Mercurial > hg > early-roguelike
diff arogue5/monsters.c @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 09 Aug 2012 22:58:48 +0000 |
parents | |
children | 56e748983fa8 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue5/monsters.c Thu Aug 09 22:58:48 2012 +0000 @@ -0,0 +1,1034 @@ +/* + * File with various monster functions in it + * + * Advanced Rogue + * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T + * All rights reserved. + * + * Based on "Rogue: Exploring the Dungeons of Doom" + * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman + * All rights reserved. + * + * See the file LICENSE.TXT for full copyright and licensing information. + */ + +#include "curses.h" +#include "rogue.h" +#include <ctype.h> +#include <string.h> + + +/* + * Check_residue takes care of any effect of the monster + */ +check_residue(tp) +register struct thing *tp; +{ + /* + * Take care of special abilities + */ + if (on(*tp, DIDHOLD) && (--hold_count == 0)) turn_off(player, ISHELD); + + /* If it has lowered player, give him back a level */ + if (on(*tp, DIDDRAIN)) raise_level(FALSE); + + /* If frightened of this monster, stop */ + if (on(player, ISFLEE) && + player.t_dest == &tp->t_pos) turn_off(player, ISFLEE); + + /* If monster was suffocating player, stop it */ + if (on(*tp, DIDSUFFOCATE)) extinguish(suffocate); + + /* If something with fire, may darken */ + if (on(*tp, HASFIRE)) { + register struct room *rp=roomin(&tp->t_pos); + register struct linked_list *fire_item; + + if (rp) { + for (fire_item = rp->r_fires; fire_item != NULL; + fire_item = next(fire_item)) { + if (THINGPTR(fire_item) == tp) { + detach(rp->r_fires, fire_item); + destroy_item(fire_item); + if (rp->r_fires == NULL) { + rp->r_flags &= ~HASFIRE; + if (cansee(tp->t_pos.y, tp->t_pos.x)) light(&hero); + } + break; + } + } + } + } +} + +/* + * Creat_mons creates the specified monster -- any if 0 + */ + +bool +creat_mons(person, monster, report) +struct thing *person; /* Where to create next to */ +short monster; +bool report; +{ + struct linked_list *nitem; + register struct thing *tp; + struct room *rp; + coord *mp; + + if (levtype == POSTLEV) + return(FALSE); + if ((mp = fallpos(&(person->t_pos), FALSE, 2)) != NULL) { + nitem = new_item(sizeof (struct thing)); + new_monster(nitem, + monster == 0 ? randmonster(FALSE, FALSE) + : monster, + mp, + TRUE); + tp = THINGPTR(nitem); + runto(tp, &hero); + tp->t_no_move = 1; /* since it just got here, it is disoriented */ + carry_obj(tp, monsters[tp->t_index].m_carry/2); /* only half chance */ + if (on(*tp, HASFIRE)) { + rp = roomin(&tp->t_pos); + if (rp) { + register struct linked_list *fire_item; + + /* Put the new fellow in the room list */ + fire_item = creat_item(); + ldata(fire_item) = (char *) tp; + attach(rp->r_fires, fire_item); + + rp->r_flags |= HASFIRE; + } + } + + /* + * If we can see this monster, set oldch to ' ' to make light() + * think the creature used to be invisible (ie. not seen here) + */ + if (cansee(tp->t_pos.y, tp->t_pos.x)) tp->t_oldch = ' '; + return(TRUE); + } + if (report) msg("You hear a faint cry of anguish in the distance."); + return(FALSE); +} + +/* + * Genmonsters: + * Generate at least 'least' monsters for this single room level. + * 'Treas' indicates whether this is a "treasure" level. + */ + +void +genmonsters(least, treas) +register int least; +bool treas; +{ + reg int i; + reg struct room *rp = &rooms[0]; + reg struct linked_list *item; + reg struct thing *mp; + coord tp; + + for (i = 0; i < level + least; i++) { + if (!treas && rnd(100) < 50) /* put in some little buggers */ + continue; + /* + * Put the monster in + */ + item = new_item(sizeof *mp); + mp = THINGPTR(item); + do { + rnd_pos(rp, &tp); + } until(mvwinch(stdscr, tp.y, tp.x) == FLOOR); + + new_monster(item, randmonster(FALSE, FALSE), &tp, FALSE); + /* + * See if we want to give it a treasure to carry around. + */ + carry_obj(mp, monsters[mp->t_index].m_carry); + + /* Is it going to give us some light? */ + if (on(*mp, HASFIRE)) { + register struct linked_list *fire_item; + + fire_item = creat_item(); + ldata(fire_item) = (char *) mp; + attach(rp->r_fires, fire_item); + rp->r_flags |= HASFIRE; + } + } +} + +/* + * id_monst returns the index of the monster given its letter + */ + +short +id_monst(monster) +register char monster; +{ + register short result; + + result = NLEVMONS*vlevel; + if (result > NUMMONST) result = NUMMONST; + + for(; result>0; result--) + if (monsters[result].m_appear == monster) return(result); + for (result=(NLEVMONS*vlevel)+1; result <= NUMMONST; result++) + if (monsters[result].m_appear == monster) return(result); + return(0); +} + + +/* + * new_monster: + * Pick a new monster and add it to the list + */ + +new_monster(item, type, cp, max_monster) +struct linked_list *item; +short type; +register coord *cp; +bool max_monster; +{ + register struct thing *tp; + register struct monster *mp; + register char *ip, *hitp; + register int i, min_intel, max_intel; + register int num_dice, num_sides=8, num_extra=0; + + attach(mlist, item); + tp = THINGPTR(item); + tp->t_turn = TRUE; + tp->t_pack = NULL; + tp->t_index = type; + tp->t_wasshot = FALSE; + tp->t_type = monsters[type].m_appear; + tp->t_ctype = C_MONSTER; + tp->t_no_move = 0; + tp->t_doorgoal = 0; + tp->t_quiet = 0; + tp->t_pos = tp->t_oldpos = *cp; + tp->t_oldch = CCHAR( mvwinch(cw, cp->y, cp->x) ); + mvwaddch(mw, cp->y, cp->x, tp->t_type); + mp = &monsters[tp->t_index]; + + /* Figure out monster's hit points */ + hitp = mp->m_stats.s_hpt; + num_dice = atoi(hitp); + if ((hitp = strchr(hitp, 'd')) != NULL) { + num_sides = atoi(++hitp); + if ((hitp = strchr(hitp, '+')) != NULL) + num_extra = atoi(++hitp); + } + + tp->t_stats.s_lvl = mp->m_stats.s_lvl; + tp->t_stats.s_arm = mp->m_stats.s_arm; + strncpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg,sizeof(tp->t_stats.s_dmg)); + tp->t_stats.s_str = mp->m_stats.s_str; + if (vlevel > HARDER) { /* the deeper, the meaner we get */ + tp->t_stats.s_lvl += (vlevel - HARDER); + num_dice += (vlevel - HARDER)/2; + } + if (max_monster) + tp->t_stats.s_hpt = num_dice * num_sides + num_extra; + else + tp->t_stats.s_hpt = roll(num_dice, num_sides) + num_extra; + tp->t_stats.s_exp = mp->m_stats.s_exp + mp->m_add_exp*tp->t_stats.s_hpt; + + /* + * just initailize others values to something reasonable for now + * maybe someday will *really* put these in monster table + */ + tp->t_stats.s_wisdom = 8 + rnd(4); + tp->t_stats.s_dext = 8 + rnd(4); + tp->t_stats.s_const = 8 + rnd(4); + tp->t_stats.s_charisma = 8 + rnd(4); + + /* Set the initial flags */ + for (i=0; i<16; i++) tp->t_flags[i] = 0; + for (i=0; i<MAXFLAGS; i++) + turn_on(*tp, mp->m_flags[i]); + + /* suprising monsters don't always surprise you */ + if (!max_monster && on(*tp, CANSURPRISE) && + off(*tp, ISUNIQUE) && rnd(100) < 20) + turn_off(*tp, CANSURPRISE); + + /* If this monster is unique, gen it */ + if (on(*tp, ISUNIQUE)) mp->m_normal = FALSE; + + /* + * if is it the quartermaster, then compute his