Mercurial > hg > early-roguelike
comparison arogue7/actions.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Fri, 08 May 2015 15:24:40 -0400 |
parents | |
children | 1cd604c827a3 |
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124:d10fc4a065ac | 125:adfa37e67084 |
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1 /* | |
2 * actions.c - functions for dealing with monster actions | |
3 * | |
4 * Advanced Rogue | |
5 * Copyright (C) 1984, 1985, 1986 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 <ctype.h> | |
16 #include <limits.h> | |
17 #include "curses.h" | |
18 #include "rogue.h" | |
19 #define MAXINT INT_MAX | |
20 #define MININT INT_MIN | |
21 /* | |
22 * Did we disrupt a spell? | |
23 */ | |
24 dsrpt_monster(tp, always, see_him) | |
25 register struct thing *tp; | |
26 bool always, see_him; | |
27 { | |
28 switch (tp->t_action) { | |
29 case A_SUMMON: | |
30 case A_MISSILE: | |
31 case A_SLOW: | |
32 tp->t_action = A_NIL; /* Just make the old fellow start over again */ | |
33 tp->t_no_move = movement(tp); | |
34 tp->t_using = NULL;/* Just to be on the safe side */ | |
35 turn_on(*tp, WASDISRUPTED); | |
36 if (see_him) | |
37 msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE)); | |
38 /* | |
39 * maybe choose something else to do next time since player | |
40 * is disrupting us | |
41 */ | |
42 tp->t_summon *= 2; | |
43 tp->t_cast /= 2; | |
44 return; | |
45 } | |
46 | |
47 /* We may want to disrupt other actions, too */ | |
48 if (always) { | |
49 tp->t_action = A_NIL; /* Just make the old fellow start over again */ | |
50 tp->t_no_move = movement(tp); | |
51 tp->t_using = NULL;/* Just to be on the safe side */ | |
52 } | |
53 } | |
54 | |
55 dsrpt_player() | |
56 { | |
57 int which, action; | |
58 struct linked_list *item; | |
59 struct object *obj; | |
60 | |
61 action = player.t_action; | |
62 which = player.t_selection; | |
63 | |
64 switch (action) { | |
65 case C_CAST: /* Did we disrupt a spell? */ | |
66 case C_PRAY: | |
67 case C_CHANT: | |
68 { | |
69 msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer"); | |
70 | |
71 /* Charge him anyway */ | |
72 if (action == C_CAST) | |
73 spell_power += magic_spells[which].s_cost; | |
74 else if (action == C_PRAY) | |
75 pray_time += cleric_spells[which].s_cost; | |
76 else if (action == C_CHANT) | |
77 chant_time += druid_spells[which].s_cost; | |
78 } | |
79 when C_COUNT: /* counting of gold? */ | |
80 { | |
81 if (purse > 0) { | |
82 msg("Your gold goes flying everywhere!"); | |
83 do { | |
84 item = spec_item(GOLD, NULL, NULL, NULL); | |
85 obj = OBJPTR(item); | |
86 obj->o_count = min(purse, rnd(10)+1); | |
87 purse -= obj->o_count; | |
88 obj->o_pos = hero; | |
89 fall(item, FALSE); | |
90 } while (purse > 0 && rnd(10) != 1); | |
91 } | |
92 } | |
93 when C_EAT: | |
94 msg("You gag on your food for a moment."); | |
95 del_pack(player.t_using); | |
96 | |
97 when A_PICKUP: | |
98 msg("You drop what you are picking up!"); | |
99 | |
100 when C_SEARCH: /* searching for traps and secret doors... */ | |
101 msg("Oww....You decide to stop searching."); | |
102 count = 0; /* don't search again */ | |
103 | |
104 when C_SETTRAP: | |
105 msg("Oww....You can't get a trap set."); | |
106 | |
107 when A_NIL: | |
108 default: | |
109 return; | |
110 } | |
111 player.t_no_move = movement(&player); /* disoriented for a while */ | |
112 player.t_action = A_NIL; | |
113 player.t_selection = 0; | |
114 player.t_using = NULL; | |
115 } | |
116 | |
117 /* | |
118 * m_act: | |
119 * If the critter isn't doing anything, choose an action for it. | |
120 * Otherwise, let it perform its chosen action. | |
121 */ | |
122 | |
123 m_act(tp) | |
124 register struct thing *tp; | |
125 { | |
126 struct object *obj; | |
