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uhitm.c

/*    SCCS Id: @(#)uhitm.c    3.3   2000/02/20  */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

#include "hack.h"

STATIC_DCL boolean FDECL(known_hitum, (struct monst *,int *,struct attack *));
STATIC_DCL void FDECL(steal_it, (struct monst *, struct attack *));
STATIC_DCL boolean FDECL(hitum, (struct monst *,int,struct attack *));
STATIC_DCL boolean FDECL(hmon_hitmon, (struct monst *,struct obj *,int));
STATIC_DCL boolean FDECL(m_slips_free, (struct monst *mtmp,struct attack *mattk));
STATIC_DCL int FDECL(explum, (struct monst *,struct attack *));
STATIC_DCL void FDECL(start_engulf, (struct monst *));
STATIC_DCL void NDECL(end_engulf);
STATIC_DCL int FDECL(gulpum, (struct monst *,struct attack *));
STATIC_DCL boolean FDECL(hmonas, (struct monst *,int));
STATIC_DCL void FDECL(nohandglow, (struct monst *));

extern boolean notonhead;     /* for long worms */
/* The below might become a parameter instead if we use it a lot */
static int dieroll;
/* Used to flag attacks caused by Stormbringer's maliciousness. */
static boolean override_confirmation = FALSE;

#define PROJECTILE(obj) ((obj) && is_ammo(obj))

/* modified from hurtarmor() in mhitu.c */
/* This is not static because it is also used for monsters rusting monsters */
void
hurtmarmor(mdef, attk)
struct monst *mdef;
int attk;
{
      int   hurt;
      struct obj *target;

      switch(attk) {
          /* 0 is burning, which we should never be called with */
          case AD_RUST: hurt = 1; break;
          case AD_CORRODE: hurt = 3; break;
          default: hurt = 2; break;
      }
      /* What the following code does: it keeps looping until it
       * finds a target for the rust monster.
       * Head, feet, etc... not covered by metal, or covered by
       * rusty metal, are not targets.  However, your body always
       * is, no matter what covers it.
       */
      while (1) {
          switch(rn2(5)) {
          case 0:
            target = which_armor(mdef, W_ARMH);
            if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef))
                continue;
            break;
          case 1:
            target = which_armor(mdef, W_ARMC);
            if (target) {
                (void)rust_dmg(target, xname(target), hurt, TRUE, mdef);
                break;
            }
            if ((target = which_armor(mdef, W_ARM)) != (struct obj *)0) {
                (void)rust_dmg(target, xname(target), hurt, TRUE, mdef);
#ifdef TOURIST
            } else if ((target = which_armor(mdef, W_ARMU)) != (struct obj *)0) {
                (void)rust_dmg(target, xname(target), hurt, TRUE, mdef);
#endif
            }
            break;
          case 2:
            target = which_armor(mdef, W_ARMS);
            if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef))
                continue;
            break;
          case 3:
            target = which_armor(mdef, W_ARMG);
            if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef))
                continue;
            break;
          case 4:
            target = which_armor(mdef, W_ARMF);
            if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef))
                continue;
            break;
          }
          break; /* Out of while loop */
      }
}

boolean
attack_checks(mtmp, wep)
register struct monst *mtmp;
struct obj *wep;  /* uwep for attack(), null for kick_monster() */
{
      char qbuf[QBUFSZ];

      /* if you're close enough to attack, alert any waiting monster */
      mtmp->mstrategy &= ~STRAT_WAITMASK;

      if (u.uswallow && mtmp == u.ustuck) return FALSE;

      if (flags.forcefight) {
            /* Do this in the caller, after we checked that the monster
             * didn't die from the blow.  Reason: putting the 'I' there
             * causes the hero to forget the square's contents since
             * both 'I' and remembered contents are stored in .glyph.
             * If the monster dies immediately from the blow, the 'I' will
             * not stay there, so the player will have suddenly forgotten
             * the square's contents for no apparent reason.
            if (!canspotmon(mtmp) &&
                !glyph_is_invisible(levl[u.ux+u.dx][u.uy+u.dy].glyph))
                  map_invisible(u.ux+u.dx, u.uy+u.dy);
             */
            return FALSE;
      }

      /* Put up an invisible monster marker, but one exception is for
       * monsters that hide.  That already prints a warning message and
       * prevents you from hitting the monster just via the hidden monster
       * code below; if we also did that here, similar behavior would be
       * happening two turns in a row.
       */
      if (!canspotmon(mtmp) &&
                !glyph_is_invisible(levl[u.ux+u.dx][u.uy+u.dy].glyph) &&
                !(!Blind && mtmp->mundetected && hides_under(mtmp->data))) {
            pline("Wait!  There's %s there you can't see!",
                  something);
            map_invisible(u.ux+u.dx, u.uy+u.dy);
            /* if it was an invisible mimic, treat it as if we stumbled
             * onto a visible mimic
             */
            if(mtmp->m_ap_type && !Protection_from_shape_changers) {
                if(!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data,AD_STCK))
                  u.ustuck = mtmp;
            }
            wakeup(mtmp); /* always necessary; also un-mimics mimics */
            return TRUE;
      }

      if(mtmp->m_ap_type && !Protection_from_shape_changers
                                    && !sensemon(mtmp)) {
            /* If a hidden mimic was in a square where a player remembers
             * some (probably different) unseen monster, the player is in
             * luck--he attacks it even though it's hidden.
             */
            if (glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph)) {
                seemimic(mtmp);
                return(FALSE);
            }
            stumble_onto_mimic(mtmp);
            return TRUE;
      }

      if (mtmp->mundetected && !canseemon(mtmp) &&
            (hides_under(mtmp->data) || mtmp->data->mlet == S_EEL)) {
          mtmp->mundetected = mtmp->msleeping = 0;
          newsym(mtmp->mx, mtmp->my);
          if (glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph)) {
            seemimic(mtmp);
            return(FALSE);
          }
          if (!(Blind ? Blind_telepat : Unblind_telepat)) {
            struct obj *obj;

            if (Blind || (is_pool(mtmp->mx,mtmp->my) && !Underwater))
                pline("Wait!  There's a hidden monster there!");
            else if ((obj = level.objects[mtmp->mx][mtmp->my]) != 0)
                pline("Wait!  There's %s hiding under %s!",
                    an(l_monnam(mtmp)), doname(obj));
            return TRUE;
          }
      }

      if (flags.confirm && mtmp->mpeaceful
          && !Confusion && !Hallucination && !Stunned) {
            /* Intelligent chaotic weapons (Stormbringer) want blood */
            if (wep && wep->oartifact == ART_STORMBRINGER) {
                  override_confirmation = TRUE;
                  return(FALSE);
            }
            if (canspotmon(mtmp)) {
                  Sprintf(qbuf, "Really attack %s?", mon_nam(mtmp));
                  if (yn(qbuf) != 'y') {
                        flags.move = 0;
                        return(TRUE);
                  }
            }
      }

      return(FALSE);
}

schar
find_roll_to_hit(mtmp)
register struct monst *mtmp;
{
      schar tmp;
      int tmp2;

      tmp = 1 + Luck + abon() + find_mac(mtmp) + u.uhitinc +
            maybe_polyd(youmonst.data->mlevel, u.ulevel);

/*    it is unchivalrous to attack the defenseless or from behind */
      if (Role_if(PM_KNIGHT) && u.ualign.type == A_LAWFUL &&
          (!mtmp->mcanmove || mtmp->msleeping || mtmp->mflee) &&
          u.ualign.record > -10) {
          You("caitiff!");
          adjalign(-1);
      }

/*    attacking peaceful creatures is bad for the samurai's giri */
      if (Role_if(PM_SAMURAI) && mtmp->mpeaceful &&
          u.ualign.record > -10) {
          You("dishonorably attack the innocent!");
          adjalign(-1);
      }

/*    Adjust vs. (and possibly modify) monster state.       */

      if(mtmp->mstun) tmp += 2;
      if(mtmp->mflee) tmp += 2;

      if (mtmp->msleeping) {
            mtmp->msleeping = 0;
            tmp += 2;
      }
      if(!mtmp->mcanmove) {
            tmp += 4;
            if(!rn2(10)) {
                  mtmp->mcanmove = 1;
                  mtmp->mfrozen = 0;
            }
      }
      if (is_orc(mtmp->data) && maybe_polyd(is_elf(youmonst.data),
                  Race_if(PM_ELF)))
          tmp++;
      if(Role_if(PM_MONK) && !Upolyd) {
          if (uarm) {
            Your("armor is rather cumbersome...");
            tmp -= urole.spelarmr;
          } else if (!uwep)
            tmp += (u.ulevel / 3) + 2;
      }

/*    with a lot of luggage, your agility diminishes */
      if ((tmp2 = near_capacity()) != 0) tmp -= (tmp2*2) - 1;
      if (u.utrap) tmp -= 3;
/*    Some monsters have a combination of weapon attacks and non-weapon
 *    attacks.  It is therefore wrong to add hitval to tmp; we must add
 *    it only for the specific attack (in hmonas()).
 */
      if (uwep && !Upolyd) {
            tmp += hitval(uwep, mtmp);
            tmp += weapon_hit_bonus(uwep);
      }
      return tmp;
}

/* try to attack; return FALSE if monster evaded */
/* u.dx and u.dy must be set */
boolean
attack(mtmp)
register struct monst *mtmp;
{
      schar tmp;
      register struct permonst *mdat = mtmp->data;

