Example #1
0
/* Routine when dying or quitting with a vault guard around */
void paygd(void) {
    struct monst *grd = findgd();
    struct obj *gold;
    int gx, gy;
    char buf[BUFSZ];

    if (!u.ugold || !grd)
        return;

    if (u.uinvault) {
        Your("%ld %s goes into the Magic Memory Vault.", u.ugold, currency(u.ugold));
        gx = u.ux;
        gy = u.uy;
    } else {
        if (grd->mpeaceful) { /* guard has no "right" to your gold */
            mongone(grd);
            return;
        }
        mnexto(grd);
        char name[BUFSZ];
        Monnam(name, BUFSZ, grd);
        pline("%s remits your gold to the vault.", name);
        gx = rooms[EGD(grd)->vroom].lx + rn2(2);
        gy = rooms[EGD(grd)->vroom].ly + rn2(2);
        sprintf(buf, "To Croesus: here's the gold recovered from %s the %s.", plname, mons[u.umonster].mname);
        make_grave(gx, gy, buf);
    }
    place_object(gold = mkgoldobj(u.ugold), gx, gy);
    stackobj(gold);
    mongone(grd);
}
Example #2
0
/* ARGSUSED */
static void
use_magic_whistle(struct obj *obj)
{
	struct monst *mtmp = fmon;
	pline("You produce a strange whistling sound.");
	while(mtmp) {
		if(mtmp->mtame) mnexto(mtmp);
		mtmp = mtmp->nmon;
	}
}
Example #3
0
static void ghost_from_bottle()
{
  monst_t *mtmp;

  mtmp = makemon(PM_GHOST,you.ux,you.uy);
  if (!mtmp) {
    message("This bottle turns out to be empty.");
    return;
  }
  mnexto(mtmp);
  message("As you open the bottle, an enormous ghost emerges!");
  message("You are frightened to death, and unable to move.");
  nomul(-3);
}
Example #4
0
void
newgame()
{

	fobj = invent = level.buriedobjlist = migrating_objs = (struct obj *)0;
	fmon = migrating_mons = (struct monst *)0;
	ftrap = 0;
	flags.ident = 1;

	if(wiz1_level.dlevel == 0) init_dungeons();
	init_objects();		/* must be before u_init() */
	u_init();
	init_artifacts();	/* must be after u_init() */

#ifndef NO_SIGNAL
	(void) signal(SIGINT, (SIG_RET_TYPE) done1);
#endif
#ifdef NEWS
	if(flags.news) display_file(NEWS, FALSE);
#endif
#ifdef MULDGN
	load_qtlist();	/* load up the quest text info */
	quest_init();
	if(flags.legacy && moves == 1) com_pager(1);
#endif
	mklev();
	u_on_upstairs();
	check_special_room(FALSE);
	vision_reset();		/* set up internals for level (after mklev) */

	flags.botlx = 1;

	/* Move the monster from under you or else
	 * makedog() will fail when it calls makemon().
	 * 			- ucsfcgl!kneller
	 */
	if(MON_AT(u.ux, u.uy)) mnexto(m_at(u.ux, u.uy));

#ifdef CLIPPING
	cliparound(u.ux, u.uy);
#endif
	(void) makedog();
	docrt();

#ifdef INSURANCE
	save_currentstate();
#endif
	return;
}
Example #5
0
static void
ghost_from_bottle()
{
	extern struct permonst pm_ghost;
	struct monst *mtmp;

	if(!(mtmp = makemon(PM_GHOST,u.ux,u.uy))){
		pline("This bottle turns out to be empty.");
		return;
	}
	mnexto(mtmp);
	pline("As you open the bottle, an enormous ghost emerges!");
	pline("You are frightened to death, and unable to move.");
	nomul(-3);
}
Example #6
0
void
losedogs()
{
	struct monst *mtmp;

	while ((mtmp = mydogs)) {
		mydogs = mtmp->nmon;
		mtmp->nmon = fmon;
		fmon = mtmp;
		mnexto(mtmp);
	}
	while ((mtmp = fallen_down) ){
		fallen_down = mtmp->nmon;
		mtmp->nmon = fmon;
		fmon = mtmp;
		rloc(mtmp);
	}
}
Example #7
0
/* Routine when dying or quitting with a vault guard around */
void
paygd(void)
{
    struct monst *grd = findgd();
    long umoney = money_cnt(invent);
    struct obj *coins, *nextcoins;
    int gx, gy;

    if (!umoney || !grd)
        return;

    if (u.uinvault) {
        pline("Your %ld %s goes into the Magic Memory Vault.", umoney,
              currency(umoney));
        gx = u.ux;
        gy = u.uy;
    } else {
        if (grd->mpeaceful) {   /* guard has no "right" to your gold */
            mongone(grd);
            return;
        }
        mnexto(grd);
        pline("%s remits your gold to the vault.", Monnam(grd));
        gx = level->rooms[EGD(grd)->vroom].lx + rn2(2);
        gy = level->rooms[EGD(grd)->vroom].ly + rn2(2);
        make_grave(level, gx, gy,
                   msgprintf(
                       "To Croesus: here's the gold recovered from %s the %s.",
                       u.uplname, mons[u.umonster].mname));
    }
    
    for (coins = invent; coins; coins = nextcoins) {
        nextcoins = coins->nobj;
        if (objects[coins->otyp].oc_class == COIN_CLASS) {
            unwield_silently(coins);
            freeinv(coins);
            place_object(coins, level, gx, gy);
            stackobj(coins);
        }
    }
    mongone(grd);
}
Example #8
0
void
newgame()
{
	int i;

