Mercurial > hg > early-roguelike
comparison xrogue/monsters.c @ 133:e6179860cb76
Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 21 Apr 2015 08:55:20 -0400 |
parents | |
children | f54901b9c39b |
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1 /* | |
2 monsters.c - File with various monster functions in it | |
3 | |
4 XRogue: Expeditions into the Dungeons of Doom | |
5 Copyright (C) 1991 Robert Pietkivitch | |
6 All rights reserved. | |
7 | |
8 Based on "Advanced Rogue" | |
9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T | |
10 All rights reserved. | |
11 | |
12 Based on "Rogue: Exploring the Dungeons of Doom" | |
13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
14 All rights reserved. | |
15 | |
16 See the file LICENSE.TXT for full copyright and licensing information. | |
17 */ | |
18 | |
19 #include <curses.h> | |
20 #include <ctype.h> | |
21 #include <string.h> | |
22 #include "rogue.h" | |
23 | |
24 /* | |
25 * Check_residue takes care of any effect of the monster | |
26 */ | |
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 < (max(50, level) + least); i++) { | |
145 if (!treas && rnd(100) < 65) /* put in some little buggers */ | |
146 continue; | |
147 | |
148 /* | |
149 * Put the monster in | |
150 */ | |
151 item = new_item(sizeof *mp); | |
152 mp = THINGPTR(item); | |
153 do { | |
154 rnd_pos(rp, &tp); | |
155 } until(mvwinch(stdscr, tp.y, tp.x) == FLOOR); | |
156 | |
157 new_monster(item, randmonster(FALSE, FALSE), &tp, FALSE); | |
158 /* | |
159 * See if we want to give it a treasure to carry around. | |
160 */ | |
161 carry_obj(mp, monsters[mp->t_index].m_carry); | |
162 | |
163 /* Calculate a movement rate */ | |
164 mp->t_no_move = movement(mp); | |
165 | |
166 /* Is it going to give us some light? */ | |
167 if (on(*mp, HASFIRE)) { | |
168 register struct linked_list *fire_item; | |
169 | |
170 fire_item = creat_item(); | |
171 ldata(fire_item) = (char *) mp; | |
172 attach(rp->r_fires, fire_item); | |
173 rp->r_flags |= HASFIRE; | |
174 } | |
175 } | |
176 } | |
177 | |
178 /* | |
179 * id_monst returns the index of the monster given its letter | |
180 */ | |
181 | |
182 short | |
183 id_monst(monster) | |
184 register char monster; | |
185 { | |
186 register short result; | |
187 | |
188 if (levtype == OUTSIDE) { | |
189 result = NLEVMONS*vlevel + (NUMMONST-NUMDINOS-1); | |
190 if (result > NUMMONST) result = NUMMONST; | |
191 } | |
192 else { | |
193 result = NLEVMONS*vlevel; | |
194 if (result > NUMMONST-NUMDINOS) result = NUMMONST-NUMDINOS; | |
195 } | |
196 | |
197 if (levtype == OUTSIDE) { | |
198 for(; result>(NUMMONST-NUMDINOS-1); result--) | |
199 if (monsters[result].m_appear == monster) return(result); | |
200 for (result=(NLEVMONS*vlevel)+1; result <= NUMMONST-NUMDINOS; result++) | |
201 if (monsters[result].m_appear == monster) return(result); | |
202 } | |
203 else { | |
204 for(; result>0; result--) | |
205 if (monsters[result].m_appear == monster) return(result); | |
206 for (result=(NLEVMONS*vlevel)+1; result <= NUMMONST; result++) | |
207 if (monsters[result].m_appear == monster) return(result); | |
208 } | |
209 return(0); | |
210 } | |
