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/* File: monster3.c */
/* Purpose: Monsters AI */
/*
* Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
*
* This software may be copied and distributed for educational, research, and
* not for profit purposes provided that this copyright and statement are
* included in all such copies.
*/
#include "angband.h"
/*
* Is the mon,ster in friendly state(pet, friend, ..)
* -1 = enemy, 0 = neutral, 1 = friend
*/
int is_friend(monster_type *m_ptr)
{
switch (m_ptr->status)
{
/* pets/friends/companion attacks monsters */
case MSTATUS_NEUTRAL_P:
case MSTATUS_FRIEND:
case MSTATUS_PET:
case MSTATUS_COMPANION:
return 1;
break;
case MSTATUS_NEUTRAL_M:
case MSTATUS_ENEMY:
return -1;
break;
case MSTATUS_NEUTRAL:
return 0;
break;
}
/* OUPS */
return (0);
}
/* Should they attack each others */
bool is_enemy(monster_type *m_ptr, monster_type *t_ptr)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx], *rt_ptr = &r_info[t_ptr->r_idx];
int s1 = is_friend(m_ptr), s2 = is_friend(t_ptr);
#if 0
/* Stupid monsters attacks just about everything */
if ((r_ptr->flags2 & RF2_STUPID) && (r_ptr->d_char != rt_ptr->d_char)) return TRUE;
#endif
/* Monsters hates breeders */
if ((m_ptr->status != MSTATUS_NEUTRAL) && (rt_ptr->flags4 & RF4_MULTIPLY) && (num_repro > MAX_REPRO * 2 / 3) && (r_ptr->d_char != rt_ptr->d_char)) return TRUE;
if ((t_ptr->status != MSTATUS_NEUTRAL) && (r_ptr->flags4 & RF4_MULTIPLY) && (num_repro > MAX_REPRO * 2 / 3) && (r_ptr->d_char != rt_ptr->d_char)) return TRUE;
/* No special conditions, lets test normal flags */
if (s1 && s2 && (s1 == -s2)) return TRUE;
/* Not ennemy */
return (FALSE);
}
bool change_side(monster_type *m_ptr)
{
monster_race *r_ptr = race_inf(m_ptr);
/* neutrals and companions */
switch (m_ptr->status)
{
#if 0
case MSTATUS_ENEMY:
m_ptr->status = MSTATUS_FRIEND;
break;
#endif
case MSTATUS_FRIEND:
m_ptr->status = MSTATUS_ENEMY;
if ((r_ptr->flags3 & RF3_ANIMAL) && (!(r_ptr->flags3 & RF3_EVIL)))
inc_piety(GOD_YAVANNA, -m_ptr->level * 4);
break;
case MSTATUS_NEUTRAL_P:
m_ptr->status = MSTATUS_NEUTRAL_M;
break;
case MSTATUS_NEUTRAL_M:
m_ptr->status = MSTATUS_NEUTRAL_P;
break;
case MSTATUS_PET:
m_ptr->status = MSTATUS_ENEMY;
if ((r_ptr->flags3 & RF3_ANIMAL) && (!(r_ptr->flags3 & RF3_EVIL)))
inc_piety(GOD_YAVANNA, -m_ptr->level * 4);
break;
case MSTATUS_COMPANION:
return FALSE;
break;
}
/* changed */
return TRUE;
}
/* Multiply !! */
bool ai_multiply(int m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
int k, y, x, oy = m_ptr->fy, ox = m_ptr->fx;
bool is_frien = (is_friend(m_ptr) > 0);
/* Count the adjacent monsters */
for (k = 0, y = oy - 1; y <= oy + 1; y++)
{
for (x = ox - 1; x <= ox + 1; x++)
{
if (cave[y][x].m_idx) k++;
}
}
if (is_friend(m_ptr) > 0)
{
is_frien = TRUE;
}
else
{
is_frien = FALSE;
}
/* Hack -- multiply slower in crowded areas */
if ((k < 4) && (!k || !rand_int(k * MON_MULT_ADJ)))