#ifdef MFLOPPY
	gameDiskPrompt();
#endif

	flags.ident = 1;

	for (i = 0; i < NUMMONS; i++)
		mvitals[i].mvflags = mons[i].geno & G_NOCORPSE;

	init_objects();		/* must be before u_init() */

	flags.pantheon = -1;	/* role_init() will reset this */
	role_init();		/* must be before init_dungeons(), u_init(),
				 * and init_artifacts() */

	init_dungeons();	/* must be before u_init() to avoid rndmonst()
				 * creating odd monsters for any tins and eggs
				 * in hero's initial inventory */
	init_artifacts();	/* before u_init() in case $WIZKIT specifies
				 * any artifacts */
	u_init();

#ifndef NO_SIGNAL
	(void) signal(SIGINT, (SIG_RET_TYPE) done1);
#endif
#ifdef NEWS
	if(iflags.news) display_file(NEWS, FALSE);
#endif
	load_qtlist();	/* load up the quest text info */
/*	quest_init();*/	/* Now part of role_init() */

	mklev();
	u_on_upstairs();
	vision_reset();		/* set up internals for level (after mklev) */
	check_special_room(FALSE);

	flags.botlx = 1;

	/* Move the monster from under you or else
	 * makedog() will fail when it calls makemon().
	 *			- ucsfcgl!kneller
	 */
	if(MON_AT(u.ux, u.uy)) mnexto(m_at(u.ux, u.uy));
	(void) makedog();
	docrt();

	if (flags.legacy) {
		flush_screen(1);
		com_pager(1);
	}

#ifdef INSURANCE
	save_currentstate();
#endif
	program_state.something_worth_saving++;	/* useful data now exists */

#if defined(RECORD_REALTIME) || defined(REALTIME_ON_BOTL)

        /* Start the timer here */
        realtime_data.realtime = (time_t)0L;

#if defined(BSD) && !defined(POSIX_TYPES)
        (void) time((long *)&realtime_data.restoretime);
#else
        (void) time(&realtime_data.restoretime);
#endif

#endif /* RECORD_REALTIME || REALTIME_ON_BOTL */

	/* Success! */
	welcome(TRUE);
	return;
}
Example #9
0
void
goto_level(int newlevel, boolean at_stairs)
{
	int fd;
	boolean up = (newlevel < dlevel);

	if(newlevel <= 0) done("escaped");    /* in fact < 0 is impossible */
	if(newlevel > MAXLEVEL) newlevel = MAXLEVEL;	/* strange ... */
	if(newlevel == dlevel) return;	      /* this can happen */

	glo(dlevel);
	fd = creat(lock, FMASK);
	if(fd < 0) {
		/*
		 * This is not quite impossible: e.g., we may have
		 * exceeded our quota. If that is the case then we
		 * cannot leave this level, and cannot save either.
		 * Another possibility is that the directory was not
		 * writable.
		 */
		pline("A mysterious force prevents you from going %s.",
			up ? "up" : "down");
		return;
	}

	if(Punished) unplacebc();
	u.utrap = 0;				/* needed in level_tele */
	u.ustuck = 0;				/* idem */
	keepdogs();
	seeoff(1);
	if(u.uswallow)				/* idem */
		u.uswldtim = u.uswallow = 0;
	flags.nscrinh = 1;
	u.ux = FAR;				/* hack */
	(void) inshop();			/* probably was a trapdoor */

	savelev(fd,dlevel);
	(void) close(fd);

	dlevel = newlevel;
	if(maxdlevel < dlevel)
		maxdlevel = dlevel;
	glo(dlevel);

	if(!level_exists[(int)dlevel])
		mklev();
	else {
		extern int hackpid;

		if((fd = open(lock, O_RDONLY)) < 0) {
			pline("Cannot open %s .", lock);
			pline("Probably someone removed it.");
			done("tricked");
		}
		getlev(fd, hackpid, dlevel);
		(void) close(fd);
	}

	if(at_stairs) {
	    if(up) {
		u.ux = xdnstair;
		u.uy = ydnstair;
		if(!u.ux) {		/* entering a maze from below? */
		    u.ux = xupstair;	/* this will confuse the player! */
		    u.uy = yupstair;
		}
		if(Punished && !Levitation){
			pline("With great effort you climb the stairs.");
			placebc(1);
		}
	    } else {
		u.ux = xupstair;
		u.uy = yupstair;
		if(inv_weight() + 5 > 0 || Punished){
			pline("You fall down the stairs.");	/* %% */
			losehp(rnd(3), "fall");
			if(Punished) {
			    if(uwep != uball && rn2(3)){
				pline("... and are hit by the iron ball.");
				losehp(rnd(20), "iron ball");
			    }
			    placebc(1);
			}
			selftouch("Falling, you");
		}
	    }
	    { struct monst *mtmp = m_at(u.ux, u.uy);
	      if(mtmp)
		mnexto(mtmp);
	    }
	} else {	/* trapdoor or level_tele */
	    do {
		u.ux = rnd(COLNO-1);
		u.uy = rn2(ROWNO);
	    } while(levl[(int)u.ux][(int)u.uy].typ != ROOM ||
			m_at(u.ux,u.uy));
	    if(Punished){
		if(uwep != uball && !up /* %% */ && rn2(5)){
			pline("The iron ball falls on your head.");
			losehp(rnd(25), "iron ball");
		}
		placebc(1);
	    }
	    selftouch("Falling, you");
	}
	(void) inshop();
	initrack();

