Mercurial > hg > early-roguelike
comparison arogue5/monsters.c @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
| author | elwin |
|---|---|
| date | Thu, 09 Aug 2012 22:58:48 +0000 |
| parents | |
| children | 56e748983fa8 |
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| 62:0ef99244acb8 | 63:0ed67132cf10 |
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| 1 /* | |
| 2 * File with various monster functions in it | |
| 3 * | |
| 4 * Advanced Rogue | |
| 5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T | |
| 6 * All rights reserved. | |
| 7 * | |
| 8 * Based on "Rogue: Exploring the Dungeons of Doom" | |
| 9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
| 10 * All rights reserved. | |
| 11 * | |
| 12 * See the file LICENSE.TXT for full copyright and licensing information. | |
| 13 */ | |
| 14 | |
| 15 #include "curses.h" | |
| 16 #include "rogue.h" | |
| 17 #include <ctype.h> | |
| 18 #include <string.h> | |
| 19 | |
| 20 | |
| 21 /* | |
| 22 * Check_residue takes care of any effect of the monster | |
| 23 */ | |
| 24 check_residue(tp) | |
| 25 register struct thing *tp; | |
| 26 { | |
| 27 /* | |
| 28 * Take care of special abilities | |
| 29 */ | |
| 30 if (on(*tp, DIDHOLD) && (--hold_count == 0)) turn_off(player, ISHELD); | |
| 31 | |
| 32 /* If it has lowered player, give him back a level */ | |
| 33 if (on(*tp, DIDDRAIN)) raise_level(FALSE); | |
| 34 | |
| 35 /* If frightened of this monster, stop */ | |
| 36 if (on(player, ISFLEE) && | |
| 37 player.t_dest == &tp->t_pos) turn_off(player, ISFLEE); | |
| 38 | |
| 39 /* If monster was suffocating player, stop it */ | |
| 40 if (on(*tp, DIDSUFFOCATE)) extinguish(suffocate); | |
| 41 | |
| 42 /* If something with fire, may darken */ | |
| 43 if (on(*tp, HASFIRE)) { | |
| 44 register struct room *rp=roomin(&tp->t_pos); | |
| 45 register struct linked_list *fire_item; | |
| 46 | |
| 47 if (rp) { | |
| 48 for (fire_item = rp->r_fires; fire_item != NULL; | |
| 49 fire_item = next(fire_item)) { | |
| 50 if (THINGPTR(fire_item) == tp) { | |
| 51 detach(rp->r_fires, fire_item); | |
| 52 destroy_item(fire_item); | |
| 53 if (rp->r_fires == NULL) { | |
| 54 rp->r_flags &= ~HASFIRE; | |
| 55 if (cansee(tp->t_pos.y, tp->t_pos.x)) light(&hero); | |
| 56 } | |
| 57 break; | |
| 58 } | |
| 59 } | |
| 60 } | |
| 61 } | |
| 62 } | |
| 63 | |
| 64 /* | |
| 65 * Creat_mons creates the specified monster -- any if 0 | |
| 66 */ | |
| 67 | |
| 68 bool | |
| 69 creat_mons(person, monster, report) | |
| 70 struct thing *person; /* Where to create next to */ | |
| 71 short monster; | |
| 72 bool report; | |
| 73 { | |
| 74 struct linked_list *nitem; | |
| 75 register struct thing *tp; | |
| 76 struct room *rp; | |
| 77 coord *mp; | |
| 78 | |
| 79 if (levtype == POSTLEV) | |
| 80 return(FALSE); | |
| 81 if ((mp = fallpos(&(person->t_pos), FALSE, 2)) != NULL) { | |
| 82 nitem = new_item(sizeof (struct thing)); | |
| 83 new_monster(nitem, | |
| 84 monster == 0 ? randmonster(FALSE, FALSE) | |
| 85 : monster, | |
| 86 mp, | |
| 87 TRUE); | |
| 88 tp = THINGPTR(nitem); | |
| 89 runto(tp, &hero); | |
| 90 tp->t_no_move = 1; /* since it just got here, it is disoriented */ | |
| 91 carry_obj(tp, monsters[tp->t_index].m_carry/2); /* only half chance */ | |
| 92 if (on(*tp, HASFIRE)) { | |
| 93 rp = roomin(&tp->t_pos); | |
| 94 if (rp) { | |
| 95 register struct linked_list *fire_item; | |
| 96 | |
| 97 /* Put the new fellow in the room list */ | |
| 98 fire_item = creat_item(); | |
| 99 ldata(fire_item) = (char *) tp; | |
| 100 attach(rp->r_fires, fire_item); | |
| 101 | |
| 102 rp->r_flags |= HASFIRE; | |
| 103 } | |
| 104 } | |
| 105 | |
| 106 /* | |
| 107 * If we can see this monster, set oldch to ' ' to make light() | |
| 108 * think the creature used to be invisible (ie. not seen here) | |
| 109 */ | |
| 110 if (cansee(tp->t_pos.y, tp->t_pos.x)) tp->t_oldch = ' '; | |
| 111 return(TRUE); | |
| 112 } | |
| 113 if (report) msg("You hear a faint cry of anguish in the distance."); | |
| 114 return(FALSE); | |
| 115 } | |
| 116 | |
| 117 /* | |
| 118 * Genmonsters: | |
| 119 * Generate at least 'least' monsters for this single room level. | |
| 120 * 'Treas' indicates whether this is a "treasure" level. | |
| 121 */ | |
| 122 | |
| 123 void | |
| 124 genmonsters(least, treas) | |
| 125 register int least; | |
| 126 bool treas; | |
| 127 { | |
| 128 reg int i; | |
| 129 reg struct room *rp = &rooms[0]; | |
| 130 reg struct linked_list *item; | |
