diff xrogue/fight.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 856017d63519
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/xrogue/fight.c	Tue Apr 21 08:55:20 2015 -0400
@@ -0,0 +1,1473 @@
+/*
+    fight.c - All the fighting gets done here
+    
+    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 <ctype.h>
+#include <string.h>
+#include "rogue.h"
+
+#define CONF_DAMAGE     -1
+#define PARAL_DAMAGE    -2
+#define DEST_DAMAGE     -3
+#define DRAIN_DAMAGE    -4
+
+int killed_chance = 0;  /* cumulative chance for goodies to loose it */
+
+/*
+ * returns true if player has a any chance to hit the monster
+ */
+
+player_can_hit(tp, weap)
+register struct thing *tp;
+register struct object *weap;
+{
+    if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT))
+        return(TRUE);
+    if (weap && weap->o_type == RELIC)
+        return(TRUE);
+    if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2))
+        return(TRUE);
+    if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1))
+        return(TRUE);
+    if (on(*tp,  MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0))
+        return(TRUE);
+    if (player.t_ctype == C_MONK) {
+        if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15)
+            return(TRUE);
+        if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10)
+            return(TRUE);
+        if (on(*tp,  MAGICHIT) && pstats.s_lvl > 5)
+            return(TRUE);
+    }
+    return(FALSE);
+}
+
+/*
+ * fight:
+ *      The player attacks the monster.
+ */
+
+fight(mp, weap, thrown)
+register coord *mp;
+struct object *weap;
+bool thrown;
+{
+    register struct thing *tp;
+    register struct linked_list *item;
+    register bool did_hit = TRUE;
+    bool see_def, back_stab = FALSE;
+    register char *mname;
+
+    /*
+     * Find the monster we want to fight
+     */
+    if ((item = find_mons(mp->y, mp->x)) == NULL) {
+        return(FALSE); /* must have killed him already */
+    }
+    tp = THINGPTR(item);
+
+    /*
+     * Since we are fighting, things are not quiet so no healing takes
+     * place.  The -1 also tells us that we are in a fight.
+     */
+    player.t_quiet = -1;
+    tp->t_quiet = -1;
+
+    see_def = ((off(*tp, ISINVIS)     || on(player, CANSEE)) &&
+               (off(*tp, ISSHADOW)    || on(player, CANSEE)) &&
+               (!thrown || cansee(unc(tp->t_pos))));
+
+    mname = see_def ? monster_name(tp) : "something";
+
+    /*
+     * if its in the wall, we can't hit it
+     */
+    if (on(*tp, ISINWALL) && off(player, CANINWALL))
+        return(FALSE);
+
+    if (on(*tp, ISSTONE)) {
+        killed(item, FALSE, FALSE, FALSE);
+        if (see_def) 
+            msg("%s shatters into a million pieces!", prname(mname, TRUE));
+        count = 0;
+        return (TRUE);
+    }
+    /*
+     * Let him know it was really a mimic (if it was one).
+     */
+    if (on(*tp, ISDISGUISE) && (tp->t_type != tp->t_disguise) &&
+        off(player, ISBLIND))
+    {
+        if (see_def) {
+            msg("Wait! That's a %s!", mname);
+            turn_off(*tp, ISDISGUISE);
+        }
+        did_hit = thrown;
+    }
+    if (on(*tp, CANSURPRISE) && off(player, ISBLIND) && !ISWEARING(R_ALERT)) {
+        if (see_def) {
+            msg("Wait! There's a %s!", mname);
+            turn_off(*tp, CANSURPRISE);
+        }
+        did_hit = thrown;
+    }
+
+    /*
+     * if he's a thief or assassin and the creature is asleep then he gets 
+     * a chance for a backstab
+     */
+    if ((player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN) &&
+        !thrown          &&
+        !on(*tp, NOSTAB) &&
+        !invisible(tp)   &&
+        (!on(*tp, ISRUN) || on(*tp, ISHELD) || tp->t_action == A_FREEZE))
+            back_stab = TRUE;
+
+    /*
+     * assassins get an assassination chance, if it fails then its normal
+     * damage
+     */
+    if (back_stab && player.t_ctype == C_ASSASSIN) {
+        int chance;
+
+        chance = 50 + (pstats.s_lvl - tp->t_stats.s_lvl) * 5;
+        if (cur_weapon && (cur_weapon->o_flags & ISPOISON))
+            chance += 20;
+        if (roll(1,100) > chance || on(*tp, ISUNIQUE))
+            back_stab = FALSE;
+    }
+
+    runto(tp, &hero);
+
+    /* Let the monster know that the player has missiles! */
+    if (thrown) tp->t_wasshot = TRUE;
+
+    if (did_hit)
+    {
+
+        did_hit = FALSE;
+        if (!can_blink(tp)              && 
+            player_can_hit(tp, weap)    &&
+            roll_em(&player, tp, weap, thrown, cur_weapon, back_stab))
+        {
+            did_hit = TRUE;
+
+            if (on(*tp, NOMETAL) && weap != NULL &&
+                weap->o_type != RELIC && weap->o_flags & ISMETAL) {
+                msg("Your %s passes right through %s!",
+                    weaps[weap->o_which].w_name, prname(mname, FALSE));
+            }
+            else if (weap != NULL && weap->o_type == MISSILE && on(*tp, CARRYBAMULET)) {
+                    msg("The magic missile has no effect on %s. ",
+                        prname(mname, FALSE));
+            }
+            else {
+                hit(thrown ? (struct object *)NULL : weap,
+                    TRUE, see_def,
+                    thrown ? weap_name(weap) : NULL,
+                    mname, back_stab, thrown, terse);
+
+                /* See if there are any special effects */
+                if (effect(&player, tp, weap, thrown, TRUE, see_def) != 0)
+                    killed(item, FALSE, FALSE, TRUE);
+    
+                /* 
+                 * Merchants just disappear if hit 
+                 */
+                else if (on(*tp, CANSELL)) {
+                    if (see_def)
+                        msg("%s disappears with his wares in a flash! ",
+                            prname(mname, FALSE));
+                    killed(item, FALSE, FALSE, FALSE);
+                }
+    
+                else if (tp->t_stats.s_hpt <= 0)
+                    killed(item, TRUE, TRUE, TRUE);
+    
+                else {
+                    /* If the victim was charmed, it now gets a saving throw! */
+                    if (on(*tp, ISCHARMED) && save(VS_MAGIC, tp, 0)) {
+                        msg("The eyes of %s turn clear.", prname(mname, FALSE));
+                        turn_off(*tp, ISCHARMED);
+                    }
+
+                    dsrpt_monster(tp, FALSE, see_def); /* Disrupt a spell? */
+                }
+            }
+        }
+        else {
+            miss(thrown ? (struct object *)NULL : weap,
+                 TRUE, see_def,
+                 thrown ? weap_name(weap) : (char *)NULL,
+                 mname, thrown, terse);
+        }
+    }
+    count = 0;
+    return did_hit;
+}
+
+/*
+ * attack:
+ *      The monster attacks the player
+ */
+
+attack(mp, weapon, thrown)
+register struct thing *mp;
+register struct object *weapon;
+bool thrown;
+{
+    register char *mname;
+    register bool see_att, did_hit = FALSE;
+    register struct object *wielded;    /* The wielded weapon */
+    struct linked_list *get_wield;      /* Linked list header for wielded */
+
+    /*
+     * Since this is an attack, stop running and any healing that was
+     * going on at the time.  The -1 also tells us that we're fighting.
