Annotation of early-roguelike/urogue/monsters.c, Revision 1.1.1.1
1.1 rubenllo 1: /*
2: monsters.c - File with various monster functions in it
3:
4: UltraRogue: The Ultimate Adventure in the Dungeons of Doom
5: Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
6: All rights reserved.
7:
8: Based on "Advanced Rogue"
9: Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
10: All rights reserved.
11:
12: Based on "Rogue: Exploring the Dungeons of Doom"
13: Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
14: All rights reserved.
15:
16: See the file LICENSE.TXT for full copyright and licensing information.
17: */
18:
19: #include <stdlib.h>
20: #include <string.h>
21: #include <ctype.h>
22: #include "rogue.h"
23:
24: /*
25: summon_monster()
26: Summon a monster.
27: */
28:
29: struct linked_list *
30: summon_monster(int type, int familiar, int print_message)
31: {
32: struct linked_list *mp;
33: struct thing *tp;
34: int monster;
35:
36: if (familiar && !is_wearing(R_WIZARD) && off(player, CANSUMMON))
37: {
38: msg("Only spellcasters can summon familiars!");
39: return(NULL);
40: }
41:
42: if (type == 0) /* Random monster modified by level */
43: {
44: int ndice = min(pstats.s_lvl, (nummonst - NUMSUMMON) / 8);
45:
46: monster = min(nummonst, roll(ndice, pstats.s_charisma));
47:
48: /*
49: * if a familiar exists, and it is higher in level, make it
50: * again
51: */
52:
53: if (fam_ptr != NULL)
54: {
55: struct thing *fp = THINGPTR(fam_ptr);
56:
57: monster = max(fp->t_index, monster);
58: }
59: }
60: else
61: monster = type;
62:
63: turn_on(player, SUMMONING);
64:
65: mp = creat_mons(&player, monster, NOMESSAGE);
66:
67: if (!mp)
68: {
69: msg("Summon failed.");
70: turn_off(player, SUMMONING);
71: return(NULL);
72: }
73:
74: if (print_message == MESSAGE)
75: {
76: msg("A %s appears out of nowhere!", monsters[monster].m_name);
77:
78: if (familiar)
79: msg("I am here to serve %s.", whoami);
80: else
81: {
82: msg("My goodness, are you Yendor?");
83: ++mons_summoned;
84: debug("%d monsters now summoned.", mons_summoned);
85: }
86: }
87:
88: tp = THINGPTR(mp);
89: turn_on(*tp, ISCHARMED); /* Summoned monsters are always charmed */
90:
91: if (familiar)
92: {
93: int i;
94: static const unsigned long fam_on[]= {ISREGEN,CANSHOOT,CANWIELD,HASARMOR,ISFAMILIAR,0};
95: static const unsigned long fam_off[]={ISMEAN, ISHUH, ISINVIS,
96: CANSURPRISE, NOMOVE,
97: ISSLOW, ISSHADOW, ISGREED, ISFAST,
98: CANFLY, ISFLEE, 0};
99:
100: for (i = 0; fam_on[i]; i++)
101: turn_on(*tp, fam_on[i]);
102:
103: for (i = 0; fam_off[i]; i++)
104: turn_off(*tp, fam_off[i]);
105:
106: if (fam_ptr != NULL) /* Get rid of old familiar */
107: {
108: struct thing *fp = THINGPTR(fam_ptr);
109: struct linked_list *fpack = fp->t_pack;
110: struct linked_list *item;
111:
112: if (fpack != NULL) /* Transfer pack */
113: {
114: if (tp->t_pack == NULL)
115: tp->t_pack = fpack;
116: else
117: {
118: for(item=tp->t_pack; item->l_next != NULL; item=next(item))
119: ; /* find last item in list */
120:
121: item->l_next = fpack;
122: fpack->l_prev = item;
123: }
124: }
125:
126: fpack = NULL;
127: killed(NULL, fam_ptr, NOMESSAGE, NOPOINTS);
128: }
129:
130: fam_ptr = mp;
131: fam_type = monster;
132:
133: /* improve their abilities a bit */
134:
135: tp->t_stats.s_hpt += roll(2, pstats.s_lvl);
136: tp->t_stats.s_lvl += roll(2, (pstats.s_lvl / 4) + 1);
137: tp->t_stats.s_arm -= roll(2, (pstats.s_lvl / 4) + 1);
138: tp->t_stats.s_str += roll(2, (pstats.s_lvl / 4) + 1);
139: tp->t_stats.s_intel += roll(2, (pstats.s_lvl / 4) + 1);
140: tp->t_stats.s_wisdom += roll(2, (pstats.s_lvl / 4) + 1);
141: tp->t_stats.s_dext += roll(2, (pstats.s_lvl / 4) + 1);
142: tp->t_stats.s_const += roll(2, (pstats.s_lvl / 4) + 1);
143: tp->t_stats.s_charisma += roll(2, (pstats.s_lvl / 4) + 1);
144:
145: /* some monsters do no damage by default */
146:
147: if (strcmp(tp->t_stats.s_dmg, "0d0") == 0)
148: tp->t_stats.s_dmg = "1d8";
149:
150: tp->maxstats = tp->t_stats; /* structure assignment */
151: }
152:
153: turn_off(player, SUMMONING);
154:
155: return(mp);
156: }
157:
158: /*
159: randmonster()
160: wander - wandering monster allowed
161: grab - a throne room monster allowed
162: */
163:
164: int
165: randmonster(int wander, int grab)
166: {
167: int mons_number, cur_level, range, i;
168:
169: /* Do we want a merchant? */
170:
171: if (wander == WANDER && monsters[nummonst].m_wander && rnd(5000) < 3)
172: return(nummonst);
173:
174: cur_level = level;
175: range = 4 * NLEVMONS;
176: i = 0;
177:
178: do
179: {
180: if (i++ > range * 10) /* just in case all have be genocided */