level and exp pts + * based on the level. This will make it fair when thieves try to + * steal and give them reasonable experience if they succeed. + */ + if (on(*tp, CANSELL)) { + tp->t_stats.s_exp = vlevel * 100; + tp->t_stats.s_lvl = vlevel/2 + 1; + attach(tp->t_pack, new_thing(ALL)); + } + + /* Normally scared monsters have a chance to not be scared */ + if (on(*tp, ISFLEE) && (rnd(4) == 0)) turn_off(*tp, ISFLEE); + + /* Figure intelligence */ + min_intel = atoi(mp->m_intel); + if ((ip = (char *) strchr(mp->m_intel, '-')) == NULL) + tp->t_stats.s_intel = min_intel; + else { + max_intel = atoi(++ip); + if (max_monster) + tp->t_stats.s_intel = max_intel; + else + tp->t_stats.s_intel = min_intel + rnd(max_intel - min_intel); + } + if (vlevel > HARDER) + tp->t_stats.s_intel += ((vlevel - HARDER)/2); + tp->maxstats = tp->t_stats; + + /* If the monster can shoot, it may have a weapon */ + if (on(*tp, CANSHOOT) && ((rnd(100) < (22 + vlevel)) || max_monster)) { + struct linked_list *item1; + register struct object *cur, *cur1; + + item = new_item(sizeof *cur); + item1 = new_item(sizeof *cur1); + cur = OBJPTR(item); + cur1 = OBJPTR(item1); + cur->o_hplus = (rnd(4) < 3) ? 0 + : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); + cur->o_dplus = (rnd(4) < 3) ? 0 + : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); + cur1->o_hplus = (rnd(4) < 3) ? 0 + : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); + cur1->o_dplus = (rnd(4) < 3) ? 0 + : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); + strcpy(cur->o_damage,"0d0"); + strcpy(cur->o_hurldmg,"0d0"); + strcpy(cur1->o_damage,"0d0"); + strcpy(cur1->o_hurldmg,"0d0"); + cur->o_ac = cur1->o_ac = 11; + cur->o_count = cur1->o_count = 1; + cur->o_group = cur1->o_group = 0; + cur->contents = cur1->contents = NULL; + if ((cur->o_hplus <= 0) && (cur->o_dplus <= 0)) cur->o_flags = ISCURSED; + if ((cur1->o_hplus <= 0) && (cur1->o_dplus <= 0)) + cur1->o_flags = ISCURSED; + cur->o_flags = cur1->o_flags = 0; + cur->o_type = cur1->o_type = WEAPON; + cur->o_mark[0] = cur1->o_mark[0] = '\0'; + + /* The monster may use a crossbow, sling, or an arrow */ + i = rnd(100); + if (i < 10) { + cur->o_which = CROSSBOW; + cur1->o_which = BOLT; + init_weapon(cur, CROSSBOW); + init_weapon(cur1, BOLT); + } + else if (i < 70) { + cur->o_which = BOW; + cur1->o_which = ARROW; + init_weapon(cur, BOW); + init_weapon(cur1, ARROW); + } + else { + cur->o_which = SLING; + cur1->o_which = ROCK; + init_weapon(cur, SLING); + init_weapon(cur1, ROCK); + } + + attach(tp->t_pack, item); + attach(tp->t_pack, item1); + } + + + if (ISWEARING(R_AGGR)) + runto(tp, &hero); + if (on(*tp, ISDISGUISE)) + { + char mch = 0; + + if (tp->t_pack != NULL) + mch = (OBJPTR(tp->t_pack))->o_type; + else + switch (rnd(10)) { + case 0: mch = GOLD; + when 1: mch = POTION; + when 2: mch = SCROLL; + when 3: mch = FOOD; + when 4: mch = WEAPON; + when 5: mch = ARMOR; + when 6: mch = RING; + when 7: mch = STICK; + when 8: mch = monsters[randmonster(FALSE, FALSE)].m_appear; + when 9: mch = MM; + } + tp->t_disguise = mch; + } +} + +/* + * randmonster: + * Pick a monster to show up. The lower the level, + * the meaner the monster. + */ + +short +randmonster(wander, no_unique) +register bool wander, no_unique; +{ + register int d, cur_level, range, i; + + /* + * Do we want a merchant? Merchant is always in place 'NUMMONST' + */ + if (wander && monsters[NUMMONST].m_wander && rnd(100) < 3) return NUMMONST; + + cur_level = vlevel; + range = 4*NLEVMONS; + i = 