+     */
+    running = FALSE;
+    player.t_quiet = -1;
+    mp->t_quiet = -1;
+
+    if (on(*mp, ISDISGUISE) && off(player, ISBLIND))
+        turn_off(*mp, ISDISGUISE);
+
+    see_att = ((off(*mp, ISINVIS)     || on(player, CANSEE)) &&
+               (off(*mp, ISSHADOW)    || on(player, CANSEE)) &&
+               (!thrown || cansee(unc(mp->t_pos))));
+
+    mname = see_att ? monster_name(mp) : "something";
+
+    /*
+     * Try to find a weapon to wield.  Wield_weap will return a
+     * projector if weapon is a projectile (eg. bow for arrow).
+     * If weapon is NULL, it will try to find a suitable weapon.
+     */
+    get_wield = wield_weap(weapon, mp);
+    if (get_wield) wielded = OBJPTR(get_wield);
+    else wielded = NULL;
+
+    /* If we aren't wielding a weapon, wield what we found (could be NULL) */
+    if (weapon == NULL) weapon = wielded;
+
+    if (roll_em(mp, &player, weapon, thrown, wielded, FALSE)) {
+        int death_type; /* From one of the effects of getting hit */
+
+        did_hit = TRUE;
+
+        if (weapon != NULL && weapon->o_type == MISSILE && cur_relic[STONEBONES_AMULET]) {
+            hit(weapon, see_att, TRUE, mname, (char *)NULL, FALSE, thrown, terse);
+            msg("Your amulet absorbs the magic missile. ");
+        }
+        else {
+            hit(weapon, see_att, TRUE, mname, (char *)NULL, FALSE, thrown, terse);
+            dsrpt_player();     /* see if we disrupted some activity */
+            if (pstats.s_hpt <= 0)
+                death(mp->t_index);     /* Bye bye life ... */
+            death_type = effect(mp, &player, weapon, thrown, see_att, TRUE);
+            if (death_type != 0) {
+        pstats.s_hpt = -1;
+        death(death_type);
+        }
+        }
+
+    }
+    else {
+        /* If the thing was trying to surprise, no good */
+        if (on(*mp, CANSURPRISE)) turn_off(*mp, CANSURPRISE);
+
+        /* If it couldn't surprise, let's tell the player. */
+        else miss(weapon, see_att, TRUE, mname, (char *)NULL, thrown, terse);
+    }
+    if (fight_flush) flushinp();
+    count = 0;
+    status(FALSE);
+    return(did_hit);
+}
+
+/*
+ * swing:
+ *      returns true if the swing hits
+ */
+
+swing(class, at_lvl, op_arm, wplus)
+short class;
+int at_lvl, op_arm, wplus;
+{
+    register int res = rnd(20)+1;
+    register int need;
+
+    need = char_class[class].base -
+           char_class[class].factor *
+           ((min(at_lvl, char_class[class].max_lvl) -
+            char_class[class].offset)/char_class[class].range) +
+           (10 - op_arm);
+    if (need > 20 && need <= 25) need = 20;
+
+    return (res+wplus >= need);
+}
+
+/*
+ * roll_em:
+ *      Roll several attacks
+ */
+
+roll_em(att_er, def_er, weap, hurl, cur_weapon, back_stab)
+struct thing *att_er, *def_er;
+struct object *weap;
+bool hurl;
+struct object *cur_weapon;
+bool back_stab;
+{
+    register struct stats *att, *def;
+    register char *cp = NULL;
+    register int ndice, nsides, nplus, def_arm;
+    char dmgbuf[20];
+    bool did_hit = FALSE;
+    int prop_hplus, prop_dplus;
+    int vampiric_damage;
+
+    /* Get statistics */
+    att = &att_er->t_stats;
+    def = &def_er->t_stats;
+
+    prop_hplus = prop_dplus = 0;
+    if (weap == NULL) {
+        /*
+         * monks damage grows with level
+         */
+        if (att == &pstats && player.t_ctype == C_MONK) {
+            sprintf(dmgbuf, "%dd4", att->s_lvl/3+2);
+            cp = dmgbuf;
+        }
+        else
+            cp = att->s_dmg;
+    }
+    else if (weap->o_type == RELIC) {
+        switch (weap->o_which) {
+            case MUSTY_DAGGER:
+            if (player.t_ctype == C_THIEF) 
+            cp = "4d8+2/4d8+2";
+        else
+                cp = "4d8/4d8";
+            when YEENOGHU_FLAIL:
+            cp = "4d8+3/paralyze/confuse";
+            when HRUGGEK_MSTAR:
+            cp = "4d8+3";
+            when AXE_AKLAD:
+            if (player.t_ctype == C_FIGHTER) {
+            if (hurl)
+            cp = "4d8+6/drain";
+                    else
+            cp = "4d8+4/drain";
+        }
+        else {
+            if (hurl)
+            cp = "4d8+4/drain";
+                    else
+            cp = "4d8+2/drain";
+                }
+            when MING_STAFF:
+                cp = "4d8+4";
+            when ASMO_ROD:
+                cp = "4d8/4d8";
+            when ORCUS_WAND:
+            cp = "4d8/destroy";
+        }
+    }
+    else if (hurl) {
+        if ((weap->o_flags&ISMISL) && cur_weapon != NULL &&
+          cur_weapon->o_which == weap->o_launch)
+        {
+            cp = weap->o_hurldmg;
+            prop_hplus = cur_weapon->o_hplus;
+            prop_dplus = cur_weapon->o_dplus;
+        }
+        else
+            cp = (weap->o_flags&ISMISL ? weap->o_damage : weap->o_hurldmg);
+    }
+    else {
+        cp = weap->o_damage;
+        /*
+         * Drain a staff of striking
+         */
+        if(weap->o_type==STICK && weap->o_which==WS_HIT && weap->o_charges==0)
+        {
+            strcpy(weap->o_damage,"4d8");
+            weap->o_hplus = weap->o_dplus = 0;
+        }
+    }
+    /*
+     * If defender is wearing a cloak of displacement -- no damage
+     * the first time. (unless its a hurled magic missile or the
+     * attacker is very smart and can see thru the illusion)
+     */
+    if ((weap == NULL || weap->o_type != MISSILE)       &&
+        def == &pstats                                  &&      
+        off(*att_er, MISSEDDISP)                        &&
+        att->s_intel < 21                               &&
+        ((cur_misc[WEAR_CLOAK]!=NULL && 
+          cur_misc[WEAR_CLOAK]->o_which==MM_DISP) ||
+          cur_relic[EMORI_CLOAK])) {
+        turn_on(*att_er, MISSEDDISP);
+        if (cansee(att_er->t_pos.y, att_er->t_pos.x) && !invisible(att_er))
