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monsters.c
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monsters.c
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/*
* File with various monster functions in it
*
* @(#)monsters.c 4.46 (Berkeley) 02/05/99
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980-1983, 1985, 1999 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 <string.h>
#include "rogue.h"
#include <ctype.h>
/*
* List of monsters in rough order of vorpalness
*/
static const int lvl_mons[] = {
'K', 'E', 'B', 'S', 'H', 'I', 'R', 'O', 'Z', 'L', 'C', 'Q', 'A',
'N', 'Y', 'F', 'T', 'W', 'P', 'X', 'U', 'M', 'V', 'G', 'J', 'D'
};
static const int wand_mons[] = {
'K', 'E', 'B', 'S', 'H', 0, 'R', 'O', 'Z', 0, 'C', 'Q', 'A',
0, 'Y', 0, 'T', 'W', 'P', 0, 'U', 'M', 'V', 'G', 'J', 0
};
/*
* randmonster:
* Pick a monster to show up. The lower the level,
* the meaner the monster.
*/
int
randmonster(int wander)
{
int d;
const int *mons;
mons = (wander ? wand_mons : lvl_mons);
do
{
d = level + (rnd(10) - 6);
if (d < 0)
d = rnd(5);
if (d > 25)
d = rnd(5) + 21;
} while (mons[d] == 0);
return mons[d];
}
/*
* new_monster:
* Pick a new monster and add it to the list
*/
void
new_monster(THING *tp, int type, const coord *cp)
{
struct monster *mp;
int lev_add;
if ((lev_add = level - AMULETLEVEL) < 0)
lev_add = 0;
attach(mlist, tp);
tp->t_type = type;
tp->t_disguise = type;
tp->t_pos = *cp;
move(cp->y, cp->x);
tp->t_oldch = CCHAR( inch() );
tp->t_room = roomin(cp);
moat(cp->y, cp->x) = tp;
mp = &monsters[tp->t_type-'A'];
tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add;
tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8);
tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add;
strcpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg);
tp->t_stats.s_str = mp->m_stats.s_str;
tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp);
tp->t_flags = mp->m_flags;
if (level > 29)
tp->t_flags |= ISHASTE;
tp->t_turn = TRUE;
tp->t_pack = NULL;
if (ISWEARING(R_AGGR))
runto(cp);
if (type == 'X')
tp->t_disguise = rnd_thing();
}
/*
* expadd:
* Experience to add for this monster's level/hit points
*/
int
exp_add(const THING *tp)
{
int mod;
if (tp->t_stats.s_lvl == 1)
mod = tp->t_stats.s_maxhp / 8;
else
mod = tp->t_stats.s_maxhp / 6;
if (tp->t_stats.s_lvl > 9)
mod *= 20;
else if (tp->t_stats.s_lvl > 6)
mod *= 4;
return mod;
}
/*
* wanderer:
* Create a new wandering monster and aim it at the player
*/
void
wanderer(void)
{
THING *tp;
coord cp;
int cnt = 0;
tp = new_item();
do
{
/* Avoid endless loop when all rooms are filled with monsters
* and the player room is not accessible to the monsters.
*/
if (cnt++ >= 500)
{
discard(tp);
return;
}
find_floor(NULL, &cp, FALSE, TRUE);
} while (roomin(&cp) == proom && moat(cp.y, cp.x) == NULL);
new_monster(tp, randmonster(TRUE), &cp);
if (on(player, SEEMONST))
{
standout();
if (!on(player, ISHALU))
addch(tp->t_type);
else
addch(rnd(26) + 'A');
standend();
}
runto(&tp->t_pos);
#ifdef MASTER
if (wizard)
msg("started a wandering %s", monsters[tp->t_type-'A'].m_name);
#endif
}
/*
* wake_monster:
* What to do when the hero steps next to a monster
*/
const THING *
wake_monster(int y, int x)
{
THING *tp;
struct room *rp;
int ch;
const char *mname;
if ((tp = moat(y, x)) == NULL) {
#ifdef MASTER
msg("can't find monster in wake_monster");
#endif
return NULL;
}
ch = tp->t_type;
/*
* Every time he sees mean monster, it might start chasing him
*/
if (!on(*tp, ISRUN) && rnd(3) != 0 && on(*tp, ISMEAN) && !on(*tp, ISHELD)
&& !ISWEARING(R_STEALTH) && !on(player, ISLEVIT))
{
tp->t_dest = &hero;
tp->t_flags |= ISRUN;
}
if (ch == 'M' && !on(player, ISBLIND) && !on(player, ISHALU)
&& !on(*tp, ISFOUND) && !on(*tp, ISCANC) && on(*tp, ISRUN))
{
rp = proom;
if ((rp != NULL && !(rp->r_flags & ISDARK))
|| dist(y, x, hero.y, hero.x) < LAMPDIST)
{
tp->t_flags |= ISFOUND;
if (!save(VS_MAGIC))
{
if (on(player, ISHUH))
lengthen(unconfuse, spread(HUHDURATION));
else
fuse(unconfuse, 0, spread(HUHDURATION), AFTER);
player.t_flags |= ISHUH;
mname = set_mname(tp);
addmsg("%s", mname);
if (strcmp(mname, "it") != 0)
addmsg("'");
msg("s gaze has confused you");
}
}
}
/*
* Let greedy ones guard gold
*/
if (on(*tp, ISGREED) && !on(*tp, ISRUN))
{
tp->t_flags |= ISRUN;
if (proom->r_goldval)
tp->t_dest = &proom->r_gold;
else
tp->t_dest = &hero;
}
return tp;
}
/*
* give_pack:
* Give a pack to a monster if it deserves one
*/
void
give_pack(THING *tp)
{
if (level >= max_level && rnd(100) < monsters[tp->t_type-'A'].m_carry)
attach(tp->t_pack, new_thing());
}
/*
* save_throw:
* See if a creature save against something
*/
int
save_throw(int which, const THING *tp)
{
int need;
need = 14 + which - tp->t_stats.s_lvl / 2;
return (roll(1, 20) >= need);
}
/*
* save:
* See if he saves against various nasty things
*/
int
save(int which)
{
if (which == VS_MAGIC)
{
if (ISRING(LEFT, R_PROTECT))
which -= cur_ring[LEFT]->o_arm;
if (ISRING(RIGHT, R_PROTECT))
which -= cur_ring[RIGHT]->o_arm;
}
return save_throw(which, &player);
}