      /* This section of code provides protection against accidentally
       * hitting peaceful (like '@') and tame (like 'd') monsters.
       * Protection is provided as long as player is not: blind, confused,
       * hallucinating or stunned.
       * changes by wwp 5/16/85
       * More changes 12/90, -dkh-. if its tame and safepet, (and protected
       * 07/92) then we assume that you're not trying to attack. Instead,
       * you'll usually just swap places if this is a movement command
       */
      /* Intelligent chaotic weapons (Stormbringer) want blood */
      if (is_safepet(mtmp) && !flags.forcefight) {
          if (!uwep || uwep->oartifact != ART_STORMBRINGER) {
            /* there are some additional considerations: this won't work
             * if in a shop or Punished or you miss a random roll or
             * if you can walk thru walls and your pet cannot (KAA) or
             * if your pet is a long worm (unless someone does better).
             * there's also a chance of displacing a "frozen" monster.
             * sleeping monsters might magically walk in their sleep.
             */
            unsigned int foo = (Punished ||
                            !rn2(7) || is_longworm(mtmp->data));

            if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE) || foo
                  || (IS_ROCK(levl[u.ux][u.uy].typ) &&
                              !passes_walls(mtmp->data))) {
                char buf[BUFSZ];

                mtmp->mflee = 1;
                mtmp->mfleetim = rnd(6);
                Strcpy(buf, y_monnam(mtmp));
                buf[0] = highc(buf[0]);
                You("stop.  %s is in the way!", buf);
                return(TRUE);
            } else if ((mtmp->mfrozen || (! mtmp->mcanmove)
                        || (mtmp->data->mmove == 0)) && rn2(6)) {
                pline("%s doesn't seem to move!", Monnam(mtmp));
                return(TRUE);
            } else return(FALSE);
          }
      }

      /* possibly set in attack_checks;
         examined in known_hitum, called via hitum or hmonas below */
      override_confirmation = FALSE;
      if (attack_checks(mtmp, uwep)) return(TRUE);

      if (Upolyd) {
            /* certain "pacifist" monsters don't attack */
            if(noattacks(youmonst.data)) {
                  You("have no way to attack monsters physically.");
                  mtmp->mstrategy &= ~STRAT_WAITMASK;
                  goto atk_done;
            }
      }

      if(check_capacity("You cannot fight while so heavily loaded."))
          goto atk_done;

      if (u.twoweap && !can_twoweapon())
            untwoweapon();

      if(unweapon) {
          unweapon = FALSE;
          if(flags.verbose) {
            if(uwep)
                You("begin bashing monsters with your %s.",
                  aobjnam(uwep, (char *)0));
            else if (!cantwield(youmonst.data))
                You("begin %sing monsters with your %s %s.",
                  Role_if(PM_MONK) ? "strik" : "bash",
                  uarmg ? "gloved" : "bare",    /* Del Lamb */
                  makeplural(body_part(HAND)));
          }
      }
      exercise(A_STR, TRUE);        /* you're exercising muscles */
      /* andrew@orca: prevent unlimited pick-axe attacks */
      u_wipe_engr(3);

      /* Is the "it died" check actually correct? */
      if(mdat->mlet == S_LEPRECHAUN && !mtmp->mfrozen && !mtmp->msleeping &&
         !mtmp->mconf && mtmp->mcansee && !rn2(7) &&
         (m_move(mtmp, 0) == 2 ||                   /* it died */
         mtmp->mx != u.ux+u.dx || mtmp->my != u.uy+u.dy)) /* it moved */
            return(FALSE);

      tmp = find_roll_to_hit(mtmp);
      if (Upolyd)
            (void) hmonas(mtmp, tmp);
      else
            (void) hitum(mtmp, tmp, youmonst.data->mattk);
      mtmp->mstrategy &= ~STRAT_WAITMASK;

atk_done:
      /* see comment in attack_checks() */
      /* we only need to check for this if we did an attack_checks()
       * and it returned 0 (it's okay to attack), and the monster didn't
       * evade.
       */
      if (flags.forcefight && mtmp->mhp > 0 && !canspotmon(mtmp) &&
          !glyph_is_invisible(levl[u.ux+u.dx][u.uy+u.dy].glyph) &&
          !(u.uswallow && mtmp == u.ustuck))
            map_invisible(u.ux+u.dx, u.uy+u.dy);

      return(TRUE);
}

STATIC_OVL boolean
known_hitum(mon, mhit, uattk) /* returns TRUE if monster still lives */
register struct monst *mon;
register int *mhit;
struct attack *uattk;
{
      register boolean malive = TRUE;

      if (override_confirmation) {
          /* this may need to be generalized if weapons other than
             Stormbringer acquire similar anti-social behavior... */
          if (flags.verbose) Your("bloodthirsty blade attacks!");
      }

      if(!*mhit) {
          missum(mon, uattk);
      } else {
          int oldhp = mon->mhp;

            /* KMH, conduct */
            if (uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep)))
                u.uconduct.weaphit++;

          /* we hit the monster; be careful: it might die! */
          notonhead = (mon->mx != u.ux+u.dx || mon->my != u.uy+u.dy);
          malive = hmon(mon, uwep, 0);
          if (malive && u.twoweap) malive = hmon(mon, uswapwep, 0);
          if (malive) {
            /* monster still alive */
            if(!rn2(25) && mon->mhp < mon->mhpmax/2
                      && !(u.uswallow && mon == u.ustuck)) {
                /* maybe should regurgitate if swallowed? */
                mon->mflee = 1;
                if(!rn2(3)) {
                  mon->mfleetim = rnd(100);
                  if (!Blind) pline("%s turns to flee!", (Monnam(mon)));
                }
                if(u.ustuck == mon && !u.uswallow && !sticks(youmonst.data))
                  u.ustuck = 0;
            }
            /* Vorpal Blade hit converted to miss */
            /* could be headless monster or worm tail */
            if (mon->mhp == oldhp)
                  *mhit = 0;
            if (mon->wormno && *mhit)
                  cutworm(mon, u.ux+u.dx, u.uy+u.dy, uwep);
          }
      }
      return(malive);
}

STATIC_OVL boolean
hitum(mon, tmp, uattk)        /* returns TRUE if monster still lives */
struct monst *mon;
int tmp;
struct attack *uattk;
{
      boolean malive;
      int mhit = (tmp > (dieroll = rnd(20)) || u.uswallow);

      if(tmp > dieroll) exercise(A_DEX, TRUE);
      malive = known_hitum(mon, &mhit, uattk);
      (void) passive(mon, mhit, malive, AT_WEAP);
      return(malive);
}

boolean                 /* general "damage monster" routine */
hmon(mon, obj, thrown)        /* return TRUE if mon still alive */
struct monst *mon;
struct obj *obj;
int thrown;
{
      boolean result, anger_guards;

      anger_guards = (mon->mpeaceful &&
                      (mon->ispriest || mon->isshk ||
                       mon->data == &mons[PM_WATCHMAN] ||
                       mon->data == &mons[PM_WATCH_CAPTAIN]));
      result = hmon_hitmon(mon, obj, thrown);
      if (mon->ispriest && !rn2(2)) ghod_hitsu(mon);
      if (anger_guards) (void)angry_guards(!flags.soundok);
      return result;
}

/* guts of hmon() */
STATIC_OVL boolean
hmon_hitmon(mon, obj, thrown)
struct monst *mon;
struct obj *obj;
int thrown;
{
      int tmp;
      struct permonst *mdat = mon->data;
      int barehand_silver_rings = 0;
      /* The basic reason we need all these booleans is that we don't want
       * a "hit" message when a monster dies, so we have to know how much
       * damage it did _before_ outputting a hit message, but any messages
       * associated with the damage don't come out until _after_ outputting
       * a hit message.
       */
      boolean hittxt = FALSE, destroyed = FALSE;
      boolean get_dmg_bonus = TRUE;
      boolean ispoisoned = FALSE, needpoismsg = FALSE, poiskilled = FALSE;
      boolean silvermsg = FALSE;
      boolean valid_weapon_attack = FALSE;
      int wtype;
      struct obj *monwep;
      char yourbuf[BUFSZ];

      wakeup(mon);
      if(!obj) {  /* attack with bare hands */
          if (mdat == &mons[PM_SHADE])
            tmp = 0;
          else if (martial_bonus())
            tmp = rnd(4);     /* bonus for martial arts */
          else
            tmp = rnd(2);
          valid_weapon_attack = (tmp > 1);
          /* blessed gloves give bonuses when fighting 'bare-handed' */
          if (uarmg && uarmg->blessed && (is_undead(mdat) || is_demon(mdat)))
            tmp += rnd(4);
          /* So do silver rings.  Note: rings are worn under gloves, so you
           * don't get both bonuses.
           */
          if (!uarmg) {
            if (uleft && objects[uleft->otyp].oc_material == SILVER)
                barehand_silver_rings++;
            if (uright && objects[uright->otyp].oc_material == SILVER)
                barehand_silver_rings++;
            if (barehand_silver_rings && hates_silver(mdat)) {
                tmp += rnd(20);
                silvermsg = TRUE;
            }
          }
      } else {
          if(obj->oclass == WEAPON_CLASS || is_weptool(obj) ||
             obj->oclass == GEM_CLASS) {

