diff 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
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/arogue5/monsters.c	Thu Aug 09 22:58:48 2012 +0000
@@ -0,0 +1,1034 @@
+/*
+ * 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");
+	}
+	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;
+    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(y, x)
+int y, 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
+     * 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, rnd(20)+HUHDURATION);
+		    else {
+			fuse(unconfuse, 0, rnd(20)+HUHDURATION, AFTER);
+			msg("The %s's gaze has confused you.",mname);
+			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) &&  
+	   no_command == 0 && 
+	   !save(VS_PARALYZATION, &player, 0)) {
+	    if (ISWEARING(R_ALERT))
+		msg("You feel slightly drowsy for a moment.");
+	    else {
+		msg("The %s's gaze puts you to sleep.", mname);
+		no_command += SLEEPTIME;
+		if (rnd(100) < 50) turn_off(*tp, CANSNORE);
+	    }
+	}
+
+	/* Fear */
+	if (on(*tp, CANFRIGHTEN)) {
+	    turn_off(*tp, CANFRIGHTEN);
+	    if (!ISWEARING(R_HEROISM)		&&
+		!save(VS_WAND, &player, 0)	&&
+	        !(on(player, ISFLEE) && (player.t_dest == &tp->t_pos))) {
+		    turn_on(player, ISFLEE);
+		    player.t_dest = &tp->t_pos;
+		    msg("The sight of the %s terrifies you.", mname);
+	    }
+	}
+
+	/* blinding creatures */
+	if(on(*tp, CANBLIND) && 
+	   !find_slot(sight) && 
+	   !save(VS_WAND,&player, 0)){
+	    msg("The gaze of the %s blinds you", mname);
+	    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 the %s ages you!", mname);
+		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 the %s has no effect.", mname);
+	    else {
+		if (!save(VS_PETRIFICATION, &player, 0) && rnd(100) < 15) {
+		    pstats.s_hpt = -1;
+		    msg("The gaze of the %s petrifies you.", mname);
+		    msg("You are turned to stone !!! --More--");
+		    wait_for(cw,' ');
+		    death(D_PETRIFY);
+		}
+		else {
+		    msg("The gaze of the %s stiffens your limbs.", mname);
+		    no_command += STONETIME;
+		}
+	    }
+	}
+    }
+
+    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 const 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);
+    turn_on(*tp, ISRUN);
+    turn_off(*tp, ISDISGUISE);
+    tp->t_dest = &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);
+
+    /* Alert the player if a monster just teleported in */
+    if (hr == &rooms[i] && canteleport && seehim && !invisible(tp)) {
+	msg("A %s just teleported in", monsters[rmonst].m_name);
+	light(&hero);
+	running = FALSE;
+    }
+
+    if (wizard)
+	msg("Started a wandering %s", monsters[tp->t_index].m_name);
+}