+            msg("%s looks amazed! ", prname(monster_name(att_er), TRUE));
+        return (FALSE);
+    }
+    if (on(*def_er, CARRYCLOAK)                         && 
+        def != &pstats                                  && 
+        (weap == NULL || weap->o_type != MISSILE)       && 
+        off (*att_er, MISSEDDISP)                       &&
+        pstats.s_intel < 21) {
+            turn_on(*att_er, MISSEDDISP);
+            msg("You feel amazed! ");
+            return(FALSE);
+    }
+    for (;;)
+    {
+        int damage;
+        int hplus = prop_hplus;
+        int dplus = prop_dplus;
+
+        if (weap != NULL && weap->o_type == RELIC) {
+            switch (weap->o_which) {
+                case MUSTY_DAGGER:
+                    if (att != &pstats || /* Not player or good stats */
+                        (str_compute() > 15 && dex_compute() > 15)) {
+
+                        hplus += 6;
+                        dplus += 6;
+
+                        /* Give an additional strength and dex bonus */
+                        if (att == &pstats) {
+                            hplus += str_plus(str_compute()) +
+                                     dext_plus(dex_compute());
+                            dplus += dext_plus(dex_compute()) +
+                                     add_dam(str_compute());
+                        }
+                        else {
+                            hplus += str_plus(att->s_str) +
+                                     dext_plus(att->s_dext);
+                            dplus += dext_plus(att->s_dext) +
+                                     add_dam(att->s_str);
+                        }
+                    }
+                    else {
+                        hplus -= 3;
+                        dplus -= 3;
+                    }
+                when YEENOGHU_FLAIL:
+                case HRUGGEK_MSTAR:
+                    hplus += 3;
+                    dplus += 3;
+                when MING_STAFF:
+                    hplus += 2;
+                    dplus += 2;
+                when AXE_AKLAD:
+                    hplus += 5;
+                    dplus += 5;
+            }
+        }
+        else if (weap != NULL) {
+            hplus += weap->o_hplus;
+            dplus += weap->o_dplus;
+        }
+
+        /* Is attacker weak? */
+        if (on(*att_er, HASSTINK)) hplus -= 2;
+
+        if (att == &pstats)     /* Is the attacker the player? */
+        {
+            hplus += hitweight();       /* adjust for encumberence */
+            dplus += hung_dam();        /* adjust damage for hungry player */
+            dplus += ring_value(R_ADDDAM);
+        }
+        if (back_stab || (weap && att != &pstats && on(*att_er, CANBSTAB)))
+            hplus += 4; /* add in pluses for backstabbing */
+
+        /* Get the damage */
+        while (isspace(*cp)) cp++;
+        if (!isdigit(*cp)) {
+            if (strncmp(cp, "confuse", 7) == 0) ndice = CONF_DAMAGE;
+            else if (strncmp(cp, "paralyze", 8) == 0) ndice = PARAL_DAMAGE;
+            else if (strncmp(cp, "destroy", 6) == 0) ndice = DEST_DAMAGE;
+            else if (strncmp(cp, "drain", 5) == 0) ndice = DRAIN_DAMAGE;
+            else ndice = 0;
+            nsides = 0;
+            nplus = 0;
+        }
+        else {
+            char *oldcp;
+
+            /* Get the number of damage dice */
+            ndice = atoi(cp);
+            if ((cp = strchr(cp, 'd')) == NULL)
+                break;
+
+            /* Skip the 'd' and get the number of sides per die */
+            nsides = atoi(++cp);
+
+            /* Check for an addition -- save old place in case none is found */
+            oldcp = cp;
+            if ((cp = strchr(cp, '+')) != NULL) nplus = atoi(++cp);
+            else {
+                nplus = 0;
+                cp = oldcp;
+            }
+        }
+
+        if (def == &pstats) { /* Monster attacks player */
+            if (on(*att_er, NOMETAL))
+                def_arm = ac_compute(TRUE) - dext_prot(dex_compute());
+            else
+                def_arm = ac_compute(FALSE) - dext_prot(dex_compute());
+            hplus += str_plus(att->s_str)+dext_plus(att->s_dext);
+        }
+        else if (att == &pstats) {      /* Player attacks monster */
+            def_arm = def->s_arm - dext_prot(def->s_dext);
+            if (player.t_ctype == C_MONK) /* no strength bonus for monk */
+                if (weap == NULL) 
+                    hplus += att->s_lvl/5; /* monks hplus varies with level */
+            else
+                hplus += str_plus(str_compute())+dext_plus(dex_compute());
+        }
+        else {  /* Monster attacks monster */
+            def_arm = def->s_arm - dext_prot(def->s_dext);
+            hplus += str_plus(att->s_str)+dext_plus(att->s_dext);
+        }
+
+        if (swing(att_er->t_ctype, att->s_lvl, def_arm, hplus)) {
+            register int proll;
+
+            /* Take care of special effects */
+            switch (ndice) {
+              case CONF_DAMAGE:
+                if (def == &pstats) { /* Monster attacks player */
+                    if (!save(VS_MAGIC, &player, 0) && off(player, ISCLEAR)) {
+                        msg("You feel disoriented.");
+                        if (find_slot(unconfuse))
+                            lengthen(unconfuse, HUHDURATION);
+                        else
+                            fuse(unconfuse, (VOID *)NULL, HUHDURATION, AFTER);
+                        turn_on(player, ISHUH);
+                    }
+                    else msg("You feel dizzy, but it quickly passes.");
+                }
+                /* Player or monster hits monster */
+                else if (!save(VS_MAGIC, def_er, 0) && off(*def_er, ISCLEAR)) { 
+                    if (att == &pstats) {
+            if (rnd(10) > 6)
+                            msg("The artifact warms you with pleasure! ");
