/* * monster.c * * This source herein may be modified and/or distributed by anybody who * so desires, with the following restrictions: * 1.) No portion of this notice shall be removed. * 2.) Credit shall not be taken for the creation of this source. * 3.) This code is not to be traded, sold, or used for personal * gain or profit. * */ #ifndef lint static char sccsid[] = "@(#)monster.c 5.1 (Berkeley) 11/25/87"; #endif /* not lint */ #include "rogue.h" object level_monsters; boolean mon_disappeared; char *m_names[] = { "aquator", "bat", "centaur", "dragon", "emu", "venus fly-trap", "griffin", "hobgoblin", "ice monster", "jabberwock", "kestrel", "leprechaun", "medusa", "nymph", "orc", "phantom", "quagga", "rattlesnake", "snake", "troll", "black unicorn", "vampire", "wraith", "xeroc", "yeti", "zombie" }; object mon_tab[MONSTERS] = { {(ASLEEP|WAKENS|WANDERS|RUSTS),"0d0",25,'A',20,9,18,100,0,0,0,0,0}, {(ASLEEP|WANDERS|FLITS|FLIES),"1d3",10,'B',2,1,8,60,0,0,0,0,0}, {(ASLEEP|WANDERS),"3d3/2d5",32,'C',15,7,16,85,0,10,0,0,0}, {(ASLEEP|WAKENS|FLAMES),"4d6/4d9",145,'D',5000,21,126,100,0,90,0,0,0}, {(ASLEEP|WAKENS),"1d3",11,'E',2,1,7,65,0,0,0,0,0}, {(HOLDS|STATIONARY),"5d5",73,'F',91,12,126,80,0,0,0,0,0}, {(ASLEEP|WAKENS|WANDERS|FLIES),"5d5/5d5",115,'G', 2000,20,126,85,0,10,0,0,0}, {(ASLEEP|WAKENS|WANDERS),"1d3/1d2",15,'H',3,1,10,67,0,0,0,0,0}, {(ASLEEP|FREEZES),"0d0",15,'I',5,2,11,68,0,0,0,0,0}, {(ASLEEP|WANDERS),"3d10/4d5",132,'J',3000,21,126,100,0,0,0,0,0}, {(ASLEEP|WAKENS|WANDERS|FLIES),"1d4",10,'K',2,1,6,60,0,0,0,0,0}, {(ASLEEP|STEALS_GOLD),"0d0",25,'L',21,6,16,75,0,0,0,0,0}, {(ASLEEP|WAKENS|WANDERS|CONFUSES),"4d4/3d7",97,'M', 250,18,126,85,0,25,0,0,0}, {(ASLEEP|STEALS_ITEM),"0d0",25,'N',39,10,19,75,0,100,0,0,0}, {(ASLEEP|WANDERS|WAKENS|SEEKS_GOLD),"1d6",25,'O',5,4,13,70,0,10,0,0,0}, {(ASLEEP|INVISIBLE|WANDERS|FLITS),"5d4",76,'P',120,15,24,80,0,50,0,0,0}, {(ASLEEP|WAKENS|WANDERS),"3d5",30,'Q',20,8,17,78,0,20,0,0,0}, {(ASLEEP|WAKENS|WANDERS|STINGS),"2d5",19,'R',10,3,12,70,0,0,0,0,0}, {(ASLEEP|WAKENS|WANDERS),"1d3",8,'S',2,1,9,50,0,0,0,0,0}, {(ASLEEP|WAKENS|WANDERS),"4d6/1d4",75,'T',125,13,22,75,0,33,0,0,0}, {(ASLEEP|WAKENS|WANDERS),"4d10",90,'U', 200,17,26,85,0,33,0,0,0}, {(ASLEEP|WAKENS|WANDERS|DRAINS_LIFE),"1d14/1d4",55,'V', 350,19,126,85,0,18,0,0,0}, {(ASLEEP|WANDERS|DROPS_LEVEL),"2d8",45,'W',55,14,23,75,0,0,0,0,0}, {(ASLEEP|IMITATES),"4d6",42,'X',110,16,25,75,0,0,0,0,0}, {(ASLEEP|WANDERS),"3d6",35,'Y',50,11,20,80,0,20,0,0,0}, {(ASLEEP|WAKENS|WANDERS),"1d7",21,'Z',8,5,14,69,0,0,0,0,0} }; extern short cur_level; extern short cur_room, party_room; extern short blind, halluc, haste_self; extern boolean detect_monster, see_invisible, r_see_invisible; extern short stealthy; put_mons() { short i; short n; object *monster; short row, col; n = get_rand(4, 6); for (i = 0; i < n; i++) { monster = gr_monster((object *) 0, 0); if ((monster->m_flags & WANDERS) && coin_toss()) { wake_up(monster); } gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT)); put_m_at(row, col, monster); } } object * gr_monster(monster, mn) register object *monster; register mn; { if (!monster) { monster = alloc_object(); for (;;) { mn = get_rand(0, MONSTERS-1); if ((cur_level >= mon_tab[mn].first_level) && (cur_level <= mon_tab[mn].last_level)) { break; } } } *monster = mon_tab[mn]; if (monster->m_flags & IMITATES) { monster->disguise = gr_obj_char(); } if (cur_level > (AMULET_LEVEL + 2)) { monster->m_flags |= HASTED; } monster->trow = NO_ROOM; return(monster); } mv_mons() { register object *monster, *next_monster; boolean flew; if (haste_self % 2) { return; } monster = level_monsters.next_monster; while (monster) { next_monster = monster->next_monster; mon_disappeared = 0; if (monster->m_flags & HASTED) { mv_1_monster(monster, rogue.row, rogue.col); if (mon_disappeared) { goto NM; } } else if (monster->m_flags & SLOWED) { monster->slowed_toggle = !monster->slowed_toggle; if (monster->slowed_toggle) { goto NM; } } if ((monster->m_flags & CONFUSED) && move_confused(monster)) { goto NM; } flew = 0; if ( (monster->m_flags & FLIES) && !(monster->m_flags & NAPPING) && !mon_can_go(monster, rogue.row, rogue.col)) { flew = 1; mv_1_monster(monster, rogue.row, rogue.col); if (mon_disappeared) { goto NM; } } if (!(flew && mon_can_go(monster, rogue.row, rogue.col))) { mv_1_monster(monster, rogue.row, rogue.col); } NM: monster = next_monster; } } party_monsters(rn, n) int rn, n; { short i, j; short row, col; object *monster; boolean found; n += n; for (i = 0; i < MONSTERS; i++) { mon_tab[i].first_level -= (cur_level % 3); } for (i = 0; i < n; i++) { if (no_room_for_monster(rn)) { break; } for (j = found = 0; ((!found) && (j < 250)); j++) { row = get_rand(rooms[rn].top_row+1, rooms[rn].bottom_row-1); col = get_rand(rooms[rn].left_col+1, rooms[rn].right_col-1); if ((!(dungeon[row][col] & MONSTER)) && (dungeon[row][col] & (FLOOR | TUNNEL))) { found = 1; } } if (found) { monster = gr_monster((object *) 0, 0); if (!(monster->m_flags & IMITATES)) { monster->m_flags |= WAKENS; } put_m_at(row, col, monster); } } for (i = 0; i < MONSTERS; i++) { mon_tab[i].first_level += (cur_level % 3); } } gmc_row_col(row, col) register row, col; { register object *monster; if (monster = object_at(&level_monsters, row, col)) { if ((!(detect_monster || see_invisible || r_see_invisible) && (monster->m_flags & INVISIBLE)) || blind) { return(monster->trail_char); } if (monster->m_flags & IMITATES) { return(monster->disguise); } return(monster->m_char); } else { return('&'); /* BUG if this ever happens */ } } gmc(monster) object *monster; { if ((!(detect_monster || see_invisible || r_see_invisible) && (monster->m_flags & INVISIBLE)) || blind) { return(monster->trail_char); } if (monster->m_flags & IMITATES) { return(monster->disguise); } return(monster->m_char); } mv_1_monster(monster, row, col) register object *monster; short row, col; { short i, n; boolean tried[6]; 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; } }