181: {
182: i = 0;
183:
184: if (--cur_level <= 0)
185: fatal("Rogue could not find a monster to make");
186: }
187:
188: mons_number = NLEVMONS * (cur_level - 1) +
189: (rnd(range) - (range - 1 - NLEVMONS));
190:
191: if (mons_number < 1)
192: mons_number = rnd(NLEVMONS) + 1;
193: else if (mons_number > nummonst - NUMSUMMON - 1)
194: {
195: if (grab == GRAB)
196: mons_number = rnd(range + NUMSUMMON) +
197: (nummonst - 1) -
198: (range + NUMSUMMON - 1);
199: else if (mons_number > nummonst - 1)
200: mons_number = rnd(range) +
201: (nummonst - NUMSUMMON - 1) -
202: (range - 1);
203: }
204: }
205: while (wander == WANDER ? !monsters[mons_number].m_wander ||
206: !monsters[mons_number].m_normal :
207: !monsters[mons_number].m_normal);
208:
209: return((short)mons_number);
210: }
211:
212: /*
213: new_monster()
214: Pick a new monster and add it to the list
215: */
216:
217: void
218: new_monster(struct linked_list *item, int type, coord *cp, int max_monster)
219: {
220: struct thing *tp;
221: struct monster *mp;
222: char *ip, *hitp;
223: int i, min_intel, max_intel;
224: int num_dice, num_sides = 8, num_extra = 0;
225: int eff_charisma = pstats.s_charisma;
226: int eff_intel = pstats.s_intel;
227:
228: attach(mlist, item);
229: tp = THINGPTR(item);
230: tp->t_index = type;
231: tp->t_wasshot = FALSE;
232: tp->t_type = monsters[type].m_appear;
233: tp->t_ctype = C_MONSTER;
234: tp->t_no_move = 0;
235: tp->t_doorgoal = -1;
236: tp->t_pos = *cp;
237: tp->t_oldpos = *cp;
238: tp->t_oldch = CCHAR( mvwinch(cw, cp->y, cp->x) );
239: mvwaddch(mw, cp->y, cp->x, tp->t_type);
240: mp = &monsters[tp->t_index];
241:
242: /* Figure out monster's hit points */
243:
244: hitp = mp->m_stats.s_hpt;
245: num_dice = atoi(hitp);
246:
247: if ((hitp = strchr(hitp, 'd')) != NULL)
248: {
249: num_sides = atoi(++hitp);
250:
251: if ((hitp = strchr(hitp, '+')) != NULL)
252: num_extra = atoi(++hitp);
253: }
254:
255: if (max_monster == MAXSTATS)
256: tp->t_stats.s_hpt = num_dice * num_sides + num_extra;
257: else
258: tp->t_stats.s_hpt = roll(num_dice, num_sides) + num_extra;
259:
260: tp->t_stats.s_lvl = mp->m_stats.s_lvl;
261: tp->t_stats.s_arm = mp->m_stats.s_arm;
262: tp->t_stats.s_dmg = mp->m_stats.s_dmg;
263: tp->t_stats.s_exp = mp->m_stats.s_exp + mp->m_add_exp * tp->t_stats.s_hpt;
264: tp->t_stats.s_str = mp->m_stats.s_str;
265:
266: if (max_level > 30)
267: {
268: tp->t_stats.s_hpt += roll(4, (max_level - 60) * 2);
269: tp->t_stats.s_lvl += roll(4, (max_level - 60) / 8);
270: tp->t_stats.s_arm -= roll(2, (max_level - 60) / 8);
271: tp->t_stats.s_str += roll(2, (max_level - 60) / 12);
272: tp->t_stats.s_exp += roll(4, (max_level - 60) * 2) * mp->m_add_exp;
273: }
274:
275: /*
276: * just initailize others values to something reasonable for now
277: * maybe someday will *really* put these in monster table
278: */
279:
280: tp->t_stats.s_wisdom = 8 + rnd(4);
281: tp->t_stats.s_dext = 8 + rnd(4);
282: tp->t_stats.s_const = 8 + rnd(4);
283: tp->t_stats.s_charisma = 8 + rnd(4);
284:
285: if (max_level > 45)
286: tp->t_stats.s_dext += roll(2, (max_level - 50) / 8);
287:
288: /* Set the initial flags */
289:
290: for (i = 0; i < 16; i++)
291: tp->t_flags[i] = 0;
292:
293: for (i = 0; i < 16; i++)
294: turn_on(*tp, mp->m_flags[i]);
295:
296: /* suprising monsters don't always surprise you */
297:
298: if (!max_monster && on(*tp, CANSURPRISE) && rnd(100) < 20)
299: turn_off(*tp, CANSURPRISE);
300:
301: /* If this monster is unique, genocide it */
302:
303: if (on(*tp, ISUNIQUE))
304: mp->m_normal = FALSE;
305:
306: /* gods automatically get special abilities */
307:
308: if (on(*tp, ISGOD))
309: {
310: turn_on(*tp, CANFRIGHTEN);
311: turn_on(*tp, CANCAST);
312: turn_on(*tp, CANFLY);
313: turn_on(*tp, CANBARGAIN);
314: turn_on(*tp, ISLARGE);
315: turn_on(*tp, CANTELEPORT);
316: turn_on(*tp, CANSPEAK);
317: turn_on(*tp, CANDARKEN);
318: turn_on(*tp, CANSEE);
319: turn_on(*tp, CANLIGHT);
320: turn_on(*tp, BMAGICHIT);
321: }
322:
323: tp->t_turn = TRUE;
324: tp->t_pack = NULL;
325:
326: /* Figure intelligence */
327:
328: min_intel = atoi(mp->m_intel);
329:
330: if ((ip = (char *) strchr(mp->m_intel, '-')) == NULL)
331: tp->t_stats.s_intel = min_intel;
332: else
333: {
334: max_intel = atoi(++ip);
335:
336: if (max_monster)
337: tp->t_stats.s_intel = max_intel;
338: else
339: tp->t_stats.s_intel = min_intel + rnd(max_intel - min_intel);
340: }
341:
342: tp->t_stats.s_power = (rnd(tp->t_stats.s_lvl / 5) + 1) * tp->t_stats.s_intel;
343:
344: tp->maxstats = tp->t_stats; /* structure assignment */