+            }
+                    turn_on(*def_er, ISHUH);
+                }
+                did_hit = TRUE;
+              when PARAL_DAMAGE:
+                if (def == &pstats) { /* Monster attacks player */
+                    if (!save(VS_MAGIC, &player, 0) && off(player, CANINWALL)) {
+                        msg("You stiffen up.");
+                        player.t_no_move += movement(&player) * FREEZETIME;
+                        player.t_action = A_FREEZE;
+                    }
+                }
+                else if (!save(VS_MAGIC, def_er, 0)) { /* Player hits monster */
+                    if (att == &pstats) {
+            if (rnd(10) > 6)
+                msg("The artifact hums happily! ");
+            }
+                    turn_off(*def_er, ISRUN);
+                    turn_on(*def_er, ISHELD);
+                }
+                did_hit = TRUE;
+              when DEST_DAMAGE:
+                if (def == &pstats) {   /* Monster attacks player */
+            if (rnd(10) > 5)
+                        msg("You feel a tug at your life force.");
+                    if (!save(VS_MAGIC, &player, -4)) {
+                        msg("The wand devours your soul!  --More--");
+            wait_for(' ');
+                        def->s_hpt = -1;
+            death(D_RELIC);
+                    }
+                }
+                /* Player hits monster */
+                else if (!save(VS_MAGIC, def_er, -4)) {
+                    if (att == &pstats) {
+            if (rnd(10) > 4)
+                            msg("The artifact draws some energy.");
+                     }
+                    /* The player loses some major hit pts  */
+                    att->s_hpt -= (att->s_hpt/5)+1;
+            if (att->s_hpt <= 0) {
+            msg("The wand has devoured your soul!  --More--");
+            wait_for(' ');
+            att->s_hpt = -1;
+            death(D_RELIC);
+            }
+                    /* Kill the monster */
+                    def->s_hpt = 0;
+                }
+                did_hit = TRUE;
+            when DRAIN_DAMAGE:
+                if (def == &pstats) {       /* Monster attacks player */
+                    if (!save(VS_MAGIC, &player, -4)) {
+                        lower_level(att_er->t_index);
+                    }
+                }
+                /* Player hits monster */
+                else if (!save(VS_MAGIC, def_er, -4)) {
+                    def->s_hpt -= roll(1, 8);
+                    def->s_lvl--;
+                    if (def->s_lvl <= 0)
+                        def->s_hpt = 0;     /* he's dead */
+                    if (att == &pstats) {
+            if (rnd(10) > 7)
+                        msg("The artifact cackles with laughter! ");
+            }
+                }
+                did_hit = TRUE;
+              otherwise:
+                /* Heil's ankh always gives maximum damage */
+                if (att == &pstats && cur_relic[HEIL_ANKH])
+                    proll = ndice * nsides;
+                else proll = roll(ndice, nsides);
+
+                if (ndice + nsides > 0 && proll < 1)
+                    debug("Damage for %dd%d came out %d.",
+                                ndice, nsides, proll);
+                damage = dplus + proll + nplus;
+                if (att == &pstats) {
+                    /*
+                     * Monks do not get strength bonus on damage.  Instead,
+                     * if they are wielding a weapon, they get at extra
+                     * 1/2 point per level of damage.
+                     */
+                    if(player.t_ctype == C_MONK) {
+                        /* Bonus does not apply for hands. */
+                        if (weap != NULL) damage += att->s_lvl / 2;
+                    }
+                    else
+                        damage += add_dam(str_compute());
+                }
+                else
+                    damage += add_dam(att->s_str);
+
+                /* Check for half damage monsters */
+                if (on(*def_er, HALFDAMAGE)) damage /= 2;
+
+                /* add in multipliers for backstabbing */
+                if (back_stab || 
+                    (weap && att != &pstats && on(*att_er, CANBSTAB))) {
+                    int mult = 2 + (att->s_lvl-1)/4; /* Normal multiplier */
+
+                    if (mult > 5)
+                        mult = 5;
+                    if (weap->o_type == RELIC && weap->o_which == MUSTY_DAGGER)
+                        mult++;
+                    damage *= mult;
+                }
+                if (att == &pstats) {
+                    if (cur_weapon && (cur_weapon->o_flags & ISPOISON)) {
+                        cur_weapon->o_flags &= ~ISPOISON;
+                        if (save(VS_POISON, def_er, -2))
+                            damage += def->s_hpt/4;
+                        else
+                            damage += def->s_hpt/2;
+                    }
+                    if (back_stab && player.t_ctype == C_ASSASSIN)
+                        damage = def->s_hpt + 1;
+                }
+                /* Check for no-damage and division */
+                if (on(*def_er, BLOWDIVIDE)) {
+                    damage = 0;
+                    creat_mons(def_er, def_er->t_index, FALSE);
+                    if (cansee(unc(def_er->t_pos))) light(&hero);
+                }
+                /* check for immunity to metal -- RELICS are always bad */
+                if (on(*def_er, NOMETAL) && weap != NULL &&
+                    weap->o_type != RELIC && weap->o_flags & ISMETAL) {
+                    damage = 0;
+                }
+                if (weap != NULL && weap->o_type == MISSILE) {
+                    if ((def == &pstats && cur_relic[STONEBONES_AMULET]) ||
+                        (att == &pstats && on(*def_er, CARRYBAMULET))) {