| 131 reg struct thing *mp; | |
| 132 coord tp; | |
| 133 | |
| 134 for (i = 0; i < level + least; i++) { | |
| 135 if (!treas && rnd(100) < 50) /* put in some little buggers */ | |
| 136 continue; | |
| 137 /* | |
| 138 * Put the monster in | |
| 139 */ | |
| 140 item = new_item(sizeof *mp); | |
| 141 mp = THINGPTR(item); | |
| 142 do { | |
| 143 rnd_pos(rp, &tp); | |
| 144 } until(mvwinch(stdscr, tp.y, tp.x) == FLOOR); | |
| 145 | |
| 146 new_monster(item, randmonster(FALSE, FALSE), &tp, FALSE); | |
| 147 /* | |
| 148 * See if we want to give it a treasure to carry around. | |
| 149 */ | |
| 150 carry_obj(mp, monsters[mp->t_index].m_carry); | |
| 151 | |
| 152 /* Is it going to give us some light? */ | |
| 153 if (on(*mp, HASFIRE)) { | |
| 154 register struct linked_list *fire_item; | |
| 155 | |
| 156 fire_item = creat_item(); | |
| 157 ldata(fire_item) = (char *) mp; | |
| 158 attach(rp->r_fires, fire_item); | |
| 159 rp->r_flags |= HASFIRE; | |
| 160 } | |
| 161 } | |
| 162 } | |
| 163 | |
| 164 /* | |
| 165 * id_monst returns the index of the monster given its letter | |
| 166 */ | |
| 167 | |
| 168 short | |
| 169 id_monst(monster) | |
| 170 register char monster; | |
| 171 { | |
| 172 register short result; | |
| 173 | |
| 174 result = NLEVMONS*vlevel; | |
| 175 if (result > NUMMONST) result = NUMMONST; | |
| 176 | |
| 177 for(; result>0; result--) | |
| 178 if (monsters[result].m_appear == monster) return(result); | |
| 179 for (result=(NLEVMONS*vlevel)+1; result <= NUMMONST; result++) | |
| 180 if (monsters[result].m_appear == monster) return(result); | |
| 181 return(0); | |
| 182 } | |
| 183 | |
| 184 | |
| 185 /* | |
| 186 * new_monster: | |
| 187 * Pick a new monster and add it to the list | |
| 188 */ | |
| 189 | |
| 190 new_monster(item, type, cp, max_monster) | |
| 191 struct linked_list *item; | |
| 192 short type; | |
| 193 register coord *cp; | |
| 194 bool max_monster; | |
| 195 { | |
| 196 register struct thing *tp; | |
| 197 register struct monster *mp; | |
| 198 register char *ip, *hitp; | |
| 199 register int i, min_intel, max_intel; | |
| 200 register int num_dice, num_sides=8, num_extra=0; | |
| 201 | |
| 202 attach(mlist, item); | |
| 203 tp = THINGPTR(item); | |
| 204 tp->t_turn = TRUE; | |
| 205 tp->t_pack = NULL; | |
| 206 tp->t_index = type; | |
| 207 tp->t_wasshot = FALSE; | |
| 208 tp->t_type = monsters[type].m_appear; | |
| 209 tp->t_ctype = C_MONSTER; | |
| 210 tp->t_no_move = 0; | |
| 211 tp->t_doorgoal = 0; | |
| 212 tp->t_quiet = 0; | |
| 213 tp->t_pos = tp->t_oldpos = *cp; | |
| 214 tp->t_oldch = CCHAR( mvwinch(cw, cp->y, cp->x) ); | |
| 215 mvwaddch(mw, cp->y, cp->x, tp->t_type); | |
| 216 mp = &monsters[tp->t_index]; | |
| 217 | |
| 218 /* Figure out monster's hit points */ | |
| 219 hitp = mp->m_stats.s_hpt; | |
| 220 num_dice = atoi(hitp); | |
| 221 if ((hitp = strchr(hitp, 'd')) != NULL) { | |
| 222 num_sides = atoi(++hitp); | |
| 223 if ((hitp = strchr(hitp, '+')) != NULL) | |
| 224 num_extra = atoi(++hitp); | |
| 225 } | |
| 226 | |
| 227 tp->t_stats.s_lvl = mp->m_stats.s_lvl; | |
| 228 tp->t_stats.s_arm = mp->m_stats.s_arm; | |
| 229 strncpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg,sizeof(tp->t_stats.s_dmg)); | |
| 230 tp->t_stats.s_str = mp->m_stats.s_str; | |
| 231 if (vlevel > HARDER) { /* the deeper, the meaner we get */ | |
| 232 tp->t_stats.s_lvl += (vlevel - HARDER); | |
| 233 num_dice += (vlevel - HARDER)/2; | |
| 234 } | |
| 235 if (max_monster) | |
| 236 tp->t_stats.s_hpt = num_dice * num_sides + num_extra; | |
| 237 else | |
| 238 tp->t_stats.s_hpt = roll(num_dice, num_sides) + num_extra; | |
| 239 tp->t_stats.s_exp = mp->m_stats.s_exp + mp->m_add_exp*tp->t_stats.s_hpt; | |
| 240 | |
| 241 /* | |
| 242 * just initailize others values to something reasonable for now | |
| 243 * maybe someday will *really* put these in monster table | |
| 244 */ | |
| 245 tp->t_stats.s_wisdom = 8 + rnd(4); | |
| 246 tp->t_stats.s_dext = 8 + rnd(4); | |
| 247 tp->t_stats.s_const = 8 + rnd(4); | |
| 248 tp->t_stats.s_charisma = 8 + rnd(4); | |
| 249 | |
| 250 /* Set the initial flags */ | |
| 251 for (i=0; i<16; i++) tp->t_flags[i] = 0; | |
| 252 for (i=0; i<MAXFLAGS; i++) | |
| 253 turn_on(*tp, mp->m_flags[i]); | |
| 254 | |
| 255 /* suprising monsters don't always surprise you */ | |
| 256 if (!max_monster && on(*tp, CANSURPRISE) && | |
| 257 off(*tp, ISUNIQUE) && rnd(100) < 20) | |
| 258 turn_off(*tp, CANSURPRISE); | |
| 259 | |
