2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
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9 * modification, are permitted provided that the following conditions
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18 * This product includes software developed by the University of
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21 * may be used to endorse or promote products derived from this software
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36 * @(#)monster.c 8.1 (Berkeley) 5/31/93
37 * $FreeBSD: src/games/rogue/monster.c,v 1.6 1999/11/30 03:49:24 billf Exp $
38 * $DragonFly: src/games/rogue/monster.c,v 1.2 2003/06/17 04:25:24 dillon Exp $
44 * This source herein may be modified and/or distributed by anybody who
45 * so desires, with the following restrictions:
46 * 1.) No portion of this notice shall be removed.
47 * 2.) Credit shall not be taken for the creation of this source.
48 * 3.) This code is not to be traded, sold, or used for personal
55 object level_monsters;
56 boolean mon_disappeared;
58 const char *const m_names[] = {
87 object mon_tab[MONSTERS] = {
88 {(ASLEEP|WAKENS|WANDERS|RUSTS),"0d0",25,'A',20,9,18,100,0,0,0,0,0},
89 {(ASLEEP|WANDERS|FLITS|FLIES),"1d3",10,'B',2,1,8,60,0,0,0,0,0},
90 {(ASLEEP|WANDERS),"3d3/2d5",32,'C',15,7,16,85,0,10,0,0,0},
91 {(ASLEEP|WAKENS|FLAMES),"4d6/4d9",145,'D',5000,21,126,100,0,90,0,0,0},
92 {(ASLEEP|WAKENS),"1d3",11,'E',2,1,7,65,0,0,0,0,0},
93 {(HOLDS|STATIONARY),"5d5",73,'F',91,12,126,80,0,0,0,0,0},
94 {(ASLEEP|WAKENS|WANDERS|FLIES),"5d5/5d5",115,'G',
95 2000,20,126,85,0,10,0,0,0},
96 {(ASLEEP|WAKENS|WANDERS),"1d3/1d2",15,'H',3,1,10,67,0,0,0,0,0},
97 {(ASLEEP|FREEZES),"0d0",15,'I',5,2,11,68,0,0,0,0,0},
98 {(ASLEEP|WANDERS),"3d10/4d5",132,'J',3000,21,126,100,0,0,0,0,0},
99 {(ASLEEP|WAKENS|WANDERS|FLIES),"1d4",10,'K',2,1,6,60,0,0,0,0,0},
100 {(ASLEEP|STEALS_GOLD),"0d0",25,'L',21,6,16,75,0,0,0,0,0},
101 {(ASLEEP|WAKENS|WANDERS|CONFUSES),"4d4/3d7",97,'M',
102 250,18,126,85,0,25,0,0,0},
103 {(ASLEEP|STEALS_ITEM),"0d0",25,'N',39,10,19,75,0,100,0,0,0},
104 {(ASLEEP|WANDERS|WAKENS|SEEKS_GOLD),"1d6",25,'O',5,4,13,70,0,10,0,0,0},
105 {(ASLEEP|INVISIBLE|WANDERS|FLITS),"5d4",76,'P',120,15,24,80,0,50,0,0,0},
106 {(ASLEEP|WAKENS|WANDERS),"3d5",30,'Q',20,8,17,78,0,20,0,0,0},
107 {(ASLEEP|WAKENS|WANDERS|STINGS),"2d5",19,'R',10,3,12,70,0,0,0,0,0},
108 {(ASLEEP|WAKENS|WANDERS),"1d3",8,'S',2,1,9,50,0,0,0,0,0},
109 {(ASLEEP|WAKENS|WANDERS),"4d6/1d4",75,'T',125,13,22,75,0,33,0,0,0},
110 {(ASLEEP|WAKENS|WANDERS),"4d10",90,'U',
111 200,17,26,85,0,33,0,0,0},
112 {(ASLEEP|WAKENS|WANDERS|DRAINS_LIFE),"1d14/1d4",55,'V',
113 350,19,126,85,0,18,0,0,0},
114 {(ASLEEP|WANDERS|DROPS_LEVEL),"2d8",45,'W',55,14,23,75,0,0,0,0,0},
115 {(ASLEEP|IMITATES),"4d6",42,'X',110,16,25,75,0,0,0,0,0},
116 {(ASLEEP|WANDERS),"3d6",35,'Y',50,11,20,80,0,20,0,0,0},
117 {(ASLEEP|WAKENS|WANDERS),"1d7",21,'Z',8,5,14,69,0,0,0,0,0}
120 extern short cur_level;
121 extern short cur_room, party_room;
122 extern short blind, halluc, haste_self;
123 extern boolean detect_monster, see_invisible, r_see_invisible;
124 extern short stealthy;
135 for (i = 0; i < n; i++) {
