| 123 | } |
| 124 | |
| 125 | void |
| 126 | erode_armor(struct monst *mdef, int hurt) |
| 127 | { |
| 128 | struct obj *target; |
| 129 | |
| 130 | /* What the following code does: it keeps looping until it |
| 131 | * finds a target for the rust monster. |
| 132 | * Head, feet, etc... not covered by metal, or covered by |
| 133 | * rusty metal, are not targets. However, your body always |
| 134 | * is, no matter what covers it. |
| 135 | */ |
| 136 | while (1) { |
| 137 | switch (rn2(5)) { |
| 138 | case 0: |
| 139 | target = which_armor(mdef, W_ARMH); |
| 140 | if (!target |
| 141 | || erode_obj(target, xname(target), hurt, EF_GREASE) |
| 142 | == ER_NOTHING) |
| 143 | continue; |
| 144 | break; |
| 145 | case 1: |
| 146 | target = which_armor(mdef, W_ARMC); |
| 147 | if (target) { |
| 148 | (void) erode_obj(target, xname(target), hurt, |
| 149 | EF_GREASE | EF_VERBOSE); |
| 150 | break; |
| 151 | } |
| 152 | if ((target = which_armor(mdef, W_ARM)) != (struct obj *) 0) { |
| 153 | (void) erode_obj(target, xname(target), hurt, |
| 154 | EF_GREASE | EF_VERBOSE); |
| 155 | } else if ((target = which_armor(mdef, W_ARMU)) |
| 156 | != (struct obj *) 0) { |
| 157 | (void) erode_obj(target, xname(target), hurt, |
| 158 | EF_GREASE | EF_VERBOSE); |
| 159 | } |
| 160 | break; |
| 161 | case 2: |
| 162 | target = which_armor(mdef, W_ARMS); |
| 163 | if (!target |
| 164 | || erode_obj(target, xname(target), hurt, EF_GREASE) |
| 165 | == ER_NOTHING) |
| 166 | continue; |
| 167 | break; |
| 168 | case 3: |
| 169 | target = which_armor(mdef, W_ARMG); |
| 170 | if (!target |
| 171 | || erode_obj(target, xname(target), hurt, EF_GREASE) |
| 172 | == ER_NOTHING) |
| 173 | continue; |
| 174 | break; |
| 175 | case 4: |
| 176 | target = which_armor(mdef, W_ARMF); |
| 177 | if (!target |
| 178 | || erode_obj(target, xname(target), hurt, EF_GREASE) |
| 179 | == ER_NOTHING) |
| 180 | continue; |
| 181 | break; |
| 182 | } |
no test coverage detected