnam(mdef));
2392 map_invisible(mdef->mx, mdef->my);
2396 /* engulfing a cockatrice or digesting a Rider or Medusa */
2397 fatal_gulp = (touch_petrifies(pd) && !Stone_resistance)
2398 || (mattk->adtyp == AD_DGST
2399 && (is_rider(pd) || (pd == &mons[PM_MEDUSA]
2400 && !Stone_resistance)));
2402 if ((mattk->adtyp == AD_DGST && !Slow_digestion) || fatal_gulp)
2403 eating_conducts(pd);
2405 if (fatal_gulp && !is_rider(pd)) { /* petrification */
2407 const char *mname = pd->mname;
2409 if (!type_is_pname(pd))
2412 You("englut %s.", mon_nam(mdef));
2414 You("%s
\82ð
\88ù
\82Ý
\8d\9e\82ñ
\82¾
\81D", mon_nam(mdef));
2416 Sprintf(kbuf, "swallowing %s whole", mname);
2418 Sprintf(kbuf, "%s
\82ð
\88ù
\82Ý
\8d\9e\82ñ
\82Å", mname);
2422 switch (mattk->adtyp) {
2424 /* eating a Rider or its corpse is fatal */
2427 pline("Unfortunately, digesting any of it is fatal.");
2429 pline("
\8ec
\94O
\82È
\82ª
\82ç
\81C
\82»
\82ê
\82ð
\90H
\82×
\82é
\82Ì
\82Í
\92v
\96½
\93I
\82È
\8aÔ
\88á
\82¢
\82¾
\81D");
2432 Sprintf(killer.name, "unwisely tried to eat %s",
2434 killer.format = NO_KILLER_PREFIX;
2436 Sprintf(killer.name, "
\8bð
\82©
\82É
\82à%s
\82ð
\90H
\82×
\82æ
\82¤
\82Æ
\82µ
\82Ä",
2438 killer.format = KILLED_BY;
2441 return 0; /* lifesaved */
2444 if (Slow_digestion) {
2449 /* Use up amulet of life saving */
2450 if (!!(otmp = mlifesaver(mdef)))
2451 m_useup(mdef, otmp);
2454 /* start_engulf() issues "you engulf <mdef>" above; this
2455 used to specify XKILL_NOMSG but we need "you kill <mdef>"
2456 in case we're also going to get "welcome to level N+1";
2457 "you totally digest <mdef>" will be coming soon (after
2458 several turns) but the level-gain message seems out of
2459 order if the kill message is left implicit */
2460 xkilled(mdef, XKILL_GIVEMSG | XKILL_NOCORPSE);
2461 if (mdef->mhp > 0) { /* monster lifesaved */
2463 You("hurriedly regurgitate the sizzling in your %s.",
2465 You("%s
\82Ì
\92\86\82Å
\83V
\83\85\81[
\83V
\83\85\81[
\82Æ
\82¢
\82¤
\89¹
\82ð
\97§
\82Ä
\82Ä
\82¢
\82é
\82à
\82Ì
\82ð
\91å
\8b}
\82¬
\82Å
\93f
\82«
\96ß
\82µ
\82½
\81D",
2466 body_part(STOMACH));
2468 tmp = 1 + (pd->cwt >> 8);
2469 if (corpse_chance(mdef, &youmonst, TRUE)
2470 && !(mvitals[monsndx(pd)].mvflags & G_NOCORPSE)) {
2471 /* nutrition only if there can be a corpse */
2472 u.uhunger += (pd->cnutrit + 1) / 2;
2476 Sprintf(msgbuf, "You totally digest %s.", mon_nam(mdef));
2478 Sprintf(msgbuf, "
\82 \82È
\82½
\82Í%s
\82ð
\8a®
\91S
\82É
\8fÁ
\89»
\82µ
\82½
\81D", mon_nam(mdef));
2480 /* setting afternmv = end_engulf is tempting,
2481 * but will cause problems if the player is
2482 * attacked (which uses his real location) or
2483 * if his See_invisible wears off
2486 You("digest %s.", mon_nam(mdef));
2488 You("%s
\82ð
\8fÁ
\89»
\82µ
\82Ä
\82¢
\82é
\81D", mon_nam(mdef));
2493 multi_reason = "digesting something";
2495 multi_reason = "
\8fÁ
\89»
\92\86\82É";
2499 if (pd == &mons[PM_GREEN_SLIME]) {
2501 Sprintf(msgbuf, "%s isn't sitting well with you.",
2503 Sprintf(msgbuf, "%s
\82Í
\82 \82È
\82½
\82Æ
\82¤
\82Ü
\82
\90Ü
\82è
\8d\87\82¢
\82ð
\82Â
\82¯
\82ç
\82ê
\82È
\82¢
\82æ
\82¤
\82¾
\81D",
2506 make_slimed(5L, (char *) 0);
2509 exercise(A_CON, TRUE);
2514 if (youmonst.data == &mons[PM_FOG_CLOUD]) {
2516 pline("%s is laden with your moisture.", Monnam(mdef));
2518 pline("%s