| 260 /* If this monster is unique, gen it */ | |
| 261 if (on(*tp, ISUNIQUE)) mp->m_normal = FALSE; | |
| 262 | |
| 263 /* | |
| 264 * if is it the quartermaster, then compute his level and exp pts | |
| 265 * based on the level. This will make it fair when thieves try to | |
| 266 * steal and give them reasonable experience if they succeed. | |
| 267 */ | |
| 268 if (on(*tp, CANSELL)) { | |
| 269 tp->t_stats.s_exp = vlevel * 100; | |
| 270 tp->t_stats.s_lvl = vlevel/2 + 1; | |
| 271 attach(tp->t_pack, new_thing(ALL)); | |
| 272 } | |
| 273 | |
| 274 /* Normally scared monsters have a chance to not be scared */ | |
| 275 if (on(*tp, ISFLEE) && (rnd(4) == 0)) turn_off(*tp, ISFLEE); | |
| 276 | |
| 277 /* Figure intelligence */ | |
| 278 min_intel = atoi(mp->m_intel); | |
| 279 if ((ip = (char *) strchr(mp->m_intel, '-')) == NULL) | |
| 280 tp->t_stats.s_intel = min_intel; | |
| 281 else { | |
| 282 max_intel = atoi(++ip); | |
| 283 if (max_monster) | |
| 284 tp->t_stats.s_intel = max_intel; | |
| 285 else | |
| 286 tp->t_stats.s_intel = min_intel + rnd(max_intel - min_intel); | |
| 287 } | |
| 288 if (vlevel > HARDER) | |
| 289 tp->t_stats.s_intel += ((vlevel - HARDER)/2); | |
| 290 tp->maxstats = tp->t_stats; | |
| 291 | |
| 292 /* If the monster can shoot, it may have a weapon */ | |
| 293 if (on(*tp, CANSHOOT) && ((rnd(100) < (22 + vlevel)) || max_monster)) { | |
| 294 struct linked_list *item1; | |
| 295 register struct object *cur, *cur1; | |
| 296 | |
| 297 item = new_item(sizeof *cur); | |
| 298 item1 = new_item(sizeof *cur1); | |
| 299 cur = OBJPTR(item); | |
| 300 cur1 = OBJPTR(item1); | |
| 301 cur->o_hplus = (rnd(4) < 3) ? 0 | |
| 302 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); | |
| 303 cur->o_dplus = (rnd(4) < 3) ? 0 | |
| 304 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); | |
| 305 cur1->o_hplus = (rnd(4) < 3) ? 0 | |
| 306 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); | |
| 307 cur1->o_dplus = (rnd(4) < 3) ? 0 | |
| 308 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); | |
| 309 strcpy(cur->o_damage,"0d0"); | |
| 310 strcpy(cur->o_hurldmg,"0d0"); | |
| 311 strcpy(cur1->o_damage,"0d0"); | |
| 312 strcpy(cur1->o_hurldmg,"0d0"); | |
| 313 cur->o_ac = cur1->o_ac = 11; | |
| 314 cur->o_count = cur1->o_count = 1; | |
| 315 cur->o_group = cur1->o_group = 0; | |
| 316 cur->contents = cur1->contents = NULL; | |
| 317 if ((cur->o_hplus <= 0) && (cur->o_dplus <= 0)) cur->o_flags = ISCURSED; | |
| 318 if ((cur1->o_hplus <= 0) && (cur1->o_dplus <= 0)) | |
| 319 cur1->o_flags = ISCURSED; | |
| 320 cur->o_flags = cur1->o_flags = 0; | |
| 321 cur->o_type = cur1->o_type = WEAPON; | |
| 322 cur->o_mark[0] = cur1->o_mark[0] = '\0'; | |
| 323 | |
| 324 /* The monster may use a crossbow, sling, or an arrow */ | |
| 325 i = rnd(100); | |
| 326 if (i < 10) { | |
| 327 cur->o_which = CROSSBOW; | |
| 328 cur1->o_which = BOLT; | |
| 329 init_weapon(cur, CROSSBOW); | |
| 330 init_weapon(cur1, BOLT); | |
| 331 } | |
| 332 else if (i < 70) { | |
| 333 cur->o_which = BOW; | |
| 334 cur1->o_which = ARROW; | |
| 335 init_weapon(cur, BOW); | |
| 336 init_weapon(cur1, ARROW); | |
| 337 } | |
| 338 else { | |
| 339 cur->o_which = SLING; | |
| 340 cur1->o_which = ROCK; | |
| 341 init_weapon(cur, SLING); | |
| 342 init_weapon(cur1, ROCK); | |
| 343 } | |
| 344 | |
| 345 attach(tp->t_pack, item); | |
| 346 attach(tp->t_pack, item1); | |
| 347 } | |
| 348 | |
| 349 | |
| 350 if (ISWEARING(R_AGGR)) | |
| 351 runto(tp, &hero); | |
| 352 if (on(*tp, ISDISGUISE)) | |
| 353 { | |
| 354 char mch = 0; | |
| 355 | |
| 356 if (tp->t_pack != NULL) | |
| 357 mch = (OBJPTR(tp->t_pack))->o_type; | |
| 358 else | |
| 359 switch (rnd(10)) { | |
| 360 case 0: mch = GOLD; | |
| 361 when 1: mch = POTION; | |
| 362 when 2: mch = SCROLL; | |
| 363 when 3: mch = FOOD; | |
| 364 when 4: mch = WEAPON; | |
| 365 when 5: mch = ARMOR; | |
| 366 when 6: mch = RING; | |
| 367 when 7: mch = STICK; | |
| 368 when 8: mch = monsters[randmonster(FALSE, FALSE)].m_appear; | |
| 369 when 9: mch = MM; | |
| 370 } | |
| 371 tp->t_disguise = mch; | |
| 372 } | |
| 373 } | |
| 374 | |
| 375 /* | |
| 376 * randmonster: | |
| 377 * Pick a monster to show up. The lower the level, | |
| 378 * the meaner the monster. | |
| 379 */ | |
| 380 | |
| 381 short | |
| 382 randmonster(wander, no_unique) | |
| 383 register bool wander, no_unique; | |
| 384 { | |
| 385 register int d, cur_level, range, i; | |
| 386 | |
| 387 /* | |
