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/* SCCS Id: @(#)worn.c 3.2 96/08/03 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
static void FDECL(m_lose_armor, (struct monst *,struct obj *));
static void FDECL(m_dowear_type, (struct monst *,long,BOOLEAN_P));
const struct worn {
long w_mask;
struct obj **w_obj;
} worn[] = {
{ W_ARM, &uarm },
{ W_ARMC, &uarmc },
{ W_ARMH, &uarmh },
{ W_ARMS, &uarms },
{ W_ARMG, &uarmg },
{ W_ARMF, &uarmf },
#ifdef TOURIST
{ W_ARMU, &uarmu },
#endif
{ W_RINGL, &uleft },
{ W_RINGR, &uright },
{ W_WEP, &uwep },
{ W_AMUL, &uamul },
{ W_TOOL, &ublindf },
{ W_BALL, &uball },
{ W_CHAIN, &uchain },
{ 0, 0 }
};
/* this only allows for one blocking item per property;
to be general, we'd need a separate uprops[].i_blocked
field rather than just a single bit in uprops[].p_flgs */
#define w_blocks(otmp) \
((otmp->otyp == MUMMY_WRAPPING) ? INVIS : \
(otmp->otyp == CORNUTHAUM && !Role_is('W')) ? CLAIRVOYANT : 0)
/* note: monsters don't have clairvoyance, so your role
has no significant effect on their use of w_blocks() */
void
setworn(obj, mask)
register struct obj *obj;
long mask;
{
register const struct worn *wp;
register struct obj *oobj;
register int p;
if ((mask & (W_ARM|I_SPECIAL)) == (W_ARM|I_SPECIAL)) {
/* restoring saved game; no properties are conferred via skin */
uskin = obj;
/* assert( !uarm ); */
} else {
for(wp = worn; wp->w_mask; wp++) if(wp->w_mask & mask) {
oobj = *(wp->w_obj);
if(oobj && !(oobj->owornmask & wp->w_mask))
impossible("Setworn: mask = %ld.", wp->w_mask);
if(oobj) {
oobj->owornmask &= ~wp->w_mask;
/* leave as "x = x <op> y", here and below, for broken
* compilers */
p = objects[oobj->otyp].oc_oprop;
u.uprops[p].p_flgs = u.uprops[p].p_flgs & ~wp->w_mask;
if (oobj->oartifact) set_artifact_intrinsic(oobj, 0, mask);
if ((p = w_blocks(oobj)) != 0)
u.uprops[p].p_flgs &= ~I_BLOCKED;
}
*(wp->w_obj) = obj;
if(obj) {
obj->owornmask |= wp->w_mask;
/* prevent getting intrinsics from wielding potions, etc... */
/* wp_mask should be same as mask at this point */
if(obj->oclass == WEAPON_CLASS || mask != W_WEP) {
p = objects[obj->otyp].oc_oprop;
u.uprops[p].p_flgs = u.uprops[p].p_flgs | wp->w_mask;
}
if (obj->oartifact) set_artifact_intrinsic(obj, 1, mask);
if ((p = w_blocks(obj)) != 0)
u.uprops[p].p_flgs |= I_BLOCKED;
}
}
}
update_inventory();
}
/* called e.g. when obj is destroyed */
void
setnotworn(obj)
register struct obj *obj;
{
register const struct worn *wp;
register int p;
if (!obj) return;
for(wp = worn; wp->w_mask; wp++)
if(obj == *(wp->w_obj)) {
*(wp->w_obj) = 0;
p = objects[obj->otyp].oc_oprop;
u.uprops[p].p_flgs = u.uprops[p].p_flgs & ~wp->w_mask;
obj->owornmask &= ~wp->w_mask;
if (obj->oartifact)
set_artifact_intrinsic(obj, 0, wp->w_mask);
if ((p = w_blocks(obj)) != 0)
u.uprops[p].p_flgs &= ~I_BLOCKED;
}
update_inventory();
}
void
mon_set_minvis(mon)
struct monst *mon;
{
mon->perminvis = 1;
if (!mon->invis_blkd) {
mon->minvis = 1;
newsym(mon->mx, mon->my); /* make it disappear */
if (mon->wormno) see_wsegs(mon); /* and any tail too */
}
}
/* armor put on or taken off; might be magical variety */
void
update_mon_intrinsics(mon, obj, on)
struct monst *mon;
struct obj *obj;
boolean on;
{
int unseen = !canseemon(mon);
switch (objects[obj->otyp].oc_oprop) {
case INVIS:
mon->minvis = on ? !mon->invis_blkd : mon->perminvis;
break;
default:
break;
}
switch (w_blocks(obj)) {
case INVIS:
mon->invis_blkd = on ? 1 : 0;
mon->minvis = on ? 0 : mon->perminvis;
break;
default:
break;
}
/* if couldn't see it but now can, or vice versa, update display */
if (unseen ^ !canseemon(mon))
newsym(mon->mx, mon->my);
}
int
find_mac(mon)
register struct monst *mon;
{
register struct obj *obj;
int base = mon->data->ac;
long mwflags = mon->misc_worn_check;
for (obj = mon->minvent; obj; obj = obj->nobj) {
if (obj->owornmask & mwflags)
base -= ARM_BONUS(obj);
/* since ARM_BONUS is positive, subtracting it increases AC */
}
return base;
}
/* weapons are handled separately; rings and eyewear aren't used by monsters */
/* Wear the best object of each type that the monster has. During creation,
* the monster can put everything on at once; otherwise, wearing takes time.
