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554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
868 lines
19 KiB
C
868 lines
19 KiB
C
/*
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* Copyright (c) 1988, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Timothy C. Stoehr.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. All advertising materials mentioning features or use of this software
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* must display the following acknowledgement:
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* This product includes software developed by the University of
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* California, Berkeley and its contributors.
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* 4. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#ifndef lint
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static char sccsid[] = "@(#)monster.c 8.1 (Berkeley) 5/31/93";
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#endif /* not lint */
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/*
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* monster.c
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*
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* This source herein may be modified and/or distributed by anybody who
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* so desires, with the following restrictions:
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* 1.) No portion of this notice shall be removed.
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* 2.) Credit shall not be taken for the creation of this source.
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* 3.) This code is not to be traded, sold, or used for personal
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* gain or profit.
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*
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*/
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#include "rogue.h"
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object level_monsters;
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boolean mon_disappeared;
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char *m_names[] = {
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"aquator",
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"bat",
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"centaur",
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"dragon",
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"emu",
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"venus fly-trap",
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"griffin",
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"hobgoblin",
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"ice monster",
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"jabberwock",
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"kestrel",
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"leprechaun",
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"medusa",
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"nymph",
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"orc",
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"phantom",
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"quagga",
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"rattlesnake",
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"snake",
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"troll",
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"black unicorn",
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"vampire",
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"wraith",
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"xeroc",
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"yeti",
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"zombie"
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};
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object mon_tab[MONSTERS] = {
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{(ASLEEP|WAKENS|WANDERS|RUSTS),"0d0",25,'A',20,9,18,100,0,0,0,0,0},
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{(ASLEEP|WANDERS|FLITS|FLIES),"1d3",10,'B',2,1,8,60,0,0,0,0,0},
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{(ASLEEP|WANDERS),"3d3/2d5",32,'C',15,7,16,85,0,10,0,0,0},
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{(ASLEEP|WAKENS|FLAMES),"4d6/4d9",145,'D',5000,21,126,100,0,90,0,0,0},
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{(ASLEEP|WAKENS),"1d3",11,'E',2,1,7,65,0,0,0,0,0},
