diff xrogue/effects.c @ 133:e6179860cb76

Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Tue, 21 Apr 2015 08:55:20 -0400
parents
children ce0cf824c192
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/xrogue/effects.c	Tue Apr 21 08:55:20 2015 -0400
@@ -0,0 +1,721 @@
+/*
+    effects.c  -  functions for dealing with appllying effects to monsters
+
+    XRogue: Expeditions into the Dungeons of Doom
+    Copyright (C) 1991 Robert Pietkivitch
+    All rights reserved.
+    
+    Based on "Advanced Rogue"
+    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
+    All rights reserved.
+
+    Based on "Rogue: Exploring the Dungeons of Doom"
+    Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
+    All rights reserved.
+    
+    See the file LICENSE.TXT for full copyright and licensing information.
+*/
+
+#include <curses.h>
+#include "rogue.h"
+
+/*
+ * effect:
+ *      Check for effects of one thing hitting another thing.  Return
+ *      the reason code if the defender is killed.  Otherwise return 0.
+ */
+
+effect(att, def, weap, thrown, see_att, see_def)
+register struct thing *att, *def;
+struct object *weap;
+bool thrown;
+register bool see_att, see_def;
+{
+    register bool att_player, def_player;
+    char attname[LINELEN+1], defname[LINELEN+1];
+
+    /* See if the attacker or defender is the player */
+    att_player = (att == &player);
+    def_player = (def == &player);
+
+    /*
+     * If the player could see the attacker or defender, they can't
+     * surprise anymore (don't bother checking if they could).
+     */
+    if (see_att) turn_off(*att, CANSURPRISE);
+    if (see_def) turn_off(*def, CANSURPRISE);
+
+    /* What are the attacker and defender names? */
+    if (att_player) strcpy(attname, "you");
+    else {
+        if (see_att) strcpy(attname, monster_name(att));
+        else strcpy(attname, "something");
+    }
+
+    if (def_player) strcpy(defname, "you");
+    else {
+        if (see_def) strcpy(defname, monster_name(def));
+        else strcpy(defname, "something");
+    }
+
+    /*
+     * See what happens to the attacker first.  We can skip this
+     * whole section, however, if the defender is the player.
+     * Nothing happens (yet) to anyone just for hitting the player.
+     */
+    if (!def_player) {
+        if (!thrown) {  /* Some things require a direct hit. */
+            /*
+             * If the attacker hits a rusting monster, The weapon
+             * may be damaged
+             */
+            if (on(*def, CANRUST)       && weap                         &&
+                weap->o_type != RELIC   && (weap->o_flags & ISMETAL)    &&
+                !(weap->o_flags & ISPROT)) {
+                    if ((weap->o_hplus < 1 && weap->o_dplus < 1) ||
+                        roll(1,20) < weap->o_hplus+weap->o_dplus+10) {
+                            if (rnd(100) < 50) weap->o_hplus--;
+                            else               weap->o_dplus--;
+                            if (att_player)
+                                msg(terse ? "Your %s weakens!"
+                                          : "Your %s gets weaker!",
+                                    weaps[weap->o_which].w_name);
+                    }
+            }
+        }
+                
+        /* If the attacker hit something that shrieks, wake the dungeon */
+        if (on(*def, CANSHRIEK)) {
+            if (see_def)
+                msg("%s emits an ear piercing shriek! ", prname(defname, TRUE));
+            else
+                msg("You hear an ear piercing shriek!");
+
+            /* Friendly charactors should be immune */
+            if (player.t_ctype == C_PALADIN ||
+                player.t_ctype == C_RANGER  || player.t_ctype == C_MONK)
+                    aggravate(TRUE, FALSE);
+            else
+                aggravate(TRUE, TRUE);
+        }
+
+        /*
+         * does the creature explode when hit?
+         */
+        if (on(*def, CANEXPLODE)) {
+            if (see_def) msg("%s explodes!", prname(defname, TRUE));
+            else msg("You hear a tremendous explosion!");
+            explode(def);
+            if (pstats.s_hpt < 1) {
+        pstats.s_hpt = -1;
+                death(def->t_index);
+        }
+        }
+    }
+
+    /*
+     * Now let's see what happens to the defender.  Start out with
+     * the things that everyone can do.  Then exit if the attacker
+     * is the player.
+     */
+    if (!thrown) {
+        /* 
+         * Can the player confuse? 
