diff urogue/monsters.c @ 256:c495a4f288c6

Import UltraRogue from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Tue, 31 Jan 2017 19:56:04 -0500
parents
children 0250220d8cdd
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/urogue/monsters.c	Tue Jan 31 19:56:04 2017 -0500
@@ -0,0 +1,1497 @@
+/*
+    monsters.c - File with various monster functions in it
+ 
+    UltraRogue: The Ultimate Adventure in the Dungeons of Doom
+    Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
+    All rights reserved.
+
+    Based on "Advanced Rogue"
+    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
+    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 <stdlib.h>
+#include <string.h>
+#include <ctype.h>
+#include "rogue.h"
+
+/*
+    summon_monster()
+        Summon a monster.
+*/
+
+struct linked_list *
+summon_monster(int type, int familiar, int print_message)
+{
+    struct linked_list  *mp;
+    struct thing    *tp;
+    int   monster;
+
+    if (familiar && !is_wearing(R_WIZARD) && off(player, CANSUMMON))
+    {
+        msg("Only spellcasters can summon familiars!");
+        return(NULL);
+    }
+
+    if (type == 0)    /* Random monster modified by level */
+    {
+        int ndice = min(pstats.s_lvl, (nummonst - NUMSUMMON) / 8);
+
+        monster = min(nummonst, roll(ndice, pstats.s_charisma));
+        
+		/*
+         * if a familiar exists, and it is higher in level, make it
+         * again 
+         */
+
+        if (fam_ptr != NULL) 
+		{
+            struct thing   *fp = THINGPTR(fam_ptr);
+
+            monster = max(fp->t_index, monster);
+        }
+	}
+    else
+        monster = type;
+
+    turn_on(player, SUMMONING);
+
+    mp = creat_mons(&player, monster, NOMESSAGE);
+
+    if (!mp)
+    {
+        msg("Summon failed.");
+        turn_off(player, SUMMONING);
+        return(NULL);
+    }
+
+    if (print_message == MESSAGE)
+    {
+        msg("A %s appears out of nowhere!", monsters[monster].m_name);
+
+        if (familiar)
+            msg("I am here to serve %s.", whoami);
+        else
+        {
+            msg("My goodness, are you Yendor?");
+            ++mons_summoned;
+            debug("%d monsters now summoned.", mons_summoned);
+        }
+    }
+
+    tp = THINGPTR(mp);
+    turn_on(*tp, ISCHARMED);    /* Summoned monsters are always charmed */
+
+    if (familiar)
+    {
+        int i;
+        static const unsigned long fam_on[]= {ISREGEN,CANSHOOT,CANWIELD,HASARMOR,ISFAMILIAR,0};
+        static const unsigned long fam_off[]={ISMEAN, ISHUH, ISINVIS,
+                    CANSURPRISE, NOMOVE,
+                    ISSLOW, ISSHADOW, ISGREED, ISFAST,
+                    CANFLY, ISFLEE, 0};
+
+        for (i = 0; fam_on[i]; i++)
+            turn_on(*tp, fam_on[i]);
+
+        for (i = 0; fam_off[i]; i++)
+            turn_off(*tp, fam_off[i]);
+
+        if (fam_ptr != NULL)    /* Get rid of old familiar */
+        {
+            struct thing    *fp = THINGPTR(fam_ptr);
+            struct linked_list  *fpack = fp->t_pack;
+            struct linked_list  *item;
+
+            if (fpack != NULL)  /* Transfer pack */
+            {
+                if (tp->t_pack == NULL)
+                    tp->t_pack = fpack;
+                else
+                {
+                    for(item=tp->t_pack; item->l_next != NULL; item=next(item))
+                        ;   /* find last item in list */
+
+                    item->l_next = fpack;
+                    fpack->l_prev = item;
+                }
+            }
+
+            fpack = NULL;
+            killed(NULL, fam_ptr, NOMESSAGE, NOPOINTS);
+        }
+
+        fam_ptr = mp;
+        fam_type = monster;
+
+        /* improve their abilities a bit */
+
+        tp->t_stats.s_hpt += roll(2, pstats.s_lvl);
+        tp->t_stats.s_lvl += roll(2, (pstats.s_lvl / 4) + 1);
+        tp->t_stats.s_arm -= roll(2, (pstats.s_lvl / 4) + 1);
+        tp->t_stats.s_str += roll(2, (pstats.s_lvl / 4) + 1);
+        tp->t_stats.s_intel += roll(2, (pstats.s_lvl / 4) + 1);
+        tp->t_stats.s_wisdom += roll(2, (pstats.s_lvl / 4) + 1);
+        tp->t_stats.s_dext += roll(2, (pstats.s_lvl / 4) + 1);
+        tp->t_stats.s_const += roll(2, (pstats.s_lvl / 4) + 1);
+        tp->t_stats.s_charisma += roll(2, (pstats.s_lvl / 4) + 1);
+		
+		/* some monsters do no damage by default */
+		
+		if (strcmp(tp->t_stats.s_dmg, "0d0") == 0)
+            tp->t_stats.s_dmg = "1d8";
+			
+        tp->maxstats = tp->t_stats; /* structure assignment */
+    }
+
+    turn_off(player, SUMMONING);
+
+    return(mp);
+}
+
+/*
+     randmonster()
+        wander - wandering monster allowed
+        grab - a throne room monster allowed
+*/
+
+int
+randmonster(int wander, int grab)
+{
+    int mons_number, cur_level, range, i;
+
+    /* Do we want a merchant? */
+
+    if (wander == WANDER && monsters[nummonst].m_wander && rnd(5000) < 3)
+        return(nummonst);
+
+    cur_level = level;
+    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");