211 | |
212 | |
213 /* | |
214 * new_monster: | |
215 * Pick a new monster and add it to the list | |
216 */ | |
217 | |
218 new_monster(item, type, cp, max_monster) | |
219 struct linked_list *item; | |
220 short type; | |
221 coord *cp; | |
222 bool max_monster; | |
223 { | |
224 register struct thing *tp; | |
225 register struct monster *mp; | |
226 register char *ip, *hitp; | |
227 register int i, min_intel, max_intel; | |
228 register int num_dice, num_sides=8, num_extra=0; | |
229 | |
230 attach(mlist, item); | |
231 tp = THINGPTR(item); | |
232 tp->t_pack = NULL; | |
233 tp->t_index = type; | |
234 tp->t_wasshot = FALSE; | |
235 tp->t_type = monsters[type].m_appear; | |
236 tp->t_ctype = C_MONSTER; | |
237 tp->t_action = A_NIL; | |
238 tp->t_doorgoal.x = tp->t_doorgoal.y = -1; | |
239 tp->t_quiet = 0; | |
240 tp->t_dest = NULL; | |
241 tp->t_name = NULL; | |
242 tp->t_pos = tp->t_oldpos = *cp; | |
243 tp->t_oldch = mvwinch(cw, cp->y, cp->x); | |
244 mvwaddch(mw, cp->y, cp->x, tp->t_type); | |
245 mp = &monsters[tp->t_index]; | |
246 | |
247 /* Figure out monster's hit points */ | |
248 hitp = mp->m_stats.ms_hpt; | |
249 num_dice = atoi(hitp); | |
250 if ((hitp = strchr(hitp, 'd')) != NULL) { | |
251 num_sides = atoi(++hitp); | |
252 if ((hitp = strchr(hitp, '+')) != NULL) | |
253 num_extra = atoi(++hitp); | |
254 } | |
255 | |
256 tp->t_stats.s_lvladj = 0; | |
257 tp->t_stats.s_lvl = mp->m_stats.ms_lvl; | |
258 tp->t_stats.s_arm = mp->m_stats.ms_arm; | |
259 strcpy(tp->t_stats.s_dmg,mp->m_stats.ms_dmg); | |
260 tp->t_stats.s_str = mp->m_stats.ms_str; | |
261 tp->t_stats.s_dext = mp->m_stats.ms_dex; | |
262 tp->t_movement = mp->m_stats.ms_move; | |
263 if (vlevel > HARDER) { /* the deeper, the meaner we get */ | |
264 tp->t_stats.s_lvl += (vlevel - HARDER); | |
265 num_dice += (vlevel - HARDER)/2; | |
266 tp->t_stats.s_arm -= (vlevel - HARDER) / 4; | |
267 } | |
268 if (max_monster) | |
269 tp->t_stats.s_hpt = num_dice * num_sides + num_extra; | |
270 else | |
271 tp->t_stats.s_hpt = roll(num_dice, num_sides) + num_extra; | |
272 tp->t_stats.s_exp = mp->m_stats.ms_exp + mp->m_add_exp*tp->t_stats.s_hpt; | |
273 | |
274 /* | |
275 * just initailize others values to something reasonable for now | |
276 * maybe someday will *really* put these in monster table | |
277 */ | |
278 tp->t_stats.s_wisdom = 8 + rnd(7); | |
279 tp->t_stats.s_const = 8 + rnd(7); | |
280 tp->t_stats.s_charisma = 8 + rnd(7); | |
281 | |
282 /* Set the initial flags */ | |
283 for (i=0; i<16; i++) tp->t_flags[i] = 0; | |
284 for (i=0; i<MAXFLAGS; i++) | |
285 turn_on(*tp, mp->m_flags[i]); | |
286 | |
287 /* | |
288 * these are the base chances that a creatures will do something | |
289 * assuming it can. These are(or can be) modified at runtime | |
290 * based on what the creature experiences | |
291 */ | |
292 tp->t_breathe = 70; /* base chance of breathing */ | |
293 tp->t_artifact = 90; /* base chance of using artifact */ | |
294 tp->t_summon = 50; /* base chance of summoning */ | |
295 tp->t_cast = 70; /* base chance of casting a spell */ | |
296 tp->t_wand = on(*tp, ISUNIQUE) ? 35 : 50; /* base chance of using wands */ | |
297 | |
