Mercurial > hg > early-roguelike
comparison arogue7/monsters.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 | b786053d2f37 |
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124:d10fc4a065ac | 125:adfa37e67084 |
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1 /* | |
2 * monsters.c - File with various monster functions in it | |
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 /* | |
16 * File with various monster functions in it | |
17 * | |
18 */ | |
19 | |
20 #include "curses.h" | |
21 #include "rogue.h" | |
22 #include <ctype.h> | |
23 | |
24 | |
25 /* | |
26 * Check_residue takes care of any effect of the monster | |
27 */ | |
28 check_residue(tp) | |
29 register struct thing *tp; | |
30 { | |
31 /* | |
32 * Take care of special abilities | |
33 */ | |
34 if (on(*tp, DIDHOLD) && (--hold_count == 0)) { | |
35 turn_off(player, ISHELD); | |
36 turn_off(*tp, DIDHOLD); | |
37 } | |
38 | |
39 /* If frightened of this monster, stop */ | |
40 if (on(player, ISFLEE) && | |
41 player.t_dest == &tp->t_pos) turn_off(player, ISFLEE); | |
42 | |
43 /* If monster was suffocating player, stop it */ | |
44 if (on(*tp, DIDSUFFOCATE)) { | |
45 extinguish(suffocate); | |
46 turn_off(*tp, DIDSUFFOCATE); | |
47 } | |
48 | |
49 /* If something with fire, may darken */ | |
50 if (on(*tp, HASFIRE)) { | |
51 register struct room *rp=roomin(&tp->t_pos); | |
52 register struct linked_list *fire_item; | |
53 | |
54 if (rp) { | |
55 for (fire_item = rp->r_fires; fire_item != NULL; | |
56 fire_item = next(fire_item)) { | |
57 if (THINGPTR(fire_item) == tp) { | |
58 detach(rp->r_fires, fire_item); | |
59 destroy_item(fire_item); | |
60 if (rp->r_fires == NULL) { | |
61 rp->r_flags &= ~HASFIRE; | |
62 if (cansee(tp->t_pos.y, tp->t_pos.x)) light(&hero); | |
63 } | |
64 break; | |
65 } | |
66 } | |
67 } | |
68 } | |
69 } | |
70 | |
71 /* | |
72 * Creat_mons creates the specified monster -- any if 0 | |
73 */ | |
74 | |
75 bool | |
76 creat_mons(person, monster, report) | |
77 struct thing *person; /* Where to create next to */ | |
78 short monster; | |
79 bool report; | |
80 { | |
81 struct linked_list *nitem; | |
82 register struct thing *tp; | |
83 struct room *rp; | |
84 coord *mp; | |
85 | |
86 if (levtype == POSTLEV) | |
87 return(FALSE); | |
88 if ((mp = fallpos(&(person->t_pos), FALSE, 2)) != NULL) { | |
89 nitem = new_item(sizeof (struct thing)); | |
90 new_monster(nitem, | |
91 monster == 0 ? randmonster(FALSE, FALSE) | |
92 : monster, | |
93 mp, | |
94 TRUE); | |
95 tp = THINGPTR(nitem); | |
96 runto(tp, &hero); | |
97 carry_obj(tp, monsters[tp->t_index].m_carry/2); /* only half chance */ | |
98 | |
99 /* since it just got here, it is disoriented */ | |
100 tp->t_no_move = 2 * movement(tp); | |
101 | |
102 if (on(*tp, HASFIRE)) { | |
103 rp = roomin(&tp->t_pos); | |
104 if (rp) { | |
105 register struct linked_list *fire_item; | |
106 | |
107 /* Put the new fellow in the room list */ | |
108 fire_item = creat_item(); | |
109 ldata(fire_item) = (char *) tp; | |
110 attach(rp->r_fires, fire_item); | |
111 | |
112 rp->r_flags |= HASFIRE; | |
113 } | |
114 } | |
115 | |
116 /* | |
117 * If we can see this monster, set oldch to ' ' to make light() | |
118 * think the creature used to be invisible (ie. not seen here) | |
119 */ | |