            /* is it not a melee weapon? */
            if (/* if you strike with a bow... */
                is_launcher(obj) ||
                /* or strike with a missile in your hand... */
                (!thrown && (is_missile(obj) || is_ammo(obj))) ||
                /* or use a pole at short range and not mounted... */
                (!thrown &&
#ifdef STEED
                 !u.usteed &&
#endif
                 is_pole(obj)) ||
                /* or throw a missile without the proper bow... */
                (is_ammo(obj) && !ammo_and_launcher(obj, uwep))) {
                /* then do only 1-2 points of damage */
                if (mdat == &mons[PM_SHADE] && obj->otyp != SILVER_ARROW)
                  tmp = 0;
                else
                  tmp = rnd(2);
            } else {
                tmp = dmgval(obj, mon);
                /* a minimal hit doesn't exercise proficiency */
                valid_weapon_attack = (tmp > 1);
                if (!valid_weapon_attack || mon == u.ustuck || u.twoweap) {
                  ;     /* no special bonuses */
                } else if (mon->mflee && Role_if(PM_ROGUE) && !Upolyd) {
                  You("strike %s from behind!", mon_nam(mon));
                  tmp += rnd(u.ulevel);
                  hittxt = TRUE;
                } else if (dieroll == 2 && obj == uwep &&
                    obj->oclass == WEAPON_CLASS &&
                    (bimanual(obj) ||
                      (Role_if(PM_SAMURAI) && obj->otyp == KATANA && !uarms)) &&
                    ((wtype = uwep_skill_type()) != P_NONE &&
                      P_SKILL(wtype) >= P_SKILLED) &&
                    ((monwep = MON_WEP(mon)) != 0 &&
                      weapon_type(monwep) != P_WHIP &&
                      !obj_resists(monwep,
                         50 + 15 * greatest_erosion(monwep), 100))) {
                  /*
                   * 2.5% chance of shattering defender's weapon when
                   * using a two-handed weapon; less if uwep is rusted.
                   * [dieroll == 2 is most successful non-beheading or
                   * -bisecting hit, in case of special artifact damage;
                   * the percentage chance is (1/20)*(50/100).]
                   */
                  monwep->owornmask &= ~W_WEP;
                  MON_NOWEP(mon);
                  mon->weapon_check = NEED_WEAPON;
                  pline("%s %s shatter%s from the force of your blow!",
                        s_suffix(Monnam(mon)), xname(monwep),
                        (monwep->quan) == 1L ? "s" : "");
                  m_useup(mon, monwep);
                  /* If someone just shattered MY weapon, I'd flee! */
                  if (rn2(4) && !mon->mflee) {
                      mon->mflee = 1;
                      mon->mfleetim = d(2,3);
                  }
                  hittxt = TRUE;
                }

                if (obj->oartifact &&
                  artifact_hit(&youmonst, mon, obj, &tmp, dieroll)) {
                  if(mon->mhp <= 0) /* artifact killed monster */
                      return FALSE;
                  if (tmp == 0) return TRUE;
                  hittxt = TRUE;
                }
                if (objects[obj->otyp].oc_material == SILVER
                        && hates_silver(mdat))
                  silvermsg = TRUE;
                if(!thrown && obj == uwep && obj->otyp == BOOMERANG &&
                   !rnl(3)) {
                  pline("As you hit %s, %s breaks into splinters.",
                        mon_nam(mon), the(xname(obj)));
                  useup(obj);
                  obj = (struct obj *) 0;
                  hittxt = TRUE;
                  if (mdat != &mons[PM_SHADE])
                      tmp++;
                } else if(thrown && (is_ammo(obj) || is_missile(obj))) {
                  if (ammo_and_launcher(obj, uwep)) {
                      /* Elves and Samurai do extra damage using
                       * their bows&arrows; they're highly trained.
                       */
                      if (Role_if(PM_SAMURAI) &&
                        obj->otyp == YA && uwep->otyp == YUMI)
                        tmp++;
                      else if (Race_if(PM_ELF) &&
                             obj->otyp == ELVEN_ARROW &&
                             uwep->otyp == ELVEN_BOW)
                        tmp++;
                  }
                  if(obj->opoisoned && is_poisonable(obj))
                      ispoisoned = TRUE;
                }
            }
          } else if(obj->oclass == POTION_CLASS) {
            if (obj->quan > 1L)
                setworn(splitobj(obj, 1L), W_WEP);
            else
                setuwep((struct obj *)0);
            freeinv(obj);
            potionhit(mon, obj, TRUE);
            if (mon->mhp <= 0) return FALSE;    /* killed */
            hittxt = TRUE;
            /* in case potion effect causes transformation */
            mdat = mon->data;
            tmp = (mdat == &mons[PM_SHADE]) ? 0 : 1;
          } else {
            boolean shade_aware = FALSE;

            switch(obj->otyp) {
                case BOULDER:       /* 1d20 */
                case HEAVY_IRON_BALL:     /* 1d25 */
                case IRON_CHAIN:          /* 1d4+1 */
                  tmp = dmgval(obj, mon);
                  shade_aware = TRUE;     /* dmgval handles it */
                  break;
                case MIRROR:
                  if (breaktest(obj)) {
                      You("break %s mirror.  That's bad luck!",
                        shk_your(yourbuf, obj));
                      change_luck(-2);
                      useup(obj);
                      obj = (struct obj *) 0;
                      hittxt = TRUE;
                  }
                  tmp = 1;
                  break;
#ifdef TOURIST
                case EXPENSIVE_CAMERA:
                  You("succeed in destroying %s camera.  Congratulations!",
                      shk_your(yourbuf, obj));
                  useup(obj);
                  return(TRUE);
#endif
                case CORPSE:        /* fixed by polder@cs.vu.nl */
                  if (touch_petrifies(&mons[obj->corpsenm])) {
                      tmp = 1;
                      hittxt = TRUE;
                      You("hit %s with %s corpse.", mon_nam(mon),
                        obj->dknown ? the(mons[obj->corpsenm].mname) :
                        an(mons[obj->corpsenm].mname));
                      if (!munstone(mon, TRUE))
                        minstapetrify(mon, TRUE);
                      if (resists_ston(mon)) break;
                      /* note: hp may be <= 0 even if munstoned==TRUE */
                      return (boolean) (mon->mhp > 0);
#if 0
                  } else if (touch_petrifies(mdat)) {
                      /* maybe turn the corpse into a statue? */
#endif
                  }
                  tmp = (obj->corpsenm >= LOW_PM ?
                              mons[obj->corpsenm].msize : 0) + 1;
                  break;
                case EGG:
                  {
#define useup_eggs(o)   { if (thrown) obfree(o,(struct obj *)0); \
                    else useupall(o); \
                    o = (struct obj *)0; }      /* now gone */
                  long cnt = obj->quan;

                  tmp = 1;          /* nominal physical damage */
                  get_dmg_bonus = FALSE;
                  hittxt = TRUE;          /* message always given */
                  /* egg is always either used up or transformed, so next
                     hand-to-hand attack should yield a "bashing" mesg */
                  if (obj == uwep) unweapon = TRUE;
                  if (obj->spe && obj->corpsenm >= LOW_PM) {
                      if (obj->quan < 5)
                        change_luck((schar) -(obj->quan));
                      else
                        change_luck(-5);
                  }

                  if (touch_petrifies(&mons[obj->corpsenm])) {
                      /*learn_egg_type(obj->corpsenm);*/
                      You("hit %s with %s %s egg%s.  Splat!",
                        mon_nam(mon),
                        obj->known ? "the" : cnt > 1L ? "some" : "a",
                        obj->known ? mons[obj->corpsenm].mname : "petrifying",
                        plur(cnt));
                      obj->known = 1;     /* (not much point...) */
                      useup_eggs(obj);
                      if (!munstone(mon, TRUE))
                        minstapetrify(mon, TRUE);
                      if (resists_ston(mon)) break;
                      return (boolean) (mon->mhp > 0);
                  } else {    /* ordinary egg(s) */
                      const char *eggp =
                             (obj->corpsenm != NON_PM && obj->known) ?
                                    the(mons[obj->corpsenm].mname) :
                                    (cnt > 1L) ? "some" : "an";
                      You("hit %s with %s egg%s.",
                        mon_nam(mon), eggp, plur(cnt));
                      if (touch_petrifies(mdat)) {
                        pline_The("egg%s %s alive any more...",
                              plur(cnt),
                              (cnt == 1L) ? "isn't" : "aren't");
                        if (obj->timed) obj_stop_timers(obj);
                        obj->otyp = ROCK;
                        obj->oclass = GEM_CLASS;
                        obj->oartifact = 0;
                        obj->spe = 0;
                        obj->known = obj->dknown = obj->bknown = 0;
                        obj->owt = weight(obj);
                        if (thrown) place_object(obj, mon->mx, mon->my);
                      } else {
                        pline("Splat!");
                        useup_eggs(obj);
                        exercise(A_WIS, FALSE);
                      }
                  }
                  break;
#undef useup_eggs
                  }
                case CLOVE_OF_GARLIC:     /* no effect against demons */
                  if (is_undead(mdat)) {
                      mon->mflee = 1;
                      mon->mfleetim += d(2,4);
                      pline("%s turns to flee!", Monnam(mon));
                  }
                  tmp = 1;
                  break;
                case CREAM_PIE:
                case BLINDING_VENOM:
                  mon->msleeping = 0;
                  if (can_blnd(&youmonst, mon, (uchar)
                            (obj->otyp == BLINDING_VENOM
                             ? AT_SPIT : AT_WEAP), obj)) {
                      if (Blind) {
                        pline(obj->otyp == CREAM_PIE ?
                              "Splat!" : "Splash!");
                      } else if (obj->otyp == BLINDING_VENOM) {
                        pline_The("venom blinds %s%s!", mon_nam(mon),
                                mon->mcansee ? "" : " further");
                      } else {
                        char *whom = mon_nam(mon);
                        /* note: s_suffix returns a modifiable buffer */
                        if (haseyes(mdat)
                            && mdat != &mons[PM_FLOATING_EYE])
                            whom = strcat(s_suffix(whom), " face");
                        pline_The("%s splashes over %s!",
                                xname(obj), whom);
                      }
                      setmangry(mon);
                      mon->mcansee = 0;
                      tmp = rn1(25, 21);
                      if(((int) mon->mblinded + tmp) > 127)
                        mon->mblinded = 127;
                      else mon->mblinded += tmp;
                  } else {
                      pline(obj->otyp==CREAM_PIE ? "Splat!" : "Splash!");
                      setmangry(mon);
                  }
                  if (thrown) obfree(obj, (struct obj *)0);
                  else useup(obj);
                  hittxt = TRUE;
                  get_dmg_bonus = FALSE;
                  tmp = 0;
                  break;
                case ACID_VENOM: /* thrown (or spit) */
                  if (resists_acid(mon)) {
                        Your("venom hits %s harmlessly.",
                              mon_nam(mon));
                        tmp = 0;
                  } else {
                        Your("venom burns %s!", mon_nam(mon));
                        tmp = dmgval(obj, mon);
                  }
                  if (thrown) obfree(obj, (struct obj *)0);
                  else useup(obj);
                  hittxt = TRUE;
                  get_dmg_bonus = FALSE;
                  break;
                default:
                  /* non-weapons can damage because of their weight */
                  /* (but not too much) */
                  tmp = obj->owt/100;
                  if(tmp < 1) tmp = 1;
                  else tmp = rnd(tmp);
                  if(tmp > 6) tmp = 6;
            }

            if (!shade_aware && mdat == &mons[PM_SHADE] && obj &&
                        objects[obj->otyp].oc_material != SILVER)
                tmp = 0;
          }
      }