\82Í
\82 \82È
\82½
\82Ì
\8e¼
\8bC
\82É
\8bê
\82µ
\82ß
\82ç
\82ê
\82Ä
\82¢
\82é
\81D", Monnam(mdef));
2519 if (amphibious(pd) && !flaming(pd)) {
2522 pline("%s seems unharmed.", Monnam(mdef));
2524 pline("%s
\82Í
\8f\9d\82Â
\82¢
\82Ä
\82¢
\82È
\82¢
\82æ
\82¤
\82¾
\81D", Monnam(mdef));
2528 pline("%s is pummeled with your debris!", Monnam(mdef));
2530 pline("%s
\82Í
\8a¢âI
\82Å
\92É
\82ß
\82Â
\82¯
\82ç
\82ê
\82½
\81I", Monnam(mdef));
2534 pline("%s is covered with your goo!", Monnam(mdef));
2536 pline("%s
\82Í
\82Ë
\82Î
\82Â
\82
\82à
\82Ì
\82Å
\95¢
\82í
\82ê
\82½
\81I", Monnam(mdef));
2537 if (resists_acid(mdef)) {
2539 pline("It seems harmless to %s.", mon_nam(mdef));
2541 pline("
\82µ
\82©
\82µ
\81C%s
\82Í
\82È
\82ñ
\82Æ
\82à
\82È
\82¢
\81D", mon_nam(mdef));
2546 if (can_blnd(&youmonst, mdef, mattk->aatyp,
2547 (struct obj *) 0)) {
2550 pline("%s can't see in there!", Monnam(mdef));
2552 pline("%s
\82Í
\96Ú
\82ª
\8c©
\82¦
\82È
\82
\82È
\82Á
\82½
\81I", mon_nam(mdef));
2554 dam += mdef->mblinded;
2557 mdef->mblinded = dam;
2564 pline_The("air around %s crackles with electricity.",
2566 pline("%s
\82Ì
\89ñ
\82è
\82Ì
\8bó
\8bC
\82Í
\93d
\8bC
\82Å
\83s
\83\8a\83s
\83\8a\82µ
\82Ä
\82¢
\82é
\81D",
2568 if (resists_elec(mdef)) {
2570 pline("%s seems unhurt.", Monnam(mdef));
2572 pline("
\82µ
\82©
\82µ
\81C%s
\82Í
\95½
\8bC
\82È
\82æ
\82¤
\82¾
\81D", Monnam(mdef));
2575 golemeffects(mdef, (int) mattk->adtyp, dam);
2581 if (resists_cold(mdef)) {
2583 pline("%s seems mildly chilly.", Monnam(mdef));
2585 pline("%s
\82Í
\97â
\82¦
\82½
\82æ
\82¤
\82¾
\81D", Monnam(mdef));
2589 pline("%s is freezing to death!", Monnam(mdef));
2591 pline("%s
\82Í
\93\80\8e\80\82µ
\82»
\82¤
\82¾
\81I", Monnam(mdef));
2592 golemeffects(mdef, (int) mattk->adtyp, dam);
2598 if (resists_fire(mdef)) {
2600 pline("%s seems mildly hot.", Monnam(mdef));
2602 pline("%s
\82Í
\92g
\82©
\82
\82È
\82Á
\82½
\82æ
\82¤
\82¾
\81D", Monnam(mdef));
2606 pline("%s is burning to a crisp!", Monnam(mdef));
2608 pline("%s
\82Í
\94R
\82¦
\82Ä
\83J
\83\89\83J
\83\89\82É
\82È
\82Á
\82½
\81I", Monnam(mdef));
2609 golemeffects(mdef, (int) mattk->adtyp, dam);
2615 xdrainenergym(mdef, TRUE);
2621 if (mdef->mhp <= 0) {
2623 if (mdef->mhp <= 0) /* not lifesaved */
2627 You("%s %s!", is_animal(youmonst.data) ? "regurgitate" : "expel",
2630 You("%s
\82ð%s
\82µ
\82½
\81I", mon_nam(mdef),
2631 is_animal(youmonst.data) ? "
\93f
\82«
\96ß" : "
\94r
\8fo");
2633 if (Slow_digestion || is_animal(youmonst.data)) {
2635 pline("Obviously, you didn't like %s taste.",
2636 s_suffix(mon_nam(mdef)));
2638 pline("
\82Ç
\82¤
\82à%s
\82Ì
\96¡
\82Í
\8dD
\82«
\82É
\82È
\82ê
\82È
\82¢
\81D",
2648 missum(mdef, mattk, wouldhavehit)
2649 register struct monst *mdef;
2650 register struct attack *mattk;
2651 boolean wouldhavehit;
2653 if (wouldhavehit) /* monk is missing due to penalty for wearing suit */
2655 Your("armor is rather cumbersome...");
2657 Your("
\96h
\8bï
\82Í
\8f
\82µ
\8e×
\96\82\82¾
\81D
\81D
\81D");
2659 if (could_seduce(&youmonst, mdef, mattk))
2661 You("pretend to be friendly to %s.", mon_nam(mdef));
2663 You("%s
\82É
\97F
\8dD
\93I
\82È
\82Ó
\82è
\82ð
\82µ
\82½
\81D", mon_nam(mdef));
2664 else if (canspotmon(mdef) && flags.verbose)
2666 You("miss %s.", mon_nam(mdef));
2668 Your("%s
\82Ö
\82Ì
\8dU