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{(HOLDS|STATIONARY),"5d5",73,'F',91,12,126,80,0,0,0,0,0},
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{(ASLEEP|WAKENS|WANDERS|FLIES),"5d5/5d5",115,'G',
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2000,20,126,85,0,10,0,0,0},
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{(ASLEEP|WAKENS|WANDERS),"1d3/1d2",15,'H',3,1,10,67,0,0,0,0,0},
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{(ASLEEP|FREEZES),"0d0",15,'I',5,2,11,68,0,0,0,0,0},
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{(ASLEEP|WANDERS),"3d10/4d5",132,'J',3000,21,126,100,0,0,0,0,0},
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{(ASLEEP|WAKENS|WANDERS|FLIES),"1d4",10,'K',2,1,6,60,0,0,0,0,0},
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{(ASLEEP|STEALS_GOLD),"0d0",25,'L',21,6,16,75,0,0,0,0,0},
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{(ASLEEP|WAKENS|WANDERS|CONFUSES),"4d4/3d7",97,'M',
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250,18,126,85,0,25,0,0,0},
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{(ASLEEP|STEALS_ITEM),"0d0",25,'N',39,10,19,75,0,100,0,0,0},
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{(ASLEEP|WANDERS|WAKENS|SEEKS_GOLD),"1d6",25,'O',5,4,13,70,0,10,0,0,0},
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{(ASLEEP|INVISIBLE|WANDERS|FLITS),"5d4",76,'P',120,15,24,80,0,50,0,0,0},
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{(ASLEEP|WAKENS|WANDERS),"3d5",30,'Q',20,8,17,78,0,20,0,0,0},
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{(ASLEEP|WAKENS|WANDERS|STINGS),"2d5",19,'R',10,3,12,70,0,0,0,0,0},
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{(ASLEEP|WAKENS|WANDERS),"1d3",8,'S',2,1,9,50,0,0,0,0,0},
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{(ASLEEP|WAKENS|WANDERS),"4d6/1d4",75,'T',125,13,22,75,0,33,0,0,0},
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{(ASLEEP|WAKENS|WANDERS),"4d10",90,'U',
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200,17,26,85,0,33,0,0,0},
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{(ASLEEP|WAKENS|WANDERS|DRAINS_LIFE),"1d14/1d4",55,'V',
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350,19,126,85,0,18,0,0,0},
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{(ASLEEP|WANDERS|DROPS_LEVEL),"2d8",45,'W',55,14,23,75,0,0,0,0,0},
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{(ASLEEP|IMITATES),"4d6",42,'X',110,16,25,75,0,0,0,0,0},
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{(ASLEEP|WANDERS),"3d6",35,'Y',50,11,20,80,0,20,0,0,0},
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{(ASLEEP|WAKENS|WANDERS),"1d7",21,'Z',8,5,14,69,0,0,0,0,0}
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};
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extern short cur_level;
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extern short cur_room, party_room;
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extern short blind, halluc, haste_self;
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extern boolean detect_monster, see_invisible, r_see_invisible;
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extern short stealthy;
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put_mons()
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{
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short i;
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short n;
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object *monster;
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short row, col;
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n = get_rand(4, 6);
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for (i = 0; i < n; i++) {
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monster = gr_monster((object *) 0, 0);
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if ((monster->m_flags & WANDERS) && coin_toss()) {
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wake_up(monster);
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}
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gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
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put_m_at(row, col, monster);
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}
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}
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object *
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gr_monster(monster, mn)
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register object *monster;
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register mn;