345:
346: /* If the monster can shoot, it may have a weapon */
347:
348: if (on(*tp, CANSHOOT) && (max_monster || rnd(9) < 6))
349: {
350: struct linked_list *thrower_item, *missile_item;
351: struct object *thrower, *a_missile;
352:
353: thrower_item = new_item(sizeof *thrower);
354: thrower = OBJPTR(thrower_item);
355: carried_weapon(tp, thrower);
356:
357: missile_item = new_item(sizeof *a_missile);
358: a_missile = OBJPTR(missile_item);
359: carried_weapon(tp, a_missile);
360:
361: /* The monster may use a crossbow, sling, footbow, or an arrow */
362: /* Take racial preferences into account */
363:
364: if ((strcmp(mp->m_name, "elf") == 0) ||
365: (strcmp(mp->m_name, "noldor elf") == 0))
366: {
367: thrower->o_which = BOW;
368:
369: if (rnd(5) == 0)
370: a_missile->o_which = SILVERARROW;
371: else
372: a_missile->o_which = ARROW;
373: }
374: else if ((strcmp(mp->m_name, "dwarf") == 0) ||
375: (strcmp(mp->m_name, "kazad dwarf") == 0))
376: {
377: thrower->o_which = CROSSBOW;
378: a_missile->o_which = BOLT;
379: }
380: else if (on(*tp, ISSMALL))
381: {
382: switch (rnd(3))
383: {
384: case 0:
385: thrower->o_which = SLING;
386: a_missile->o_which = BULLET;
387: break;
388: default:
389: thrower->o_which = SLING;
390: a_missile->o_which = ROCK;
391: }
392: }
393: else if (on(*tp, ISLARGE))
394: {
395: switch (rnd(4))
396: {
397: case 0:
398: thrower->o_which = CROSSBOW;
399: a_missile->o_which = BOLT;
400: break;
401:
402: case 1:
403: thrower->o_which = FOOTBOW;
404: a_missile->o_which = FBBOLT;
405: break;
406:
407: default:
408: thrower->o_which = BOW;
409:
410: if (rnd(5) == 0)
411: a_missile->o_which = FLAMEARROW;
412: else
413: a_missile->o_which = ARROW;
414:
415: break;
416: }
417: }
418: else
419: {
420: switch (rnd(6))
421: {
422: case 1:
423: thrower->o_which = SLING;
424: a_missile->o_which = ROCK;
425: break;
426:
427: case 2:
428: thrower->o_which = CROSSBOW;
429: a_missile->o_which = BOLT;
430: break;
431:
432: case 3:
433: thrower->o_which = FOOTBOW;
434: a_missile->o_which = FBBOLT;
435: break;
436:
437: case 4:
438: thrower->o_which = BOW;
439: a_missile->o_which = ARROW;
440: break;
441:
442: default:
443: thrower->o_which = SLING;
444: a_missile->o_which = BULLET;
445: break;
446: }
447: }
448:
449: init_weapon(thrower, thrower->o_which);
450: init_weapon(a_missile, a_missile->o_which);
451:
452: attach(tp->t_pack, thrower_item);
453: attach(tp->t_pack, missile_item);
454: }
455:
456: /* monsters that wield weapons */
457:
458: if (on(*tp, CANWIELD))
459: {
460: if (max_monster || rnd(3))
461: {
462: struct linked_list *wield_item;
463: struct object *wielded;
464:
465: wield_item = new_item(sizeof *wielded);
466: wielded = OBJPTR(wield_item);
467: carried_weapon(tp, wielded);
468:
469: i = rnd(CLAYMORE - CLUB) + rnd(2 * tp->t_stats.s_lvl);
470: i = min(i, CLAYMORE);
471: wielded->o_which = i;
472: init_weapon(wielded, wielded->o_which);
473:
474: /* Is it too heavy? */
475:
476: if (itemweight(wielded) > 8 * tp->t_stats.s_str)
477: discard(wield_item);
478: else
479: attach(tp->t_pack, wield_item);
480: }
481: }
482:
483: if (is_wearing(R_AGGR))
484: chase_it(cp, &player);
485: else
486: {
487: turn_off(*tp, ISRUN);
488:
489: if (on(*tp, ISFLEE) && (rnd(4) == 0))
490: turn_off(*tp, ISFLEE);
491:
492: if (rnd(luck) == 0)
493: switch (player.t_ctype)
494: {
495: case C_MAGICIAN:
496: case C_ILLUSION:
497: eff_intel = 2 * pstats.s_intel;
498: break;
499: case C_DRUID:
500: eff_intel = 2 * pstats.s_intel;
501: case C_RANGER:
502: eff_charisma = 2 * pstats.s_charisma;
503: break;
504: case C_ASSASIN:
505: case C_THIEF:
506: case C_NINJA:
507: eff_charisma = pstats.s_charisma / 2;
508: break;
509: }
510:
511: /* LOWFRIENDLY monsters might be friendly */
512:
513: i = roll(1,100);
514:
515: if (i == 0 || (on(*tp, LOWFRIENDLY) && i < eff_charisma) ||
516: (on(*tp, MEDFRIENDLY) && i < 3 * eff_charisma) ||
517: (on(*tp, HIGHFRIENDLY) && i < 5 * eff_charisma))
518: {
519: turn_on(*tp, ISFRIENDLY);
520: turn_off(*tp, ISMEAN);
521: }
522:
523: i = roll(1,100);
524:
525: if (i == 0 || (on(*tp, LOWCAST) && i < eff_intel) ||
526: (on(*tp, MEDCAST) && i < 3 * eff_intel) ||
527: (on(*tp, HIGHCAST) && i < 5 * eff_intel))
528: {
529: turn_on(*tp, CANCAST);
530: }
531:
532: if (on(*tp, ISDISGUISE))
533: {
534: char mch = 0;
535:
536: if (tp->t_pack != NULL)
537: mch = (OBJPTR(tp->t_pack))->o_type;
538: else
539: switch (rnd(level > arts[0].ar_level ? 10 : 9))
540: {
541: case 0: mch = GOLD; break;
542: case 1: mch = POTION; break;
543: case 2: mch = SCROLL; break;
