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 |
|---|---|
| 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); | |
