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1 | /* |
2 | * Copyright (c) 1988 The Regents of the University of California. | |
3 | * All rights reserved. | |
4 | * | |
5 | * This code is derived from software contributed to Berkeley by | |
6 | * Timothy C. Stoehr. | |
7 | * | |
3b2381a2 | 8 | * %sccs.include.redist.c% |
fc3e88fd KB |
9 | */ |
10 | ||
11 | #ifndef lint | |
3b2381a2 | 12 | static char sccsid[] = "@(#)monster.c 5.3 (Berkeley) %G%"; |
fc3e88fd KB |
13 | #endif /* not lint */ |
14 | ||
b3afadef KB |
15 | /* |
16 | * monster.c | |
17 | * | |
18 | * This source herein may be modified and/or distributed by anybody who | |
19 | * so desires, with the following restrictions: | |
20 | * 1.) No portion of this notice shall be removed. | |
21 | * 2.) Credit shall not be taken for the creation of this source. | |
22 | * 3.) This code is not to be traded, sold, or used for personal | |
23 | * gain or profit. | |
24 | * | |
25 | */ | |
26 | ||
b3afadef KB |
27 | #include "rogue.h" |
28 | ||
29 | object level_monsters; | |
30 | boolean mon_disappeared; | |
31 | ||
32 | char *m_names[] = { | |
33 | "aquator", | |
34 | "bat", | |
35 | "centaur", | |
36 | "dragon", | |
37 | "emu", | |
38 | "venus fly-trap", | |
39 | "griffin", | |
40 | "hobgoblin", | |
41 | "ice monster", | |
42 | "jabberwock", | |
43 | "kestrel", | |
44 | "leprechaun", | |
45 | "medusa", | |
46 | "nymph", | |
47 | "orc", | |
48 | "phantom", | |
49 | "quagga", | |
50 | "rattlesnake", | |
51 | "snake", | |
52 | "troll", | |
53 | "black unicorn", | |
54 | "vampire", | |
55 | "wraith", | |
56 | "xeroc", | |
57 | "yeti", | |
58 | "zombie" | |
59 | }; | |
60 | ||
61 | object mon_tab[MONSTERS] = { | |
62 | {(ASLEEP|WAKENS|WANDERS|RUSTS),"0d0",25,'A',20,9,18,100,0,0,0,0,0}, | |
63 | {(ASLEEP|WANDERS|FLITS|FLIES),"1d3",10,'B',2,1,8,60,0,0,0,0,0}, | |
64 | {(ASLEEP|WANDERS),"3d3/2d5",32,'C',15,7,16,85,0,10,0,0,0}, | |
65 | {(ASLEEP|WAKENS|FLAMES),"4d6/4d9",145,'D',5000,21,126,100,0,90,0,0,0}, | |
66 | {(ASLEEP|WAKENS),"1d3",11,'E',2,1,7,65,0,0,0,0,0}, | |
67 | {(HOLDS|STATIONARY),"5d5",73,'F',91,12,126,80,0,0,0,0,0}, | |
68 | {(ASLEEP|WAKENS|WANDERS|FLIES),"5d5/5d5",115,'G', | |
69 | 2000,20,126,85,0,10,0,0,0}, | |
70 | {(ASLEEP|WAKENS|WANDERS),"1d3/1d2",15,'H',3,1,10,67,0,0,0,0,0}, | |
71 | {(ASLEEP|FREEZES),"0d0",15,'I',5,2,11,68,0,0,0,0,0}, | |
72 | {(ASLEEP|WANDERS),"3d10/4d5",132,'J',3000,21,126,100,0,0,0,0,0}, | |
73 | {(ASLEEP|WAKENS|WANDERS|FLIES),"1d4",10,'K',2,1,6,60,0,0,0,0,0}, | |
74 | {(ASLEEP|STEALS_GOLD),"0d0",25,'L',21,6,16,75,0,0,0,0,0}, | |
75 | {(ASLEEP|WAKENS|WANDERS|CONFUSES),"4d4/3d7",97,'M', | |
76 | 250,18,126,85,0,25,0,0,0}, | |
77 | {(ASLEEP|STEALS_ITEM),"0d0",25,'N',39,10,19,75,0,100,0,0,0}, | |
78 | {(ASLEEP|WANDERS|WAKENS|SEEKS_GOLD),"1d6",25,'O',5,4,13,70,0,10,0,0,0}, | |
79 | {(ASLEEP|INVISIBLE|WANDERS|FLITS),"5d4",76,'P',120,15,24,80,0,50,0,0,0}, | |
80 | {(ASLEEP|WAKENS|WANDERS),"3d5",30,'Q',20,8,17,78,0,20,0,0,0}, | |
81 | {(ASLEEP|WAKENS|WANDERS|STINGS),"2d5",19,'R',10,3,12,70,0,0,0,0,0}, | |
82 | {(ASLEEP|WAKENS|WANDERS),"1d3",8,'S',2,1,9,50,0,0,0,0,0}, | |
83 | {(ASLEEP|WAKENS|WANDERS),"4d6/1d4",75,'T',125,13,22,75,0,33,0,0,0}, | |