\8c\82\82Í
\8aO
\82ê
\82½
\81D", mon_nam(mdef));
2673 Your("
\89½
\8eÒ
\82©
\82Ö
\82Ì
\8dU
\8c\82\82Í
\8aO
\82ê
\82½
\81D");
2674 if (!mdef->msleeping && mdef->mcanmove)
2678 /* attack monster as a monster. */
2681 register struct monst *mon;
2683 struct attack *mattk, alt_attk;
2684 struct obj *weapon, **originalweapon;
2685 boolean altwep = FALSE, weapon_used = FALSE;
2686 int i, tmp, armorpenalty, sum[NATTK], nsum = 0, dhit = 0, attknum = 0;
2689 for (i = 0; i < NATTK; i++) {
2691 mattk = getmattk(&youmonst, mon, i, sum, &alt_attk);
2693 switch (mattk->aatyp) {
2696 /* Certain monsters don't use weapons when encountered as enemies,
2697 * but players who polymorph into them have hands or claws and
2698 * thus should be able to use weapons. This shouldn't prohibit
2699 * the use of most special abilities, either.
2700 * If monster has multiple claw attacks, only one can use weapon.
2703 /* Potential problem: if the monster gets multiple weapon attacks,
2704 * we currently allow the player to get each of these as a weapon
2705 * attack. Is this really desirable?
2707 /* approximate two-weapon mode; known_hitum() -> hmon() -> &c
2708 might destroy the weapon argument, but it might also already
2709 be Null, and we want to track that for passive() */
2710 originalweapon = (altwep && uswapwep) ? &uswapwep : &uwep;
2711 if (uswapwep /* set up 'altwep' flag for next iteration */
2712 /* only switch to uswapwep if it's a weapon */
2713 && (uswapwep->oclass == WEAPON_CLASS || is_weptool(uswapwep))
2714 /* only switch if uswapwep is not bow, arrows, or darts */
2715 && !(is_launcher(uswapwep) || is_ammo(uswapwep)
2716 || is_missile(uswapwep))) /* dart, shuriken, boomerang */
2717 altwep = !altwep; /* toggle for next attack */
2718 weapon = *originalweapon;
2719 if (!weapon) /* no need to go beyond no-gloves to rings; not ...*/
2720 originalweapon = &uarmg; /*... subject to erosion damage */
2722 tmp = find_roll_to_hit(mon, AT_WEAP, weapon, &attknum,
2725 dhit = (tmp > dieroll || u.uswallow);
2726 /* Enemy dead, before any special abilities used */
2727 if (!known_hitum(mon, weapon, &dhit, tmp,
2728 armorpenalty, mattk, dieroll)) {
2733 /* originalweapon points to an equipment slot which might
2734 now be empty if the weapon was destroyed during the hit;
2735 passive(,weapon,...) won't call passive_obj() in that case */
2736 weapon = *originalweapon; /* might receive passive erosion */
2737 /* might be a worm that gets cut in half */
2738 if (m_at(u.ux + u.dx, u.uy + u.dy) != mon)
2739 return (boolean) (nsum != 0);
2740 /* Do not print "You hit" message, since known_hitum
2743 if (dhit && mattk->adtyp != AD_SPEL && mattk->adtyp != AD_PHYS)
2744 sum[i] = damageum(mon, mattk);
2747 if (uwep && !cantwield(youmonst.data) && !weapon_used)
2751 if (uwep && youmonst.data->mlet == S_LICH && !weapon_used)
2759 tmp = find_roll_to_hit(mon, mattk->aatyp, (struct obj *) 0,
2760 &attknum, &armorpenalty);
2762 dhit = (tmp > dieroll || u.uswallow);
2767 && (compat = could_seduce(&youmonst, mon, mattk))) {
2770 mon->mcansee && haseyes(mon->data) ? "smile at"
2773 compat == 2 ? "engagingly" : "seductively");
2775 You("%s
\82Ö%s%s
\81D",
2777 compat == 2 ? "
\96£
\97Í
\93I
\82É" : "
\97U
\98f
\93I
\82É",
2778 mon->mcansee && haseyes(mon->data) ? "
\94÷
\8fÎ
\82Ý
\82©