+         */
+        if (on(*att, CANHUH) && att_player) {
+            msg("Your hands return to normal. ");
+            if (off(*def, ISCLEAR) && 
+               (off(*def, ISUNIQUE) || !save(VS_MAGIC, def, 0))) {
+                if (see_def) msg("%s appears confused!", prname(defname, TRUE));
+                turn_on(*def, ISHUH);
+            }
+            turn_off(*att, CANHUH);
+        }
+
+        /* Return now if the attacker is the player. */
+        if (att_player) return(0);
+
+        /*
+         * Some monsters may take half your hit points
+         */
+        if (on(*att, CANSUCK) && !save(VS_MAGIC, def, 0)) {
+            if (def->t_stats.s_hpt == 1) return(att->t_index); /* Killed! */
+            else {
+                def->t_stats.s_hpt /= 2;
+                if (def_player)
+                    msg("Your life force is being drained out of you.");
+            }
+        }
+
+        /*
+         * If a hugging monster hits, it may SQUEEEEEEEZE.
+         */
+        if (on(*att, CANHUG)) {
+            if (roll(1,20) >= 18 || roll(1,20) >= 18) {
+                if (def_player)
+                    msg("%s squeezes itself nastily against you!",
+                                prname(attname, TRUE));
+                else if (see_att)
+                    msg("%s squeezes real hard!", prname(attname, TRUE));
+
+                if ((def->t_stats.s_hpt -= roll(2,8)) <= 0)
+                    return(att->t_index);
+            }
+        }
+
+        /*
+         * Some monsters have poisonous bites.
+         */
+        if (on(*att, CANPOISON) && !save(VS_POISON, def, 0)) {
+            if (def_player) {
+                if (ISWEARING(R_SUSABILITY))
+                    msg(terse ? "Sting has no effect."
+                              : "A sting momentarily weakens your arm.");
+                else {
+                    chg_str(-1);
+                    msg(terse ? "A sting has weakened you." :
+                    "You get stung in the arm!  You feel weaker. ");
+                }
+            }
+            else {
+                /* Subtract a strength point and see if it kills it */
+                if (--def->t_stats.s_str <= 0) return(D_STRENGTH);
+            }
+        }
+
+        /*
+         * Turning to stone:
+         */
+        if (on(*att, TOUCHSTONE)) {
+            if (def_player) turn_off(*att, TOUCHSTONE);
+            if (on(*def, CANINWALL)) {
+                if (def_player)
+                    msg("%s's touch has no effect.", prname(attname, TRUE));
+            }
+            else {
+                if (!save(VS_PETRIFICATION, def, 0) && rnd(100) < 10) {
+                    if (def_player) {
+                        msg("Your body begins to solidify.. ");
+                        msg("You are transformed into stone!! --More--");
+                        wait_for(' ');
+                        return(D_PETRIFY);
+                    }
+                    else {
+                        /* The monster got stoned! */
+                        turn_on(*def, ISSTONE);
+                        turn_off(*def, ISRUN);
+                        turn_off(*def, ISINVIS);
+                        turn_off(*def, ISDISGUISE);
+                        if (def->t_stats.s_intel > 15)
+                            msg("%s staggers.. ", prname(defname, TRUE));
+                        else if (see_def)
+                            msg("%s turns to stone! ", prname(defname, TRUE));
+                        else if (cansee(unc(def->t_pos)))
+                            msg("A statue appears out of nowhere! ");
+                    }
+                }
+                else if (def->t_action != A_FREEZE) {
+                    if (def_player)
+                        msg("%s's touch stiffens your limbs.",
+                                        prname(attname, TRUE));
+                    else if (see_def)
+                        msg("%s appears to freeze over.", prname(defname, TRUE));
+
+                    def->t_no_move += movement(def) * STONETIME;
+                    def->t_action = A_FREEZE;
+                }
+            }
+        }
+
+        /*
+         * Wraiths might drain energy levels
+         */
+        if ((on(*att, CANDRAIN) || on(*att, DOUBLEDRAIN)) && 
+            !save(VS_POISON, def, 3-(att->t_stats.s_lvl/5))) {
+            if (def_player) {
+                lower_level(att->t_index);
+                if (on(*att, DOUBLEDRAIN)) lower_level(att->t_index);
+                turn_on(*att, DIDDRAIN);  
