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Annotation of early-roguelike/arogue7/monsters.c, Revision 1.1

1.1     ! rubenllo    1: /*
        !             2:  * monsters.c  -  File with various monster functions in it
        !             3:  *
        !             4:  * Advanced Rogue
        !             5:  * Copyright (C) 1984, 1985, 1986 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: /*
        !            16:  * File with various monster functions in it
        !            17:  *
        !            18:  */
        !            19:
        !            20: #include "curses.h"
        !            21: #include "rogue.h"
        !            22: #include <ctype.h>
        !            23: #include <string.h>
        !            24: #include <stdlib.h>
        !            25:
        !            26: 
        !            27: /*
        !            28:  * Check_residue takes care of any effect of the monster
        !            29:  */
        !            30: void
        !            31: check_residue(struct thing *tp)
        !            32: {
        !            33:     /*
        !            34:      * Take care of special abilities
        !            35:      */
        !            36:     if (on(*tp, DIDHOLD) && (--hold_count == 0)) {
        !            37:        turn_off(player, ISHELD);
        !            38:         turn_off(*tp, DIDHOLD);
        !            39:     }
        !            40:
        !            41:     /* If frightened of this monster, stop */
        !            42:     if (on(player, ISFLEE) &&
        !            43:        player.t_dest == &tp->t_pos) turn_off(player, ISFLEE);
        !            44:
        !            45:     /* If monster was suffocating player, stop it */
        !            46:     if (on(*tp, DIDSUFFOCATE)) {
        !            47:        extinguish(suffocate);
        !            48:        turn_off(*tp, DIDSUFFOCATE);
        !            49:     }
        !            50:
        !            51:     /* If something with fire, may darken */
        !            52:     if (on(*tp, HASFIRE)) {
        !            53:        register struct room *rp=roomin(&tp->t_pos);
        !            54:        register struct linked_list *fire_item;
        !            55:
        !            56:        if (rp) {
        !            57:            for (fire_item = rp->r_fires; fire_item != NULL;
        !            58:                 fire_item = next(fire_item)) {
        !            59:                if (THINGPTR(fire_item) == tp) {
        !            60:                    detach(rp->r_fires, fire_item);
        !            61:                    destroy_item(fire_item);
        !            62:                    if (rp->r_fires == NULL) {
        !            63:                        rp->r_flags &= ~HASFIRE;
        !            64:                        if (cansee(tp->t_pos.y, tp->t_pos.x)) light(&hero);
        !            65:                    }
        !            66:                    break;
        !            67:                }
        !            68:            }
        !            69:        }
        !            70:     }
        !            71: }
        !            72: 
        !            73: /*
        !            74:  * Creat_mons creates the specified monster -- any if 0
        !            75:  * person: Where to create next to
        !            76:  */
        !            77:
        !            78: bool
        !            79: creat_mons(struct thing *person, short monster, bool report)
        !            80: {
        !            81:     struct linked_list *nitem;
        !            82:     register struct thing *tp;
        !            83:     struct room *rp;
        !            84:     coord *mp;
        !            85:
        !            86:     if (levtype == POSTLEV)
        !            87:        return(FALSE);
        !            88:     if ((mp = fallpos(&(person->t_pos), FALSE, 2)) != NULL) {
        !            89:        nitem = new_item(sizeof (struct thing));
        !            90:        new_monster(nitem,
        !            91:                    monster == 0 ? randmonster(FALSE, FALSE)
        !            92:                                 : monster,
        !            93:                    mp,
        !            94:                    TRUE);
        !            95:        tp = THINGPTR(nitem);
        !            96:        runto(tp, &hero);
        !            97:        carry_obj(tp, monsters[tp->t_index].m_carry/2); /* only half chance */
        !            98:
        !            99:        /* since it just got here, it is disoriented */
        !           100:        tp->t_no_move = 2 * movement(tp);
        !           101:
        !           102:        if (on(*tp, HASFIRE)) {
        !           103:            rp = roomin(&tp->t_pos);
        !           104:            if (rp) {
        !           105:                register struct linked_list *fire_item;
        !           106:
        !           107:                /* Put the new fellow in the room list */
        !           108:                fire_item = creat_item();
        !           109:                ldata(fire_item) = (char *) tp;
        !           110:                attach(rp->r_fires, fire_item);
        !           111:
        !           112:                rp->r_flags |= HASFIRE;
        !           113:            }
        !           114:        }
        !           115:
        !           116:        /*
        !           117:         * If we can see this monster, set oldch to ' ' to make light()
        !           118:         * think the creature used to be invisible (ie. not seen here)
        !           119:         */
        !           120:        if (cansee(tp->t_pos.y, tp->t_pos.x)) tp->t_oldch = ' ';
        !           121:        return(TRUE);
        !           122:     }
        !           123:     if (report) msg("You hear a faint cry of anguish in the distance.");
        !           124:     return(FALSE);
        !           125: }
        !           126: 
        !           127: /*
        !           128:  * Genmonsters:
        !           129:  *     Generate at least 'least' monsters for this single room level.