0; + do + { + if (i++ > range*10) { /* just in case all have be genocided */ + i = 0; + if (--cur_level <= 0) + fatal("Rogue could not find a monster to make"); + } + d = NLEVMONS*(cur_level - 1) + (rnd(range) - (range - 1 - NLEVMONS)); + if (d < 1) + d = rnd(NLEVMONS) + 1; + if (d > NUMMONST - NUMUNIQUE - 1) { + if (no_unique) + d = rnd(range) + (NUMMONST - NUMUNIQUE - 1) - (range - 1); + else if (d > NUMMONST - 1) + d = rnd(range+NUMUNIQUE) + (NUMMONST-1) - (range+NUMUNIQUE-1); + } + } + while (wander ? !monsters[d].m_wander || !monsters[d].m_normal + : !monsters[d].m_normal); + return d; +} + +/* Sell displays a menu of goods from which the player may choose + * to purchase something. + */ + +sell(tp) +register struct thing *tp; +{ + register struct linked_list *item; + register struct object *obj; + register int i, j, min_worth, nitems, goods = 0, chance, which_item; + char buffer[LINELEN]; + struct { + int which; + int plus1, plus2; + int count; + int worth; + char *name; + } selection[10]; + + min_worth = 100000; + item = find_mons(tp->t_pos.y, tp->t_pos.x); /* Get pointer to monster */ + + /* Select the items */ + nitems = rnd(6) + 5; + + for (i=0; i<nitems; i++) { + selection[i].worth = selection[i].plus1 + = selection[i].plus2 + = selection[i].which + = selection[i].count + = 0; + } + switch (rnd(9)) { + /* Armor */ + case 0: + case 1: + goods = ARMOR; + for (i=0; i<nitems; i++) { + chance = rnd(100); + for (j = 0; j < MAXARMORS; j++) + if (chance < armors[j].a_prob) + break; + if (j == MAXARMORS) { + debug("Picked a bad armor %d", chance); + j = 0; + } + selection[i].which = j; + selection[i].count = 1; + if (rnd(100) < 40) selection[i].plus1 = rnd(5) + 1; + else selection[i].plus1 = 0; + selection[i].name = armors[j].a_name; + + /* Calculate price */ + selection[i].worth = armors[j].a_worth; + selection[i].worth += + 2 * s_magic[S_ALLENCH].mi_worth * selection[i].plus1; + if (min_worth > selection[i].worth) + min_worth = selection[i].worth; + } + break; + + /* Weapon */ + case 2: + case 3: + goods = WEAPON; + for (i=0; i<nitems; i++) { + selection[i].which = rnd(MAXWEAPONS); + selection[i].count = 1; + if (rnd(100) < 35) { + selection[i].plus1 = rnd(3); + selection[i].plus2 = rnd(3); + } + else { + selection[i].plus1 = 0; + selection[i].plus2 = 0; + } + if (weaps[selection[i].which].w_flags & ISMANY) + selection[i].count = rnd(15) + 5; + selection[i].name = weaps[selection[i].which].w_name; + /* + * note: use "count" before adding in the enchantment cost + * of an item. This will keep the price of arrows + * and such to a reasonable price. + */ + j = selection[i].plus1 + selection[i].plus2; + selection[i].worth = weaps[selection[i].which].w_worth; + selection[i].worth *= selection[i].count; + selection[i].worth += 2 * s_magic[S_ALLENCH].mi_worth * j; + if (min_worth > selection[i].worth) + min_worth = selection[i].worth; + } + break; + + /* Staff or wand */ + case 4: + goods = STICK; + for (i=0; i<nitems; i++) { + selection[i].which = pick_one(ws_magic, MAXSTICKS); + selection[i].plus1 = rnd(11) + 5; /* Charges */ + selection[i].count = 1; + selection[i].name = ws_magic[selection[i].which].mi_name; + selection[i].worth = ws_magic[selection[i].which].mi_worth; + selection[i].worth += 20 * selection[i].plus1; + if (min_worth > selection[i].worth) + min_worth = selection[i].worth; + } + break; + + /* Ring */ + case 5: + goods = RING; + for (i=0; i<nitems; i++) { + selection[i].which = pick_one(r_magic, MAXRINGS); + selection[i].plus1 = rnd(2) + 1; /* Armor class */ + selection[i].count = 1; + if (rnd(100) < r_magic[selection[i].which].mi_bless + 10) + selection[i].plus1 += rnd(2) + 1; + selection[i].name = r_magic[selection[i].which].mi_name; + selection[i].worth = r_magic[selection[i].which].mi_worth; + + switch (selection[i].which) { + case R_DIGEST: + if (selection[i].plus1 > 2) selection[i].plus1 = 2; + else if (selection[i].plus1 < 1) selection[i].plus1 = 1; + /* fall thru here to other cases */ + case R_ADDSTR: + case R_ADDDAM: + case R_PROTECT: + case R_ADDHIT: + case R_ADDINTEL: + case R_ADDWISDOM: + if (selection[i].plus1 > 0) + selection[i].worth += selection[i].plus1 * 50; + } + if(min_worth > selection[i].worth) + min_worth = selection[i].worth; + } + break; + + /* scroll */ + case 6: + goods = SCROLL; + for (i=0; i<nitems; i++) { + selection[i].which = pick_one(s_magic, MAXSCROLLS); + selection[i].count = 1; + selection[i].name = s_magic[selection[i].which].mi_name; + selection[i].worth = s_magic[selection[i].which].mi_worth; + if (min_worth > selection[i].worth) + min_worth = selection[i].worth; + } + break; + + /* potions */ + case 7: + goods = POTION; + for (i=0; i<nitems; i++) { + selection[i].which = pick_one(p_magic, MAXPOTIONS); + selection[i].count = 1; + selection[i].name = p_magic[selection[i].which].mi_name; + selection[i].worth = p_magic[selection[i].which].mi_worth; + if (min_worth > selection[i].worth) + min_worth = selection[i].worth; + } + break; + + /* Miscellaneous magic */ + case 8: + goods = MM; + for (i=0; i<nitems; i++) { /* don't sell as many mm as others */ + selection[i].which = pick_one(m_magic, MAXMM); + selection[i].count = 1; + selection[i].name = m_magic[selection[i].which].mi_name; + selection[i].worth = m_magic[selection[i].which].mi_worth; + + switch (selection[i].which) { + case MM_JUG: + switch(rnd(9)) { + case 0: selection[i].plus1 = P_PHASE; + when 1: selection[i].plus1 = P_CLEAR; + when 2: selection[i].plus1 = P_SEEINVIS; + when 3: selection[i].plus1 = P_HEALING; + when 4: selection[i].plus1 = P_MFIND; + when 5: selection[i].plus1 = P_TFIND; + when 6: selection[i].plus1 = P_HASTE; + when 7: selection[i].plus1 = P_RESTORE; + when 8: selection[i].plus1 = P_FLY; + } + when MM_OPEN: + case MM_HUNGER: + case MM_DRUMS: + case MM_DISAPPEAR: + case MM_CHOKE: + case MM_KEOGHTOM: + selection[i].plus1 = 3 + (rnd(3)+1) * 3; + selection[i].worth += selection[i].plus1 * 50; + when MM_BRACERS: + selection[i].plus1 = rnd(10)+1; + selection[i].worth += selection[i].plus1 * 75; + when MM_DISP: + selection[i].plus1 = 2; + when MM_PROTECT: + selection[i].plus1 = rnd(5)+1; + selection[i].worth += selection[i].plus1 * 100; + when MM_SKILLS: + selection[i].plus1 = player.t_ctype; + otherwise: + break; + } + if(min_worth > selection[i].worth) + min_worth = selection[i].worth; + } + break; + } + + /* See if player can afford an item */ + if (min_worth > purse) { + msg("The %s eyes your small purse and departs.", + monsters[NUMMONST].m_name); + /* Get rid of the monster */ + killed(item, FALSE, FALSE); + return; + } + + /* Display the goods */ + msg("The %s shows you his wares.--More--", monsters[NUMMONST].m_name); + wait_for(cw,' '); + msg(""); + clearok(cw, TRUE); + touchwin(cw); + + wclear(hw); + touchwin(hw); + for (i=0; i < nitems; i++) { + mvwaddch(hw, i+2, 0, '['); + waddch(hw, (char) ((int) 'a' + i)); + waddstr(hw, "] "); + switch (goods) { + case ARMOR: + waddstr(hw, "Some "); + when WEAPON: + if (selection[i].count == 1) + waddstr(hw, " A ");