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{
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if (!monster) {
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monster = alloc_object();
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for (;;) {
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mn = get_rand(0, MONSTERS-1);
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if ((cur_level >= mon_tab[mn].first_level) &&
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(cur_level <= mon_tab[mn].last_level)) {
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break;
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}
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}
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}
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*monster = mon_tab[mn];
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if (monster->m_flags & IMITATES) {
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monster->disguise = gr_obj_char();
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}
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if (cur_level > (AMULET_LEVEL + 2)) {
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monster->m_flags |= HASTED;
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}
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monster->trow = NO_ROOM;
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return(monster);
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}
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mv_mons()
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{
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register object *monster, *next_monster;
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boolean flew;
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if (haste_self % 2) {
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return;
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}
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monster = level_monsters.next_monster;
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while (monster) {
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next_monster = monster->next_monster;
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mon_disappeared = 0;
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if (monster->m_flags & HASTED) {
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mv_1_monster(monster, rogue.row, rogue.col);
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if (mon_disappeared) {
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goto NM;
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}
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} else if (monster->m_flags & SLOWED) {
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monster->slowed_toggle = !monster->slowed_toggle;
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if (monster->slowed_toggle) {
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goto NM;
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}
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}
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if ((monster->m_flags & CONFUSED) && move_confused(monster)) {
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goto NM;
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}
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flew = 0;
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if ( (monster->m_flags & FLIES) &&
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!(monster->m_flags & NAPPING) &&
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!mon_can_go(monster, rogue.row, rogue.col)) {
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flew = 1;
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mv_1_monster(monster, rogue.row, rogue.col);
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if (mon_disappeared) {
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goto NM;
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}
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}
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if (!(flew && mon_can_go(monster, rogue.row, rogue.col))) {
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mv_1_monster(monster, rogue.row, rogue.col);
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}
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NM: monster = next_monster;
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}
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}
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party_monsters(rn, n)