84 | {(ASLEEP|WAKENS|WANDERS),"4d10",90,'U', | |
85 | 200,17,26,85,0,33,0,0,0}, | |
86 | {(ASLEEP|WAKENS|WANDERS|DRAINS_LIFE),"1d14/1d4",55,'V', | |
87 | 350,19,126,85,0,18,0,0,0}, | |
88 | {(ASLEEP|WANDERS|DROPS_LEVEL),"2d8",45,'W',55,14,23,75,0,0,0,0,0}, | |
89 | {(ASLEEP|IMITATES),"4d6",42,'X',110,16,25,75,0,0,0,0,0}, | |
90 | {(ASLEEP|WANDERS),"3d6",35,'Y',50,11,20,80,0,20,0,0,0}, | |
91 | {(ASLEEP|WAKENS|WANDERS),"1d7",21,'Z',8,5,14,69,0,0,0,0,0} | |
92 | }; | |
93 | ||
94 | extern short cur_level; | |
95 | extern short cur_room, party_room; | |
96 | extern short blind, halluc, haste_self; | |
97 | extern boolean detect_monster, see_invisible, r_see_invisible; | |
98 | extern short stealthy; | |
99 | ||
100 | put_mons() | |
101 | { | |
102 | short i; | |
103 | short n; | |
104 | object *monster; | |
105 | short row, col; | |
106 | ||
107 | n = get_rand(4, 6); | |
108 | ||
109 | for (i = 0; i < n; i++) { | |
110 | monster = gr_monster((object *) 0, 0); | |
111 | if ((monster->m_flags & WANDERS) && coin_toss()) { | |
112 | wake_up(monster); | |
113 | } | |
114 | gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT)); | |
115 | put_m_at(row, col, monster); | |
116 | } | |
117 | } | |
118 | ||
119 | object * | |
120 | gr_monster(monster, mn) | |
121 | register object *monster; | |
122 | register mn; | |
123 | { | |
124 | if (!monster) { | |
125 | monster = alloc_object(); | |
126 | ||
127 | for (;;) { | |
128 | mn = get_rand(0, MONSTERS-1); | |
129 | if ((cur_level >= mon_tab[mn].first_level) && | |
130 | (cur_level <= mon_tab[mn].last_level)) { | |
131 | break; | |
132 | } | |
133 | } | |
134 | } | |
135 | *monster = mon_tab[mn]; | |
136 | if (monster->m_flags & IMITATES) { | |
137 | monster->disguise = gr_obj_char(); | |
138 | } | |
139 | if (cur_level > (AMULET_LEVEL + 2)) { | |
140 | monster->m_flags |= HASTED; | |
141 | } | |
142 | monster->trow = NO_ROOM; | |
143 | return(monster); | |
144 | } | |
145 | ||
146 | mv_mons() | |
147 | { | |
148 | register object *monster, *next_monster; | |
149 | boolean flew; | |
150 | ||
151 | if (haste_self % 2) { | |
152 | return; | |
153 | } | |
154 | ||
155 | monster = level_monsters.next_monster; | |
156 | ||
157 | while (monster) { | |
158 | next_monster = monster->next_monster; | |
159 | mon_disappeared = 0; | |
160 | if (monster->m_flags & HASTED) { | |
161 | mv_1_monster(monster, rogue.row, rogue.col); | |
162 | if (mon_disappeared) { | |
163 | goto NM; | |
164 | } | |
165 | } else if (monster->m_flags & SLOWED) { | |
166 | monster->slowed_toggle = !monster->slowed_toggle; | |
167 | if (monster->slowed_toggle) { | |
168 | goto NM; | |
169 | } | |
170 | } | |
171 | if ((monster->m_flags & CONFUSED) && move_confused(monster)) { | |
172 | goto NM; | |
173 | } | |
174 | flew = 0; | |
175 | if ( (monster->m_flags & FLIES) && | |
176 | !(monster->m_flags & NAPPING) && | |
177 | !mon_can_go(monster, rogue.row, rogue.col)) { | |
178 | flew = 1; | |
179 | mv_1_monster(monster, rogue.row, rogue.col); | |
180 | if (mon_disappeared) { | |
181 | goto NM; | |
182 | } | |
183 | } | |
184 | if (!(flew && mon_can_go(monster, rogue.row, rogue.col))) { | |
