Annotation of early-roguelike/arogue5/monsters.c, Revision 1.1.1.1
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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