\82¯
\82½"
2779 : "
\98b
\82µ
\82©
\82¯
\82½");
2781 /* doesn't anger it; no wakeup() */
2782 sum[i] = damageum(mon, mattk);
2786 /* maybe this check should be in damageum()? */
2787 if (mon->data == &mons[PM_SHADE]
2788 && !(mattk->aatyp == AT_KICK && uarmf
2789 && uarmf->blessed)) {
2791 Your("attack passes harmlessly through %s.",
2793 Your("
\8dU
\8c\82\82Í%s
\82ð
\82·
\82Á
\82Æ
\92Ê
\82è
\82Ê
\82¯
\82½
\81D",
2797 if (mattk->aatyp == AT_KICK)
2799 You("kick %s.", mon_nam(mon));
2801 You("%s
\82ð
\8fR
\82Á
\82½
\81D", mon_nam(mon));
2802 else if (mattk->aatyp == AT_BITE)
2804 You("bite %s.", mon_nam(mon));
2806 You("%s
\82É
\8a\9a\82Ý
\82Â
\82¢
\82½
\81D", mon_nam(mon));
2807 else if (mattk->aatyp == AT_STNG)
2809 You("sting %s.", mon_nam(mon));
2811 You("%s
\82É
\93Ë
\82«
\82³
\82µ
\82½
\81D", mon_nam(mon));
2812 else if (mattk->aatyp == AT_BUTT)
2814 You("butt %s.", mon_nam(mon));
2816 You("%s
\82É
\93ª
\93Ë
\82«
\82ð
\82
\82ç
\82í
\82µ
\82½
\81D", mon_nam(mon));
2817 else if (mattk->aatyp == AT_TUCH)
2819 You("touch %s.", mon_nam(mon));
2821 You("%s
\82É
\90G
\82ê
\82½
\81D", mon_nam(mon));
2822 else if (mattk->aatyp == AT_TENT)
2824 Your("tentacles suck %s.", mon_nam(mon));
2826 Your("
\90G
\8eè
\82ª%s
\82Ì
\91Ì
\89t
\82ð
\8bz
\82¢
\82Æ
\82Á
\82½
\81D", mon_nam(mon));
2829 You("hit %s.", mon_nam(mon));
2831 Your("%s
\82Ö
\82Ì
\8dU
\8c\82\82Í
\96½
\92\86\82µ
\82½
\81D", mon_nam(mon));
2832 sum[i] = damageum(mon, mattk);
2834 missum(mon, mattk, (tmp + armorpenalty > dieroll));
2839 /* automatic if prev two attacks succeed, or if
2840 * already grabbed in a previous attack
2844 if (mon->data == &mons[PM_SHADE])
2846 Your("hug passes harmlessly through %s.", mon_nam(mon));
2848 You("%s
\82ð
\82Â
\82©
\82Ü
\82¦
\82æ
\82¤
\82Æ
\82µ
\82½
\82ª
\92Ê
\82è
\82Ê
\82¯
\82½
\81D", mon_nam(mon));
2849 else if (!sticks(mon->data) && !u.uswallow) {
2850 if (mon == u.ustuck) {
2852 pline("%s is being %s.", Monnam(mon),
2853 u.umonnum == PM_ROPE_GOLEM ? "choked" : "crushed");
2855 pline("%s
\82Í%s
\81D", Monnam(mon),
2856 u.umonnum==PM_ROPE_GOLEM ? "
\8eñ
\82ð
\8di
\82ß
\82ç
\82ê
\82Ä
\82¢
\82é"
2857 : "
\89\9f\82µ
\82Â
\82Ô
\82³
\82ê
\82Ä
\82¢
\82é");
2859 sum[i] = damageum(mon, mattk);
2860 } else if (i >= 2 && sum[i - 1] && sum[i - 2]) {
2862 You("grab %s!", mon_nam(mon));
2864 You("%s
\82ð
\82Â
\82©
\82Ü
\82¦
\82½
\81I", mon_nam(mon));
2866 sum[i] = damageum(mon, mattk);
2871 case AT_EXPL: /* automatic hit if next to */
2874 sum[i] = explum(mon, mattk);
2878 tmp = find_roll_to_hit(mon, mattk->aatyp, (struct obj *) 0,
2879 &attknum, &armorpenalty);
2880 if ((dhit = (tmp > rnd(20 + i)))) {
2882 if (mon->data == &mons[PM_SHADE])
2884 Your("attempt to surround %s is harmless.", mon_nam(mon));
2886 You("%s
\82ð
\88ù
\82Ý
\82±
\82à
\82¤
\82Æ
\82µ
\82½
\82ª
\8e¸
\94s
\82µ
\82½
\81D", mon_nam(mon));
2888 sum[i] = gulpum(mon, mattk);
2889 if (sum[i] == 2 && (mon->data->mlet == S_ZOMBIE
2890 || mon->data->mlet == S_MUMMY)
2891 && rn2(5) && !Sick_resistance) {
2893 You_feel("%ssick.", (Sick) ? "very " : "");
2895 You_feel("%s
\8bC
\95ª
\82ª
\88«
\82¢
\81D", (Sick) ? "
\82Æ
\82Ä
\82à" : "");
2896 mdamageu(mon, rnd(8));
2900 missum(mon, mattk, FALSE);
2905 /* No check for uwep; if wielding nothing we want to
2906 * do the normal 1-2 points bare hand damage...