298 /* suprising monsters don't always surprise you */ | |
299 if (!max_monster && on(*tp, CANSURPRISE) && | |
300 off(*tp, ISUNIQUE) && rnd(100) < 25) | |
301 turn_off(*tp, CANSURPRISE); | |
302 | |
303 /* If this monster is unique, gen it */ | |
304 if (on(*tp, ISUNIQUE)) mp->m_normal = FALSE; | |
305 | |
306 /* | |
307 * If it is the quartermaster, then compute his level and exp pts | |
308 * based on the level. This will make it fair when thieves try to | |
309 * steal and give them reasonable experience if they succeed. | |
310 * Then fill his pack with his wares. | |
311 */ | |
312 if (on(*tp, CANSELL)) { | |
313 tp->t_stats.s_exp = vlevel * 100; | |
314 tp->t_stats.s_lvl = vlevel/2 + 1; | |
315 make_sell_pack(tp); | |
316 } | |
317 | |
318 /* Normally scared monsters have a chance to not be scared */ | |
319 if (on(*tp, ISFLEE) && (rnd(4) == 0)) turn_off(*tp, ISFLEE); | |
320 | |
321 /* Figure intelligence */ | |
322 min_intel = atoi(mp->m_intel); | |
323 if ((ip = (char *) strchr(mp->m_intel, '-')) == NULL) | |
324 tp->t_stats.s_intel = min_intel; | |
325 else { | |
326 max_intel = atoi(++ip); | |
327 if (max_monster) | |
328 tp->t_stats.s_intel = max_intel; | |
329 else | |
330 tp->t_stats.s_intel = min_intel + rnd(max_intel - min_intel); | |
331 } | |
332 if (vlevel > HARDER) | |
333 tp->t_stats.s_intel += ((vlevel - HARDER)/2); | |
334 tp->maxstats = tp->t_stats; | |
335 | |
336 /* If the monster can shoot, it may have a weapon */ | |
337 if (on(*tp, CANSHOOT) && ((rnd(100) < (20 + vlevel)) || max_monster)) { | |
338 struct linked_list *item1; | |
339 register struct object *cur, *cur1; | |
340 | |
341 item = new_item(sizeof *cur); | |
342 item1 = new_item(sizeof *cur1); | |
343 cur = OBJPTR(item); | |
344 cur1 = OBJPTR(item1); | |
345 cur->o_hplus = (rnd(4) < 3) ? 0 | |
346 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); | |
347 cur->o_dplus = (rnd(4) < 3) ? 0 | |
348 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); | |
349 cur1->o_hplus = (rnd(4) < 3) ? 0 | |
350 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); | |
351 cur1->o_dplus = (rnd(4) < 3) ? 0 | |
352 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); | |
353 strcpy(cur->o_damage,"0d0"); | |
354 strcpy(cur->o_hurldmg,"0d0"); | |
355 strcpy(cur1->o_damage,"0d0"); | |
356 strcpy(cur1->o_hurldmg,"0d0"); | |
357 cur->o_ac = cur1->o_ac = 11; | |
358 cur->o_count = cur1->o_count = 1; | |
359 cur->o_group = cur1->o_group = 0; | |
360 cur->contents = cur1->contents = NULL; | |
361 if ((cur->o_hplus <= 0) && (cur->o_dplus <= 0)) cur->o_flags = ISCURSED; | |
362 if ((cur1->o_hplus <= 0) && (cur1->o_dplus <= 0)) | |
363 cur1->o_flags = ISCURSED; | |
364 cur->o_flags = cur1->o_flags = 0; | |
365 cur->o_type = cur1->o_type = WEAPON; | |
366 cur->o_mark[0] = cur1->o_mark[0] = '\0'; | |
367 | |
368 /* The monster may use a crossbow, sling, or an arrow */ | |
369 i = rnd(100); | |
370 if (i < 35) { | |
371 cur->o_which = CROSSBOW; | |
372 cur1->o_which = BOLT; | |
373 init_weapon(cur, CROSSBOW); | |
374 init_weapon(cur1, BOLT); | |
375 } | |
376 else if (i < 70) { | |
377 cur->o_which = BOW; | |
378 cur1->o_which = ARROW; | |