+            }
+            else {
+                def->t_stats.s_hpt -= roll(1, 8);
+                def->t_stats.s_lvl--;
+                if (on(*att, DOUBLEDRAIN)) {
+                    def->t_stats.s_hpt -= roll(1, 8);
+                    def->t_stats.s_lvl--;
+                }
+                if (see_def)
+                    msg("%s appears less skillful.", prname(defname, TRUE));
+
+                /* Did it kill it? */
+                if (def->t_stats.s_hpt <= 0 ||
+                    def->t_stats.s_lvl <= 0)
+                    return(att->t_index);
+            }
+        }
+
+        /*
+         * Paralyzation:
+         */
+        if (on(*att, CANPARALYZE) && def->t_action != A_FREEZE) {
+            if (def_player) turn_off(*att, CANPARALYZE);
+            if (!save(VS_PARALYZATION, def, 0)) {
+                if (on(*def, CANINWALL)) {
+                    if (def_player)
+                        msg("%s's touch has no effect.", prname(attname, TRUE));
+                }
+                else {
+                    if (def_player)
+                        msg("%s's touch paralyzes you.", prname(attname, TRUE));
+                    else if (see_def)
+                        msg("%s appears to freeze over!", prname(defname, TRUE));
+
+                    def->t_no_move += movement(def) * FREEZETIME;
+                    def->t_action = A_FREEZE;
+                }
+            }
+        }
+
+        /*
+         * Painful wounds make the defendant faint
+         */
+         if (on(*att, CANPAIN) && def->t_action != A_FREEZE) {
+            if (def_player) turn_off(*att, CANPAIN);
+            if (!ISWEARING(R_ALERT) && !save(VS_POISON, def, 0)) {
+                    if (def_player)
+                        msg("You faint from the painful wound!");
+                    else if (see_def)
+                        msg("%s appears to faint!", prname(defname, TRUE));
+
+                    def->t_no_move += movement(def) * PAINTIME;
+                    def->t_action = A_FREEZE;
+            }
+        }
+
+        /*
+         * Some things currently affect only the player.  Let's make
+         * a check here so we don't have to check for each thing.
+         */
+        if (def_player) {
+        /*
+         * Stinking monsters make the defender weaker (to hit).  For now
+         * this will only affect the player.  We may later add the HASSTINK
+         * effect to monsters, too.
+         */
+            if (on(*att, CANSTINK)) {
+                turn_off(*att, CANSTINK);
+                if (!save(VS_POISON, def, 0)) {
+                    msg("The stench of %s sickens you.  Blech!",
+                                prname(attname, FALSE));
+                    if (on(player, HASSTINK)) lengthen(unstink, STINKTIME);
+                    else {
+                        turn_on(player, HASSTINK);
+                        fuse(unstink, (VOID *)NULL, STINKTIME, AFTER);
+                    }
+                }
+            }
+
+            /*
+             * Chilling monster reduces strength each time.  This only
+             * affects the player for now because of its temporary nature.
+             */
+            if (on(*att, CANCHILL)) {
+                if (!ISWEARING(R_SUSABILITY) && !save(VS_POISON, def, 0)) {
+                    msg("You cringe at %s's chilling touch.",
+                                prname(attname, FALSE));
+                    chg_str(-1);
+                    if (lost_str++ == 0)
+                        fuse(res_strength, (VOID *)NULL, CHILLTIME, AFTER);
+                    else lengthen(res_strength, CHILLTIME);
+                }
+            }
+
+            /*
+             * Itching monsters reduce dexterity (temporarily).  This only
+             * affects the player for now because of its temporary nature.
+             */
+            if (on(*att, CANITCH) && !save(VS_POISON, def, 0)) {
+                msg("The claws of %s scratch you!", prname(attname, FALSE));
+                if (ISWEARING(R_SUSABILITY)) {
+                    msg("The scratch has no effect.");
+                }
+                else {
+                    (*add_abil[A_DEXTERITY])(-1);
+                }
+            }
+
+            /*
+             * If a disease-carrying monster hits, there is a chance the
+             * defender will catch the disease.  This only applies to the
+             * player for now because of the temporary nature. Don't affect
+             * the Ranger or Paladin.
