Mercurial > hg > early-roguelike
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 |
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--- /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 &&