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int rn, n;
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{
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short i, j;
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short row, col;
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object *monster;
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boolean found;
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n += n;
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for (i = 0; i < MONSTERS; i++) {
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mon_tab[i].first_level -= (cur_level % 3);
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}
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for (i = 0; i < n; i++) {
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if (no_room_for_monster(rn)) {
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break;
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}
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for (j = found = 0; ((!found) && (j < 250)); j++) {
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row = get_rand(rooms[rn].top_row+1,
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rooms[rn].bottom_row-1);
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col = get_rand(rooms[rn].left_col+1,
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rooms[rn].right_col-1);
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if ((!(dungeon[row][col] & MONSTER)) &&
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(dungeon[row][col] & (FLOOR | TUNNEL))) {
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found = 1;
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}
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}
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if (found) {
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monster = gr_monster((object *) 0, 0);
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if (!(monster->m_flags & IMITATES)) {
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monster->m_flags |= WAKENS;
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}
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put_m_at(row, col, monster);
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}
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}
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for (i = 0; i < MONSTERS; i++) {
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mon_tab[i].first_level += (cur_level % 3);
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}
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}
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gmc_row_col(row, col)
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register row, col;
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{
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register object *monster;
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if (monster = object_at(&level_monsters, row, col)) {
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if ((!(detect_monster || see_invisible || r_see_invisible) &&
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(monster->m_flags & INVISIBLE)) || blind) {
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return(monster->trail_char);
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}
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if (monster->m_flags & IMITATES) {
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return(monster->disguise);
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}
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return(monster->m_char);
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} else {
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return('&'); /* BUG if this ever happens */
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}
|
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}
|
|
|
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gmc(monster)
|
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object *monster;
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{
|
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if ((!(detect_monster || see_invisible || r_see_invisible) &&
|
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(monster->m_flags & INVISIBLE))
|
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|| blind) {
|
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return(monster->trail_char);
|
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}
|
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if (monster->m_flags & IMITATES) {