+             */
+            if (on(*att, CANDISEASE) &&
+                (rnd(def->t_stats.s_const) < att->t_stats.s_lvl) &&
+                off(*def, HASDISEASE)) {
+                    if (ISWEARING(R_HEALTH)             ||
+                        player.t_ctype == C_PALADIN     ||
+                        player.t_ctype == C_RANGER) {
+                            msg("The wound heals quickly.");
+                    }
+                    else {
+                        turn_on(*def, HASDISEASE);
+                        fuse(cure_disease, (VOID *)NULL, roll(HEALTIME,SICKTIME), AFTER);
+                        msg(terse ? "You have been diseased!"
+                            : "You have contracted an annoying disease!");
+                    }
+            }
+
+            /*
+             * If a rusting monster hits, you lose armor.  This only applies to
+             * the player because monsters don't wear armor (for now).
+             */
+            if (on(*att, CANRUST)) { 
+                if (cur_armor != NULL                           &&
+                    cur_armor->o_which != LEATHER               &&
+                    cur_armor->o_which != STUDDED_LEATHER       &&
+                    cur_armor->o_which != PADDED_ARMOR          &&
+                    !(cur_armor->o_flags & ISPROT)              &&
+                    cur_armor->o_ac < def->t_stats.s_arm+1) {
+                        msg(terse ? "Your armor weakens."
+                            : "Your armor becomes weaker.");
+                        cur_armor->o_ac++;
+                }
+                if (cur_misc[WEAR_BRACERS] != NULL              &&
+                    cur_misc[WEAR_BRACERS]->o_ac > 0            &&
+                    !(cur_misc[WEAR_BRACERS]->o_flags & ISPROT)) {
+                        cur_misc[WEAR_BRACERS]->o_ac--;
+                        if (cur_misc[WEAR_BRACERS]->o_ac == 0) {
+                            register struct linked_list *item;
+
+                            for (item=pack; item!=NULL; item=next(item)) {
+                                if (OBJPTR(item) == cur_misc[WEAR_BRACERS]) {
+                                    detach(pack, item);
+                                    o_discard(item);
+                                    break;
+                                }
+                            }
+                            msg ("Your bracers crumble apart!");
+                            cur_misc[WEAR_BRACERS] = NULL;
+                            inpack--;
+                        }
+                        else {
+                            msg("Your bracers weaken!");
+                        }
+                }
+            }
+
+            /*
+             * If can dissolve and hero has leather type armor.  This
+             * also only applies to the player for now because of the
+             * armor.
+             */
+            if (on(*att, CANDISSOLVE) && cur_armor != NULL &&
+                (cur_armor->o_which == LEATHER            ||
+                 cur_armor->o_which == STUDDED_LEATHER    ||
+                 cur_armor->o_which == PADDED_ARMOR)      &&
+                !(cur_armor->o_flags & ISPROT) &&
+                cur_armor->o_ac < def->t_stats.s_arm+1) {
+                msg(terse ? "Your armor dissolves!"
+                    : "Your armor appears to have dissolved!");
+                cur_armor->o_ac++;
+            }
+
+            /*
+             * If an infesting monster hits you, you get a parasite or rot.
+             * This will only affect the player until we figure out how to
+             * make it affect monsters.  Don't affect the Monk.
+             */
+            if (on(*att, CANINFEST) &&
+                rnd(def->t_stats.s_const) < att->t_stats.s_lvl) {
+                if (ISWEARING(R_HEALTH) || player.t_ctype == C_MONK) {
+                        msg("The wound heals quickly.");
+                }
+                else {
+                    turn_off(*att, CANINFEST);
+                    msg(terse ? "You have been infested."
+                        : "You have contracted a parasitic infestation!");
+                    infest_dam++;
+                    turn_on(*def, HASINFEST);
+                }
+            }
+
+            /*
+             * Does it take wisdom away?  This currently affects only
+             * the player because of its temporary nature.
+             */
+            if (on(*att, TAKEWISDOM)            && 
+                !save(VS_MAGIC, def, 0) &&
+                !ISWEARING(R_SUSABILITY)) {
+                        (*add_abil[A_WISDOM])(-1);
+            }
+
+            /*
+             * Does it take intelligence away?  This currently affects
+             * only the player because of its temporary nature.
+             */
+            if (on(*att, TAKEINTEL)             && 
+                !save(VS_MAGIC, &player, 0)     &&
+                !ISWEARING(R_SUSABILITY)) {
+                        (*add_abil[A_INTELLIGENCE])(-1);
+            }
+
+            /*
+             * Cause fear by touching.  This currently affects only
+             * the player until we figure out how we want it to
+             * affect monsters.
