comparison arogue5/monsters.c @ 63:0ed67132cf10

Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author elwin
date Thu, 09 Aug 2012 22:58:48 +0000
parents
children 56e748983fa8
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62:0ef99244acb8 63:0ed67132cf10
1 /*
2 * File with various monster functions in it
3 *
4 * Advanced Rogue
5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
6 * All rights reserved.
7 *
8 * Based on "Rogue: Exploring the Dungeons of Doom"
9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
10 * All rights reserved.
11 *
12 * See the file LICENSE.TXT for full copyright and licensing information.
13 */
14
15 #include "curses.h"
16 #include "rogue.h"
17 #include <ctype.h>
18 #include <string.h>
19
20
21 /*
22 * Check_residue takes care of any effect of the monster
23 */
24 check_residue(tp)
25 register struct thing *tp;
26 {
27 /*
28 * Take care of special abilities
29 */
30 if (on(*tp, DIDHOLD) && (--hold_count == 0)) turn_off(player, ISHELD);
31
32 /* If it has lowered player, give him back a level */
33 if (on(*tp, DIDDRAIN)) raise_level(FALSE);
34
35 /* If frightened of this monster, stop */
36 if (on(player, ISFLEE) &&
37 player.t_dest == &tp->t_pos) turn_off(player, ISFLEE);
38
39 /* If monster was suffocating player, stop it */
40 if (on(*tp, DIDSUFFOCATE)) extinguish(suffocate);
41
42 /* If something with fire, may darken */
43 if (on(*tp, HASFIRE)) {
44 register struct room *rp=roomin(&tp->t_pos);
45 register struct linked_list *fire_item;
46
47 if (rp) {
48 for (fire_item = rp->r_fires; fire_item != NULL;
49 fire_item = next(fire_item)) {
50 if (THINGPTR(fire_item) == tp) {
51 detach(rp->r_fires, fire_item);
52 destroy_item(fire_item);
53 if (rp->r_fires == NULL) {
54 rp->r_flags &= ~HASFIRE;
55 if (cansee(tp->t_pos.y, tp->t_pos.x)) light(&hero);
56 }
57 break;
58 }
59 }
60 }
61 }
62 }
63
64 /*
65 * Creat_mons creates the specified monster -- any if 0
66 */
67
68 bool
69 creat_mons(person, monster, report)
70 struct thing *person; /* Where to create next to */
71 short monster;
72 bool report;
73 {
74 struct linked_list *nitem;
75 register struct thing *tp;
76 struct room *rp;
77 coord *mp;
78
79 if (levtype == POSTLEV)
80 return(FALSE);
81 if ((mp = fallpos(&(person->t_pos), FALSE, 2)) != NULL) {
82 nitem = new_item(sizeof (struct thing));
83 new_monster(nitem,
84 monster == 0 ? randmonster(FALSE, FALSE)
85 : monster,
86 mp,
87 TRUE);
88 tp = THINGPTR(nitem);
89 runto(tp, &hero);
90 tp->t_no_move = 1; /* since it just got here, it is disoriented */
91 carry_obj(tp, monsters[tp->t_index].m_carry/2); /* only half chance */
92 if (on(*tp, HASFIRE)) {
93 rp = roomin(&tp->t_pos);
94 if (rp) {
95 register struct linked_list *fire_item;
96
97 /* Put the new fellow in the room list */
98 fire_item = creat_item();
99 ldata(fire_item) = (char *) tp;
100 attach(rp->r_fires, fire_item);
101
102 rp->r_flags |= HASFIRE;
103 }
104 }
105
106 /*
107 * If we can see this monster, set oldch to ' ' to make light()
108 * think the creature used to be invisible (ie. not seen here)
109 */
110 if (cansee(tp->t_pos.y, tp->t_pos.x)) tp->t_oldch = ' ';
111 return(TRUE);
112 }
113 if (report) msg("You hear a faint cry of anguish in the distance.");
114 return(FALSE);
115 }
116
117 /*
118 * Genmonsters:
119 * Generate at least 'least' monsters for this single room level.
120 * 'Treas' indicates whether this is a "treasure" level.
121 */
122
123 void
124 genmonsters(least, treas)
125 register int least;
126 bool treas;
127 {
128 reg int i;
129 reg struct room *rp = &rooms[0];
130 reg struct linked_list *item;
131 reg struct thing *mp;
132 coord tp;
133
134 for (i = 0; i < level + least; i++) {
135 if (!treas && rnd(100) < 50) /* put in some little buggers */
136 continue;
137 /*
138 * Put the monster in
139 */
140 item = new_item(sizeof *mp);
141 mp = THINGPTR(item);
142 do {
143 rnd_pos(rp, &tp);
144 } until(mvwinch(stdscr, tp.y, tp.x) == FLOOR);
145
146 new_monster(item, randmonster(FALSE, FALSE), &tp, FALSE);
147 /*
148 * See if we want to give it a treasure to carry around.