185 | mv_1_monster(monster, rogue.row, rogue.col); | |
186 | } | |
187 | NM: monster = next_monster; | |
188 | } | |
189 | } | |
190 | ||
191 | party_monsters(rn, n) | |
192 | int rn, n; | |
193 | { | |
194 | short i, j; | |
195 | short row, col; | |
196 | object *monster; | |
197 | boolean found; | |
198 | ||
199 | n += n; | |
200 | ||
201 | for (i = 0; i < MONSTERS; i++) { | |
202 | mon_tab[i].first_level -= (cur_level % 3); | |
203 | } | |
204 | for (i = 0; i < n; i++) { | |
205 | if (no_room_for_monster(rn)) { | |
206 | break; | |
207 | } | |
208 | for (j = found = 0; ((!found) && (j < 250)); j++) { | |
209 | row = get_rand(rooms[rn].top_row+1, | |
210 | rooms[rn].bottom_row-1); | |
211 | col = get_rand(rooms[rn].left_col+1, | |
212 | rooms[rn].right_col-1); | |
213 | if ((!(dungeon[row][col] & MONSTER)) && | |
214 | (dungeon[row][col] & (FLOOR | TUNNEL))) { | |
215 | found = 1; | |
216 | } | |
217 | } | |
218 | if (found) { | |
219 | monster = gr_monster((object *) 0, 0); | |
220 | if (!(monster->m_flags & IMITATES)) { | |
221 | monster->m_flags |= WAKENS; | |
222 | } | |
223 | put_m_at(row, col, monster); | |
224 | } | |
225 | } | |
226 | for (i = 0; i < MONSTERS; i++) { | |
227 | mon_tab[i].first_level += (cur_level % 3); | |
228 | } | |
229 | } | |
230 | ||
231 | gmc_row_col(row, col) | |
232 | register row, col; | |
233 | { | |
234 | register object *monster; | |
235 | ||
236 | if (monster = object_at(&level_monsters, row, col)) { | |
237 | if ((!(detect_monster || see_invisible || r_see_invisible) && | |
238 | (monster->m_flags & INVISIBLE)) || blind) { | |
239 | return(monster->trail_char); | |
240 | } | |
241 | if (monster->m_flags & IMITATES) { | |
242 | return(monster->disguise); | |
243 | } | |
244 | return(monster->m_char); | |
245 | } else { | |
246 | return('&'); /* BUG if this ever happens */ | |
247 | } | |
248 | } | |
249 | ||
250 | gmc(monster) | |
251 | object *monster; | |
252 | { | |
253 | if ((!(detect_monster || see_invisible || r_see_invisible) && | |
254 | (monster->m_flags & INVISIBLE)) | |
255 | || blind) { | |
256 | return(monster->trail_char); | |
257 | } | |
258 | if (monster->m_flags & IMITATES) { | |
259 | return(monster->disguise); | |
260 | } | |
261 | return(monster->m_char); | |
262 | } | |
263 | ||
264 | mv_1_monster(monster, row, col) | |
265 | register object *monster; | |
266 | short row, col; | |
267 | { | |
268 | short i, n; | |
269 | boolean tried[6]; | |
270 | ||
271 | if (monster->m_flags & ASLEEP) { | |
272 | if (monster->m_flags & NAPPING) { | |
273 | if (--monster->nap_length <= 0) { | |
274 | monster->m_flags &= (~(NAPPING | ASLEEP)); | |
275 | } | |
276 | return; | |
277 | } | |
278 | if ((monster->m_flags & WAKENS) && | |
279 | rogue_is_around(monster->row, monster->col) && | |
280 | rand_percent(((stealthy > 0) ? | |
281 | (WAKE_PERCENT / (STEALTH_FACTOR + stealthy)) : | |
282 | WAKE_PERCENT))) { | |
283 | wake_up(monster); | |
284 | } | |
285 | return; | |
286 | } else if (monster->m_flags & ALREADY_MOVED) { | |
287 | monster->m_flags &= (~ALREADY_MOVED); | |
288 | return; | |
289 | } | |