| 388 * Do we want a merchant? Merchant is always in place 'NUMMONST' | |
| 389 */ | |
| 390 if (wander && monsters[NUMMONST].m_wander && rnd(100) < 3) return NUMMONST; | |
| 391 | |
| 392 cur_level = vlevel; | |
| 393 range = 4*NLEVMONS; | |
| 394 i = 0; | |
| 395 do | |
| 396 { | |
| 397 if (i++ > range*10) { /* just in case all have be genocided */ | |
| 398 i = 0; | |
| 399 if (--cur_level <= 0) | |
| 400 fatal("Rogue could not find a monster to make"); | |
| 401 } | |
| 402 d = NLEVMONS*(cur_level - 1) + (rnd(range) - (range - 1 - NLEVMONS)); | |
| 403 if (d < 1) | |
| 404 d = rnd(NLEVMONS) + 1; | |
| 405 if (d > NUMMONST - NUMUNIQUE - 1) { | |
| 406 if (no_unique) | |
| 407 d = rnd(range) + (NUMMONST - NUMUNIQUE - 1) - (range - 1); | |
| 408 else if (d > NUMMONST - 1) | |
| 409 d = rnd(range+NUMUNIQUE) + (NUMMONST-1) - (range+NUMUNIQUE-1); | |
| 410 } | |
| 411 } | |
| 412 while (wander ? !monsters[d].m_wander || !monsters[d].m_normal | |
| 413 : !monsters[d].m_normal); | |
| 414 return d; | |
| 415 } | |
| 416 | |
| 417 /* Sell displays a menu of goods from which the player may choose | |
| 418 * to purchase something. | |
| 419 */ | |
| 420 | |
| 421 sell(tp) | |
| 422 register struct thing *tp; | |
| 423 { | |
| 424 register struct linked_list *item; | |
| 425 register struct object *obj; | |
| 426 register int i, j, min_worth, nitems, goods = 0, chance, which_item; | |
| 427 char buffer[LINELEN]; | |
| 428 struct { | |
| 429 int which; | |
| 430 int plus1, plus2; | |
| 431 int count; | |
| 432 int worth; | |
| 433 char *name; | |
| 434 } selection[10]; | |
| 435 | |
| 436 min_worth = 100000; | |
| 437 item = find_mons(tp->t_pos.y, tp->t_pos.x); /* Get pointer to monster */ | |
| 438 | |
| 439 /* Select the items */ | |
| 440 nitems = rnd(6) + 5; | |
| 441 | |
| 442 for (i=0; i<nitems; i++) { | |
| 443 selection[i].worth = selection[i].plus1 | |
| 444 = selection[i].plus2 | |
| 445 = selection[i].which | |
| 446 = selection[i].count | |
| 447 = 0; | |
| 448 } | |
| 449 switch (rnd(9)) { | |
| 450 /* Armor */ | |
| 451 case 0: | |
| 452 case 1: | |
| 453 goods = ARMOR; | |
| 454 for (i=0; i<nitems; i++) { | |
| 455 chance = rnd(100); | |
| 456 for (j = 0; j < MAXARMORS; j++) | |
| 457 if (chance < armors[j].a_prob) | |
| 458 break; | |
| 459 if (j == MAXARMORS) { | |
| 460 debug("Picked a bad armor %d", chance); | |
| 461 j = 0; | |
| 462 } | |
| 463 selection[i].which = j; | |
| 464 selection[i].count = 1; | |
| 465 if (rnd(100) < 40) selection[i].plus1 = rnd(5) + 1; | |
| 466 else selection[i].plus1 = 0; | |
| 467 selection[i].name = armors[j].a_name; | |
| 468 | |
| 469 /* Calculate price */ | |
| 470 selection[i].worth = armors[j].a_worth; | |
| 471 selection[i].worth += | |
| 472 2 * s_magic[S_ALLENCH].mi_worth * selection[i].plus1; | |
| 473 if (min_worth > selection[i].worth) | |
| 474 min_worth = selection[i].worth; | |
| 475 } | |
| 476 break; | |
| 477 | |
| 478 /* Weapon */ | |
| 479 case 2: | |
| 480 case 3: | |
| 481 goods = WEAPON; | |
| 482 for (i=0; i<nitems; i++) { | |
| 483 selection[i].which = rnd(MAXWEAPONS); | |
| 484 selection[i].count = 1; | |
| 485 if (rnd(100) < 35) { | |
| 486 selection[i].plus1 = rnd(3); | |
| 487 selection[i].plus2 = rnd(3); | |
| 488 } | |
| 489 else { | |
| 490 selection[i].plus1 = 0; | |
| 491 selection[i].plus2 = 0; | |
| 492 } | |
| 493 if (weaps[selection[i].which].w_flags & ISMANY) | |
| 494 selection[i].count = rnd(15) + 5; | |
| 495 selection[i].name = weaps[selection[i].which].w_name; | |
| 496 /* | |
| 497 * note: use "count" before adding in the enchantment cost | |
| 498 * of an item. This will keep the price of arrows | |
| 499 * and such to a reasonable price. | |
| 500 */ | |
| 501 j = selection[i].plus1 + selection[i].plus2; | |
| 502 selection[i].worth = weaps[selection[i].which].w_worth; | |
| 503 selection[i].worth *= selection[i].count; | |
| 504 selection[i].worth += 2 * s_magic[S_ALLENCH].mi_worth * j; | |
| 505 if (min_worth > selection[i].worth) | |
| 506 min_worth = selection[i].worth; | |
| 507 } | |
| 508 break; | |
| 509 | |
| 510 /* Staff or wand */ | |
| 511 case 4: | |
| 512 goods = STICK; | |
| 513 for (i=0; i<nitems; i++) { | |
| 514 selection[i].which = pick_one(ws_magic, MAXSTICKS); | |
| 515 selection[i].plus1 = rnd(11) + 5; /* Charges */ | |
| 516 selection[i].count = 1; | |
| 517 selection[i].name = ws_magic[selection[i].which].mi_name; | |
| 518 selection[i].worth = ws_magic[selection[i].which].mi_worth; | |