127 bool flee; /* Are we scared? */ | |
128 | |
129 /* What are we planning to do? */ | |
130 switch (tp->t_action) { | |
131 default: | |
132 /* An unknown action! */ | |
133 msg("Unknown monster action (%d)", tp->t_action); | |
134 | |
135 /* Fall through */ | |
136 | |
137 case A_NIL: | |
138 /* If the monster is fairly intelligent and about to die, it | |
139 * may turn tail and run. But if we are a FRIENDLY creature | |
140 * in the hero's service, don't run. | |
141 */ | |
142 if (off(*tp, ISFLEE) && | |
143 tp->t_stats.s_hpt < tp->maxstats.s_hpt && | |
144 tp->t_stats.s_hpt < max(10, tp->maxstats.s_hpt/6) && | |
145 (off(*tp, ISFRIENDLY) || tp->t_dest != &hero) && | |
146 rnd(25) < tp->t_stats.s_intel) { | |
147 turn_on(*tp, ISFLEE); | |
148 | |
149 /* It is okay to turn tail */ | |
150 tp->t_oldpos = tp->t_pos; | |
151 } | |
152 | |
153 /* Should the monster run away? */ | |
154 flee = on(*tp, ISFLEE) || | |
155 ((tp->t_dest == &hero) && on(player, ISINWALL) && | |
156 off(*tp, CANINWALL)); | |
157 | |
158 m_select(tp, flee); /* Select an action */ | |
159 return; | |
160 | |
161 when A_ATTACK: | |
162 /* | |
163 * We're trying to attack the player or monster at t_newpos | |
164 * if the prey moved, do nothing | |
165 */ | |
166 obj = tp->t_using ? OBJPTR(tp->t_using) : NULL; | |
167 if (ce(tp->t_newpos, hero)) { | |
168 attack(tp, obj, FALSE); | |
169 } | |
170 else if (mvwinch(mw, tp->t_newpos.y, tp->t_newpos.x) && | |
171 step_ok(tp->t_newpos.y, tp->t_newpos.x, FIGHTOK, tp)) { | |
172 skirmish(tp, &tp->t_newpos, obj, FALSE); | |
173 } | |
174 | |
175 when A_SELL: | |
176 /* Is the player still next to us? */ | |
177 if (ce(tp->t_newpos, hero)) sell(tp); | |
178 | |
179 /* The darned player moved away */ | |
180 else if (off(player, ISBLIND) && | |
181 cansee(unc(tp->t_pos)) && | |
182 (off(*tp, ISINVIS) || on(player, CANSEE)) && | |
183 (off(*tp, ISSHADOW) || on(player, CANSEE)) && | |
184 (off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) | |
185 msg("%s grunts with frustration",prname(monster_name(tp),TRUE)); | |
186 | |
187 when A_MOVE: | |
188 /* Let's try to move */ | |
189 do_chase(tp); | |
190 | |
191 /* If t_no_move > 0, we found that we have to fight! */ | |
192 if (tp->t_no_move > 0) return; | |
193 | |
194 when A_BREATHE: | |
195 /* Breathe on the critter */ | |
196 m_breathe(tp); | |
197 | |
198 when A_SLOW: | |
199 /* make him move slower */ | |
200 add_slow(); | |
201 turn_off(*tp, CANSLOW); | |
202 | |
203 when A_MISSILE: | |
204 /* Start up a magic missile spell */ | |
205 m_spell(tp); | |
206 | |
207 when A_SONIC: | |
208 /* Let out a sonic blast! */ | |
209 m_sonic(tp); | |
210 | |
211 when A_THROW: | |
212 /* We're throwing something (like an arrow) */ | |
213 missile(tp->t_newpos.y, tp->t_newpos.x, tp->t_using, tp); | |
214 | |
215 when A_SUMMON: | |
216 /* We're summoning help */ | |
217 m_summon(tp); | |
218 | |
219 when A_USERELIC: | |
220 /* Use our relic */ | |
221 m_use_relic(tp); | |
222 | |
223 when A_USEWAND: | |
224 /* use the wand we have */ | |
225 m_use_wand(tp); | |
226 } | |
227 | |
228 /* No action now */ | |
229 tp->t_action = A_NIL; | |
230 tp->t_using = NULL; | |
231 } | |
232 | |
233 /* | |
234 * m_breathe: | |
235 * Breathe in the chosen direction. | |
236 */ | |
237 | |
238 m_breathe(tp) | |
239 register struct thing *tp; | |
240 { | |
241 register int damage; | |
242 register char *breath; | |
243 | |
244 damage = tp->t_stats.s_hpt; | |
245 turn_off(*tp, CANSURPRISE); | |
246 | |
247 /* Will it breathe at random */ | |
248 if (on(*tp, CANBRANDOM)) { | |
249 /* Turn off random breath */ | |
250 turn_off(*tp, CANBRANDOM); | |
251 | |
252 /* Select type of breath */ | |
253 switch (rnd(10)) { | |
254 case 0: breath = "acid"; | |