|
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return(monster->disguise);
|
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}
|
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return(monster->m_char);
|
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}
|
|
|
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mv_1_monster(monster, row, col)
|
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register object *monster;
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short row, col;
|
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{
|
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short i, n;
|
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boolean tried[6];
|
|
|
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if (monster->m_flags & ASLEEP) {
|
|
if (monster->m_flags & NAPPING) {
|
|
if (--monster->nap_length <= 0) {
|
|
monster->m_flags &= (~(NAPPING | ASLEEP));
|
|
}
|
|
return;
|
|
}
|
|
if ((monster->m_flags & WAKENS) &&
|
|
rogue_is_around(monster->row, monster->col) &&
|
|
rand_percent(((stealthy > 0) ?
|
|
(WAKE_PERCENT / (STEALTH_FACTOR + stealthy)) :
|
|
WAKE_PERCENT))) {
|
|
wake_up(monster);
|
|
}
|
|
return;
|
|
} else if (monster->m_flags & ALREADY_MOVED) {
|
|
monster->m_flags &= (~ALREADY_MOVED);
|
|
return;
|
|
}
|
|
if ((monster->m_flags & FLITS) && flit(monster)) {
|
|
return;
|
|
}
|
|
if ((monster->m_flags & STATIONARY) &&
|
|
(!mon_can_go(monster, rogue.row, rogue.col))) {
|
|
return;
|
|
}
|
|
if (monster->m_flags & FREEZING_ROGUE) {
|
|
return;
|
|
}
|
|
if ((monster->m_flags & CONFUSES) && m_confuse(monster)) {
|
|
return;
|
|
}
|
|
if (mon_can_go(monster, rogue.row, rogue.col)) {
|
|
mon_hit(monster);
|
|
return;
|
|
}
|
|
if ((monster->m_flags & FLAMES) && flame_broil(monster)) {
|
|
return;
|
|
}
|
|
if ((monster->m_flags & SEEKS_GOLD) && seek_gold(monster)) {
|
|
return;
|
|
}
|
|
if ((monster->trow == monster->row) &&
|
|
(monster->tcol == monster->col)) {
|
|
monster->trow = NO_ROOM;
|
|
} else if (monster->trow != NO_ROOM) {
|
|
row = monster->trow;
|
|
col = monster->tcol;
|
|
}
|
|
if (monster->row > row) {
|
|
row = monster->row - 1;
|
|
} else if (monster->row < row) {
|
|
row = monster->row + 1;
|
|
}
|
|
if ((dungeon[row][monster->col] & DOOR) &&
|
|
mtry(monster, row, monster->col)) {
|
|
return;
|
|
}
|
|
if (monster->col > col) {
|
|
col = monster->col - 1;
|
|
} else if (monster->col < col) {
|
|
col = monster->col + 1;
|
|
}
|
|
if ((dungeon[monster->row][col] & DOOR) &&
|
|
mtry(monster, monster->row, col)) {
|
|
return;
|
|
}
|
|
if (mtry(monster, row, col)) {
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i <= 5; i++) tried[i] = 0;
|
|
|
|
for (i = 0; i < 6; i++) {
|
|
NEXT_TRY: n = get_rand(0, 5);
|
|
switch(n) {
|
|
case 0:
|
|
if (!tried[n] && mtry(monster, row, monster->col-1)) {
|
|
goto O;
|
|
}
|
|
break;
|
|
case 1:
|
|
if (!tried[n] && mtry(monster, row, monster->col)) {
|
|
goto O;
|
|
}
|
|
break;
|
|
case 2:
|
|
if (!tried[n] && mtry(monster, row, monster->col+1)) {
|
|
goto O;
|
|
}
|
|
break;
|
|
case 3:
|
|
if (!tried[n] && mtry(monster, monster->row-1, col)) {
|
|
goto O;
|
|
}
|
|
break;
|
|
case 4:
|
|
if (!tried[n] && mtry(monster, monster->row, col)) {
|
|
goto O;
|
|
}
|
|
break;
|
|
case 5:
|
|
if (!tried[n] && mtry(monster, monster->row+1, col)) {
|
|
goto O;
|
|
}
|
|
break;
|
|
}
|
|
if (!tried[n]) {
|
|
tried[n] = 1;
|
|
} else {
|
|
goto NEXT_TRY;
|
|
}
|
|
}
|
|
O:
|
|
if ((monster->row == monster->o_row) && (monster->col == monster->o_col)) {
|
|
if (++(monster->o) > 4) {
|
|
if ((monster->trow == NO_ROOM) &&
|
|
(!mon_sees(monster, rogue.row, rogue.col))) {
|
|
monster->trow = get_rand(1, (DROWS - 2));
|
|
monster->tcol = get_rand(0, (DCOLS - 1));
|
|
} else {
|
|
monster->trow = NO_ROOM;
|
|
monster->o = 0;
|
|
}
|
|
}
|
|
} else {
|
|
monster->o_row = monster->row;
|
|
monster->o_col = monster->col;
|
|
monster->o = 0;
|
|
}
|
|
}
|
|
|
|
mtry(monster, row, col)
|
|
register object *monster;
|
|
register short row, col;
|
|
{
|
|
if (mon_can_go(monster, row, col)) {
|
|
move_mon_to(monster, row, col);
|
|
return(1);
|
|
}
|
|
return(0);
|
|
}
|
|
|
|
move_mon_to(monster, row, col)
|
|
register object *monster;
|
|
register short row, col;
|
|
{
|
|
short c;
|
|
register mrow, mcol;
|
|
|
|
mrow = monster->row;
|
|
mcol = monster->col;
|
|
|
|
dungeon[mrow][mcol] &= ~MONSTER;
|
|
dungeon[row][col] |= MONSTER;
|
|
|
|
c = mvinch(mrow, mcol);
|
|
|
|
if ((c >= 'A') && (c <= 'Z')) {
|
|
if (!detect_monster) {
|
|
mvaddch(mrow, mcol, monster->trail_char);
|
|
} else {
|
|