+                        damage = 0;
+                    }
+                }
+                def->s_hpt -= max(0, damage);   /* Do the damage */
+                did_hit = TRUE;
+                vampiric_damage = damage;
+                if (def->s_hpt < 0)     /* only want REAL damage inflicted */
+                    vampiric_damage += def->s_hpt;
+                if (vampiric_damage < 0)
+                    vampiric_damage = 0;
+                if (att == &pstats && ISWEARING(R_VAMPREGEN) && !hurl) {
+                    if ((pstats.s_hpt += vampiric_damage/2) > max_stats.s_hpt)
+                        pstats.s_hpt = max_stats.s_hpt;
+                }
+        if (hplus < 0) hplus = 0;
+        if (damage < 0) damage = 0;
+                debug ("hplus=%d dmg=%d", hplus, damage);
+            }
+        }
+        if ((cp = strchr(cp, '/')) == NULL)
+            break;
+        cp++;
+    }
+    return did_hit;
+}
+
+/*
+ * prname:
+ *      The print name of a combatant
+ */
+
+char *
+prname(who, upper)
+register char *who;
+bool upper;
+{
+    static char tbuf[LINELEN];
+
+    *tbuf = '\0';
+    if (who == 0)
+        strcpy(tbuf, "you"); 
+    else if (on(player, ISBLIND) || strcmp(who, "something") == 0)
+        strcpy(tbuf, "something");
+    else
+    {
+        /* If we have a name (starts with a capital), don't use a "the" */
+        if (islower(*who)) strcpy(tbuf, "the ");
+        strcat(tbuf, who);
+    }
+    if (upper)
+        *tbuf = toupper(*tbuf);
+    return tbuf;
+}
+
+/*
+ * hit:
+ *      Print a message to indicate a succesful hit
+ */
+
+hit(weapon, see_att, see_def, er, ee, back_stab, thrown, short_msg)
+register struct object *weapon;
+bool see_att, see_def;
+register char *er, *ee;
+bool back_stab, thrown, short_msg;
+{
+    register char *s = NULL;
+    char          att_name[LINELEN],    /* Name of attacker */
+                  def_name[LINELEN]; /* Name of defender */
+
+    /* If we can't see either the attacker or defender, don't say anything */
+    if (!see_att && !see_def) return;
+
+    /* What do we call the attacker? */
+    strcpy(att_name, see_att ? prname(er, TRUE) : "Something");
+    if (er) {   /* A monster is attacking */
+
+        /* If the monster is using a weapon and we can see it, report it */
+        if (weapon != NULL && (see_att || thrown)) {
+            strcat(att_name, "'s ");
+            strcat(att_name, weap_name(weapon));
+        }
+    }
+
+    /* What do we call the defender? */
+    strcpy(def_name, see_def ? prname(ee, FALSE) : "something");
+
+    addmsg(att_name);
+    if (short_msg) {
+        if (back_stab) {
+            if (player.t_ctype == C_ASSASSIN)
+                s = (er == 0 ? " assassinate!" : " assassinates!");
+            else
+                s = (er == 0 ? " backstab!" : " backstabs!");
+        }
+        else
+            s = " hit.";
+    }
+    else {
+        if (back_stab) {
+            if (player.t_ctype == C_ASSASSIN)
+                s = (er == 0 ? " have assassinated " : " has assassinated ");
+            else
+                s = (er == 0 ? " have backstabbed " : " has backstabbed ");
+        }
+        else {
+            switch (rnd(thrown ? 2 : 3))
+            {
+                case 0: s = " hit ";
+                when 1: s = " injured ";
+                when 2: s = " smacked ";
+            }
+        }
+    }
+    if (short_msg) addmsg(s);
+    else addmsg("%s%s.", s, def_name);
+    endmsg();
+}
+
+/*
+ * miss:
+ *      Print a message to indicate a poor swing
+ */
+
+miss(weapon, see_att, see_def, er, ee, thrown, short_msg)
+register struct object *weapon;
+bool see_att, see_def;
+register char *er, *ee;
+bool thrown, short_msg;
+{
+    register char *s = NULL;
+    char          att_name[LINELEN],    /* Name of attacker */
+                  def_name[LINELEN];    /* Name of defender */
+
+    /* If we can't see either the attacker or defender, don't say anything */
+    if (!see_att && !see_def) return;
+
+    /* What do we call the attacker? */
+    strcpy(att_name, see_att ? prname(er, TRUE) : "Something");
+    if (er) {   /* A monster is attacking */
+
+        /* If the monster is using a weapon and we can see it, report it */
+        if (weapon != NULL && (see_att || thrown)) {
+            strcat(att_name, "'s ");
+            strcat(att_name, weap_name(weapon));
+        }
+    }
+
+    /* What do we call the defender? */
+    strcpy(def_name, see_def ? prname(ee, FALSE) : "something");
+
+    addmsg(att_name);
+    switch (short_msg ? 0 : rnd(thrown ? 3 : 2))
+    {
+        case 0: s = (er == 0 ? " miss" : " misses");
+        when 1: s = (er == 0 ? " don't hit" : " doesn't hit");
+        when 2: s = (" whizzes by");
+    }
+    if (short_msg) addmsg("%s.", s);
+    else addmsg("%s %s.", s, def_name);
+    endmsg();
+}
+
+/*
+ * dext_plus:
+ *      compute to-hit bonus for dexterity
+ */
+
+dext_plus(dexterity)
+register int dexterity;
+{
+        return (dexterity > 10 ? (dexterity-13)/3 : (dexterity-10)/3);
+}
+
+
+/*
+ * dext_prot:
+ *      compute armor class bonus for dexterity
+ */
+
+dext_prot(dexterity)
+register int dexterity;
+{
+    return ((dexterity-10)/2);
+}
+
+/*
+ * str_plus:
+ *      compute bonus/penalties for strength on the "to hit" roll
+ */
+
+str_plus(str)
+register short str;
+{
+    return((str-10)/3);
+}
+
+/*
+ * add_dam:
+ *      compute additional damage done for exceptionally high or low strength
+ */
+
+add_dam(str)
+register short str;
+{
+    return((str-9)/2);
+}
+
+/*
+ * hung_dam:
+ *      Calculate damage depending on players hungry state
+ */
+
+hung_dam()
+{
+        reg int howmuch = 0;
+
+        switch(hungry_state) {
+                case F_SATIATED:
+                case F_OKAY:
+                case F_HUNGRY:  howmuch = 0;
+                when F_WEAK:    howmuch = -1;