379 init_weapon(cur, BOW); | |
380 init_weapon(cur1, ARROW); | |
381 } | |
382 else { | |
383 cur->o_which = SLING; | |
384 cur1->o_which = ROCK; | |
385 init_weapon(cur, SLING); | |
386 init_weapon(cur1, ROCK); | |
387 } | |
388 | |
389 attach(tp->t_pack, item); | |
390 attach(tp->t_pack, item1); | |
391 } | |
392 | |
393 | |
394 /* Calculate the initial movement rate */ | |
395 updpack(TRUE, tp); | |
396 tp->t_no_move = movement(tp); | |
397 | |
398 if (ISWEARING(R_AGGR)) | |
399 runto(tp, &hero); | |
400 | |
401 if (on(*tp, ISDISGUISE)) | |
402 { | |
403 char mch = 0; | |
404 | |
405 if (tp->t_pack != NULL) | |
406 mch = (OBJPTR(tp->t_pack))->o_type; | |
407 else | |
408 switch (rnd(10)) { | |
409 case 0: mch = GOLD; | |
410 when 1: mch = POTION; | |
411 when 2: mch = SCROLL; | |
412 when 3: mch = FOOD; | |
413 when 4: mch = WEAPON; | |
414 when 5: mch = ARMOR; | |
415 when 6: mch = RING; | |
416 when 7: mch = STICK; | |
417 when 8: mch = monsters[randmonster(FALSE, FALSE)].m_appear; | |
418 when 9: mch = MM; | |
419 } | |
420 tp->t_disguise = mch; | |
421 } | |
422 } | |
423 | |
424 /* | |
425 * randmonster: | |
426 * Pick a monster to show up. The lower the level, | |
427 * the meaner the monster. | |
428 */ | |
429 | |
430 short | |
431 randmonster(wander, no_unique) | |
432 register bool wander, no_unique; | |
433 { | |
434 register int d, cur_level, range, i; | |
435 | |
436 /* | |
437 * Do we want a merchant? Merchant is always in place 'NUMMONST' | |
438 */ | |
439 if (wander && monsters[NUMMONST].m_wander && rnd(100) < pstats.s_charisma/3) | |
440 return NUMMONST; | |
441 | |
442 cur_level = vlevel; | |
443 range = (4*NLEVMONS)+1; /* range is 0 thru 12 */ | |
444 i = 0; | |
445 do | |
446 { | |
447 if (i++ > NUMMONST-1) { /* in case all have be genocided */ | |
448 i = 0; | |
449 if (--cur_level <= 0) | |
450 fatal("rogue: Could not find a monster to make! "); | |
451 } | |
452 if (levtype == OUTSIDE) { /* create DINOSUARS */ | |
453 d = (cur_level - rnd(range/2)) + (NUMMONST-NUMDINOS-1); | |
454 if (d < NUMMONST-NUMDINOS) | |
455 d = (NUMMONST-NUMDINOS) + rnd(range/2); | |
456 if (d > NUMMONST-1) | |
457 d = (NUMMONST-NUMDINOS) + rnd(NUMDINOS); | |
458 } | |
459 else { /* Create NORMALs and UNIQs here */ | |
460 d = (NLEVMONS*(cur_level-1) + rnd(range) - (range-NLEVMONS-1)); | |
461 if (d < 1) d = rnd(6)+1; | |
462 | |
463 if (d > NUMMONST-NUMDINOS-1) { /* Entire range NORMs + UNIQs */ | |
464 if (no_unique) /* Choose from last 12 NORMAL monsters */ | |
465 d = (NUMMONST-NUMDINOS-NUMUNIQUE-1) - rnd(NUMUNIQUE/5); | |
466 else /* Choose from entire UNIQ monsters + range */ | |
467 d = (NUMMONST-NUMDINOS-1) - rnd(NUMUNIQUE+range); | |
468 } | |
469 /* Half-way into the UNIQs now */ | |
470 else if (d > (NUMMONST-NUMDINOS-(NUMUNIQUE/2)-1)) { | |
471 if (no_unique) /* Choose from last 15 NORMAL monsters */ | |
472 d = (NUMMONST-NUMDINOS-NUMUNIQUE-1) - rnd(NUMUNIQUE/4); | |
473 else /* Choose from entire UNIQ monsters + range */ | |
474 d = (NUMMONST-NUMDINOS-1) - rnd(NUMUNIQUE+range); | |
475 } | |
476 /* End NORMALs and begin relic bearing UNIQs */ | |
477 else if (d > (NUMMONST-NUMDINOS-NUMUNIQUE-1)) { | |
