The argument can be calculated from `otmp`.
/* ### trap.c ### */
E boolean FDECL(burnarmor,(struct monst *));
-E boolean FDECL(rust_dmg, (struct obj *,const char *,int,BOOLEAN_P,struct monst *));
+E boolean FDECL(rust_dmg, (struct obj *,const char *,int,BOOLEAN_P));
E void FDECL(grease_protect, (struct obj *,const char *,struct monst *));
E struct trap *FDECL(maketrap, (int,int,int));
E void FDECL(fall_through, (BOOLEAN_P));
if(!rn2(3)) goto ouch;
/* make metal boots rust */
if(uarmf && rn2(3))
- if (!rust_dmg(uarmf, "metal boots", 1, FALSE, &youmonst)) {
+ if (!rust_dmg(uarmf, "metal boots", 1, FALSE)) {
Your("boots get wet.");
/* could cause short-lived fumbling here */
}
while (1) {
switch(rn2(5)) {
case 0:
- if (!uarmh || !rust_dmg(uarmh, xname(uarmh), hurt, FALSE, &youmonst))
+ if (!uarmh || !rust_dmg(uarmh, xname(uarmh), hurt, FALSE))
continue;
break;
case 1:
if (uarmc) {
- (void)rust_dmg(uarmc, xname(uarmc), hurt, TRUE, &youmonst);
+ (void)rust_dmg(uarmc, xname(uarmc), hurt, TRUE);
break;
}
/* Note the difference between break and continue;
* something else did.
*/
if (uarm)
- (void)rust_dmg(uarm, xname(uarm), hurt, TRUE, &youmonst);
+ (void)rust_dmg(uarm, xname(uarm), hurt, TRUE);
else if (uarmu)
- (void)rust_dmg(uarmu, xname(uarmu), hurt, TRUE, &youmonst);
+ (void)rust_dmg(uarmu, xname(uarmu), hurt, TRUE);
break;
case 2:
- if (!uarms || !rust_dmg(uarms, xname(uarms), hurt, FALSE, &youmonst))
+ if (!uarms || !rust_dmg(uarms, xname(uarms), hurt, FALSE))
continue;
break;
case 3:
- if (!uarmg || !rust_dmg(uarmg, xname(uarmg), hurt, FALSE, &youmonst))
+ if (!uarmg || !rust_dmg(uarmg, xname(uarmg), hurt, FALSE))
continue;
break;
case 4:
- if (!uarmf || !rust_dmg(uarmf, xname(uarmf), hurt, FALSE, &youmonst))
+ if (!uarmf || !rust_dmg(uarmf, xname(uarmf), hurt, FALSE))
continue;
break;
}
in_water:
You("sit in the water.");
if (!rn2(10) && uarm)
- (void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
+ (void) rust_dmg(uarm, "armor", 1, TRUE);
if (!rn2(10) && uarmf && uarmf->otyp != WATER_WALKING_BOOTS)
- (void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
+ (void) rust_dmg(uarm, "armor", 1, TRUE);
} else if(IS_SINK(typ)) {
You(sit_message, defsyms[S_sink].explanation);
Your("%s gets wet.", humanoid(youmonst.data) ? "rump" : "underside");
int mat_idx;
if (!victim) return 0;
-#define burn_dmg(obj,descr) rust_dmg(obj, descr, 0, FALSE, victim)
+#define burn_dmg(obj,descr) rust_dmg(obj, descr, 0, FALSE)
while (1) {
switch (rn2(5)) {
case 0:
* returned only for rustable items.
*/
boolean
-rust_dmg(otmp, ostr, type, print, victim)
+rust_dmg(otmp, ostr, type, print)
register struct obj *otmp;
register const char *ostr;
int type;
boolean print;
-struct monst *victim;
{
static NEARDATA const char * const action[] = { "smoulder", "rust", "rot", "corrode" };
static NEARDATA const char * const msg[] = { "burnt", "rusted", "rotten", "corroded" };
boolean vulnerable = FALSE;
boolean grprot = FALSE;
boolean is_primary = TRUE;
- boolean vismon = (victim != &youmonst) && canseemon(victim);
int erosion;
+ struct monst *victim =
+ carried(otmp) ? &youmonst : mcarried(otmp) ? otmp->ocarry : NULL;
+ boolean vismon = (victim != &youmonst) && canseemon(victim);
if (!otmp) return(FALSE);
switch(type) {
pline("%s you on the %s!", A_gush_of_water_hits,
body_part(HEAD));
(void) rust_dmg(uarmh, helm_simple_name(uarmh),
- 1, TRUE, &youmonst);
+ 1, TRUE);
break;
case 1:
pline("%s your left %s!", A_gush_of_water_hits,
body_part(ARM));
- if (rust_dmg(uarms, "shield", 1, TRUE, &youmonst))
+ if (rust_dmg(uarms, "shield", 1, TRUE))
break;
if (u.twoweap || (uwep && bimanual(uwep)))
(void) erode_obj(u.twoweap ? uswapwep : uwep,
1, TRUE, FALSE);
-glovecheck: (void) rust_dmg(uarmg, "gauntlets", 1, TRUE, &youmonst);
+glovecheck: (void) rust_dmg(uarmg, "gauntlets", 1, TRUE);
/* Not "metal gauntlets" since it gets called
* even if it's leather for the message
*/
(void) snuff_lit(otmp);
if (uarmc)
(void) rust_dmg(uarmc, cloak_simple_name(uarmc),