2908 if ((youmonst.data->mlet == S_KOBOLD
2909 || youmonst.data->mlet == S_ORC
2910 || youmonst.data->mlet == S_GNOME) && !weapon_used)
2917 /* Not break--avoid passive attacks from enemy */
2921 case AT_GAZE: /* all done using #monster command */
2925 default: /* Strange... */
2926 impossible("strange attack of yours (%d)", mattk->aatyp);
2929 u.mh = -1; /* dead in the current form */
2934 return (boolean) passive(mon, weapon, 1, 0, mattk->aatyp, FALSE);
2936 (void) passive(mon, weapon, sum[i], 1, mattk->aatyp, FALSE);
2940 break; /* No extra attacks if no longer a monster */
2942 break; /* If paralyzed while attacking, i.e. floating eye */
2944 return (boolean) (nsum != 0);
2947 /* Special (passive) attacks on you by monsters done here.
2950 passive(mon, weapon, mhit, malive, aatyp, wep_was_destroyed)
2952 struct obj *weapon; /* uwep or uswapwep or uarmg or uarmf or Null */
2956 boolean wep_was_destroyed;
2958 register struct permonst *ptr = mon->data;
2959 register int i, tmp;
2963 return (malive | mhit); /* no passive attacks */
2964 if (ptr->mattk[i].aatyp == AT_NONE)
2965 break; /* try this one */
2967 /* Note: tmp not always used */
2968 if (ptr->mattk[i].damn)
2969 tmp = d((int) ptr->mattk[i].damn, (int) ptr->mattk[i].damd);
2970 else if (ptr->mattk[i].damd)
2971 tmp = d((int) mon->m_lev + 1, (int) ptr->mattk[i].damd);
2975 /* These affect you even if they just died.
2977 switch (ptr->mattk[i].adtyp) {
2979 if (mhit && !mon->mcan && weapon) {
2980 if (aatyp == AT_KICK) {
2981 if (uarmf && !rn2(6))
2982 (void) erode_obj(uarmf, xname(uarmf), ERODE_BURN,
2983 EF_GREASE | EF_VERBOSE);
2984 } else if (aatyp == AT_WEAP || aatyp == AT_CLAW
2985 || aatyp == AT_MAGC || aatyp == AT_TUCH)
2986 passive_obj(mon, weapon, &(ptr->mattk[i]));
2990 if (mhit && rn2(2)) {
2991 if (Blind || !flags.verbose)
2993 You("are splashed!");
2995 You("
\89½
\82©
\82ð
\97\81\82Ñ
\82¹
\82ç
\82ê
\82½
\81I");
2998 You("are splashed by %s %s!", s_suffix(mon_nam(mon)),
3001 You("%s
\82Ì%s
\82ð
\97\81\82Ñ
\82¹
\82ç
\82ê
\82½
\81I", mon_nam(mon),
3005 if (!Acid_resistance)
3008 erode_armor(&youmonst, ERODE_CORRODE);
3010 if (mhit && weapon) {
3011 if (aatyp == AT_KICK) {
3012 if (uarmf && !rn2(6))
3013 (void) erode_obj(uarmf, xname(uarmf), ERODE_CORRODE,
3014 EF_GREASE | EF_VERBOSE);
3015 } else if (aatyp == AT_WEAP || aatyp == AT_CLAW
3016 || aatyp == AT_MAGC || aatyp == AT_TUCH)
3017 passive_obj(mon, weapon, &(ptr->mattk[i]));
3019 exercise(A_STR, FALSE);
3022 if (mhit) { /* successful attack */
3023 long protector = attk_protection((int) aatyp);
3025 /* hero using monsters' AT_MAGC attack is hitting hand to
3026 hand rather than casting a spell */
3027 if (aatyp == AT_MAGC)
3030 if (protector == 0L /* no protection */
3031 || (protector == W_ARMG && !uarmg
3032 && !uwep && !wep_was_destroyed)
3033 || (protector == W_ARMF && !uarmf)
3034 || (protector == W_ARMH && !uarmh)
3035 || (protector == (W_ARMC | W_ARMG) && (!uarmc || !uarmg))) {
3036 if (!Stone_resistance
3037 && !(poly_when_stoned(youmonst.data)
3038 && polymon(PM_STONE_GOLEM))) {
3039 done_in_by(mon, STONING); /* "You turn to stone..." */
3046 if (mhit && !mon->mcan && weapon) {
3047 if (aatyp == AT_KICK) {
3049 (void) erode_obj(uarmf, xname(uarmf), ERODE_RUST,