	losedogs();
	{ struct monst *mtmp;
	  if ((mtmp = m_at(u.ux, u.uy)))
		  mnexto(mtmp);	/* riv05!a3 */
	}
	flags.nscrinh = 0;
	setsee();
	seeobjs();	/* make old cadavers disappear - riv05!a3 */
	docrt();
	pickup(1);
	read_engr_at(u.ux,u.uy);
}
Example #10
0
int m_move(struct monst *mtmp, int after)
{
    struct monst *mtmp2;
    int nx = 0;
    int ny = 0;
    int omx;
    int omy;
    int appr;
    int nearer;
    int cnt;
    int i;
    int j;
    xchar gx;
    xchar gy;
    xchar nix;
    xchar niy;
    xchar chcnt;
    schar chi;
    boolean likegold = 0;
    boolean likegems = 0;
    boolean likeobjs = 0;

    /* Not strictly necessary: chi >= 0 will do */
    schar mmoved = 0;
    coord poss[9];
    int info[9];

    if(mtmp->mtrapped != 0) {
        i = mintrap(mtmp);

        if(i == 2) {
            /* He died */
            return 2;
        }

        if(i == 1) {
            /* Still in trap so didn't move */
            return 0;
        }
    }

    if((mtmp->mhide != 0)
       && (o_at(mtmp->mx, mtmp->my) != NULL)
       && (rn2(10) != 0)) {
        /* Do not leave hiding place */
        return 0;
    }

    /* My dog gets a special treatment */
    if(mtmp->mtame != 0) {
        return dog_move(mtmp, after);
    }

    /* Likewise for shopkeeper */
    if(mtmp->isshk != 0) {
        mmoved = shk_move();

        if(mmoved == 1) {
            if(mintrap(mtmp) == 2) {
                /* He died */
                return 2;
            }

            if(likegold != 0) {
                mpickgold(mtmp);
            }
            
            if(likegems != 0) {
                mpickgems(mtmp);
            }

            if(mtmp->mhide != 0) {
                mtmp->mundetected = 1;
            }
        }

        return mmoved;
    }

    /* And for the guard */
    if(mtmp->isgd != 0) {
        mmoved = gd_move();

        if(mmoved == 1) {
            if(mintrap(mtmp) == 2) {
                /* He died */
                return 2;
            }

            if(likegold != 0) {
                mpickgold(mtmp);
            }

            if(likegems != 0) {
                mpickgems(mtmp);
            }

            if(mtmp->mhide != 0) {
                mtmp->mundetected = 1;
            }
        }

        return mmoved;
    }

    if((mtmp->data->mlet == 't') && (rn2(5) == 0)) {
        if(rn2(2) != 0) {
            mnexto(mtmp);
        }
        else {
            rloc(mtmp);
        }

        mmoved = 1;

        if(mmoved == 1) {
            if(mintrap(mtmp) == 2) {
                /* He died */
                return 2;
            }

            if(likegold != 0) {
                mpickgold(mtmp);
            }

            if(likegems != 0) {
                mpickgems(mtmp);
            }

            if(mtmp->mhide != 0) {
                mtmp->mundetected = 1;
            }
        }

        return mmoved;
    }

    if((mtmp->data->mlet == 'D') && (mtmp->mcan == 0)) {
        inrange(mtmp);
    }

    if((Blind == 0)
       && (Confusion == 0) 
       && (mtmp->data->mlet == 'U') 
       && (mtmp->mcan == 0)
       && (cansee(mtmp->mx, mtmp->my) != 0)
       && (rn2(5) != 0)) {
        pline("%s's gaze has confused you!", Monnam(mtmp));

        if(rn2(5) != 0) {
            mtmp->mcan = 1;
        }

        /* Timeout */
        Confusion = d(3, 4);
    }

    if((mtmp->mflee == 0) && (u.uswallow != 0) && (u.ustuck != mtmp)) {
        return 1;
    }

    appr = 1;

    if(mtmp->mflee != 0) {
        appr = -1;
    }

    if((mtmp->mconf != 0)
       || (Invis != 0)
       || (mtmp->mcansee == 0)
       || ((index("Biy", mtmp->data->mlet) != 0) && (rn2(3) == 0))) {
        appr = 0;
    }

    omx = mtmp->mx;
    omy = mtmp->my;
    gx = u.ux;
    gy = u.uy;

    if((mtmp->data->mlet == 'L') && (appr == 1) && (mtmp->mgold > u.ugold)) {
        appr = -1;
    }

#ifdef TRACK
    /*
     * Random criterion for 'smell'
     * should use mtmp->msmell
     */
    if(('a' <= mtmp->data->mlet) && (mtmp->data->mlet <= 'z')) {
        coord *cp;
        schar mroom;

        mroom = inroom(omx, omy);
        if((mroom < 0) || (mroom != inroom(u.ux, u.uy))) {
            cp = gettrack(omx, omy);

            if(cp != 0) {
                gx = cp->x;
                gy = cp->y;
            }
        }
    }
#endif