136 monster = gr_monster((object *) 0, 0);
137 if ((monster->m_flags & WANDERS) && coin_toss()) {
140 gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
141 put_m_at(row, col, monster);
146 gr_monster(monster, mn)
151 monster = alloc_object();
154 mn = get_rand(0, MONSTERS-1);
155 if ((cur_level >= mon_tab[mn].first_level) &&
156 (cur_level <= mon_tab[mn].last_level)) {
161 *monster = mon_tab[mn];
162 if (monster->m_flags & IMITATES) {
163 monster->disguise = gr_obj_char();
165 if (cur_level > (AMULET_LEVEL + 2)) {
166 monster->m_flags |= HASTED;
168 monster->trow = NO_ROOM;
174 object *monster, *next_monster, *test_mons;
177 if (haste_self % 2) {
181 monster = level_monsters.next_monster;
184 next_monster = monster->next_monster;
186 if (monster->m_flags & HASTED) {
187 mv_1_monster(monster, rogue.row, rogue.col);
188 if (mon_disappeared) {
191 } else if (monster->m_flags & SLOWED) {
192 monster->slowed_toggle = !monster->slowed_toggle;
193 if (monster->slowed_toggle) {
197 if ((monster->m_flags & CONFUSED) && move_confused(monster)) {
201 if ( (monster->m_flags & FLIES) &&
202 !(monster->m_flags & NAPPING) &&
203 !mon_can_go(monster, rogue.row, rogue.col)) {
205 mv_1_monster(monster, rogue.row, rogue.col);
206 if (mon_disappeared) {
210 if (!(flew && mon_can_go(monster, rogue.row, rogue.col))) {
211 mv_1_monster(monster, rogue.row, rogue.col);
213 NM: test_mons = level_monsters.next_monster;
217 if(next_monster == test_mons)
219 monster = next_monster;
222 test_mons = test_mons->next_monster;
227 party_monsters(rn, n)
237 for (i = 0; i < MONSTERS; i++) {
238 mon_tab[i].first_level -= (cur_level % 3);
240 for (i = 0; i < n; i++) {
241 if (no_room_for_monster(rn)) {
244 for (j = found = 0; ((!found) && (j < 250)); j++) {
245 row = get_rand(rooms[rn].top_row+1,
246 rooms[rn].bottom_row-1);
247 col = get_rand(rooms[rn].left_col+1,
248 rooms[rn].right_col-1);
249 if ((!(dungeon[row][col] & MONSTER)) &&
250 (dungeon[row][col] & (FLOOR | TUNNEL))) {
255 monster = gr_monster((object *) 0, 0);
256 if (!(monster->m_flags & IMITATES)) {
257 monster->m_flags |= WAKENS;
259 put_m_at(row, col, monster);
262 for (i = 0; i < MONSTERS; i++) {
263 mon_tab[i].first_level += (cur_level % 3);
267 gmc_row_col(row, col)
272 if (monster = object_at(&level_monsters, row, col)) {
273 if ((!(detect_monster || see_invisible || r_see_invisible) &&
274 (monster->m_flags & INVISIBLE)) || blind) {
275 return(monster->trail_char);
277 if (monster->m_flags & IMITATES) {
278 return(monster->disguise);
280 return(monster->m_char);
282 return('&'); /* BUG if this ever happens */
289 if ((!(detect_monster || see_invisible || r_see_invisible) &&
290 (monster->m_flags & INVISIBLE))
292 return(monster->trail_char);
294 if (monster->m_flags & IMITATES) {
295 return(monster->disguise);
297 return(monster->m_char);
300 mv_1_monster(monster, row, col)
307 if (monster->m_flags & ASLEEP) {
308 if (monster->m_flags & NAPPING) {
309 if (--monster->nap_length <= 0) {
310 monster->m_flags &= (~(NAPPING | ASLEEP));
314 if ((monster->m_flags & WAKENS) &&
315 rogue_is_around(monster->row, monster->col) &&
316 rand_percent(((stealthy > 0) ?