+        }
+
+        mons_number = NLEVMONS * (cur_level - 1) +
+            (rnd(range) - (range - 1 - NLEVMONS));
+
+        if (mons_number < 1)
+            mons_number = rnd(NLEVMONS) + 1;
+        else if (mons_number > nummonst - NUMSUMMON - 1)
+        {
+            if (grab == GRAB)
+                mons_number = rnd(range + NUMSUMMON) +
+                    (nummonst - 1) -
+                    (range + NUMSUMMON - 1);
+            else if (mons_number > nummonst - 1)
+                mons_number = rnd(range) +
+                (nummonst - NUMSUMMON - 1) -
+                (range - 1);
+        }
+    }
+    while (wander == WANDER ? !monsters[mons_number].m_wander ||
+        !monsters[mons_number].m_normal :
+        !monsters[mons_number].m_normal);
+
+    return((short)mons_number);
+}
+
+/*
+    new_monster()
+        Pick a new monster and add it to the list
+*/
+
+void
+new_monster(struct linked_list *item, int type, coord *cp, int max_monster)
+{
+    struct thing    *tp;
+    struct monster  *mp;
+    char    *ip, *hitp;
+    int   i, min_intel, max_intel;
+    int   num_dice, num_sides = 8, num_extra = 0;
+    int eff_charisma = pstats.s_charisma;
+    int eff_intel = pstats.s_intel;
+
+    attach(mlist, item);
+    tp = THINGPTR(item);
+    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 = -1;
+    tp->t_pos = *cp;
+    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);
+    }
+
+    if (max_monster == MAXSTATS)
+        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_lvl = mp->m_stats.s_lvl;
+    tp->t_stats.s_arm = mp->m_stats.s_arm;
+    tp->t_stats.s_dmg = mp->m_stats.s_dmg;
+    tp->t_stats.s_exp = mp->m_stats.s_exp + mp->m_add_exp * tp->t_stats.s_hpt;
+    tp->t_stats.s_str = mp->m_stats.s_str;
+
+    if (max_level > 30)
+    {
+        tp->t_stats.s_hpt += roll(4, (max_level - 60) * 2);
+        tp->t_stats.s_lvl += roll(4, (max_level - 60) / 8);
+        tp->t_stats.s_arm -= roll(2, (max_level - 60) / 8);
+        tp->t_stats.s_str += roll(2, (max_level - 60) / 12);
+        tp->t_stats.s_exp += roll(4, (max_level - 60) * 2) * mp->m_add_exp;
+    }
+
+    /*
+     * 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);
+
+    if (max_level > 45)
+        tp->t_stats.s_dext += roll(2, (max_level - 50) / 8);
+
+    /* Set the initial flags */
+
+    for (i = 0; i < 16; i++)
+        tp->t_flags[i] = 0;
+
+    for (i = 0; i < 16; i++)
+        turn_on(*tp, mp->m_flags[i]);
+
+    /* suprising monsters don't always surprise you */
+
+    if (!max_monster && on(*tp, CANSURPRISE) && rnd(100) < 20)
+        turn_off(*tp, CANSURPRISE);
+
+    /* If this monster is unique, genocide it */
+
+    if (on(*tp, ISUNIQUE))
+        mp->m_normal = FALSE;
+
+    /* gods automatically get special abilities */
+
+    if (on(*tp, ISGOD))
+    {
+        turn_on(*tp, CANFRIGHTEN);
+        turn_on(*tp, CANCAST);
+        turn_on(*tp, CANFLY);
+        turn_on(*tp, CANBARGAIN);
+        turn_on(*tp, ISLARGE);
+        turn_on(*tp, CANTELEPORT);
+        turn_on(*tp, CANSPEAK);
+        turn_on(*tp, CANDARKEN);
+        turn_on(*tp, CANSEE);
+        turn_on(*tp, CANLIGHT);
+        turn_on(*tp, BMAGICHIT);
+    }
+
+    tp->t_turn = TRUE;
+    tp->t_pack = NULL;
+
+    /* 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);
+    }
+
+    tp->t_stats.s_power = (rnd(tp->t_stats.s_lvl / 5) + 1) * tp->t_stats.s_intel;
+
+    tp->maxstats = tp->t_stats; /* structure assignment */
+
+    /* If the monster can shoot, it may have a weapon */
+
+    if (on(*tp, CANSHOOT) && (max_monster || rnd(9) < 6))
+    {
+        struct linked_list  *thrower_item, *missile_item;
+        struct object *thrower, *a_missile;
+
+        thrower_item = new_item(sizeof *thrower);
+        thrower = OBJPTR(thrower_item);
+        carried_weapon(tp, thrower);
+
+        missile_item = new_item(sizeof *a_missile);
+        a_missile = OBJPTR(missile_item);
+        carried_weapon(tp, a_missile);
+
+        /* The monster may use a crossbow, sling, footbow, or an arrow */
+        /* Take racial preferences into account */
+
+        if ((strcmp(mp->m_name, "elf") == 0) ||
+            (strcmp(mp->m_name, "noldor elf") == 0))
+        {
+            thrower->o_which = BOW;
+
+            if (rnd(5) == 0)
+                a_missile->o_which = SILVERARROW;
+            else
+                a_missile->o_which = ARROW;
+        }
+        else if ((strcmp(mp->m_name, "dwarf") == 0) ||
+                (strcmp(mp->m_name, "kazad dwarf") == 0))
+        {
+            thrower->o_which = CROSSBOW;
+            a_missile->o_which = BOLT;
+        }
+        else if (on(*tp, ISSMALL))
+        {
+            switch (rnd(3))
+            {
+                case 0:
+                    thrower->o_which = SLING;
+                    a_missile->o_which = BULLET;
+                    break;
+                default:
+                    thrower->o_which = SLING;
+                    a_missile->o_which = ROCK;