+             */
+            if (on(*att, TOUCHFEAR)) {
+                turn_off(*att, TOUCHFEAR);
+                if (!ISWEARING(R_HEROISM)       &&
+                    !save(VS_WAND, def, 0)      &&
+                    !(on(*def, ISFLEE) && (def->t_dest == &att->t_pos))) {
+                        turn_on(*def, ISFLEE);
+                        def->t_dest = &att->t_pos;
+                        msg("%s's touch terrifies you!", prname(attname, TRUE));
+
+                        /* It is okay to turn tail */
+                        if (!def_player) def->t_oldpos = def->t_pos;
+                }
+            }
+
+            /*
+             * Make the hero dance (as in otto's irresistable dance)
+             * This should be fairly easy to do to monsters, but
+             * we'll restrict it to players until we decide what to
+             * do about the temporary nature.
+             */
+            if (on(*att, CANDANCE)              && 
+                !on(*def, ISDANCE)              &&
+                def->t_action != A_FREEZE       &&
+                !save(VS_MAGIC, def, -4)) {
+                    turn_off(*att, CANDANCE);
+                    turn_on(*def, ISDANCE);
+                    msg("You begin to dance uncontrollably!");
+                    fuse(undance, (VOID *)NULL, roll(2,4), AFTER);
+            }
+
+            /*
+             * Suffocating our hero.  Monsters don't get suffocated.
+             * That's too hard for now.
+             */
+            if (on(*att, CANSUFFOCATE)          && 
+                !ISWEARING(R_FREEDOM)           && 
+                rnd(100) < 30                   &&
+                (find_slot(suffocate) == 0)) {
+                turn_on(*att, DIDSUFFOCATE);
+                msg("%s is beginning to suffocate you!", prname(attname, TRUE));
+                fuse(suffocate, (VOID *)NULL, roll(9,3), AFTER);
+            }
+
+            /*
+             * some creatures stops the poor guy from moving.
+             * How can we do this to a monster?
+             */
+            if (on(*att,CANHOLD) && off(*att,DIDHOLD) && !ISWEARING(R_FREEDOM)){
+                turn_on(*def, ISHELD);
+                turn_on(*att, DIDHOLD);
+                hold_count++;
+            }
+
+            /*
+             * Sucker will suck blood and run.  This
+             * should be easy to have happen to a monster,
+             * but we have to decide how to handle the fleeing.
+             */
+            if (on(*att, CANDRAW)) {
+                turn_off(*att, CANDRAW);
+                turn_on(*att, ISFLEE);
+                msg("%s sates itself with your blood!", prname(attname, TRUE));
+                if ((def->t_stats.s_hpt -= 12) <= 0) return(att->t_index);
+
+                /* It is okay to turn tail */
+                att->t_oldpos = att->t_pos;
+            }
+
+            /*
+             * Bad smell will force a reduction in strength.
+             * This will happen only to the player because of
+             * the temporary nature.
+             */
+            if (on(*att, CANSMELL)) {
+                turn_off(*att, CANSMELL);
+                if (save(VS_MAGIC, def, 0) || ISWEARING(R_SUSABILITY)) {
+                    if (terse)
+                        msg("Pheww!");
+                    else
+                        msg("You smell an unpleasant odor.  Phew!");
+                    }
+
+                else {
+                    int odor_str = -(rnd(6)+1);
+
+                    msg("You are overcome by a foul odor!");
+                    if (lost_str == 0) {
+                        chg_str(odor_str);
+                        fuse(res_strength, (VOID *)NULL, SMELLTIME, AFTER);
+                        lost_str -= odor_str;
+                    }
+                    else lengthen(res_strength, SMELLTIME);
+                }
+            }
+
+            /*
+             * The monsters touch slows the defendant down.
+             */
+             if (on(*att, TOUCHSLOW)) {
+                turn_off(*att, TOUCHSLOW);
+                if (!save(VS_PARALYZATION, def, 0)) 
+                        add_slow();
+            }
+
+            /*
+             * Rotting only affects the player.  Don't affect the Monk,
+             * Paladin, or Ranger.