if (rogue_can_see(mrow, mcol)) {
|
|
mvaddch(mrow, mcol, monster->trail_char);
|
|
} else {
|
|
if (monster->trail_char == '.') {
|
|
monster->trail_char = ' ';
|
|
}
|
|
mvaddch(mrow, mcol, monster->trail_char);
|
|
}
|
|
}
|
|
}
|
|
monster->trail_char = mvinch(row, col);
|
|
if (!blind && (detect_monster || rogue_can_see(row, col))) {
|
|
if ((!(monster->m_flags & INVISIBLE) ||
|
|
(detect_monster || see_invisible || r_see_invisible))) {
|
|
mvaddch(row, col, gmc(monster));
|
|
}
|
|
}
|
|
if ((dungeon[row][col] & DOOR) &&
|
|
(get_room_number(row, col) != cur_room) &&
|
|
(dungeon[mrow][mcol] == FLOOR) && !blind) {
|
|
mvaddch(mrow, mcol, ' ');
|
|
}
|
|
if (dungeon[row][col] & DOOR) {
|
|
dr_course(monster, ((dungeon[mrow][mcol] & TUNNEL) ? 1 : 0),
|
|
row, col);
|
|
} else {
|
|
monster->row = row;
|
|
monster->col = col;
|
|
}
|
|
}
|
|
|
|
mon_can_go(monster, row, col)
|
|
register object *monster;
|
|
register short row, col;
|
|
{
|
|
object *obj;
|
|
short dr, dc;
|
|
|
|
dr = monster->row - row; /* check if move distance > 1 */
|
|
if ((dr >= 2) || (dr <= -2)) {
|
|
return(0);
|
|
}
|
|
dc = monster->col - col;
|
|
if ((dc >= 2) || (dc <= -2)) {
|
|
return(0);
|
|
}
|
|
if ((!dungeon[monster->row][col]) || (!dungeon[row][monster->col])) {
|
|
return(0);
|
|
}
|
|
if ((!is_passable(row, col)) || (dungeon[row][col] & MONSTER)) {
|
|
return(0);
|
|
}
|
|
if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&DOOR) ||
|
|
(dungeon[monster->row][monster->col]&DOOR))) {
|
|
return(0);
|
|
}
|
|
if (!(monster->m_flags & (FLITS | CONFUSED | CAN_FLIT)) &&
|
|
(monster->trow == NO_ROOM)) {
|
|
if ((monster->row < rogue.row) && (row < monster->row)) return(0);
|
|
if ((monster->row > rogue.row) && (row > monster->row)) return(0);
|
|
if ((monster->col < rogue.col) && (col < monster->col)) return(0);
|
|
if ((monster->col > rogue.col) && (col > monster->col)) return(0);
|
|
}
|
|
if (dungeon[row][col] & OBJECT) {
|
|
obj = object_at(&level_objects, row, col);
|
|
if ((obj->what_is == SCROL) && (obj->which_kind == SCARE_MONSTER)) {
|
|
return(0);
|
|
}
|
|
}
|
|
return(1);
|
|
}
|
|
|
|
wake_up(monster)
|
|
object *monster;
|
|
{
|
|
if (!(monster->m_flags & NAPPING)) {
|
|
monster->m_flags &= (~(ASLEEP | IMITATES | WAKENS));
|
|
}
|
|
}
|
|
|
|
wake_room(rn, entering, row, col)
|
|
short rn;
|
|
boolean entering;
|
|
short row, col;
|
|
{
|
|
object *monster;
|
|
short wake_percent;
|
|
boolean in_room;
|
|
|
|
wake_percent = (rn == party_room) ? PARTY_WAKE_PERCENT : WAKE_PERCENT;
|
|
if (stealthy > 0) {
|
|
wake_percent /= (STEALTH_FACTOR + stealthy);
|
|
}
|
|
|
|
monster = level_monsters.next_monster;
|
|
|
|
while (monster) {
|
|
in_room = (rn == get_room_number(monster->row, monster->col));
|
|
if (in_room) {
|
|
if (entering) {
|
|
monster->trow = NO_ROOM;
|
|
} else {
|
|
monster->trow = row;
|
|
monster->tcol = col;
|
|
}
|
|
}
|
|
if ((monster->m_flags & WAKENS) &&
|
|
(rn == get_room_number(monster->row, monster->col))) {
|
|
if (rand_percent(wake_percent)) {
|
|
wake_up(monster);
|
|
}
|
|
}
|
|
monster = monster->next_monster;
|
|
}
|
|
}
|
|
|
|
char *
|
|
mon_name(monster)
|
|
object *monster;
|
|
{
|
|
short ch;
|
|
|
|
if (blind || ((monster->m_flags & INVISIBLE) &&
|
|
!(detect_monster || see_invisible || r_see_invisible))) {
|
|
return("something");
|
|
}
|
|
if (halluc) {
|
|
ch = get_rand('A', 'Z') - 'A';
|
|
return(m_names[ch]);
|
|
}
|
|
ch = monster->m_char - 'A';
|
|
return(m_names[ch]);
|
|
}
|
|
|
|
rogue_is_around(row, col)
|
|
register row, col;
|
|
{
|
|
short rdif, cdif, retval;
|
|
|
|
rdif = row - rogue.row;
|
|
cdif = col - rogue.col;
|
|
|
|
retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1);
|
|
return(retval);
|
|
}
|
|
|
|
wanderer()
|
|
{
|
|
object *monster;
|
|
short row, col, i;
|
|
boolean found = 0;
|
|
|
|
for (i = 0; ((i < 15) && (!found)); i++) {
|
|
monster = gr_monster((object *) 0, 0);
|
|
if (!(monster->m_flags & (WAKENS | WANDERS))) {
|
|
free_object(monster);
|
|
} else {
|
|
found = 1;
|
|
}
|
|
}
|
|
if (found) {
|
|
found = 0;
|
|
wake_up(monster);
|
|
for (i = 0; ((i < 25) && (!found)); i++) {
|
|
gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
|
|
if (!rogue_can_see(row, col)) {
|
|
put_m_at(row, col, monster);
|
|
found = 1;
|
|
}
|
|
}
|
|
if (!found) {
|
|
free_object(monster);
|
|
}
|
|
}
|
|
}
|
|
|
|
show_monsters()
|
|
{
|
|
object *monster;
|
|
|
|
detect_monster = 1;
|
|
|
|
if (blind) {
|
|
return;
|
|
}
|
|
monster = level_monsters.next_monster;
|
|
|
|
while (monster) {
|
|
mvaddch(monster->row, monster->col, monster->m_char);
|
|
if (monster->m_flags & IMITATES) {
|
|