544: case 3: mch = FOOD; break;
545: case 4: mch = WEAPON; break;
546: case 5: mch = ARMOR; break;
547: case 6: mch = RING; break;
548: case 7: mch = STICK; break;
549: case 8: mch = monsters[randmonster(NOWANDER, NOGRAB)].m_appear;
550: break;
551: case 9: mch = ARTIFACT; break;
552: }
553:
554: tp->t_disguise = mch;
555: }
556: }
557: }
558:
559: /*
560: wanderer()
561: A wandering monster has awakened and is headed for the player
562: */
563:
564: void
565: wanderer(void)
566: {
567: int i, cnt = 0;
568: struct room *hr = roomin(hero);
569: struct linked_list *item;
570: struct thing *tp;
571: coord cp;
572: char *loc;
573: int which;
574:
575: /* Find a place for it -- avoid the player's room */
576:
577: do
578: {
579: do
580: {
581: cnt++;
582: i = rnd_room();
583: }
584: while (!(hr != &rooms[i] || levtype == MAZELEV
585: || levtype == THRONE || cnt > 5000));
586:
587: rnd_pos(&rooms[i], &cp);
588: }
589: while(!step_ok(cp.y, cp.x, NOMONST, NULL));
590:
591: /* Create a new wandering monster */
592:
593: item = new_item(sizeof *tp);
594: which = randmonster(TRUE, FALSE);
595: new_monster(item, which, &cp, FALSE);
596:
597: tp = THINGPTR(item);
598: tp->t_pos = cp; /* Assign the position to the monster */
599:
600: chase_it(&tp->t_pos, &player);
601:
602: i = rnd(7);
603:
604: if (on(*tp, ISSWARM) && i < 5)
605: cnt = roll(2, 4);
606: else if (on(*tp, ISFLOCK) && i < 5)
607: cnt = roll(1, 4);
608: else
609: cnt = 0;
610:
611: for (i = 1; i <= cnt; i++)
612: {
613: struct linked_list *ip = creat_mons(tp, which, NOMESSAGE);
614:
615: if (ip != NULL)
616: {
617: struct thing *mp = THINGPTR(ip);
618:
619: if (on(*tp, ISFRIENDLY))
620: turn_on(*mp, ISFRIENDLY);
621: else
622: turn_off(*mp, ISFRIENDLY);
623: }
624: }
625:
626: if (cnt > 0)
627: {
628: if (on(*tp, LOWCAST) || on(*tp, MEDCAST) || on(*tp, HIGHCAST))
629: turn_on(*tp, CANCAST);
630:
631: tp->t_stats.s_hpt += roll(2, 8);
632: tp->t_stats.s_lvl += roll(2, 3);
633: tp->t_stats.s_arm -= roll(1, 6);
634: tp->t_stats.s_str += roll(2, 3);
635: tp->t_stats.s_intel += roll(2, 3);
636: tp->t_stats.s_exp += roll(2, 8) * monsters[which].m_add_exp;
637: }
638:
639: i = DISTANCE(cp, hero);
640:
641: if (i < 20)
642: loc = "very close to you";
643: else if (i < 400)
644: loc = "nearby";
645: else
646: loc = "in the distance";
647:
648: if (wizard)
649: msg("Started a wandering %s.", monsters[tp->t_index].m_name);
650: else if (on(*tp, ISUNDEAD) && (player.t_ctype == C_CLERIC ||
651: player.t_ctype == C_PALADIN || is_wearing(R_PIETY)))
652: msg("You sense a new ungodly monster %s.", loc);
653: else if (on(player, CANHEAR) || (player.t_ctype == C_THIEF &&
654: rnd(20) == 0))
655: msg("You hear a new %s moving %s.",
656: monsters[tp->t_index].m_name, loc);
657: else if (on(player, CANSCENT) || (player.t_ctype == C_THIEF &&
658: rnd(20) == 0))
659: msg("You smell a new %s %s.", monsters[tp->t_index].m_name,
660: loc);
661: }
662:
663: /*
664: wake_monster
665:
666: what to do when the hero steps next to a monster
667: */
668:
669: struct linked_list *
670: wake_monster(int y, int x)
671: {
672: struct thing *tp;
673: struct linked_list *it;
674: struct room *trp;
675: char *mname;
676:
677: if ((it = find_mons(y, x)) == NULL)
678: {
679: debug("Can't find monster in show.");
680: return(NULL);
681: }
682:
683: tp = THINGPTR(it);
684:
685: if ((good_monster(*tp)) || on(player, SUMMONING))
686: {
687: chase_it(&tp->t_pos, &player);
688: turn_off(*tp, ISINVIS);
689: turn_off(*tp, CANSURPRISE);
690: return(it);
691: }
692:
693: trp = roomin(tp->t_pos); /* Current room for monster */
694: mname = monsters[tp->t_index].m_name;
695:
696: /* Let greedy ones guard gold */
697:
698: if (on(*tp, ISGREED) && off(*tp, ISRUN))
699: if ((trp != NULL) && (lvl_obj != NULL))
700: {
701: struct linked_list *item;
702: struct object *cur;
703:
704: for (item = lvl_obj; item != NULL; item = next(item))
705: {
706: cur = OBJPTR(item);
707:
708: if ((cur->o_type == GOLD) &&
709: (roomin(cur->o_pos) == trp))
710: {
711: /* Run to the gold */
712: tp->t_horde = cur;
713: turn_on(*tp, ISRUN);
714: turn_off(*tp, ISDISGUISE);
715: tp->t_ischasing = FALSE;
716: /* Make it worth protecting */
717: cur->o_count += roll(2, 3) * GOLDCALC;
718: break;
719: }
720: }
721: }
722:
723: /*
724: * Every time he sees mean monster, it might start chasing him unique
725: * monsters always do
726: */
727:
728: if ( (on(*tp, ISUNIQUE)) ||
729: ( (rnd(100) > 33) &&
730: on(*tp, ISMEAN) &&
731: off(*tp, ISHELD) &&
732: off(*tp, ISRUN) &&
733: !is_stealth(&player) &&
734: (off(player, ISINVIS) || on(*tp, CANSEE))