- 1, TRUE, &youmonst);
+ 1, TRUE);
else if (uarm)
- (void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
+ (void) rust_dmg(uarm, "armor", 1, TRUE);
else if (uarmu)
- (void) rust_dmg(uarmu, "shirt", 1, TRUE, &youmonst);
+ (void) rust_dmg(uarmu, "shirt", 1, TRUE);
}
update_inventory();
break;
mon_nam(mtmp), mbodypart(mtmp, HEAD));
target = which_armor(mtmp, W_ARMH);
(void) rust_dmg(target, helm_simple_name(target),
- 1, TRUE, mtmp);
+ 1, TRUE);
break;
case 1:
if (in_sight)
pline("%s %s's left %s!", A_gush_of_water_hits,
mon_nam(mtmp), mbodypart(mtmp, ARM));
target = which_armor(mtmp, W_ARMS);
- if (rust_dmg(target, "shield", 1, TRUE, mtmp))
+ if (rust_dmg(target, "shield", 1, TRUE))
break;
target = MON_WEP(mtmp);
if (target && bimanual(target))
(void) erode_obj(target, 1, TRUE, FALSE);
glovecheck: target = which_armor(mtmp, W_ARMG);
- (void) rust_dmg(target, "gauntlets", 1, TRUE, mtmp);
+ (void) rust_dmg(target, "gauntlets", 1, TRUE);
break;
case 2:
if (in_sight)
if ((target = which_armor(mtmp, W_ARMC)) != 0)
(void) rust_dmg(target,
cloak_simple_name(target),
- 1, TRUE, mtmp);
+ 1, TRUE);
else if ((target = which_armor(mtmp, W_ARM)) != 0)
- (void) rust_dmg(target, "armor", 1, TRUE, mtmp);
+ (void) rust_dmg(target, "armor", 1, TRUE);
else if ((target = which_armor(mtmp, W_ARMU)) != 0)
- (void) rust_dmg(target, "shirt", 1, TRUE, mtmp);
+ (void) rust_dmg(target, "shirt", 1, TRUE);
}
if (mptr == &mons[PM_IRON_GOLEM]) {
switch(rn2(5)) {
case 0:
target = which_armor(mdef, W_ARMH);
- if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef))
+ if (!target || !rust_dmg(target, xname(target), hurt, FALSE))
continue;
break;
case 1:
target = which_armor(mdef, W_ARMC);
if (target) {
- (void)rust_dmg(target, xname(target), hurt, TRUE, mdef);
+ (void)rust_dmg(target, xname(target), hurt, TRUE);
break;
}
if ((target = which_armor(mdef, W_ARM)) != (struct obj *)0) {
- (void)rust_dmg(target, xname(target), hurt, TRUE, mdef);
+ (void)rust_dmg(target, xname(target), hurt, TRUE);
} else if ((target = which_armor(mdef, W_ARMU)) != (struct obj *)0) {
- (void)rust_dmg(target, xname(target), hurt, TRUE, mdef);
+ (void)rust_dmg(target, xname(target), hurt, TRUE);
}
break;
case 2:
target = which_armor(mdef, W_ARMS);
- if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef))
+ if (!target || !rust_dmg(target, xname(target), hurt, FALSE))
continue;
break;
case 3:
target = which_armor(mdef, W_ARMG);
- if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef))
+ if (!target || !rust_dmg(target, xname(target), hurt, FALSE))
continue;
break;
case 4:
target = which_armor(mdef, W_ARMF);
- if (!target || !rust_dmg(target, xname(target), hurt, FALSE, mdef))
+ if (!target || !rust_dmg(target, xname(target), hurt, FALSE))
continue;
break;
}
if(mhit && !mon->mcan) {
if (aatyp == AT_KICK) {
if (uarmf && !rn2(6))
- (void)rust_dmg(uarmf, xname(uarmf), 0, TRUE, &youmonst);
+ (void)rust_dmg(uarmf, xname(uarmf), 0, TRUE);
} else if (aatyp == AT_WEAP || aatyp == AT_CLAW ||
aatyp == AT_MAGC || aatyp == AT_TUCH)
passive_obj(mon, (struct obj*)0, &(ptr->mattk[i]));
if (mhit) {
if (aatyp == AT_KICK) {
if (uarmf && !rn2(6))
- (void)rust_dmg(uarmf, xname(uarmf), 3, TRUE, &youmonst);
+ (void)rust_dmg(uarmf, xname(uarmf), 3, TRUE);
} else if (aatyp == AT_WEAP || aatyp == AT_CLAW ||
aatyp == AT_MAGC || aatyp == AT_TUCH)
passive_obj(mon, (struct obj*)0, &(ptr->mattk[i]));
if(mhit && !mon->mcan) {
if (aatyp == AT_KICK) {
if (uarmf)
- (void)rust_dmg(uarmf, xname(uarmf), 1, TRUE, &youmonst);
+ (void)rust_dmg(uarmf, xname(uarmf), 1, TRUE);
} else if (aatyp == AT_WEAP || aatyp == AT_CLAW ||
aatyp == AT_MAGC || aatyp == AT_TUCH)
passive_obj(mon, (struct obj*)0, &(ptr->mattk[i]));
if(mhit && !mon->mcan) {
if (aatyp == AT_KICK) {
if (uarmf)
- (void)rust_dmg(uarmf, xname(uarmf), 3, TRUE, &youmonst);
+ (void)rust_dmg(uarmf, xname(uarmf), 3, TRUE);
} else if (aatyp == AT_WEAP || aatyp == AT_CLAW ||
aatyp == AT_MAGC || aatyp == AT_TUCH)
passive_obj(mon, (struct obj*)0, &(ptr->mattk[i]));