3050 EF_GREASE | EF_VERBOSE);
3051 } else if (aatyp == AT_WEAP || aatyp == AT_CLAW
3052 || aatyp == AT_MAGC || aatyp == AT_TUCH)
3053 passive_obj(mon, weapon, &(ptr->mattk[i]));
3057 if (mhit && !mon->mcan && weapon) {
3058 if (aatyp == AT_KICK) {
3060 (void) erode_obj(uarmf, xname(uarmf), ERODE_CORRODE,
3061 EF_GREASE | EF_VERBOSE);
3062 } else if (aatyp == AT_WEAP || aatyp == AT_CLAW
3063 || aatyp == AT_MAGC || aatyp == AT_TUCH)
3064 passive_obj(mon, weapon, &(ptr->mattk[i]));
3068 /* wrath of gods for attacking Oracle */
3070 shieldeff(u.ux, u.uy);
3072 pline("A hail of magic missiles narrowly misses you!");
3074 pline("
\96\82\96@
\82Ì
\96î
\82Ì
\89J
\82ð
\82È
\82ñ
\82Æ
\82©
\82©
\82í
\82µ
\82½
\81I");
3077 You("are hit by magic missiles appearing from thin air!");
3079 pline("
\93Ë
\94@
\8bó
\92\86\82É
\8c»
\82í
\82ê
\82½
\96\82\96@
\82Ì
\96î
\82ª
\96½
\92\86\82µ
\82½
\81I");
3083 case AD_ENCH: /* KMH -- remove enchantment (disenchanter) */
3085 if (aatyp == AT_KICK) {
3088 } else if (aatyp == AT_BITE || aatyp == AT_BUTT
3089 || (aatyp >= AT_STNG && aatyp < AT_WEAP)) {
3090 break; /* no object involved */
3092 passive_obj(mon, weapon, &(ptr->mattk[i]));
3099 /* These only affect you if they still live.
3101 if (malive && !mon->mcan && rn2(3)) {
3102 switch (ptr->mattk[i].adtyp) {
3104 if (ptr == &mons[PM_FLOATING_EYE]) {
3105 if (!canseemon(mon)) {
3110 if (ureflects("%s gaze is reflected by your %s.",
3111 s_suffix(Monnam(mon)))) {
3113 if (ureflects("%s
\82Ì
\82É
\82ç
\82Ý
\82Í%s
\82É
\82æ
\82Á
\82Ä
\94½
\8eË
\82³
\82ê
\82½
\81D",
3117 } else if (Free_action) {
3119 You("momentarily stiffen under %s gaze!",
3120 s_suffix(mon_nam(mon)));
3122 You("%s
\82Ì
\82É
\82ç
\82Ý
\82Å
\88ê
\8fu
\8dd
\92¼
\82µ
\82½
\81I",
3125 } else if (Hallucination && rn2(4)) {
3127 pline("%s looks %s%s.", Monnam(mon),
3128 !rn2(2) ? "" : "rather ",
3129 !rn2(2) ? "numb" : "stupified");
3131 pline("%s
\82Í%s
\82Î
\82©
\82É
\82È
\82Á
\82½
\82æ
\82¤
\82¾
\81D", Monnam(mon),
3132 !rn2(2) ? "" : "
\8f
\82µ");
3136 You("are frozen by %s gaze!", s_suffix(mon_nam(mon)));
3138 You("%s
\82Ì
\82É
\82ç
\82Ý
\82Å
\93®
\82¯
\82È
\82
\82È
\82Á
\82½
\81I", mon_nam(mon));
3139 nomul((ACURR(A_WIS) > 12 || rn2(4)) ? -tmp : -127);
3141 multi_reason = "frozen by a monster's gaze";
3143 multi_reason = "
\89ö
\95¨
\82Ì
\82É
\82ç
\82Ý
\82Å
\8dd
\92¼
\82µ
\82Ä
\82¢
\82é
\8e\9e\82É";
3148 pline("%s cannot defend itself.",
3149 Adjmonnam(mon, "blind"));
3151 pline("%s
\82Í
\96h
\8cä
\82Å
\82«
\82È
\82¢
\81D",
3152 Adjmonnam(mon,"
\96Ú
\82Ì
\8c©
\82¦
\82È
\82¢"));
3157 } else if (Free_action) {
3159 You("momentarily stiffen.");
3161 You("
\88ê
\8fu
\8dd
\92¼
\82µ
\82½
\81D");
3162 } else { /* gelatinous cube */
3164 You("are frozen by %s!", mon_nam(mon));
3166 You("%s
\82É
\82æ
\82Á
\82Ä
\93®
\82¯
\82È
\82
\82È
\82Á
\82½
\81I", mon_nam(mon));
3167 nomovemsg = You_can_move_again;
3170 multi_reason = "frozen by a monster";
3172 multi_reason = "
\89ö
\95¨
\82É
\82æ
\82Á
\82Ä
\8dd
\92¼
\82µ
\82Ä
\82¢
\82é
\8e\9e\82É";
3173 exercise(A_DEX, FALSE);
3176 case AD_COLD: /* brown mold or blue jelly */
3177 if (monnear(mon, u.ux, u.uy)) {
3178 if (Cold_resistance) {
3179 shieldeff(u.ux, u.uy);
3181 You_feel("a mild chill.");
3183 You("
