Mercurial > hg > early-roguelike
view arogue7/monsters.c @ 203:aa8e1fc62926
Advanced Rogue 7: add and use more md_ functions.
md_fileno() and md_fdopen() are now included. I still hope to rewrite
everything to use FILE *'s.
author | John "Elwin" Edwards |
---|---|
date | Thu, 13 Aug 2015 07:38:57 -0400 |
parents | b786053d2f37 |
children | f9ef86cf22b2 |
line wrap: on
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/* * monsters.c - File with various monster functions in it * * Advanced Rogue * Copyright (C) 1984, 1985, 1986 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. */ /* * File with various monster functions in it * */ #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); turn_off(*tp, DIDHOLD); } /* 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); turn_off(*tp, DIDSUFFOCATE); } /* 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); carry_obj(tp, monsters[tp->t_index].m_carry/2); /* only half chance */ /* since it just got here, it is disoriented */ tp->t_no_move = 2 * movement(tp); 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); /* Calculate a movement rate */ mp->t_no_move = movement(mp); /* 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; 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_pack = NULL; tp->t_index = type; tp->t_wasshot = FALSE; tp->t_type = monsters[type].m_appear; tp->t_ctype = C_MONSTER; tp->t_action = A_NIL; tp->t_doorgoal = 0; tp->t_quiet = 0; tp->t_dest = NULL; tp->t_name = NULL; 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_lvladj = 0; 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; tp->t_stats.s_dext = mp->m_stats.s_dex; tp->t_movement = mp->m_stats.s_move; if (vlevel > HARDER) { /* the deeper, the meaner we get */ tp->t_stats.s_lvl += (vlevel - HARDER); num_dice += (vlevel - HARDER)/2; tp->t_stats.s_arm -= (vlevel - HARDER) / 4; } 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_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]); /* * these are the base chances that a creatures will do something * assuming it can. These are(or can be) modified at runtime * based on what the creature experiences */ tp->t_breathe = 75; /* base chance of breathing */ tp->t_artifact = 90; /* base chance of using artifact */ tp->t_summon = 40; /* base chance of summoning */ tp->t_cast = 75; /* base chance of casting a spell */ tp->t_wand = on(*tp, ISUNIQUE) ? 35 : 50; /* base chance of using wands */ /* 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 it is 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. * Then fill his pack with his wares. */ if (on(*tp, CANSELL)) { tp->t_stats.s_exp = vlevel * 100; tp->t_stats.s_lvl = vlevel/2 + 1; make_sell_pack(tp); } /* 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); strncpy(cur->o_damage, "0d0", sizeof(cur->o_damage)); strncpy(cur->o_hurldmg, "0d0", sizeof(cur->o_hurldmg)); strncpy(cur1->o_damage, "0d0", sizeof(cur1->o_damage)); strncpy(cur1->o_hurldmg, "0d0", sizeof(cur1->o_hurldmg)); 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); } /* Calculate the initial movement rate */ updpack(TRUE, tp); tp->t_no_move = movement(tp); if (ISWEARING(R_AGGR)) runto(tp, &hero); if (on(*tp, ISDISGUISE)) { char mch; 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) < pstats.s_charisma/4) 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. */ sell(tp) register struct thing *tp; { register struct linked_list *item, *seller; register struct linked_list *sellpack; register struct object *obj; register int worth, min_worth; char buffer[LINELEN]; /* * Get a linked_list pointer to the seller. We need this in case * he disappears so we can set monst_dead. */ seller = find_mons(tp->t_pos.y, tp->t_pos.x); sellpack = tp->t_pack; if (sellpack == NULL) { msg("%s looks puzzled and departs.", prname(monster_name(tp), TRUE)); /* Get rid of the monster */ killed(seller, FALSE, FALSE, FALSE); return; } /* See how much the minimum pack item is worth */ min_worth = 100000; for (item = sellpack; item != NULL; item = next(item)) { obj = OBJPTR(item); obj->o_flags |= ISPOST; /* Force a long description of the item */ worth = get_worth(obj); if (worth < min_worth) min_worth = worth; } /* See if player can afford an item */ if (min_worth > purse) { msg("%s eyes your small purse and departs.", prname(monster_name(tp), TRUE)); /* Get rid of the monster */ killed(seller, FALSE, FALSE, FALSE); return; } /* Announce our intentions */ msg("%s opens his pack.