        !           130:  *     'Treas' indicates whether this is a "treasure" level.
        !           131:  */
        !           132:
        !           133: void
        !           134: genmonsters(int least, bool treas)
        !           135: {
        !           136:     reg int i;
        !           137:     reg struct room *rp = &rooms[0];
        !           138:     reg struct linked_list *item;
        !           139:     reg struct thing *mp;
        !           140:     coord tp;
        !           141:
        !           142:     for (i = 0; i < level + least; i++) {
        !           143:            if (!treas && rnd(100) < 50)        /* put in some little buggers */
        !           144:                    continue;
        !           145:            /*
        !           146:             * Put the monster in
        !           147:             */
        !           148:            item = new_item(sizeof *mp);
        !           149:            mp = THINGPTR(item);
        !           150:            do {
        !           151:                    rnd_pos(rp, &tp);
        !           152:            } until(mvwinch(stdscr, tp.y, tp.x) == FLOOR);
        !           153:
        !           154:            new_monster(item, randmonster(FALSE, FALSE), &tp, FALSE);
        !           155:            /*
        !           156:             * See if we want to give it a treasure to carry around.
        !           157:             */
        !           158:            carry_obj(mp, monsters[mp->t_index].m_carry);
        !           159:
        !           160:            /* Calculate a movement rate */
        !           161:            mp->t_no_move = movement(mp);
        !           162:
        !           163:            /* Is it going to give us some light? */
        !           164:            if (on(*mp, HASFIRE)) {
        !           165:                register struct linked_list *fire_item;
        !           166:
        !           167:                fire_item = creat_item();
        !           168:                ldata(fire_item) = (char *) mp;
        !           169:                attach(rp->r_fires, fire_item);
        !           170:                rp->r_flags |= HASFIRE;
        !           171:            }
        !           172:     }
        !           173: }
        !           174: 
        !           175: /*
        !           176:  * id_monst returns the index of the monster given its letter
        !           177:  */
        !           178:
        !           179: short
        !           180: id_monst(char monster)
        !           181: {
        !           182:     register short result;
        !           183:
        !           184:     result = NLEVMONS*vlevel;
        !           185:     if (result > NUMMONST) result = NUMMONST;
        !           186:
        !           187:     for(; result>0; result--)
        !           188:        if (monsters[result].m_appear == monster) return(result);
        !           189:     for (result=(NLEVMONS*vlevel)+1; result <= NUMMONST; result++)
        !           190:        if (monsters[result].m_appear == monster) return(result);
        !           191:     return(0);
        !           192: }
        !           193:
        !           194: 
        !           195: /*
        !           196:  * new_monster:
        !           197:  *     Pick a new monster and add it to the list
        !           198:  */
        !           199:
        !           200: void
        !           201: new_monster(struct linked_list *item, short type, coord *cp, bool max_monster)
        !           202: {
        !           203:     register struct thing *tp;
        !           204:     register struct monster *mp;
        !           205:     register char *ip, *hitp;
        !           206:     register int i, min_intel, max_intel;
        !           207:     register int num_dice, num_sides=8, num_extra=0;
        !           208:
        !           209:     attach(mlist, item);
        !           210:     tp = THINGPTR(item);
        !           211:     tp->t_pack = NULL;
        !           212:     tp->t_index = type;
        !           213:     tp->t_wasshot = FALSE;
        !           214:     tp->t_type = monsters[type].m_appear;
        !           215:     tp->t_ctype = C_MONSTER;
        !           216:     tp->t_action = A_NIL;
        !           217:     tp->t_doorgoal = 0;
        !           218:     tp->t_quiet = 0;