\8a¦
\82³
\82ð
\8a´
\82¶
\82½
\81D");
3184 ugolemeffects(AD_COLD, tmp);
3188 You("are suddenly very cold!");
3190 You("
\93Ë
\91R
\81C
\96Ò
\97ó
\82É
\8a¦
\82
\82È
\82Á
\82½
\81I");
3192 /* monster gets stronger with your heat! */
3193 mon->mhp += tmp / 2;
3194 if (mon->mhpmax < mon->mhp)
3195 mon->mhpmax = mon->mhp;
3196 /* at a certain point, the monster will reproduce! */
3197 if (mon->mhpmax > ((int) (mon->m_lev + 1) * 8))
3198 (void) split_mon(mon, &youmonst);
3201 case AD_STUN: /* specifically yellow mold */
3203 make_stunned((long) tmp, TRUE);
3206 if (monnear(mon, u.ux, u.uy)) {
3207 if (Fire_resistance) {
3208 shieldeff(u.ux, u.uy);
3210 You_feel("mildly warm.");
3212 You("
\92g
\82©
\82³
\82ð
\8a´
\82¶
\82½
\81D");
3213 ugolemeffects(AD_FIRE, tmp);
3217 You("are suddenly very hot!");
3219 You("
\93Ë
\91R
\81C
\96Ò
\97ó
\82É
\94M
\82
\82È
\82Á
\82½
\81I");
3220 mdamageu(mon, tmp); /* fire damage */
3224 if (Shock_resistance) {
3225 shieldeff(u.ux, u.uy);
3227 You_feel("a mild tingle.");
3229 You("
\83s
\83\8a\83s
\83\8a\82Æá
\83\82ê
\82ð
\8a´
\82¶
\82½
\81D");
3230 ugolemeffects(AD_ELEC, tmp);
3234 You("are jolted with electricity!");
3236 You("
\93d
\8bC
\83V
\83\87\83b
\83N
\82ð
\82¤
\82¯
\82½
\81I");
3243 return (malive | mhit);
3247 * Special (passive) attacks on an attacking object by monsters done here.
3248 * Assumes the attack was successful.
3251 passive_obj(mon, obj, mattk)
3253 struct obj *obj; /* null means pick uwep, uswapwep or uarmg */
3254 struct attack *mattk; /* null means we find one internally */
3256 struct permonst *ptr = mon->data;
3259 /* [this first bit is obsolete; we're not called with Null anymore] */
3260 /* if caller hasn't specified an object, use uwep, uswapwep or uarmg */
3262 obj = (u.twoweap && uswapwep && !rn2(2)) ? uswapwep : uwep;
3263 if (!obj && mattk->adtyp == AD_ENCH)
3264 obj = uarmg; /* no weapon? then must be gloves */
3266 return; /* no object to affect */
3269 /* if caller hasn't specified an attack, find one */
3273 return; /* no passive attacks */
3274 if (ptr->mattk[i].aatyp == AT_NONE)
3275 break; /* try this one */
3277 mattk = &(ptr->mattk[i]);
3280 switch (mattk->adtyp) {
3282 if (!rn2(6) && !mon->mcan
3283 /* steam vortex: fire resist applies, fire damage doesn't */
3284 && mon->data != &mons[PM_STEAM_VORTEX]) {
3285 (void) erode_obj(obj, NULL, ERODE_BURN, EF_NONE);
3290 (void) erode_obj(obj, NULL, ERODE_CORRODE, EF_GREASE);
3295 (void) erode_obj(obj, (char *) 0, ERODE_RUST, EF_GREASE);
3300 (void) erode_obj(obj, (char *) 0, ERODE_CORRODE, EF_GREASE);
3305 if (drain_item(obj, TRUE) && carried(obj)
3306 && (obj->known || obj->oclass == ARMOR_CLASS)) {
3308 pline("%s less effective.", Yobjnam2(obj, "seem"));
3310 Your("%s
\82©
\82ç
\96\82\97Í
\82ª
\8fÁ
\82¦
\82½
\82æ
\82¤
\82¾
\81D", xname(obj));
3322 /* Note: caller must ascertain mtmp is mimicking... */
3324 stumble_onto_mimic(mtmp)
3328 const char *fmt = "Wait! That's %s!", *generic = "a monster", *what = 0;
3330 const char *fmt = "
\82¿
\82å
\82Á
\82Æ
\82Ü
\82Á
\82½
\81I%s
\82¾
\81I", *generic = "
\89ö
\95¨", *what = 0;
3332 if (!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data, AD_STCK))
3337 what = generic; /* with default fmt */
3338 else if (mtmp->m_ap_type == M_AP_MONSTER)
