Mercurial > hg > early-roguelike
comparison arogue5/monsters.c @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author | elwin |
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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 } | |