      /****** NOTE: perhaps obj is undefined!! (if !thrown && BOOMERANG)
       *      *OR* if attacking bare-handed!! */

      if (get_dmg_bonus && tmp > 0) {
            tmp += u.udaminc;
            /* If you throw using a propellor, you don't get a strength
             * bonus but you do get an increase-damage bonus.
             */
            if(!thrown || !obj || !uwep || !ammo_and_launcher(obj, uwep))
                tmp += dbon();
      }

      if (valid_weapon_attack) {
          struct obj *wep;

          /* to be valid a projectile must have had the correct projector */
          wep = PROJECTILE(obj) ? uwep : obj;
          tmp += weapon_dam_bonus(wep);
          /* [this assumes that `!thrown' implies wielded...] */
          wtype = thrown ? weapon_type(wep) : uwep_skill_type();
          use_skill(wtype, 1);
      }

      if (ispoisoned) {
          int nopoison = (10 - (obj->owt/10));            
          if(nopoison < 2) nopoison = 2;
          if Role_if(PM_SAMURAI) {
            You("dishonorably use a poisoned weapon!");
            adjalign(-sgn(u.ualign.type));
          } else if ((u.ualign.type == A_LAWFUL) && (u.ualign.record > -10)) {
            You_feel("like an evil coward for using a poisoned weapon.");
            adjalign(-1);
          }
          if (obj && !rn2(nopoison)) {
            obj->opoisoned = FALSE;
            Your("%s%s no longer poisoned.", xname(obj),
                 (obj->quan == 1L) ? " is" : "s are");      /**FIXME**/
          }
          if (resists_poison(mon))
            needpoismsg = TRUE;
          else if (rn2(10))
            tmp += rnd(6);
          else poiskilled = TRUE;
      }
      if (tmp < 1) {
          /* 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) {
                Your("attack passes harmlessly through %s.",
                  mon_nam(mon));
                hittxt = TRUE;
            }
          } else {
            if (get_dmg_bonus) tmp = 1;
          }
      }

      /* VERY small chance of stunning opponent if unarmed. */
      if (tmp > 1 && !thrown && !obj && !uwep && !uarm && !uarms && !Upolyd) {
          if (rnd(100) < P_SKILL(P_BARE_HANDED_COMBAT) &&
                  !bigmonst(mdat) && !thick_skinned(mdat)) {
            if (canspotmon(mon))
                pline("%s staggers from your powerful strike!",
                    Monnam(mon));
            mon->mstun = 1;
            hittxt = TRUE;
            if (mon->mcanmove && mon != u.ustuck) {
                xchar mdx, mdy;

                /* see if the monster has a place to move into */
                mdx = mon->mx + u.dx;
                mdy = mon->my + u.dy;
                if (goodpos(mdx, mdy, mon)) {
                  remove_monster(mon->mx, mon->my);
                  newsym(mon->mx, mon->my);
                  place_monster(mon, mdx, mdy);
                  newsym(mon->mx, mon->my);
                  set_apparxy(mon);
                }
            }
          }
      }

      mon->mhp -= tmp;
      if(mon->mhp < 1)
            destroyed = TRUE;
      if (mon->mtame && (!mon->mflee || mon->mfleetim) && tmp > 0) {
            unsigned fleetim;

            abuse_dog(mon);
            mon->mflee = TRUE;            /* Rick Richardson */
            fleetim = mon->mfleetim + (unsigned)(10 * rnd(tmp));
            mon->mfleetim = min(fleetim,127);
      }
      if((mdat == &mons[PM_BLACK_PUDDING] || mdat == &mons[PM_BROWN_PUDDING])
               && obj && obj == uwep
               && objects[obj->otyp].oc_material == IRON
               && mon->mhp > 1 && !thrown && !mon->mcan
               /* && !destroyed  -- guaranteed by mhp > 1 */ ) {
            if (clone_mon(mon)) {
                  pline("%s divides as you hit it!", Monnam(mon));
                  hittxt = TRUE;
            }
      }

      if(!hittxt && !destroyed) {
            if(thrown)
                /* thrown => obj exists */
                hit(xname(obj), mon, exclam(tmp) );
            else if(!flags.verbose) You("hit it.");
            else You("%s %s%s", Role_if(PM_BARBARIAN) ? "smite" : "hit",
                   mon_nam(mon), canseemon(mon) ? exclam(tmp) : ".");
      }

      if (silvermsg) {
            const char *fmt;
            char *whom = mon_nam(mon);

            if (canspotmon(mon)) {
                if (barehand_silver_rings == 1)
                  fmt = "Your silver ring sears %s!";
                else if (barehand_silver_rings == 2)
                  fmt = "Your silver rings sear %s!";
                else
                  fmt = "The silver sears %s!";
            } else {
                *whom = highc(*whom);     /* "it" -> "It" */
                fmt = "%s is seared!";
            }
            /* note: s_suffix returns a modifiable buffer */
            if (!noncorporeal(mdat))
                whom = strcat(s_suffix(whom), " flesh");
            pline(fmt, whom);
      }

      if (needpoismsg)
            pline_The("poison doesn't seem to affect %s.", mon_nam(mon));
      if (poiskilled) {
            pline_The("poison was deadly...");
            xkilled(mon, 0);
            return FALSE;
      } else if (destroyed) {
            killed(mon);      /* takes care of most messages */
      } else if(u.umconf && !thrown) {
            nohandglow(mon);
            if(!mon->mconf && !resist(mon, '+', 0, NOTELL)) {
                  mon->mconf = 1;
                  if (!mon->mstun && mon->mcanmove && !mon->msleeping &&
                        canseemon(mon))
                      pline("%s appears confused.", Monnam(mon));
            }
      }

      return((boolean)(destroyed ? FALSE : TRUE));
}

/* check whether slippery clothing protects from hug or wrap attack */
/* [currently assumes that you are the attacker] */
STATIC_OVL boolean
m_slips_free(mdef, mattk)
struct monst *mdef;
struct attack *mattk;
{
      struct obj *obj;

      if (mattk->adtyp == AD_DRIN) {
          /* intelligence drain attacks the head */
          obj = which_armor(mdef, W_ARMH);
      } else {
          /* grabbing attacks the body */
          obj = which_armor(mdef, W_ARMC);            /* cloak */
          if (!obj) obj = which_armor(mdef, W_ARM);   /* suit */
#ifdef TOURIST
          if (!obj) obj = which_armor(mdef, W_ARMU);  /* shirt */
#endif
      }

      /* if your cloak/armor is greased, monster slips off; this
         protection might fail (33% chance) when the armor is cursed */
      if (obj && (obj->greased || obj->otyp == OILSKIN_CLOAK) &&
            (!obj->cursed || rn2(3))) {
          You("%s %s %s %s!",
            mattk->adtyp == AD_WRAP ?
                  "slip off of" : "grab, but cannot hold onto",
            s_suffix(mon_nam(mdef)),
            obj->greased ? "greased" : "slippery",
            /* avoid "slippery slippery cloak"
               for undiscovered oilskin cloak */
            (obj->greased || objects[obj->otyp].oc_name_known) ?
                  xname(obj) : "cloak");

          if (obj->greased && !rn2(2)) {
            pline_The("grease wears off.");
            obj->greased = 0;
          }
          return TRUE;
      }
      return FALSE;
}

STATIC_DCL void NDECL(demonpet);
/*
 * Send in a demon pet for the hero.  Exercise wisdom.
 *
 * This function used to be inline to damageum(), but the Metrowerks compiler
 * (DR4 and DR4.5) screws up with an internal error 5 "Expression Too Complex."
 * Pulling it out makes it work.
 */
STATIC_OVL void
demonpet()
{
      struct permonst *pm;
      struct monst *dtmp;

      pline("Some hell-p has arrived!");
      pm = !rn2(6) ? &mons[ndemon(u.ualign.type)] : youmonst.data;
      if ((dtmp = makemon(pm, u.ux, u.uy, NO_MM_FLAGS)) != 0)
          (void)tamedog(dtmp, (struct obj *)0);
      exercise(A_WIS, TRUE);
}