735: )
736: )
737: {
738: chase_it(&tp->t_pos, &player);
739: }
740:
741: /* Handle gaze attacks */
742:
743: if (on(*tp, ISRUN) && cansee(tp->t_pos.y, tp->t_pos.x) &&
744: off(player, ISINVIS))
745: {
746: if (on(*tp, CANHUH)) /* Confusion */
747: {
748: if (on(player, CANREFLECT))
749: {
750: msg("You reflect the bewildering stare of the %s.", mname);
751:
752: if (save_throw(VS_MAGIC, tp))
753: {
754: msg("The %s is confused!", mname);
755: turn_on(*tp, ISHUH);
756: }
757: else
758: msg("The %s staggers for a moment.", mname);
759: }
760: else if (save(VS_MAGIC))
761: {
762: msg("You feel dizzy for a moment, but it quickly passes.");
763:
764: if (rnd(100) < 67)
765: turn_off(*tp, CANHUH);
766: }
767: else if (off(player, ISCLEAR))
768: {
769: if (off(player, ISHUH))
770: {
771: light_fuse(FUSE_UNCONFUSE, 0, rnd(20) + HUHDURATION, AFTER);
772: msg("The %s's gaze has confused you.", mname);
773: turn_on(player, ISHUH);
774: }
775: else
776: lengthen_fuse(FUSE_UNCONFUSE, rnd(20) + HUHDURATION);
777: }
778: }
779:
780: if (on(*tp, CANSNORE)) /* Sleep */
781: {
782: if (on(player, CANREFLECT))
783: {
784: msg("You reflect the lethargic glance of the %s", mname);
785:
786: if (save_throw(VS_PARALYZATION, tp))
787: {
788: msg("The %s falls asleep!", mname);
789: tp->t_no_move += SLEEPTIME;
790: }
791: }
792: else if (no_command == 0 && !save(VS_PARALYZATION))
793: {
794: if (is_wearing(R_ALERT))
795: msg("You feel slightly drowsy for a moment.");
796: else
797: {
798: msg("The %s's gaze puts you to sleep.", mname);
799: no_command = SLEEPTIME;
800:
801: if (rnd(100) < 50)
802: turn_off(*tp, CANSNORE);
803: }
804: }
805: }
806:
807: if (on(*tp, CANFRIGHTEN)) /* Fear */
808: {
809: turn_off(*tp, CANFRIGHTEN);
810:
811: if (on(player, CANREFLECT))
812: {
813: msg("The %s sees its reflection. ", mname);
814:
815: if (save_throw(VS_MAGIC,tp))
816: {
817: msg("The %s is terrified by its reflection!", mname);
818: turn_on(*tp, ISFLEE);
819: }
820: }
821: else
822: {
823: if (!save(VS_WAND) && !(on(player, ISFLEE) &&
824: (player.t_chasee==tp)))
825: {
826: if ((player.t_ctype != C_PALADIN) &&
827: off(player, SUPERHERO))
828: {
829: turn_on(player, ISFLEE);
830: player.t_ischasing = FALSE;
831: player.t_chasee = tp;
832: msg("The sight of the %s terrifies you.", mname);
833: }
834: else
835: msg("My, the %s looks ugly.", mname);
836: }
837: }
838: }
839:
840: if (on(*tp, LOOKSLOW)) /* Slow */
841: {
842: turn_off(*tp, LOOKSLOW);
843:
844: if (on(player, CANREFLECT))
845: {
846: msg("You reflect the mournful glare of the %s.", mname);
847:
848: if (save_throw(VS_MAGIC,tp))
849: {
850: msg("The %s is slowing down!", mname);
851: turn_on(*tp, ISSLOW);
852: }
853: }
854: else if (is_wearing(R_FREEDOM) || save(VS_MAGIC))
855: msg("You feel run-down for a moment.");
856: else
857: {
858: if (on(player, ISHASTE)) /* Already sped up */
859: {
860: extinguish_fuse(FUSE_NOHASTE);
861: nohaste(NULL);
862: }
863: else
864: {
865: msg("You feel yourself moving %sslower.",
866: on(player, ISSLOW) ? "even " : "");
867:
868: if (on(player, ISSLOW))
869: lengthen_fuse(FUSE_NOSLOW, rnd(4) + 4);
870: else
871: {
872: turn_on(player, ISSLOW);
873: player.t_turn = TRUE;
874: light_fuse(FUSE_NOSLOW, 0, rnd(4) + 4, AFTER);
875: }
876: }
877: }
878: }
879:
880: if (on(*tp, CANBLIND)) /* Blinding */
881: {
882: turn_off(*tp, CANBLIND);
883:
884: if (on(player, CANREFLECT))
885: {
886: msg("You reflect the blinding stare of the %s.", mname);
887:
888: if (save_throw(VS_WAND, tp))
889: {
890: msg("The %s is blinded!", mname);
891: turn_on(*tp, ISHUH);
892: }
893: }
894: else if (off(player, ISBLIND))
895: if (save(VS_WAND) || is_wearing(R_TRUESEE) || is_wearing(R_SEEINVIS))
896: msg("Your eyes film over for a moment.");
897: else
898: {
899: msg("The gaze of the %s blinds you.", mname);
900: turn_on(player, ISBLIND);
901: light_fuse(FUSE_SIGHT, 0, rnd(30) + 20, AFTER);
902: look(FALSE);
903: }
904: }
905:
906: if (on(*tp, LOOKSTONE)) /* Stoning */
907: {
908: turn_off(*tp, LOOKSTONE);
909:
910: if (on(player, CANREFLECT))
911: {
912: msg("You reflect the flinty look of the %s.", mname);
913:
914: if (save_throw(VS_PETRIFICATION,tp))
915: {
916: msg("The %s suddenly stiffens", mname);
917: tp->t_no_move += STONETIME;
918: }
919: else
920: {
921: msg("The %s is turned to stone!", mname);
922: killed(&player, it, NOMESSAGE, POINTS);
923: }
924: }
925: else
926: {
927: if (on(player, CANINWALL))
928: msg("The %s cannot focus on you.", mname);
929: else
930: {
931: msg("The gaze of the %s stiffens your limbs.", mname);
