HardenedBSD/games/rogue/monster.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
of the x11 based games.  I'm not going to tag the originals with bsd_44_lite
and do this in two stages since it's just not worth it for this collection,
and I've got directory renames to deal with that way.  Bleah.
Submitted by:	jkh
1994-09-04 04:03:31 +00:00

868 lines
19 KiB
C

/*
* 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. 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[] = "@(#)monster.c 8.1 (Berkeley) 5/31/93";
#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;
}
}