478 if (no_unique) /* Choose from last 20 NORMAL monsters */ | |
479 d = (NUMMONST-NUMDINOS-NUMUNIQUE-1) - rnd(NUMUNIQUE/3); | |
480 else /* Choose from first 20 UNIQ monsters */ | |
481 d = (NUMMONST-NUMDINOS-NUMUNIQUE-1) + rnd(NUMUNIQUE/3); | |
482 } | |
483 } | |
484 } | |
485 while (wander ? !monsters[d].m_wander || !monsters[d].m_normal | |
486 : !monsters[d].m_normal); | |
487 return d; | |
488 } | |
489 | |
490 /* Sell displays a menu of goods from which the player may choose | |
491 * to purchase something. | |
492 */ | |
493 | |
494 sell(tp) | |
495 register struct thing *tp; | |
496 { | |
497 register struct linked_list *item, *seller; | |
498 register struct linked_list *sellpack; | |
499 register struct object *obj; | |
500 register long worth, min_worth; | |
501 char buffer[LINELEN]; | |
502 | |
503 /* | |
504 * Get a linked_list pointer to the seller. We need this in case | |
505 * he disappears so we can set him ISDEAD. | |
506 */ | |
507 seller = find_mons(tp->t_pos.y, tp->t_pos.x); | |
508 | |
509 sellpack = tp->t_pack; | |
510 if (sellpack == NULL) { | |
511 msg("%s looks puzzled and departs.", prname(monster_name(tp), TRUE)); | |
512 | |
513 /* Get rid of the monster */ | |
514 killed(seller, FALSE, FALSE, FALSE); | |
515 return; | |
516 } | |
517 | |
518 /* See how much the minimum pack item is worth */ | |
519 min_worth = 100000; | |
520 for (item = sellpack; item != NULL; item = next(item)) { | |
521 obj = OBJPTR(item); | |
522 obj->o_flags |= ISPOST; /* Force a long description of the item */ | |
523 worth = get_worth(obj); | |
524 if (worth < min_worth) min_worth = worth; | |
525 } | |
526 | |
527 /* See if player can afford an item */ | |
528 if (min_worth > purse) { | |
529 msg("%s eyes your small purse and departs.", | |
530 prname(monster_name(tp), TRUE)); | |
531 | |
532 /* Get rid of the monster */ | |
533 killed(seller, FALSE, FALSE, FALSE); | |
534 return; | |
535 } | |
536 | |
537 /* Announce our intentions */ | |
538 msg("%s opens his pack. --More--", prname(monster_name(tp), TRUE)); | |
539 wait_for(' '); | |
540 | |
541 /* Try to sell something */ | |
542 sprintf(buffer, "You got %ld gold pieces. Buy", purse); | |
543 item = get_item(sellpack, buffer, ALL, TRUE, TRUE); | |
544 | |
545 /* Get rid of the monster */ | |
546 if (item != NULL) detach(tp->t_pack, item); /* Take it out of the pack */ | |
547 killed(seller, FALSE, FALSE, FALSE); | |
548 | |
549 if (item == NULL) return; | |
550 | |
551 /* Can he afford the selected item? */ | |
552 obj = OBJPTR(item); | |
553 | |
554 worth = get_worth(obj); | |
555 if (worth > purse) { | |
556 msg("You cannot afford it."); | |
557 o_discard(item); | |
558 return; | |
559 } | |
560 | |
561 /* Charge him through the nose */ | |
562 purse -= worth; | |
563 | |
564 /* If a stick or ring, let player know the type */ | |
565 switch (obj->o_type) { | |
566 case RING: r_know[obj->o_which] = TRUE; | |
567 when POTION: p_know[obj->o_which] = TRUE; | |
568 when SCROLL: s_know[obj->o_which] = TRUE; | |
569 when STICK: ws_know[obj->o_which] = TRUE; | |
570 when MM: m_know[obj->o_which] = TRUE; | |
571 | |
572 } | |
573 | |