    /* Look for gold or jewels nearby */
    if(index("LOD", mtmp->data->mlet) != NULL) {
        likegold = 1;
    }
    else {
        likegold = 0;
    }

    if(index("ODu", mtmp->data->mlet) != NULL) {
        likegems = 1;
    }
    else {
        likegems = 0;
    }

    likeobjs = mtmp->mhide;

#define SRCHRADIUS 25
    /* Not too far away */
    xchar mind = SRCHRADIUS;
    int dd;

    if(likegold != 0) {
        struct gen *gold;

        for(gold = fgold; gold != NULL; gold = gold->ngen) {
            dd = DIST(omx, omy, gold->gx, gold->gy);
            if(dd < mind) {
                mind = dd;
                gx = gold->gx;
                gy = gold->gy;
            }
        }
    }

    if((likegems != 0) || (likeobjs != 0)) {
        struct obj *otmp;
        
        for(otmp = fobj; otmp != NULL; otmp = otmp->nobj) {
            if((likeobjs != 0) || (otmp->olet == GEM_SYM)) {
                if((mtmp->data->mlet != 'u')
                   || (objects[otmp->otyp].g_val != 0)) {
                    dd = DIST(omx, omy, otmp->ox, otmp->oy);
                    if(dd < mind) {
                        mind = dd;
                        gx = otmp->ox;
                        gy = otmp->oy;
                    }
                }
            }
        }
    }

    if((mind < SRCHRADIUS) && (appr == -1)) {
        if(dist(omx, omy) < 10) {
            gx = u.ux;
            gy = u.uy;
        }
        else {
            appr = 1;
        }
    }

    nix = omx;
    niy = omy;
    
    if(mtmp->data->mlet == 'u') {
        cnt = mfndpos(mtmp, poss, info, NOTONL);
    }
    else {
        if(index(" VWZ", mtmp->data->mlet) != 0) {
            cnt = mfndpos(mtmp, poss, info, NOGARLIC);
        }
        else {
            cnt = mfndpos(mtmp, poss, info, ALLOW_TRAPS);
        }
    }

    /* ALLOW_ROCK for some monsters? */
    chcnt = 0;
    chi = -1;

    for(i = 0; i < cnt; ++i) {
        nx = poss[i].x;
        nx = poss[i].y;

        for(j = 0; (j < MTSZ) && (j < (cnt - 1)); ++j) {
            if((nx == mtmp->mtrack[j].x) && (ny == mtmp->mtrack[j].y)) {
                if(rn2(4 * (cnt - j)) == 0) {
#ifdef STUPID
                    /* Some stupid compilers thing that is is too complicated */
                    int d1 = DIST(nx, ny, gx, gy);
                    int d2 = DIST(nix, niy, gx, gy);
                    
                    if(d1 < d2) {
                        nearer = 1;
                    }
                    else {
                        nearer = 0;
                    }
#else
		    if(DIST(nx, ny, gx, gy) < DIST(nix, niy, gx, gy)) {
			nearer = 1;
		    }
		    else {
			nearer = 0;
		    }
#endif
		    
                    if(((appr == 1) && (nearer != 0))
                       || ((appr == -1) && (nearer == 0))
                       || (mmoved == 0)) {
                        nix = nx;
                        niy = ny;
                        chi = i;
                        mmoved = 1;
                    }
                    else {
                        if(appr == 0) {
                            if(rn2(chcnt) == 0) {
                                ++chcnt;
                                nix = nx;
                                niy = ny;
                                chi = i;
                                mmoved = 1;
                            }
                            else {
                                ++chcnt;
                            }
                        }
                    }
                }
            }
        }
    }

    if(mmoved != 0) {
        if((info[(int)chi] & ALLOW_M) != 0) {
            mtmp2 = m_at(nix, niy);

            if((hitmm(mtmp, mtmp2) == 1)
               && (rn2(4) != 0) 
               && (hitmm(mtmp2, mtmp) == 2)) {
                return 2;
            }

            return 0;
        }

        if((info[(int)chi] & ALLOW_U) != 0) {
            hitu(mtmp, d(mtmp->data->damn, mtmp->data->damd) + 1);
        
            return 0;
        }

        mtmp->mx = nix;
        mtmp->my = niy;

        for(j = MTSZ - 1; j > 0; --j) {
            mtmp->mtrack[j] = mtmp->mtrack[j - 1];
        }

        mtmp->mtrack[0].x = omx;
        mtmp->mtrack[0].y = omy;

#ifndef NOWORM
        if(mtmp->wormno != 0) {
            worm_move(mtmp);
        }
#endif
    }
    else {
        if((mtmp->data->mlet == 'u') && (rn2(2) != 0)) {
            rloc(mtmp);
        
            return 0;
        }

#ifndef NOWORM
        if(mtmp->wormno != 0) {
            worm_nomove(mtmp);
        }
#endif
    }

    if(mmoved == 1) {
        if(mintrap(mtmp) == 2) {
            /* He died */
            return 2;
        }

        if(likegold != 0) {
            mpickgold(mtmp);
        }

        if(likegems != 0) {
            mpickgems(mtmp);
        }

        if(mtmp->mhide != 0) {
            mtmp->mundetected = 1;
        }
    }

    pmon(mtmp);