        !           219:     tp->t_dest = NULL;
        !           220:     tp->t_name = NULL;
        !           221:     tp->t_pos = tp->t_oldpos = *cp;
        !           222:     tp->t_oldch = CCHAR( mvwinch(cw, cp->y, cp->x) );
        !           223:     mvwaddch(mw, cp->y, cp->x, tp->t_type);
        !           224:     mp = &monsters[tp->t_index];
        !           225:
        !           226:     /* Figure out monster's hit points */
        !           227:     hitp = mp->m_stats.s_hpt;
        !           228:     num_dice = atoi(hitp);
        !           229:     if ((hitp = strchr(hitp, 'd')) != NULL) {
        !           230:        num_sides = atoi(++hitp);
        !           231:        if ((hitp = strchr(hitp, '+')) != NULL)
        !           232:            num_extra = atoi(++hitp);
        !           233:     }
        !           234:
        !           235:     tp->t_stats.s_lvladj = 0;
        !           236:     tp->t_stats.s_lvl = mp->m_stats.s_lvl;
        !           237:     tp->t_stats.s_arm = mp->m_stats.s_arm;
        !           238:     strncpy(tp->t_stats.s_dmg, mp->m_stats.s_dmg, sizeof(tp->t_stats.s_dmg));
        !           239:     tp->t_stats.s_str = mp->m_stats.s_str;
        !           240:     tp->t_stats.s_dext = mp->m_stats.s_dex;
        !           241:     tp->t_movement = mp->m_stats.s_move;
        !           242:     if (vlevel > HARDER) { /* the deeper, the meaner we get */
        !           243:         tp->t_stats.s_lvl += (vlevel - HARDER);
        !           244:         num_dice += (vlevel - HARDER)/2;
        !           245:         tp->t_stats.s_arm -= (vlevel - HARDER) / 4;
        !           246:     }
        !           247:     if (max_monster)
        !           248:        tp->t_stats.s_hpt = num_dice * num_sides + num_extra;
        !           249:     else
        !           250:        tp->t_stats.s_hpt = roll(num_dice, num_sides) + num_extra;
        !           251:     tp->t_stats.s_exp = mp->m_stats.s_exp + mp->m_add_exp*tp->t_stats.s_hpt;
        !           252:
        !           253:     /*
        !           254:      * just initailize others values to something reasonable for now
        !           255:      * maybe someday will *really* put these in monster table
        !           256:      */
        !           257:     tp->t_stats.s_wisdom = 8 + rnd(4);
        !           258:     tp->t_stats.s_const = 8 + rnd(4);
        !           259:     tp->t_stats.s_charisma = 8 + rnd(4);
        !           260:
        !           261:     /* Set the initial flags */
        !           262:     for (i=0; i<16; i++) tp->t_flags[i] = 0;
        !           263:     for (i=0; i<MAXFLAGS; i++)
        !           264:        turn_on(*tp, mp->m_flags[i]);
        !           265:
        !           266:     /*
        !           267:      * these are the base chances that a creatures will do something
        !           268:      * assuming it can. These are(or can be) modified at runtime
        !           269:      * based on what the creature experiences
        !           270:      */
        !           271:     tp->t_breathe = 75;                /* base chance of breathing */
        !           272:     tp->t_artifact = 90;       /* base chance of using artifact */
        !           273:     tp->t_summon = 40;         /* base chance of summoning */
        !           274:     tp->t_cast = 75;           /* base chance of casting a spell */
        !           275:     tp->t_wand = on(*tp, ISUNIQUE) ? 35 : 50;  /* base chance of using wands */
        !           276:
        !           277:     /* suprising monsters don't always surprise you */
        !           278:     if (!max_monster           && on(*tp, CANSURPRISE) &&
        !           279:        off(*tp, ISUNIQUE)      && rnd(100) < 20)
        !           280:            turn_off(*tp, CANSURPRISE);
        !           281:
        !           282:     /* If this monster is unique, gen it */
        !           283:     if (on(*tp, ISUNIQUE)) mp->m_normal = FALSE;
        !           284:
        !           285:     /*
        !           286:      * If it is the quartermaster, then compute his level and exp pts
        !           287:      * based on the level. This will make it fair when thieves try to
        !           288:      * steal and give them reasonable experience if they succeed.
        !           289:      * Then fill his pack with his wares.