* This doesn't affect monster searching for objects--a monster may very well
* search for objects it would not want to wear, because we don't want to
* check which_armor() each round.
*
* We'll let monsters put on shirts and/or suits under worn cloaks, but
* not shirts under worn suits. This is somewhat arbitrary, but it's
* too tedious to have them remove and later replace outer garments,
* and preventing suits under cloaks makes it a little bit too easy for
* players to influence what gets worn. Putting on a shirt underneath
* already worn body armor is too obviously buggy...
*/
void
m_dowear(mon, creation)
register struct monst *mon;
boolean creation;
{
/* Note the restrictions here are the same as in dowear in do_wear.c
* except for the additional restriction on intelligence. (Players
* are always intelligent, even if polymorphed).
*/
if (verysmall(mon->data) || nohands(mon->data) || is_animal(mon->data))
return;
/* give mummies a chance to wear their wrappings */
if (mindless(mon->data) && (mon->data->mlet != S_MUMMY || !creation))
return;
m_dowear_type(mon, W_AMUL, creation);
#ifdef TOURIST
/* can't put on shirt if already wearing suit */
if (!cantweararm(mon->data) || (mon->misc_worn_check & W_ARM))
m_dowear_type(mon, W_ARMU, creation);
#endif
/* treating small as a special case allows
hobbits, gnomes, and kobolds to wear cloaks */
if (!cantweararm(mon->data) || mon->data->msize != MZ_SMALL)
m_dowear_type(mon, W_ARMC, creation);
m_dowear_type(mon, W_ARMH, creation);
if (!MON_WEP(mon) || !bimanual(MON_WEP(mon)))
m_dowear_type(mon, W_ARMS, creation);
m_dowear_type(mon, W_ARMG, creation);
if (!slithy(mon->data) && mon->data->mlet != S_CENTAUR)
m_dowear_type(mon, W_ARMF, creation);
if (!cantweararm(mon->data))
m_dowear_type(mon, W_ARM, creation);
}
static void
m_dowear_type(mon, flag, creation)
struct monst *mon;
long flag;
boolean creation;
{
struct obj *old, *best, *obj;
int m_delay = 0;
if (mon->mfrozen) return; /* probably putting previous item on */
old = which_armor(mon, flag);
if (old && old->cursed) return;
if (old && flag == W_AMUL) return; /* no such thing as better amulets */
best = old;
for(obj = mon->minvent; obj; obj = obj->nobj) {
switch(flag) {
case W_AMUL:
if (obj->oclass != AMULET_CLASS ||
(obj->otyp != AMULET_OF_LIFE_SAVING &&
obj->otyp != AMULET_OF_REFLECTION))
continue;
best = obj;
goto outer_break; /* no such thing as better amulets */
#ifdef TOURIST
case W_ARMU:
if (!is_shirt(obj)) continue;
break;
#endif
case W_ARMC:
if (!is_cloak(obj)) continue;
break;
case W_ARMH:
if (!is_helmet(obj)) continue;
break;
case W_ARMS:
if (!is_shield(obj)) continue;
break;
case W_ARMG:
if (!is_gloves(obj)) continue;
break;
case W_ARMF:
if (!is_boots(obj)) continue;
break;
case W_ARM:
if (!is_suit(obj)) continue;
break;
}
if (obj->owornmask) continue;
/* I'd like to define a VISIBLE_ARM_BONUS which doesn't assume the
* monster knows obj->spe, but if I did that, a monster would keep
* switching forever between two -2 caps since when it took off one
* it would forget spe and once again think the object is better
* than what it already has.