    return mmoved;
}
Example #11
0
/*
 * return  1: guard moved,  0: guard didn't,  -1: let m_move do it,  -2: died
 */
int
gd_move(struct monst *grd)
{
    int x, y, nx, ny, m, n;
    int dx, dy, gx = 0, gy = 0, fci;
    uchar typ;
    struct fakecorridor *fcp;
    struct egd *egrd = EGD(grd);
    struct rm *crm;
    boolean goldincorridor = FALSE, u_in_vault =
        vault_occupied(u.urooms) ? TRUE : FALSE, grd_in_vault =
        *in_rooms(level, grd->mx, grd->my, VAULT) ? TRUE : FALSE;
    boolean disappear_msg_seen = FALSE, semi_dead = (grd->mhp <= 0);
    long umoney = money_cnt(invent);
    boolean u_carry_gold = ((umoney + hidden_gold()) > 0L);
    boolean see_guard;

    if (!on_level(&(egrd->gdlevel), &u.uz))
        return -1;
    nx = ny = m = n = 0;
    if (!u_in_vault && !grd_in_vault)
        wallify_vault(grd);
    if (!grd->mpeaceful) {
        if (semi_dead) {
            egrd->gddone = 1;
            goto newpos;
        }
        if (!u_in_vault &&
            (grd_in_vault ||
             (in_fcorridor(grd, grd->mx, grd->my) &&
              !in_fcorridor(grd, u.ux, u.uy)))) {
            rloc(grd, FALSE);
            wallify_vault(grd);
            clear_fcorr(grd, TRUE);
            goto letknow;
        }
        if (!in_fcorridor(grd, grd->mx, grd->my))
            clear_fcorr(grd, TRUE);
        return -1;
    }
    if (abs(egrd->ogx - grd->mx) > 1 || abs(egrd->ogy - grd->my) > 1)
        return -1;      /* teleported guard - treat as monster */
    if (egrd->fcend == 1) {
        if (u_in_vault && (u_carry_gold || um_dist(grd->mx, grd->my, 1))) {
            if (egrd->warncnt == 3)
                verbalize("I repeat, %sfollow me!",
                          u_carry_gold ? (!umoney ?
                                          "drop that hidden money and " :
                                          "drop that money and ") : "");
            if (egrd->warncnt == 7) {
                m = grd->mx;
                n = grd->my;
                verbalize("You've been warned, knave!");
                mnexto(grd);
                level->locations[m][n].typ = egrd->fakecorr[0].ftyp;
                newsym(m, n);
                msethostility(grd, TRUE, FALSE);
                return -1;
            }
            /* not fair to get mad when (s)he's fainted or paralyzed */
            if (!u_helpless(hm_all))
                egrd->warncnt++;
            return 0;
        }

        if (!u_in_vault) {
            if (u_carry_gold) { /* player teleported */
                m = grd->mx;
                n = grd->my;
                rloc(grd, FALSE);
                level->locations[m][n].typ = egrd->fakecorr[0].ftyp;
                newsym(m, n);
                msethostility(grd, TRUE, FALSE);
            letknow:
                if (!cansee(grd->mx, grd->my) || !mon_visible(grd))
                    You_hear("the shrill sound of a guard's whistle.");
                else
                    pline(um_dist(grd->mx, grd->my, 2) ?
                          "You see an angry guard approaching." :
                          "You are confronted by an angry guard.");
                return -1;
            } else {
                verbalize("Well, begone.");
                wallify_vault(grd);
                egrd->gddone = 1;
                goto cleanup;
            }
        }
    }

    if (egrd->fcend > 1) {
        if (egrd->fcend > 2 && in_fcorridor(grd, grd->mx, grd->my) &&
            !egrd->gddone && !in_fcorridor(grd, u.ux, u.uy) &&
            level->locations[egrd->fakecorr[0].fx][egrd->fakecorr[0].fy].typ ==
            egrd->fakecorr[0].ftyp) {
            if (canseemon(grd)) {
                pline("%s, confused, disappears.", Monnam(grd));
                disappear_msg_seen = TRUE;
            }
            goto cleanup;
        }
        if (u_carry_gold && (in_fcorridor(grd, u.ux, u.uy) ||
                             /* cover a 'blind' spot */
                             (egrd->fcend > 1 && u_in_vault))) {
            if (!grd->mx) {
                restfakecorr(grd);
                return -2;
            }
            if (egrd->warncnt < 6) {
                egrd->warncnt = 6;
                verbalize("Drop all your gold, scoundrel!");
                return 0;
            } else {
                verbalize("So be it, rogue!");
                msethostility(grd, TRUE, FALSE);
                return -1;
            }
        }
    }
    for (fci = egrd->fcbeg; fci < egrd->fcend; fci++)
        if (gold_at(level, egrd->fakecorr[fci].fx, egrd->fakecorr[fci].fy)) {
            m = egrd->fakecorr[fci].fx;
            n = egrd->fakecorr[fci].fy;
            goldincorridor = TRUE;
        }
    if (goldincorridor && !egrd->gddone) {
        boolean yours = FALSE;

        x = grd->mx;
        y = grd->my;
        if (m == u.ux && n == u.uy) {
            struct obj *gold = gold_at(level, m, n);