+                when F_FAINT:   howmuch = -2;
+        }
+        return howmuch;
+}
+
+/*
+ * is_magic:
+ *      Returns true if an object radiates magic
+ */
+
+is_magic(obj)
+register struct object *obj;
+{
+    switch (obj->o_type)
+    {
+        case ARMOR:
+            return obj->o_ac != armors[obj->o_which].a_class;
+        when WEAPON:
+            return obj->o_hplus != 0 || obj->o_dplus != 0;
+        when POTION:
+        case SCROLL:
+        case STICK:
+        case RING:
+        case MM:
+        case RELIC:
+            return TRUE;
+    }
+    return FALSE;
+}
+
+/*
+ * killed:
+ *      Called to put a monster to death
+ */
+
+killed(item, pr, points, treasure)
+register struct linked_list *item;
+bool pr, points, treasure;
+{
+    register struct thing *tp, *mp;
+    register struct linked_list *pitem, *nexti, *mitem;
+    char *monst;
+    int adj;    /* used for hit point adj. below. */
+    long temp;
+
+    tp = THINGPTR(item);
+
+    if (pr)
+    {
+        addmsg(terse ? "Defeated " : "You have defeated ");
+        if (on(player, ISBLIND))
+            msg("it.");
+        else
+        {
+            if (cansee(tp->t_pos.y, tp->t_pos.x) && !invisible(tp))
+                monst = monster_name(tp);
+            else {
+                if (terse) monst = "something";
+                else monst = "thing";
+            }
+            if (!terse)
+                addmsg("the ");
+            msg("%s.", monst);
+        }
+    }
+
+    /* Take care of any residual effects of the monster */
+    check_residue(tp);
+
+    /* Make sure that no one is still chasing us */
+    for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
+        mp = THINGPTR(mitem);
+        if (mp->t_dest == &tp->t_pos) {
+            mp->t_dest = &hero;
+            mp->t_wasshot = FALSE;
+            turn_off(*mp, ISFLEE);      /* Be sure we aren't running away! */
+        }
+    }
+    if (points) {   /* you feel uneasy for a moment */
+        if ((off(*tp, ISMEAN) || on(*tp, ISFRIENDLY)) &&
+            (player.t_ctype == C_RANGER || player.t_ctype == C_PALADIN ||
+             player.t_ctype == C_MONK)) {
+                if (tp->t_stats.s_exp > pstats.s_exp)
+                    pstats.s_exp = 0;
+                else
+                    pstats.s_exp -= tp->t_stats.s_exp;
+                /* Take care of hit points. */
+                if (level <= 12) adj = rnd(2)+1;
+                else if (level <= 25) adj = rnd(3)+2;
+                else if (level <= 50) adj = rnd(4)+3;
+                else if (level <= 80) adj = rnd(5)+4;
+                else adj = rnd(6)+5;
+        /* adjust hit points */
+                max_stats.s_hpt -= adj;
+                pstats.s_hpt -= adj;
+                /* Are hit points now too low? */
+                if (pstats.s_hpt <= 0) {
+            pstats.s_hpt = -1;
+            death(D_STRENGTH);
+        }
+                killed_chance += rnd(3)+1;
+                if (on(*tp, ISUNIQUE)) /* real bad news to kill a diety */
+                    killed_chance += 25;
+                if (roll(1,100) < killed_chance) {
+            msg("You had a feeling this was going to happen... ");
+                    msg("**POOF**  ");
+                    temp = C_ASSASSIN;  /* make him pay */
+                    changeclass(&temp);
+                }
+                else {
+                    switch (rnd(9)) {
+                    case 0:
+            msg("You become solid and stiff for a while. ");
+                        player.t_no_move += (5*movement(&player)*FREEZETIME);
+                        player.t_action = A_FREEZE;
+                    when 1:
+            msg("You collapse, losing it totally. ");
+                        player.t_no_move += (2*movement(&player)*FREEZETIME);
+                        player.t_action = A_FREEZE;
+                    when 2:
+            msg("Your face changes shape!  ARGGHH!!!! ");
+                        pstats.s_charisma -= rnd(8)+3;
+                        if (pstats.s_charisma <= 3) pstats.s_charisma = 3;
+                    when 3:
+            case 4:
+            msg("You cry out, I didn't mean to do that!  Honest!! ");
+                        player.t_no_move += (movement(&player)*FREEZETIME);
+            msg("The Great Old Ones grant you a reprieve. ");
+                    otherwise: msg("You feel uneasy for a moment.. ");
+                    }
+        }
+        }
+        else {
+                unsigned long test;      /* For overflow check */
+                /* 
+                 * Do an overflow check before increasing experience 
+                 */
+                test = pstats.s_exp + tp->t_stats.s_exp;
+                if (test > pstats.s_exp) 
+                        pstats.s_exp = test;
+        }
+
+        /*
+         * Do adjustments if he went up a level
+         */
+        check_level();
+    }
+
+    /*
+     * Empty the monsters pack
+     */
+    pitem = tp->t_pack;
+
+    /*
+     * Get rid of the monster.
+     */
+    mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, ' ');
+    mvwaddch(cw, tp->t_pos.y, tp->t_pos.x, tp->t_oldch);
+    detach(mlist, item);
+    if (on(*tp, AREMANY) && levtype == NORMLEV) /* AREMANYs stick together */
+        wake_room(roomin(&tp->t_pos));
+    /*
+     * empty his pack
+     */
+    while (pitem != NULL)
+    {
+        nexti = next(pitem);
+        (OBJPTR(pitem))->o_pos = tp->t_pos;
+        detach(tp->t_pack, pitem);
+        if (treasure) 
+            fall(pitem, FALSE);
+        else 
+            o_discard(pitem);
+        pitem = nexti;
+    }
+
+    turn_on(*tp,ISDEAD);
+    attach(rlist,item);
+}
+
+/*
+ * Returns a pointer to the weapon the monster is wielding corresponding to
+ * the given thrown weapon.  If no thrown item is given, try to find any
+ * decent weapon.
