Mercurial > hg > early-roguelike
diff 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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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/monsters.c Fri May 08 15:24:40 2015 -0400 @@ -0,0 +1,827 @@ +/* + * monsters.c - File with various monster functions in it + * + * Advanced Rogue + * Copyright (C) 1984, 1985, 1986 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. + */ + +/* + * File with various monster functions in it + * + */ + +#include "curses.h" +#include "rogue.h" +#include <ctype.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); + turn_off(*tp, DIDHOLD); + } + + /* 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); + turn_off(*tp, DIDSUFFOCATE); + } + + /* 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); + carry_obj(tp, monsters[tp->t_index].m_carry/2); /* only half chance */ + + /* since it just got here, it is disoriented */ + tp->t_no_move = 2 * movement(tp); + + 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); + + /* Calculate a movement rate */ + mp->t_no_move = movement(mp); + + /* 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; +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; + char *strchr(); + + attach(mlist, item); + tp = THINGPTR(item); + 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_action = A_NIL; + tp->t_doorgoal = 0; + tp->t_quiet = 0; + tp->t_dest = NULL; + tp->t_name = NULL; + 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_lvladj = 0; + 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; + tp->t_stats.s_dext = mp->m_stats.s_dex; + tp->t_movement = mp->m_stats.s_move; + if (vlevel > HARDER) { /* the deeper, the meaner we get */ + tp->t_stats.s_lvl += (vlevel - HARDER); + num_dice += (vlevel - HARDER)/2; + tp->t_stats.s_arm -= (vlevel - HARDER) / 4; + } + 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_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]); + + /* + * these are the base chances that a creatures will do something + * assuming it can. These are(or can be) modified at runtime + * based on what the creature experiences + */ + tp->t_breathe = 75; /* base chance of breathing */ + tp->t_artifact = 90; /* base chance of using artifact */ + tp->t_summon = 40; /* base chance of summoning */ + tp->t_cast = 75; /* base chance of casting a spell */ + tp->t_wand = on(*tp, ISUNIQUE) ? 35 : 50; /* base chance of using wands */ + + /* 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 it is 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. + * Then fill his pack with his wares. + */ + if (on(*tp, CANSELL)) { + tp->t_stats.s_exp = vlevel * 100; + tp->t_stats.s_lvl = vlevel/2 + 1; + make_sell_pack(tp); + } + + /* 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); + + strncpy(cur->o_damage, "0d0", sizeof(cur->o_damage)); + strncpy(cur->o_hurldmg, "0d0", sizeof(cur->o_hurldmg)); + strncpy(cur1->o_damage, "0d0", sizeof(cur1->o_damage)); + strncpy(cur1->o_hurldmg, "0d0", sizeof(cur1->o_hurldmg)); + + 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); + } + + + /* Calculate the initial movement rate */ + updpack(TRUE, tp); + tp->t_no_move = movement(tp); + + if (ISWEARING(R_AGGR)) + runto(tp, &hero); + if (on(*tp, ISDISGUISE)) + { + char mch; + + 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) < pstats.s_charisma/4) + 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, *seller; + register struct linked_list *sellpack; + register struct object *obj; + register int worth, min_worth; + char buffer[LINELEN]; + + + /* + * Get a linked_list pointer to the seller. We need this in case + * he disappears so we can set monst_dead. + */ + seller = find_mons(tp->t_pos.y, tp->t_pos.x); + + sellpack = tp->t_pack; + if (sellpack == NULL) { + msg("%s looks puzzled and departs.", prname(monster_name(tp), TRUE)); + + /* Get rid of the monster */ + killed(seller, FALSE, FALSE, FALSE); + return; + } + + /* See how much the minimum pack item is worth */ + min_worth = 100000; + for (item = sellpack; item != NULL; item = next(item)) { + obj = OBJPTR(item); + obj->o_flags |= ISPOST; /* Force a long description of the item */ + worth = get_worth(obj); + if (worth < min_worth) min_worth = worth; + } + + /* See if player can afford an item */ + if (min_worth > purse) { + msg("%s eyes your small purse and departs.", + prname(monster_name(tp), TRUE)); + + /* Get rid of the monster */ + killed(seller, FALSE, FALSE, FALSE); + return; + } + + /* Announce our intentions */ + msg("%s opens his pack.