290 | if ((monster->m_flags & FLITS) && flit(monster)) { | |
291 | return; | |
292 | } | |
293 | if ((monster->m_flags & STATIONARY) && | |
294 | (!mon_can_go(monster, rogue.row, rogue.col))) { | |
295 | return; | |
296 | } | |
297 | if (monster->m_flags & FREEZING_ROGUE) { | |
298 | return; | |
299 | } | |
300 | if ((monster->m_flags & CONFUSES) && m_confuse(monster)) { | |
301 | return; | |
302 | } | |
303 | if (mon_can_go(monster, rogue.row, rogue.col)) { | |
304 | mon_hit(monster); | |
305 | return; | |
306 | } | |
307 | if ((monster->m_flags & FLAMES) && flame_broil(monster)) { | |
308 | return; | |
309 | } | |
310 | if ((monster->m_flags & SEEKS_GOLD) && seek_gold(monster)) { | |
311 | return; | |
312 | } | |
313 | if ((monster->trow == monster->row) && | |
314 | (monster->tcol == monster->col)) { | |
315 | monster->trow = NO_ROOM; | |
316 | } else if (monster->trow != NO_ROOM) { | |
317 | row = monster->trow; | |
318 | col = monster->tcol; | |
319 | } | |
320 | if (monster->row > row) { | |
321 | row = monster->row - 1; | |
322 | } else if (monster->row < row) { | |
323 | row = monster->row + 1; | |
324 | } | |
325 | if ((dungeon[row][monster->col] & DOOR) && | |
326 | mtry(monster, row, monster->col)) { | |
327 | return; | |
328 | } | |
329 | if (monster->col > col) { | |
330 | col = monster->col - 1; | |
331 | } else if (monster->col < col) { | |
332 | col = monster->col + 1; | |
333 | } | |
334 | if ((dungeon[monster->row][col] & DOOR) && | |
335 | mtry(monster, monster->row, col)) { | |
336 | return; | |
337 | } | |
338 | if (mtry(monster, row, col)) { | |
339 | return; | |
340 | } | |
341 | ||
342 | for (i = 0; i <= 5; i++) tried[i] = 0; | |
343 | ||
344 | for (i = 0; i < 6; i++) { | |
345 | NEXT_TRY: n = get_rand(0, 5); | |
346 | switch(n) { | |
347 | case 0: | |
348 | if (!tried[n] && mtry(monster, row, monster->col-1)) { | |
349 | goto O; | |
350 | } | |
351 | break; | |
352 | case 1: | |
353 | if (!tried[n] && mtry(monster, row, monster->col)) { | |
354 | goto O; | |
355 | } | |
356 | break; | |
357 | case 2: | |
358 | if (!tried[n] && mtry(monster, row, monster->col+1)) { | |
359 | goto O; | |
360 | } | |
361 | break; | |
362 | case 3: | |
363 | if (!tried[n] && mtry(monster, monster->row-1, col)) { | |
364 | goto O; | |
365 | } | |
366 | break; | |
367 | case 4: | |
368 | if (!tried[n] && mtry(monster, monster->row, col)) { | |
369 | goto O; | |
370 | } | |
371 | break; | |
372 | case 5: | |
373 | if (!tried[n] && mtry(monster, monster->row+1, col)) { | |
374 | goto O; | |
375 | } | |
376 | break; | |
377 | } | |
378 | if (!tried[n]) { | |
379 | tried[n] = 1; | |
380 | } else { | |
381 | goto NEXT_TRY; | |
382 | } | |
383 | } | |
384 | O: | |
385 | if ((monster->row == monster->o_row) && (monster->col == monster->o_col)) { | |
386 | if (++(monster->o) > 4) { | |
387 | if ((monster->trow == NO_ROOM) && | |
388 | (!mon_sees(monster, rogue.row, rogue.col))) { | |
389 | monster->trow = get_rand(1, (DROWS - 2)); | |
390 | monster->tcol = get_rand(0, (DCOLS - 1)); | |
391 | } else { | |
392 | monster->trow = NO_ROOM; | |
393 | monster->o = 0; | |
394 | } | |
395 | } | |
396 | } else { | |