{
/* Try to multiply */
if (multiply_monster(m_idx, (is_frien), FALSE))
{
/* Take note if visible */
if (m_ptr->ml)
{
r_ptr->r_flags4 |= (RF4_MULTIPLY);
}
/* Multiplying takes energy */
return TRUE;
}
}
return FALSE;
}
/* Possessor incarnates */
bool ai_possessor(int m_idx, int o_idx)
{
object_type *o_ptr = &o_list[o_idx];
monster_type *m_ptr = &m_list[m_idx];
int r_idx = m_ptr->r_idx, r2_idx = o_ptr->pval2;
int i;
monster_race *r_ptr = &r_info[r2_idx];
char m_name[80], m_name2[80];
monster_desc(m_name, m_ptr, 0x00);
monster_race_desc(m_name2, r2_idx, 0);
if (m_ptr->ml) msg_format("%^s incarnates into a %s!", m_name, m_name2);
/* Remove the old one */
delete_object_idx(o_idx);
m_ptr->r_idx = r2_idx;
m_ptr->ego = 0;
/* No "damage" yet */
m_ptr->stunned = 0;
m_ptr->confused = 0;
m_ptr->monfear = 0;
/* No target yet */
m_ptr->target = -1;
/* Assume no sleeping */
m_ptr->csleep = 0;
/* Assign maximal hitpoints */
if (r_ptr->flags1 & (RF1_FORCE_MAXHP))
{
m_ptr->maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
}
else
{
m_ptr->maxhp = damroll(r_ptr->hdice, r_ptr->hside);
}
/* And start out fully healthy */
m_ptr->hp = m_ptr->maxhp;
/* Some basic info */
for (i = 0; i < 4; i++)
{
m_ptr->blow[i].method = r_ptr->blow[i].method;
m_ptr->blow[i].effect = r_ptr->blow[i].effect;
m_ptr->blow[i].d_dice = r_ptr->blow[i].d_dice;
m_ptr->blow[i].d_side = r_ptr->blow[i].d_side;
}
m_ptr->ac = r_ptr->ac;
m_ptr->level = r_ptr->level;
m_ptr->speed = r_ptr->speed;
m_ptr->exp = MONSTER_EXP(m_ptr->level);
/* Extract the monster base speed */
m_ptr->mspeed = m_ptr->speed;
m_ptr->energy = 0;
/* Hack -- Count the number of "reproducers" */
if (r_ptr->flags4 & (RF4_MULTIPLY)) num_repro++;
/* Hack -- Notice new multi-hued monsters */
if (r_ptr->flags1 & (RF1_ATTR_MULTI)) shimmer_monsters = TRUE;
/* Hack -- Count the monsters on the level */
r_ptr->cur_num++;
r_info[r_idx].cur_num--;
m_ptr->possessor = r_idx;
/* Update the monster */
update_mon(m_idx, TRUE);
return TRUE;
}
void ai_deincarnate(int m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
int r2_idx = m_ptr->possessor, r_idx = m_ptr->r_idx;
monster_race *r_ptr = &r_info[r2_idx];
int i;
char m_name[80];
monster_desc(m_name, m_ptr, 0x04);
if (m_ptr->ml) msg_format("The soul of %s deincarnates!", m_name);
m_ptr->r_idx = r2_idx;
m_ptr->ego = 0;
/* No "damage" yet */
m_ptr->stunned = 0;
m_ptr->confused = 0;
m_ptr->monfear = 0;
/* No target yet */
m_ptr->target = -1;
/* Assume no sleeping */
m_ptr->csleep = 0;
/* Assign maximal hitpoints */
if (r_ptr->flags1 & (RF1_FORCE_MAXHP))
{
m_ptr->maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
}
else
{
m_ptr->maxhp = damroll(r_ptr->hdice, r_ptr->hside);
}
/* And start out fully healthy */
m_ptr->hp = m_ptr->maxhp;
/* Some basic info */
for (i = 0; i < 4; i++)
{
m_ptr->blow[i].method = r_ptr->blow[i].method;
m_ptr->blow[i].effect = r_ptr->blow[i].effect;