317 (WAKE_PERCENT / (STEALTH_FACTOR + stealthy)) :
322 } else if (monster->m_flags & ALREADY_MOVED) {
323 monster->m_flags &= (~ALREADY_MOVED);
326 if ((monster->m_flags & FLITS) && flit(monster)) {
329 if ((monster->m_flags & STATIONARY) &&
330 (!mon_can_go(monster, rogue.row, rogue.col))) {
333 if (monster->m_flags & FREEZING_ROGUE) {
336 if ((monster->m_flags & CONFUSES) && m_confuse(monster)) {
339 if (mon_can_go(monster, rogue.row, rogue.col)) {
343 if ((monster->m_flags & FLAMES) && flame_broil(monster)) {
346 if ((monster->m_flags & SEEKS_GOLD) && seek_gold(monster)) {
349 if ((monster->trow == monster->row) &&
350 (monster->tcol == monster->col)) {
351 monster->trow = NO_ROOM;
352 } else if (monster->trow != NO_ROOM) {
356 if (monster->row > row) {
357 row = monster->row - 1;
358 } else if (monster->row < row) {
359 row = monster->row + 1;
361 if ((dungeon[row][monster->col] & DOOR) &&
362 mtry(monster, row, monster->col)) {
365 if (monster->col > col) {
366 col = monster->col - 1;
367 } else if (monster->col < col) {
368 col = monster->col + 1;
370 if ((dungeon[monster->row][col] & DOOR) &&
371 mtry(monster, monster->row, col)) {
374 if (mtry(monster, row, col)) {
378 for (i = 0; i <= 5; i++) tried[i] = 0;
380 for (i = 0; i < 6; i++) {
381 NEXT_TRY: n = get_rand(0, 5);
384 if (!tried[n] && mtry(monster, row, monster->col-1)) {
389 if (!tried[n] && mtry(monster, row, monster->col)) {
394 if (!tried[n] && mtry(monster, row, monster->col+1)) {
399 if (!tried[n] && mtry(monster, monster->row-1, col)) {
404 if (!tried[n] && mtry(monster, monster->row, col)) {
409 if (!tried[n] && mtry(monster, monster->row+1, col)) {
421 if ((monster->row == monster->o_row) && (monster->col == monster->o_col)) {
422 if (++(monster->o) > 4) {
423 if ((monster->trow == NO_ROOM) &&
424 (!mon_sees(monster, rogue.row, rogue.col))) {
425 monster->trow = get_rand(1, (DROWS - 2));
426 monster->tcol = get_rand(0, (DCOLS - 1));
428 monster->trow = NO_ROOM;
433 monster->o_row = monster->row;
434 monster->o_col = monster->col;
439 mtry(monster, row, col)
443 if (mon_can_go(monster, row, col)) {
444 move_mon_to(monster, row, col);
450 move_mon_to(monster, row, col)
460 dungeon[mrow][mcol] &= ~MONSTER;
461 dungeon[row][col] |= MONSTER;
463 c = mvinch(mrow, mcol);
465 if ((c >= 'A') && (c <= 'Z')) {
466 if (!detect_monster) {
467 mvaddch(mrow, mcol, monster->trail_char);
469 if (rogue_can_see(mrow, mcol)) {
470 mvaddch(mrow, mcol, monster->trail_char);
472 if (monster->trail_char == '.') {
473 monster->trail_char = ' ';
475 mvaddch(mrow, mcol, monster->trail_char);
479 monster->trail_char = mvinch(row, col);
480 if (!blind && (detect_monster || rogue_can_see(row, col))) {
481 if ((!(monster->m_flags & INVISIBLE) ||
482 (detect_monster || see_invisible || r_see_invisible))) {
483 mvaddch(row, col, gmc(monster));
486 if ((dungeon[row][col] & DOOR) &&