+            }
+        }
+        else if (on(*tp, ISLARGE))
+        {
+            switch (rnd(4))
+            {
+                case 0:
+                    thrower->o_which = CROSSBOW;
+                    a_missile->o_which = BOLT;
+                    break;
+
+                case 1:
+                    thrower->o_which = FOOTBOW;
+                    a_missile->o_which = FBBOLT;
+                    break;
+
+                default:
+                    thrower->o_which = BOW;
+
+                    if (rnd(5) == 0)
+                        a_missile->o_which = FLAMEARROW;
+                    else
+                        a_missile->o_which = ARROW;
+
+                    break;
+            }
+        }
+        else
+        {
+            switch (rnd(6))
+            {
+                case 1:
+                    thrower->o_which = SLING;
+                    a_missile->o_which = ROCK;
+                    break;
+
+                case 2:
+                    thrower->o_which = CROSSBOW;
+                    a_missile->o_which = BOLT;
+                    break;
+
+                case 3:
+                    thrower->o_which = FOOTBOW;
+                    a_missile->o_which = FBBOLT;
+                    break;
+
+                case 4:
+                    thrower->o_which = BOW;
+                    a_missile->o_which = ARROW;
+                    break;
+
+                default:
+                    thrower->o_which = SLING;
+                    a_missile->o_which = BULLET;
+                    break;
+            }
+        }
+
+        init_weapon(thrower, thrower->o_which);
+        init_weapon(a_missile, a_missile->o_which);
+
+        attach(tp->t_pack, thrower_item);
+        attach(tp->t_pack, missile_item);
+    }
+
+    /* monsters that wield weapons */
+
+    if (on(*tp, CANWIELD))
+    {
+        if (max_monster || rnd(3))
+        {
+            struct linked_list  *wield_item;
+            struct object   *wielded;
+
+            wield_item = new_item(sizeof *wielded);
+            wielded = OBJPTR(wield_item);
+            carried_weapon(tp, wielded);
+
+            i = rnd(CLAYMORE - CLUB) + rnd(2 * tp->t_stats.s_lvl);
+            i = min(i, CLAYMORE);
+            wielded->o_which = i;
+            init_weapon(wielded, wielded->o_which);
+
+            /* Is it too heavy? */
+
+            if (itemweight(wielded) > 8 * tp->t_stats.s_str)
+                discard(wield_item);
+            else
+                attach(tp->t_pack, wield_item);
+        }
+    }
+
+    if (is_wearing(R_AGGR))
+        chase_it(cp, &player);
+    else
+    {
+        turn_off(*tp, ISRUN);
+
+        if (on(*tp, ISFLEE) && (rnd(4) == 0))
+            turn_off(*tp, ISFLEE);
+
+        if (rnd(luck) == 0)
+            switch (player.t_ctype)
+            {
+                case C_MAGICIAN:
+                case C_ILLUSION:
+                    eff_intel = 2 * pstats.s_intel;
+                    break;
+                case C_DRUID:
+                    eff_intel = 2 * pstats.s_intel;
+                case C_RANGER:
+                    eff_charisma = 2 * pstats.s_charisma;
+                    break;
+                case C_ASSASIN:
+                case C_THIEF:
+                case C_NINJA:
+                    eff_charisma = pstats.s_charisma / 2;
+                    break;
+            }
+
+        /* LOWFRIENDLY monsters might be friendly */
+
+        i = roll(1,100);
+
+        if (i == 0 || (on(*tp, LOWFRIENDLY) && i < eff_charisma) ||
+            (on(*tp, MEDFRIENDLY) && i < 3 * eff_charisma) ||
+            (on(*tp, HIGHFRIENDLY) && i < 5 * eff_charisma))
+        {
+            turn_on(*tp, ISFRIENDLY);
+            turn_off(*tp, ISMEAN);
+        }
+
+        i = roll(1,100);
+
+        if (i == 0 || (on(*tp, LOWCAST) && i < eff_intel) ||
+            (on(*tp, MEDCAST) && i < 3 * eff_intel) ||
+            (on(*tp, HIGHCAST) && i < 5 * eff_intel))
+        {
+            turn_on(*tp, CANCAST);
+        }
+
+        if (on(*tp, ISDISGUISE))
+        {
+            char    mch = 0;
+
+            if (tp->t_pack != NULL)
+                mch = (OBJPTR(tp->t_pack))->o_type;
+            else
+                switch (rnd(level > arts[0].ar_level ? 10 : 9))
+                {
+                    case 0: mch = GOLD;     break;
+                    case 1: mch = POTION;   break;
+                    case 2: mch = SCROLL;   break;
+                    case 3: mch = FOOD;     break;
+                    case 4: mch = WEAPON;   break;
+                    case 5: mch = ARMOR;    break;
+                    case 6: mch = RING;     break;
+                    case 7: mch = STICK;    break;
+                    case 8: mch = monsters[randmonster(NOWANDER, NOGRAB)].m_appear;
+                                break;
+                    case 9: mch = ARTIFACT; break;
+                }
+
+            tp->t_disguise = mch;
+        }
+    }
+}
+
+/*
+    wanderer()