m_ptr->blow[i].d_dice = r_ptr->blow[i].d_dice;
m_ptr->blow[i].d_side = r_ptr->blow[i].d_side;
}
m_ptr->ac = r_ptr->ac;
m_ptr->level = r_ptr->level;
m_ptr->speed = r_ptr->speed;
m_ptr->exp = MONSTER_EXP(m_ptr->level);
/* Extract the monster base speed */
m_ptr->mspeed = m_ptr->speed;
m_ptr->energy = 0;
/* Hack -- Count the number of "reproducers" */
if (r_ptr->flags4 & (RF4_MULTIPLY)) num_repro++;
/* Hack -- Notice new multi-hued monsters */
if (r_ptr->flags1 & (RF1_ATTR_MULTI)) shimmer_monsters = TRUE;
/* Hack -- Count the monsters on the level */
r_ptr->cur_num++;
r_info[r_idx].cur_num--;
m_ptr->possessor = 0;
/* Update the monster */
update_mon(m_idx, TRUE);
}
/* Returns if a new companion is allowed */
bool can_create_companion(void)
{
int i, mcnt = 0;
for (i = m_max - 1; i >= 1; i--)
{
/* Access the monster */
monster_type *m_ptr = &m_list[i];
/* Ignore "dead" monsters */
if (!m_ptr->r_idx) continue;
if (m_ptr->status == MSTATUS_COMPANION) mcnt++;
}
if (mcnt < (1 + get_skill_scale(SKILL_LORE, 6))) return (TRUE);
else return (FALSE);
}
/* Player controlled monsters */
bool do_control_walk(void)
{
/* Get a "repeated" direction */
if (p_ptr->control)
{
int dir;
if (get_rep_dir(&dir))
{
/* Take a turn */
energy_use = 100;
/* Actually move the monster */
p_ptr->control_dir = dir;
}
return TRUE;
}
else
return FALSE;
}
bool do_control_inven(void)
{
int monst_list[23];
if (!p_ptr->control) return FALSE;
screen_save();
prt("Carried items", 0, 0);
show_monster_inven(p_ptr->control, monst_list);
inkey();
screen_load();
return TRUE;
}
bool do_control_pickup(void)
{
int this_o_idx, next_o_idx = 0;
monster_type *m_ptr = &m_list[p_ptr->control];
cave_type *c_ptr;
bool done = FALSE;
if (!p_ptr->control) return FALSE;
/* Scan all objects in the grid */
c_ptr = &cave[m_ptr->fy][m_ptr->fx];
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type * o_ptr;
/* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Skip gold */
if (o_ptr->tval == TV_GOLD) continue;
/* Excise the object */
excise_object_idx(this_o_idx);
/* Forget mark */
o_ptr->marked = FALSE;
/* Forget location */
o_ptr->iy = o_ptr->ix = 0;
/* Memorize monster */
o_ptr->held_m_idx = p_ptr->control;
/* Build a stack */
o_ptr->next_o_idx = m_ptr->hold_o_idx;
/* Carry object */
m_ptr->hold_o_idx = this_o_idx;
done = TRUE;
}
if (done) msg_print("You pick up all objects on the floor.");
return TRUE;
}
bool do_control_drop(void)
{
monster_type *m_ptr = &m_list[p_ptr->control];
if (!p_ptr->control) return FALSE;
monster_drop_carried_objects(m_ptr);
return TRUE;
}
bool do_control_magic(void)
{
int power = -1;
int num = 0, i;
int powers[96];
bool flag, redraw;
int ask;
char choice;
char out_val[160];
monster_race *r_ptr = &r_info[m_list[p_ptr->control].r_idx];
int label;
if (!p_ptr->control) return FALSE;
if (get_check("Do you want to abandon the creature?"))
{
if (get_check("Abandon it permanently?"))
