Mercurial > hg > early-roguelike
diff rogue5/monsters.c @ 33:f502bf60e6e4
Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Mon, 24 May 2010 20:10:59 +0000 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/rogue5/monsters.c Mon May 24 20:10:59 2010 +0000 @@ -0,0 +1,261 @@ +/* + * File with various monster functions in it + * + * @(#)monsters.c 4.46 (Berkeley) 02/05/99 + * + * Rogue: Exploring the Dungeons of Doom + * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman + * All rights reserved. + * + * See the file LICENSE.TXT for full copyright and licensing information. + */ + +#include <curses.h> +#include <string.h> +#include "rogue.h" +#include <ctype.h> + +/* + * List of monsters in rough order of vorpalness + */ +static const int lvl_mons[] = { + 'K', 'E', 'B', 'S', 'H', 'I', 'R', 'O', 'Z', 'L', 'C', 'Q', 'A', + 'N', 'Y', 'F', 'T', 'W', 'P', 'X', 'U', 'M', 'V', 'G', 'J', 'D' +}; + +static const int wand_mons[] = { + 'K', 'E', 'B', 'S', 'H', 0, 'R', 'O', 'Z', 0, 'C', 'Q', 'A', + 0, 'Y', 0, 'T', 'W', 'P', 0, 'U', 'M', 'V', 'G', 'J', 0 +}; + +/* + * randmonster: + * Pick a monster to show up. The lower the level, + * the meaner the monster. + */ +int +randmonster(int wander) +{ + int d; + const int *mons; + + mons = (wander ? wand_mons : lvl_mons); + do + { + d = level + (rnd(10) - 6); + if (d < 0) + d = rnd(5); + if (d > 25) + d = rnd(5) + 21; + } while (mons[d] == 0); + return mons[d]; +} + +/* + * new_monster: + * Pick a new monster and add it to the list + */ + +void +new_monster(THING *tp, int type, const coord *cp) +{ + struct monster *mp; + int lev_add; + + if ((lev_add = level - AMULETLEVEL) < 0) + lev_add = 0; + attach(mlist, tp); + tp->t_type = type; + tp->t_disguise = type; + tp->t_pos = *cp; + move(cp->y, cp->x); + tp->t_oldch = CCHAR( inch() ); + tp->t_room = roomin(cp); + moat(cp->y, cp->x) = tp; + mp = &monsters[tp->t_type-'A']; + tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add; + tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8); + tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add; + strcpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg); + tp->t_stats.s_str = mp->m_stats.s_str; + tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp); + tp->t_flags = mp->m_flags; + if (level > 29) + tp->t_flags |= ISHASTE; + tp->t_turn = TRUE; + tp->t_pack = NULL; + if (ISWEARING(R_AGGR)) + runto(cp); + if (type == 'X') + tp->t_disguise = rnd_thing(); +} + +/* + * expadd: + * Experience to add for this monster's level/hit points + */ +int +exp_add(const THING *tp) +{ + int mod; + + if (tp->t_stats.s_lvl == 1) + mod = tp->t_stats.s_maxhp / 8; + else + mod = tp->t_stats.s_maxhp / 6; + if (tp->t_stats.s_lvl > 9) + mod *= 20; + else if (tp->t_stats.s_lvl > 6) + mod *= 4; + return mod; +} + +/* + * wanderer: + * Create a new wandering monster and aim it at the player + */ + +void +wanderer(void) +{ + THING *tp; + coord cp; + int cnt = 0; + + tp = new_item(); + do + { + /* Avoid endless loop when all rooms are filled with monsters + * and the player room is not accessible to the monsters. + */ + if (cnt++ >= 500) + { + discard(tp); + return; + } + find_floor(NULL, &cp, FALSE, TRUE); + } while (roomin(&cp) == proom && moat(cp.y, cp.x) == NULL); + new_monster(tp, randmonster(TRUE), &cp); + if (on(player, SEEMONST)) + { + standout(); + if (!on(player, ISHALU)) + addch(tp->t_type); + else + addch(rnd(26) + 'A'); + standend(); + } + runto(&tp->t_pos); +#ifdef MASTER + if (wizard) + msg("started a wandering %s", monsters[tp->t_type-'A'].m_name); +#endif +} + +/* + * wake_monster: + * What to do when the hero steps next to a monster + */ +const THING * +wake_monster(int y, int x) +{ + THING *tp; + struct room *rp; + int ch; + const char *mname; + + if ((tp = moat(y, x)) == NULL) { +#ifdef MASTER + msg("can't find monster in wake_monster"); +#endif + return NULL; + } + + ch = tp->t_type; + /* + * Every time he sees mean monster, it might start chasing him + */ + if (!on(*tp, ISRUN) && rnd(3) != 0 && on(*tp, ISMEAN) && !on(*tp, ISHELD) + && !ISWEARING(R_STEALTH) && !on(player, ISLEVIT)) + { + tp->t_dest = &hero; + tp->t_flags |= ISRUN; + } + if (ch == 'M' && !on(player, ISBLIND) && !on(player, ISHALU) + && !on(*tp, ISFOUND) && !on(*tp, ISCANC) && on(*tp, ISRUN)) + { + rp = proom; + if ((rp != NULL && !(rp->r_flags & ISDARK)) + || dist(y, x, hero.y, hero.x) < LAMPDIST) + { + tp->t_flags |= ISFOUND; + if (!save(VS_MAGIC)) + { + if (on(player, ISHUH)) + lengthen(unconfuse, spread(HUHDURATION)); + else + fuse(unconfuse, 0, spread(HUHDURATION), AFTER); + player.t_flags |= ISHUH; + mname = set_mname(tp); + addmsg("%s", mname); + if (strcmp(mname, "it") != 0) + addmsg("'"); + msg("s gaze has confused you"); + } + } + } + /* + * Let greedy ones guard gold + */ + if (on(*tp, ISGREED) && !on(*tp, ISRUN)) + { + tp->t_flags |= ISRUN; + if (proom->r_goldval) + tp->t_dest = &proom->r_gold; + else + tp->t_dest = &hero; + } + return tp; +} + +/* + * give_pack: + * Give a pack to a monster if it deserves one + */ + +void +give_pack(THING *tp) +{ + if (level >= max_level && rnd(100) < monsters[tp->t_type-'A'].m_carry) + attach(tp->t_pack, new_thing()); +} + +/* + * save_throw: + * See if a creature save against something + */ +int +save_throw(int which, const THING *tp) +{ + int need; + + need = 14 + which - tp->t_stats.s_lvl / 2; + return (roll(1, 20) >= need); +} + +/* + * save: + * See if he saves against various nasty things + */ +int +save(int which) +{ + if (which == VS_MAGIC) + { + if (ISRING(LEFT, R_PROTECT)) + which -= cur_ring[LEFT]->o_arm; + if (ISRING(RIGHT, R_PROTECT)) + which -= cur_ring[RIGHT]->o_arm; + } + return save_throw(which, &player); +}