+ */
+
+struct linked_list *
+wield_weap(thrown, mp)
+struct object *thrown;
+struct thing *mp;
+{
+    int look_for = 0,   /* The projectile weapon we are looking for */
+        new_rate,       /* The rating of a prospective weapon */
+        cand_rate = -1; /* Rating of current candidate -- higher is better */
+    register struct linked_list *pitem, *candidate = NULL;
+    register struct object *obj;
+
+    if (thrown != NULL) {       /* Using a projectile weapon */
+      switch (thrown->o_which) {
+        case BOLT:      look_for = CROSSBOW;    /* Find the crossbow */
+        when ARROW:     look_for = BOW;         /* Find the bow */
+        when ROCK:      look_for = SLING;       /* find the sling */
+        otherwise:      return(NULL);
+      }
+    }
+    else if (off(*mp, ISUNIQUE) && off(*mp, CARRYWEAPON)) return(NULL);
+
+    for (pitem=mp->t_pack; pitem; pitem=next(pitem)) {
+        obj = OBJPTR(pitem);
+
+        /*
+         * If we have a thrown weapon, just return the first match
+         * we come to.
+         */
+        if (thrown != NULL && obj->o_type == WEAPON && obj->o_which == look_for)
+            return(pitem);
+
+        /* If we have a usable RELIC, return it */
+        if (thrown == NULL && obj->o_type == RELIC) {
+            switch (obj->o_which) {
+                case MUSTY_DAGGER:
+                case YEENOGHU_FLAIL:
+                case HRUGGEK_MSTAR:
+                case AXE_AKLAD:
+                case MING_STAFF:
+                case ASMO_ROD:
+                case ORCUS_WAND:
+                    return(pitem);
+            }
+        }
+
+        /* Otherwise if it's a usable weapon, it is a good candidate */
+        else if (thrown == NULL && obj->o_type == WEAPON) {
+            switch (obj->o_which) {
+                case DAGGER:
+                case SPEAR:
+                    new_rate = 0;
+                when BATTLEAXE:
+                    new_rate = 1;
+                when MACE:
+                    new_rate = 2;
+                when SWORD:
+                    new_rate = 3;
+                when PIKE:
+                    new_rate = 4;
+                when HALBERD:
+                case SPETUM:
+                    new_rate = 6;
+                when BARDICHE:
+                    new_rate = 7;
+                when TRIDENT:
+                    new_rate = 8;
+                when BASWORD:
+                    new_rate = 9;
+                when TWOSWORD:
+                    new_rate = 10;
+                otherwise:
+                    new_rate = -1;
+            }
+
+            /* Only switch if this is better than the current candidate */
+            if (new_rate > cand_rate) {
+                cand_rate = new_rate;
+                candidate = pitem;
+            }
+        }
+    }
+
+    return(candidate);
+}
+explode(tp)
+register struct thing *tp;
+{
+
+    register int x,y, damage;
+    struct linked_list *item;
+    struct thing *th;
+
+    /*
+     * check to see if it got the hero
+     */
+     if (off(player, ISINWALL) &&
+         DISTANCE(hero.x, hero.y, tp->t_pos.x, tp->t_pos.y) <= 25) {
+        msg("The explosion hits you! ");
+        damage = roll(6,6);
+        if (save(VS_WAND, &player, 0))
+            damage /= 2;
+        pstats.s_hpt -= damage;
+    }
+
+    /*
+     * now check for monsters in vicinity
+     */
+     for (x = tp->t_pos.x-5; x<=tp->t_pos.x+5; x++) {
+         if (x < 0 || x > cols - 1) 
+             continue;
+         for (y = tp->t_pos.y-5; y<=tp->t_pos.y+5; y++) {
+            if (y < 1 || y > lines - 3)
+                continue;
+            if (isalpha(mvwinch(mw, y, x))) {
+                if ((item = find_mons(y, x)) != NULL) {
+                    th = THINGPTR(item);
+                    if (th == tp || /* don't count gas spore */
+                        on(*th, ISINWALL)) /* Don't count monsters in wall */
+                        continue;
+                    damage = roll(6, 6);
+                    if (save(VS_WAND, th, 0))
+                        damage /= 2;
+                    runto(th, &hero);
+                    if ((th->t_stats.s_hpt -= damage) <= 0) {
+                        msg("The explosion kills %s! ", 
+                            prname(monster_name(th), FALSE));
+                        killed(item, FALSE, FALSE, TRUE);
+                    }
+                }
+            }
+        }
+    }
+}
+
+/*
+ * skirmish:
+ *      Called when one monster attacks another monster.
+ */
+
+skirmish(attacker, mp, weap, thrown)
+register struct thing *attacker;
+register coord *mp;
+struct object *weap;
+bool thrown;
+{
+    register struct thing *defender;
+    register struct linked_list *item;
+    register bool did_hit = TRUE, see_att, see_def;
+    char attname[LINELEN+1], defname[LINELEN+1];
+    struct object *wielded;     /* The wielded weapon */
+    struct linked_list *get_wield;      /* Linked list header for wielded */
+
+    /*
+     * Find the monster we want to fight
+     */
+    if ((item = find_mons(mp->y, mp->x)) == NULL) {
+        return(FALSE); /* must have killed him already */
+    }
+    defender = THINGPTR(item);
+
+    /* Can the player see either of the fighters? */
+    see_att = (cansee(unc(attacker->t_pos)) &&
+               (off(*attacker, ISINVIS)     || on(player, CANSEE)) &&
+               (off(*attacker, ISSHADOW)    || on(player, CANSEE)));
+    see_def = (cansee(unc(defender->t_pos)) &&
+               (off(*defender, ISINVIS)     || on(player, CANSEE)) &&
+               (off(*defender, ISSHADOW)    || on(player, CANSEE)));
+
+    /*
+     * Since we are fighting, things are not quiet so no healing takes
+     * place.  The -1 also tells us that we are in a fight.
+     */
+    attacker->t_quiet = -1;
+    defender->t_quiet = -1;
+
+    if (see_att) strcpy(attname, monster_name(attacker));
+    else strcpy(attname, "something");
+
+    if (see_def) strcpy(defname, monster_name(defender));
+    else strcpy(defname, "something");
+
+    /*
+     * if its in the wall, we can't hit it
+     */
+    if (on(*defender, ISINWALL) && off(*attacker, CANINWALL))
+        return(FALSE);
+
+    if (on(*defender, ISSTONE)) {
+        killed(item, FALSE, FALSE, FALSE);
+        if (see_def)
+            msg("%s shatters into a million pieces!", prname(defname, TRUE));
+        return (TRUE);
+    }
+
+    /*
+     * Let him know it was really a mimic (if it was one).