+        A wandering monster has awakened and is headed for the player
+*/
+
+void
+wanderer(void)
+{
+    int i, cnt = 0;
+    struct room *hr = roomin(hero);
+    struct linked_list  *item;
+    struct thing    *tp;
+    coord   cp;
+    char    *loc;
+    int which;
+
+    /* Find a place for it -- avoid the player's room */
+
+    do
+    {
+        do
+        {
+            cnt++;
+            i = rnd_room();
+        }
+        while (!(hr != &rooms[i] || levtype == MAZELEV
+               || levtype == THRONE || cnt > 5000));
+
+        rnd_pos(&rooms[i], &cp);
+    }
+    while(!step_ok(cp.y, cp.x, NOMONST, NULL));
+
+    /* Create a new wandering monster */
+
+    item = new_item(sizeof *tp);
+    which = randmonster(TRUE, FALSE);
+    new_monster(item, which, &cp, FALSE);
+
+    tp = THINGPTR(item);
+    tp->t_pos = cp;     /* Assign the position to the monster */
+
+    chase_it(&tp->t_pos, &player);
+
+    i = rnd(7);
+
+    if (on(*tp, ISSWARM) && i < 5)
+        cnt = roll(2, 4);
+    else if (on(*tp, ISFLOCK) && i < 5)
+        cnt = roll(1, 4);
+    else
+        cnt = 0;
+
+    for (i = 1; i <= cnt; i++)
+    {
+        struct linked_list  *ip = creat_mons(tp, which, NOMESSAGE);
+
+        if (ip != NULL)
+        {
+            struct thing    *mp = THINGPTR(ip);
+
+            if (on(*tp, ISFRIENDLY))
+                turn_on(*mp, ISFRIENDLY);
+            else
+                turn_off(*mp, ISFRIENDLY);
+        }
+    }
+
+    if (cnt > 0)
+    {
+        if (on(*tp, LOWCAST) || on(*tp, MEDCAST) || on(*tp, HIGHCAST))
+            turn_on(*tp, CANCAST);
+
+        tp->t_stats.s_hpt += roll(2, 8);
+        tp->t_stats.s_lvl += roll(2, 3);
+        tp->t_stats.s_arm -= roll(1, 6);
+        tp->t_stats.s_str += roll(2, 3);
+        tp->t_stats.s_intel += roll(2, 3);
+        tp->t_stats.s_exp += roll(2, 8) * monsters[which].m_add_exp;
+    }
+
+    i = DISTANCE(cp, hero);
+
+    if (i < 20)
+        loc = "very close to you";
+    else if (i < 400)
+        loc = "nearby";
+    else
+        loc = "in the distance";
+
+    if (wizard)
+        msg("Started a wandering %s.", monsters[tp->t_index].m_name);
+    else if (on(*tp, ISUNDEAD) && (player.t_ctype == C_CLERIC ||
+            player.t_ctype == C_PALADIN || is_wearing(R_PIETY)))
+        msg("You sense a new ungodly monster %s.", loc);
+    else if (on(player, CANHEAR) || (player.t_ctype == C_THIEF &&
+            rnd(20) == 0))
+        msg("You hear a new %s moving %s.",
+            monsters[tp->t_index].m_name, loc);
+    else if (on(player, CANSCENT) || (player.t_ctype == C_THIEF &&
+            rnd(20) == 0))
+        msg("You smell a new %s %s.", monsters[tp->t_index].m_name,
+            loc);
+}
+
+/*
+    wake_monster
+	
+        what to do when the hero steps next to a monster
+*/
+
+struct linked_list *
+wake_monster(int y, int x)
+{
+    struct thing    *tp;
+    struct linked_list  *it;
+    struct room *trp;
+    char    *mname;
+
+    if ((it = find_mons(y, x)) == NULL)
+    {
+        debug("Can't find monster in show.");
+        return(NULL);
+    }
+
+    tp = THINGPTR(it);
+
+    if ((good_monster(*tp)) || on(player, SUMMONING))
+    {
+        chase_it(&tp->t_pos, &player);
+        turn_off(*tp, ISINVIS);
+        turn_off(*tp, CANSURPRISE);
+        return(it);
+    }
+
+    trp = roomin(tp->t_pos);   /* Current room for monster */
+    mname = monsters[tp->t_index].m_name;
+
+    /* Let greedy ones guard gold */
+
+    if (on(*tp, ISGREED) && off(*tp, ISRUN))
+        if ((trp != NULL) && (lvl_obj != NULL))
+        {
+            struct linked_list  *item;
+            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 */
+                    tp->t_horde = cur;
+                    turn_on(*tp, ISRUN);
+                    turn_off(*tp, ISDISGUISE);
+                    tp->t_ischasing = FALSE;
+                    /* Make it worth protecting */
+                    cur->o_count += roll(2, 3) * GOLDCALC;
+                    break;
+                }
+            }
+        }
+
+    /*
+     * Every time he sees mean monster, it might start chasing him unique
+     * monsters always do
+     */
+
+    if (  (on(*tp, ISUNIQUE)) ||
+          ( (rnd(100) > 33) &&
+            on(*tp, ISMEAN) &&
+            off(*tp, ISHELD) &&
+            off(*tp, ISRUN) &&
+            !is_stealth(&player) &&
+            (off(player, ISINVIS) || on(*tp, CANSEE))
+          )
+       )
+    {
+        chase_it(&tp->t_pos, &player);
+    }
+
+    /* Handle gaze attacks */
+
+    if (on(*tp, ISRUN) && cansee(tp->t_pos.y, tp->t_pos.x) &&
+            off(player, ISINVIS))
+    {
+        if (on(*tp, CANHUH))    /* Confusion */
+        {
+            if (on(player, CANREFLECT))
+            {
+                msg("You reflect the bewildering stare of the %s.", mname);
+
+                if (save_throw(VS_MAGIC, tp))
+                {
+                    msg("The %s is confused!", mname);
+                    turn_on(*tp, ISHUH);