        !           290:      */
        !           291:     if (on(*tp, CANSELL)) {
        !           292:        tp->t_stats.s_exp = vlevel * 100;
        !           293:        tp->t_stats.s_lvl = vlevel/2 + 1;
        !           294:        make_sell_pack(tp);
        !           295:     }
        !           296:
        !           297:     /* Normally scared monsters have a chance to not be scared */
        !           298:     if (on(*tp, ISFLEE) && (rnd(4) == 0)) turn_off(*tp, ISFLEE);
        !           299:
        !           300:     /* Figure intelligence */
        !           301:     min_intel = atoi(mp->m_intel);
        !           302:     if ((ip = (char *) strchr(mp->m_intel, '-')) == NULL)
        !           303:        tp->t_stats.s_intel = min_intel;
        !           304:     else {
        !           305:        max_intel = atoi(++ip);
        !           306:        if (max_monster)
        !           307:            tp->t_stats.s_intel = max_intel;
        !           308:        else
        !           309:            tp->t_stats.s_intel = min_intel + rnd(max_intel - min_intel);
        !           310:     }
        !           311:     if (vlevel > HARDER)
        !           312:         tp->t_stats.s_intel += ((vlevel - HARDER)/2);
        !           313:     tp->maxstats = tp->t_stats;
        !           314:
        !           315:     /* If the monster can shoot, it may have a weapon */
        !           316:     if (on(*tp, CANSHOOT) && ((rnd(100) < (22 + vlevel)) || max_monster)) {
        !           317:        struct linked_list *item1;
        !           318:        register struct object *cur, *cur1;
        !           319:
        !           320:        item = new_item(sizeof *cur);
        !           321:        item1 = new_item(sizeof *cur1);
        !           322:        cur = OBJPTR(item);
        !           323:        cur1 = OBJPTR(item1);
        !           324:        cur->o_hplus = (rnd(4) < 3) ? 0
        !           325:                                    : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
        !           326:        cur->o_dplus = (rnd(4) < 3) ? 0
        !           327:                                    : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
        !           328:        cur1->o_hplus = (rnd(4) < 3) ? 0
        !           329:                                    : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
        !           330:        cur1->o_dplus = (rnd(4) < 3) ? 0
        !           331:                                    : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
        !           332:
        !           333:         strncpy(cur->o_damage, "0d0", sizeof(cur->o_damage));
        !           334:        strncpy(cur->o_hurldmg, "0d0", sizeof(cur->o_hurldmg));
        !           335:        strncpy(cur1->o_damage, "0d0", sizeof(cur1->o_damage));
        !           336:        strncpy(cur1->o_hurldmg, "0d0", sizeof(cur1->o_hurldmg));
        !           337:
        !           338:        cur->o_ac = cur1->o_ac = 11;
        !           339:        cur->o_count = cur1->o_count = 1;
        !           340:        cur->o_group = cur1->o_group = 0;
        !           341:        cur->contents = cur1->contents = NULL;
        !           342:        if ((cur->o_hplus <= 0) && (cur->o_dplus <= 0)) cur->o_flags = ISCURSED;
        !           343:        if ((cur1->o_hplus <= 0) && (cur1->o_dplus <= 0))
        !           344:            cur1->o_flags = ISCURSED;
        !           345:        cur->o_flags = cur1->o_flags = 0;
        !           346:        cur->o_type = cur1->o_type = WEAPON;
        !           347:        cur->o_mark[0] = cur1->o_mark[0] = '\0';
        !           348:
        !           349:        /* The monster may use a crossbow, sling, or an arrow */
        !           350:        i = rnd(100);
        !           351:        if (i < 10) {
        !           352:            cur->o_which = CROSSBOW;
        !           353:            cur1->o_which = BOLT;
        !           354:            init_weapon(cur, CROSSBOW);
        !           355:            init_weapon(cur1, BOLT);
        !           356:        }
        !           357:        else if (i < 70) {
        !           358:            cur->o_which = BOW;
        !           359:            cur1->o_which = ARROW;
        !           360:            init_weapon(cur, BOW);
        !           361:            init_weapon(cur1, ARROW);
        !           362:        }
        !           363:        else {
        !           364:            cur->o_which = SLING;
        !           365:            cur1->o_which = ROCK;
        !           366:            init_weapon(cur, SLING);
        !           367:            init_weapon(cur1, ROCK);
        !           368:        }
        !           369:
        !           370:        attach(tp->t_pack, item);
        !           371:        attach(tp->t_pack, item1);
        !           372:     }
        !           373:
        !           374:
        !           375:     /* Calculate the initial movement rate */
        !           376:     updpack(TRUE, tp);
        !           377:     tp->t_no_move = movement(tp);
        !           378:
        !           379:     if (ISWEARING(R_AGGR))
        !           380:        runto(tp, &hero);
        !           381:     if (on(*tp, ISDISGUISE))
        !           382:     {
        !           383:        char mch;
        !           384:
        !           385:        if (tp->t_pack != NULL)
        !           386:            mch = (OBJPTR(tp->t_pack))->o_type;
        !           387:        else
        !           388:            switch (rnd(10)) {
        !           389:                case 0: mch = GOLD;
        !           390:                when 1: mch = POTION;
        !           391:                when 2: mch = SCROLL;
        !           392:                when 3: mch = FOOD;
        !           393:                when 4: mch = WEAPON;
        !           394:                when 5: mch = ARMOR;
        !           395:                when 6: mch = RING;
        !           396:                when 7: mch = STICK;
        !           397:                when 8: mch = monsters[randmonster(FALSE, FALSE)].m_appear;
        !           398:                when 9: mch = MM;
        !           399:            }
        !           400:        tp->t_disguise = mch;
        !           401:     }
        !           402: }
        !           403: 
        !           404: /*
        !           405:  * randmonster:
        !           406:  *     Pick a monster to show up.  The lower the level,
        !           407:  *     the meaner the monster.