/*
 * Player uses theft attack against monster.
 *
 * If the target is wearing body armor, take all of its possesions;
 * otherwise, take one object.  [Is this really the behavior we want?]
 *
 * This routine implicitly assumes that there is no way to be able to
 * resist petfication (ie, be polymorphed into a xorn or golem) at the
 * same time as being able to steal (poly'd into nymph or succubus).
 * If that ever changes, the check for touching a cockatrice corpse
 * will need to be smarter about whether to break out of the theft loop.
 */
STATIC_OVL void
steal_it(mdef, mattk)
struct monst *mdef;
struct attack *mattk;
{
      struct obj *otmp, *stealoid, **minvent_ptr;
      long unwornmask;

      if (!mdef->minvent) return;         /* nothing to take */

      /* look for worn body armor */
      stealoid = (struct obj *)0;
      if (could_seduce(&youmonst, mdef, mattk)) {
          /* find armor, and move it to end of inventory in the process */
          minvent_ptr = &mdef->minvent;
          while ((otmp = *minvent_ptr) != 0)
            if (otmp->owornmask & W_ARM) {
                if (stealoid) panic("steal_it: multiple worn suits");
                *minvent_ptr = otmp->nobj;      /* take armor out of minvent */
                stealoid = otmp;
                stealoid->nobj = (struct obj *)0;
            } else {
                minvent_ptr = &otmp->nobj;
            }
          *minvent_ptr = stealoid;  /* put armor back into minvent */
      }

      if (stealoid) {         /* we will be taking everything */
          if (gender(mdef) == (int) u.mfemale &&
                  youmonst.data->mlet == S_NYMPH)
            You("charm %s.  She gladly hands over her possessions.",
                mon_nam(mdef));
          else
            You("seduce %s and %s starts to take off %s clothes.",
                mon_nam(mdef), he[pronoun_gender(mdef)],
                his[pronoun_gender(mdef)]);
      }

      while ((otmp = mdef->minvent) != 0) {
          /* take the object away from the monster */
          obj_extract_self(otmp);
          if ((unwornmask = otmp->owornmask) != 0L) {
            mdef->misc_worn_check &= ~unwornmask;
            otmp->owornmask = 0L;
            update_mon_intrinsics(mdef, otmp, FALSE);

            if (otmp == stealoid)   /* special message for final item */
                pline("%s finishes taking off %s suit.",
                    Monnam(mdef), his[pronoun_gender(mdef)]);
          }
          /* give the object to the character */
          otmp = hold_another_object(otmp, "You steal %s.",
                               doname(otmp), "You steal: ");
          if (otmp->otyp == CORPSE &&
                touch_petrifies(&mons[otmp->corpsenm]) && !uarmg) {
            char kbuf[BUFSZ];

            Sprintf(kbuf, "stolen %s corpse", mons[otmp->corpsenm].mname);
            instapetrify(kbuf);
            break;            /* stop the theft even if hero survives */
          }
          /* more take-away handling, after theft message */
          if (unwornmask & W_WEP) {       /* stole wielded weapon */
            possibly_unwield(mdef);
          } else if (unwornmask & W_ARMG) {     /* stole worn gloves */
            mselftouch(mdef, (const char *)0, TRUE);
            if (mdef->mhp <= 0)     /* it's now a statue */
                return;       /* can't continue stealing */
          }

          if (!stealoid) break;     /* only taking one item */
      }
}

int
damageum(mdef, mattk)
register struct monst *mdef;
register struct attack *mattk;
{
      register struct permonst *pd = mdef->data;
      register int      tmp = d((int)mattk->damn, (int)mattk->damd);

      if (is_demon(youmonst.data) && !rn2(13) && !uwep
            && u.umonnum != PM_SUCCUBUS && u.umonnum != PM_INCUBUS
            && u.umonnum != PM_BALROG) {
          demonpet();
          return(0);
      }
      switch(mattk->adtyp) {
          case AD_STUN:
            if(!Blind)
                pline("%s staggers for a moment.", Monnam(mdef));
            mdef->mstun = 1;
            /* fall through to next case */
          case AD_WERE:     /* no effect on monsters */
          case AD_HEAL:
          case AD_LEGS:
          case AD_PHYS:
            if(mattk->aatyp == AT_WEAP) {
                if(uwep) tmp = 0;
            } else if(mattk->aatyp == AT_KICK) {
                if(thick_skinned(mdef->data)) tmp = 0;
                if(mdef->data == &mons[PM_SHADE]) {
                  if (!(uarmf && uarmf->blessed)) {
                      impossible("bad shade attack function flow?");
                      tmp = 0;
                  } else
                      tmp = rnd(4); /* bless damage */
                }
            }
            break;
          case AD_FIRE:
            if (!Blind)
                pline("%s is %s!", Monnam(mdef),
                    mattk->aatyp == AT_HUGS ?
                        "being roasted" : "on fire");
            if (pd == &mons[PM_STRAW_GOLEM] ||
                pd == &mons[PM_PAPER_GOLEM]) {
                if (!Blind)
                  pline("%s burns completely!", Monnam(mdef));
                xkilled(mdef,0);
            }
            tmp += destroy_mitem(mdef, SCROLL_CLASS, AD_FIRE);
            tmp += destroy_mitem(mdef, SPBOOK_CLASS, AD_FIRE);
            if (resists_fire(mdef)) {
                if (!Blind)
                  pline_The("fire doesn't heat %s!", mon_nam(mdef));
                golemeffects(mdef, AD_FIRE, tmp);
                shieldeff(mdef->mx, mdef->my);
                tmp = 0;
            }
            /* only potions damage resistant players in destroy_item */
            tmp += destroy_mitem(mdef, POTION_CLASS, AD_FIRE);
            break;
          case AD_COLD:
            if (!Blind) pline("%s is covered in frost!", Monnam(mdef));
            if (resists_cold(mdef)) {
                shieldeff(mdef->mx, mdef->my);
                if (!Blind)
                  pline_The("frost doesn't chill %s!", mon_nam(mdef));
                golemeffects(mdef, AD_COLD, tmp);
                tmp = 0;
            }
            tmp += destroy_mitem(mdef, POTION_CLASS, AD_COLD);
            break;
          case AD_ELEC:
            if (!Blind) pline("%s is zapped!", Monnam(mdef));
            tmp += destroy_mitem(mdef, WAND_CLASS, AD_ELEC);
            if (resists_elec(mdef)) {
                if (!Blind)
                  pline_The("zap doesn't shock %s!", mon_nam(mdef));
                golemeffects(mdef, AD_ELEC, tmp);
                shieldeff(mdef->mx, mdef->my);
                tmp = 0;
            }
            /* only rings damage resistant players in destroy_item */
            tmp += destroy_mitem(mdef, RING_CLASS, AD_ELEC);
            break;
          case AD_ACID:
            if (resists_acid(mdef)) tmp = 0;
            break;
          case AD_STON:
            if (!munstone(mdef, TRUE))
                minstapetrify(mdef, TRUE);
            tmp = 0;
            break;
#ifdef SEDUCE
          case AD_SSEX:
#endif
          case AD_SEDU:
          case AD_SITM:
            steal_it(mdef, mattk);
            tmp = 0;
            break;
          case AD_SGLD:
            if (mdef->mgold) {
                u.ugold += mdef->mgold;
                mdef->mgold = 0;
                Your("purse feels heavier.");
            }
            exercise(A_DEX, TRUE);
            tmp = 0;
            break;
          case AD_TLPT:
            if(tmp <= 0) tmp = 1;
            if(tmp < mdef->mhp) {
                char nambuf[BUFSZ];
                boolean u_saw_mon = canseemon(mdef);
                /* record the name before losing sight of monster */
                Strcpy(nambuf, Monnam(mdef));
                if (u_teleport_mon(mdef, FALSE) &&
                      u_saw_mon && !canseemon(mdef))
                  pline("%s suddenly disappears!", nambuf);
            }
            break;
          case AD_BLND:
            if (can_blnd(&youmonst, mdef, mattk->aatyp, (struct obj*)0)) {
                if(!Blind && mdef->mcansee)
                  pline("%s is blinded.", Monnam(mdef));
                mdef->mcansee = 0;
                tmp += mdef->mblinded;
                if (tmp > 127) tmp = 127;
                mdef->mblinded = tmp;
            }
            tmp = 0;
            break;
          case AD_CURS:
            if (night() && !rn2(10) && !mdef->mcan) {
                if (mdef->data == &mons[PM_CLAY_GOLEM]) {
                  if (!Blind)
                      pline("Some writing vanishes from %s head!",
                        s_suffix(mon_nam(mdef)));
                  xkilled(mdef, 0);
                  /* Don't return yet; keep hp<1 and tmp=0 for pet msg */
                } else {
                  mdef->mcan = 1;
                  You("chuckle.");
                }
            }
            tmp = 0;
            break;
          case AD_DRLI:
            if (rn2(2) && !resists_drli(mdef)) {
                  int xtmp = d(2,6);
                  pline("%s suddenly seems weaker!", Monnam(mdef));
                  mdef->mhpmax -= xtmp;
                  if ((mdef->mhp -= xtmp) <= 0 || !mdef->m_lev) {
                        pline("%s dies!", Monnam(mdef));
                        xkilled(mdef,0);
                  } else
                        mdef->m_lev--;
            }
            tmp = 0;
            break;
          case AD_RUST:
            if (pd == &mons[PM_IRON_GOLEM]) {
                  pline("%s falls to pieces!", Monnam(mdef));
                  xkilled(mdef,0);
            }
            hurtmarmor(mdef, AD_RUST);
            tmp = 0;
            break;
          case AD_CORRODE:
            hurtmarmor(mdef, AD_CORRODE);
            tmp = 0;
            break;
          case AD_DCAY:
            if (pd == &mons[PM_WOOD_GOLEM] ||
                pd == &mons[PM_LEATHER_GOLEM]) {
                  pline("%s falls to pieces!", Monnam(mdef));
                  xkilled(mdef,0);
            }
            hurtmarmor(mdef, AD_DCAY);
            tmp = 0;
            break;
          case AD_DRST:
          case AD_DRDX:
          case AD_DRCO:
            if (!rn2(8)) {
                Your("%s was poisoned!", mpoisons_subj(&youmonst, mattk));
                if (resists_poison(mdef))
                  pline_The("poison doesn't seem to affect %s.",
                        mon_nam(mdef));
                else {
                  if (!rn2(10)) {
                      Your("poison was deadly...");
                      tmp = mdef->mhp;
                  } else tmp += rn1(10,6);
                }
            }
            break;
          case AD_DRIN:
            if (notonhead || !has_head(mdef->data)) {
                pline("%s doesn't seem harmed.", Monnam(mdef));
                tmp = 0;
                break;
            }
            if (m_slips_free(mdef, mattk)) break;

            if ((mdef->misc_worn_check & W_ARMH) && rn2(8)) {
                pline("%s helmet blocks your attack to %s head.",
                    s_suffix(Monnam(mdef)), his[pronoun_gender(mdef)]);
                break;
            }