+                }
+                else
+                    msg("The %s staggers for a moment.", mname);
+            }
+            else if (save(VS_MAGIC))
+            {
+                msg("You feel dizzy for a moment, but it quickly passes.");
+
+                if (rnd(100) < 67)
+                    turn_off(*tp, CANHUH);
+            }
+            else if (off(player, ISCLEAR))
+            {
+                if (off(player, ISHUH))
+                {
+                    light_fuse(FUSE_UNCONFUSE, 0, rnd(20) + HUHDURATION, AFTER);
+                    msg("The %s's gaze has confused you.", mname);
+                    turn_on(player, ISHUH);
+                }
+                else
+                    lengthen_fuse(FUSE_UNCONFUSE, rnd(20) + HUHDURATION);
+            }
+        }
+
+        if (on(*tp, CANSNORE))      /* Sleep */
+        {
+            if (on(player, CANREFLECT))
+            {
+                msg("You reflect the lethargic glance of the %s", mname);
+
+                if (save_throw(VS_PARALYZATION, tp))
+                {
+                    msg("The %s falls asleep!", mname);
+                    tp->t_no_move += SLEEPTIME;
+                }
+            }
+            else if (no_command == 0 && !save(VS_PARALYZATION))
+            {
+                if (is_wearing(R_ALERT))
+                    msg("You feel slightly drowsy for a moment.");
+                else
+                {
+                    msg("The %s's gaze puts you to sleep.", mname);
+                    no_command = SLEEPTIME;
+
+                    if (rnd(100) < 50)
+                        turn_off(*tp, CANSNORE);
+                }
+            }
+        }
+
+        if (on(*tp, CANFRIGHTEN))   /* Fear */
+        {
+            turn_off(*tp, CANFRIGHTEN);
+
+            if (on(player, CANREFLECT))
+            {
+                msg("The %s sees its reflection. ", mname);
+
+                if (save_throw(VS_MAGIC,tp))
+                {
+                    msg("The %s is terrified by its reflection!", mname);
+                    turn_on(*tp, ISFLEE);
+                }
+            }
+            else
+            {
+                if (!save(VS_WAND) && !(on(player, ISFLEE) &&
+                       (player.t_chasee==tp)))
+                {
+                    if ((player.t_ctype != C_PALADIN) &&
+                        off(player, SUPERHERO))
+                    {
+                        turn_on(player, ISFLEE);
+                        player.t_ischasing = FALSE;
+                        player.t_chasee    = tp;
+                        msg("The sight of the %s terrifies you.", mname);
+                    }
+                    else
+                        msg("My, the %s looks ugly.", mname);
+                }
+            }
+        }
+
+        if (on(*tp, LOOKSLOW))     /* Slow */
+        {
+            turn_off(*tp, LOOKSLOW);
+
+            if (on(player, CANREFLECT))
+            {
+                msg("You reflect the mournful glare of the %s.", mname);
+
+                if (save_throw(VS_MAGIC,tp))
+                {
+                    msg("The %s is slowing down!", mname);
+                    turn_on(*tp, ISSLOW);
+                }
+            }
+            else if (is_wearing(R_FREEDOM) || save(VS_MAGIC))
+                msg("You feel run-down for a moment.");
+            else
+            {
+                if (on(player, ISHASTE))    /* Already sped up */
+                {
+                    extinguish_fuse(FUSE_NOHASTE);
+                    nohaste(NULL);
+                }
+                else
+                {
+                    msg("You feel yourself moving %sslower.",
+                     on(player, ISSLOW) ? "even " : "");
+
+                    if (on(player, ISSLOW))
+                        lengthen_fuse(FUSE_NOSLOW, rnd(4) + 4);
+                    else
+                    {
+                        turn_on(player, ISSLOW);
+                        player.t_turn = TRUE;
+                        light_fuse(FUSE_NOSLOW, 0, rnd(4) + 4, AFTER);
+                    }
+                }
+            }
+        }
+
+        if (on(*tp, CANBLIND))  /* Blinding */
+        {
+            turn_off(*tp, CANBLIND);
+
+            if (on(player, CANREFLECT))
+            {
+                msg("You reflect the blinding stare of the %s.", mname);
+
+                if (save_throw(VS_WAND, tp))
+                {
+                    msg("The %s is blinded!", mname);
+                    turn_on(*tp, ISHUH);
+                }
+            }
+            else if (off(player, ISBLIND))
+                if (save(VS_WAND) || is_wearing(R_TRUESEE) || is_wearing(R_SEEINVIS))
+                    msg("Your eyes film over for a moment.");
+                else
+                {
+                    msg("The gaze of the %s blinds you.", mname);
+                    turn_on(player, ISBLIND);
+                    light_fuse(FUSE_SIGHT, 0, rnd(30) + 20, AFTER);