        !           408:  */
        !           409:
        !           410: short
        !           411: randmonster(bool wander, bool no_unique)
        !           412: {
        !           413:     register int d, cur_level, range, i;
        !           414:
        !           415:     /*
        !           416:      * Do we want a merchant? Merchant is always in place 'NUMMONST'
        !           417:      */
        !           418:     if (wander && monsters[NUMMONST].m_wander && rnd(100) < pstats.s_charisma/4)
        !           419:        return NUMMONST;
        !           420:
        !           421:     cur_level = vlevel;
        !           422:     range = 4*NLEVMONS;
        !           423:     i = 0;
        !           424:     do
        !           425:     {
        !           426:        if (i++ > range*10) { /* just in case all have be genocided */
        !           427:            i = 0;
        !           428:            if (--cur_level <= 0)
        !           429:                fatal("Rogue could not find a monster to make");
        !           430:        }
        !           431:        d = NLEVMONS*(cur_level - 1) + (rnd(range) - (range - 1 - NLEVMONS));
        !           432:        if (d < 1)
        !           433:            d = rnd(NLEVMONS) + 1;
        !           434:        if (d > NUMMONST - NUMUNIQUE - 1) {
        !           435:            if (no_unique)
        !           436:                d = rnd(range) + (NUMMONST - NUMUNIQUE - 1) - (range - 1);
        !           437:            else if (d > NUMMONST - 1)
        !           438:                d = rnd(range+NUMUNIQUE) + (NUMMONST-1) - (range+NUMUNIQUE-1);
        !           439:        }
        !           440:     }
        !           441:     while  (wander ? !monsters[d].m_wander || !monsters[d].m_normal
        !           442:                   : !monsters[d].m_normal);
        !           443:     return d;
        !           444: }
        !           445: 
        !           446: /* Sell displays a menu of goods from which the player may choose
        !           447:  * to purchase something.
        !           448:  */
        !           449:
        !           450: void
        !           451: sell(struct thing *tp)
        !           452: {
        !           453:     register struct linked_list *item, *seller;
        !           454:     register struct linked_list *sellpack;
        !           455:     register struct object *obj;
        !           456:     register int worth, min_worth;
        !           457:     char buffer[LINELEN];
        !           458:
        !           459:
        !           460:     /*
        !           461:      * Get a linked_list pointer to the seller.  We need this in case
        !           462:      * he disappears so we can set monst_dead.
        !           463:      */
        !           464:     seller = find_mons(tp->t_pos.y, tp->t_pos.x);
        !           465:
        !           466:     sellpack = tp->t_pack;
        !           467:     if (sellpack == NULL) {
        !           468:        msg("%s looks puzzled and departs.", prname(monster_name(tp), TRUE));
        !           469:
        !           470:        /* Get rid of the monster */
        !           471:        killed(seller, FALSE, FALSE, FALSE);
        !           472:        return;
        !           473:     }
        !           474:
        !           475:     /* See how much the minimum pack item is worth */
        !           476:     min_worth = 100000;
        !           477:     for (item = sellpack; item != NULL; item = next(item)) {
        !           478:        obj = OBJPTR(item);
        !           479:        obj->o_flags |= ISPOST; /* Force a long description of the item */
        !           480:        worth = get_worth(obj);
        !           481:        if (worth < min_worth) min_worth = worth;
        !           482:     }
        !           483:
        !           484:     /* See if player can afford an item */
        !           485:     if (min_worth > purse) {
        !           486:        msg("%s eyes your small purse and departs.",
        !           487:            prname(monster_name(tp), TRUE));
        !           488:
        !           489:        /* Get rid of the monster */
        !           490:        killed(seller, FALSE, FALSE, FALSE);
        !           491:        return;
        !           492:     }
        !           493:
        !           494:     /* Announce our intentions */
        !           495:     msg("%s opens his pack.--More--", prname(monster_name(tp), TRUE));
        !           496:     wait_for(' ');
        !           497:
        !           498:     /* Try to sell something */
        !           499:     sprintf(buffer, "You got %d gold pieces.  Buy", purse);
        !           500:     item = get_item(sellpack, buffer, ALL, TRUE, TRUE);
        !           501:
        !           502:     /* Get rid of the monster */
        !           503:     if (item != NULL) detach(tp->t_pack, item);        /* Take it out of the pack */
        !           504:     killed(seller, FALSE, FALSE, FALSE);
        !           505:
        !           506:     if (item == NULL) return;
        !           507:
        !           508:     /* Can he afford the selected item? */
        !           509:     obj = OBJPTR(item);
        !           510:
        !           511:     worth = get_worth(obj);
        !           512:     if (worth > purse) {
        !           513:        msg("You cannot afford it.");
        !           514:        o_discard(item);
        !           515:        return;
        !           516:     }
        !           517:
        !           518:     /* Charge him through the nose */
        !           519:     purse -= worth;
        !           520:
        !           521:     /* If a stick or ring, let player know the type */
        !           522:     switch (obj->o_type) {
        !           523:        case RING:  r_know[obj->o_which] = TRUE;
        !           524:        when POTION:p_know[obj->o_which] = TRUE;
        !           525:        when SCROLL:s_know[obj->o_which] = TRUE;
        !           526:        when STICK: ws_know[obj->o_which] = TRUE;
        !           527:        when MM:    m_know[obj->o_which] = TRUE;
        !           528:
        !           529:     }
        !           530:
        !           531:     /* Remove the POST flag that we used for get_item() */
        !           532:     obj->o_flags &= ~ISPOST;
        !           533:
        !           534:     if (add_pack(item, FALSE, NULL) == FALSE) {
        !           535:        obj->o_pos = hero;
        !           536:        fall(item, TRUE);
        !           537:     }
        !           538: }
        !           539:
        !           540:
        !           541: 
        !           542: /*
        !           543:  * what to do when the hero steps next to a monster
        !           544:  */
        !           545: struct linked_list *
        !           546: wake_monster(int y, int x)
        !           547: {
        !           548:     register struct thing *tp;
        !           549:     register struct linked_list *it;
        !           550:     register struct room *trp;
        !           551:     register char *mname;
        !           552:     bool nasty;        /* Will the monster "attack"? */
        !           553:
        !           554:     if ((it = find_mons(y, x)) == NULL) {
        !           555:        msg("Wake:  can't find monster in show (%d, %d)", y, x);
        !           556:        return (NULL);
        !           557:     }
        !           558:     tp = THINGPTR(it);
        !           559:     if (on(*tp, ISSTONE)) /* if stoned, don't do anything */
        !           560:        return it;
        !           561:
        !           562:     /*
        !           563:      * For now, if we are a friendly monster, we won't do any of
        !           564:      * our special effects.
        !           565:      */
        !           566:     if (on(*tp, ISFRIENDLY)) return it;
        !           567:
        !           568:     trp = roomin(&tp->t_pos); /* Current room for monster */
        !           569:
        !           570:     /*
        !           571:      * Let greedy ones in a room guard gold
        !           572:      * (except in a maze where lots of creatures would all go for the
        !           573:      * same piece of gold)
        !           574:      */
        !           575:     if (on(*tp, ISGREED)       && off(*tp, ISRUN)      &&
        !           576:        levtype != MAZELEV      && trp != NULL          &&
        !           577:        lvl_obj != NULL) {
        !           578:            register struct linked_list *item;
        !           579:            register struct object *cur;
        !           580:
        !           581:            for (item = lvl_obj; item != NULL; item = next(item)) {
        !           582:                cur = OBJPTR(item);
        !           583:                if ((cur->o_type == GOLD) && (roomin(&cur->o_pos) == trp)) {
        !           584:                    /* Run to the gold */
        !           585:                    runto(tp, &cur->o_pos);
        !           586:
        !           587:                    /* Make it worth protecting */
        !           588:                    cur->o_count += GOLDCALC + GOLDCALC;
        !           589:                    break;
        !           590:                }
        !           591:            }
        !           592:     }
        !           593:
        !           594:     /*
        !           595:      * Every time he sees mean monster, it might start chasing him
        !           596:      */
        !           597:     if (on(*tp, ISMEAN)                                                        &&
        !           598:        off(*tp, ISHELD)                                                &&
        !           599:        off(*tp, ISRUN)                                                 &&
        !           600:        rnd(100) > 33                                                   &&
        !           601:        (!is_stealth(&player) || (on(*tp, ISUNIQUE) && rnd(100) > 50))  &&
        !           602:        (off(player, ISINVIS) || on(*tp, CANSEE))                       ||
        !           603:        (trp != NULL && (trp->r_flags & ISTREAS))) {
        !           604:        runto(tp, &hero);
        !           605:     }
        !           606:
        !           607:     /*
        !           608:      * Get the name; we don't want to do it until here because we need to
        !           609:      * know whether the monster is still sleeping or not.
