-/* NetHack 3.6 uhitm.c $NHDT-Date: 1555720104 2019/04/20 00:28:24 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.207 $ */
+/* NetHack 3.6 uhitm.c $NHDT-Date: 1573764936 2019/11/14 20:55:36 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.215 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed. See license for details. */
/* JNetHack Copyright */
/* (c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000 */
-/* For 3.4-, Copyright (c) SHIRAKATA Kentaro, 2002-2019 */
+/* For 3.4-, Copyright (c) SHIRAKATA Kentaro, 2002-2023 */
/* JNetHack may be freely redistributed. See license for details. */
#include "hack.h"
long silverhit = 0L;
int wtype;
struct obj *monwep;
-#if 0 /*JP*/
- char unconventional[BUFSZ]; /* substituted for word "attack" in msg */
-#endif
char saved_oname[BUFSZ];
-#if 0 /*JP*/
- unconventional[0] = '\0';
-#endif
saved_oname[0] = '\0';
wakeup(mon, TRUE);
} else {
if (mdat == &mons[PM_SHADE] && !shade_aware(obj)) {
tmp = 0;
-#if 0 /*JP*/
- Strcpy(unconventional, cxname(obj));
-#endif
} else {
switch (obj->otyp) {
case BOULDER: /* 1d20 */
poiskilled = TRUE;
}
if (tmp < 1) {
+ boolean mon_is_shade = (mon->data == &mons[PM_SHADE]);
+
/* make sure that negative damage adjustment can't result
in inadvertently boosting the victim's hit points */
- tmp = 0;
- if (mdat == &mons[PM_SHADE]) {
- if (!hittxt) {
-#if 0 /*JP*/
- const char *what = *unconventional ? unconventional : "attack";
-
- Your("%s %s harmlessly through %s.", what,
- vtense(what, "pass"), mon_nam(mon));
-#else
- Your("\8dU\8c\82\82Í%s\82ð\92Ê\82è\82Ê\82¯\82½\81D", mon_nam(mon));
-#endif
- hittxt = TRUE;
- }
- } else {
- if (get_dmg_bonus)
- tmp = 1;
- }
+ tmp = (get_dmg_bonus && !mon_is_shade) ? 1 : 0;
+ if (mon_is_shade && !hittxt
+ && thrown != HMON_THROWN && thrown != HMON_KICKED)
+ hittxt = shade_miss(&youmonst, mon, obj, FALSE, TRUE);
}
if (jousting) {
return FALSE;
}
+/* used for hero vs monster and monster vs monster; also handles
+ monster vs hero but that won't happen because hero can't be a shade */
+boolean
+shade_miss(magr, mdef, obj, thrown, verbose)
+struct monst *magr, *mdef;
+struct obj *obj;
+boolean thrown, verbose;
+{
+ const char *what, *whose, *target;
+ boolean youagr = (magr == &youmonst), youdef = (mdef == &youmonst);
+
+ /* we're using dmgval() for zero/not-zero, not for actual damage amount */
+ if (mdef->data != &mons[PM_SHADE] || (obj && dmgval(obj, mdef)))
+ return FALSE;
+
+ if (verbose
+ && ((youdef || cansee(mdef->mx, mdef->my) || sensemon(mdef))
+ || (magr == &youmonst && distu(mdef->mx, mdef->my) <= 2))) {
+#if 0 /*JP*/
+ static const char harmlessly_thru[] = " harmlessly through ";
+#endif
+
+/*JP
+ what = (!obj || shade_aware(obj)) ? "attack" : cxname(obj);
+*/
+ what = (!obj || shade_aware(obj)) ? "\8dU\8c\82" : cxname(obj);
+/*JP
+ target = youdef ? "you" : mon_nam(mdef);
+*/
+ target = youdef ? "\82 \82È\82½" : mon_nam(mdef);
+ if (!thrown) {
+/*JP
+ whose = youagr ? "Your" : s_suffix(Monnam(magr));
+*/
+ whose = youagr ? "\82 \82È\82½\82Ì" : s_suffix(Monnam(magr));
+#if 0 /*JP:T*/
+ pline("%s %s %s%s%s.", whose, what,
+ vtense(what, "pass"), harmlessly_thru, target);
+#else
+ pline("%s%s\82Í%s\82ð\92Ê\82è\82Ê\82¯\82½\81D", whose, what,
+ target);
+#endif
+ } else {
+#if 0 /*JP:T*/
+ pline("%s %s%s%s.", The(what), /* note: not pline_The() */
+ vtense(what, "pass"), harmlessly_thru, target);
+#else
+ pline("%s\82Í%s\82ð\92Ê\82è\82Ê\82¯\82½\81D", what, target);
+#endif
+ }
+ if (!youdef && !canspotmon(mdef))
+ map_invisible(mdef->mx, mdef->my);
+ }
+ if (!youdef)
+ mdef->msleeping = 0;
+ return TRUE;
+}
+
/* check whether slippery clothing protects from hug or wrap attack */
