* Copyright (c) 1988, 1993
* The Regents of the University of California. All rights reserved.
* This code is derived from software contributed to Berkeley by
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* 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
static char sccsid
[] = "@(#)monster.c 8.1 (Berkeley) 5/31/93";
* 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
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_room
, party_room
;
extern short blind
, halluc
, haste_self
;
extern boolean detect_monster
, see_invisible
, r_see_invisible
;
for (i
= 0; i
< n
; i
++) {
monster
= gr_monster((object
*) 0, 0);
if ((monster
->m_flags
& WANDERS
) && coin_toss()) {
gr_row_col(&row
, &col
, (FLOOR
| TUNNEL
| STAIRS
| OBJECT
));
put_m_at(row
, col
, monster
);
register object
*monster
;
monster
= alloc_object();
mn
= get_rand(0, MONSTERS
-1);
if ((cur_level
>= mon_tab
[mn
].first_level
) &&
(cur_level
<= mon_tab
[mn
].last_level
)) {
if (monster
->m_flags
& IMITATES
) {
monster
->disguise
= gr_obj_char();
if (cur_level
> (AMULET_LEVEL
+ 2)) {
monster
->m_flags
|= HASTED
;
register object
*monster
, *next_monster
;
monster
= level_monsters
.next_monster
;
next_monster
= monster
->next_monster
;
if (monster
->m_flags
& HASTED
) {
mv_1_monster(monster
, rogue
.row
, rogue
.col
);
} else if (monster
->m_flags
& SLOWED
) {
monster
->slowed_toggle
= !monster
->slowed_toggle
;
if (monster
->slowed_toggle
) {
if ((monster
->m_flags
& CONFUSED
) && move_confused(monster
)) {
if ( (monster
->m_flags
& FLIES
) &&
!(monster
->m_flags
& NAPPING
) &&
!mon_can_go(monster
, rogue
.row
, rogue
.col
)) {
mv_1_monster(monster
, rogue
.row
, rogue
.col
);
if (!(flew
&& mon_can_go(monster
, rogue
.row
, rogue
.col
))) {
mv_1_monster(monster
, rogue
.row
, rogue
.col
);
NM
: monster
= next_monster
;
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
)) {
for (j
= found
= 0; ((!found
) && (j
< 250)); j
++) {
row
= get_rand(rooms
[rn
].top_row
+1,
col
= get_rand(rooms
[rn
].left_col
+1,
if ((!(dungeon
[row
][col
] & MONSTER
)) &&
(dungeon
[row
][col
] & (FLOOR
| TUNNEL
))) {
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);
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('&'); /* BUG if this ever happens */
if ((!(detect_monster
|| see_invisible
|| r_see_invisible
) &&
(monster
->m_flags
& INVISIBLE
))
return(monster
->trail_char
);
if (monster
->m_flags
& IMITATES
) {
return(monster
->disguise
);
mv_1_monster(monster
, row
, col
)
register object
*monster
;
if (monster
->m_flags
& ASLEEP
) {
if (monster
->m_flags
& NAPPING
) {
if (--monster
->nap_length
<= 0) {
monster
->m_flags
&= (~(NAPPING
| ASLEEP
));
if ((monster
->m_flags
& WAKENS
) &&
rogue_is_around(monster
->row
, monster
->col
) &&
rand_percent(((stealthy
> 0) ?
(WAKE_PERCENT
/ (STEALTH_FACTOR
+ stealthy
)) :
} else if (monster
->m_flags
& ALREADY_MOVED
) {
monster
->m_flags
&= (~ALREADY_MOVED
);
if ((monster
->m_flags
& FLITS
) && flit(monster
)) {
if ((monster
->m_flags
& STATIONARY
) &&
(!mon_can_go(monster
, rogue
.row
, rogue
.col
))) {
if (monster
->m_flags
& FREEZING_ROGUE
) {
if ((monster
->m_flags
& CONFUSES
) && m_confuse(monster
)) {
if (mon_can_go(monster
, rogue
.row
, rogue
.col
)) {
if ((monster
->m_flags
& FLAMES
) && flame_broil(monster
)) {
if ((monster
->m_flags
& SEEKS_GOLD
) && seek_gold(monster
)) {
if ((monster
->trow
== monster
->row
) &&
(monster
->tcol
== monster
->col
)) {
} else if (monster
->trow
!= NO_ROOM
) {
if (monster
->row
> row
) {
} else if (monster
->row
< row
) {
if ((dungeon
[row
][monster
->col
] & DOOR
) &&
mtry(monster
, row
, monster
->col
)) {
if (monster
->col
> col
) {
} else if (monster
->col
< col
) {
if ((dungeon
[monster
->row
][col
] & DOOR
) &&
mtry(monster
, monster
->row
, col
)) {
if (mtry(monster
, row
, col
)) {
for (i
= 0; i
<= 5; i
++) tried
[i
] = 0;
for (i
= 0; i
< 6; i
++) {
NEXT_TRY
: n
= get_rand(0, 5);
if (!tried
[n
] && mtry(monster
, row
, monster
->col
-1)) {
if (!tried
[n
] && mtry(monster
, row
, monster
->col
)) {
if (!tried
[n
] && mtry(monster
, row
, monster
->col
+1)) {
if (!tried
[n
] && mtry(monster
, monster
->row
-1, col
