Mercurial > hg > early-roguelike
view arogue5/monsters.c @ 296:000b1c5b8d63
UltraRogue: fix inventory collision after save and restore.
Inventory letters are based on "identifiers" stored in objects' o_ident
field. Identifiers are allocated by get_ident(), which keeps a list of
objects that have them, to avoid giving the same identifier to multiple
objects.
The list is not stored in the savefile, so after restore, get_ident()
was not aware of existing identifiers. This resulted in picked-up
objects having the same inventory letters as objects restored from the
file.
The restore code now adds all objects with identifiers to the list.
author | John "Elwin" Edwards |
---|---|
date | Mon, 15 Jan 2018 20:20:35 -0500 |
parents | 56e748983fa8 |
children | e52a8a7ad4c5 |
line wrap: on
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/* * File with various monster functions in it * * Advanced Rogue * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "curses.h" #include "rogue.h" #include <stdlib.h> #include <ctype.h> #include <string.h> /* * 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 */ if (on(*tp, DIDDRAIN)) raise_level(FALSE); /* If frightened of this monster, stop */ if (on(player, ISFLEE) && player.t_dest == &tp->t_pos) turn_off(player, ISFLEE); /* If monster was suffocating player, stop it */ if (on(*tp, DIDSUFFOCATE)) extinguish(suffocate); /* If something with fire, may darken */ if (on(*tp, HASFIRE)) { register struct room *rp=roomin(&tp->t_pos); register struct linked_list *fire_item; if (rp) { for (fire_item = rp->r_fires; fire_item != NULL; fire_item = next(fire_item)) { if (THINGPTR(fire_item) == tp) { detach(rp->r_fires, fire_item); destroy_item(fire_item); if (rp->r_fires == NULL) { rp->r_flags &= ~HASFIRE; if (cansee(tp->t_pos.y, tp->t_pos.x)) light(&hero); } break; } } } } } /* * Creat_mons creates the specified monster -- any if 0 * person: Where to create next to */ bool creat_mons(struct thing *person, short monster, bool report) { struct linked_list *nitem; register struct thing *tp; struct room *rp; coord *mp; if (levtype == POSTLEV) return(FALSE); if ((mp = fallpos(&(person->t_pos), FALSE, 2)) != NULL) { nitem = new_item(sizeof (struct thing)); new_monster(nitem, monster == 0 ? randmonster(FALSE, FALSE) : monster, mp, TRUE); tp = THINGPTR(nitem); runto(tp, &hero); tp->t_no_move = 1; /* since it just got here, it is disoriented */ carry_obj(tp, monsters[tp->t_index].m_carry/2); /* only half chance */ if (on(*tp, HASFIRE)) { rp = roomin(&tp->t_pos); if (rp) { register struct linked_list *fire_item; /* Put the new fellow in the room list */ fire_item = creat_item(); ldata(fire_item) = (char *) tp; attach(rp->r_fires, fire_item); rp->r_flags |= HASFIRE; } } /* * If we can see this monster, set oldch to ' ' to make light() * think the creature used to be invisible (ie. not seen here) */ if (cansee(tp->t_pos.y, tp->t_pos.x)) tp->t_oldch = ' '; return(TRUE); } if (report) msg("You hear a faint cry of anguish in the distance."); return(FALSE); } /* * Genmonsters: * Generate at least 'least' monsters for this single room level. * 'Treas' indicates whether this is a "treasure" level. */ void genmonsters(int least, bool treas) { reg int i; reg struct room *rp = &rooms[0]; reg struct linked_list *item; reg struct thing *mp; coord tp; for (i = 0; i < level + least; i++) { if (!treas && rnd(100) < 50) /* put in some little buggers */ continue; /* * Put the monster in */ item = new_item(sizeof *mp); mp = THINGPTR(item); do { rnd_pos(rp, &tp); } until(mvwinch(stdscr, tp.y, tp.x) == FLOOR); new_monster(item, randmonster(FALSE, FALSE), &tp, FALSE); /* * See if we want to give it a treasure to carry around. */ carry_obj(mp, monsters[mp->t_index].m_carry); /* Is it going to give us some light? */ if (on(*mp, HASFIRE)) { register struct linked_list *fire_item; fire_item = creat_item(); ldata(fire_item) = (char *) mp; attach(rp->r_fires, fire_item); rp->r_flags |= HASFIRE; } } } /* * id_monst returns the index of the monster given its letter */ short id_monst(char monster) { register short result; result = NLEVMONS*vlevel; if (result > NUMMONST) result = NUMMONST; for(; result>0; result--) if (monsters[result].m_appear == monster) return(result); for (result=(NLEVMONS*vlevel)+1; result <= NUMMONST; result++) if (monsters[result].m_appear == monster) return(result); return(0); } /* * new_monster: * Pick a new monster and add it to the list */ void new_monster(struct linked_list *item, short type, coord *cp, bool max_monster) { register struct thing *tp; register struct monster *mp; register char *ip, *hitp; register int i, min_intel, max_intel; register int num_dice, num_sides=8, num_extra=0; attach(mlist, item); tp = THINGPTR(item); tp->t_turn = TRUE; tp->t_pack = NULL; tp->t_index = type; tp->t_wasshot = FALSE; tp->t_type = monsters[type].m_appear; tp->t_ctype = C_MONSTER; tp->t_no_move = 0; tp->t_doorgoal = 0; tp->t_quiet = 0; tp->t_pos = tp->t_oldpos = *cp; tp->t_oldch = CCHAR( mvwinch(cw, cp->y, cp->x) ); mvwaddch(mw, cp->y, cp->x, tp->t_type); mp = &monsters[tp->t_index]; /* Figure out monster's hit points */ hitp = mp->m_stats.s_hpt; num_dice = atoi(hitp); if ((hitp = strchr(hitp, 'd')) != NULL) { num_sides = atoi(++hitp); if ((hitp = strchr(hitp, '+')) != NULL) num_extra = atoi(++hitp); } tp->t_stats.s_lvl = mp->m_stats.s_lvl; tp->t_stats.s_arm = mp->m_stats.s_arm; strncpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg,sizeof(tp->t_stats.s_dmg)); tp->t_stats.s_str = mp->m_stats.s_str; if (vlevel > HARDER) { /* the deeper, the meaner we get */ tp->t_stats.s_lvl += (vlevel - HARDER); num_dice += (vlevel - HARDER)/2; } if (max_monster) tp->t_stats.s_hpt = num_dice * num_sides + num_extra; else tp->t_stats.s_hpt = roll(num_dice, num_sides) + num_extra; tp->t_stats.s_exp = mp->m_stats.s_exp + mp->m_add_exp*tp->t_stats.s_hpt; /* * just initailize others values to something reasonable for now * maybe someday will *really* put these in monster table */ tp->t_stats.s_wisdom = 8 + rnd(4); tp->t_stats.s_dext = 8 + rnd(4); tp->t_stats.s_const = 8 + rnd(4); tp->t_stats.s_charisma = 8 + rnd(4); /* Set the initial flags */ for (i=0; i<16; i++) tp->t_flags[i] = 0; for (i=0; i<MAXFLAGS; i++) turn_on(*tp, mp->m_flags[i]); /* suprising monsters don't always surprise you */ if (!max_monster && on(*tp, CANSURPRISE) && off(*tp, ISUNIQUE) && rnd(100) < 20) turn_off(*tp, CANSURPRISE); /* If this monster is unique, gen it */ if (on(*tp, ISUNIQUE)) mp->m_normal = FALSE; /* * if is it the quartermaster, then compute his level and exp pts * based on the level. This will make it fair when thieves try to * steal and give them reasonable experience if they succeed. */ if (on(*tp, CANSELL)) { tp->t_stats.s_exp = vlevel * 100; tp->t_stats.s_lvl = vlevel/2 + 1; attach(tp->t_pack, new_thing(ALL)); } /* Normally scared monsters have a chance to not be scared */ if (on(*tp, ISFLEE) && (rnd(4) == 0)) turn_off(*tp, ISFLEE); /* Figure intelligence */ min_intel = atoi(mp->m_intel); if ((ip = (char *) strchr(mp->m_intel, '-')) == NULL) tp->t_stats.s_intel = min_intel; else { max_intel = atoi(++ip); if (max_monster) tp->t_stats.s_intel = max_intel; else tp->t_stats.s_intel = min_intel + rnd(max_intel - min_intel); } if (vlevel > HARDER) tp->t_stats.s_intel += ((vlevel - HARDER)/2); tp->maxstats = tp->t_stats; /* If the monster can shoot, it may have a weapon */ if (on(*tp, CANSHOOT) && ((rnd(100) < (22 + vlevel)) || max_monster)) { struct linked_list *item1; register struct object *cur, *cur1; item = new_item(sizeof *cur); item1 = new_item(sizeof *cur1); cur = OBJPTR(item); cur1 = OBJPTR(item1); cur->o_hplus = (rnd(4) < 3) ? 0 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); cur->o_dplus = (rnd(4) < 3) ? 0 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); cur1->o_hplus = (rnd(4) < 3) ? 