            You("eat %s brain!", s_suffix(mon_nam(mdef)));
            u.uconduct.food++;
            if (!vegan(mdef->data))
                u.uconduct.unvegan++;
            if (!vegetarian(mdef->data))
                violated_vegetarian();
            if (mindless(mdef->data)) {
                pline("%s doesn't notice.", Monnam(mdef));
                break;
            }
            tmp += rnd(10);
            morehungry(-rnd(30)); /* cannot choke */
            if (ABASE(A_INT) < AMAX(A_INT)) {
                  ABASE(A_INT) += rnd(4);
                  if (ABASE(A_INT) > AMAX(A_INT))
                        ABASE(A_INT) = AMAX(A_INT);
                  flags.botl = 1;
            }
            exercise(A_WIS, TRUE);
            break;
          case AD_STCK:
            if (!sticks(mdef->data))
                u.ustuck = mdef; /* it's now stuck to you */
            break;
          case AD_WRAP:
            if (!sticks(mdef->data)) {
                if (!u.ustuck && !rn2(10)) {
                  if (m_slips_free(mdef, mattk)) {
                      tmp = 0;
                  } else {
                      You("swing yourself around %s!",
                          mon_nam(mdef));
                      u.ustuck = mdef;
                  }
                } else if(u.ustuck == mdef) {
                  /* Monsters don't wear amulets of magical breathing */
                  if (is_pool(u.ux,u.uy) && !is_swimmer(mdef->data)) {
                      You("drown %s...", mon_nam(mdef));
                      tmp = mdef->mhp;
                  } else if(mattk->aatyp == AT_HUGS)
                      pline("%s is being crushed.", Monnam(mdef));
                } else {
                  tmp = 0;
                  if (flags.verbose)
                      You("brush against %s %s.",
                        s_suffix(mon_nam(mdef)),
                        mbodypart(mdef, LEG));
                }
            } else tmp = 0;
            break;
          case AD_PLYS:
            if (mdef->mcanmove && !rn2(3) && tmp < mdef->mhp) {
                if (!Blind) pline("%s is frozen by you!", Monnam(mdef));
                mdef->mcanmove = 0;
                mdef->mfrozen = rnd(10);
            }
            break;
          case AD_SLEE:
            if (!mdef->msleeping && sleep_monst(mdef, rnd(10), -1)) {
                if (!Blind)
                  pline("%s is put to sleep by you!", Monnam(mdef));
                slept_monst(mdef);
            }
            break;
          case AD_SLIM:
            if (!rn2(4) && mdef->data != &mons[PM_FIRE_VORTEX] &&
                        mdef->data != &mons[PM_FIRE_ELEMENTAL] &&
                        mdef->data != &mons[PM_GREEN_SLIME]) {
                You("turn %s into slime.", mon_nam(mdef));
                (void) newcham(mdef, &mons[PM_GREEN_SLIME]);
                tmp = 0;
            }
            break;
          case AD_ENCH: /* KMH -- remove enchantment (disenchanter) */
                  /* There's no msomearmor() function, so just do damage */
                  break;
          default:      tmp = 0;
                  break;
      }

      if((mdef->mhp -= tmp) < 1) {
          if (mdef->mtame && !cansee(mdef->mx,mdef->my)) {
            You_feel("embarrassed for a moment.");
            if (tmp) xkilled(mdef, 0); /* !tmp but hp<1: already killed */
          } else if (!flags.verbose) {
            You("destroy it!");
            if (tmp) xkilled(mdef, 0);
          } else
            if (tmp) killed(mdef);
          return(2);
      }
      return(1);
}

STATIC_OVL int
explum(mdef, mattk)
register struct monst *mdef;
register struct attack *mattk;
{
      register int tmp = d((int)mattk->damn, (int)mattk->damd);

      You("explode!");
      switch(mattk->adtyp) {
          boolean resistance; /* only for cold/fire/elec */

          case AD_BLND:
            if (!resists_blnd(mdef)) {
                pline("%s is blinded by your flash of light!", Monnam(mdef));
                mdef->mblinded = min((int)mdef->mblinded + tmp, 127);
                mdef->mcansee = 0;
            }
            break;
          case AD_HALU:
            if (haseyes(mdef->data) && mdef->mcansee) {
                pline("%s is affected by your flash of light!",
                    Monnam(mdef));
                mdef->mconf = 1;
            }
            break;
          case AD_COLD:
            resistance = resists_cold(mdef);
            goto common;
          case AD_FIRE:
            resistance = resists_fire(mdef);
            goto common;
          case AD_ELEC:
            resistance = resists_elec(mdef);
common:
            if (!resistance) {
                pline("%s gets blasted!", Monnam(mdef));
                mdef->mhp -= tmp;
                if (mdef->mhp <= 0) {
                   killed(mdef);
                   return(2);
                }
            } else {
                shieldeff(mdef->mx, mdef->my);
                if (is_golem(mdef->data))
                  golemeffects(mdef, (int)mattk->adtyp, tmp);
                else
                  pline_The("blast doesn't seem to affect %s.",
                        mon_nam(mdef));
            }
            break;
          default:
            break;
      }
      return(1);
}

STATIC_OVL void
start_engulf(mdef)
struct monst *mdef;
{
      if (!Invisible) {
            map_location(u.ux, u.uy, TRUE);
            tmp_at(DISP_ALWAYS, mon_to_glyph(&youmonst));
            tmp_at(mdef->mx, mdef->my);
      }
      You("engulf %s!", mon_nam(mdef));
      delay_output();
      delay_output();
}

STATIC_OVL void
end_engulf()
{
      if (!Invisible) {
            tmp_at(DISP_END, 0);
            newsym(u.ux, u.uy);
      }
}

STATIC_OVL int
gulpum(mdef,mattk)
register struct monst *mdef;
register struct attack *mattk;
{
      register int tmp;
      register int dam = d((int)mattk->damn, (int)mattk->damd);
      struct obj *otmp;
      /* Not totally the same as for real monsters.  Specifically, these
       * don't take multiple moves.  (It's just too hard, for too little
       * result, to program monsters which attack from inside you, which
       * would be necessary if done accurately.)  Instead, we arbitrarily
       * kill the monster immediately for AD_DGST and we regurgitate them
       * after exactly 1 round of attack otherwise.  -KAA
       */

      if(mdef->data->msize >= MZ_HUGE) return 0;

      if(u.uhunger < 1500 && !u.uswallow) {
          for (otmp = mdef->minvent; otmp; otmp = otmp->nobj)
            (void) snuff_lit(otmp);

          if(!touch_petrifies(mdef->data) || Stone_resistance) {
#ifdef LINT /* static char msgbuf[BUFSZ]; */
            char msgbuf[BUFSZ];
#else
            static char msgbuf[BUFSZ];
#endif
            start_engulf(mdef);
            switch(mattk->adtyp) {
                case AD_DGST:
                  /* eating a Rider or its corpse is fatal */
                  if (is_rider(mdef->data)) {
                   pline("Unfortunately, digesting any of it is fatal.");
                      end_engulf();
                      Sprintf(msgbuf, "unwisely tried to eat %s",
                            mdef->data->mname);
                      killer = msgbuf;
                      killer_format = NO_KILLER_PREFIX;
                      done(DIED);
                      return 0;           /* lifesaved */
                  }

                  if (Slow_digestion) {
                      dam = 0;
                      break;
                  }

                  /* KMH, conduct */
                  u.uconduct.food++;
                  if (!vegan(mdef->data))
                       u.uconduct.unvegan++;
                  if (!vegetarian(mdef->data))
                       violated_vegetarian();

                  /* Use up amulet of life saving */
                  if (!!(otmp = mlifesaver(mdef))) m_useup(mdef, otmp);

                  newuhs(FALSE);
                  xkilled(mdef,2);
                  if (mdef->mhp > 0) { /* monster lifesaved */
                      You("hurriedly regurgitate the sizzling in your stomach.");
                  } else {
                      u.uhunger += mdef->data->cnutrit;
                      Sprintf(msgbuf, "You totally digest %s.",
                                  mon_nam(mdef));
                      if ((tmp = 3 + (mdef->data->cwt >> 6)) != 0) {
                        /* setting afternmv = end_engulf is tempting,
                         * but will cause problems if the player is
                         * attacked (which uses his real location) or
                         * if his See_invisible wears off
                         */
                        You("digest %s.", mon_nam(mdef));
                        if (Slow_digestion) tmp *= 2;
                        nomul(-tmp);
                        nomovemsg = msgbuf;
                      } else pline("%s", msgbuf);
                      exercise(A_CON, TRUE);
                  }
                  end_engulf();
                  return(2);
                case AD_PHYS:
                  pline("%s is pummeled with your debris!",Monnam(mdef));
                  break;
                case AD_ACID:
                  pline("%s is covered with your goo!", Monnam(mdef));
                  if (resists_acid(mdef)) {
                      pline("It seems harmless to %s.", mon_nam(mdef));
                      dam = 0;
                  }
                  break;
                case AD_BLND:
                  if (can_blnd(&youmonst, mdef, mattk->aatyp, (struct obj *)0)) {
                      if (mdef->mcansee)
                        pline("%s can't see in there!", Monnam(mdef));
                      mdef->mcansee = 0;
                      dam += mdef->mblinded;
                      if (dam > 127) dam = 127;
                      mdef->mblinded = dam;
                  }
                  dam = 0;
                  break;
                case AD_ELEC:
                  if (rn2(2)) {
                      pline_The("air around %s crackles with electricity.", mon_nam(mdef));
                      if (resists_elec(mdef)) {
                        pline("%s seems unhurt.", Monnam(mdef));
                        dam = 0;
                      }
                      golemeffects(mdef,(int)mattk->adtyp,dam);
                  } else dam = 0;
                  break;
                case AD_COLD:
                  if (rn2(2)) {
                      if (resists_cold(mdef)) {
                        pline("%s seems mildly chilly.", Monnam(mdef));
                        dam = 0;
                      } else
                        pline("%s is freezing to death!",Monnam(mdef));
                      golemeffects(mdef,(int)mattk->adtyp,dam);
                  } else dam = 0;
                  break;
                case AD_FIRE:
                  if (rn2(2)) {
                      if (resists_fire(mdef)) {
                        pline("%s seems mildly hot.", Monnam(mdef));
                        dam = 0;
                      } else
                        pline("%s is burning to a crisp!",Monnam(mdef));
                      golemeffects(mdef,(int)mattk->adtyp,dam);
                  } else dam = 0;
                  break;
            }
            end_engulf();
            if ((mdef->mhp -= dam) <= 0) {
                killed(mdef);
                if (mdef->mhp <= 0) /* not lifesaved */
                  return(2);
            }
            You("%s %s!", is_animal(youmonst.data) ? "regurgitate"
                  : "expel", mon_nam(mdef));
            if (Slow_digestion || is_animal(youmonst.data)) {
                pline("Obviously, you didn't like %s taste.",
                    s_suffix(mon_nam(mdef)));
            }
          } else {
            char kbuf[BUFSZ];