*/
if (best && (ARM_BONUS(best) >= ARM_BONUS(obj))) continue;
best = obj;
}
outer_break:
if (!best || best == old) return;
/* if wearing a cloak, account for the time spent removing
and re-wearing it when putting on a suit or shirt */
if ((flag == W_ARM
#ifdef TOURIST
|| flag == W_ARMU
#endif
) && (mon->misc_worn_check & W_ARMC))
m_delay += 2;
/* when upgrading a piece of armor, account for time spent
taking off current one */
if (old)
m_delay += objects[old->otyp].oc_delay;
if (old) /* do this first to avoid "(being worn)" */
old->owornmask = 0L;
if (!creation && canseemon(mon)) {
if (old) {
char buf[BUFSZ];
Sprintf(buf, "%s", distant_name(old, doname));
pline("%s removes %s and puts on %s.",
Monnam(mon), buf, distant_name(best, doname));
} else
pline("%s puts on %s.", Monnam(mon),distant_name(best,doname));
m_delay += objects[best->otyp].oc_delay;
mon->mfrozen = m_delay;
if (mon->mfrozen) mon->mcanmove = 0;
}
if (old)
update_mon_intrinsics(mon, old, FALSE);
mon->misc_worn_check |= flag;
best->owornmask |= flag;
update_mon_intrinsics(mon, best, TRUE);
}
struct obj *
which_armor(mon, flag)
struct monst *mon;
long flag;
{
register struct obj *obj;
for(obj = mon->minvent; obj; obj = obj->nobj)
if (obj->owornmask & flag) return obj;
return((struct obj *)0);
}
/* remove an item of armor and then drop it */
static void
m_lose_armor(mon, obj)
struct monst *mon;
struct obj *obj;
{
mon->misc_worn_check &= ~obj->owornmask;
obj->owornmask = 0L;
update_mon_intrinsics(mon, obj, FALSE);
obj_extract_self(obj);
place_object(obj, mon->mx, mon->my);
/* call stackobj() if we ever drop anything that can merge */
newsym(mon->mx, mon->my);
}
void
mon_break_armor(mon)
struct monst *mon;
{
register struct obj *otmp;
struct permonst *mdat = mon->data;
boolean vis = cansee(mon->mx, mon->my);
const char *pronoun = him[pronoun_gender(mon)],
*ppronoun = his[pronoun_gender(mon)];
if (breakarm(mdat)) {
if ((otmp = which_armor(mon, W_ARM)) != 0) {
if (vis)
pline("%s breaks out of %s armor!", Monnam(mon), ppronoun);
else
You_hear("a cracking sound.");
m_useup(mon, otmp);
}
if ((otmp = which_armor(mon, W_ARMC)) != 0) {
if (otmp->oartifact) {
if (vis)
pline("%s cloak falls off!", s_suffix(Monnam(mon)));
m_lose_armor(mon, otmp);
} else {
if (vis)
pline("%s cloak tears apart!", s_suffix(Monnam(mon)));
else
You_hear("a ripping sound.");
m_useup(mon, otmp);
}
}
#ifdef TOURIST
if ((otmp = which_armor(mon, W_ARMU)) != 0) {
if (vis)
pline("%s shirt rips to shreds!", s_suffix(Monnam(mon)));
else
You_hear("a ripping sound.");
m_useup(mon, otmp);
}
#endif
} else if (sliparm(mdat)) {
if ((otmp = which_armor(mon, W_ARM)) != 0) {
if (vis)
pline("%s armor falls around %s!",
s_suffix(Monnam(mon)), pronoun);
else
You_hear("a thud.");
m_lose_armor(mon, otmp);
}
if ((otmp = which_armor(mon, W_ARMC)) != 0) {
if (vis) {
if (is_whirly(mon->data))
pline("%s cloak falls, unsupported!",
s_suffix(Monnam(mon)));
else
pline("%s shrinks out of %s cloak!", Monnam(mon),
ppronoun);
}
m_lose_armor(mon, otmp);
}
#ifdef TOURIST
if ((otmp = which_armor(mon, W_ARMU)) != 0) {
if (vis) {
if (sliparm(mon->data))
pline("%s seeps right through %s shirt!",
Monnam(mon), ppronoun);
else
pline("%s becomes much too small for %s shirt!",
Monnam(mon), ppronoun);
}
m_lose_armor(mon, otmp);
}
#endif
}
if (nohands(mdat) || verysmall(mdat)) {
if ((otmp = which_armor(mon, W_ARMG)) != 0) {
if (vis)
pline("%s drops %s gloves%s!", Monnam(mon), ppronoun,
MON_WEP(mon) ? " and weapon" : "");
possibly_unwield(mon);
m_lose_armor(mon, otmp);
}
if ((otmp = which_armor(mon, W_ARMS)) != 0) {
if (vis)
pline("%s can no longer hold %s shield!", Monnam(mon),
ppronoun);
else
You_hear("a clank.");
m_lose_armor(mon, otmp);
}
if ((otmp = which_armor(mon, W_ARMH)) != 0) {
if (vis)
pline("%s helmet falls to the %s!",
s_suffix(Monnam(mon)), surface(mon->mx, mon->my));
else
You_hear("a clank.");
m_lose_armor(mon, otmp);
}
}
if (nohands(mdat) || verysmall(mdat) || slithy(mdat) ||
mdat->mlet == S_CENTAUR) {
if ((otmp = which_armor(mon, W_ARMF)) != 0) {
if (vis) {
if (is_whirly(mon->data))
pline("%s boots fall away!",
s_suffix(Monnam(mon)));
else pline("%s boots %s off %s feet!",
s_suffix(Monnam(mon)),
verysmall(mdat) ? "slide" : "are pushed", ppronoun);
}
m_lose_armor(mon, otmp);
}
}
}
/*worn.c*/
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