NetBSD/games/rogue/monster.c

869 lines
20 KiB
C

/*
* Copyright (c) 1988 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. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by the University of
* California, Berkeley and its contributors.
* 4. 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.
*/
#ifndef lint
/*static char sccsid[] = "from: @(#)monster.c 5.3 (Berkeley) 6/1/90";*/
static char rcsid[] = "$Id: monster.c,v 1.2 1993/08/01 18:52:23 mycroft Exp $";
#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;
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;
}
}