3339 what = a_monnam(mtmp); /* differs from what was sensed */
3341 int glyph = levl[u.ux + u.dx][u.uy + u.dy].glyph;
3343 if (glyph_is_cmap(glyph) && (glyph_to_cmap(glyph) == S_hcdoor
3344 || glyph_to_cmap(glyph) == S_vcdoor))
3346 fmt = "The door actually was %s!";
3348 fmt = "
\94à
\82Í
\8eÀ
\8dÛ
\82É
\82Í%s
\82¾
\82Á
\82½
\81I";
3349 else if (glyph_is_object(glyph) && glyph_to_obj(glyph) == GOLD_PIECE)
3351 fmt = "That gold was %s!";
3353 fmt = "
\8bà
\89Ý
\82Í%s
\82¾
\82Á
\82½
\81I";
3355 /* cloned Wiz starts out mimicking some other monster and
3356 might make himself invisible before being revealed */
3357 if (mtmp->minvis && !See_invisible)
3360 what = a_monnam(mtmp);
3365 wakeup(mtmp, FALSE); /* clears mimicking */
3366 /* if hero is blind, wakeup() won't display the monster even though
3367 it's no longer concealed */
3368 if (!canspotmon(mtmp)
3369 && !glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph))
3370 map_invisible(mtmp->mx, mtmp->my);
3377 char *hands = makeplural(body_part(HAND));
3379 if (!u.umconf || mon->mconf)
3381 if (u.umconf == 1) {
3384 Your("%s stop tingling.", hands);
3386 Your("%s
\82Ìá
\83\82ê
\82ª
\82Æ
\82ê
\82½
\81D", hands);
3389 Your("%s stop glowing %s.", hands, hcolor(NH_RED));
3391 Your("%s
\82Ì%s
\8bP
\82«
\82Í
\82È
\82
\82È
\82Á
\82½
\81D", hands, hcolor(NH_RED));
3395 pline_The("tingling in your %s lessens.", hands);
3397 pline("%s
\82Ìá
\83\82ê
\82ª
\82Æ
\82ê
\82Ä
\82«
\82½
\81D",hands);
3400 Your("%s no longer glow so brightly %s.", hands, hcolor(NH_RED));
3402 Your("%s
\82Ì%s
\8bP
\82«
\82ª
\82È
\82
\82È
\82Á
\82Ä
\82«
\82½
\81D",hands, hcolor(NH_RED));
3408 flash_hits_mon(mtmp, otmp)
3410 struct obj *otmp; /* source of flash */
3412 int tmp, amt, res = 0, useeit = canseemon(mtmp);
3414 if (mtmp->msleeping) {
3415 mtmp->msleeping = 0;
3418 pline_The("flash awakens %s.", mon_nam(mtmp));
3420 pline("
\91M
\8cõ
\82Å%s
\82ª
\96Ú
\82ð
\8ao
\82Ü
\82µ
\82½
\81D", mon_nam(mtmp));
3423 } else if (mtmp->data->mlet != S_LIGHT) {
3424 if (!resists_blnd(mtmp)) {
3425 tmp = dist2(otmp->ox, otmp->oy, mtmp->mx, mtmp->my);
3428 pline("%s is blinded by the flash!", Monnam(mtmp));
3430 pline("%s
\82Í
\91M
\8cõ
\82Å
\96Ú
\82ª
\8c©
\82¦
\82È
\82
\82È
\82Á
\82½
\81I", Monnam(mtmp));
3433 if (mtmp->data == &mons[PM_GREMLIN]) {
3434 /* Rule #1: Keep them out of the light. */
3435 amt = otmp->otyp == WAN_LIGHT ? d(1 + otmp->spe, 4)
3436 : rn2(min(mtmp->mhp, 4));
3437 light_hits_gremlin(mtmp, amt);
3439 if (mtmp->mhp > 0) {
3440 if (!context.mon_moving)
3441 setmangry(mtmp, TRUE);
3442 if (tmp < 9 && !mtmp->isshk && rn2(4))
3443 monflee(mtmp, rn2(4) ? rnd(100) : 0, FALSE, TRUE);
3445 mtmp->mblinded = (tmp < 3) ? 0 : rnd(1 + 50 / tmp);
3453 light_hits_gremlin(mon, dmg)
3458 pline("%s %s!", Monnam(mon),
3459 (dmg > mon->mhp / 2) ? "wails in agony" : "cries out in pain");
3461 pline("%s
\82Í%s
\81I", Monnam(mon),
3462 (dmg > mon->mhp / 2) ? "
\8bê
\92É
\82Ì
\90º
\82ð
\82 \82°
\82½" : "
\8c\83\92É
\82Å
\8b©
\82ñ
\82¾");
3465 wake_nearto(mon->mx, mon->my, 30);
3466 if (mon->mhp <= 0) {
3467 if (context.mon_moving)
3468 monkilled(mon, (char *) 0, AD_BLND);
3471 } else if (cansee(mon->mx, mon->my) && !canspotmon(mon)) {
3472 map_invisible(mon->mx, mon->my);