120 if (cansee(tp->t_pos.y, tp->t_pos.x)) tp->t_oldch = ' '; | |
121 return(TRUE); | |
122 } | |
123 if (report) msg("You hear a faint cry of anguish in the distance."); | |
124 return(FALSE); | |
125 } | |
126 | |
127 /* | |
128 * Genmonsters: | |
129 * Generate at least 'least' monsters for this single room level. | |
130 * 'Treas' indicates whether this is a "treasure" level. | |
131 */ | |
132 | |
133 void | |
134 genmonsters(least, treas) | |
135 register int least; | |
136 bool treas; | |
137 { | |
138 reg int i; | |
139 reg struct room *rp = &rooms[0]; | |
140 reg struct linked_list *item; | |
141 reg struct thing *mp; | |
142 coord tp; | |
143 | |
144 for (i = 0; i < level + least; i++) { | |
145 if (!treas && rnd(100) < 50) /* put in some little buggers */ | |
146 continue; | |
147 /* | |
148 * Put the monster in | |
149 */ | |
150 item = new_item(sizeof *mp); | |
151 mp = THINGPTR(item); | |
152 do { | |
153 rnd_pos(rp, &tp); | |
154 } until(mvwinch(stdscr, tp.y, tp.x) == FLOOR); | |
155 | |
156 new_monster(item, randmonster(FALSE, FALSE), &tp, FALSE); | |
157 /* | |
158 * See if we want to give it a treasure to carry around. | |
159 */ | |
160 carry_obj(mp, monsters[mp->t_index].m_carry); | |
161 | |
162 /* Calculate a movement rate */ | |
163 mp->t_no_move = movement(mp); | |
164 | |
165 /* Is it going to give us some light? */ | |
166 if (on(*mp, HASFIRE)) { | |
167 register struct linked_list *fire_item; | |
168 | |
169 fire_item = creat_item(); | |
170 ldata(fire_item) = (char *) mp; | |
171 attach(rp->r_fires, fire_item); | |
172 rp->r_flags |= HASFIRE; | |
173 } | |
174 } | |
175 } | |
176 | |
177 /* | |
178 * id_monst returns the index of the monster given its letter | |
179 */ | |
180 | |
181 short | |
182 id_monst(monster) | |
183 register char monster; | |
184 { | |
185 register short result; | |
186 | |
187 result = NLEVMONS*vlevel; | |
188 if (result > NUMMONST) result = NUMMONST; | |
189 | |
190 for(; result>0; result--) | |
191 if (monsters[result].m_appear == monster) return(result); | |
192 for (result=(NLEVMONS*vlevel)+1; result <= NUMMONST; result++) | |
193 if (monsters[result].m_appear == monster) return(result); | |
194 return(0); | |
195 } | |
196 | |
197 | |
198 /* | |
199 * new_monster: | |
200 * Pick a new monster and add it to the list | |
201 */ | |
202 | |
203 new_monster(item, type, cp, max_monster) | |
204 struct linked_list *item; | |
205 short type; | |
206 coord *cp; | |
207 bool max_monster; | |
208 { | |
209 register struct thing *tp; | |
210 register struct monster *mp; | |
211 register char *ip, *hitp; | |
212 register int i, min_intel, max_intel; | |
213 register int num_dice, num_sides=8, num_extra=0; | |
214 char *strchr(); | |
215 | |
216 attach(mlist, item); | |
217 tp = THINGPTR(item); | |
218 tp->t_pack = NULL; | |
219 tp->t_index = type; | |
220 tp->t_wasshot = FALSE; | |
221 tp->t_type = monsters[type].m_appear; | |
222 tp->t_ctype = C_MONSTER; | |
223 tp->t_action = A_NIL; | |
224 tp->t_doorgoal = 0; | |
225 tp->t_quiet = 0; | |
226 tp->t_dest = NULL; | |
227 tp->t_name = NULL; | |
228 tp->t_pos = tp->t_oldpos = *cp; | |
229 tp->t_oldch = CCHAR( mvwinch(cw, cp->y, cp->x) ); | |
230 mvwaddch(mw, cp->y, cp->x, tp->t_type); | |
231 mp = &monsters[tp->t_index]; | |
232 | |
233 /* Figure out monster's hit points */ | |