            You("bite into %s.", mon_nam(mdef));
            Sprintf(kbuf, "swallowing %s whole", an(mdef->data->mname));
            instapetrify(kbuf);
          }
      }
      return(0);
}

void
missum(mdef,mattk)
register struct monst *mdef;
register struct attack *mattk;
{
      if (could_seduce(&youmonst, mdef, mattk))
            You("pretend to be friendly to %s.", mon_nam(mdef));
      else if(canspotmon(mdef) && flags.verbose)
            You("miss %s.", mon_nam(mdef));
      else
            You("miss it.");
      if (!mdef->msleeping && mdef->mcanmove)
            wakeup(mdef);
}

STATIC_OVL boolean
hmonas(mon, tmp)        /* attack monster as a monster. */
register struct monst *mon;
register int tmp;
{
      register struct attack *mattk;
      int   i, sum[NATTK], hittmp = 0;
      int   nsum = 0;
      int   dhit = 0;

      for(i = 0; i < NATTK; i++) {

          sum[i] = 0;
          mattk = &(youmonst.data->mattk[i]);
          switch(mattk->aatyp) {
            case AT_WEAP:
use_weapon:
      /* Certain monsters don't use weapons when encountered as enemies,
       * but players who polymorph into them have hands or claws and thus
       * should be able to use weapons.  This shouldn't prohibit the use
       * of most special abilities, either.
       */
      /* Potential problem: if the monster gets multiple weapon attacks,
       * we currently allow the player to get each of these as a weapon
       * attack.  Is this really desirable?
       */
                  if (uwep) {
                      hittmp = hitval(uwep, mon);
                      hittmp += weapon_hit_bonus(uwep);
                      tmp += hittmp;
                  }
                  dhit = (tmp > (dieroll = rnd(20)) || u.uswallow);
                  /* KMH -- Don't accumulate to-hit bonuses */
                  if (uwep) tmp -= hittmp;
                  /* Enemy dead, before any special abilities used */
                  if (!known_hitum(mon,&dhit,mattk)) {
                      sum[i] = 2;
                      break;
                  } else sum[i] = 1;
                  /* might be a worm that gets cut in half */
                  if (m_at(u.ux+u.dx, u.uy+u.dy) != mon) return((boolean)(nsum != 0));
                  /* Do not print "You hit" message, since known_hitum
                   * already did it.
                   */
                  if (dhit && mattk->adtyp != AD_SPEL
                        && mattk->adtyp != AD_PHYS)
                        sum[i] = damageum(mon,mattk);
                  break;
            case AT_CLAW:
                  if (i==0 && uwep && !cantwield(youmonst.data)) goto use_weapon;
#ifdef SEDUCE
                  /* succubi/incubi are humanoid, but their _second_
                   * attack is AT_CLAW, not their first...
                   */
                  if (i==1 && uwep && (u.umonnum == PM_SUCCUBUS ||
                        u.umonnum == PM_INCUBUS)) goto use_weapon;
#endif
            case AT_KICK:
            case AT_BITE:
            case AT_STNG:
            case AT_TUCH:
            case AT_BUTT:
            case AT_TENT:
                  if (i==0 && uwep && (youmonst.data->mlet==S_LICH)) goto use_weapon;
                  if ((dhit = (tmp > rnd(20) || u.uswallow)) != 0) {
                      int compat;

                      if (!u.uswallow &&
                        (compat=could_seduce(&youmonst, mon, mattk))) {
                        You("%s %s %s.",
                            mon->mcansee && haseyes(mon->data)
                            ? "smile at" : "talk to",
                            mon_nam(mon),
                            compat == 2 ? "engagingly":"seductively");
                        /* doesn't anger it; no wakeup() */
                        sum[i] = damageum(mon, mattk);
                        break;
                      }
                      wakeup(mon);
                      /* maybe this check should be in damageum()? */
                      if (mon->data == &mons[PM_SHADE] &&
                              !(mattk->aatyp == AT_KICK &&
                                  uarmf && uarmf->blessed)) {
                        Your("attack passes harmlessly through %s.",
                            mon_nam(mon));
                        break;
                      }
                      if (mattk->aatyp == AT_KICK)
                            You("kick %s.", mon_nam(mon));
                      else if (mattk->aatyp == AT_BITE)
                            You("bite %s.", mon_nam(mon));
                      else if (mattk->aatyp == AT_STNG)
                            You("sting %s.", mon_nam(mon));
                      else if (mattk->aatyp == AT_BUTT)
                            You("butt %s.", mon_nam(mon));
                      else if (mattk->aatyp == AT_TUCH)
                            You("touch %s.", mon_nam(mon));
                      else if (mattk->aatyp == AT_TENT)
                            Your("tentacles suck %s.", mon_nam(mon));
                      else You("hit %s.", mon_nam(mon));
                      sum[i] = damageum(mon, mattk);
                  } else
                      missum(mon, mattk);
                  break;

            case AT_HUGS:
                  /* automatic if prev two attacks succeed, or if
                   * already grabbed in a previous attack
                   */
                  dhit = 1;
                  wakeup(mon);
                  if (mon->data == &mons[PM_SHADE])
                      Your("hug passes harmlessly through %s.",
                        mon_nam(mon));
                  else if (!sticks(mon->data) && !u.uswallow) {
                      if (mon==u.ustuck) {
                        pline("%s is being %s.", Monnam(mon),
                            u.umonnum==PM_ROPE_GOLEM ? "choked":
                            "crushed");
                        sum[i] = damageum(mon, mattk);
                      } else if(i >= 2 && sum[i-1] && sum[i-2]) {
                        You("grab %s!", mon_nam(mon));
                        u.ustuck = mon;
                        sum[i] = damageum(mon, mattk);
                      }
                  }
                  break;

            case AT_EXPL:     /* automatic hit if next to */
                  dhit = -1;
                  wakeup(mon);
                  sum[i] = explum(mon, mattk);
                  break;

            case AT_ENGL:
                  if((dhit = (tmp > rnd(20+i)))) {
                        wakeup(mon);
                        if (mon->data == &mons[PM_SHADE])
                            Your("attempt to surround %s is harmless.",
                              mon_nam(mon));
                        else
                            sum[i]= gulpum(mon,mattk);
                  } else
                        missum(mon, mattk);
                  break;

            case AT_MAGC:
                  /* No check for uwep; if wielding nothing we want to
                   * do the normal 1-2 points bare hand damage...
                   */
                  if (i==0 && (youmonst.data->mlet==S_KOBOLD
                        || youmonst.data->mlet==S_ORC
                        || youmonst.data->mlet==S_GNOME
                        )) goto use_weapon;

            case AT_NONE:
            case AT_BOOM:
                  continue;
                  /* Not break--avoid passive attacks from enemy */

            case AT_BREA:
            case AT_SPIT:
            case AT_GAZE:     /* all done using #monster command */
                  dhit = 0;
                  break;

            default: /* Strange... */
                  impossible("strange attack of yours (%d)",
                         mattk->aatyp);
          }
          if (dhit == -1)
            rehumanize();
          if (sum[i] == 2)
            return((boolean)passive(mon, 1, 0, mattk->aatyp));
                                          /* defender dead */
          else {
            (void) passive(mon, sum[i], 1, mattk->aatyp);
            nsum |= sum[i];
          }
          if (!Upolyd)
            break; /* No extra attacks if no longer a monster */
          if (multi < 0)
            break; /* If paralyzed while attacking, i.e. floating eye */
      }
      return((boolean)(nsum != 0));
}

/*    Special (passive) attacks on you by monsters done here.           */

int
passive(mon, mhit, malive, aatyp)
register struct monst *mon;
register boolean mhit;
register int malive;
uchar aatyp;
{
      register struct permonst *ptr = mon->data;
      register int i, tmp;

      for(i = 0; ; i++) {
          if(i >= NATTK) return(malive | mhit); /* no passive attacks */
          if(ptr->mattk[i].aatyp == AT_NONE) break;   /* try this one */
      }
      /* Note: tmp not always used */
      if (ptr->mattk[i].damn)
          tmp = d((int)ptr->mattk[i].damn, (int)ptr->mattk[i].damd);
      else if(ptr->mattk[i].damd)
          tmp = d((int)mon->m_lev+1, (int)ptr->mattk[i].damd);
      else
          tmp = 0;