+                    look(FALSE);
+                }
+        }
+
+        if (on(*tp, LOOKSTONE))  /* Stoning */
+        {
+            turn_off(*tp, LOOKSTONE);
+
+            if (on(player, CANREFLECT))
+            {
+                msg("You reflect the flinty look of the %s.", mname);
+
+                if (save_throw(VS_PETRIFICATION,tp))
+                {
+                    msg("The %s suddenly stiffens", mname);
+                    tp->t_no_move += STONETIME;
+                }
+                else
+                {
+                    msg("The %s is turned to stone!", mname);
+                    killed(&player, it, NOMESSAGE, POINTS);
+                }
+            }
+            else
+            {
+                if (on(player, CANINWALL))
+                    msg("The %s cannot focus on you.", mname);
+                else
+                {
+                    msg("The gaze of the %s stiffens your limbs.", mname);
+
+                    if (save(VS_PETRIFICATION))
+                        no_command = STONETIME;
+                    else if (rnd(100))
+                        no_command = STONETIME * 3;
+                    else
+                    {
+                        msg("The gaze of the %s petrifies you.", mname);
+                        msg("You are turned to stone!!! --More--");
+                        wait_for(' ');
+                        death(D_PETRIFY);
+                        return(it);
+                    }
+                }
+            }
+        }
+    }
+
+    /*
+     * True Sight sees all Never see ISINWALL or CANSURPRISE See ISSHADOW
+     * 80% See ISINVIS with See Invisibilty
+     */
+
+    if (off(player, CANTRUESEE) &&
+        on(*tp, ISINWALL) || on(*tp, CANSURPRISE) ||
+        (on(*tp, ISSHADOW) && rnd(100) < 80) ||
+        (on(*tp, ISINVIS) && off(player, CANSEE)))
+	{
+	    /* 
+	    TODO: incomplete - need to finish logic
+	    int ch = mvwinch(stdscr, y, x); 
+	    */
+	}
+	
+
+    /* hero might be able to hear or smell monster if he can't see it */
+
+    if ((rnd(player.t_ctype == C_THIEF ? 40 : 200) == 0 ||
+            on(player, CANHEAR)) && !cansee(tp->t_pos.y, tp->t_pos.x))
+        msg("You hear a %s nearby.", mname);
+    else if ((rnd(player.t_ctype == C_THIEF ? 40 : 200) == 0 ||
+            on(player, CANSCENT)) && !cansee(tp->t_pos.y, tp->t_pos.x))
+        msg("You smell a %s nearby.", mname);
+
+    return(it);
+}
+
+/*
+    genocide()
+        wipe out hated monsters flags:    ISBLESSED, ISCURSED
+*/
+
+void
+genocide(int flags)
+{
+    struct linked_list  *ip;
+    struct thing    *mp;
+    struct linked_list  *nip;
+    int    which_monst;
+    int    blessed = flags & ISBLESSED;
+    int    cursed = flags & ISCURSED;
+
+    while ((which_monst = get_monster_number("genocide")) == 0)
+        ;
+
+    if (cursed)    /* oops... */
+    {
+        new_level(THRONE, which_monst);
+        msg("What's this I hear about you trying to wipe me out?");
+        fighting = running = after = FALSE;
+        return;
+    }
+
+    /* Remove this monster from the present level */
+
+    for (ip = mlist; ip; ip = nip)
+    {
+        mp = THINGPTR(ip);
+        nip = next(ip);
+
+        if (mp->t_index == which_monst)
+        {
+            check_residue(mp);  /* Check for special features before removing */
+            remove_monster(&mp->t_pos, ip);
+        }
+    }
+
+    /* Remove from available monsters */
+
+    monsters[which_monst].m_normal = FALSE;
+    monsters[which_monst].m_wander = FALSE;
+    mpos = 0;
+    msg("You have wiped out the %s.", monsters[which_monst].m_name);
+
+    if (blessed)
+        genocide(ISNORMAL);
+}
+
+
+/*
+    id_monst()
+        lists the monsters with the displayed by the character unless
+        there is only one in which case it is returned as the string
+*/
+
+void
+id_monst(int monster)
+{
+    int i;
+
+    for (i = 1; i <= nummonst + 2; i++)
+        if (monsters[i].m_appear == monster)
+            add_line("A %s ", monsters[i].m_name);
+
+    end_line();
+}
+
+
+/*
+    check_residue()
+        takes care of any effect of the monster
+*/
+
+void
+check_residue(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, maybe */
+
+    if (on(*tp, DIDDRAIN) && rnd(3) == 0)
+        raise_level();
+
+    /* If frightened of this monster, stop */
+
+    if (on(player, ISFLEE) && (player.t_chasee==tp))
+        turn_off(player, ISFLEE);
+
+    /* If monster was suffocating player, stop it */
+    if (on(*tp, DIDSUFFOCATE))
+        extinguish_fuse(FUSE_SUFFOCATE);
+
+    /* If something with fire, may darken */
+    if (on(*tp, HASFIRE))
+    {
+        struct room *rp = roomin(tp->t_pos);
+
+        if (rp && (--(rp->r_fires) <= 0))
+        {
+            rp->r_flags &= ~HASFIRE;
+            light(&tp->t_pos);
+        }
+    }
+}
+
+/*
+    sell()
+        displays a menu of goods from which the player may choose to
+        purchase something.