149 */
150 carry_obj(mp, monsters[mp->t_index].m_carry);
151
152 /* Is it going to give us some light? */
153 if (on(*mp, HASFIRE)) {
154 register struct linked_list *fire_item;
155
156 fire_item = creat_item();
157 ldata(fire_item) = (char *) mp;
158 attach(rp->r_fires, fire_item);
159 rp->r_flags |= HASFIRE;
160 }
161 }
162 }
163
164 /*
165 * id_monst returns the index of the monster given its letter
166 */
167
168 short
169 id_monst(monster)
170 register char monster;
171 {
172 register short result;
173
174 result = NLEVMONS*vlevel;
175 if (result > NUMMONST) result = NUMMONST;
176
177 for(; result>0; result--)
178 if (monsters[result].m_appear == monster) return(result);
179 for (result=(NLEVMONS*vlevel)+1; result <= NUMMONST; result++)
180 if (monsters[result].m_appear == monster) return(result);
181 return(0);
182 }
183
184
185 /*
186 * new_monster:
187 * Pick a new monster and add it to the list
188 */
189
190 new_monster(item, type, cp, max_monster)
191 struct linked_list *item;
192 short type;
193 register coord *cp;
194 bool max_monster;
195 {
196 register struct thing *tp;
197 register struct monster *mp;
198 register char *ip, *hitp;
199 register int i, min_intel, max_intel;
200 register int num_dice, num_sides=8, num_extra=0;
201
202 attach(mlist, item);
203 tp = THINGPTR(item);
204 tp->t_turn = TRUE;
205 tp->t_pack = NULL;
206 tp->t_index = type;
207 tp->t_wasshot = FALSE;
208 tp->t_type = monsters[type].m_appear;
209 tp->t_ctype = C_MONSTER;
210 tp->t_no_move = 0;
211 tp->t_doorgoal = 0;
212 tp->t_quiet = 0;
213 tp->t_pos = tp->t_oldpos = *cp;
214 tp->t_oldch = CCHAR( mvwinch(cw, cp->y, cp->x) );
215 mvwaddch(mw, cp->y, cp->x, tp->t_type);
216 mp = &monsters[tp->t_index];
217
218 /* Figure out monster's hit points */
219 hitp = mp->m_stats.s_hpt;
220 num_dice = atoi(hitp);
221 if ((hitp = strchr(hitp, 'd')) != NULL) {
222 num_sides = atoi(++hitp);
223 if ((hitp = strchr(hitp, '+')) != NULL)
224 num_extra = atoi(++hitp);
225 }
226
227 tp->t_stats.s_lvl = mp->m_stats.s_lvl;
228 tp->t_stats.s_arm = mp->m_stats.s_arm;
229 strncpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg,sizeof(tp->t_stats.s_dmg));
230 tp->t_stats.s_str = mp->m_stats.s_str;
231 if (vlevel > HARDER) { /* the deeper, the meaner we get */
232 tp->t_stats.s_lvl += (vlevel - HARDER);
233 num_dice += (vlevel - HARDER)/2;
234 }
235 if (max_monster)
236 tp->t_stats.s_hpt = num_dice * num_sides + num_extra;
237 else
238 tp->t_stats.s_hpt = roll(num_dice, num_sides) + num_extra;
239 tp->t_stats.s_exp = mp->m_stats.s_exp + mp->m_add_exp*tp->t_stats.s_hpt;
240
241 /*
242 * just initailize others values to something reasonable for now
243 * maybe someday will *really* put these in monster table
244 */
245 tp->t_stats.s_wisdom = 8 + rnd(4);
246 tp->t_stats.s_dext = 8 + rnd(4);
247 tp->t_stats.s_const = 8 + rnd(4);
248 tp->t_stats.s_charisma = 8 + rnd(4);
249
250 /* Set the initial flags */
251 for (i=0; i<16; i++) tp->t_flags[i] = 0;
252 for (i=0; i<MAXFLAGS; i++)
253 turn_on(*tp, mp->m_flags[i]);
254
255 /* suprising monsters don't always surprise you */
256 if (!max_monster && on(*tp, CANSURPRISE) &&
257 off(*tp, ISUNIQUE) && rnd(100) < 20)
258 turn_off(*tp, CANSURPRISE);
259
260 /* If this monster is unique, gen it */
261 if (on(*tp, ISUNIQUE)) mp->m_normal = FALSE;
262
263 /*
264 * if is it the quartermaster, then compute his level and exp pts
265 * based on the level. This will make it fair when thieves try to
266 * steal and give them reasonable experience if they succeed.