234 hitp = mp->m_stats.s_hpt; | |
235 num_dice = atoi(hitp); | |
236 if ((hitp = strchr(hitp, 'd')) != NULL) { | |
237 num_sides = atoi(++hitp); | |
238 if ((hitp = strchr(hitp, '+')) != NULL) | |
239 num_extra = atoi(++hitp); | |
240 } | |
241 | |
242 tp->t_stats.s_lvladj = 0; | |
243 tp->t_stats.s_lvl = mp->m_stats.s_lvl; | |
244 tp->t_stats.s_arm = mp->m_stats.s_arm; | |
245 strncpy(tp->t_stats.s_dmg, mp->m_stats.s_dmg, sizeof(tp->t_stats.s_dmg)); | |
246 tp->t_stats.s_str = mp->m_stats.s_str; | |
247 tp->t_stats.s_dext = mp->m_stats.s_dex; | |
248 tp->t_movement = mp->m_stats.s_move; | |
249 if (vlevel > HARDER) { /* the deeper, the meaner we get */ | |
250 tp->t_stats.s_lvl += (vlevel - HARDER); | |
251 num_dice += (vlevel - HARDER)/2; | |
252 tp->t_stats.s_arm -= (vlevel - HARDER) / 4; | |
253 } | |
254 if (max_monster) | |
255 tp->t_stats.s_hpt = num_dice * num_sides + num_extra; | |
256 else | |
257 tp->t_stats.s_hpt = roll(num_dice, num_sides) + num_extra; | |
258 tp->t_stats.s_exp = mp->m_stats.s_exp + mp->m_add_exp*tp->t_stats.s_hpt; | |
259 | |
260 /* | |
261 * just initailize others values to something reasonable for now | |
262 * maybe someday will *really* put these in monster table | |
263 */ | |
264 tp->t_stats.s_wisdom = 8 + rnd(4); | |
265 tp->t_stats.s_const = 8 + rnd(4); | |
266 tp->t_stats.s_charisma = 8 + rnd(4); | |
267 | |
268 /* Set the initial flags */ | |
269 for (i=0; i<16; i++) tp->t_flags[i] = 0; | |
270 for (i=0; i<MAXFLAGS; i++) | |
271 turn_on(*tp, mp->m_flags[i]); | |
272 | |
273 /* | |
274 * these are the base chances that a creatures will do something | |
275 * assuming it can. These are(or can be) modified at runtime | |
276 * based on what the creature experiences | |
277 */ | |
278 tp->t_breathe = 75; /* base chance of breathing */ | |
279 tp->t_artifact = 90; /* base chance of using artifact */ | |
280 tp->t_summon = 40; /* base chance of summoning */ | |
281 tp->t_cast = 75; /* base chance of casting a spell */ | |
282 tp->t_wand = on(*tp, ISUNIQUE) ? 35 : 50; /* base chance of using wands */ | |
283 | |
284 /* suprising monsters don't always surprise you */ | |
285 if (!max_monster && on(*tp, CANSURPRISE) && | |
286 off(*tp, ISUNIQUE) && rnd(100) < 20) | |
287 turn_off(*tp, CANSURPRISE); | |
288 | |
289 /* If this monster is unique, gen it */ | |
290 if (on(*tp, ISUNIQUE)) mp->m_normal = FALSE; | |
291 | |
292 /* | |
293 * If it is the quartermaster, then compute his level and exp pts | |
294 * based on the level. This will make it fair when thieves try to | |
295 * steal and give them reasonable experience if they succeed. | |
296 * Then fill his pack with his wares. | |
297 */ | |
298 if (on(*tp, CANSELL)) { | |
299 tp->t_stats.s_exp = vlevel * 100; | |
300 tp->t_stats.s_lvl = vlevel/2 + 1; | |
301 make_sell_pack(tp); | |
302 } | |
303 | |
304 /* Normally scared monsters have a chance to not be scared */ | |
305 if (on(*tp, ISFLEE) && (rnd(4) == 0)) turn_off(*tp, ISFLEE); | |
306 | |
307 /* Figure intelligence */ | |
308 min_intel = atoi(mp->m_intel); | |
309 if ((ip = (char *) strchr(mp->m_intel, '-')) == NULL) | |
310 tp->t_stats.s_intel = min_intel; | |
311 else { | |
312 max_intel = atoi(++ip); | |
313 if (max_monster) | |
314 tp->t_stats.s_intel = max_intel; | |
315 else | |
316 tp->t_stats.s_intel = min_intel + rnd(max_intel - min_intel); | |