+*/
+
+#define SELL_ITEMS 10       /* How many things 'q' might carry */
+
+void
+sell(struct thing *tp)
+{
+    struct linked_list  *item;
+    int i, j, min_worth, nitems, chance, which_item, w;
+    char goods;
+    struct object   *obj;
+    char    buffer[2 * LINELEN];
+    char    dbuf[2 * LINELEN];
+
+    struct
+    {
+        int which;
+        int plus1, plus2;
+        int count;
+        int worth;
+        int flags;
+        char    *name;
+    }
+    selection[SELL_ITEMS];
+
+    int effective_purse = ((player.t_ctype == C_PALADIN) ?
+                   (9 * purse / 10) : purse);
+
+    min_worth = -1;     /* hope item is never worth less than this */
+    item = find_mons(tp->t_pos.y, tp->t_pos.x); /* Get pointer to monster */
+
+    /* Select the items */
+
+    nitems = rnd(6) + 5;
+
+    switch (rnd(6))
+    {
+        /* 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;
+
+                switch (luck)
+                {
+                    case 0: break;
+                    case 1:
+                        if (rnd(3) == 0)
+                        {
+                            selection[i].flags |=  ISCURSED;
+                            selection[i].plus1 =  -1 - rnd(5);
+                        }
+                        break;
+
+                    default:
+                        if (rnd(luck))
+                        {
+                            selection[i].flags |= ISCURSED;
+                            selection[i].plus1 =  -1 - rnd(5);
+                        }
+                        break;
+                }
+
+                /* Calculate price */
+
+                w = armors[j].a_worth;
+                w *= (1 + luck + (10 * selection[i].plus1));
+                w = (w / 2) + (roll(6, w) / 6);
+                selection[i].worth = max(w, 25);
+
+                if (min_worth > selection[i].worth || i == 1)
+                    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) + 8;
+
+                selection[i].name = weaps[selection[i].which].w_name;
+
+                switch (luck)
+                {
+                    case 0: break;
+                    case 1:
+                        if (rnd(3) == 0)
+                        {
+                            selection[i].flags |= ISCURSED;
+                            selection[i].plus1 =  -rnd(3);
+                            selection[i].plus2 =  -rnd(3);
+                        }
+                        break;
+
+                    default:
+                        if (rnd(luck))
+                        {
+                            selection[i].flags |= ISCURSED;
+                            selection[i].plus1 =  -rnd(3);
+                            selection[i].plus2 =  -rnd(3);
+                        }
+                        break;
+                }
+
+                w = weaps[selection[i].which].w_worth * selection[i].count;
+                w *= (1 + luck + (10 * selection[i].plus1 +
+                          10 * selection[i].plus2));
+                w = (w / 2) + (roll(6, w) / 6);
+                selection[i].worth = max(w, 25);
+
+                if (min_worth > selection[i].worth || i == 1)
+                    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;
+                selection[i].count = 1;
+                selection[i].name = ws_magic[selection[i].which].mi_name;
+
+                switch (luck)
+                {
+                    case 0: break;
+                    case 1:
+                        if (rnd(3) == 0)
+                        {
+                            selection[i].flags |= ISCURSED;
+                            selection[i].plus1 = 1;
+                        }
+                        break;
+
+                    default:
+                        if (rnd(luck))
+                        {
+                            selection[i].flags |= ISCURSED;
+                            selection[i].plus1 = 1;
+                        }
+                }
+
+                w = ws_magic[selection[i].which].mi_worth;
+                w += (luck + 1) * 20 * selection[i].plus1;
+                w = (w / 2) + (roll(6, w) / 6);
+                selection[i].worth = max(w, 25);
+
+                if (min_worth > selection[i].worth || i == 1)
+                    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;
+                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;
+
+                switch (luck)
+                {
+                    case 0: break;
+                    case 1:
+                        if (rnd(3) == 0)
+                        {
+                            selection[i].flags |= ISCURSED;
+                            selection[i].plus1 =  -1 - rnd(2);
+                        }