267 */
268 if (on(*tp, CANSELL)) {
269 tp->t_stats.s_exp = vlevel * 100;
270 tp->t_stats.s_lvl = vlevel/2 + 1;
271 attach(tp->t_pack, new_thing(ALL));
272 }
273
274 /* Normally scared monsters have a chance to not be scared */
275 if (on(*tp, ISFLEE) && (rnd(4) == 0)) turn_off(*tp, ISFLEE);
276
277 /* Figure intelligence */
278 min_intel = atoi(mp->m_intel);
279 if ((ip = (char *) strchr(mp->m_intel, '-')) == NULL)
280 tp->t_stats.s_intel = min_intel;
281 else {
282 max_intel = atoi(++ip);
283 if (max_monster)
284 tp->t_stats.s_intel = max_intel;
285 else
286 tp->t_stats.s_intel = min_intel + rnd(max_intel - min_intel);
287 }
288 if (vlevel > HARDER)
289 tp->t_stats.s_intel += ((vlevel - HARDER)/2);
290 tp->maxstats = tp->t_stats;
291
292 /* If the monster can shoot, it may have a weapon */
293 if (on(*tp, CANSHOOT) && ((rnd(100) < (22 + vlevel)) || max_monster)) {
294 struct linked_list *item1;
295 register struct object *cur, *cur1;
296
297 item = new_item(sizeof *cur);
298 item1 = new_item(sizeof *cur1);
299 cur = OBJPTR(item);
300 cur1 = OBJPTR(item1);
301 cur->o_hplus = (rnd(4) < 3) ? 0
302 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
303 cur->o_dplus = (rnd(4) < 3) ? 0
304 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
305 cur1->o_hplus = (rnd(4) < 3) ? 0
306 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
307 cur1->o_dplus = (rnd(4) < 3) ? 0
308 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
309 strcpy(cur->o_damage,"0d0");
310 strcpy(cur->o_hurldmg,"0d0");
311 strcpy(cur1->o_damage,"0d0");
312 strcpy(cur1->o_hurldmg,"0d0");
313 cur->o_ac = cur1->o_ac = 11;
314 cur->o_count = cur1->o_count = 1;
315 cur->o_group = cur1->o_group = 0;
316 cur->contents = cur1->contents = NULL;
317 if ((cur->o_hplus <= 0) && (cur->o_dplus <= 0)) cur->o_flags = ISCURSED;
318 if ((cur1->o_hplus <= 0) && (cur1->o_dplus <= 0))
319 cur1->o_flags = ISCURSED;
320 cur->o_flags = cur1->o_flags = 0;
321 cur->o_type = cur1->o_type = WEAPON;
322 cur->o_mark[0] = cur1->o_mark[0] = '\0';
323
324 /* The monster may use a crossbow, sling, or an arrow */
325 i = rnd(100);
326 if (i < 10) {
327 cur->o_which = CROSSBOW;
328 cur1->o_which = BOLT;
329 init_weapon(cur, CROSSBOW);
330 init_weapon(cur1, BOLT);
331 }
332 else if (i < 70) {
333 cur->o_which = BOW;
334 cur1->o_which = ARROW;
335 init_weapon(cur, BOW);
336 init_weapon(cur1, ARROW);
337 }
338 else {
339 cur->o_which = SLING;
340 cur1->o_which = ROCK;
341 init_weapon(cur, SLING);
342 init_weapon(cur1, ROCK);
343 }
344
345 attach(tp->t_pack, item);
346 attach(tp->t_pack, item1);
347 }
348
349
350 if (ISWEARING(R_AGGR))
351 runto(tp, &hero);
352 if (on(*tp, ISDISGUISE))
353 {
354 char mch = 0;
355
356 if (tp->t_pack != NULL)
357 mch = (OBJPTR(tp->t_pack))->o_type;
358 else
359 switch (rnd(10)) {
360 case 0: mch = GOLD;
361 when 1: mch = POTION;
362 when 2: mch = SCROLL;
363 when 3: mch = FOOD;
364 when 4: mch = WEAPON;
365 when 5: mch = ARMOR;
366 when 6: mch = RING;
367 when 7: mch = STICK;
368 when 8: mch = monsters[randmonster(FALSE, FALSE)].m_appear;
369 when 9: mch = MM;
370 }
371 tp->t_disguise = mch;
372 }
373 }
374
375 /*
376 * randmonster:
377 * Pick a monster to show up. The lower the level,
378 * the meaner the monster.