317 } | |
318 if (vlevel > HARDER) | |
319 tp->t_stats.s_intel += ((vlevel - HARDER)/2); | |
320 tp->maxstats = tp->t_stats; | |
321 | |
322 /* If the monster can shoot, it may have a weapon */ | |
323 if (on(*tp, CANSHOOT) && ((rnd(100) < (22 + vlevel)) || max_monster)) { | |
324 struct linked_list *item1; | |
325 register struct object *cur, *cur1; | |
326 | |
327 item = new_item(sizeof *cur); | |
328 item1 = new_item(sizeof *cur1); | |
329 cur = OBJPTR(item); | |
330 cur1 = OBJPTR(item1); | |
331 cur->o_hplus = (rnd(4) < 3) ? 0 | |
332 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); | |
333 cur->o_dplus = (rnd(4) < 3) ? 0 | |
334 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); | |
335 cur1->o_hplus = (rnd(4) < 3) ? 0 | |
336 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); | |
337 cur1->o_dplus = (rnd(4) < 3) ? 0 | |
338 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); | |
339 | |
340 strncpy(cur->o_damage, "0d0", sizeof(cur->o_damage)); | |
341 strncpy(cur->o_hurldmg, "0d0", sizeof(cur->o_hurldmg)); | |
342 strncpy(cur1->o_damage, "0d0", sizeof(cur1->o_damage)); | |
343 strncpy(cur1->o_hurldmg, "0d0", sizeof(cur1->o_hurldmg)); | |
344 | |
345 cur->o_ac = cur1->o_ac = 11; | |
346 cur->o_count = cur1->o_count = 1; | |
347 cur->o_group = cur1->o_group = 0; | |
348 cur->contents = cur1->contents = NULL; | |
349 if ((cur->o_hplus <= 0) && (cur->o_dplus <= 0)) cur->o_flags = ISCURSED; | |
350 if ((cur1->o_hplus <= 0) && (cur1->o_dplus <= 0)) | |
351 cur1->o_flags = ISCURSED; | |
352 cur->o_flags = cur1->o_flags = 0; | |
353 cur->o_type = cur1->o_type = WEAPON; | |
354 cur->o_mark[0] = cur1->o_mark[0] = '\0'; | |
355 | |
356 /* The monster may use a crossbow, sling, or an arrow */ | |
357 i = rnd(100); | |
358 if (i < 10) { | |
359 cur->o_which = CROSSBOW; | |
360 cur1->o_which = BOLT; | |
361 init_weapon(cur, CROSSBOW); | |
362 init_weapon(cur1, BOLT); | |
363 } | |
364 else if (i < 70) { | |
365 cur->o_which = BOW; | |
366 cur1->o_which = ARROW; | |
367 init_weapon(cur, BOW); | |
368 init_weapon(cur1, ARROW); | |
369 } | |
370 else { | |
371 cur->o_which = SLING; | |
372 cur1->o_which = ROCK; | |
373 init_weapon(cur, SLING); | |
374 init_weapon(cur1, ROCK); | |
375 } | |
376 | |
377 attach(tp->t_pack, item); | |
378 attach(tp->t_pack, item1); | |
379 } | |
380 | |
381 | |
382 /* Calculate the initial movement rate */ | |
383 updpack(TRUE, tp); | |
384 tp->t_no_move = movement(tp); | |
385 | |
386 if (ISWEARING(R_AGGR)) | |
387 runto(tp, &hero); | |
388 if (on(*tp, ISDISGUISE)) | |
389 { | |
390 char mch; | |
391 | |
392 if (tp->t_pack != NULL) | |
393 mch = (OBJPTR(tp->t_pack))->o_type; | |
394 else | |
395 switch (rnd(10)) { | |
396 case 0: mch = GOLD; | |
397 when 1: mch = POTION; | |
398 when 2: mch = SCROLL; | |
399 when 3: mch = FOOD; | |
400 when 4: mch = WEAPON; | |
401 when 5: mch = ARMOR; | |
402 when 6: mch = RING; | |
403 when 7: mch = STICK; | |
404 when 8: mch = monsters[randmonster(FALSE, FALSE)].m_appear; | |
405 when 9: mch = MM; | |
406 } | |
407 tp->t_disguise = mch; | |
408 } | |
409 } | |
410 | |
411 /* | |
412 * randmonster: | |
413 * Pick a monster to show up. The lower the level, | |
414 * the meaner the monster. | |
415 */ | |
416 | |
417 short | |
418 randmonster(wander, no_unique) | |