            yours = TRUE;
            /* Grab the gold from between the hero's feet.  */
            obj_extract_self(gold);
            add_to_minv(grd, gold);
            newsym(m, n);
        } else if (m == x && n == y) {
            mpickgold(grd);     /* does a newsym */
        } else {
            /* just for insurance... */
            if (MON_AT(level, m, n) && m != grd->mx && n != grd->my) {
                verbalize("Out of my way, scum!");
                rloc(m_at(level, m, n), FALSE);
            }
            remove_monster(level, grd->mx, grd->my);
            newsym(grd->mx, grd->my);
            place_monster(grd, m, n);
            mpickgold(grd);     /* does a newsym */
        }
        if (cansee(m, n)) {
            if (yours) {
                pline("%s%s picks up the gold.", Monnam(grd),
                      grd->mpeaceful ? " calms down and" : "");
            } else {
                pline("%s picks up some gold.", Monnam(grd));
            }
        }
        if (x != grd->mx || y != grd->my) {
            remove_monster(level, grd->mx, grd->my);
            newsym(grd->mx, grd->my);
            place_monster(grd, x, y);
            newsym(x, y);
        }
        if (!grd->mpeaceful)
            return -1;
        else {
            egrd->warncnt = 5;
            return 0;
        }
    }
    if (um_dist(grd->mx, grd->my, 1) || egrd->gddone) {
        if (!egrd->gddone && !rn2(10))
            verbalize("Move along!");
        restfakecorr(grd);
        return 0;       /* didn't move */
    }
    x = grd->mx;
    y = grd->my;

    if (u_in_vault)
        goto nextpos;

    /* look around (hor & vert only) for accessible places */
    for (nx = x - 1; nx <= x + 1; nx++)
        for (ny = y - 1; ny <= y + 1; ny++) {
            if ((nx == x || ny == y) && (nx != x || ny != y) && isok(nx, ny)) {

                typ = (crm = &level->locations[nx][ny])->typ;
                if (!IS_STWALL(typ) && !IS_POOL(typ)) {

                    if (in_fcorridor(grd, nx, ny))
                        goto nextnxy;

                    if (*in_rooms(level, nx, ny, VAULT))
                        continue;

                    /* seems we found a good place to leave him alone */
                    egrd->gddone = 1;
                    if (ACCESSIBLE(typ))
                        goto newpos;
                    crm->typ = (typ == SCORR) ? CORR : DOOR;
                    if (crm->typ == DOOR)
                        crm->doormask = D_NODOOR;
                    goto proceed;
                }
            }
        nextnxy:;
        }
nextpos:
    nx = x;
    ny = y;
    gx = egrd->gdx;
    gy = egrd->gdy;
    dx = (gx > x) ? 1 : (gx < x) ? -1 : 0;
    dy = (gy > y) ? 1 : (gy < y) ? -1 : 0;
    if (abs(gx - x) >= abs(gy - y))
        nx += dx;
    else
        ny += dy;

    while ((typ = (crm = &level->locations[nx][ny])->typ) != 0) {
        /* in view of the above we must have IS_WALL(typ) or typ == POOL */
        /* must be a wall here */
        if (isok(nx + nx - x, ny + ny - y) && !IS_POOL(typ) &&
            IS_ROOM(level->locations[nx + nx - x][ny + ny - y].typ)) {
            crm->typ = DOOR;
            crm->doormask = D_NODOOR;
            goto proceed;
        }
        if (dy && nx != x) {
            nx = x;
            ny = y + dy;
            continue;
        }
        if (dx && ny != y) {
            ny = y;
            nx = x + dx;
            dy = 0;
            continue;
        }
        /* I don't like this, but ... */
        if (IS_ROOM(typ)) {
            crm->typ = DOOR;
            crm->doormask = D_NODOOR;
            goto proceed;
        }
        break;
    }
    crm->typ = CORR;
proceed:
    unblock_point(nx, ny);      /* doesn't block light */
    if (cansee(nx, ny))
        newsym(nx, ny);

    if ((nx != gx || ny != gy) || (grd->mx != gx || grd->my != gy)) {
        fcp = &(egrd->fakecorr[egrd->fcend]);
        if (egrd->fcend++ == FCSIZ)
            panic("fakecorr overflow");
        fcp->fx = nx;
        fcp->fy = ny;
        fcp->ftyp = typ;
    } else if (!egrd->gddone) {
        /* We're stuck, so try to find a new destination. */
        if (!find_guard_dest(grd, &egrd->gdx, &egrd->gdy) ||
            (egrd->gdx == gx && egrd->gdy == gy)) {
            pline("%s, confused, disappears.", Monnam(grd));
            disappear_msg_seen = TRUE;
            goto cleanup;
        } else
            goto nextpos;
    }
newpos:
    if (egrd->gddone) {
        /* The following is a kludge.  We need to keep the guard around in order
           to be able to make the fake corridor disappear as the player moves
           out of it, but we also need the guard out of the way.  We send the
           guard to never-never land.  We set ogx ogy to mx my in order to avoid
           a check at the top of this function.  At the end of the process, the
           guard is killed in restfakecorr().  */
    cleanup:
        x = grd->mx;
        y = grd->my;