379 */
380
381 short
382 randmonster(wander, no_unique)
383 register bool wander, no_unique;
384 {
385 register int d, cur_level, range, i;
386
387 /*
388 * Do we want a merchant? Merchant is always in place 'NUMMONST'
389 */
390 if (wander && monsters[NUMMONST].m_wander && rnd(100) < 3) return NUMMONST;
391
392 cur_level = vlevel;
393 range = 4*NLEVMONS;
394 i = 0;
395 do
396 {
397 if (i++ > range*10) { /* just in case all have be genocided */
398 i = 0;
399 if (--cur_level <= 0)
400 fatal("Rogue could not find a monster to make");
401 }
402 d = NLEVMONS*(cur_level - 1) + (rnd(range) - (range - 1 - NLEVMONS));
403 if (d < 1)
404 d = rnd(NLEVMONS) + 1;
405 if (d > NUMMONST - NUMUNIQUE - 1) {
406 if (no_unique)
407 d = rnd(range) + (NUMMONST - NUMUNIQUE - 1) - (range - 1);
408 else if (d > NUMMONST - 1)
409 d = rnd(range+NUMUNIQUE) + (NUMMONST-1) - (range+NUMUNIQUE-1);
410 }
411 }
412 while (wander ? !monsters[d].m_wander || !monsters[d].m_normal
413 : !monsters[d].m_normal);
414 return d;
415 }
416
417 /* Sell displays a menu of goods from which the player may choose
418 * to purchase something.
419 */
420
421 sell(tp)
422 register struct thing *tp;
423 {
424 register struct linked_list *item;
425 register struct object *obj;
426 register int i, j, min_worth, nitems, goods = 0, chance, which_item;
427 char buffer[LINELEN];
428 struct {
429 int which;
430 int plus1, plus2;
431 int count;
432 int worth;
433 char *name;
434 } selection[10];
435
436 min_worth = 100000;
437 item = find_mons(tp->t_pos.y, tp->t_pos.x); /* Get pointer to monster */
438
439 /* Select the items */
440 nitems = rnd(6) + 5;
441
442 for (i=0; i<nitems; i++) {
443 selection[i].worth = selection[i].plus1
444 = selection[i].plus2
445 = selection[i].which
446 = selection[i].count
447 = 0;
448 }
449 switch (rnd(9)) {
450 /* Armor */
451 case 0:
452 case 1:
453 goods = ARMOR;
454 for (i=0; i<nitems; i++) {
455 chance = rnd(100);
456 for (j = 0; j < MAXARMORS; j++)
457 if (chance < armors[j].a_prob)
458 break;
459 if (j == MAXARMORS) {
460 debug("Picked a bad armor %d", chance);
461 j = 0;
462 }
463 selection[i].which = j;
464 selection[i].count = 1;
465 if (rnd(100) < 40) selection[i].plus1 = rnd(5) + 1;
466 else selection[i].plus1 = 0;
467 selection[i].name = armors[j].a_name;
468
469 /* Calculate price */
470 selection[i].worth = armors[j].a_worth;
471 selection[i].worth +=
472 2 * s_magic[S_ALLENCH].mi_worth * selection[i].plus1;
473 if (min_worth > selection[i].worth)
474 min_worth = selection[i].worth;
475 }
476 break;
477
478 /* Weapon */
479 case 2:
480 case 3:
481 goods = WEAPON;
482 for (i=0; i<nitems; i++) {
483 selection[i].which = rnd(MAXWEAPONS);
484 selection[i].count = 1;
485 if (rnd(100) < 35) {
486 selection[i].plus1 = rnd(3);
487 selection[i].plus2 = rnd(3);
488 }
489 else {
490 selection[i].plus1 = 0;
491 selection[i].plus2 = 0;
492 }
493 if (weaps[selection[i].which].w_flags & ISMANY)
494 selection[i].count = rnd(15) + 5;
495 selection[i].name = weaps[selection[i].which].w_name;
496 /*
497 * note: use "count" before adding in the enchantment cost
498 * of an item. This will keep the price of arrows
499 * and such to a reasonable price.