delete_monster_idx(p_ptr->control);
p_ptr->control = 0;
return TRUE;
}
/* List the monster powers -- RF4_* */
for (i = 0; i < 32; i++)
{
if (r_ptr->flags4 & BIT(i))
{
if (!monster_powers[i].power) continue;
powers[num++] = i;
}
}
/* List the monster powers -- RF5_* */
for (i = 0; i < 32; i++)
{
if (r_ptr->flags5 & BIT(i))
{
if (!monster_powers[i + 32].power) continue;
powers[num++] = i + 32;
}
}
/* List the monster powers -- RF6_* */
for (i = 0; i < 32; i++)
{
if (r_ptr->flags6 & BIT(i))
{
if (!monster_powers[i + 64].power) continue;
powers[num++] = i + 64;
}
}
if (!num)
{
msg_print("You have no powers you can use.");
return (TRUE);
}
/* Nothing chosen yet */
flag = FALSE;
/* No redraw yet */
redraw = FALSE;
/* Get the last label */
label = (num <= 26) ? I2A(num - 1) : I2D(num - 1 - 26);
/* Build a prompt (accept all spells) */
strnfmt(out_val, 78,
"(Powers a-%c, *=List, ESC=exit) Use which power of your golem? ",
label);
/* Get a spell from the user */
while (!flag && get_com(out_val, &choice))
{
/* Request redraw */
if ((choice == ' ') || (choice == '*') || (choice == '?'))
{
/* Show the list */
if (!redraw)
{
byte y = 1, x = 0;
int ctr = 0;
char dummy[80];
strcpy(dummy, "");
/* Show list */
redraw = TRUE;
/* Save the screen */
character_icky = TRUE;
Term_save();
prt ("", y++, x);
while (ctr < num)
{
monster_power *mp_ptr = &monster_powers[powers[ctr]];
label = (ctr < 26) ? I2A(ctr) : I2D(ctr - 26);
strnfmt(dummy, 80, " %c) %s",
label, mp_ptr->name);
if (ctr < 17)
{
prt(dummy, y + ctr, x);
}
else
{
prt(dummy, y + ctr - 17, x + 40);
}
ctr++;
}
if (ctr < 17)
{
prt ("", y + ctr, x);
}
else
{
prt ("", y + 17, x);
}
}
/* Hide the list */
else
{
/* Hide list */
redraw = FALSE;
/* Restore the screen */
Term_load();
character_icky = FALSE;
}
/* Redo asking */
continue;
}
if (choice == '\r' && num == 1)
{
choice = 'a';
}
if (isalpha(choice))
{
/* Note verify */
ask = (isupper(choice));
/* Lowercase */
if (ask) choice = tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
}
else
{
/* Can't uppercase digits XXX XXX XXX */
ask = FALSE;
i = choice - '0' + 26;
}
/* Totally Illegal */
if ((i < 0) || (i >= num))
{
bell();
continue;
}
/* Save the spell index */
power = powers[i];
/* Verify it */
if (ask)
{
char tmp_val[160];
/* Prompt */
strnfmt(tmp_val, 78, "Use %s? ", monster_powers[power].name);
/* Belay that order */
if (!get_check(tmp_val)) continue;
}
/* Stop the loop */
flag = TRUE;
}
/* Restore the screen */
if (redraw)
{
Term_load();
character_icky = FALSE;
}
/* Take a turn */
if (flag)
{
energy_use = 100;
monst_spell_monst_spell = power + 96;
}
return TRUE;
}
/* Finds the controlled monster and "reconnect" to it */
bool do_control_reconnect()
{
int i;
for (i = m_max - 1; i >= 1; i--)
{
/* Access the monster */
monster_type *m_ptr = &m_list[i];
/* Ignore "dead" monsters */
if (!m_ptr->r_idx) continue;
if (m_ptr->mflag & MFLAG_CONTROL)
{
p_ptr->control = i;
return TRUE;
}
}
return FALSE;
}
/*
* Turns a simple pet into a faithful companion
*/
void do_cmd_companion()
{
monster_type *m_ptr;
int ii, jj;
if (!can_create_companion())
{
msg_print("You cannot have any more companions.");
return;
}
if (!tgt_pt(&ii, &jj))
{
msg_print("You must target a pet.");
return;
}
if (cave[jj][ii].m_idx)
{
char m_name[100];
m_ptr = &m_list[cave[jj][ii].m_idx];
monster_desc(m_name, m_ptr, 0);
if (m_ptr->status == MSTATUS_PET)
{
m_ptr->status = MSTATUS_COMPANION;
msg_format("%^s agrees to follow you.", m_name);
}
else
{
msg_format("%^s is not your pet!", m_name);
}
}
else
msg_print("You must target a pet.");
}
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