/*
* 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 <stdlib.h>
#include <ctype.h>
#include <string.h>
/*
* Check_residue takes care of any effect of the monster
*/
void
check_residue(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
* person: Where to create next to
*/
bool
creat_mons(struct thing *person, 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(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(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
*/
void
new_monster(struct linked_list *item, short type, coord *cp, bool max_monster)
{
register struct thing *tp;
register struct monster *mp;
register char *ip, *hitp;
register int i, min_intel, max_intel;
register int num_dice, num_sides=8, num_extra=0;
attach(mlist, item);
tp = THINGPTR(item);
tp->t_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(bool wander, bool 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.
*/
void
sell(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(int y, int 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
*/
void
wanderer(void)
{
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);
}