500 */
501 j = selection[i].plus1 + selection[i].plus2;
502 selection[i].worth = weaps[selection[i].which].w_worth;
503 selection[i].worth *= selection[i].count;
504 selection[i].worth += 2 * s_magic[S_ALLENCH].mi_worth * j;
505 if (min_worth > selection[i].worth)
506 min_worth = selection[i].worth;
507 }
508 break;
509
510 /* Staff or wand */
511 case 4:
512 goods = STICK;
513 for (i=0; i<nitems; i++) {
514 selection[i].which = pick_one(ws_magic, MAXSTICKS);
515 selection[i].plus1 = rnd(11) + 5; /* Charges */
516 selection[i].count = 1;
517 selection[i].name = ws_magic[selection[i].which].mi_name;
518 selection[i].worth = ws_magic[selection[i].which].mi_worth;
519 selection[i].worth += 20 * selection[i].plus1;
520 if (min_worth > selection[i].worth)
521 min_worth = selection[i].worth;
522 }
523 break;
524
525 /* Ring */
526 case 5:
527 goods = RING;
528 for (i=0; i<nitems; i++) {
529 selection[i].which = pick_one(r_magic, MAXRINGS);
530 selection[i].plus1 = rnd(2) + 1; /* Armor class */
531 selection[i].count = 1;
532 if (rnd(100) < r_magic[selection[i].which].mi_bless + 10)
533 selection[i].plus1 += rnd(2) + 1;
534 selection[i].name = r_magic[selection[i].which].mi_name;
535 selection[i].worth = r_magic[selection[i].which].mi_worth;
536
537 switch (selection[i].which) {
538 case R_DIGEST:
539 if (selection[i].plus1 > 2) selection[i].plus1 = 2;
540 else if (selection[i].plus1 < 1) selection[i].plus1 = 1;
541 /* fall thru here to other cases */
542 case R_ADDSTR:
543 case R_ADDDAM:
544 case R_PROTECT:
545 case R_ADDHIT:
546 case R_ADDINTEL:
547 case R_ADDWISDOM:
548 if (selection[i].plus1 > 0)
549 selection[i].worth += selection[i].plus1 * 50;
550 }
551 if(min_worth > selection[i].worth)
552 min_worth = selection[i].worth;
553 }
554 break;
555
556 /* scroll */
557 case 6:
558 goods = SCROLL;
559 for (i=0; i<nitems; i++) {
560 selection[i].which = pick_one(s_magic, MAXSCROLLS);
561 selection[i].count = 1;
562 selection[i].name = s_magic[selection[i].which].mi_name;
563 selection[i].worth = s_magic[selection[i].which].mi_worth;
564 if (min_worth > selection[i].worth)
565 min_worth = selection[i].worth;
566 }
567 break;
568
569 /* potions */
570 case 7:
571 goods = POTION;
572 for (i=0; i<nitems; i++) {
573 selection[i].which = pick_one(p_magic, MAXPOTIONS);
574 selection[i].count = 1;
575 selection[i].name = p_magic[selection[i].which].mi_name;
576 selection[i].worth = p_magic[selection[i].which].mi_worth;
577 if (min_worth > selection[i].worth)
578 min_worth = selection[i].worth;
579 }
580 break;
581
582 /* Miscellaneous magic */
583 case 8:
584 goods = MM;
585 for (i=0; i<nitems; i++) { /* don't sell as many mm as others */
586 selection[i].which = pick_one(m_magic, MAXMM);
587 selection[i].count = 1;
588 selection[i].name = m_magic[selection[i].which].mi_name;
589 selection[i].worth = m_magic[selection[i].which].mi_worth;
590
591 switch (selection[i].which) {
592 case MM_JUG:
593 switch(rnd(9)) {
594 case 0: selection[i].plus1 = P_PHASE;
595 when 1: selection[i].plus1 = P_CLEAR;
596 when 2: selection[i].plus1 = P_SEEINVIS;
597 when 3: selection[i].plus1 = P_HEALING;
598 when 4: selection[i].plus1 = P_MFIND;
599 when 5: selection[i].plus1 = P_TFIND;
600 when 6: selection[i].plus1 = P_HASTE;
601 when 7: selection[i].plus1 = P_RESTORE;
602 when 8: selection[i].plus1 = P_FLY;
603 }
604 when MM_OPEN:
605 case MM_HUNGER:
606 case MM_DRUMS:
607 case MM_DISAPPEAR:
608 case MM_CHOKE:
609 case MM_KEOGHTOM:
610 selection[i].plus1 = 3 + (rnd(3)+1) * 3;
611 selection[i].worth += selection[i].plus1 * 50;
612 when MM_BRACERS:
613 selection[i].plus1 = rnd(10)+1;
614 selection[i].worth += selection[i].plus1 * 75;
615 when MM_DISP:
616 selection[i].plus1 = 2;
617 when MM_PROTECT:
618 selection[i].plus1 = rnd(5)+1;
619 selection[i].worth += selection[i].plus1 * 100;
620 when MM_SKILLS:
621 selection[i].plus1 = player.t_ctype;
622 otherwise:
623 break;
624 }
625 if(min_worth > selection[i].worth)
626 min_worth = selection[i].worth;
627 }
628 break;
629 }
630
631 /* See if player can afford an item */
632 if (min_worth > purse) {
633 msg("The %s eyes your small purse and departs.",
634 monsters[NUMMONST].m_name);
635 /* Get rid of the monster */
636 killed(item, FALSE, FALSE);
637 return;
638 }
639
640 /* Display the goods */
641 msg("The %s shows you his wares.--More--", monsters[NUMMONST].m_name);
