view arogue5/monsters.c @ 158:2515e03b2f09

arogue7, xrogue: add 'install' targets to Makefiles. 'make install' and 'make uninstall' should now work as expected.
author John "Elwin" Edwards
date Thu, 04 Jun 2015 17:08:40 -0400
parents 0ed67132cf10
children 56e748983fa8
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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 <ctype.h>
#include <string.h>


/*
 * Check_residue takes care of any effect of the monster 
 */
check_residue(tp)
register 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 
 */

bool
creat_mons(person, monster, report)
struct thing *person;	/* Where to create next to */
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(least, treas)
register 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(monster)
register 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
 */

new_monster(item, type, cp, max_monster)
struct linked_list *item;
short type;
register 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(wander, no_unique)
register bool wander, 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");