| 519 selection[i].worth += 20 * selection[i].plus1; | |
| 520 if (min_worth > selection[i].worth) | |
| 521 min_worth = selection[i].worth; | |
| 522 } | |
| 523 break; | |
| 524 | |
| 525 /* Ring */ | |
| 526 case 5: | |
| 527 goods = RING; | |
| 528 for (i=0; i<nitems; i++) { | |
| 529 selection[i].which = pick_one(r_magic, MAXRINGS); | |
| 530 selection[i].plus1 = rnd(2) + 1; /* Armor class */ | |
| 531 selection[i].count = 1; | |
| 532 if (rnd(100) < r_magic[selection[i].which].mi_bless + 10) | |
| 533 selection[i].plus1 += rnd(2) + 1; | |
| 534 selection[i].name = r_magic[selection[i].which].mi_name; | |
| 535 selection[i].worth = r_magic[selection[i].which].mi_worth; | |
| 536 | |
| 537 switch (selection[i].which) { | |
| 538 case R_DIGEST: | |
| 539 if (selection[i].plus1 > 2) selection[i].plus1 = 2; | |
| 540 else if (selection[i].plus1 < 1) selection[i].plus1 = 1; | |
| 541 /* fall thru here to other cases */ | |
| 542 case R_ADDSTR: | |
| 543 case R_ADDDAM: | |
| 544 case R_PROTECT: | |
| 545 case R_ADDHIT: | |
| 546 case R_ADDINTEL: | |
| 547 case R_ADDWISDOM: | |
| 548 if (selection[i].plus1 > 0) | |
| 549 selection[i].worth += selection[i].plus1 * 50; | |
| 550 } | |
| 551 if(min_worth > selection[i].worth) | |
| 552 min_worth = selection[i].worth; | |
| 553 } | |
| 554 break; | |
| 555 | |
| 556 /* scroll */ | |
| 557 case 6: | |
| 558 goods = SCROLL; | |
| 559 for (i=0; i<nitems; i++) { | |
| 560 selection[i].which = pick_one(s_magic, MAXSCROLLS); | |
| 561 selection[i].count = 1; | |
| 562 selection[i].name = s_magic[selection[i].which].mi_name; | |
| 563 selection[i].worth = s_magic[selection[i].which].mi_worth; | |
| 564 if (min_worth > selection[i].worth) | |
| 565 min_worth = selection[i].worth; | |
| 566 } | |
| 567 break; | |
| 568 | |
| 569 /* potions */ | |
| 570 case 7: | |
| 571 goods = POTION; | |
| 572 for (i=0; i<nitems; i++) { | |
| 573 selection[i].which = pick_one(p_magic, MAXPOTIONS); | |
| 574 selection[i].count = 1; | |
| 575 selection[i].name = p_magic[selection[i].which].mi_name; | |
| 576 selection[i].worth = p_magic[selection[i].which].mi_worth; | |
| 577 if (min_worth > selection[i].worth) | |
| 578 min_worth = selection[i].worth; | |
| 579 } | |
| 580 break; | |
| 581 | |
| 582 /* Miscellaneous magic */ | |
| 583 case 8: | |
| 584 goods = MM; | |
| 585 for (i=0; i<nitems; i++) { /* don't sell as many mm as others */ | |
| 586 selection[i].which = pick_one(m_magic, MAXMM); | |
| 587 selection[i].count = 1; | |
| 588 selection[i].name = m_magic[selection[i].which].mi_name; | |
| 589 selection[i].worth = m_magic[selection[i].which].mi_worth; | |
| 590 | |
| 591 switch (selection[i].which) { | |
| 592 case MM_JUG: | |
| 593 switch(rnd(9)) { | |
| 594 case 0: selection[i].plus1 = P_PHASE; | |
| 595 when 1: selection[i].plus1 = P_CLEAR; | |
| 596 when 2: selection[i].plus1 = P_SEEINVIS; | |
| 597 when 3: selection[i].plus1 = P_HEALING; | |
| 598 when 4: selection[i].plus1 = P_MFIND; | |
| 599 when 5: selection[i].plus1 = P_TFIND; | |
| 600 when 6: selection[i].plus1 = P_HASTE; | |
| 601 when 7: selection[i].plus1 = P_RESTORE; | |
| 602 when 8: selection[i].plus1 = P_FLY; | |
| 603 } | |
| 604 when MM_OPEN: | |
| 605 case MM_HUNGER: | |
| 606 case MM_DRUMS: | |
| 607 case MM_DISAPPEAR: | |
| 608 case MM_CHOKE: | |
| 609 case MM_KEOGHTOM: | |
| 610 selection[i].plus1 = 3 + (rnd(3)+1) * 3; | |
| 611 selection[i].worth += selection[i].plus1 * 50; | |
| 612 when MM_BRACERS: | |
| 613 selection[i].plus1 = rnd(10)+1; | |
| 614 selection[i].worth += selection[i].plus1 * 75; | |
| 615 when MM_DISP: | |
| 616 selection[i].plus1 = 2; | |
| 617 when MM_PROTECT: | |
| 618 selection[i].plus1 = rnd(5)+1; | |
| 619 selection[i].worth += selection[i].plus1 * 100; | |
| 620 when MM_SKILLS: | |
| 621 selection[i].plus1 = player.t_ctype; | |
| 622 otherwise: | |
| 623 break; | |
| 624 } | |
| 625 if(min_worth > selection[i].worth) | |
| 626 min_worth = selection[i].worth; | |
| 627 } | |
| 628 break; | |
| 629 } | |
| 630 | |
| 631 /* See if player can afford an item */ | |
| 632 if (min_worth > purse) { | |
| 633 msg("The %s eyes your small purse and departs.", | |
| 634 monsters[NUMMONST].m_name); | |
| 635 /* Get rid of the monster */ | |
| 636 killed(item, FALSE, FALSE); | |
| 637 return; | |
| 638 } | |
| 639 | |
| 640 /* Display the goods */ | |
| 641 msg("The %s shows you his wares.--More--", monsters[NUMMONST].m_name); | |
| 642 wait_for(cw,' '); | |
| 643 msg(""); | |