+             */
+            if (on(*att, CANROT)) {
+                if (!ISWEARING(R_HEALTH)        && 
+                    player.t_ctype != C_MONK    &&
+                    player.t_ctype != C_RANGER  &&
+                    player.t_ctype != C_PALADIN &&
+                    !save(VS_POISON, def, 0)    && 
+                    off(*def, DOROT)) {
+                    turn_on(*def, DOROT);
+                    msg("You feel your skin starting to rot and peel away!");
+                }
+            }
+
+            /*
+             * Monsters should be able to steal gold from anyone,
+             * but until this is rewritten, they will only steal
+             * from the player (tough break).
+             */
+            if (on(*att, STEALGOLD)) {
+                /*
+                 * steal some gold
+                 */
+                register long lastpurse;
+                register struct linked_list *item;
+                register struct object *obj;
+
+                lastpurse = purse;
+                purse -= (GOLDCALC * 2);
+                if (!save(VS_MAGIC, def, att->t_stats.s_lvl/10)) {
+                    if (on(*att, ISUNIQUE))
+                        purse -= (GOLDCALC * 5);
+                    else
+            purse -= (GOLDCALC * 3);
+                }
+                if (purse < 0)
+                    purse = 0;
+                if (purse != lastpurse) {
+                    msg("You lost some gold! ");
+
+                    /* Give the gold to the thief */
+                    for (item=att->t_pack; item != NULL; item=next(item)) {
+                        obj = OBJPTR(item);
+                        if (obj->o_type == GOLD) {
+                            obj->o_count += lastpurse - purse;
+                            break;
+                        }
+                    }
+
+                    /* Did we do it? */
+                    if (item == NULL) { /* Then make some */
+                        item = new_item(sizeof *obj);
+                        obj = OBJPTR(item);
+                        obj->o_type = GOLD;
+                        obj->o_count = lastpurse - purse;
+                        obj->o_hplus = obj->o_dplus = 0;
+                        strcpy(obj->o_damage,"0d0");
+                        strcpy(obj->o_hurldmg,"0d0");
+                        obj->o_ac = 11;
+                        obj->contents = NULL;
+                        obj->o_group = 0;
+                        obj->o_flags = 0;
+                        obj->o_mark[0] = '\0';
+                        obj->o_pos = att->t_pos;
+
+                        attach(att->t_pack, item);
+                    }
+                }
+
+                turn_on(*att, ISFLEE);
+                turn_on(*att, ISINVIS);
+
+                /* It is okay to turn tail */
+                att->t_oldpos = att->t_pos;
+            }
+        }
+
+        /*
+         * Stealing happens last since the monster disappears
+         * after the act.
+         */
+        if (on(*att, STEALMAGIC)) {
+            register struct linked_list *list, *steal;
+            register struct object *obj;
+            register int nobj;
+
+            /*
+             * steal a magic item, look through the pack
+             * and pick out one we like.
+             */
+            steal = NULL;
+            for (nobj = 0, list = def->t_pack; list != NULL; list = next(list))
+            {
+                obj = OBJPTR(list);
+                if (!is_current(obj)     &&
+                    list != def->t_using &&
+                    obj->o_type != RELIC &&
+                    is_magic(obj)        && 
+                    rnd(++nobj) == 0)
+                        steal = list;
+            }
+            if (steal != NULL)
+            {
+                register struct object *obj;
+                struct linked_list *item;
+
+                obj = OBJPTR(steal);
+                if (on(*att, ISUNIQUE))
+                    monsters[att->t_index].m_normal = TRUE;
+                item = find_mons(att->t_pos.y, att->t_pos.x);
+
+                killed(item, FALSE, FALSE, FALSE); /* Remove the attacker */
+
+                if (obj->o_count > 1 && obj->o_group == 0) {
+                    register int oc;
+
+                    oc = --(obj->o_count);
+                    obj->o_count = 1;
+                    if (def_player)
+                        msg("%s stole %s!", prname(attname, TRUE),
+                                        inv_name(obj, TRUE));
+                    obj->o_count = oc;
+                }
+                else {
+                    if (def_player) {
+                        msg("%s stole %s!", prname(attname, TRUE),
+                                        inv_name(obj, TRUE));
+
+                        /* If this is a relic, clear its holding field */
+                        if (obj->o_type == RELIC)
+                            cur_relic[obj->o_which] = 0;
+
+                        inpack--;
+                    }
+
+                    detach(def->t_pack, steal);
+                    o_discard(steal);
+                }
+
+                updpack(FALSE, def);
+            }
+        }
+    }
+
+    /* Didn't kill the defender */
+    return(0);
+}
+