642 wait_for(cw,' ');
643 msg("");
644 clearok(cw, TRUE);
645 touchwin(cw);
646
647 wclear(hw);
648 touchwin(hw);
649 for (i=0; i < nitems; i++) {
650 mvwaddch(hw, i+2, 0, '[');
651 waddch(hw, (char) ((int) 'a' + i));
652 waddstr(hw, "] ");
653 switch (goods) {
654 case ARMOR:
655 waddstr(hw, "Some ");
656 when WEAPON:
657 if (selection[i].count == 1)
658 waddstr(hw, " A ");
659 else {
660 sprintf(buffer, "%2d ", selection[i].count);
661 waddstr(hw, buffer);
662 }
663 when STICK:
664 wprintw(hw, "A %-5s of ", ws_type[selection[i].which]);
665 when RING:
666 waddstr(hw, "A ring of ");
667 when SCROLL:
668 waddstr(hw, "A scroll of ");
669 when POTION:
670 waddstr(hw, "A potion of ");
671 }
672 if (selection[i].count > 1)
673 sprintf(buffer, "%s%s ", selection[i].name, "s");
674 else
675 sprintf(buffer, "%s ", selection[i].name);
676 wprintw(hw, "%-24s", buffer);
677 wprintw(hw, " Price:%5d", selection[i].worth);
678 }
679 sprintf(buffer, "Purse: %d", purse);
680 mvwaddstr(hw, nitems+3, 0, buffer);
681 mvwaddstr(hw, 0, 0, "How about one of the following goods? ");
682 draw(hw);
683 /* Get rid of the monster */
684 killed(item, FALSE, FALSE);
685
686 which_item = (int) (wgetch(hw) - 'a');
687 while (which_item < 0 || which_item >= nitems) {
688 if (which_item == (int) ESCAPE - (int) 'a') {
689 return;
690 }
691 mvwaddstr(hw, 0, 0, "Please enter one of the listed items. ");
692 draw(hw);
693 which_item = (int) (wgetch(hw) - 'a');
694 }
695
696 if (selection[which_item].worth > purse) {
697 msg("You cannot afford it.");
698 return;
699 }
700
701 purse -= selection[which_item].worth;
702
703 item = spec_item(goods, selection[which_item].which,
704 selection[which_item].plus1, selection[which_item].plus2);
705
706 obj = OBJPTR(item);
707 if (selection[which_item].count > 1) {
708 obj->o_count = selection[which_item].count;
709 obj->o_group = newgrp();
710 }
711 /* If a stick or ring, let player know the type */
712 switch (goods) {
713 case RING: r_know[selection[which_item].which] = TRUE;
714 when POTION:p_know[selection[which_item].which] = TRUE;
715 when SCROLL:s_know[selection[which_item].which] = TRUE;
716 when STICK: ws_know[selection[which_item].which] = TRUE;
717 when MM: m_know[selection[which_item].which] = TRUE;
718
719 }
720
721 if (add_pack(item, FALSE, NULL) == FALSE) {
722
723 obj->o_pos = hero;
724 fall(item, TRUE);
725 }
726 }
727
728
729
730 /*
731 * what to do when the hero steps next to a monster
732 */
733 struct linked_list *
734 wake_monster(y, x)
735 int y, x;
736 {
737 register struct thing *tp;
738 register struct linked_list *it;
739 register struct room *trp;
740 register const char *mname;
741 bool nasty; /* Will the monster "attack"? */
742 char ch;
743
744 if ((it = find_mons(y, x)) == NULL) {
745 msg("Can't find monster in show");
746 return (NULL);
747 }
748 tp = THINGPTR(it);
749 ch = tp->t_type;
750
751 trp = roomin(&tp->t_pos); /* Current room for monster */
752 mname = monsters[tp->t_index].m_name;
753
754 /*
755 * Let greedy ones in a room guard gold
756 * (except in a maze where lots of creatures would all go for the
757 * same piece of gold)
758 */
759 if (on(*tp, ISGREED) && off(*tp, ISRUN) &&
760 levtype != MAZELEV && trp != NULL &&
761 lvl_obj != NULL) {
762 register struct linked_list *item;
763 register struct object *cur;
764
765 for (item = lvl_obj; item != NULL; item = next(item)) {
766 cur = OBJPTR(item);
767 if ((cur->o_type == GOLD) &&
768 (roomin(&cur->o_pos) == trp)) {
769 /* Run to the gold */
770 tp->t_dest = &cur->o_pos;
771 turn_on(*tp, ISRUN);
772 turn_off(*tp, ISDISGUISE);
773
774 /* Make it worth protecting */
775 cur->o_count += GOLDCALC + GOLDCALC;
776 break;
777 }
778 }
779 }
780
781 /*
782 * Every time he sees mean monster, it might start chasing him
783 */
784 if (on(*tp, ISMEAN) &&
785 off(*tp, ISHELD) &&
786 off(*tp, ISRUN) &&
787 rnd(100) > 33 &&
788 (!is_stealth(&player) || (on(*tp, ISUNIQUE) && rnd(100) > 95)) &&
789 (off(player, ISINVIS) || on(*tp, CANSEE)) ||
790 (trp != NULL && (trp->r_flags & ISTREAS))) {
791 tp->t_dest = &hero;
792 turn_on(*tp, ISRUN);
793 turn_off(*tp, ISDISGUISE);
794 }
795
796 /* See if the monster will bother the player */
797 nasty = (on(*tp, ISRUN) && cansee(tp->t_pos.y, tp->t_pos.x));
798
799 /*
800 * Let the creature summon if it can.