487 (get_room_number(row, col) != cur_room) &&
488 (dungeon[mrow][mcol] == FLOOR) && !blind) {
489 mvaddch(mrow, mcol, ' ');
491 if (dungeon[row][col] & DOOR) {
492 dr_course(monster, ((dungeon[mrow][mcol] & TUNNEL) ? 1 : 0),
500 mon_can_go(monster, row, col)
501 const object *monster;
507 dr = monster->row - row; /* check if move distance > 1 */
508 if ((dr >= 2) || (dr <= -2)) {
511 dc = monster->col - col;
512 if ((dc >= 2) || (dc <= -2)) {
515 if ((!dungeon[monster->row][col]) || (!dungeon[row][monster->col])) {
518 if ((!is_passable(row, col)) || (dungeon[row][col] & MONSTER)) {
521 if ((monster->row!=row)&&(monster->col!=col)&&((dungeon[row][col]&DOOR) ||
522 (dungeon[monster->row][monster->col]&DOOR))) {
525 if (!(monster->m_flags & (FLITS | CONFUSED | CAN_FLIT)) &&
526 (monster->trow == NO_ROOM)) {
527 if ((monster->row < rogue.row) && (row < monster->row)) return(0);
528 if ((monster->row > rogue.row) && (row > monster->row)) return(0);
529 if ((monster->col < rogue.col) && (col < monster->col)) return(0);
530 if ((monster->col > rogue.col) && (col > monster->col)) return(0);
532 if (dungeon[row][col] & OBJECT) {
533 obj = object_at(&level_objects, row, col);
534 if ((obj->what_is == SCROL) && (obj->which_kind == SCARE_MONSTER)) {
544 if (!(monster->m_flags & NAPPING)) {
545 monster->m_flags &= (~(ASLEEP | IMITATES | WAKENS));
549 wake_room(rn, entering, row, col)
558 wake_percent = (rn == party_room) ? PARTY_WAKE_PERCENT : WAKE_PERCENT;
560 wake_percent /= (STEALTH_FACTOR + stealthy);
563 monster = level_monsters.next_monster;
566 in_room = (rn == get_room_number(monster->row, monster->col));
569 monster->trow = NO_ROOM;
575 if ((monster->m_flags & WAKENS) &&
576 (rn == get_room_number(monster->row, monster->col))) {
577 if (rand_percent(wake_percent)) {
581 monster = monster->next_monster;
587 const object *monster;
591 if (blind || ((monster->m_flags & INVISIBLE) &&
592 !(detect_monster || see_invisible || r_see_invisible))) {
596 ch = get_rand('A', 'Z') - 'A';
599 ch = monster->m_char - 'A';
603 rogue_is_around(row, col)
606 short rdif, cdif, retval;
608 rdif = row - rogue.row;
609 cdif = col - rogue.col;
611 retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1);
621 for (i = 0; ((i < 15) && (!found)); i++) {
622 monster = gr_monster((object *) 0, 0);
623 if (!(monster->m_flags & (WAKENS | WANDERS))) {
624 free_object(monster);
632 for (i = 0; ((i < 25) && (!found)); i++) {
633 gr_row_col(&row, &col, (FLOOR | TUNNEL | STAIRS | OBJECT));
634 if (!rogue_can_see(row, col)) {
635 put_m_at(row, col, monster);
640 free_object(monster);
654 monster = level_monsters.next_monster;
657 mvaddch(monster->row, monster->col, monster->m_char);
658 if (monster->m_flags & IMITATES) {
659 monster->m_flags &= (~IMITATES);
660 monster->m_flags |= WAKENS;
662 monster = monster->next_monster;
676 for (i = 0; i < 9; i++) {
