/* * init_player: * Roll her up */ void init_player(void) { THING *obj; pstats = max_stats; food_left = HUNGERTIME; /* * Give him some food */ obj = new_item(); obj->o_type = FOOD; obj->o_count = 1; add_pack(obj, TRUE); /* * And his suit of armor */ obj = new_item(); obj->o_type = ARMOR; obj->o_which = RING_MAIL; obj->o_arm = a_class[RING_MAIL] - 1; obj->o_flags |= ISKNOW; obj->o_count = 1; cur_armor = obj; add_pack(obj, TRUE); /* * Give him his weaponry. First a mace. */ obj = new_item(); init_weapon(obj, MACE); obj->o_hplus = 1; obj->o_dplus = 1; obj->o_flags |= ISKNOW; add_pack(obj, TRUE); cur_weapon = obj; /* * Now a +1 bow */ obj = new_item(); init_weapon(obj, BOW); obj->o_hplus = 1; obj->o_flags |= ISKNOW; add_pack(obj, TRUE); /* * Now some arrows */ obj = new_item(); init_weapon(obj, ARROW); obj->o_count = rnd(15) + 25; obj->o_flags |= ISKNOW; add_pack(obj, TRUE); }
void create_obj() { THING *obj; char ch, bless; obj = new_item(); msg("type of item: "); obj->o_type = readchar(); mpos = 0; msg("which %c do you want? (0-f)", obj->o_type); obj->o_which = (isdigit((ch = readchar())) ? ch - '0' : ch - 'a' + 10); obj->o_group = 0; obj->o_count = 1; mpos = 0; if (obj->o_type == WEAPON || obj->o_type == ARMOR) { msg("blessing? (+,-,n)"); bless = readchar(); mpos = 0; if (bless == '-') obj->o_flags |= ISCURSED; if (obj->o_type == WEAPON) { init_weapon(obj, obj->o_which); if (bless == '-') obj->o_hplus -= rnd(3)+1; if (bless == '+') obj->o_hplus += rnd(3)+1; } else { obj->o_arm = a_class[obj->o_which]; if (bless == '-') obj->o_arm += rnd(3)+1; if (bless == '+') obj->o_arm -= rnd(3)+1; } } else if (obj->o_type == RING) switch (obj->o_which) { case R_PROTECT: case R_ADDSTR: case R_ADDHIT: case R_ADDDAM: msg("blessing? (+,-,n)"); bless = readchar(); mpos = 0; if (bless == '-') obj->o_flags |= ISCURSED; obj->o_arm = (bless == '-' ? -1 : rnd(2) + 1); when R_AGGR: case R_TELEPORT: obj->o_flags |= ISCURSED; } else if (obj->o_type == STICK)
void new_monster(struct linked_list *item, int type, coord *cp, int max_monster) { struct thing *tp; struct monster *mp; char *ip, *hitp; int i, min_intel, max_intel; int num_dice, num_sides = 8, num_extra = 0; int eff_charisma = pstats.s_charisma; int eff_intel = pstats.s_intel; attach(mlist, item); tp = THINGPTR(item); tp->t_index = type; tp->t_wasshot = FALSE; tp->t_type = monsters[type].m_appear; tp->t_ctype = C_MONSTER; tp->t_no_move = 0; tp->t_doorgoal = -1; tp->t_pos = *cp; tp->t_oldpos = *cp; tp->t_oldch = CCHAR( mvwinch(cw, cp->y, cp->x) ); mvwaddch(mw, cp->y, cp->x, tp->t_type); mp = &monsters[tp->t_index]; /* Figure out monster's hit points */ hitp = mp->m_stats.s_hpt; num_dice = atoi(hitp); if ((hitp = strchr(hitp, 'd')) != NULL) { num_sides = atoi(++hitp); if ((hitp = strchr(hitp, '+')) != NULL) num_extra = atoi(++hitp); } if (max_monster == MAXSTATS) tp->t_stats.s_hpt = num_dice * num_sides + num_extra; else tp->t_stats.s_hpt = roll(num_dice, num_sides) + num_extra; tp->t_stats.s_lvl = mp->m_stats.s_lvl; tp->t_stats.s_arm = mp->m_stats.s_arm; tp->t_stats.s_dmg = mp->m_stats.s_dmg; tp->t_stats.s_exp = mp->m_stats.s_exp + mp->m_add_exp * tp->t_stats.s_hpt; tp->t_stats.s_str = mp->m_stats.s_str; if (max_level > 30) { tp->t_stats.s_hpt += roll(4, (max_level - 60) * 2); tp->t_stats.s_lvl += roll(4, (max_level - 60) / 8); tp->t_stats.s_arm -= roll(2, (max_level - 60) / 8); tp->t_stats.s_str += roll(2, (max_level - 60) / 12); tp->t_stats.s_exp += roll(4, (max_level - 60) * 2) * mp->m_add_exp; } /* * just initailize others values to something reasonable for now * maybe someday will *really* put these in monster table */ tp->t_stats.s_wisdom = 8 + rnd(4); tp->t_stats.s_dext = 8 + rnd(4); tp->t_stats.s_const = 8 + rnd(4); tp->t_stats.s_charisma = 8 + rnd(4); if (max_level > 45) tp->t_stats.s_dext += roll(2, (max_level - 50) / 8); /* Set the initial flags */ for (i = 0; i < 16; i++) tp->t_flags[i] = 0; for (i = 0; i < 16; i++) turn_on(*tp, mp->m_flags[i]); /* suprising monsters don't always surprise you */ if (!max_monster && on(*tp, CANSURPRISE) && rnd(100) < 20) turn_off(*tp, CANSURPRISE); /* If this monster is unique, genocide it */ if (on(*tp, ISUNIQUE)) mp->m_normal = FALSE; /* gods automatically get special abilities */ if (on(*tp, ISGOD)) { turn_on(*tp, CANFRIGHTEN); turn_on(*tp, CANCAST); turn_on(*tp, CANFLY); turn_on(*tp, CANBARGAIN); turn_on(*tp, ISLARGE); turn_on(*tp, CANTELEPORT); turn_on(*tp, CANSPEAK); turn_on(*tp, CANDARKEN); turn_on(*tp, CANSEE); turn_on(*tp, CANLIGHT); turn_on(*tp, BMAGICHIT); } tp->t_turn = TRUE; tp->t_pack = NULL; /* Figure intelligence */ min_intel = atoi(mp->m_intel); if ((ip = (char *) strchr(mp->m_intel, '-')) == NULL) tp->t_stats.s_intel = min_intel; else { max_intel = atoi(++ip); if (max_monster) tp->t_stats.s_intel = max_intel; else tp->t_stats.s_intel = min_intel + rnd(max_intel - min_intel); } tp->t_stats.s_power = (rnd(tp->t_stats.s_lvl / 5) + 1) * tp->t_stats.s_intel; tp->maxstats = tp->t_stats; /* structure assignment */ /* If the monster can shoot, it may have a weapon */ if (on(*tp, CANSHOOT) && (max_monster || rnd(9) < 6)) { struct linked_list *thrower_item, *missile_item; struct object *thrower, *a_missile; thrower_item = new_item(sizeof *thrower); thrower = OBJPTR(thrower_item); carried_weapon(tp, thrower); missile_item = new_item(sizeof *a_missile); a_missile = OBJPTR(missile_item); carried_weapon(tp, a_missile); /* The monster may use a crossbow, sling, footbow, or an arrow */ /* Take racial preferences into account */ if ((strcmp(mp->m_name, "elf") == 0) || (strcmp(mp->m_name, "noldor elf") == 0)) { thrower->o_which = BOW; if (rnd(5) == 0) a_missile->o_which = SILVERARROW; else a_missile->o_which = ARROW; } else if ((strcmp(mp->m_name, "dwarf") == 0) || (strcmp(mp->m_name, "kazad dwarf") == 0)) { thrower->o_which = CROSSBOW; a_missile->o_which = BOLT; } else if (on(*tp, ISSMALL)) { switch (rnd(3)) { case 0: thrower->o_which = SLING; a_missile->o_which = BULLET; break; default: thrower->o_which = SLING; a_missile->o_which = ROCK; } } else if (on(*tp, ISLARGE)) { switch (rnd(4)) { case 0: thrower->o_which = CROSSBOW; a_missile->o_which = BOLT; break; case 1: thrower->o_which = FOOTBOW; a_missile->o_which = FBBOLT; break; default: thrower->o_which = BOW; if (rnd(5) == 0) a_missile->o_which = FLAMEARROW; else a_missile->o_which = ARROW; break; } } else { switch (rnd(6)) { case 1: thrower->o_which = SLING; a_missile->o_which = ROCK; break; case 2: thrower->o_which = CROSSBOW; a_missile->o_which = BOLT; break; case 3: thrower->o_which = FOOTBOW; a_missile->o_which = FBBOLT; break; case 4: thrower->o_which = BOW; a_missile->o_which = ARROW; break; default: thrower->o_which = SLING; a_missile->o_which = BULLET; break; } } init_weapon(thrower, thrower->o_which); init_weapon(a_missile, a_missile->o_which); attach(tp->t_pack, thrower_item); attach(tp->t_pack, missile_item); } /* monsters that wield weapons */ if (on(*tp, CANWIELD)) { if (max_monster || rnd(3)) { struct linked_list *wield_item; struct object *wielded; wield_item = new_item(sizeof *wielded); wielded = OBJPTR(wield_item); carried_weapon(tp, wielded); i = rnd(CLAYMORE - CLUB) + rnd(2 * tp->t_stats.s_lvl); i = min(i, CLAYMORE); wielded->o_which = i; init_weapon(wielded, wielded->o_which); /* Is it too heavy? */ if (itemweight(wielded) > 8 * tp->t_stats.s_str) discard(wield_item); else attach(tp->t_pack, wield_item); } } if (is_wearing(R_AGGR)) chase_it(cp, &player); else { turn_off(*tp, ISRUN); if (on(*tp, ISFLEE) && (rnd(4) == 0)) turn_off(*tp, ISFLEE); if (rnd(luck) == 0) switch (player.t_ctype) { case C_MAGICIAN: case C_ILLUSION: eff_intel = 2 * pstats.s_intel; break; case C_DRUID: eff_intel = 2 * pstats.s_intel; case C_RANGER: eff_charisma = 2 * pstats.s_charisma; break; case C_ASSASIN: case C_THIEF: case C_NINJA: eff_charisma = pstats.s_charisma / 2; break; } /* LOWFRIENDLY monsters might be friendly */ i = roll(1,100); if (i == 0 || (on(*tp, LOWFRIENDLY) && i < eff_charisma) || (on(*tp, MEDFRIENDLY) && i < 3 * eff_charisma) || (on(*tp, HIGHFRIENDLY) && i < 5 * eff_charisma)) { turn_on(*tp, ISFRIENDLY); turn_off(*tp, ISMEAN); } i = roll(1,100); if (i == 0 || (on(*tp, LOWCAST) && i < eff_intel) || (on(*tp, MEDCAST) && i < 3 * eff_intel) || (on(*tp, HIGHCAST) && i < 5 * eff_intel)) { turn_on(*tp, CANCAST); } if (on(*tp, ISDISGUISE)) { char mch = 0; if (tp->t_pack != NULL) mch = (OBJPTR(tp->t_pack))->o_type; else switch (rnd(level > arts[0].ar_level ? 10 : 9)) { case 0: mch = GOLD; break; case 1: mch = POTION; break; case 2: mch = SCROLL; break; case 3: mch = FOOD; break; case 4: mch = WEAPON; break; case 5: mch = ARMOR; break; case 6: mch = RING; break; case 7: mch = STICK; break; case 8: mch = monsters[randmonster(NOWANDER, NOGRAB)].m_appear; break; case 9: mch = ARTIFACT; break; } tp->t_disguise = mch; } } }