/* [currently assumes that you are the attacker] */
STATIC_OVL boolean
struct monst *mdef;
struct attack *mattk;
{
- struct obj *otmp, *stealoid, **minvent_ptr;
+ struct obj *otmp, *gold = 0, *stealoid, **minvent_ptr;
long unwornmask;
- if (!mdef->minvent)
+ otmp = mdef->minvent;
+ if (!otmp || (otmp->oclass == COIN_CLASS && !otmp->nobj))
return; /* nothing to take */
/* look for worn body armor */
}
*minvent_ptr = stealoid; /* put armor back into minvent */
}
+ gold = findgold(mdef->minvent);
if (stealoid) { /* we will be taking everything */
if (gender(mdef) == (int) u.mfemale && youmonst.data->mlet == S_NYMPH)
-/*JP
- You("charm %s. She gladly hands over her possessions.",
-*/
- 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",
- mon_nam(mdef));
+#if 0 /*JP:T*/
+ You("charm %s. She gladly hands over %sher possessions.",
+ mon_nam(mdef), !gold ? "" : "most of ");
+#else
+ You("%s\82ð\82¤\82Á\82Æ\82è\82³\82¹\82½\81D\94Þ\8f\97\82Í\82æ\82ë\82±\82ñ\82Å\8e\9d\82¿\95¨%s\82ð\82³\82µ\82¾\82µ\82½\81D",
+ mon_nam(mdef), !gold ? "" : "\82Ì\82Ù\82Æ\82ñ\82Ç");
+#endif
else
#if 0 /*JP:T*/
You("seduce %s and %s starts to take off %s clothes.",
#endif
}
+ /* prevent gold from being stolen so that steal-item isn't a superset
+ of steal-gold; shuffling it out of minvent before selecting next
+ item, and then back in case hero or monster dies (hero touching
+ stolen c'trice corpse or monster wielding one and having gloves
+ stolen) is less bookkeeping than skipping it within the loop or
+ taking it out once and then trying to figure out how to put it back */
+ if (gold)
+ obj_extract_self(gold);
+
while ((otmp = mdef->minvent) != 0) {
+ if (gold) /* put 'mdef's gold back after remembering mdef->minvent */
+ mpickobj(mdef, gold), gold = 0;
if (!Upolyd)
break; /* no longer have ability to steal */
/* take the object away from the monster */
} else if (unwornmask & W_ARMG) { /* stole worn gloves */
mselftouch(mdef, (const char *) 0, TRUE);
if (DEADMONSTER(mdef)) /* it's now a statue */
- return; /* can't continue stealing */
+ break; /* can't continue stealing */
}
if (!stealoid)
break; /* only taking one item */
+
+ /* take gold out of minvent before making next selection; if it
+ is the only thing left, the loop will terminate and it will be
+ put back below */
+ if ((gold = findgold(mdef->minvent)) != 0)
+ obj_extract_self(gold);
}
+
+ /* put gold back; won't happen if either hero or 'mdef' dies because
+ gold will be back in monster's inventory at either of those times
+ (so will be present in mdef's minvent for bones, or in its statue
+ now if it has just been turned into one) */
+ if (gold)
+ mpickobj(mdef, gold);
}
int
Monnam(mon))) {
#endif
;
- } else if (Free_action) {
-#if 0 /*JP:T*/
- You("momentarily stiffen under %s gaze!",
- s_suffix(mon_nam(mon)));
-#else
- You("%s\82Ì\82É\82ç\82Ý\82Å\88ê\8fu\8dd\92¼\82µ\82½\81I",
- mon_nam(mon));
-#endif
} else if (Hallucination && rn2(4)) {
+ /* [it's the hero who should be getting paralyzed
+ and isn't; this message describes the monster's
+ reaction rather than the hero's escape] */
#if 0 /*JP:T*/
pline("%s looks %s%s.", Monnam(mon),
!rn2(2) ? "" : "rather ",
- !rn2(2) ? "numb" : "stupified");
+ !rn2(2) ? "numb" : "stupefied");
#else
pline("%s\82Í%s\82Î\82©\82É\82È\82Á\82½\82æ\82¤\82¾\81D", Monnam(mon),
!rn2(2) ? "" : "\8f\82µ");
#endif
+ } else if (Free_action) {
+#if 0 /*JP:T*/
+ You("momentarily stiffen under %s gaze!",
+ s_suffix(mon_nam(mon)));
+#else
+ You("%s\82Ì\82É\82ç\82Ý\82Å\88ê\8fu\8dd\92¼\82µ\82½\81I",
+ mon_nam(mon));
+#endif
} else {
/*JP
You("are frozen by %s gaze!", s_suffix(mon_nam(mon)));