801 * Also check to see if there is room around the player,
802 * if not then the creature will wait
803 */
804 if (on(*tp, CANSUMMON) && nasty &&
805 rnd(40) < tp->t_stats.s_lvl &&
806 fallpos(&hero, FALSE, 2) != NULL) {
807 const char *helpname;
808 int fail;
809 register int which, i;
810
811 turn_off(*tp, CANSUMMON);
812 helpname = monsters[tp->t_index].m_typesum;
813 for (which=1; which<NUMMONST; which++) {
814 if (strcmp(helpname, monsters[which].m_name) == 0)
815 break;
816 }
817 if (which >= NUMMONST)
818 debug("couldn't find summoned one");
819 if ((off(*tp, ISINVIS) || on(player, CANSEE)) &&
820 (off(*tp, ISSHADOW) || on(player, CANSEE)) &&
821 (off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) {
822 if (monsters[which].m_normal == FALSE) { /* genocided? */
823 msg("The %s appears dismayed", mname);
824 monsters[tp->t_index].m_numsum = 0;
825 }
826 else {
827 sprintf(outstring,"The %s summons %ss for help", mname, helpname);
828 msg(outstring);
829 }
830 }
831 else {
832 if (monsters[which].m_normal == FALSE) /* genocided? */
833 monsters[tp->t_index].m_numsum = 0;
834 else
835 msg("%ss seem to appear from nowhere!", helpname);
836 }
837 /*
838 * try to make all the creatures around player but remember
839 * if unsuccessful
840 */
841 for (i=0, fail=0; i<monsters[tp->t_index].m_numsum; i++) {
842 if (!creat_mons(&player, which, FALSE))
843 fail++; /* remember the failures */
844 }
845 /*
846 * try once again to make the buggers
847 */
848 for (i=0; i<fail; i++)
849 creat_mons(tp, which, FALSE);
850
851 /* Now let the poor fellow see all the trouble */
852 light(&hero);
853 }
854
855 /*
856 * Handle monsters that can gaze and do things while running
857 * Player must be able to see the monster and the monster must
858 * not be asleep
859 */
860 if (nasty && !invisible(tp)) {
861 /*
862 * Confusion
863 */
864 if (on(*tp, CANHUH) &&
865 (off(*tp, ISINVIS) || on(player, CANSEE)) &&
866 (off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) {
867 if (!save(VS_MAGIC, &player, 0)) {
868 if (off(player, ISCLEAR)) {
869 if (find_slot(unconfuse))
870 lengthen(unconfuse, rnd(20)+HUHDURATION);
871 else {
872 fuse(unconfuse, 0, rnd(20)+HUHDURATION, AFTER);
873 msg("The %s's gaze has confused you.",mname);
874 turn_on(player, ISHUH);
875 }
876 }
877 else msg("You feel dizzy for a moment, but it quickly passes.");
878 }
879 else if (rnd(100) < 67)
880 turn_off(*tp, CANHUH); /* Once you save, maybe that's it */
881 }
882
883 /* Sleep */
884 if(on(*tp, CANSNORE) &&
885 no_command == 0 &&
886 !save(VS_PARALYZATION, &player, 0)) {
887 if (ISWEARING(R_ALERT))
888 msg("You feel slightly drowsy for a moment.");
889 else {
890 msg("The %s's gaze puts you to sleep.", mname);
891 no_command += SLEEPTIME;
892 if (rnd(100) < 50) turn_off(*tp, CANSNORE);
893 }
894 }
895
896 /* Fear */
897 if (on(*tp, CANFRIGHTEN)) {
898 turn_off(*tp, CANFRIGHTEN);
899 if (!ISWEARING(R_HEROISM) &&
900 !save(VS_WAND, &player, 0) &&
901 !(on(player, ISFLEE) && (player.t_dest == &tp->t_pos))) {
902 turn_on(player, ISFLEE);
903 player.t_dest = &tp->t_pos;
904 msg("The sight of the %s terrifies you.", mname);
905 }
906 }
907
908 /* blinding creatures */
909 if(on(*tp, CANBLIND) &&
910 !find_slot(sight) &&
911 !save(VS_WAND,&player, 0)){
912 msg("The gaze of the %s blinds you", mname);
913 turn_on(player, ISBLIND);
914 fuse(sight, 0, rnd(30)+20, AFTER);
915 light(&hero);
