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Annotation of early-roguelike/arogue5/monsters.c, Revision 1.1

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

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