        see_guard = canspotmon(grd);
        wallify_vault(grd);
        remove_monster(level, grd->mx, grd->my);
        newsym(grd->mx, grd->my);
        grd->mx = COLNO;
        grd->my = ROWNO;
        egrd->ogx = grd->mx;
        egrd->ogy = grd->my;
        restfakecorr(grd);
        if (!semi_dead && (in_fcorridor(grd, u.ux, u.uy) || cansee(x, y))) {
            if (!disappear_msg_seen && see_guard)
                pline("Suddenly, %s disappears.", noit_mon_nam(grd));
            return 1;
        }
        return -2;
    }
    egrd->ogx = grd->mx;        /* update old positions */
    egrd->ogy = grd->my;
    remove_monster(level, grd->mx, grd->my);
    place_monster(grd, nx, ny);
    newsym(grd->mx, grd->my);
    restfakecorr(grd);
    return 1;
}
Example #12
0
//
// called with [x,y] = coordinates;
//      [0,0] means anyplace
//      [_u.ux,_u.uy] means: call mnexto (if !in_mklev)
//
//      In case we make an Orc or killer bee, we make an entire horde (swarm);
//      note that in this case we return only one of them (the one at [x,y]).
struct monst* makemon (const struct permonst* ptr, int x, int y)
{
    if (x != 0 || y != 0)
	if (m_at(x, y))
	    return NULL;
    bool anything = false;
    if (!ptr) {
	anything = true;
	unsigned mi = rn2 (CMNUM*_u.dlevel/24+7);
	if (mi+4 < _u.dlevel)
	    mi = rn2 (CMNUM*_u.dlevel/24+12);
	if (mi >= CMNUM)
	    mi = rn1 (CMNUM-CMNUM/2, CMNUM/2);
	while (mi < CMNUM && is_monster_genocided (c_Monsters[mi].mlet))
	    ++mi;
	if (mi >= CMNUM)
	    return NULL;	// all monsters genocided
	ptr = &c_Monsters[mi];
    } else if (is_monster_genocided (ptr->mlet))
	return NULL;
    struct monst* mtmp = newmonst(ptr->pxlth);
    mtmp->nmon = _level->monsters;
    _level->monsters = mtmp;
    mtmp->m_id = _wflags.ident++;
    mtmp->data = ptr;
    mtmp->mxlth = ptr->pxlth;
    if (ptr->mlet == 'D')
	mtmp->mhpmax = mtmp->mhp = 80;
    else if (!ptr->mlevel)
	mtmp->mhpmax = mtmp->mhp = rnd(4);
    else
	mtmp->mhpmax = mtmp->mhp = d(ptr->mlevel, 8);
    mtmp->mx = x;
    mtmp->my = y;
    mtmp->mcansee = 1;
    if (!in_mklev) {
	if (x == _u.ux && y == _u.uy && ptr->mlet != ' ')
	    mnexto(mtmp);
	if (x == 0 && y == 0)
	    rloc(mtmp);
    }
    if (ptr->mlet == 's' || ptr->mlet == 'S') {
	mtmp->mhide = mtmp->mundetected = 1;
	if (in_mklev)
	    if (mtmp->mx && mtmp->my)
		mkobj_at(0, mtmp->mx, mtmp->my);
    }
    if (ptr->mlet == 'I' || ptr->mlet == ';')
	mtmp->minvis = 1;
    if (ptr->mlet == 'L' || ptr->mlet == 'N' || (in_mklev && strchr("&w;", ptr->mlet) && rn2(5))
	)
	mtmp->msleep = 1;

    if (anything)
	if (ptr->mlet == 'O' || ptr->mlet == 'k') {
	    struct coord mm;
	    int cnt = rnd(10);
	    mm.x = x;
	    mm.y = y;
	    while (cnt--) {
		mm = enexto(mm.x, mm.y);
		makemon(ptr, mm.x, mm.y);
	    }
	}
    return mtmp;
}
Example #13
0
/*
 * return  1: guard moved,  0: guard didn't,  -1: let m_move do it,  -2: died
 */
int gd_move(struct monst *grd) {
    int x, y, nx, ny, m, n;
    int dx, dy, gx, gy, fci;
    unsigned char typ;
    struct fakecorridor *fcp;
    struct egd *egrd = EGD(grd);
    struct rm *crm;
    bool goldincorridor = false, u_in_vault = vault_occupied(u.urooms) ? true : false, grd_in_vault = *in_rooms(grd->mx, grd->my, VAULT) ?
    true :
                                                                                                                                           false;
    bool disappear_msg_seen = false, semi_dead = (grd->mhp <= 0);
    bool u_carry_gold = ((u.ugold + hidden_gold()) > 0L);
    bool see_guard;

    if (!on_level(&(egrd->gdlevel), &u.uz))
        return (-1);
    nx = ny = m = n = 0;
    if (!u_in_vault && !grd_in_vault)
        wallify_vault(grd);
    if (!grd->mpeaceful) {
        if (semi_dead) {
            egrd->gddone = 1;
            goto newpos;
        }
        if (!u_in_vault && (grd_in_vault || (in_fcorridor(grd, grd->mx, grd->my) && !in_fcorridor(grd, u.ux, u.uy)))) {
            (void)rloc(grd, false);
            wallify_vault(grd);
            (void)clear_fcorr(grd, true);
            goto letknow;
        }
        if (!in_fcorridor(grd, grd->mx, grd->my))
            (void)clear_fcorr(grd, true);
        return (-1);
    }
    if (abs(egrd->ogx - grd->mx) > 1 || abs(egrd->ogy - grd->my) > 1)
        return (-1); /* teleported guard - treat as monster */
    if (egrd->fcend == 1) {
        if (u_in_vault && (u_carry_gold || um_dist(grd->mx, grd->my, 1))) {
            if (egrd->warncnt == 3)
                verbalize("I repeat, %sfollow me!", u_carry_gold ? (!u.ugold ? "drop that hidden gold and " : "drop that gold and ") : "");
            if (egrd->warncnt == 7) {
                m = grd->mx;
                n = grd->my;
                verbalize("You've been warned, knave!");
                mnexto(grd);
                levl[m][n].typ = egrd->fakecorr[0].ftyp;
                newsym(m, n);
                grd->mpeaceful = 0;
                return (-1);
            }
            /* not fair to get mad when (s)he's fainted or paralyzed */
            if (!is_fainted() && multi >= 0)
                egrd->warncnt++;
            return (0);
        }