| 644 clearok(cw, TRUE); | |
| 645 touchwin(cw); | |
| 646 | |
| 647 wclear(hw); | |
| 648 touchwin(hw); | |
| 649 for (i=0; i < nitems; i++) { | |
| 650 mvwaddch(hw, i+2, 0, '['); | |
| 651 waddch(hw, (char) ((int) 'a' + i)); | |
| 652 waddstr(hw, "] "); | |
| 653 switch (goods) { | |
| 654 case ARMOR: | |
| 655 waddstr(hw, "Some "); | |
| 656 when WEAPON: | |
| 657 if (selection[i].count == 1) | |
| 658 waddstr(hw, " A "); | |
| 659 else { | |
| 660 sprintf(buffer, "%2d ", selection[i].count); | |
| 661 waddstr(hw, buffer); | |
| 662 } | |
| 663 when STICK: | |
| 664 wprintw(hw, "A %-5s of ", ws_type[selection[i].which]); | |
| 665 when RING: | |
| 666 waddstr(hw, "A ring of "); | |
| 667 when SCROLL: | |
| 668 waddstr(hw, "A scroll of "); | |
| 669 when POTION: | |
| 670 waddstr(hw, "A potion of "); | |
| 671 } | |
| 672 if (selection[i].count > 1) | |
| 673 sprintf(buffer, "%s%s ", selection[i].name, "s"); | |
| 674 else | |
| 675 sprintf(buffer, "%s ", selection[i].name); | |
| 676 wprintw(hw, "%-24s", buffer); | |
| 677 wprintw(hw, " Price:%5d", selection[i].worth); | |
| 678 } | |
| 679 sprintf(buffer, "Purse: %d", purse); | |
| 680 mvwaddstr(hw, nitems+3, 0, buffer); | |
| 681 mvwaddstr(hw, 0, 0, "How about one of the following goods? "); | |
| 682 draw(hw); | |
| 683 /* Get rid of the monster */ | |
| 684 killed(item, FALSE, FALSE); | |
| 685 | |
| 686 which_item = (int) (wgetch(hw) - 'a'); | |
| 687 while (which_item < 0 || which_item >= nitems) { | |
| 688 if (which_item == (int) ESCAPE - (int) 'a') { | |
| 689 return; | |
| 690 } | |
| 691 mvwaddstr(hw, 0, 0, "Please enter one of the listed items. "); | |
| 692 draw(hw); | |
| 693 which_item = (int) (wgetch(hw) - 'a'); | |
| 694 } | |
| 695 | |
| 696 if (selection[which_item].worth > purse) { | |
| 697 msg("You cannot afford it."); | |
| 698 return; | |
| 699 } | |
| 700 | |
| 701 purse -= selection[which_item].worth; | |
| 702 | |
| 703 item = spec_item(goods, selection[which_item].which, | |
| 704 selection[which_item].plus1, selection[which_item].plus2); | |
| 705 | |
| 706 obj = OBJPTR(item); | |
| 707 if (selection[which_item].count > 1) { | |
| 708 obj->o_count = selection[which_item].count; | |
| 709 obj->o_group = newgrp(); | |
| 710 } | |
| 711 /* If a stick or ring, let player know the type */ | |
| 712 switch (goods) { | |
| 713 case RING: r_know[selection[which_item].which] = TRUE; | |
| 714 when POTION:p_know[selection[which_item].which] = TRUE; | |
| 715 when SCROLL:s_know[selection[which_item].which] = TRUE; | |
| 716 when STICK: ws_know[selection[which_item].which] = TRUE; | |
| 717 when MM: m_know[selection[which_item].which] = TRUE; | |
| 718 | |
| 719 } | |
| 720 | |
| 721 if (add_pack(item, FALSE, NULL) == FALSE) { | |
| 722 | |
| 723 obj->o_pos = hero; | |
| 724 fall(item, TRUE); | |
| 725 } | |
| 726 } | |
| 727 | |
| 728 | |
| 729 | |
| 730 /* | |
| 731 * what to do when the hero steps next to a monster | |
| 732 */ | |
| 733 struct linked_list * | |
| 734 wake_monster(y, x) | |
| 735 int y, x; | |
| 736 { | |
| 737 register struct thing *tp; | |
| 738 register struct linked_list *it; | |
| 739 register struct room *trp; | |
| 740 register const char *mname; | |
| 741 bool nasty; /* Will the monster "attack"? */ | |
| 742 char ch; | |
| 743 | |
| 744 if ((it = find_mons(y, x)) == NULL) { | |
| 745 msg("Can't find monster in show"); | |
| 746 return (NULL); | |
| 747 } | |
| 748 tp = THINGPTR(it); | |
| 749 ch = tp->t_type; | |
| 750 | |
| 751 trp = roomin(&tp->t_pos); /* Current room for monster */ | |
| 752 mname = monsters[tp->t_index].m_name; | |
| 753 | |
| 754 /* | |
| 755 * Let greedy ones in a room guard gold | |
| 756 * (except in a maze where lots of creatures would all go for the | |
| 757 * same piece of gold) | |
| 758 */ | |
| 759 if (on(*tp, ISGREED) && off(*tp, ISRUN) && | |
| 760 levtype != MAZELEV && trp != NULL && | |
| 761 lvl_obj != NULL) { | |
| 762 register struct linked_list *item; | |
| 763 register struct object *cur; | |
| 764 | |
| 765 for (item = lvl_obj; item != NULL; item = next(item)) { | |
| 766 cur = OBJPTR(item); | |
| 767 if ((cur->o_type == GOLD) && | |
| 768 (roomin(&cur->o_pos) == trp)) { | |
| 769 /* Run to the gold */ | |
| 770 tp->t_dest = &cur->o_pos; | |
| 771 turn_on(*tp, ISRUN); | |
| 772 turn_off(*tp, ISDISGUISE); | |
| 773 | |
| 774 /* Make it worth protecting */ | |
| 775 cur->o_count += GOLDCALC + GOLDCALC; | |
| 776 break; | |
| 777 } | |
| 778 } | |