574 /* identify it */ | |
575 whatis (item); | |
576 | |
577 /* Remove the POST flag that we used for get_item() */ | |
578 obj->o_flags &= ~ISPOST; | |
579 | |
580 if (add_pack(item, FALSE) == FALSE) { | |
581 obj->o_pos = hero; | |
582 fall(item, TRUE); | |
583 } | |
584 } | |
585 | |
586 /* | |
587 * what to do when the hero steps next to a monster | |
588 */ | |
589 | |
590 struct linked_list * | |
591 wake_monster(y, x) | |
592 int y, x; | |
593 { | |
594 register struct thing *tp; | |
595 register struct linked_list *it; | |
596 register struct room *trp; | |
597 register char *mname; | |
598 bool nasty; /* Will the monster "attack"? */ | |
599 | |
600 if ((it = find_mons(y, x)) == NULL) { | |
601 msg("Wake: can't find monster in show (%d, %d)", y, x); | |
602 return (NULL); | |
603 } | |
604 tp = THINGPTR(it); | |
605 if (on(*tp, ISSTONE)) /* if stoned, don't do anything */ | |
606 return it; | |
607 | |
608 /* | |
609 * For now, if we are a friendly monster, we won't do any of | |
610 * our special effects. | |
611 */ | |
612 if (on(*tp, ISFRIENDLY)) return it; | |
613 | |
614 trp = roomin(&tp->t_pos); /* Current room for monster */ | |
615 | |
616 /* | |
617 * Let greedy ones in a room guard gold | |
618 * (except in a maze where lots of creatures would all go for the | |
619 * same piece of gold) | |
620 */ | |
621 if (on(*tp, ISGREED) && off(*tp, ISRUN) && levtype != MAZELEV && | |
622 trp != NULL && lvl_obj != NULL) { | |
623 register struct linked_list *item; | |
624 register struct object *cur; | |
625 | |
626 for (item = lvl_obj; item != NULL; item = next(item)) { | |
627 cur = OBJPTR(item); | |
628 if ((cur->o_type == GOLD) && (roomin(&cur->o_pos) == trp)) { | |
629 /* Run to the gold */ | |
630 runto(tp, &cur->o_pos); | |
631 | |
632 /* Make it worth protecting */ | |
633 cur->o_count += GOLDCALC + GOLDCALC; | |
634 break; | |
635 } | |
636 } | |
637 } | |
638 | |
639 /* | |
640 * Every time he sees mean monster, it might start chasing him | |
641 */ | |
642 if (on(*tp, ISMEAN) && | |
643 off(*tp, ISHELD) && | |
644 off(*tp, ISRUN) && | |
645 rnd(100) > 35 && | |
646 (!is_stealth(&player) || (on(*tp, ISUNIQUE) && rnd(100) > 35)) && | |
647 (off(player, ISINVIS) || on(*tp, CANSEE)) || | |
648 (trp != NULL && (trp->r_flags & ISTREAS))) { | |
649 runto(tp, &hero); | |
650 } | |
651 | |
652 /* | |
653 * Get the name; we don't want to do it until here because we need to | |
654 * know whether the monster is still sleeping or not. | |
655 */ | |
656 mname = monster_name(tp); | |
657 | |
658 /* See if the monster will bother the player */ | |
659 nasty = (on(*tp, ISRUN) && cansee(tp->t_pos.y, tp->t_pos.x)); | |
660 | |
661 /* | |
662 * if the creature is awake and can see the player and the | |
663 * player has the dreaded "eye of vecna" then see if the | |
664 * creature is turned to stone | |
665 */ | |
666 if (cur_relic[EYE_VECNA] && nasty && off(*tp, NOSTONE) && | |
667 (off(player, ISINVIS) || on(*tp, CANSEE))) { | |
668 turn_on(*tp, NOSTONE); /* only have to save once */ | |
669 if (!save(VS_PETRIFICATION, tp, -2)) { | |
670 turn_on(*tp, ISSTONE); | |
671 turn_off(*tp, ISRUN); | |
672 turn_off(*tp, ISINVIS); | |