monster->m_flags &= (~IMITATES);
|
|
monster->m_flags |= WAKENS;
|
|
}
|
|
monster = monster->next_monster;
|
|
}
|
|
}
|
|
|
|
create_monster()
|
|
{
|
|
short row, col;
|
|
short i;
|
|
boolean found = 0;
|
|
object *monster;
|
|
|
|
row = rogue.row;
|
|
col = rogue.col;
|
|
|
|
for (i = 0; i < 9; i++) {
|
|
rand_around(i, &row, &col);
|
|
if (((row == rogue.row) && (col = rogue.col)) ||
|
|
(row < MIN_ROW) || (row > (DROWS-2)) ||
|
|
(col < 0) || (col > (DCOLS-1))) {
|
|
continue;
|
|
}
|
|
if ((!(dungeon[row][col] & MONSTER)) &&
|
|
(dungeon[row][col] & (FLOOR|TUNNEL|STAIRS|DOOR))) {
|
|
found = 1;
|
|
break;
|
|
}
|
|
}
|
|
if (found) {
|
|
monster = gr_monster((object *) 0, 0);
|
|
put_m_at(row, col, monster);
|
|
mvaddch(row, col, gmc(monster));
|
|
if (monster->m_flags & (WANDERS | WAKENS)) {
|
|
wake_up(monster);
|
|
}
|
|
} else {
|
|
message("you hear a faint cry of anguish in the distance", 0);
|
|
}
|
|
}
|
|
|
|
put_m_at(row, col, monster)
|
|
short row, col;
|
|
object *monster;
|
|
{
|
|
monster->row = row;
|
|
monster->col = col;
|
|
dungeon[row][col] |= MONSTER;
|
|
monster->trail_char = mvinch(row, col);
|
|
(void) add_to_pack(monster, &level_monsters, 0);
|
|
aim_monster(monster);
|
|
}
|
|
|
|
aim_monster(monster)
|
|
object *monster;
|
|
{
|
|
short i, rn, d, r;
|
|
|
|
rn = get_room_number(monster->row, monster->col);
|
|
r = get_rand(0, 12);
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
d = (r + i) % 4;
|
|
if (rooms[rn].doors[d].oth_room != NO_ROOM) {
|
|
monster->trow = rooms[rn].doors[d].door_row;
|
|
monster->tcol = rooms[rn].doors[d].door_col;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
rogue_can_see(row, col)
|
|
register row, col;
|
|
{
|
|
register retval;
|
|
|
|
retval = !blind &&
|
|
(((get_room_number(row, col) == cur_room) &&
|
|
!(rooms[cur_room].is_room & R_MAZE)) ||
|
|
rogue_is_around(row, col));
|
|
|
|
return(retval);
|
|
}
|
|
|
|
move_confused(monster)
|
|
object *monster;
|
|
{
|
|
short i, row, col;
|
|
|
|
if (!(monster->m_flags & ASLEEP)) {
|
|
if (--monster->moves_confused <= 0) {
|
|
monster->m_flags &= (~CONFUSED);
|
|
}
|
|
if (monster->m_flags & STATIONARY) {
|
|
return(coin_toss() ? 1 : 0);
|
|
} else if (rand_percent(15)) {
|
|
return(1);
|
|
}
|
|
row = monster->row;
|
|
col = monster->col;
|
|
|
|
for (i = 0; i < 9; i++) {
|
|
rand_around(i, &row, &col);
|
|
if ((row == rogue.row) && (col == rogue.col)) {
|
|
return(0);
|
|
}
|
|
if (mtry(monster, row, col)) {
|
|
return(1);
|
|
}
|
|
}
|
|
}
|
|
return(0);
|
|
}
|
|
|
|
flit(monster)
|
|
object *monster;
|
|
{
|
|
short i, row, col;
|
|
|
|
if (!rand_percent(FLIT_PERCENT + ((monster->m_flags & FLIES) ? 20 : 0))) {
|
|
return(0);
|
|
}
|
|
if (rand_percent(10)) {
|
|
return(1);
|
|
}
|
|
row = monster->row;
|
|
col = monster->col;
|
|
|
|
for (i = 0; i < 9; i++) {
|
|
rand_around(i, &row, &col);
|
|
if ((row == rogue.row) && (col == rogue.col)) {
|
|
continue;
|
|
}
|
|
if (mtry(monster, row, col)) {
|
|
return(1);
|
|
}
|
|
}
|
|
return(1);
|
|
}
|
|
|
|
gr_obj_char()
|
|
{
|
|
short r;
|
|
char *rs = "%!?]=/):*";
|
|
|
|
r = get_rand(0, 8);
|
|
|
|
return(rs[r]);
|
|
}
|
|
|
|
no_room_for_monster(rn)
|
|
int rn;
|
|
{
|
|
short i, j;
|
|
|
|
for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
|
|
for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
|
|
if (!(dungeon[i][j] & MONSTER)) {
|
|
return(0);
|
|
}
|
|
}
|
|
}
|
|
return(1);
|
|
}
|
|
|
|
aggravate()
|
|
{
|
|
object *monster;
|
|
|
|
message("you hear a high pitched humming noise", 0);
|
|
|
|
monster = level_monsters.next_monster;
|
|
|
|
while (monster) {
|
|
wake_up(monster);
|
|
monster->m_flags &= (~IMITATES);
|
|
if (rogue_can_see(monster->row, monster->col)) {
|
|
mvaddch(monster->row, monster->col, monster->m_char);
|
|
}
|
|
monster = monster->next_monster;
|
|
}
|
|
}
|
|
|
|
boolean
|
|
mon_sees(monster, row, col)
|
|
object *monster;
|
|
{
|
|
short rn, rdif, cdif, retval;
|
|
|
|
rn = get_room_number(row, col);
|
|
|
|
if ( (rn != NO_ROOM) &&
|
|
(rn == get_room_number(monster->row, monster->col)) &&
|
|
!(rooms[rn].is_room & R_MAZE)) {
|
|
return(1);
|
|
}
|
|
rdif = row - monster->row;
|
|
cdif = col - monster->col;
|
|
|
|
retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1);
|
|
return(retval);
|
|
}
|
|
|
|
mv_aquatars()
|
|
{
|
|
object *monster;
|
|
|
|
monster = level_monsters.next_monster;
|
|
|
|
while (monster) {
|
|
if ((monster->m_char == 'A') &&
|
|
mon_can_go(monster, rogue.row, rogue.col)) {
|
|
mv_1_monster(monster, rogue.row, rogue.col);
|
|
monster->m_flags |= ALREADY_MOVED;
|
|
}
|
|
monster = monster->next_monster;
|
|
}
|
|
}
|