419 register bool wander, no_unique; | |
420 { | |
421 register int d, cur_level, range, i; | |
422 | |
423 /* | |
424 * Do we want a merchant? Merchant is always in place 'NUMMONST' | |
425 */ | |
426 if (wander && monsters[NUMMONST].m_wander && rnd(100) < pstats.s_charisma/4) | |
427 return NUMMONST; | |
428 | |
429 cur_level = vlevel; | |
430 range = 4*NLEVMONS; | |
431 i = 0; | |
432 do | |
433 { | |
434 if (i++ > range*10) { /* just in case all have be genocided */ | |
435 i = 0; | |
436 if (--cur_level <= 0) | |
437 fatal("Rogue could not find a monster to make"); | |
438 } | |
439 d = NLEVMONS*(cur_level - 1) + (rnd(range) - (range - 1 - NLEVMONS)); | |
440 if (d < 1) | |
441 d = rnd(NLEVMONS) + 1; | |
442 if (d > NUMMONST - NUMUNIQUE - 1) { | |
443 if (no_unique) | |
444 d = rnd(range) + (NUMMONST - NUMUNIQUE - 1) - (range - 1); | |
445 else if (d > NUMMONST - 1) | |
446 d = rnd(range+NUMUNIQUE) + (NUMMONST-1) - (range+NUMUNIQUE-1); | |
447 } | |
448 } | |
449 while (wander ? !monsters[d].m_wander || !monsters[d].m_normal | |
450 : !monsters[d].m_normal); | |
451 return d; | |
452 } | |
453 | |
454 /* Sell displays a menu of goods from which the player may choose | |
455 * to purchase something. | |
456 */ | |
457 | |
458 sell(tp) | |
459 register struct thing *tp; | |
460 { | |
461 register struct linked_list *item, *seller; | |
462 register struct linked_list *sellpack; | |
463 register struct object *obj; | |
464 register int worth, min_worth; | |
465 char buffer[LINELEN]; | |
466 | |
467 | |
468 /* | |
469 * Get a linked_list pointer to the seller. We need this in case | |
470 * he disappears so we can set monst_dead. | |
471 */ | |
472 seller = find_mons(tp->t_pos.y, tp->t_pos.x); | |
473 | |
474 sellpack = tp->t_pack; | |
475 if (sellpack == NULL) { | |
476 msg("%s looks puzzled and departs.", prname(monster_name(tp), TRUE)); | |
477 | |
478 /* Get rid of the monster */ | |
479 killed(seller, FALSE, FALSE, FALSE); | |
480 return; | |
481 } | |
482 | |
483 /* See how much the minimum pack item is worth */ | |
484 min_worth = 100000; | |
485 for (item = sellpack; item != NULL; item = next(item)) { | |
486 obj = OBJPTR(item); | |
487 obj->o_flags |= ISPOST; /* Force a long description of the item */ | |
488 worth = get_worth(obj); | |
489 if (worth < min_worth) min_worth = worth; | |
490 } | |
491 | |
492 /* See if player can afford an item */ | |
493 if (min_worth > purse) { | |
494 msg("%s eyes your small purse and departs.", | |
495 prname(monster_name(tp), TRUE)); | |
496 | |
497 /* Get rid of the monster */ | |
498 killed(seller, FALSE, FALSE, FALSE); | |
499 return; | |
500 } | |
501 | |
502 /* Announce our intentions */ | |
503 msg("%s opens his pack.--More--", prname(monster_name(tp), TRUE)); | |
504 wait_for(' '); | |
505 | |
506 /* Try to sell something */ | |
507 sprintf(buffer, "You got %d gold pieces. Buy", purse); | |
508 item = get_item(sellpack, buffer, ALL, TRUE, TRUE); | |
509 | |
510 /* Get rid of the monster */ | |
511 if (item != NULL) detach(tp->t_pack, item); /* Take it out of the pack */ | |
512 killed(seller, FALSE, FALSE, FALSE); | |
513 | |
514 if (item == NULL) return; | |
515 | |
516 /* Can he afford the selected item? */ | |
517 obj = OBJPTR(item); | |
518 | |
519 worth = get_worth(obj); | |
520 if (worth > purse) { | |