397 | monster->o_row = monster->row; | |
398 | monster->o_col = monster->col; | |
399 | monster->o = 0; | |
400 | } | |
401 | } | |
402 | ||
403 | mtry(monster, row, col) | |
404 | register object *monster; | |
405 | register short row, col; | |
406 | { | |
407 | if (mon_can_go(monster, row, col)) { | |
408 | move_mon_to(monster, row, col); | |
409 | return(1); | |
410 | } | |
411 | return(0); | |
412 | } | |
413 | ||
414 | move_mon_to(monster, row, col) | |
415 | register object *monster; | |
416 | register short row, col; | |
417 | { | |
418 | short c; | |
419 | register mrow, mcol; | |
420 | ||
421 | mrow = monster->row; | |
422 | mcol = monster->col; | |
423 | ||
424 | dungeon[mrow][mcol] &= ~MONSTER; | |
425 | dungeon[row][col] |= MONSTER; | |
426 | ||
427 | c = mvinch(mrow, mcol); | |
428 | ||
429 | if ((c >= 'A') && (c <= 'Z')) { | |
430 | if (!detect_monster) { | |
431 | mvaddch(mrow, mcol, monster->trail_char); | |
432 | } else { | |
433 | if (rogue_can_see(mrow, mcol)) { | |
434 | mvaddch(mrow, mcol, monster->trail_char); | |
435 | } else { | |
436 | if (monster->trail_char == '.') { | |
437 | monster->trail_char = ' '; | |
438 | } | |
439 | mvaddch(mrow, mcol, monster->trail_char); | |
440 | } | |
441 | } | |
442 | } | |
443 | monster->trail_char = mvinch(row, col); | |
444 | if (!blind && (detect_monster || rogue_can_see(row, col))) { | |
445 | if ((!(monster->m_flags & INVISIBLE) || | |
446 | (detect_monster || see_invisible || r_see_invisible))) { | |
447 | mvaddch(row, col, gmc(monster)); | |
448 | } | |
449 | } | |
450 | if ((dungeon[row][col] & DOOR) && | |
451 | (get_room_number(row, col) != cur_room) && | |
452 | (dungeon[mrow][mcol] == FLOOR) && !blind) { | |
453 | mvaddch(mrow, mcol, ' '); | |
454 | } | |
455 | if (dungeon[row][col] & DOOR) { | |
456 | dr_course(monster, ((dungeon[mrow][mcol] & TUNNEL) ? 1 : 0), | |
457 | row, col); | |
458 | } else { | |
459 | monster->row = row; | |
460 | monster->col = col; | |
461 | } | |
462 | } | |
463 | ||
464 | mon_can_go(monster, row, col) | |
465 | register object *monster; | |
466 | register short row, col; | |
467 | { | |
468 | object *obj; | |
469 | short dr, dc; | |
470 | ||
471 | dr = monster->row - row; /* check if move distance > 1 */ | |
472 | if ((dr >= 2) || (dr <= -2)) { | |
473 | return(0); | |
474 | } | |
475 | dc = monster->col - col; | |
476 | if ((dc >= 2) || (dc <= -2)) { | |
477 | return(0); | |
478 | } | |
479 | if ((!dungeon[monster->row][col]) || (!dungeon[row][monster->col])) { | |
480 | return(0); | |
481 | } | |
482 | if ((!is_passable(row, col)) || (dungeon[row][col] & MONSTER)) { | |
483 | return(0); | |
484 | } | |
485 | if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&DOOR) || | |
486 | (dungeon[monster->row][monster->col]&DOOR))) { | |
487 | return(0); | |
488 | } | |
489 | if (!(monster->m_flags & (FLITS | CONFUSED | CAN_FLIT)) && | |
490 | (monster->trow == NO_ROOM)) { | |
491 | if ((monster->row < rogue.row) && (row < monster->row)) return(0); | |
492 | if ((monster->row > rogue.row) && (row > monster->row)) return(0); | |
493 | if ((monster->col < rogue.col) && (col < monster->col)) return(0); | |