255 turn_on(*tp, NOACID); | |
256 when 1: breath = "flame"; | |
257 turn_on(*tp, NOFIRE); | |
258 when 2: breath = "lightning bolt"; | |
259 turn_on(*tp, NOBOLT); | |
260 when 3: breath = "chlorine gas"; | |
261 turn_on(*tp, NOGAS); | |
262 when 4: breath = "ice"; | |
263 turn_on(*tp, NOCOLD); | |
264 when 5: breath = "nerve gas"; | |
265 turn_on(*tp, NOPARALYZE); | |
266 when 6: breath = "sleeping gas"; | |
267 turn_on(*tp, NOSLEEP); | |
268 when 7: breath = "slow gas"; | |
269 turn_on(*tp, NOSLOW); | |
270 when 8: breath = "confusion gas"; | |
271 turn_on(*tp, ISCLEAR); | |
272 when 9: breath = "fear gas"; | |
273 turn_on(*tp, NOFEAR); | |
274 } | |
275 } | |
276 | |
277 /* Or can it breathe acid? */ | |
278 else if (on(*tp, CANBACID)) { | |
279 turn_off(*tp, CANBACID); | |
280 breath = "acid"; | |
281 } | |
282 | |
283 /* Or can it breathe fire */ | |
284 else if (on(*tp, CANBFIRE)) { | |
285 turn_off(*tp, CANBFIRE); | |
286 breath = "flame"; | |
287 } | |
288 | |
289 /* Or can it breathe electricity? */ | |
290 else if (on(*tp, CANBBOLT)) { | |
291 turn_off(*tp, CANBBOLT); | |
292 breath = "lightning bolt"; | |
293 } | |
294 | |
295 /* Or can it breathe gas? */ | |
296 else if (on(*tp, CANBGAS)) { | |
297 turn_off(*tp, CANBGAS); | |
298 breath = "chlorine gas"; | |
299 } | |
300 | |
301 /* Or can it breathe ice? */ | |
302 else if (on(*tp, CANBICE)) { | |
303 turn_off(*tp, CANBICE); | |
304 breath = "ice"; | |
305 } | |
306 | |
307 else if (on(*tp, CANBPGAS)) { | |
308 turn_off(*tp, CANBPGAS); | |
309 breath = "nerve gas"; | |
310 } | |
311 | |
312 /* can it breathe sleeping gas */ | |
313 else if (on(*tp, CANBSGAS)) { | |
314 turn_off(*tp, CANBSGAS); | |
315 breath = "sleeping gas"; | |
316 } | |
317 | |
318 /* can it breathe slow gas */ | |
319 else if (on(*tp, CANBSLGAS)) { | |
320 turn_off(*tp, CANBSLGAS); | |
321 breath = "slow gas"; | |
322 } | |
323 | |
324 /* can it breathe confusion gas */ | |
325 else if (on(*tp, CANBCGAS)) { | |
326 turn_off(*tp, CANBCGAS); | |
327 breath = "confusion gas"; | |
328 } | |
329 | |
330 /* can it breathe fear gas */ | |
331 else { | |
332 turn_off(*tp, CANBFGAS); | |
333 breath = "fear gas"; | |
334 } | |
335 | |
336 /* Now breathe -- sets "monst_dead" if it kills someone */ | |
337 shoot_bolt(tp, tp->t_pos, tp->t_newpos, FALSE, | |
338 tp->t_index, breath, damage); | |
339 | |
340 running = FALSE; | |
341 if (fight_flush) md_flushinp(); | |
342 } | |
343 | |
344 /* | |
345 * m_select: | |
346 * Select an action for the monster. | |
347 */ | |
348 | |
349 m_select(th, flee) | |
350 register struct thing *th; | |
351 register bool flee; /* True if running away or player is inaccessible in wall */ | |
352 { | |
353 register struct room *rer, *ree; /* room of chaser, room of chasee */ | |
354 int dist = MININT; | |
355 int mindist = MAXINT, maxdist = MININT; | |
356 bool rundoor; /* TRUE means run to a door */ | |
357 char sch; | |
358 coord *last_door=0, /* Door we just came from */ | |
359 this; /* Temporary destination for chaser */ | |
360 | |
361 rer = roomin(&th->t_pos); /* Find room of chaser */ | |
362 ree = roomin(th->t_dest); /* Find room of chasee */ | |
363 | |
364 /* First see if we want to use an ability or weapon */ | |
365 if (m_use_it(th, flee, rer, ree)) return; | |
366 | |
367 /* | |
368 * We don't count monsters on doors as inside rooms here because when | |
369 * a monster is in a room and the player is not in that room, the | |
370 * monster looks for the best door out. If we counted doors as part | |
371 * of the room, the monster would already be on the best door out; | |
372 * so he would never move. | |
373 */ | |
374 if ((sch = CCHAR( mvwinch(stdscr, th->t_pos.y, th->t_pos.x) )) == DOOR || | |