0 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); cur1->o_dplus = (rnd(4) < 3) ? 0 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1); strcpy(cur->o_damage,"0d0"); strcpy(cur->o_hurldmg,"0d0"); strcpy(cur1->o_damage,"0d0"); strcpy(cur1->o_hurldmg,"0d0"); cur->o_ac = cur1->o_ac = 11; cur->o_count = cur1->o_count = 1; cur->o_group = cur1->o_group = 0; cur->contents = cur1->contents = NULL; if ((cur->o_hplus <= 0) && (cur->o_dplus <= 0)) cur->o_flags = ISCURSED; if ((cur1->o_hplus <= 0) && (cur1->o_dplus <= 0)) cur1->o_flags = ISCURSED; cur->o_flags = cur1->o_flags = 0; cur->o_type = cur1->o_type = WEAPON; cur->o_mark[0] = cur1->o_mark[0] = '\0'; /* The monster may use a crossbow, sling, or an arrow */ i = rnd(100); if (i < 10) { cur->o_which = CROSSBOW; cur1->o_which = BOLT; init_weapon(cur, CROSSBOW); init_weapon(cur1, BOLT); } else if (i < 70) { cur->o_which = BOW; cur1->o_which = ARROW; init_weapon(cur, BOW); init_weapon(cur1, ARROW); } else { cur->o_which = SLING; cur1->o_which = ROCK; init_weapon(cur, SLING); init_weapon(cur1, ROCK); } attach(tp->t_pack, item); attach(tp->t_pack, item1); } if (ISWEARING(R_AGGR)) runto(tp, &hero); if (on(*tp, ISDISGUISE)) { char mch = 0; if (tp->t_pack != NULL) mch = (OBJPTR(tp->t_pack))->o_type; else switch (rnd(10)) { case 0: mch = GOLD; when 1: mch = POTION; when 2: mch = SCROLL; when 3: mch = FOOD; when 4: mch = WEAPON; when 5: mch = ARMOR; when 6: mch = RING; when 7: mch = STICK; when 8: mch = monsters[randmonster(FALSE, FALSE)].m_appear; when 9: mch = MM; } tp->t_disguise = mch; } } /* * randmonster: * Pick a monster to show up. The lower the level, * the meaner the monster. */ short randmonster(bool wander, bool no_unique) { register int d, cur_level, range, i; /* * Do we want a merchant? Merchant is always in place 'NUMMONST' */ if (wander && monsters[NUMMONST].m_wander && rnd(100) < 3) return NUMMONST; cur_level = vlevel; range = 4*NLEVMONS; i = 0; do { if (i++ > range*10) { /* just in case all have be genocided */ i = 0; if (--cur_level <= 0) fatal("Rogue could not find a monster to make"); } d = NLEVMONS*(cur_level - 1) + (rnd(range) - (range - 1 - NLEVMONS)); if (d < 1) d = rnd(NLEVMONS) + 1; if (d > NUMMONST - NUMUNIQUE - 1) { if (no_unique) d = rnd(range) + (NUMMONST - NUMUNIQUE - 1) - (range - 1); else if (d > NUMMONST - 1) d = rnd(range+NUMUNIQUE) + (NUMMONST-1) - (range+NUMUNIQUE-1); } } while (wander ? !monsters[d].m_wander || !monsters[d].m_normal : !monsters[d].m_normal); return d; } /* Sell displays a menu of goods from which the player may choose * to purchase something. */ void sell(struct thing *tp) { register struct linked_list *item; register struct object *obj; register int i, j, min_worth, nitems, goods = 0, chance, which_item; char buffer[LINELEN]; struct { int which; int plus1, plus2; int count; int worth; char *name; } selection[10]; min_worth = 100000; item = find_mons(tp->t_pos.y, tp->t_pos.x); /* Get pointer to monster */ /* Select the items */ nitems = rnd(6) + 5; for (i=0; i<nitems; i++) { selection[i].worth = selection[i].plus1 = selection[i].plus2 = selection[i].which = selection[i].count = 0; } switch (rnd(9)) { /* 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; /* Calculate price */ selection[i].worth = armors[j].a_worth; selection[i].worth += 2 * s_magic[S_ALLENCH].mi_worth * selection[i].plus1; if (min_worth > selection[i].worth) 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) + 5; selection[i].name = weaps[selection[i].which].w_name; /* * note: use "count" before adding in the enchantment cost * of an item. This will keep the price of arrows * and such to a reasonable price. */ j = selection[i].plus1 + selection[i].plus2; selection[i].worth = weaps[selection[i].which].w_worth; selection[i].worth *= selection[i].count; selection[i].worth += 2 * s_magic[S_ALLENCH].mi_worth * j; if (min_worth > selection[i].worth) 