932:
933: if (save(VS_PETRIFICATION))
934: no_command = STONETIME;
935: else if (rnd(100))
936: no_command = STONETIME * 3;
937: else
938: {
939: msg("The gaze of the %s petrifies you.", mname);
940: msg("You are turned to stone!!! --More--");
941: wait_for(' ');
942: death(D_PETRIFY);
943: return(it);
944: }
945: }
946: }
947: }
948: }
949:
950: /*
951: * True Sight sees all Never see ISINWALL or CANSURPRISE See ISSHADOW
952: * 80% See ISINVIS with See Invisibilty
953: */
954:
955: if (off(player, CANTRUESEE) &&
956: on(*tp, ISINWALL) || on(*tp, CANSURPRISE) ||
957: (on(*tp, ISSHADOW) && rnd(100) < 80) ||
958: (on(*tp, ISINVIS) && off(player, CANSEE)))
959: {
960: /*
961: TODO: incomplete - need to finish logic
962: int ch = mvwinch(stdscr, y, x);
963: */
964: }
965:
966:
967: /* hero might be able to hear or smell monster if he can't see it */
968:
969: if ((rnd(player.t_ctype == C_THIEF ? 40 : 200) == 0 ||
970: on(player, CANHEAR)) && !cansee(tp->t_pos.y, tp->t_pos.x))
971: msg("You hear a %s nearby.", mname);
972: else if ((rnd(player.t_ctype == C_THIEF ? 40 : 200) == 0 ||
973: on(player, CANSCENT)) && !cansee(tp->t_pos.y, tp->t_pos.x))
974: msg("You smell a %s nearby.", mname);
975:
976: return(it);
977: }
978:
979: /*
980: genocide()
981: wipe out hated monsters flags: ISBLESSED, ISCURSED
982: */
983:
984: void
985: genocide(int flags)
986: {
987: struct linked_list *ip;
988: struct thing *mp;
989: struct linked_list *nip;
990: int which_monst;
991: int blessed = flags & ISBLESSED;
992: int cursed = flags & ISCURSED;
993:
994: while ((which_monst = get_monster_number("genocide")) == 0)
995: ;
996:
997: if (cursed) /* oops... */
998: {
999: new_level(THRONE, which_monst);
1000: msg("What's this I hear about you trying to wipe me out?");
1001: fighting = running = after = FALSE;
1002: return;
1003: }
1004:
1005: /* Remove this monster from the present level */
1006:
1007: for (ip = mlist; ip; ip = nip)
1008: {
1009: mp = THINGPTR(ip);
1010: nip = next(ip);
1011:
1012: if (mp->t_index == which_monst)
1013: {
1014: check_residue(mp); /* Check for special features before removing */
1015: remove_monster(&mp->t_pos, ip);
1016: }
1017: }
1018:
1019: /* Remove from available monsters */
1020:
1021: monsters[which_monst].m_normal = FALSE;
1022: monsters[which_monst].m_wander = FALSE;
1023: mpos = 0;
1024: msg("You have wiped out the %s.", monsters[which_monst].m_name);
1025:
1026: if (blessed)
1027: genocide(ISNORMAL);
1028: }
1029:
1030:
1031: /*
1032: id_monst()
1033: lists the monsters with the displayed by the character unless
1034: there is only one in which case it is returned as the string
1035: */
1036:
1037: void
1038: id_monst(int monster)
1039: {
1040: int i;
1041:
1042: for (i = 1; i <= nummonst + 2; i++)
1043: if (monsters[i].m_appear == monster)
1044: add_line("A %s ", monsters[i].m_name);
1045:
1046: end_line();
1047: }
1048:
1049:
1050: /*
1051: check_residue()
1052: takes care of any effect of the monster
1053: */
1054:
1055: void
1056: check_residue(struct thing *tp)
1057: {
1058: /* Take care of special abilities */
1059:
1060: if (on(*tp, DIDHOLD) && (--hold_count == 0))
1061: turn_off(player, ISHELD);
1062:
1063: /* If it has lowered player, give him back a level, maybe */
1064:
1065: if (on(*tp, DIDDRAIN) && rnd(3) == 0)
1066: raise_level();
1067:
1068: /* If frightened of this monster, stop */
1069:
1070: if (on(player, ISFLEE) && (player.t_chasee==tp))
1071: turn_off(player, ISFLEE);
1072:
1073: /* If monster was suffocating player, stop it */
1074: if (on(*tp, DIDSUFFOCATE))
1075: extinguish_fuse(FUSE_SUFFOCATE);
1076:
1077: /* If something with fire, may darken */
1078: if (on(*tp, HASFIRE))
1079: {
1080: struct room *rp = roomin(tp->t_pos);
1081:
1082: if (rp && (--(rp->r_fires) <= 0))
1083: {
1084: rp->r_flags &= ~HASFIRE;
1085: light(&tp->t_pos);
1086: }
1087: }
1088: }
1089:
1090: /*
1091: sell()
1092: displays a menu of goods from which the player may choose to
1093: purchase something.
1094: */
1095:
1096: #define SELL_ITEMS 10 /* How many things 'q' might carry */
1097:
1098: void
1099: sell(struct thing *tp)
1100: {
1101: struct linked_list *item;
1102: int i, j, min_worth, nitems, chance, which_item, w;
1103: char goods;
1104: struct object *obj;
1105: char buffer[2 * LINELEN];
1106: char dbuf[2 * LINELEN];
1107:
1108: struct
1109: {
1110: int which;
1111: int plus1, plus2;
1112: int count;
1113: int worth;
1114: int flags;
1115: char *name;
1116: }
1117: selection[SELL_ITEMS];
1118:
1119: int effective_purse = ((player.t_ctype == C_PALADIN) ?