494 | if ((monster->col > rogue.col) && (col > monster->col)) return(0); | |
495 | } | |
496 | if (dungeon[row][col] & OBJECT) { | |
497 | obj = object_at(&level_objects, row, col); | |
498 | if ((obj->what_is == SCROL) && (obj->which_kind == SCARE_MONSTER)) { | |
499 | return(0); | |
500 | } | |
501 | } | |
502 | return(1); | |
503 | } | |
504 | ||
505 | wake_up(monster) | |
506 | object *monster; | |
507 | { | |
508 | if (!(monster->m_flags & NAPPING)) { | |
509 | monster->m_flags &= (~(ASLEEP | IMITATES | WAKENS)); | |
510 | } | |
511 | } | |
512 | ||
513 | wake_room(rn, entering, row, col) | |
514 | short rn; | |
515 | boolean entering; | |
516 | short row, col; | |
517 | { | |
518 | object *monster; | |
519 | short wake_percent; | |
520 | boolean in_room; | |
521 | ||
522 | wake_percent = (rn == party_room) ? PARTY_WAKE_PERCENT : WAKE_PERCENT; | |
523 | if (stealthy > 0) { | |
524 | wake_percent /= (STEALTH_FACTOR + stealthy); | |
525 | } | |
526 | ||
527 | monster = level_monsters.next_monster; | |
528 | ||
529 | while (monster) { | |
530 | in_room = (rn == get_room_number(monster->row, monster->col)); | |
531 | if (in_room) { | |
532 | if (entering) { | |
533 | monster->trow = NO_ROOM; | |
534 | } else { | |
535 | monster->trow = row; | |
536 | monster->tcol = col; | |
537 | } | |
538 | } | |
539 | if ((monster->m_flags & WAKENS) && | |
540 | (rn == get_room_number(monster->row, monster->col))) { | |
541 | if (rand_percent(wake_percent)) { | |
542 | wake_up(monster); | |
543 | } | |
544 | } | |
545 | monster = monster->next_monster; | |
546 | } | |
547 | } | |
548 | ||
549 | char * | |
550 | mon_name(monster) | |
551 | object *monster; | |
552 | { | |
553 | short ch; | |
554 | ||
555 | if (blind || ((monster->m_flags & INVISIBLE) && | |
556 | !(detect_monster || see_invisible || r_see_invisible))) { | |
557 | return("something"); | |
558 | } | |
559 | if (halluc) { | |
560 | ch = get_rand('A', 'Z') - 'A'; | |
561 | return(m_names[ch]); | |
562 | } | |
563 | ch = monster->m_char - 'A'; | |
564 | return(m_names[ch]); | |
565 | } | |
566 | ||
567 | rogue_is_around(row, col) | |
568 | register row, col; | |
569 | { | |
570 | short rdif, cdif, retval; | |
571 | ||
572 | rdif = row - rogue.row; | |
573 | cdif = col - rogue.col; | |
574 | ||
575 | retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1); | |
576 | return(retval); | |
577 | } | |
578 | ||
579 | wanderer() | |
580 | { | |
581 | object *monster; | |
582 | short row, col, i; | |
583 | boolean found = 0; | |
584 | ||
585 | for (i = 0; ((i < 15) && (!found)); i++) { | |
586 | monster = gr_monster((object *) 0, 0); | |
587 | if (!(monster->m_flags & (WAKENS | WANDERS))) { | |
588 | free_object(monster); | |
589 | } else { | |
590 | found = 1; | |
591 | } | |
592 | } | |
593 | if (found) { | |
594 | found = 0; | |
595 | wake_up(monster); | |
596 | for (i = 0; ((i < 25) && (!found)); i++) { | |
597 | gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT)); | |
598 | if (!rogue_can_see(row, col)) { | |
599 | put_m_at(row, col, monster); | |
600 | found = 1; | |
601 | } | |
602 | } | |
603 | if (!found) { | |
604 | free_object(monster); | |
