905 lines
20 KiB
C
905 lines
20 KiB
C
/* $NetBSD: monster.c,v 1.11 2006/03/30 04:10:04 jnemeth Exp $ */
|
|
|
|
/*
|
|
* Copyright (c) 1988, 1993
|
|
* The Regents of the University of California. All rights reserved.
|
|
*
|
|
* This code is derived from software contributed to Berkeley by
|
|
* Timothy C. Stoehr.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions
|
|
* are met:
|
|
* 1. Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* 2. Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* 3. Neither the name of the University nor the names of its contributors
|
|
* may be used to endorse or promote products derived from this software
|
|
* without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
|
|
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
|
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
|
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
|
|
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
|
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
|
|
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
|
|
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
|
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
|
|
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
|
* SUCH DAMAGE.
|
|
*/
|
|
|
|
#include <sys/cdefs.h>
|
|
#ifndef lint
|
|
#if 0
|
|
static char sccsid[] = "@(#)monster.c 8.1 (Berkeley) 5/31/93";
|
|
#else
|
|
__RCSID("$NetBSD: monster.c,v 1.11 2006/03/30 04:10:04 jnemeth Exp $");
|
|
#endif
|
|
#endif /* not lint */
|
|
|
|
/*
|
|
* 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.
|
|
*
|
|
*/
|
|
|
|
#include "rogue.h"
|
|
|
|
object level_monsters;
|
|
boolean mon_disappeared;
|
|
|
|
const char *const 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}
|
|
};
|
|
|
|
void
|
|
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)
|
|
object *monster;
|
|
int 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);
|
|
}
|
|
|
|
void
|
|
mv_mons()
|
|
{
|
|
object *monster, *next_monster, *test_mons;
|
|
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: test_mons = level_monsters.next_monster;
|
|
monster = NULL;
|
|
while (test_mons)
|
|
{
|
|
if (next_monster == test_mons)
|
|
{
|
|
monster = next_monster;
|
|
break;
|
|
}
|
|
test_mons = test_mons -> next_monster;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
party_monsters(rn, n)
|
|
int rn, n;
|
|
{
|
|
short i, j;
|
|
short row, col;
|
|
object *monster;
|
|
boolean found;
|
|
|
|
row = col = 0;
|
|
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);
|
|
}
|
|
}
|
|
|
|
char
|
|
gmc_row_col(row, col)
|
|
int row, col;
|
|
{
|
|
object *monster;
|
|
|
|
if ((monster = object_at(&level_monsters, row, col)) != NULL) {
|
|
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 */
|
|
}
|
|
}
|
|
|
|
char
|
|
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);
|
|
}
|
|
|
|
void
|
|
mv_1_monster(monster, row, col)
|
|
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;
|
|
}
|
|
}
|
|
|
|
int
|
|
mtry(monster, row, col)
|
|
object *monster;
|
|
short row, col;
|
|
{
|
|
if (mon_can_go(monster, row, col)) {
|
|
move_mon_to(monster, row, col);
|
|
return(1);
|
|
}
|
|
return(0);
|
|
}
|
|
|
|
void
|
|
move_mon_to(monster, row, col)
|
|
object *monster;
|
|
short row, col;
|
|
{
|
|
short c;
|
|
int 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;
|
|
}
|
|
}
|
|
|
|
int
|
|
mon_can_go(monster, row, col)
|
|
const object *monster;
|
|
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);
|
|
}
|
|
|
|
void
|
|
wake_up(monster)
|
|
object *monster;
|
|
{
|
|
if (!(monster->m_flags & NAPPING)) {
|
|
monster->m_flags &= (~(ASLEEP | IMITATES | WAKENS));
|
|
}
|
|
}
|
|
|
|
void
|
|
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;
|
|
}
|
|
}
|
|
|
|
const char *
|
|
mon_name(monster)
|
|
const 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]);
|
|
}
|
|
|
|
int
|
|
rogue_is_around(row, col)
|
|
int 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);
|
|
}
|
|
|
|
void
|
|
wanderer()
|
|
{
|
|
object *monster;
|
|
short row, col, i;
|
|
boolean found = 0;
|
|
|
|
monster = NULL; /* XXXGCC -Wuninitialized [powerpc] */
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
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;
|
|
}
|
|
}
|
|
|
|
void
|
|
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);
|
|
}
|
|
}
|
|
|
|
void
|
|
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);
|
|
}
|
|
|
|
void
|
|
aim_monster(monster)
|
|
object *monster;
|
|
{
|
|
short i, rn, d, r;
|
|
|
|
rn = get_room_number(monster->row, monster->col);
|
|
if (rn == NO_ROOM)
|
|
clean_up("aim_monster: monster not in room");
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
int
|
|
rogue_can_see(row, col)
|
|
int row, col;
|
|
{
|
|
int retval;
|
|
|
|
retval = !blind &&
|
|
(((get_room_number(row, col) == cur_room) &&
|
|
!(rooms[cur_room].is_room & R_MAZE)) ||
|
|
rogue_is_around(row, col));
|
|
|
|
return(retval);
|
|
}
|
|
|
|
int
|
|
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);
|
|
}
|
|
|
|
int
|
|
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);
|
|
}
|
|
|
|
char
|
|
gr_obj_char()
|
|
{
|
|
short r;
|
|
const char *rs = "%!?]=/):*";
|
|
|
|
r = get_rand(0, 8);
|
|
|
|
return(rs[r]);
|
|
}
|
|
|
|
int
|
|
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);
|
|
}
|
|
|
|
void
|
|
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)
|
|
const object *monster;
|
|
int row, col;
|
|
{
|
|
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);
|
|
}
|
|
|
|
void
|
|
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;
|
|
}
|
|
}
|