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; /* Charges */ selection[i].count = 1; selection[i].name = ws_magic[selection[i].which].mi_name; selection[i].worth = ws_magic[selection[i].which].mi_worth; selection[i].worth += 20 * selection[i].plus1; if (min_worth > selection[i].worth) 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; /* Armor class */ 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; selection[i].worth = 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) selection[i].worth += selection[i].plus1 * 50; } if(min_worth > selection[i].worth) min_worth = selection[i].worth; } break; /* scroll */ case 6: goods = SCROLL; for (i=0; i<nitems; i++) { selection[i].which = pick_one(s_magic, MAXSCROLLS); selection[i].count = 1; selection[i].name = s_magic[selection[i].which].mi_name; selection[i].worth = s_magic[selection[i].which].mi_worth; if (min_worth > selection[i].worth) min_worth = selection[i].worth; } break; /* potions */ case 7: goods = POTION; for (i=0; i<nitems; i++) { selection[i].which = pick_one(p_magic, MAXPOTIONS); selection[i].count = 1; selection[i].name = p_magic[selection[i].which].mi_name; selection[i].worth = p_magic[selection[i].which].mi_worth; if (min_worth > selection[i].worth) min_worth = selection[i].worth; } break; /* Miscellaneous magic */ case 8: goods = MM; for (i=0; i<nitems; i++) { /* don't sell as many mm as others */ selection[i].which = pick_one(m_magic, MAXMM); selection[i].count = 1; selection[i].name = m_magic[selection[i].which].mi_name; selection[i].worth = m_magic[selection[i].which].mi_worth; switch (selection[i].which) { case MM_JUG: switch(rnd(9)) { case 0: selection[i].plus1 = P_PHASE; when 1: selection[i].plus1 = P_CLEAR; when 2: selection[i].plus1 = P_SEEINVIS; when 3: selection[i].plus1 = P_HEALING; when 4: selection[i].plus1 = P_MFIND; when 5: selection[i].plus1 = P_TFIND; when 6: selection[i].plus1 = P_HASTE; when 7: selection[i].plus1 = P_RESTORE; when 8: selection[i].plus1 = P_FLY; } when MM_OPEN: case MM_HUNGER: case MM_DRUMS: case MM_DISAPPEAR: case MM_CHOKE: case MM_KEOGHTOM: selection[i].plus1 = 3 + (rnd(3)+1) * 3; selection[i].worth += selection[i].plus1 * 50; when MM_BRACERS: selection[i].plus1 = rnd(10)+1; selection[i].worth += selection[i].plus1 * 75; when MM_DISP: selection[i].plus1 = 2; when MM_PROTECT: selection[i].plus1 = rnd(5)+1; selection[i].worth += selection[i].plus1 * 100; when MM_SKILLS: selection[i].plus1 = player.t_ctype; otherwise: break; } if(min_worth > selection[i].worth) min_worth = selection[i].worth; } break; } /* See if player can afford an item */ if (min_worth > purse) { msg("The %s eyes your small purse and departs.", monsters[NUMMONST].m_name); /* Get rid of the monster */ killed(item, FALSE, FALSE); return; } /* Display the goods */ msg("The %s shows you his wares.--More--", monsters[NUMMONST].m_name); wait_for(cw,' '); msg(""); clearok(cw, TRUE); touchwin(cw); wclear(hw); touchwin(hw); for (i=0; i < nitems; i++) { mvwaddch(hw, i+2, 0, '['); waddch(hw, (char) ((int) 'a' + i)); waddstr(hw, "] "); switch (goods) { case ARMOR: waddstr(hw, "Some "); when WEAPON: if (selection[i].count == 1) waddstr(hw, " A "); else { sprintf(buffer, "%2d ", selection[i].count); waddstr(hw, buffer); } when STICK: wprintw(hw, "A %-5s of ", ws_type[selection[i].which]); when RING: waddstr(hw, "A ring of "); when SCROLL: waddstr(hw, "A scroll of "); when POTION: waddstr(hw, "A potion of "); } if (selection[i].count > 1) sprintf(buffer, "%s%s ", selection[i].name, "s"); else sprintf(buffer, "%s ", selection[i].name); wprintw(hw, "%-24s", buffer); wprintw(hw, " Price:%5d", selection[i].worth); } sprintf(buffer, "Purse: %d", purse); mvwaddstr(hw, nitems+3, 0, buffer); mvwaddstr(hw, 0, 0, "How about one of the following goods? "); draw(hw); /* Get rid of the monster */ killed(item, FALSE, FALSE); which_item = (int) (wgetch(hw) - 'a'); while (which_item < 0 || which_item >= nitems) { if (which_item == (int) ESCAPE - (int) 'a') { return; } mvwaddstr(hw, 0, 0, "Please enter one of the listed items. "); draw(hw); which_item = (int) (wgetch(hw) - 'a'); } if (selection[which_item].worth > purse) { msg("You cannot afford it."); return; } purse -= selection[which_item].worth; 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 = newgrp(); } /* If a stick or ring, let player know the type */ switch (goods) { case RING: r_know[selection[which_item].which] = TRUE; when POTION:p_know[selection[which_item].which] = TRUE; when SCROLL:s_know[selection[which_item].which] = TRUE; when STICK: ws_know[selection[which_item].which] = TRUE; when MM: m_know[selection[which_item].which] = TRUE; } if (add_pack(item, FALSE, NULL) == FALSE) { obj->o_pos = hero; fall(item, TRUE); } } /* * what to do when the hero steps next to a monster */ struct linked_list * wake_monster(int y, int x) { register struct thing *tp; register struct linked_list *it; register struct room *trp; register const char *mname; bool nasty; /* Will the monster "attack"? */ char ch; if ((it = find_mons(y, x)) == NULL) { msg("Can't find monster in show"); return (NULL); } tp = THINGPTR(it); ch = tp->t_type; trp = roomin(&tp->t_pos); /* Current room for monster */ mname = monsters[tp->t_index].m_name; /* * Let greedy ones in a room guard gold * (except in a maze where lots of creatures would all go for the * same piece of gold) */ if (on(*tp, ISGREED) && off(*tp, ISRUN) && levtype != MAZELEV && trp != NULL && lvl_obj != NULL) { register struct linked_list *item; register struct object *cur; for (item = lvl_obj; item != NULL; item = next(item)) { cur = OBJPTR(item); if ((cur->o_type == GOLD) && (roomin(&cur->o_pos) == trp)) { /* Run to the gold */ tp->t_dest = &cur->o_pos; turn_on(*tp, ISRUN); turn_off(*tp, ISDISGUISE); /* Make it worth protecting */ cur->o_count += GOLDCALC + GOLDCALC; break; } } } /* * Every time he sees mean monster, it might start chasing him */ if (on(*tp, ISMEAN) && off(*tp, ISHELD) && off(*tp, ISRUN) && rnd(100) > 33 && (!is_stealth(&player) || (on(*tp, ISUNIQUE) && rnd(100) > 95)) && (off(player, ISINVIS) || on(*tp, CANSEE)) || (trp != NULL && (trp->r_flags & ISTREAS))) { tp->t_dest = &hero; turn_on(*tp, ISRUN); turn_off(*tp, ISDISGUISE); } /* See if the monster will bother the player */ nasty = (on(*tp, ISRUN) && cansee(tp->t_pos.y, tp->t_pos.x)); /* * Let the creature summon if it can. * Also check to see if there is room around the player, * if not then the creature will wait */ if (on(*tp, CANSUMMON) && nasty && rnd(40) < tp->t_stats.s_lvl && fallpos(&hero, FALSE, 2) != NULL) { const char *helpname; int fail; register int which, i; turn_off(*tp, CANSUMMON); helpname = monsters[tp->t_index].m_typesum; for (which=1; which<NUMMONST; which++) { if (strcmp(helpname, monsters[which].m_name) == 0) break; } if (which >= NUMMONST) debug("couldn't find summoned one"); if ((off(*tp, ISINVIS) || on(player, CANSEE)) && (off(*tp, ISSHADOW) || on(player, CANSEE)) && (off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) { if (monsters[which].m_normal == FALSE) { /* genocided? */ msg("The %s appears dismayed", mname); monsters[tp->t_index].m_numsum = 0; } else { sprintf(outstring,"The %s summons %ss for help", mname, helpname); msg(outstring); } } else { if (monsters[which].m_normal == FALSE) /* genocided? */ monsters[tp->t_index].m_numsum = 0; else msg("%ss seem to appear from nowhere!", helpname); } /* * try to make all the creatures around player but remember * if unsuccessful */ for (i=0, fail=0; i<monsters[tp->t_index].m_numsum; i++) { if (!creat_mons(&player, which, FALSE)) fail++; /* remember the failures */ } /* * try once again to make the buggers */ for (i=0; i<fail; i++) creat_mons(tp, which, FALSE); /* Now let the poor fellow see all the trouble */ light(&hero); } /* * Handle monsters that can gaze and do things while running