)) {
if (!tried
[n
] && mtry(monster
, monster
->row
, col
)) {
if (!tried
[n
] && mtry(monster
, monster
->row
+1, col
)) {
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));
monster
->o_row
= monster
->row
;
monster
->o_col
= monster
->col
;
register object
*monster
;
if (mon_can_go(monster
, row
, col
)) {
move_mon_to(monster
, row
, col
);
move_mon_to(monster
, row
, col
)
register object
*monster
;
dungeon
[mrow
][mcol
] &= ~MONSTER
;
dungeon
[row
][col
] |= MONSTER
;
if ((c
>= 'A') && (c
<= 'Z')) {
mvaddch(mrow
, mcol
, monster
->trail_char
);
if (rogue_can_see(mrow
, mcol
)) {
mvaddch(mrow
, mcol
, monster
->trail_char
);
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),
mon_can_go(monster
, row
, col
)
register object
*monster
;
dr
= monster
->row
- row
; /* check if move distance > 1 */
if ((dr
>= 2) || (dr
<= -2)) {
if ((dc
>= 2) || (dc
<= -2)) {
if ((!dungeon
[monster
->row
][col
]) || (!dungeon
[row
][monster
->col
])) {
if ((!is_passable(row
, col
)) || (dungeon
[row
][col
] & MONSTER
)) {
if ((monster
->row
!=row
)&&(monster
->col
!=col
)&&((dungeon
[row
][col
]&DOOR
) ||
(dungeon
[monster
->row
][monster
->col
]&DOOR
))) {
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
)) {
if (!(monster
->m_flags
& NAPPING
)) {
monster
->m_flags
&= (~(ASLEEP
| IMITATES
| WAKENS
));
wake_room(rn
, entering
, row
, col
)
wake_percent
= (rn
== party_room
) ? PARTY_WAKE_PERCENT
: WAKE_PERCENT
;
wake_percent
/= (STEALTH_FACTOR
+ stealthy
);
monster
= level_monsters
.next_monster
;
in_room
= (rn
== get_room_number(monster
->row
, monster
->col
));
if ((monster
->m_flags
& WAKENS
) &&
(rn
== get_room_number(monster
->row
, monster
->col
))) {
if (rand_percent(wake_percent
)) {
monster
= monster
->next_monster
;
if (blind
|| ((monster
->m_flags
& INVISIBLE
) &&
!(detect_monster
|| see_invisible
|| r_see_invisible
))) {
ch
= get_rand('A', 'Z') - 'A';
ch
= monster
->m_char
- 'A';
rogue_is_around(row
, col
)
short rdif
, cdif
, retval
;
retval
= (rdif
>= -1) && (rdif
<= 1) && (cdif
>= -1) && (cdif
<= 1);
for (i
= 0; ((i
< 15) && (!found
)); i
++) {
monster
= gr_monster((object
*) 0, 0);
if (!(monster
->m_flags
& (WAKENS
| WANDERS
))) {
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
);
monster
= level_monsters
.next_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
;
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))) {
if ((!(dungeon
[row
][col
] & MONSTER
)) &&
(dungeon
[row
][col
] & (FLOOR
|TUNNEL
|STAIRS
|DOOR
))) {
monster
= gr_monster((object
*) 0, 0);
put_m_at(row
, col
, monster
);
mvaddch(row
, col
, gmc(monster
));
if (monster
->m_flags
& (WANDERS
| WAKENS
)) {
message("you hear a faint cry of anguish in the distance", 0);
put_m_at(row
, col
, monster
)
dungeon
[row
][col
] |= MONSTER
;
monster
->trail_char
= mvinch(row
, col
);
(void) add_to_pack(monster
, &level_monsters
, 0);
rn
= get_room_number(monster
->row
, monster
->col
);
for (i
= 0; i
< 4; i
++) {
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
;
(((get_room_number(row
, col
) == cur_room
) &&
!(rooms
[cur_room
].is_room
& R_MAZE
)) ||
rogue_is_around(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)) {
for (i
= 0; i
< 9; i
++) {
rand_around(i
, &row
, &col
);
if ((row
== rogue
.row
) && (col
== rogue
.col
)) {
if (mtry(monster
, row
, col
)) {
if (!rand_percent(FLIT_PERCENT
+ ((monster
->m_flags
& FLIES
) ? 20 : 0))) {
for (i
= 0; i
< 9; i
++) {
rand_around(i
, &row
, &col
);
if ((row
== rogue
.row
) && (col
== rogue
.col
)) {
if (mtry(monster
, row
, col
)) {
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
)) {
message("you hear a high pitched humming noise", 0);
monster
= level_monsters
.next_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
;
mon_sees(monster
, row
, col
)
short rn
, rdif
, cdif
, retval
;
rn
= get_room_number(row
, col
);
(rn
== get_room_number(monster
->row
, monster
->col
)) &&
!(rooms
[rn
].is_room
& R_MAZE
)) {
rdif
= row
- monster
->row
;
cdif
= col
- monster
->col
;
retval
= (rdif
>= -1) && (rdif
<= 1) && (cdif
>= -1) && (cdif
<= 1);
monster
= level_monsters
.next_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
;