--More--", prname(monster_name(tp), TRUE)); wait_for(' '); /* Try to sell something */ sprintf(buffer, "You got %d gold pieces. Buy", purse); item = get_item(sellpack, buffer, ALL, TRUE, TRUE); /* Get rid of the monster */ if (item != NULL) detach(tp->t_pack, item); /* Take it out of the pack */ killed(seller, FALSE, FALSE, FALSE); if (item == NULL) return; /* Can he afford the selected item? */ obj = OBJPTR(item); worth = get_worth(obj); if (worth > purse) { msg("You cannot afford it."); o_discard(item); return; } /* Charge him through the nose */ purse -= worth; /* If a stick or ring, let player know the type */ switch (obj->o_type) { case RING: r_know[obj->o_which] = TRUE; when POTION:p_know[obj->o_which] = TRUE; when SCROLL:s_know[obj->o_which] = TRUE; when STICK: ws_know[obj->o_which] = TRUE; when MM: m_know[obj->o_which] = TRUE; } /* Remove the POST flag that we used for get_item() */ obj->o_flags &= ~ISPOST; 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(y, x) int y, x; { register struct thing *tp; register struct linked_list *it; register struct room *trp; register char *mname; bool nasty; /* Will the monster "attack"? */ if ((it = find_mons(y, x)) == NULL) { msg("Wake: can't find monster in show (%d, %d)", y, x); return (NULL); } tp = THINGPTR(it); if (on(*tp, ISSTONE)) /* if stoned, don't do anything */ return it; /* * For now, if we are a friendly monster, we won't do any of * our special effects. */ if (on(*tp, ISFRIENDLY)) return it; trp = roomin(&tp->t_pos); /* Current room for monster */ /* * 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 */ runto(tp, &cur->o_pos); /* 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) > 50)) && (off(player, ISINVIS) || on(*tp, CANSEE)) || (trp != NULL && (trp->r_flags & ISTREAS))) { runto(tp, &hero); } /* * Get the name; we don't want to do it until here because we need to * know whether the monster is still sleeping or not. */ mname = monster_name(tp); /* See if the monster will bother the player */ nasty = (on(*tp, ISRUN) && cansee(tp->t_pos.y, tp->t_pos.x)); /* * if the creature is awake and can see the player and the * player has the dreaded "eye of vecna" then see if the * creature is turned to stone */ if (cur_relic[EYE_VECNA] && nasty && off(*tp, NOSTONE) && (off(player, ISINVIS) || on(*tp, CANSEE))) { turn_on(*tp, NOSTONE); /* only have to save once */ if (!save(VS_PETRIFICATION, tp, -2)) { turn_on(*tp, ISSTONE); turn_off(*tp, ISRUN); turn_off(*tp, ISINVIS); turn_off(*tp, CANSURPRISE); turn_off(*tp, ISDISGUISE); msg("%s is turned to stone!", prname(mname, TRUE)); return it; } } /* * Handle monsters that can gaze and do things while running * Player must be able to see the monster and the monster must * not be asleep */ if (nasty && !invisible(tp)) { /* * Confusion */ if (on(*tp, CANHUH) && (off(*tp, ISINVIS) || on(player, CANSEE)) && (off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) { if (!save(VS_MAGIC, &player, 0)) { if (off(player, ISCLEAR)) { if (find_slot(unconfuse)) lengthen(unconfuse, HUHDURATION); else { fuse(unconfuse, 0, HUHDURATION, AFTER); msg("%s's gaze has confused you.",prname(mname, TRUE)); turn_on(player, ISHUH); } } else msg("You feel dizzy for a moment, but it quickly passes."); } else if (rnd(100) < 67) turn_off(*tp, CANHUH); /* Once you save, maybe that's it */ } /* Sleep */ if(on(*tp, CANSNORE) && player.t_action != A_FREEZE && !save(VS_PARALYZATION, &player, 0)) { if (ISWEARING(R_ALERT)) msg("You feel slightly drowsy for a moment."); else { msg("%s's gaze puts you to sleep.", prname(mname, TRUE)); player.t_no_move += movement(&player) * SLEEPTIME; player.t_action = A_FREEZE; if (rnd(100) < 50) turn_off(*tp, CANSNORE); } } /* Fear */ if (on(*tp, CANFRIGHTEN) && !on(player, ISFLEE)) { turn_off(*tp, CANFRIGHTEN); if (!ISWEARING(R_HEROISM) && !save(VS_WAND, &player, -(tp->t_stats.s_lvl/10))) { turn_on(player, ISFLEE); player.t_dest = &tp->t_pos; msg("The sight of %s terrifies you.", prname(mname, FALSE)); } } /* blinding creatures */ if(on(*tp, CANBLIND) && !find_slot(sight)) { turn_off(*tp, CANBLIND); if (!save(VS_WAND, &player, 0)) { msg("The gaze of %s blinds you", prname(mname, FALSE)); turn_on(player, ISBLIND); fuse(sight, 0, rnd(30)+20, AFTER); light(&hero); } } /* the sight of the ghost can age you! */ if (on(*tp, CANAGE)) { turn_off (*tp, CANAGE); if (!save(VS_MAGIC, &player, 0)) { msg ("The sight of %s ages you!", prname(mname, FALSE)); pstats.s_const--; max_stats.s_const--; if (pstats.s_const < 0) death (D_CONSTITUTION); } } /* Turning to stone */ if (on(*tp, LOOKSTONE)) { turn_off(*tp, LOOKSTONE); if (on(player, CANINWALL)) msg("The gaze of %s has no effect.", prname(mname, FALSE)); else { if (!save(VS_PETRIFICATION, &player, 0) && rnd(100) < 5) { pstats.s_hpt = -1; msg("The gaze of %s petrifies you.", prname(mname, FALSE)); msg("You are turned to stone !!! --More--"); wait_for(' '); death(D_PETRIFY); } else { msg("The gaze of %s stiffens your limbs.", prname(mname, FALSE)); player.t_no_move += movement(&player) * STONETIME; player.t_action = A_FREEZE; } } } } return it; } /* * wanderer: * A wandering monster has awakened and is headed for the player */ wanderer() { register int i; register struct room *hr = roomin(&hero); register struct linked_list *item; register struct thing *tp; register long *attr; /* Points to monsters' attributes */ int carry; /* Chance of wanderer carrying anything */ short rmonst; /* Our random wanderer */ bool canteleport = FALSE, /* Can the monster teleport? */ seehim; /* Is monster within sight? */ coord cp; rmonst = randmonster(TRUE, FALSE); /* Choose a random wanderer */ attr = &monsters[rmonst].m_flags[0]; /* Start of attributes */ for (i=0; i<MAXFLAGS; i++) if (*attr++ == CANTELEPORT) { canteleport = TRUE; break; } /* Find a place for it -- avoid the player's room if can't teleport */ do { do { i = rnd_room(); } until (canteleport || hr != &rooms[i] || levtype == MAZELEV || levtype == OUTSIDE || levtype == POSTLEV); /* Make sure the monster does not teleport on top of the player */ do { rnd_pos(&rooms[i], &cp); } while (hr == &rooms[i] && ce(cp, hero)); } until (step_ok(cp.y, cp.x, NOMONST, NULL)); /* Create a new wandering monster */ item = new_item(sizeof *tp); new_monster(item, rmonst, &cp, FALSE); tp = THINGPTR(item); runto(tp, &hero); tp->t_pos = cp; /* Assign the position to the monster */ seehim = cansee(tp->t_pos.y, tp->t_pos.x); if (on(*tp, HASFIRE)) { register struct room *rp; rp = roomin(&tp->t_pos); if (rp) { register struct linked_list *fire_item; fire_item = creat_item(); ldata(fire_item) = (char *) tp; attach(rp->r_fires, fire_item); rp->r_flags |= HASFIRE; if (seehim && next(rp->r_fires) == NULL) light(&hero); } } /* See if we give the monster anything */ carry = monsters[tp->t_index].m_carry; if (off(*tp, ISUNIQUE)) carry /= 2; /* Non-unique has only a half chance */ carry_obj(tp, carry); /* Calculate its movement rate */ tp->t_no_move = movement(tp); /* Alert the player if a monster just teleported in */ if (hr == &rooms[i] && canteleport && seehim && !invisible(tp)) { msg("A %s just teleported in", monster_name(tp)); light(&hero); running = FALSE; } if (wizard) msg("Started a wandering %s", monster_name(tp)); }