521 msg("You cannot afford it."); | |
522 o_discard(item); | |
523 return; | |
524 } | |
525 | |
526 /* Charge him through the nose */ | |
527 purse -= worth; | |
528 | |
529 /* If a stick or ring, let player know the type */ | |
530 switch (obj->o_type) { | |
531 case RING: r_know[obj->o_which] = TRUE; | |
532 when POTION:p_know[obj->o_which] = TRUE; | |
533 when SCROLL:s_know[obj->o_which] = TRUE; | |
534 when STICK: ws_know[obj->o_which] = TRUE; | |
535 when MM: m_know[obj->o_which] = TRUE; | |
536 | |
537 } | |
538 | |
539 /* Remove the POST flag that we used for get_item() */ | |
540 obj->o_flags &= ~ISPOST; | |
541 | |
542 if (add_pack(item, FALSE, NULL) == FALSE) { | |
543 obj->o_pos = hero; | |
544 fall(item, TRUE); | |
545 } | |
546 } | |
547 | |
548 | |
549 | |
550 /* | |
551 * what to do when the hero steps next to a monster | |
552 */ | |
553 struct linked_list * | |
554 wake_monster(y, x) | |
555 int y, x; | |
556 { | |
557 register struct thing *tp; | |
558 register struct linked_list *it; | |
559 register struct room *trp; | |
560 register char *mname; | |
561 bool nasty; /* Will the monster "attack"? */ | |
562 | |
563 if ((it = find_mons(y, x)) == NULL) { | |
564 msg("Wake: can't find monster in show (%d, %d)", y, x); | |
565 return (NULL); | |
566 } | |
567 tp = THINGPTR(it); | |
568 if (on(*tp, ISSTONE)) /* if stoned, don't do anything */ | |
569 return it; | |
570 | |
571 /* | |
572 * For now, if we are a friendly monster, we won't do any of | |
573 * our special effects. | |
574 */ | |
575 if (on(*tp, ISFRIENDLY)) return it; | |
576 | |
577 trp = roomin(&tp->t_pos); /* Current room for monster */ | |
578 | |
579 /* | |
580 * Let greedy ones in a room guard gold | |
581 * (except in a maze where lots of creatures would all go for the | |
582 * same piece of gold) | |
583 */ | |
584 if (on(*tp, ISGREED) && off(*tp, ISRUN) && | |
585 levtype != MAZELEV && trp != NULL && | |
586 lvl_obj != NULL) { | |
587 register struct linked_list *item; | |
588 register struct object *cur; | |
589 | |
590 for (item = lvl_obj; item != NULL; item = next(item)) { | |
591 cur = OBJPTR(item); | |
592 if ((cur->o_type == GOLD) && (roomin(&cur->o_pos) == trp)) { | |
593 /* Run to the gold */ | |
594 runto(tp, &cur->o_pos); | |
595 | |
596 /* Make it worth protecting */ | |
597 cur->o_count += GOLDCALC + GOLDCALC; | |
598 break; | |
599 } | |
600 } | |
601 } | |
602 | |
603 /* | |
604 * Every time he sees mean monster, it might start chasing him | |
605 */ | |
606 if (on(*tp, ISMEAN) && | |
607 off(*tp, ISHELD) && | |
608 off(*tp, ISRUN) && | |
609 rnd(100) > 33 && | |
610 (!is_stealth(&player) || (on(*tp, ISUNIQUE) && rnd(100) > 50)) && | |
611 (off(player, ISINVIS) || on(*tp, CANSEE)) || | |
612 (trp != NULL && (trp->r_flags & ISTREAS))) { | |
613 runto(tp, &hero); | |
614 } | |
615 | |
616 /* | |
617 * Get the name; we don't want to do it until here because we need to | |
618 * know whether the monster is still sleeping or not. | |
619 */ | |
620 mname = monster_name(tp); | |
621 | |
622 /* See if the monster will bother the player */ | |
623 nasty = (on(*tp, ISRUN) && cansee(tp->t_pos.y, tp->t_pos.x)); | |
624 | |
625 /* | |
626 * if the creature is awake and can see the player and the | |
627 * player has the dreaded "eye of vecna" then see if the | |