605 | } | |
606 | } | |
607 | } | |
608 | ||
609 | show_monsters() | |
610 | { | |
611 | object *monster; | |
612 | ||
613 | detect_monster = 1; | |
614 | ||
615 | if (blind) { | |
616 | return; | |
617 | } | |
618 | monster = level_monsters.next_monster; | |
619 | ||
620 | while (monster) { | |
621 | mvaddch(monster->row, monster->col, monster->m_char); | |
622 | if (monster->m_flags & IMITATES) { | |
623 | monster->m_flags &= (~IMITATES); | |
624 | monster->m_flags |= WAKENS; | |
625 | } | |
626 | monster = monster->next_monster; | |
627 | } | |
628 | } | |
629 | ||
630 | create_monster() | |
631 | { | |
632 | short row, col; | |
633 | short i; | |
634 | boolean found = 0; | |
635 | object *monster; | |
636 | ||
637 | row = rogue.row; | |
638 | col = rogue.col; | |
639 | ||
640 | for (i = 0; i < 9; i++) { | |
641 | rand_around(i, &row, &col); | |
642 | if (((row == rogue.row) && (col = rogue.col)) || | |
643 | (row < MIN_ROW) || (row > (DROWS-2)) || | |
644 | (col < 0) || (col > (DCOLS-1))) { | |
645 | continue; | |
646 | } | |
647 | if ((!(dungeon[row][col] & MONSTER)) && | |
648 | (dungeon[row][col] & (FLOOR|TUNNEL|STAIRS|DOOR))) { | |
649 | found = 1; | |
650 | break; | |
651 | } | |
652 | } | |
653 | if (found) { | |
654 | monster = gr_monster((object *) 0, 0); | |
655 | put_m_at(row, col, monster); | |
656 | mvaddch(row, col, gmc(monster)); | |
657 | if (monster->m_flags & (WANDERS | WAKENS)) { | |
658 | wake_up(monster); | |
659 | } | |
660 | } else { | |
661 | message("you hear a faint cry of anguish in the distance", 0); | |
662 | } | |
663 | } | |
664 | ||
665 | put_m_at(row, col, monster) | |
666 | short row, col; | |
667 | object *monster; | |
668 | { | |
669 | monster->row = row; | |
670 | monster->col = col; | |
671 | dungeon[row][col] |= MONSTER; | |
672 | monster->trail_char = mvinch(row, col); | |
673 | (void) add_to_pack(monster, &level_monsters, 0); | |
674 | aim_monster(monster); | |
675 | } | |
676 | ||
677 | aim_monster(monster) | |
678 | object *monster; | |
679 | { | |
680 | short i, rn, d, r; | |
681 | ||
682 | rn = get_room_number(monster->row, monster->col); | |
683 | r = get_rand(0, 12); | |
684 | ||
685 | for (i = 0; i < 4; i++) { | |
686 | d = (r + i) % 4; | |
687 | if (rooms[rn].doors[d].oth_room != NO_ROOM) { | |
688 | monster->trow = rooms[rn].doors[d].door_row; | |
689 | monster->tcol = rooms[rn].doors[d].door_col; | |
690 | break; | |
691 | } | |
692 | } | |
693 | } | |
694 | ||
695 | rogue_can_see(row, col) | |
696 | register row, col; | |
697 | { | |
698 | register retval; | |
699 | ||
700 | retval = !blind && | |
701 | (((get_room_number(row, col) == cur_room) && | |
702 | !(rooms[cur_room].is_room & R_MAZE)) || | |
703 | rogue_is_around(row, col)); | |
704 | ||
705 | return(retval); | |
706 | } | |
707 | ||
708 | move_confused(monster) | |
709 | object *monster; | |
710 | { | |
711 | short i, row, col; | |
712 | ||
713 | if (!(monster->m_flags & ASLEEP)) { | |
714 | if (--monster->moves_confused <= 0) { | |
715 | monster->m_flags &= (~CONFUSED); | |
716 | } | |
717 | if (monster->m_flags & STATIONARY) { | |
718 | return(coin_toss() ? 1 : 0); | |