916 }
917
918 /* the sight of the ghost can age you! */
919 if (on(*tp, CANAGE)) {
920 turn_off (*tp, CANAGE);
921 if (!save(VS_MAGIC, &player, 0)) {
922 msg ("The sight of the %s ages you!", mname);
923 pstats.s_const--;
924 max_stats.s_const--;
925 if (pstats.s_const < 0)
926 death (D_CONSTITUTION);
927 }
928 }
929
930
931 /* Turning to stone */
932 if (on(*tp, LOOKSTONE)) {
933 turn_off(*tp, LOOKSTONE);
934
935 if (on(player, CANINWALL))
936 msg("The gaze of the %s has no effect.", mname);
937 else {
938 if (!save(VS_PETRIFICATION, &player, 0) && rnd(100) < 15) {
939 pstats.s_hpt = -1;
940 msg("The gaze of the %s petrifies you.", mname);
941 msg("You are turned to stone !!! --More--");
942 wait_for(cw,' ');
943 death(D_PETRIFY);
944 }
945 else {
946 msg("The gaze of the %s stiffens your limbs.", mname);
947 no_command += STONETIME;
948 }
949 }
950 }
951 }
952
953 return it;
954 }
955 /*
956 * wanderer:
957 * A wandering monster has awakened and is headed for the player
958 */
959
960 wanderer()
961 {
962 register int i;
963 register struct room *hr = roomin(&hero);
964 register struct linked_list *item;
965 register struct thing *tp;
966 register const long *attr; /* Points to monsters' attributes */
967 int carry; /* Chance of wanderer carrying anything */
968 short rmonst; /* Our random wanderer */
969 bool canteleport = FALSE, /* Can the monster teleport? */
970 seehim; /* Is monster within sight? */
971 coord cp;
972
973 rmonst = randmonster(TRUE, FALSE); /* Choose a random wanderer */
974 attr = &monsters[rmonst].m_flags[0]; /* Start of attributes */
975 for (i=0; i<MAXFLAGS; i++)
976 if (*attr++ == CANTELEPORT) {
977 canteleport = TRUE;
978 break;
979 }
980
981 /* Find a place for it -- avoid the player's room if can't teleport */
982 do {
983 do {
984 i = rnd_room();
985 } until (canteleport || hr != &rooms[i] || levtype == MAZELEV ||
986 levtype == OUTSIDE || levtype == POSTLEV);
987
988 /* Make sure the monster does not teleport on top of the player */
989 do {
990 rnd_pos(&rooms[i], &cp);
991 } while (hr == &rooms[i] && ce(cp, hero));
992 } until (step_ok(cp.y, cp.x, NOMONST, NULL));
993
994 /* Create a new wandering monster */
995 item = new_item(sizeof *tp);
996 new_monster(item, rmonst, &cp, FALSE);
997 tp = THINGPTR(item);
998 turn_on(*tp, ISRUN);
999 turn_off(*tp, ISDISGUISE);
1000 tp->t_dest = &hero;
1001 tp->t_pos = cp; /* Assign the position to the monster */
1002 seehim = cansee(tp->t_pos.y, tp->t_pos.x);
1003 if (on(*tp, HASFIRE)) {
1004 register struct room *rp;
1005
1006 rp = roomin(&tp->t_pos);
1007 if (rp) {
1008 register struct linked_list *fire_item;
1009
1010 fire_item = creat_item();
1011 ldata(fire_item) = (char *) tp;
1012 attach(rp->r_fires, fire_item);
1013
1014 rp->r_flags |= HASFIRE;
1015 if (seehim && next(rp->r_fires) == NULL)
1016 light(&hero);
1017 }
1018 }
1019
1020 /* See if we give the monster anything */
1021 carry = monsters[tp->t_index].m_carry;
1022 if (off(*tp, ISUNIQUE)) carry /= 2; /* Non-unique has only a half chance */
1023 carry_obj(tp, carry);
1024
1025 /* Alert the player if a monster just teleported in */
1026 if (hr == &rooms[i] && canteleport && seehim && !invisible(tp)) {
1027 msg("A %s just teleported in", monsters[rmonst].m_name);
1028 light(&hero);
1029 running = FALSE;
1030 }
1031
1032 if (wizard)
1033 msg("Started a wandering %s", monsters[tp->t_index].m_name);
1034 }