--More--", prname(monster_name(tp), TRUE)); + wait_for(' '); + + /* Try to sell something */ + sprintf(buffer, "You got %d gold pieces. Buy", purse); + item = get_item(sellpack, buffer, ALL, TRUE, TRUE); + + /* Get rid of the monster */ + if (item != NULL) detach(tp->t_pack, item); /* Take it out of the pack */ + killed(seller, FALSE, FALSE, FALSE); + + if (item == NULL) return; + + /* Can he afford the selected item? */ + obj = OBJPTR(item); + + worth = get_worth(obj); + if (worth > purse) { + msg("You cannot afford it."); + o_discard(item); + return; + } + + /* Charge him through the nose */ + purse -= worth; + + /* If a stick or ring, let player know the type */ + switch (obj->o_type) { + case RING: r_know[obj->o_which] = TRUE; + when POTION:p_know[obj->o_which] = TRUE; + when SCROLL:s_know[obj->o_which] = TRUE; + when STICK: ws_know[obj->o_which] = TRUE; + when MM: m_know[obj->o_which] = TRUE; + + } + + /* Remove the POST flag that we used for get_item() */ + obj->o_flags &= ~ISPOST; + + if (add_pack(item, FALSE, NULL) == FALSE) { + obj->o_pos = hero; + fall(item, TRUE); + } +} + + + +/* + * what to do when the hero steps next to a monster + */ +struct linked_list * +wake_monster(y, x) +int y, x; +{ + register struct thing *tp; + register struct linked_list *it; + register struct room *trp; + register char *mname; + bool nasty; /* Will the monster "attack"? */ + + if ((it = find_mons(y, x)) == NULL) { + msg("Wake: can't find monster in show (%d, %d)", y, x); + return (NULL); + } + tp = THINGPTR(it); + if (on(*tp, ISSTONE)) /* if stoned, don't do anything */ + return it; + + /* + * For now, if we are a friendly monster, we won't do any of + * our special effects. + */ + if (on(*tp, ISFRIENDLY)) return it; + + trp = roomin(&tp->t_pos); /* Current room for monster */ + + /* + * Let greedy ones in a room guard gold + * (except in a maze where lots of creatures would all go for the + * same piece of gold) + */ + if (on(*tp, ISGREED) && off(*tp, ISRUN) && + levtype != MAZELEV && trp != NULL && + lvl_obj != NULL) { + register struct linked_list *item; + register struct object *cur; + + for (item = lvl_obj; item != NULL; item = next(item)) { + cur = OBJPTR(item); + if ((cur->o_type == GOLD) && (roomin(&cur->o_pos) == trp)) { + /* Run to the gold */ + runto(tp, &cur->o_pos); + + /* Make it worth protecting */ + cur->o_count += GOLDCALC + GOLDCALC; + break; + } + } + } + + /* + * Every time he sees mean monster, it might start chasing him + */ + if (on(*tp, ISMEAN) && + off(*tp, ISHELD) && + off(*tp, ISRUN) && + rnd(100) > 33 && + (!is_stealth(&player) || (on(*tp, ISUNIQUE) && rnd(100) > 50)) && + (off(player, ISINVIS) || on(*tp, CANSEE)) || + (trp != NULL && (trp->r_flags & ISTREAS))) { + runto(tp, &hero); + } + + /* + * Get the name; we don't want to do it until here because we need to + * know whether the monster is still sleeping or not. + */ + mname = monster_name(tp); + + /* See if the monster will bother the player */ + nasty = (on(*tp, ISRUN) && cansee(tp->t_pos.y, tp->t_pos.x)); + + /* + * if the creature is awake and can see the player and the + * player has the dreaded "eye of vecna" then see if the + * creature is turned to stone + */ + if (cur_relic[EYE_VECNA] && nasty && off(*tp, NOSTONE) && + (off(player, ISINVIS) || on(*tp, CANSEE))) { + turn_on(*tp, NOSTONE); /* only have to save once */ + if (!save(VS_PETRIFICATION, tp, -2)) { + turn_on(*tp, ISSTONE); + turn_off(*tp, ISRUN); + turn_off(*tp, ISINVIS); + turn_off(*tp, CANSURPRISE); + turn_off(*tp, ISDISGUISE); + msg("%s is turned to stone!", prname(mname, TRUE)); + return it; + } + } + + /* + * Handle monsters that can gaze and do things while running + * Player must be able to see the monster and the monster must + * not be asleep + */ + if (nasty && !invisible(tp)) { + /* + * Confusion + */ + if (on(*tp, CANHUH) && + (off(*tp, ISINVIS) || on(player, CANSEE)) && + (off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) { + if (!save(VS_MAGIC, &player, 0)) {