719 | } else if (rand_percent(15)) { | |
720 | return(1); | |
721 | } | |
722 | row = monster->row; | |
723 | col = monster->col; | |
724 | ||
725 | for (i = 0; i < 9; i++) { | |
726 | rand_around(i, &row, &col); | |
727 | if ((row == rogue.row) && (col == rogue.col)) { | |
728 | return(0); | |
729 | } | |
730 | if (mtry(monster, row, col)) { | |
731 | return(1); | |
732 | } | |
733 | } | |
734 | } | |
735 | return(0); | |
736 | } | |
737 | ||
738 | flit(monster) | |
739 | object *monster; | |
740 | { | |
741 | short i, row, col; | |
742 | ||
743 | if (!rand_percent(FLIT_PERCENT + ((monster->m_flags & FLIES) ? 20 : 0))) { | |
744 | return(0); | |
745 | } | |
746 | if (rand_percent(10)) { | |
747 | return(1); | |
748 | } | |
749 | row = monster->row; | |
750 | col = monster->col; | |
751 | ||
752 | for (i = 0; i < 9; i++) { | |
753 | rand_around(i, &row, &col); | |
754 | if ((row == rogue.row) && (col == rogue.col)) { | |
755 | continue; | |
756 | } | |
757 | if (mtry(monster, row, col)) { | |
758 | return(1); | |
759 | } | |
760 | } | |
761 | return(1); | |
762 | } | |
763 | ||
764 | gr_obj_char() | |
765 | { | |
766 | short r; | |
767 | char *rs = "%!?]=/):*"; | |
768 | ||
769 | r = get_rand(0, 8); | |
770 | ||
771 | return(rs[r]); | |
772 | } | |
773 | ||
774 | no_room_for_monster(rn) | |
775 | int rn; | |
776 | { | |
777 | short i, j; | |
778 | ||
779 | for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) { | |
780 | for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) { | |
781 | if (!(dungeon[i][j] & MONSTER)) { | |
782 | return(0); | |
783 | } | |
784 | } | |
785 | } | |
786 | return(1); | |
787 | } | |
788 | ||
789 | aggravate() | |
790 | { | |
791 | object *monster; | |
792 | ||
793 | message("you hear a high pitched humming noise", 0); | |
794 | ||
795 | monster = level_monsters.next_monster; | |
796 | ||
797 | while (monster) { | |
798 | wake_up(monster); | |
799 | monster->m_flags &= (~IMITATES); | |
800 | if (rogue_can_see(monster->row, monster->col)) { | |
801 | mvaddch(monster->row, monster->col, monster->m_char); | |
802 | } | |
803 | monster = monster->next_monster; | |
804 | } | |
805 | } | |
806 | ||
807 | boolean | |
808 | mon_sees(monster, row, col) | |
809 | object *monster; | |
810 | { | |
811 | short rn, rdif, cdif, retval; | |
812 | ||
813 | rn = get_room_number(row, col); | |
814 | ||
815 | if ( (rn != NO_ROOM) && | |
816 | (rn == get_room_number(monster->row, monster->col)) && | |
817 | !(rooms[rn].is_room & R_MAZE)) { | |
818 | return(1); | |
819 | } | |
820 | rdif = row - monster->row; | |
821 | cdif = col - monster->col; | |
822 | ||
823 | retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1); | |
824 | return(retval); | |
825 | } | |
826 | ||
827 | mv_aquatars() | |
828 | { | |
829 | object *monster; | |
830 | ||
831 | monster = level_monsters.next_monster; | |
832 | ||
833 | while (monster) { | |
834 | if ((monster->m_char == 'A') && | |
835 | mon_can_go(monster, rogue.row, rogue.col)) { | |
836 | mv_1_monster(monster, rogue.row, rogue.col); | |
837 | monster->m_flags |= ALREADY_MOVED; | |
838 | } | |
839 | monster = monster->next_monster; | |
840 | } | |
841 | } |