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
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children 56e748983fa8
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62:0ef99244acb8 63:0ed67132cf10
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 }