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 && + 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'; +}