628 * creature is turned to stone | |
629 */ | |
630 if (cur_relic[EYE_VECNA] && nasty && off(*tp, NOSTONE) && | |
631 (off(player, ISINVIS) || on(*tp, CANSEE))) { | |
632 turn_on(*tp, NOSTONE); /* only have to save once */ | |
633 if (!save(VS_PETRIFICATION, tp, -2)) { | |
634 turn_on(*tp, ISSTONE); | |
635 turn_off(*tp, ISRUN); | |
636 turn_off(*tp, ISINVIS); | |
637 turn_off(*tp, CANSURPRISE); | |
638 turn_off(*tp, ISDISGUISE); | |
639 msg("%s is turned to stone!", prname(mname, TRUE)); | |
640 return it; | |
641 } | |
642 } | |
643 | |
644 /* | |
645 * Handle monsters that can gaze and do things while running | |
646 * Player must be able to see the monster and the monster must | |
647 * not be asleep | |
648 */ | |
649 if (nasty && !invisible(tp)) { | |
650 /* | |
651 * Confusion | |
652 */ | |
653 if (on(*tp, CANHUH) && | |
654 (off(*tp, ISINVIS) || on(player, CANSEE)) && | |
655 (off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) { | |
656 if (!save(VS_MAGIC, &player, 0)) { | |
657 if (off(player, ISCLEAR)) { | |
658 if (find_slot(unconfuse)) | |
659 lengthen(unconfuse, HUHDURATION); | |
660 else { | |
661 fuse(unconfuse, 0, HUHDURATION, AFTER); | |
662 msg("%s's gaze has confused you.",prname(mname, TRUE)); | |
663 turn_on(player, ISHUH); | |
664 } | |
665 } | |
666 else msg("You feel dizzy for a moment, but it quickly passes."); | |
667 } | |
668 else if (rnd(100) < 67) | |
669 turn_off(*tp, CANHUH); /* Once you save, maybe that's it */ | |
670 } | |
671 | |
672 /* Sleep */ | |
673 if(on(*tp, CANSNORE) && | |
674 player.t_action != A_FREEZE && | |
675 !save(VS_PARALYZATION, &player, 0)) { | |
676 if (ISWEARING(R_ALERT)) | |
677 msg("You feel slightly drowsy for a moment."); | |
678 else { | |
679 msg("%s's gaze puts you to sleep.", prname(mname, TRUE)); | |
680 player.t_no_move += movement(&player) * SLEEPTIME; | |
681 player.t_action = A_FREEZE; | |
682 if (rnd(100) < 50) turn_off(*tp, CANSNORE); | |
683 } | |
684 } | |
685 | |
686 /* Fear */ | |
687 if (on(*tp, CANFRIGHTEN) && !on(player, ISFLEE)) { | |
688 turn_off(*tp, CANFRIGHTEN); | |
689 if (!ISWEARING(R_HEROISM) && | |
690 !save(VS_WAND, &player, -(tp->t_stats.s_lvl/10))) { | |
691 turn_on(player, ISFLEE); | |
692 player.t_dest = &tp->t_pos; | |
693 msg("The sight of %s terrifies you.", prname(mname, FALSE)); | |
694 } | |
695 } | |
696 | |
697 /* blinding creatures */ | |
698 if(on(*tp, CANBLIND) && !find_slot(sight)) { | |
699 turn_off(*tp, CANBLIND); | |
700 if (!save(VS_WAND, &player, 0)) { | |
701 msg("The gaze of %s blinds you", prname(mname, FALSE)); | |
702 turn_on(player, ISBLIND); | |
703 fuse(sight, 0, rnd(30)+20, AFTER); | |
704 light(&hero); | |
705 } | |
706 } | |
707 | |
708 /* the sight of the ghost can age you! */ | |
709 if (on(*tp, CANAGE)) { | |
710 turn_off (*tp, CANAGE); | |
711 if (!save(VS_MAGIC, &player, 0)) { | |
712 msg ("The sight of %s ages you!", prname(mname, FALSE)); | |
713 pstats.s_const--; | |
714 max_stats.s_const--; | |
715 if (pstats.s_const < 0) | |
716 death (D_CONSTITUTION); | |
717 } | |
718 } | |
719 | |
720 | |
721 /* Turning to stone */ | |
722 if (on(*tp, LOOKSTONE)) { | |
723 turn_off(*tp, LOOKSTONE); | |
724 | |
725 if (on(player, CANINWALL)) | |
726 msg("The gaze of %s has no effect.", prname(mname, FALSE)); | |
727 else { | |