673 turn_off(*tp, CANSURPRISE); | |
674 turn_off(*tp, ISDISGUISE); | |
675 msg("%s is turned to stone!", prname(mname, TRUE)); | |
676 return it; | |
677 } | |
678 } | |
679 | |
680 /* | |
681 * Handle monsters that can gaze and do things while running | |
682 * Player must be able to see the monster and the monster must | |
683 * not be asleep | |
684 */ | |
685 if (nasty && !invisible(tp)) { | |
686 /* | |
687 * Confusion | |
688 */ | |
689 if (on(*tp, CANHUH) && | |
690 (off(*tp, ISINVIS) || on(player, CANSEE)) && | |
691 (off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) { | |
692 if (!save(VS_MAGIC, &player, 0)) { | |
693 if (off(player, ISCLEAR)) { | |
694 if (find_slot(unconfuse)) | |
695 lengthen(unconfuse, HUHDURATION); | |
696 else { | |
697 fuse(unconfuse, (VOID *)NULL, HUHDURATION, AFTER); | |
698 msg("%s's gaze has confused you.",prname(mname, TRUE)); | |
699 turn_on(player, ISHUH); | |
700 } | |
701 } | |
702 else msg("You feel dizzy for a moment, but it quickly passes."); | |
703 } | |
704 else if (rnd(100) < 67) | |
705 turn_off(*tp, CANHUH); /* Once you save, maybe that's it */ | |
706 } | |
707 | |
708 /* Sleep */ | |
709 if(on(*tp, CANSNORE) && | |
710 player.t_action != A_FREEZE && | |
711 !save(VS_PARALYZATION, &player, 0)) { | |
712 if (ISWEARING(R_ALERT)) | |
713 msg("You feel drowsy for a moment.. "); | |
714 else { | |
715 msg("%s's gaze puts you to sleep! ", prname(mname, TRUE)); | |
716 player.t_no_move += movement(&player) * SLEEPTIME; | |
717 player.t_action = A_FREEZE; | |
718 if (rnd(100) < 50) turn_off(*tp, CANSNORE); | |
719 } | |
720 } | |
721 | |
722 /* Fear */ | |
723 if (on(*tp, CANFRIGHTEN) && !on(player, ISFLEE)) { | |
724 turn_off(*tp, CANFRIGHTEN); | |
725 if (!ISWEARING(R_HEROISM) && | |
726 !save(VS_WAND, &player, -(tp->t_stats.s_lvl/10))) { | |
727 turn_on(player, ISFLEE); | |
728 player.t_dest = &tp->t_pos; | |
729 msg("The sight of %s terrifies you!", prname(mname, FALSE)); | |
730 } | |
731 } | |
732 | |
733 /* blinding creatures */ | |
734 if(on(*tp, CANBLIND) && !find_slot(sight)) { | |
735 turn_off(*tp, CANBLIND); | |
736 if (!save(VS_WAND, &player, 0)) { | |
737 msg("The gaze of %s blinds you! ", prname(mname, FALSE)); | |
738 turn_on(player, ISBLIND); | |
739 fuse(sight, (VOID *)NULL, rnd(30)+20, AFTER); | |
740 light(&hero); | |
741 } | |
742 } | |
743 | |
744 /* the sight of the ghost can age you! */ | |
745 if (on(*tp, CANAGE)) { | |
746 turn_off (*tp, CANAGE); | |
747 if (!save(VS_MAGIC, &player, 0)) { | |
748 msg ("The sight of %s ages you!", prname(mname, FALSE)); | |
749 pstats.s_const--; | |
750 /* max_stats.s_const--; */ | |
751 if (pstats.s_const < 1) { | |
752 pstats.s_hpt = -1; | |
753 death (D_CONSTITUTION); | |
754 } | |
755 } | |
756 } | |
757 | |
758 /* Turning to stone */ | |
759 if (on(*tp, LOOKSTONE)) { | |
760 turn_off(*tp, LOOKSTONE); | |
761 | |
762 if (on(player, CANINWALL)) | |
763 msg("The gaze of %s has no effect.", prname(mname, FALSE)); | |
764 else { | |
765 if (!save(VS_PETRIFICATION, &player, 0) && rnd(100) < 5) { | |
766 pstats.s_hpt = -1; | |
767 msg("The gaze of %s petrifies you!", prname(mname, FALSE)); | |