677 rand_around(i, &row, &col);
678 if (((row == rogue.row) && (col = rogue.col)) ||
679 (row < MIN_ROW) || (row > (DROWS-2)) ||
680 (col < 0) || (col > (DCOLS-1))) {
683 if ((!(dungeon[row][col] & MONSTER)) &&
684 (dungeon[row][col] & (FLOOR|TUNNEL|STAIRS|DOOR))) {
690 monster = gr_monster((object *) 0, 0);
691 put_m_at(row, col, monster);
692 mvaddch(row, col, gmc(monster));
693 if (monster->m_flags & (WANDERS | WAKENS)) {
697 message("you hear a faint cry of anguish in the distance", 0);
701 put_m_at(row, col, monster)
707 dungeon[row][col] |= MONSTER;
708 monster->trail_char = mvinch(row, col);
709 (void) add_to_pack(monster, &level_monsters, 0);
710 aim_monster(monster);
718 rn = get_room_number(monster->row, monster->col);
721 for (i = 0; i < 4; i++) {
723 if (rooms[rn].doors[d].oth_room != NO_ROOM) {
724 monster->trow = rooms[rn].doors[d].door_row;
725 monster->tcol = rooms[rn].doors[d].door_col;
731 rogue_can_see(row, col)
737 (((get_room_number(row, col) == cur_room) &&
738 !(rooms[cur_room].is_room & R_MAZE)) ||
739 rogue_is_around(row, col));
744 move_confused(monster)
749 if (!(monster->m_flags & ASLEEP)) {
750 if (--monster->moves_confused <= 0) {
751 monster->m_flags &= (~CONFUSED);
753 if (monster->m_flags & STATIONARY) {
754 return(coin_toss() ? 1 : 0);
755 } else if (rand_percent(15)) {
761 for (i = 0; i < 9; i++) {
762 rand_around(i, &row, &col);
763 if ((row == rogue.row) && (col == rogue.col)) {
766 if (mtry(monster, row, col)) {
779 if (!rand_percent(FLIT_PERCENT + ((monster->m_flags & FLIES) ? 20 : 0))) {
782 if (rand_percent(10)) {
788 for (i = 0; i < 9; i++) {
789 rand_around(i, &row, &col);
790 if ((row == rogue.row) && (col == rogue.col)) {
793 if (mtry(monster, row, col)) {
803 const char *rs = "%!?]=/):*";
810 no_room_for_monster(rn)
815 for (i = rooms[rn].top_row+1; i < rooms[rn].bottom_row; i++) {
816 for (j = rooms[rn].left_col+1; j < rooms[rn].right_col; j++) {
817 if (!(dungeon[i][j] & MONSTER)) {
829 message("you hear a high pitched humming noise", 0);
831 monster = level_monsters.next_monster;
835 monster->m_flags &= (~IMITATES);
836 if (rogue_can_see(monster->row, monster->col)) {
837 mvaddch(monster->row, monster->col, monster->m_char);
839 monster = monster->next_monster;
844 mon_sees(monster, row, col)
845 const object *monster;
848 short rn, rdif, cdif, retval;
850 rn = get_room_number(row, col);
852 if ( (rn != NO_ROOM) &&
853 (rn == get_room_number(monster->row, monster->col)) &&
854 !(rooms[rn].is_room & R_MAZE)) {
857 rdif = row - monster->row;
858 cdif = col - monster->col;
860 retval = (rdif >= -1) && (rdif <= 1) && (cdif >= -1) && (cdif <= 1);
868 monster = level_monsters.next_monster;
871 if ((monster->m_char == 'A') &&
872 mon_can_go(monster, rogue.row, rogue.col)) {
873 mv_1_monster(monster, rogue.row, rogue.col);
874 monster->m_flags |= ALREADY_MOVED;
876 monster = monster->next_monster;