/*    These affect you even if they just died */

      switch(ptr->mattk[i].adtyp) {

        case AD_ACID:
          if(mhit && rn2(2)) {
            if (Blind || !flags.verbose) You("are splashed!");
            else  You("are splashed by %s acid!",
                                  s_suffix(mon_nam(mon)));

            if (!Acid_resistance)
                  mdamageu(mon, tmp);
            if(!rn2(30)) erode_armor(&youmonst, TRUE);
          }
          if(mhit && !rn2(6)) {
            if (aatyp == AT_KICK) {
                if (uarmf)
                  (void) rust_dmg(uarmf, xname(uarmf), 3, TRUE, &youmonst);
            } else if (aatyp == AT_WEAP || aatyp == AT_CLAW || aatyp == AT_MAGC || aatyp == AT_TUCH)
                erode_weapon(uwep, TRUE);
          }
          exercise(A_STR, FALSE);
          break;
        case AD_STON:
          if(mhit) {
            /* mhit does not mean you physically hit; it just means the
               attack was successful */
            if ((aatyp == AT_KICK && !uarmf) ||
                ((aatyp == AT_WEAP || aatyp == AT_CLAW || aatyp == AT_MAGC
                        || aatyp == AT_TUCH) && !uwep && !uarmg) ||
                aatyp == AT_BITE || aatyp == AT_STNG || aatyp == AT_BUTT ||
                aatyp == AT_TENT || aatyp == AT_HUGS || aatyp == AT_ENGL) {
            if (!Stone_resistance &&
                !(poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))) {
                  You("turn to stone...");
                  done_in_by(mon);
                  return 2;
            }
            }
          }
          break;
        case AD_RUST:
          if(mhit && !mon->mcan) {
            if (aatyp == AT_KICK) {
            if (uarmf)
                (void) rust_dmg(uarmf, xname(uarmf), 1, TRUE, &youmonst);
            } else if (aatyp == AT_WEAP || aatyp == AT_CLAW ||
                  aatyp == AT_MAGC || aatyp == AT_TUCH)
            erode_weapon(uwep, FALSE);
          }
          break;
        case AD_CORRODE:
          if(mhit && !mon->mcan) {
            if (aatyp == AT_KICK) {
            if (uarmf)
                (void) rust_dmg(uarmf, xname(uarmf), 3, TRUE, &youmonst);
            } else if (aatyp == AT_WEAP || aatyp == AT_CLAW ||
                  aatyp == AT_MAGC || aatyp == AT_TUCH)
            erode_weapon(uwep, TRUE);
          }
          break;
        case AD_MAGM:
          /* wrath of gods for attacking Oracle */
          if(Antimagic) {
            shieldeff(u.ux, u.uy);
            pline("A hail of magic missiles narrowly misses you!");
          } else {
            You("are hit by magic missiles appearing from thin air!");
            mdamageu(mon, tmp);
          }
          break;
        case AD_ENCH:   /* KMH -- remove enchantment (disenchanter) */
          {
                  struct obj *obj = (aatyp == AT_KICK) ? uarmf :
                              uwep ? uwep : uarmg;

            if (mhit && !mon->mcan && obj) {
                if (drain_item(obj) && (obj->known ||
                        obj->oclass == ARMOR_CLASS))
                  Your("%s less effective.", aobjnam(obj, "seem"));
            }
            break;
          }
        default:
          break;
      }

/*    These only affect you if they still live */

      if(malive && !mon->mcan && rn2(3)) {

          switch(ptr->mattk[i].adtyp) {

            case AD_PLYS:
            if(ptr == &mons[PM_FLOATING_EYE]) {
                if (!canseemon(mon)) {
                  break;
                }
                if(mon->mcansee) {
                  if (ureflects("%s gaze is reflected by your %s.",
                            s_suffix(Monnam(mon))))
                      ;
                  else if (Free_action)
                      You("momentarily stiffen under %s gaze!",
                            s_suffix(mon_nam(mon)));
                  else {
                      You("are frozen by %s gaze!",
                          s_suffix(mon_nam(mon)));
                      nomul((ACURR(A_WIS) > 12 || rn2(4)) ? -tmp : -127);
                  }
                } else {
                  pline("%s cannot defend itself.",
                        Adjmonnam(mon,"blind"));
                  if(!rn2(500)) change_luck(-1);
                }
            } else if (Free_action) {
                You("momentarily stiffen.");
            } else { /* gelatinous cube */
                You("are frozen by %s!", mon_nam(mon));
                nomul(-tmp);
                exercise(A_DEX, FALSE);
            }
            break;
            case AD_COLD:           /* brown mold or blue jelly */
            if(monnear(mon, u.ux, u.uy)) {
                if(Cold_resistance) {
                  shieldeff(u.ux, u.uy);
                  You_feel("a mild chill.");
                  ugolemeffects(AD_COLD, tmp);
                  break;
                }
                You("are suddenly very cold!");
                mdamageu(mon, tmp);
            /* monster gets stronger with your heat! */
                mon->mhp += tmp / 2;
                if (mon->mhpmax < mon->mhp) mon->mhpmax = mon->mhp;
            /* at a certain point, the monster will reproduce! */
                if(mon->mhpmax > ((int) (mon->m_lev+1) * 8))
                  (void)split_mon(mon, &youmonst);
            }
            break;
            case AD_STUN:           /* specifically yellow mold */
            if(!Stunned)
                make_stunned((long)tmp, TRUE);
            break;
            case AD_FIRE:
            if(monnear(mon, u.ux, u.uy)) {
                if(Fire_resistance) {
                  shieldeff(u.ux, u.uy);
                  You_feel("mildly warm.");
                  ugolemeffects(AD_FIRE, tmp);
                  break;
                }
                You("are suddenly very hot!");
                mdamageu(mon, tmp);
            }
            break;
            case AD_ELEC:
            if(Shock_resistance) {
                shieldeff(u.ux, u.uy);
                You_feel("a mild tingle.");
                ugolemeffects(AD_ELEC, tmp);
                break;
            }
            You("are jolted with electricity!");
            mdamageu(mon, tmp);
            break;
            default:
            break;
          }
      }
      return(malive | mhit);
}

/* Note: caller must ascertain mtmp is mimicking... */
void
stumble_onto_mimic(mtmp)
struct monst *mtmp;
{
      const char *fmt = "Wait!  That's %s!",
               *generic = "a monster",
               *what = 0;

      if(!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data,AD_STCK))
          u.ustuck = mtmp;

      if (Blind) {
          if (!Blind_telepat)
            what = generic;         /* with default fmt */
          else if (mtmp->m_ap_type == M_AP_MONSTER)
            what = a_monnam(mtmp);  /* differs from what was sensed */
      } else {
          int glyph = levl[u.ux+u.dx][u.uy+u.dy].glyph;

          if (glyph_is_cmap(glyph) &&
                (glyph_to_cmap(glyph) == S_hcdoor ||
                 glyph_to_cmap(glyph) == S_vcdoor))
            fmt = "The door actually was %s!";
          else if (glyph_is_object(glyph) &&
                glyph_to_obj(glyph) == GOLD_PIECE)
            fmt = "That gold was %s!";

          /* cloned Wiz starts out mimicking some other monster and
             might make himself invisible before being revealed */
          if (mtmp->minvis && !See_invisible)
            what = generic;
          else
            what = a_monnam(mtmp);
      }
      if (what) pline(fmt, what);

      wakeup(mtmp);     /* clears mimicking */
}

STATIC_OVL void
nohandglow(mon)
struct monst *mon;
{
      char *hands=makeplural(body_part(HAND));

      if (!u.umconf || mon->mconf) return;
      if (u.umconf == 1) {
            if (Blind)
                  Your("%s stop tingling.", hands);
            else
                  Your("%s stop glowing %s.", hands, hcolor(red));
      } else {
            if (Blind)
                  pline_The("tingling in your %s lessens.", hands);
            else
                  Your("%s no longer glow so brightly %s.", hands,
                        hcolor(red));
      }
      u.umconf--;
}

int
flash_hits_mon(mtmp, otmp)
struct monst *mtmp;
struct obj *otmp; /* source of flash */
{
      int tmp, amt, res = 0, useeit = canseemon(mtmp);

      if (mtmp->msleeping) {
          mtmp->msleeping = 0;
          if (useeit) {
            pline_The("flash awakens %s.", mon_nam(mtmp));
            res = 1;
          }
      } else if (mtmp->data->mlet != S_LIGHT) {
          if (!resists_blnd(mtmp)) {
            tmp = dist2(otmp->ox, otmp->oy, mtmp->mx, mtmp->my);
            if (useeit) {
                pline("%s is blinded by the flash!", Monnam(mtmp));
                res = 1;
            }
            if (mtmp->data == &mons[PM_GREMLIN]) {
                /* Rule #1: Keep them out of the light. */
                amt = otmp->otyp == WAN_LIGHT ? d(1 + otmp->spe, 4) :
                      rn2(min(mtmp->mhp,4));
                pline("%s %s!", Monnam(mtmp), amt > mtmp->mhp / 2 ?
                    "wails in agony" : "cries out in pain");
                if ((mtmp->mhp -= amt) <= 0) {
                  if (flags.mon_moving)
                      monkilled(mtmp, (char *)0, AD_BLND);
                  else
                      killed(mtmp);
                } else if (cansee(mtmp->mx,mtmp->my) && !canspotmon(mtmp)){
                  map_invisible(mtmp->mx, mtmp->my);
                }
            }
            if (mtmp->mhp > 0) {
                if (!flags.mon_moving) setmangry(mtmp);
                if (tmp < 9 && !mtmp->isshk && rn2(4)) {
                  mtmp->mflee = 1;
                  if (rn2(4)) mtmp->mfleetim = rnd(100);
                }
                mtmp->mcansee = 0;
                mtmp->mblinded = (tmp < 3) ? 0 : rnd(1 + 50/tmp);
            }
          }
      }
      return res;
}

/*uhitm.c*/

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