C3TZ3MSKH4LCCIOAI6IZNLHQT46X635ZE2OCNPEAM7VNL7QRRCKAC NRQCYKOHMOFQDS5C57WRMZNGNDFH62F4TNMLAPVBGRZKP463JYHQC L3AZ25JHBR3UGYOWQIYSAIMUSTCCI6LLAWQCL7QRMHVXR4NGV7RAC GGAYOBBKHIDQNAYPKTMEIRVMJ77LL7Z6NBPYCBBKJZOVI7RS2XQQC DZDDTR4YAERV7MXLDXM656DRCNZXJFJQGLD23BPCQ2IF6XDKHVXAC DCZMEKDHQWSQCQYQD6ZXB3XOMWLVLPSPVSBVVMPXMSZF7GO3BVCAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC OSRZEPPGBIMSZBWIVBTZTTIMV6TEUGVZRZ5AI2ZJW7CVZZQBUIMQC I5N4EIR6SCLLRGKRBUKW5FKUVYK62EA5DOWIAS5XFIHZQKMCXWBAC R22TTMI6WXWULC7ODKFF3QCB7MOTETQQ6IR4BUCUPOCQKQNCTT5AC 4UXFU3FZOCBSLDQ4S7MJKAE2H7VUHCNRDQMIY6NJ3PHYXWNGISDQC KAOE5HB3THUKVGFZRO5EZESHEB3Q34WUO5DFMLWIKOBF47LZTIYAC OP6CTAKWCAU64JXQ3USQYR5E5IFHQHNCACII5UMVRXUTZXJQOAZAC AVCMVFA3MKCXHO6H44UK5KJNIHTGQV7UA7GYXM26VI6TXXU5ZN6QC QDTVLBRGHDTRUVT7I3O72K6TMOYAUSAJBZUHGOEFU2RKJNUPWZSQC NVSFIV2ZKP44XHCSCXG6OZVGL67OIFINC34J2EMKTA4KULCERUEAC RWF7XNUEOS7QIYRHYSJDPBKVUFBYL42PWYVJZX3AV5SR7EQSNBOAC 3AZMOIK3TRC2S3KDUJHBT5W4DQPO7RU6CQ4MK4H2FUTW63EQ2FVAC QS3ZRS3E6KL3YJHPKYEWCWJYRBJSXD5OOYF6Y25HZVECGPJRDB5QC ASLW3Z5PAVZSWJEMMMVZT226P44EKSAD47QS72JIFJESAI3RPN3AC NF5ISJJGD3UIZYQHYM6LC726BBBMZBCFQ2HWDDXWY2NQQKH6JN4AC }// Given an adjacent monster, returns true if the player can hit it (the// monster should either not be submerged or submerged in shallow water,// if the player has a polearm).bool player_can_hit_monster(const monsters *mon){if (!mons_is_submerged(mon))return (true);if (grd(mon->pos()) != DNGN_SHALLOW_WATER)return (false);const item_def *weapon = you.weapon();return (weapon && weapon_skill(*weapon) == SK_POLEARMS);
const mon_attack_def atk = mons_attack_spec(this, which_attack);return ((atk.type == AT_CLAW) ? DVORP_CLAWING :(atk.type == AT_TENTACLE_SLAP) ? DVORP_TENTACLE: DVORP_CRUSHING);
if (mons_is_ghost_demon(type))return (ghost->brand);return (SPWPN_NORMAL);
if (mons_is_ghost_demon(type))return (ghost->brand);return (SPWPN_NORMAL);
const mon_attack_def atk = mons_attack_spec(this, which_attack);return ((atk.type == AT_CLAW) ? DVORP_CLAWING :(atk.type == AT_TENTACLE_SLAP) ? DVORP_TENTACLE: DVORP_CRUSHING);