+     */
+    if (see_def && on(*defender, ISDISGUISE) &&
+        (defender->t_type != defender->t_disguise)) {
+        msg("Wait!  There's a %s!", defname);
+        turn_off(*defender, ISDISGUISE);
+        did_hit = thrown;
+    }
+
+    if (see_def && on(*defender, CANSURPRISE) && !ISWEARING(R_ALERT)) {
+        msg("Wait!  There's a %s!", defname);
+        turn_off(*defender, CANSURPRISE);
+        did_hit = thrown;
+    }
+
+    if (did_hit) {
+
+        did_hit = FALSE;
+
+        /*
+         * Try to find a weapon to wield.  Wield_weap will return a
+         * projector if weapon is a projectile (eg. bow for arrow).
+         * If weapon is NULL, it will try to find a suitable weapon.
+         */
+        get_wield = wield_weap(weap, attacker);
+        if (get_wield) wielded = OBJPTR(get_wield);
+        else wielded = NULL;
+
+#ifdef DOBLINK
+        /*
+         * For now Blink Dogs will not blink away from monsters.  We
+         * have to fix can_blink so it isn't dependant on the player
+         * before we can add it.
+         */
+        if (!can_blink(defender) &&
+#endif
+        if (((weap && weap->o_type == RELIC) ||
+             ((off(*defender, MAGICHIT) ||
+               attacker->t_stats.s_lvl > 4 ||
+               (weap && (weap->o_hplus > 0 || weap->o_dplus > 0))) &&
+              (off(*defender, BMAGICHIT) ||
+               attacker->t_stats.s_lvl > 6 ||
+               (weap && (weap->o_hplus > 1 || weap->o_dplus > 1))) &&
+              (off(*defender, CMAGICHIT) ||
+               attacker->t_stats.s_lvl > 8 ||
+               (weap && (weap->o_hplus > 2 || weap->o_dplus > 2)))))
+            && roll_em(attacker, defender, weap, thrown, wielded, FALSE))
+        {
+            did_hit = TRUE;
+
+            /* Should we start to chase this creature? */
+            if (attacker->t_index != defender->t_index  &&
+                (off(*defender, ISRUN) || rnd(100) < 50)) {
+                /*
+                 * If we're intelligent enough to realize that this
+                 * is a friendly monster, we will attack the hero instead.
+                 */
+                if (on(*attacker, ISFRIENDLY) &&
+                    roll(3,6) < defender->t_stats.s_intel) {
+                    runto(defender, &hero);
+                    debug("%s attacking %s's hero", defname, attname);
+                }
+
+                /* Otherwise, let's chase the monster */
+                else {
+                    runto(defender, &attacker->t_pos);
+                    debug("%s now attacking %s", defname, attname);
+                }
+            }
+            else if (off(*defender, ISRUN)) runto(defender, &hero);
+
+            /* Let the defender know that the attacker has missiles! */
+            if ((defender->t_dest == &attacker->t_pos) && thrown)
+                defender->t_wasshot = TRUE;
+
+            if (on(*defender, NOMETAL) && weap != NULL &&
+                weap->o_type != RELIC && weap->o_flags & ISMETAL) {
+                if (see_def && see_att)
+                    msg("The %s passes right through %s!",
+                        weaps[weap->o_which].w_name, prname(defname, FALSE));
+            }
+            else {
+                hit(weap, see_att, see_def,
+                    attname, defname, FALSE, thrown, FALSE);
+            }
+
+            /* See if there are any special effects */
+            if (effect(attacker, defender,
+                       weap, thrown, see_att, see_def) != 0) {
+                killed(item, FALSE, FALSE, TRUE);
+                if (see_def) msg("%s dies.", prname(defname, TRUE));
+                else msg("You hear a blood-curdling scream! ");
+            }
+
+            /* 
+             * Merchants just disappear if hit 
+             */
+            else if (on(*defender, CANSELL)) {
+                if (see_def)
+                    msg("%s disappears with his wares in a flash! ",
+                            prname(defname, TRUE));
+                killed(item, FALSE, FALSE, FALSE);
+            }
+
+            else if (defender->t_stats.s_hpt <= 0) {
+                killed(item, FALSE, FALSE, TRUE);
+                if (see_def) msg("%s dies.", prname(defname, TRUE));
+                else msg("You hear a blood-curdling scream! ");
+            }
+
+            else {
+                /* Did we disrupt a spell?                              */
+                /* Don't turn on WASDISRUPTED since player didn't do it */
+                if (defender->t_action == A_SUMMON ||
+                    defender->t_action == A_MISSILE) {
+                    /* Just make the old fellow start over again */
+                    defender->t_action = A_NIL;
+                    defender->t_no_move = movement(defender);
+                    defender->t_using = NULL;
+
+                    if (see_def)
+                        msg("%s was disrupted.", prname(defname, TRUE));
+                }
+
+#ifdef FLEEMONST
+                /*
+                 * If the monster is fairly intelligent and about to die,
+                 * it may turn tail and run.
+                 */
+                if ((tp->t_stats.s_hpt < max(10, tp->maxstats.s_hpt/10)) &&
+                    (rnd(21) < tp->t_stats.s_intel)) {
+                        turn_on(*tp, ISFLEE);
+
+                    /* If monster was suffocating, stop it */
+                    if (on(*tp, DIDSUFFOCATE)) {
+                        turn_off(*tp, DIDSUFFOCATE);
+                        extinguish(suffocate);
+                    }
+
+                    /* If monster held us, stop it */
+                    if (on(*tp, DIDHOLD) && (--hold_count == 0))
+                            turn_off(player, ISHELD);
+                    turn_off(*tp, DIDHOLD);
+
+                    /* It is okay to turn tail */
+                    tp->t_oldpos = tp->t_pos;
+                }
+#endif
+            }
+        }
+        else {
+            /* If the thing was trying to surprise, no good */
+            if (on(*attacker, CANSURPRISE)) {
+                /* If we can't see it, it keeps surprise (from us) */
+                if (see_att) turn_off(*attacker, CANSURPRISE);
+            }
+
+            miss(weap, see_att, see_def, attname, defname, thrown, FALSE);
+        }
+    }
+    return did_hit;
+}
+