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 |
|---|---|
| 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 || | |