| 779 } | |
| 780 | |
| 781 /* | |
| 782 * Every time he sees mean monster, it might start chasing him | |
| 783 */ | |
| 784 if (on(*tp, ISMEAN) && | |
| 785 off(*tp, ISHELD) && | |
| 786 off(*tp, ISRUN) && | |
| 787 rnd(100) > 33 && | |
| 788 (!is_stealth(&player) || (on(*tp, ISUNIQUE) && rnd(100) > 95)) && | |
| 789 (off(player, ISINVIS) || on(*tp, CANSEE)) || | |
| 790 (trp != NULL && (trp->r_flags & ISTREAS))) { | |
| 791 tp->t_dest = &hero; | |
| 792 turn_on(*tp, ISRUN); | |
| 793 turn_off(*tp, ISDISGUISE); | |
| 794 } | |
| 795 | |
| 796 /* See if the monster will bother the player */ | |
| 797 nasty = (on(*tp, ISRUN) && cansee(tp->t_pos.y, tp->t_pos.x)); | |
| 798 | |
| 799 /* | |
| 800 * Let the creature summon if it can. | |
| 801 * Also check to see if there is room around the player, | |
| 802 * if not then the creature will wait | |
| 803 */ | |
| 804 if (on(*tp, CANSUMMON) && nasty && | |
| 805 rnd(40) < tp->t_stats.s_lvl && | |
| 806 fallpos(&hero, FALSE, 2) != NULL) { | |
| 807 const char *helpname; | |
| 808 int fail; | |
| 809 register int which, i; | |
| 810 | |
| 811 turn_off(*tp, CANSUMMON); | |
| 812 helpname = monsters[tp->t_index].m_typesum; | |
| 813 for (which=1; which<NUMMONST; which++) { | |
| 814 if (strcmp(helpname, monsters[which].m_name) == 0) | |
| 815 break; | |
| 816 } | |
| 817 if (which >= NUMMONST) | |
| 818 debug("couldn't find summoned one"); | |
| 819 if ((off(*tp, ISINVIS) || on(player, CANSEE)) && | |
| 820 (off(*tp, ISSHADOW) || on(player, CANSEE)) && | |
| 821 (off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) { | |
| 822 if (monsters[which].m_normal == FALSE) { /* genocided? */ | |
| 823 msg("The %s appears dismayed", mname); | |
| 824 monsters[tp->t_index].m_numsum = 0; | |
| 825 } | |
| 826 else { | |
| 827 sprintf(outstring,"The %s summons %ss for help", mname, helpname); | |
| 828 msg(outstring); | |
| 829 } | |
| 830 } | |
| 831 else { | |
| 832 if (monsters[which].m_normal == FALSE) /* genocided? */ | |
| 833 monsters[tp->t_index].m_numsum = 0; | |
| 834 else | |
| 835 msg("%ss seem to appear from nowhere!", helpname); | |
| 836 } | |
| 837 /* | |
| 838 * try to make all the creatures around player but remember | |
| 839 * if unsuccessful | |
| 840 */ | |
| 841 for (i=0, fail=0; i<monsters[tp->t_index].m_numsum; i++) { | |
| 842 if (!creat_mons(&player, which, FALSE)) | |
| 843 fail++; /* remember the failures */ | |
| 844 } | |
| 845 /* | |
| 846 * try once again to make the buggers | |
| 847 */ | |
| 848 for (i=0; i<fail; i++) | |
| 849 creat_mons(tp, which, FALSE); | |
| 850 | |
| 851 /* Now let the poor fellow see all the trouble */ | |
| 852 light(&hero); | |
| 853 } | |
| 854 | |
| 855 /* | |
| 856 * Handle monsters that can gaze and do things while running | |
| 857 * Player must be able to see the monster and the monster must | |
| 858 * not be asleep | |
| 859 */ | |
| 860 if (nasty && !invisible(tp)) { | |
| 861 /* | |
| 862 * Confusion | |
| 863 */ | |
| 864 if (on(*tp, CANHUH) && | |
| 865 (off(*tp, ISINVIS) || on(player, CANSEE)) && | |
| 866 (off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) { | |
| 867 if (!save(VS_MAGIC, &player, 0)) { | |
| 868 if (off(player, ISCLEAR)) { | |
| 869 if (find_slot(unconfuse)) | |
| 870 lengthen(unconfuse, rnd(20)+HUHDURATION); | |
| 871 else { | |
| 872 fuse(unconfuse, 0, rnd(20)+HUHDURATION, AFTER); | |
| 873 msg("The %s's gaze has confused you.",mname); | |
| 874 turn_on(player, ISHUH); | |
| 875 } | |
| 876 } | |
| 877 else msg("You feel dizzy for a moment, but it quickly passes."); | |
| 878 } | |
| 879 else if (rnd(100) < 67) | |
| 880 turn_off(*tp, CANHUH); /* Once you save, maybe that's it */ | |
| 881 } | |
| 882 | |
| 883 /* Sleep */ | |
| 884 if(on(*tp, CANSNORE) && | |
| 885 no_command == 0 && | |
| 886 !save(VS_PARALYZATION, &player, 0)) { | |
| 887 if (ISWEARING(R_ALERT)) | |
| 888 msg("You feel slightly drowsy for a moment."); | |
| 889 else { | |
| 890 msg("The %s's gaze puts you to sleep.", mname); | |
| 891 no_command += SLEEPTIME; | |
| 892 if (rnd(100) < 50) turn_off(*tp, CANSNORE); | |
| 893 } | |
| 894 } | |
| 895 | |
| 896 /* Fear */ | |
| 897 if (on(*tp, CANFRIGHTEN)) { | |
| 898 turn_off(*tp, CANFRIGHTEN); | |
| 899 if (!ISWEARING(R_HEROISM) && | |
| 900 !save(VS_WAND, &player, 0) && | |
| 901 !(on(player, ISFLEE) && (player.t_dest == &tp->t_pos))) { | |
| 902 turn_on(player, ISFLEE); | |
| 903 player.t_dest = &tp->t_pos; | |