1120: (9 * purse / 10) : purse);
1121:
1122: min_worth = -1; /* hope item is never worth less than this */
1123: item = find_mons(tp->t_pos.y, tp->t_pos.x); /* Get pointer to monster */
1124:
1125: /* Select the items */
1126:
1127: nitems = rnd(6) + 5;
1128:
1129: switch (rnd(6))
1130: {
1131: /* Armor */
1132: case 0:
1133: case 1:
1134: goods = ARMOR;
1135: for (i = 0; i < nitems; i++)
1136: {
1137: chance = rnd(100);
1138:
1139: for (j = 0; j < maxarmors; j++)
1140: if (chance < armors[j].a_prob)
1141: break;
1142:
1143: if (j == maxarmors)
1144: {
1145: debug("Picked a bad armor %d", chance);
1146: j = 0;
1147: }
1148:
1149: selection[i].which = j;
1150: selection[i].count = 1;
1151:
1152: if (rnd(100) < 40)
1153: selection[i].plus1 = rnd(5) + 1;
1154: else
1155: selection[i].plus1 = 0;
1156:
1157: selection[i].name = armors[j].a_name;
1158:
1159: switch (luck)
1160: {
1161: case 0: break;
1162: case 1:
1163: if (rnd(3) == 0)
1164: {
1165: selection[i].flags |= ISCURSED;
1166: selection[i].plus1 = -1 - rnd(5);
1167: }
1168: break;
1169:
1170: default:
1171: if (rnd(luck))
1172: {
1173: selection[i].flags |= ISCURSED;
1174: selection[i].plus1 = -1 - rnd(5);
1175: }
1176: break;
1177: }
1178:
1179: /* Calculate price */
1180:
1181: w = armors[j].a_worth;
1182: w *= (1 + luck + (10 * selection[i].plus1));
1183: w = (w / 2) + (roll(6, w) / 6);
1184: selection[i].worth = max(w, 25);
1185:
1186: if (min_worth > selection[i].worth || i == 1)
1187: min_worth = selection[i].worth;
1188: }
1189: break;
1190:
1191: /* Weapon */
1192: case 2:
1193: case 3:
1194: goods = WEAPON;
1195: for (i = 0; i < nitems; i++)
1196: {
1197: selection[i].which = rnd(maxweapons);
1198: selection[i].count = 1;
1199:
1200: if (rnd(100) < 35)
1201: {
1202: selection[i].plus1 = rnd(3);
1203: selection[i].plus2 = rnd(3);
1204: }
1205: else
1206: {
1207: selection[i].plus1 = 0;
1208: selection[i].plus2 = 0;
1209: }
1210:
1211: if (weaps[selection[i].which].w_flags & ISMANY)
1212: selection[i].count = rnd(15) + 8;
1213:
1214: selection[i].name = weaps[selection[i].which].w_name;
1215:
1216: switch (luck)
1217: {
1218: case 0: break;
1219: case 1:
1220: if (rnd(3) == 0)
1221: {
1222: selection[i].flags |= ISCURSED;
1223: selection[i].plus1 = -rnd(3);
1224: selection[i].plus2 = -rnd(3);
1225: }
1226: break;
1227:
1228: default:
1229: if (rnd(luck))
1230: {
1231: selection[i].flags |= ISCURSED;
1232: selection[i].plus1 = -rnd(3);
1233: selection[i].plus2 = -rnd(3);
1234: }
1235: break;
1236: }
1237:
1238: w = weaps[selection[i].which].w_worth * selection[i].count;
1239: w *= (1 + luck + (10 * selection[i].plus1 +
1240: 10 * selection[i].plus2));
1241: w = (w / 2) + (roll(6, w) / 6);
1242: selection[i].worth = max(w, 25);
1243:
1244: if (min_worth > selection[i].worth || i == 1)
1245: min_worth = selection[i].worth;
1246: }
1247: break;
1248:
1249: /* Staff or wand */
1250: case 4:
1251: goods = STICK;
1252:
1253: for (i = 0; i < nitems; i++)
1254: {
1255: selection[i].which = pick_one(ws_magic, maxsticks);
1256: selection[i].plus1 = rnd(11) + 5;
1257: selection[i].count = 1;
1258: selection[i].name = ws_magic[selection[i].which].mi_name;
1259:
1260: switch (luck)
1261: {
1262: case 0: break;
1263: case 1:
1264: if (rnd(3) == 0)
1265: {
1266: selection[i].flags |= ISCURSED;
1267: selection[i].plus1 = 1;
1268: }
1269: break;
1270:
1271: default:
1272: if (rnd(luck))
1273: {
1274: selection[i].flags |= ISCURSED;
1275: selection[i].plus1 = 1;
1276: }
1277: }
1278:
1279: w = ws_magic[selection[i].which].mi_worth;
1280: w += (luck + 1) * 20 * selection[i].plus1;
1281: w = (w / 2) + (roll(6, w) / 6);
1282: selection[i].worth = max(w, 25);
1283:
1284: if (min_worth > selection[i].worth || i == 1)
1285: min_worth = selection[i].worth;
1286: }
1287: break;
1288:
1289: /* Ring */
1290:
1291: case 5:
1292: goods = RING;
1293: for (i = 0; i < nitems; i++)
1294: {
1295: selection[i].which = pick_one(r_magic, maxrings);
1296: selection[i].plus1 = rnd(2) + 1;
1297: selection[i].count = 1;
1298:
1299: if (rnd(100) < r_magic[selection[i].which].mi_bless + 10)
1300: selection[i].plus1 += rnd(2) + 1;
1301:
1302: selection[i].name = r_magic[selection[i].which].mi_name;
1303:
1304: switch (luck)
1305: {
1306: case 0: break;
1307: case 1:
1308: if (rnd(3) == 0)
1309: {
1310: selection[i].flags |= ISCURSED;
1311: selection[i].plus1 = -1 - rnd(2);
1312: }
1313: break;
1314:
1315: default:
1316: if (rnd(luck))
1317: {
1318: selection[i].flags |= ISCURSED;
1319: selection[i].plus1 = -1 - rnd(2);
1320: }
1321: }
1322:
1323: w = r_magic[selection[i].which].mi_worth;
1324:
1325: switch(selection[i].which)
1326: {
1327: case R_DIGEST:
1328: if (selection[i].plus1 > 2)
1329: selection[i].plus1 = 2;
1330: else if (selection[i].plus1 < 1)
1331: selection[i].plus1 = 1;
1332: /* fall thru here to other cases */
1333: case R_ADDSTR:
1334: case R_ADDDAM:
1335: case R_PROTECT:
1336: case R_ADDHIT:
1337: case R_ADDINTEL:
1338: case R_ADDWISDOM:
1339: if (selection[i].plus1 > 0)
1340: w += selection[i].plus1 * 50;
1341: }
1342:
1343: w *= (1 + luck);
1344: w = (w / 2) + (roll(6, w) / 6);
1345: selection[i].worth = max(w, 25);
1346:
1347: if (min_worth > selection[i].worth * selection[i].count)
1348: min_worth = selection[i].worth;
1349: }
1350: }
1351:
1352: /* See if player can afford an item */
1353:
1354: if (min_worth > effective_purse)
1355: {
1356: msg("The %s eyes your small purse and departs.",
1357: monsters[nummonst].m_name);
1358:
1359: /* Get rid of the monster */
1360:
1361: killed(NULL, item, NOMESSAGE, NOPOINTS);
1362:
1363: return;
1364: }
1365:
1366: /* Display the goods */
1367:
1368: msg("The %s shows you his wares.", monsters[nummonst].m_name);
1369: wstandout(cw);
1370: mvwaddstr(cw, 0, mpos, morestr);
1371: wstandend(cw);
1372: wrefresh(cw);
1373: wait_for(' ');
1374: msg("");
1375: clearok(cw, TRUE);
1376: touchwin(cw);
1377:
1378: wclear(hw);
1379: touchwin(hw);
1380:
1381: for (i = 0; i < nitems; i++)
1382: {
1383: if (selection[i].worth > effective_purse)
1384: continue;
1385:
1386: wmove(hw, i + 2, 0);
1387: sprintf(dbuf, "[%c] ", ('a' + i));
1388:
1389: switch(goods)
1390: {
1391: case ARMOR:
1392: strcat(dbuf, "Some ");
1393: break;
1394: case WEAPON:
1395: if (selection[i].count == 1)
1396: strcat(dbuf, "A ");
1397: else
1398: {
1399: sprintf(buffer, "%2d ", selection[i].count);
1400: strcat(dbuf, buffer);
1401: }
1402: break;
1403:
1404: case STICK:
1405: strcat(dbuf, "A ");
1406: strcat(dbuf, ws_type[selection[i].which]);
1407: strcat(dbuf, " of ");
1408: break;
1409:
1410: case RING:
1411: strcat(dbuf, "A ring of ");
1412: break;
1413: }
1414:
1415: strcat(dbuf, selection[i].name);
1416:
1417: if (selection[i].count > 1)
1418: strcat(dbuf, "s");
1419:
1420: sprintf(buffer, "%-50.80s Price: %d", dbuf, selection[i].worth);
1421: waddstr(hw, buffer);
1422: }
1423:
1424: sprintf(buffer, "Purse: %ld", purse);
1425: mvwaddstr(hw, nitems + 3, 0, buffer);
1426: mvwaddstr(hw, 0, 0, "How about one of the following goods? ");
1427: wrefresh(hw);
1428:
1429: /* Get rid of the monster */
1430:
1431: killed(NULL, item, NOMESSAGE, NOPOINTS);
1432:
1433: which_item = (short) ((readchar() & 0177) - 'a');
1434:
1435: while (which_item < 0 || which_item >= nitems ||
1436: selection[which_item].worth > effective_purse)
1437: {
1438: if (which_item == (short) ESCAPE - (short) 'a')
1439: return;
1440:
1441: mvwaddstr(hw, 0, 0, "Please enter one of the listed items: ");
1442: wrefresh(hw);
1443: which_item = (short) ((readchar() & 0177) - 'a');
1444: }
1445:
1446: if (purse > selection[which_item].worth)
1447: purse -= selection[which_item].worth;
1448: else
1449: purse = 0L;
1450:
1451: item = spec_item(goods, selection[which_item].which,
1452: selection[which_item].plus1, selection[which_item].plus2);
1453:
1454: obj = OBJPTR(item);
1455:
1456: if (selection[which_item].count > 1)
1457: {
1458: obj->o_count = selection[which_item].count;
1459: obj->o_group = ++group;
1460: }
1461:
1462: /* If a stick or ring, let player know the type */
1463:
1464: switch (goods)
1465: {
1466: case STICK: know_items[TYP_STICK][selection[which_item].which] = TRUE;
1467: break;
1468: case RING: know_items[TYP_RING][selection[which_item].which] = TRUE;
1469: break;
1470: }
1471:
1472: if (add_pack(item, MESSAGE) == FALSE)
1473: {
1474: obj->o_pos = hero;
1475: fall(&player, item, TRUE, FALSE);
1476: }
1477: }
1478:
1479: void
1480: carried_weapon(struct thing *owner, struct object *weapon)
1481: {
1482: weapon->o_hplus = (rnd(4) < 3) ? 0 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
1483: weapon->o_dplus = (rnd(4) < 3) ? 0 : (rnd(3) + 1) * ((rnd(3) < 2) ? 1 : -1);
1484: weapon->o_hplus += rnd(owner->t_stats.s_lvl / 3 + 1);
1485: weapon->o_hplus += rnd(owner->t_stats.s_lvl / 3 + 1);
1486: weapon->o_damage = weapon->o_hurldmg = "0d0";
1487: weapon->o_ac = 11;
1488: weapon->o_count = 1;
1489: weapon->o_group = 0;
1490:
1491: if ((weapon->o_hplus <= 0) && (weapon->o_dplus <= 0))
1492: weapon->o_flags = ISCURSED;
1493:
1494: weapon->o_flags = 0;
1495: weapon->o_type = WEAPON;
1496: weapon->o_mark[0] = '\0';
1497: }
CVSweb