+                        break;
+
+                    default:
+                        if (rnd(luck))
+                        {
+                            selection[i].flags |= ISCURSED;
+                            selection[i].plus1 =  -1 - rnd(2);
+                        }
+                }
+
+                w = 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)
+                            w += selection[i].plus1 * 50;
+                }
+
+                w *= (1 + luck);
+                w = (w / 2) + (roll(6, w) / 6);
+                selection[i].worth = max(w, 25);
+
+                if (min_worth > selection[i].worth * selection[i].count)
+                    min_worth = selection[i].worth;
+            }
+    }
+
+    /* See if player can afford an item */
+
+    if (min_worth > effective_purse)
+    {
+        msg("The %s eyes your small purse and departs.",
+            monsters[nummonst].m_name);
+
+        /* Get rid of the monster */
+
+        killed(NULL, item, NOMESSAGE, NOPOINTS);
+
+        return;
+    }
+
+    /* Display the goods */
+
+    msg("The %s shows you his wares.", monsters[nummonst].m_name);
+    wstandout(cw);
+    mvwaddstr(cw, 0, mpos, morestr);
+    wstandend(cw);
+    wrefresh(cw);
+    wait_for(' ');
+    msg("");
+    clearok(cw, TRUE);
+    touchwin(cw);
+
+    wclear(hw);
+    touchwin(hw);
+
+    for (i = 0; i < nitems; i++)
+    {
+        if (selection[i].worth > effective_purse)
+            continue;
+
+        wmove(hw, i + 2, 0);
+        sprintf(dbuf, "[%c] ", ('a' + i));
+
+        switch(goods)
+        {
+            case ARMOR:
+                strcat(dbuf, "Some ");
+                break;
+            case WEAPON:
+                if (selection[i].count == 1)
+                    strcat(dbuf, "A ");
+                else
+                {
+                    sprintf(buffer, "%2d ", selection[i].count);
+                    strcat(dbuf, buffer);
+                }
+                break;
+
+            case STICK:
+                strcat(dbuf, "A ");
+                strcat(dbuf, ws_type[selection[i].which]);
+                strcat(dbuf, " of ");
+                break;
+
+            case RING:
+                strcat(dbuf, "A ring of ");
+                break;
+        }
+
+        strcat(dbuf, selection[i].name);
+
+        if (selection[i].count > 1)
+            strcat(dbuf, "s");
+
+        sprintf(buffer, "%-50s Price:  %d", dbuf, selection[i].worth);
+        waddstr(hw, buffer);
+    }
+
+    sprintf(buffer, "Purse:  %d", purse);
+    mvwaddstr(hw, nitems + 3, 0, buffer);
+    mvwaddstr(hw, 0, 0, "How about one of the following goods? ");
+    wrefresh(hw);
+
+    /* Get rid of the monster */
+
+    killed(NULL, item, NOMESSAGE, NOPOINTS);
+
+    which_item = (short) ((readchar() & 0177) - 'a');
+
+    while (which_item < 0 || which_item >= nitems ||
+        selection[which_item].worth > effective_purse)
+    {
+        if (which_item == (short) ESCAPE - (short) 'a')
+            return;
+
+        mvwaddstr(hw, 0, 0, "Please enter one of the listed items: ");
+        wrefresh(hw);
+        which_item = (short) ((readchar() & 0177) - 'a');
+    }
+
+    if (purse > selection[which_item].worth)
+         purse -= selection[which_item].worth;
+    else
+         purse = 0L;
+
+    item = spec_item(goods, selection[which_item].which,
+          selection[which_item].plus1, selection[which_item].plus2);
+
+    obj = OBJPTR(item);
+
+    if (selection[which_item].count > 1)
+    {
+        obj->o_count = selection[which_item].count;
+        obj->o_group = ++group;
+    }
+
+    /* If a stick or ring, let player know the type */
+
+    switch (goods)
+    {
+        case STICK: know_items[TYP_STICK][selection[which_item].which] = TRUE;
+                    break;
+        case RING:  know_items[TYP_RING][selection[which_item].which] = TRUE;
+                    break;
+    }
+
+    if (add_pack(item, MESSAGE) == FALSE)
+    {
+        obj->o_pos = hero;
+        fall(&player, item, TRUE, FALSE);
+    }
+}
+
+void
+carried_weapon(struct thing *owner, struct object *weapon)
+{
+    weapon->o_hplus = (rnd(4) < 3) ? 0 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
+    weapon->o_dplus = (rnd(4) < 3) ? 0 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
+    weapon->o_hplus += rnd(owner->t_stats.s_lvl / 3 + 1);
+    weapon->o_hplus += rnd(owner->t_stats.s_lvl / 3 + 1);
+    weapon->o_damage = weapon->o_hurldmg = "0d0";
+    weapon->o_ac = 11;
+    weapon->o_count = 1;
+    weapon->o_group = 0;
+
+    if ((weapon->o_hplus <= 0) && (weapon->o_dplus <= 0))
+        weapon->o_flags = ISCURSED;
+
+    weapon->o_flags = 0;
+    weapon->o_type = WEAPON;
+    weapon->o_mark[0] = '\0';
+}