| 904 msg("The sight of the %s terrifies you.", mname); | |
| 905 } | |
| 906 } | |
| 907 | |
| 908 /* blinding creatures */ | |
| 909 if(on(*tp, CANBLIND) && | |
| 910 !find_slot(sight) && | |
| 911 !save(VS_WAND,&player, 0)){ | |
| 912 msg("The gaze of the %s blinds you", mname); | |
| 913 turn_on(player, ISBLIND); | |
| 914 fuse(sight, 0, rnd(30)+20, AFTER); | |
| 915 light(&hero); | |
| 916 } | |
| 917 | |
| 918 /* the sight of the ghost can age you! */ | |
| 919 if (on(*tp, CANAGE)) { | |
| 920 turn_off (*tp, CANAGE); | |
| 921 if (!save(VS_MAGIC, &player, 0)) { | |
| 922 msg ("The sight of the %s ages you!", mname); | |
| 923 pstats.s_const--; | |
| 924 max_stats.s_const--; | |
| 925 if (pstats.s_const < 0) | |
| 926 death (D_CONSTITUTION); | |
| 927 } | |
| 928 } | |
| 929 | |
| 930 | |
| 931 /* Turning to stone */ | |
| 932 if (on(*tp, LOOKSTONE)) { | |
| 933 turn_off(*tp, LOOKSTONE); | |
| 934 | |
| 935 if (on(player, CANINWALL)) | |
| 936 msg("The gaze of the %s has no effect.", mname); | |
| 937 else { | |
| 938 if (!save(VS_PETRIFICATION, &player, 0) && rnd(100) < 15) { | |
| 939 pstats.s_hpt = -1; | |
| 940 msg("The gaze of the %s petrifies you.", mname); | |
| 941 msg("You are turned to stone !!! --More--"); | |
| 942 wait_for(cw,' '); | |
| 943 death(D_PETRIFY); | |
| 944 } | |
| 945 else { | |
| 946 msg("The gaze of the %s stiffens your limbs.", mname); | |
| 947 no_command += STONETIME; | |
| 948 } | |
| 949 } | |
| 950 } | |
| 951 } | |
| 952 | |
| 953 return it; | |
| 954 } | |
| 955 /* | |
| 956 * wanderer: | |
| 957 * A wandering monster has awakened and is headed for the player | |
| 958 */ | |
| 959 | |
| 960 wanderer() | |
| 961 { | |
| 962 register int i; | |
| 963 register struct room *hr = roomin(&hero); | |
| 964 register struct linked_list *item; | |
| 965 register struct thing *tp; | |
| 966 register const long *attr; /* Points to monsters' attributes */ | |
| 967 int carry; /* Chance of wanderer carrying anything */ | |
| 968 short rmonst; /* Our random wanderer */ | |
| 969 bool canteleport = FALSE, /* Can the monster teleport? */ | |
| 970 seehim; /* Is monster within sight? */ | |
| 971 coord cp; | |
| 972 | |
| 973 rmonst = randmonster(TRUE, FALSE); /* Choose a random wanderer */ | |
| 974 attr = &monsters[rmonst].m_flags[0]; /* Start of attributes */ | |
| 975 for (i=0; i<MAXFLAGS; i++) | |
| 976 if (*attr++ == CANTELEPORT) { | |
| 977 canteleport = TRUE; | |
| 978 break; | |
| 979 } | |
| 980 | |
| 981 /* Find a place for it -- avoid the player's room if can't teleport */ | |
| 982 do { | |
| 983 do { | |
| 984 i = rnd_room(); | |
| 985 } until (canteleport || hr != &rooms[i] || levtype == MAZELEV || | |
| 986 levtype == OUTSIDE || levtype == POSTLEV); | |
| 987 | |
| 988 /* Make sure the monster does not teleport on top of the player */ | |
| 989 do { | |
| 990 rnd_pos(&rooms[i], &cp); | |
| 991 } while (hr == &rooms[i] && ce(cp, hero)); | |
| 992 } until (step_ok(cp.y, cp.x, NOMONST, NULL)); | |
| 993 | |
| 994 /* Create a new wandering monster */ | |
| 995 item = new_item(sizeof *tp); | |
| 996 new_monster(item, rmonst, &cp, FALSE); | |
| 997 tp = THINGPTR(item); | |
| 998 turn_on(*tp, ISRUN); | |
| 999 turn_off(*tp, ISDISGUISE); | |
| 1000 tp->t_dest = &hero; | |
| 1001 tp->t_pos = cp; /* Assign the position to the monster */ | |
| 1002 seehim = cansee(tp->t_pos.y, tp->t_pos.x); | |
| 1003 if (on(*tp, HASFIRE)) { | |
| 1004 register struct room *rp; | |
| 1005 | |
| 1006 rp = roomin(&tp->t_pos); | |
| 1007 if (rp) { | |
| 1008 register struct linked_list *fire_item; | |
| 1009 | |
| 1010 fire_item = creat_item(); | |
| 1011 ldata(fire_item) = (char *) tp; | |
| 1012 attach(rp->r_fires, fire_item); | |
| 1013 | |
| 1014 rp->r_flags |= HASFIRE; | |
| 1015 if (seehim && next(rp->r_fires) == NULL) | |
| 1016 light(&hero); | |
| 1017 } | |
| 1018 } | |
| 1019 | |
| 1020 /* See if we give the monster anything */ | |
| 1021 carry = monsters[tp->t_index].m_carry; | |
| 1022 if (off(*tp, ISUNIQUE)) carry /= 2; /* Non-unique has only a half chance */ | |
| 1023 carry_obj(tp, carry); | |
| 1024 | |
| 1025 /* Alert the player if a monster just teleported in */ | |
| 1026 if (hr == &rooms[i] && canteleport && seehim && !invisible(tp)) { | |
| 1027 msg("A %s just teleported in", monsters[rmonst].m_name); | |
| 1028 light(&hero); | |
| 1029 running = FALSE; | |
| 1030 } | |
| 1031 | |
| 1032 if (wizard) | |
| 1033 msg("Started a wandering %s", monsters[tp->t_index].m_name); | |
| 1034 } |