768 msg("You are turned to stone!!! --More--"); | |
769 wait_for(' '); | |
770 death(D_PETRIFY); | |
771 } | |
772 else { | |
773 msg("The gaze of %s stiffens your limbs.", | |
774 prname(mname, FALSE)); | |
775 player.t_no_move += movement(&player) * STONETIME; | |
776 player.t_action = A_FREEZE; | |
777 } | |
778 } | |
779 } | |
780 } | |
781 | |
782 return it; | |
783 } | |
784 /* | |
785 * wanderer: | |
786 * A wandering monster has awakened and is headed for the player | |
787 */ | |
788 | |
789 wanderer() | |
790 { | |
791 register int i; | |
792 register struct room *hr = roomin(&hero); | |
793 register struct linked_list *item; | |
794 register struct thing *tp; | |
795 register long *attr; /* Points to monsters' attributes */ | |
796 int carry; /* Chance of wanderer carrying anything */ | |
797 short rmonst; /* Our random wanderer */ | |
798 bool canteleport = FALSE, /* Can the monster teleport? */ | |
799 seehim; /* Is monster within sight? */ | |
800 coord cp; | |
801 | |
802 rmonst = randmonster(TRUE, FALSE); /* Choose a random wanderer */ | |
803 attr = &monsters[rmonst].m_flags[0]; /* Start of attributes */ | |
804 for (i=0; i<MAXFLAGS; i++) | |
805 if (*attr++ == CANTELEPORT) { | |
806 canteleport = TRUE; | |
807 break; | |
808 } | |
809 | |
810 /* Find a place for it -- avoid the player's room if can't teleport */ | |
811 do { | |
812 do { | |
813 i = rnd_room(); | |
814 } until (canteleport || hr != &rooms[i] || levtype == MAZELEV || | |
815 levtype == OUTSIDE); | |
816 | |
817 /* Make sure the monster does not teleport on top of the player */ | |
818 do { | |
819 rnd_pos(&rooms[i], &cp); | |
820 } while (hr == &rooms[i] && ce(cp, hero)); | |
821 } until (step_ok(cp.y, cp.x, NOMONST, (struct thing *)NULL)); | |
822 | |
823 /* Create a new wandering monster */ | |
824 item = new_item(sizeof *tp); | |
825 new_monster(item, rmonst, &cp, FALSE); | |
826 tp = THINGPTR(item); | |
827 runto(tp, &hero); | |
828 tp->t_pos = cp; /* Assign the position to the monster */ | |
829 seehim = cansee(tp->t_pos.y, tp->t_pos.x); | |
830 if (on(*tp, HASFIRE)) { | |
831 register struct room *rp; | |
832 | |
833 rp = roomin(&tp->t_pos); | |
834 if (rp) { | |
835 register struct linked_list *fire_item; | |
836 | |
837 fire_item = creat_item(); | |
838 ldata(fire_item) = (char *) tp; | |
839 attach(rp->r_fires, fire_item); | |
840 | |
841 rp->r_flags |= HASFIRE; | |
842 if (seehim && next(rp->r_fires) == NULL) | |
843 light(&hero); | |
844 } | |
845 } | |
846 | |
847 /* See if we give the monster anything */ | |
848 carry = monsters[tp->t_index].m_carry; | |
849 if (off(*tp, ISUNIQUE)) carry /= 2; /* Non-unique has only a half chance */ | |
850 carry_obj(tp, carry); | |
851 | |
852 /* Calculate its movement rate */ | |
853 tp->t_no_move = movement(tp); | |
854 | |
855 /* Alert the player if a monster just teleported in */ | |
856 if (hr == &rooms[i] && canteleport && seehim && !invisible(tp)) { | |
857 msg("A %s just teleported in", monster_name(tp)); | |
858 light(&hero); | |
859 running = FALSE; | |
860 } | |
861 | |
862 if (wizard) | |
863 msg("Started a wandering %s", monster_name(tp)); | |
864 } | |
865 |