728 if (!save(VS_PETRIFICATION, &player, 0) && rnd(100) < 5) { | |
729 pstats.s_hpt = -1; | |
730 msg("The gaze of %s petrifies you.", prname(mname, FALSE)); | |
731 msg("You are turned to stone !!! --More--"); | |
732 wait_for(' '); | |
733 death(D_PETRIFY); | |
734 } | |
735 else { | |
736 msg("The gaze of %s stiffens your limbs.", | |
737 prname(mname, FALSE)); | |
738 player.t_no_move += movement(&player) * STONETIME; | |
739 player.t_action = A_FREEZE; | |
740 } | |
741 } | |
742 } | |
743 } | |
744 | |
745 return it; | |
746 } | |
747 /* | |
748 * wanderer: | |
749 * A wandering monster has awakened and is headed for the player | |
750 */ | |
751 | |
752 wanderer() | |
753 { | |
754 register int i; | |
755 register struct room *hr = roomin(&hero); | |
756 register struct linked_list *item; | |
757 register struct thing *tp; | |
758 register long *attr; /* Points to monsters' attributes */ | |
759 int carry; /* Chance of wanderer carrying anything */ | |
760 short rmonst; /* Our random wanderer */ | |
761 bool canteleport = FALSE, /* Can the monster teleport? */ | |
762 seehim; /* Is monster within sight? */ | |
763 coord cp; | |
764 | |
765 rmonst = randmonster(TRUE, FALSE); /* Choose a random wanderer */ | |
766 attr = &monsters[rmonst].m_flags[0]; /* Start of attributes */ | |
767 for (i=0; i<MAXFLAGS; i++) | |
768 if (*attr++ == CANTELEPORT) { | |
769 canteleport = TRUE; | |
770 break; | |
771 } | |
772 | |
773 /* Find a place for it -- avoid the player's room if can't teleport */ | |
774 do { | |
775 do { | |
776 i = rnd_room(); | |
777 } until (canteleport || hr != &rooms[i] || levtype == MAZELEV || | |
778 levtype == OUTSIDE || levtype == POSTLEV); | |
779 | |
780 /* Make sure the monster does not teleport on top of the player */ | |
781 do { | |
782 rnd_pos(&rooms[i], &cp); | |
783 } while (hr == &rooms[i] && ce(cp, hero)); | |
784 } until (step_ok(cp.y, cp.x, NOMONST, NULL)); | |
785 | |
786 /* Create a new wandering monster */ | |
787 item = new_item(sizeof *tp); | |
788 new_monster(item, rmonst, &cp, FALSE); | |
789 tp = THINGPTR(item); | |
790 runto(tp, &hero); | |
791 tp->t_pos = cp; /* Assign the position to the monster */ | |
792 seehim = cansee(tp->t_pos.y, tp->t_pos.x); | |
793 if (on(*tp, HASFIRE)) { | |
794 register struct room *rp; | |
795 | |
796 rp = roomin(&tp->t_pos); | |
797 if (rp) { | |
798 register struct linked_list *fire_item; | |
799 | |
800 fire_item = creat_item(); | |
801 ldata(fire_item) = (char *) tp; | |
802 attach(rp->r_fires, fire_item); | |
803 | |
804 rp->r_flags |= HASFIRE; | |
805 if (seehim && next(rp->r_fires) == NULL) | |
806 light(&hero); | |
807 } | |
808 } | |
809 | |
810 /* See if we give the monster anything */ | |
811 carry = monsters[tp->t_index].m_carry; | |
812 if (off(*tp, ISUNIQUE)) carry /= 2; /* Non-unique has only a half chance */ | |
813 carry_obj(tp, carry); | |
814 | |
815 /* Calculate its movement rate */ | |
816 tp->t_no_move = movement(tp); | |
817 | |
818 /* Alert the player if a monster just teleported in */ | |
819 if (hr == &rooms[i] && canteleport && seehim && !invisible(tp)) { | |
820 msg("A %s just teleported in", monster_name(tp)); | |
821 light(&hero); | |
822 running = FALSE; | |
823 } | |
824 | |
825 if (wizard) | |
826 msg("Started a wandering %s", monster_name(tp)); | |
827 } |