        !           610:      */
        !           611:     mname = monster_name(tp);
        !           612:
        !           613:     /* See if the monster will bother the player */
        !           614:     nasty = (on(*tp, ISRUN) && cansee(tp->t_pos.y, tp->t_pos.x));
        !           615:
        !           616:     /*
        !           617:      * if the creature is awake and can see the player and the
        !           618:      * player has the dreaded "eye of vecna" then see if the
        !           619:      * creature is turned to stone
        !           620:      */
        !           621:     if (cur_relic[EYE_VECNA] && nasty && off(*tp, NOSTONE) &&
        !           622:        (off(player, ISINVIS) || on(*tp, CANSEE))) {
        !           623:        turn_on(*tp, NOSTONE);  /* only have to save once */
        !           624:        if (!save(VS_PETRIFICATION, tp, -2)) {
        !           625:                turn_on(*tp, ISSTONE);
        !           626:                turn_off(*tp, ISRUN);
        !           627:                turn_off(*tp, ISINVIS);
        !           628:                turn_off(*tp, CANSURPRISE);
        !           629:                turn_off(*tp, ISDISGUISE);
        !           630:                msg("%s is turned to stone!", prname(mname, TRUE));
        !           631:                return it;
        !           632:        }
        !           633:     }
        !           634:
        !           635:     /*
        !           636:      * Handle monsters that can gaze and do things while running
        !           637:      * Player must be able to see the monster and the monster must
        !           638:      * not be asleep
        !           639:      */
        !           640:     if (nasty && !invisible(tp)) {
        !           641:        /*
        !           642:         * Confusion
        !           643:         */
        !           644:        if (on(*tp, CANHUH)                              &&
        !           645:           (off(*tp, ISINVIS)     || on(player, CANSEE)) &&
        !           646:           (off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) {
        !           647:            if (!save(VS_MAGIC, &player, 0)) {
        !           648:                if (off(player, ISCLEAR)) {
        !           649:                    if (find_slot(unconfuse))
        !           650:                        lengthen(unconfuse, HUHDURATION);
        !           651:                    else {
        !           652:                        fuse(unconfuse, NULL, HUHDURATION, AFTER);
        !           653:                        msg("%s's gaze has confused you.",prname(mname, TRUE));
        !           654:                        turn_on(player, ISHUH);
        !           655:                    }
        !           656:                }
        !           657:                else msg("You feel dizzy for a moment, but it quickly passes.");
        !           658:            }
        !           659:            else if (rnd(100) < 67)
        !           660:                turn_off(*tp, CANHUH); /* Once you save, maybe that's it */
        !           661:        }
        !           662:
        !           663:        /* Sleep */
        !           664:        if(on(*tp, CANSNORE) &&
        !           665:           player.t_action != A_FREEZE &&
        !           666:           !save(VS_PARALYZATION, &player, 0)) {
        !           667:            if (ISWEARING(R_ALERT))
        !           668:                msg("You feel slightly drowsy for a moment.");
        !           669:            else {
        !           670:                msg("%s's gaze puts you to sleep.", prname(mname, TRUE));
        !           671:                player.t_no_move += movement(&player) * SLEEPTIME;
        !           672:                player.t_action = A_FREEZE;
        !           673:                if (rnd(100) < 50) turn_off(*tp, CANSNORE);
        !           674:            }
        !           675:        }
        !           676:
        !           677:        /* Fear */
        !           678:        if (on(*tp, CANFRIGHTEN) && !on(player, ISFLEE)) {
        !           679:            turn_off(*tp, CANFRIGHTEN);
        !           680:            if (!ISWEARING(R_HEROISM) &&
        !           681:                !save(VS_WAND, &player, -(tp->t_stats.s_lvl/10))) {
        !           682:                    turn_on(player, ISFLEE);
        !           683:                    player.t_dest = &tp->t_pos;
        !           684:                    msg("The sight of %s terrifies you.", prname(mname, FALSE));
        !           685:            }
        !           686:        }
        !           687:
        !           688:        /* blinding creatures */
        !           689:        if(on(*tp, CANBLIND) && !find_slot(sight)) {
        !           690:            turn_off(*tp, CANBLIND);
        !           691:            if (!save(VS_WAND, &player, 0)) {
        !           692:                msg("The gaze of %s blinds you", prname(mname, FALSE));
        !           693:                turn_on(player, ISBLIND);
        !           694:                fuse(sight, NULL, rnd(30)+20, AFTER);
        !           695:                light(&hero);
        !           696:            }
        !           697:        }
        !           698:
        !           699:        /* the sight of the ghost can age you! */
        !           700:        if (on(*tp, CANAGE)) {
        !           701:            turn_off (*tp, CANAGE);
        !           702:            if (!save(VS_MAGIC, &player, 0)) {
        !           703:                msg ("The sight of %s ages you!", prname(mname, FALSE));
        !           704:                pstats.s_const--;
        !           705:                max_stats.s_const--;
        !           706:                if (pstats.s_const < 0)
        !           707:                    death (D_CONSTITUTION);
        !           708:            }
        !           709:        }
        !           710:
        !           711:
        !           712:        /* Turning to stone */
        !           713:        if (on(*tp, LOOKSTONE)) {
        !           714:            turn_off(*tp, LOOKSTONE);
        !           715:
        !           716:            if (on(player, CANINWALL))
        !           717:                msg("The gaze of %s has no effect.", prname(mname, FALSE));
        !           718:            else {
        !           719:                if (!save(VS_PETRIFICATION, &player, 0) && rnd(100) < 5) {
        !           720:                    pstats.s_hpt = -1;
        !           721:                    msg("The gaze of %s petrifies you.", prname(mname, FALSE));
        !           722:                    msg("You are turned to stone !!! --More--");
        !           723:                    wait_for(' ');
        !           724:                    death(D_PETRIFY);
        !           725:                }
        !           726:                else {
        !           727:                    msg("The gaze of %s stiffens your limbs.",
        !           728:                        prname(mname, FALSE));
        !           729:                    player.t_no_move += movement(&player) * STONETIME;
        !           730:                    player.t_action = A_FREEZE;
        !           731:                }
        !           732:            }
        !           733:        }
        !           734:     }
        !           735:
        !           736:     return it;
        !           737: }
        !           738: /*
        !           739:  * wanderer:
        !           740:  *     A wandering monster has awakened and is headed for the player
        !           741:  */
        !           742:
        !           743: void
        !           744: wanderer(void)
        !           745: {
        !           746:     register int i;
        !           747:     register struct room *hr = roomin(&hero);
        !           748:     register struct linked_list *item;
        !           749:     register struct thing *tp;
        !           750:     register long *attr;       /* Points to monsters' attributes */
        !           751:     int carry; /* Chance of wanderer carrying anything */
        !           752:     short rmonst;      /* Our random wanderer */
        !           753:     bool canteleport = FALSE,  /* Can the monster teleport? */
        !           754:         seehim;        /* Is monster within sight? */
        !           755:     coord cp;
        !           756:
        !           757:     rmonst = randmonster(TRUE, FALSE); /* Choose a random wanderer */
        !           758:     attr = &monsters[rmonst].m_flags[0]; /* Start of attributes */
        !           759:     for (i=0; i<MAXFLAGS; i++)
        !           760:        if (*attr++ == CANTELEPORT) {
        !           761:            canteleport = TRUE;
        !           762:            break;
        !           763:        }
        !           764:
        !           765:     /* Find a place for it -- avoid the player's room if can't teleport */
        !           766:     do {
        !           767:        do {
        !           768:            i = rnd_room();
        !           769:        } until (canteleport || hr != &rooms[i] || levtype == MAZELEV ||
        !           770:                 levtype == OUTSIDE || levtype == POSTLEV);
        !           771:
        !           772:        /* Make sure the monster does not teleport on top of the player */
        !           773:        do {
        !           774:            rnd_pos(&rooms[i], &cp);
        !           775:        } while (hr == &rooms[i] && ce(cp, hero));
        !           776:     } until (step_ok(cp.y, cp.x, NOMONST, NULL));
        !           777:
        !           778:     /* Create a new wandering monster */
        !           779:     item = new_item(sizeof *tp);
        !           780:     new_monster(item, rmonst, &cp, FALSE);
        !           781:     tp = THINGPTR(item);
        !           782:     runto(tp, &hero);
        !           783:     tp->t_pos = cp;    /* Assign the position to the monster */
        !           784:     seehim = cansee(tp->t_pos.y, tp->t_pos.x);
        !           785:     if (on(*tp, HASFIRE)) {
        !           786:        register struct room *rp;
        !           787:
        !           788:        rp = roomin(&tp->t_pos);
        !           789:        if (rp) {
        !           790:            register struct linked_list *fire_item;
        !           791:
        !           792:            fire_item = creat_item();
        !           793:            ldata(fire_item) = (char *) tp;
        !           794:            attach(rp->r_fires, fire_item);
        !           795:
        !           796:            rp->r_flags |= HASFIRE;
        !           797:            if (seehim && next(rp->r_fires) == NULL)
        !           798:                light(&hero);
        !           799:        }
        !           800:     }
        !           801:
        !           802:     /* See if we give the monster anything */
        !           803:     carry = monsters[tp->t_index].m_carry;
        !           804:     if (off(*tp, ISUNIQUE)) carry /= 2;        /* Non-unique has only a half chance */
        !           805:     carry_obj(tp, carry);
        !           806:
        !           807:     /* Calculate its movement rate */
        !           808:     tp->t_no_move = movement(tp);
        !           809:
        !           810:     /* Alert the player if a monster just teleported in */
        !           811:     if (hr == &rooms[i] && canteleport && seehim && !invisible(tp)) {
        !           812:        msg("A %s just teleported in", monster_name(tp));
        !           813:        light(&hero);
        !           814:        running = FALSE;
        !           815:     }
        !           816:
        !           817:     if (wizard)
        !           818:        msg("Started a wandering %s", monster_name(tp));
        !           819: }

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