        if (!u_in_vault) {
            if (u_carry_gold) { /* player teleported */
                m = grd->mx;
                n = grd->my;
                (void)rloc(grd, false);
                levl[m][n].typ = egrd->fakecorr[0].ftyp;
                newsym(m, n);
                grd->mpeaceful = 0;
                letknow: if (!cansee(grd->mx, grd->my) || !mon_visible(grd)) {
                    You_hear("the shrill sound of a guard's whistle.");
                } else {
                    const char * fmt = um_dist(grd->mx, grd->my, 2) ? "see an angry %s approaching." : "are confronted by an angry %s.";
                    char name[BUFSZ];
                    g_monnam(name, BUFSZ, grd);
                    You(fmt, name);
                }
                return (-1);
            } else {
                verbalize("Well, begone.");
                wallify_vault(grd);
                egrd->gddone = 1;
                goto cleanup;
            }
        }
    }

    if (egrd->fcend > 1) {
        if (egrd->fcend > 2 && in_fcorridor(grd, grd->mx, grd->my) && !egrd->gddone && !in_fcorridor(grd, u.ux, u.uy) &&
        levl[egrd->fakecorr[0].fx][egrd->fakecorr[0].fy].typ == egrd->fakecorr[0].ftyp) {
            char name[BUFSZ];
            g_monnam(name, BUFSZ, grd);
            pline_The("%s, confused, disappears.", name);
            disappear_msg_seen = true;
            goto cleanup;
        }
        if (u_carry_gold && (in_fcorridor(grd, u.ux, u.uy) ||
        /* cover a 'blind' spot */
        (egrd->fcend > 1 && u_in_vault))) {
            if (!grd->mx) {
                restfakecorr(grd);
                return (-2);
            }
            if (egrd->warncnt < 6) {
                egrd->warncnt = 6;
                verbalize("Drop all your gold, scoundrel!");
                return (0);
            } else {
                verbalize("So be it, rogue!");
                grd->mpeaceful = 0;
                return (-1);
            }
        }
    }
    for (fci = egrd->fcbeg; fci < egrd->fcend; fci++)
        if (g_at(egrd->fakecorr[fci].fx, egrd->fakecorr[fci].fy)) {
            m = egrd->fakecorr[fci].fx;
            n = egrd->fakecorr[fci].fy;
            goldincorridor = true;
        }
    if (goldincorridor && !egrd->gddone) {
        x = grd->mx;
        y = grd->my;
        if (m == u.ux && n == u.uy) {
            struct obj *gold = g_at(m, n);
            /* Grab the gold from between the hero's feet.  */
            grd->mgold += gold->quan;
            delobj(gold);
            newsym(m, n);
        } else if (m == x && n == y) {
            mpickgold(grd); /* does a newsym */
        } else {
            /* just for insurance... */
            if (MON_AT(m, n) && m != grd->mx && n != grd->my) {
                verbalize("Out of my way, scum!");
                (void)rloc(m_at(m, n), false);
            }
            remove_monster(grd->mx, grd->my);
            newsym(grd->mx, grd->my);
            place_monster(grd, m, n);
            mpickgold(grd); /* does a newsym */
        }
        if (cansee(m, n)) {
            char name[BUFSZ];
            Monnam(name, BUFSZ, grd);
            pline("%s%s picks up the gold.", name, grd->mpeaceful ? " calms down and" : "");
        }
        if (x != grd->mx || y != grd->my) {
            remove_monster(grd->mx, grd->my);
            newsym(grd->mx, grd->my);
            place_monster(grd, x, y);
            newsym(x, y);
        }
        if (!grd->mpeaceful)
            return (-1);
        else {
            egrd->warncnt = 5;
            return (0);
        }
    }
    if (um_dist(grd->mx, grd->my, 1) || egrd->gddone) {
        if (!egrd->gddone && !rn2(10))
            verbalize("Move along!");
        restfakecorr(grd);
        return (0); /* didn't move */
    }
    x = grd->mx;
    y = grd->my;

    if (u_in_vault)
        goto nextpos;

    /* look around (hor & vert only) for accessible places */
    for (nx = x - 1; nx <= x + 1; nx++) {
        for (ny = y - 1; ny <= y + 1; ny++) {
            if ((nx == x || ny == y) && (nx != x || ny != y) && isok(nx, ny)) {

                typ = (crm = &levl[nx][ny])->typ;
                if (!IS_STWALL(typ) && !IS_POOL(typ)) {

                    if (in_fcorridor(grd, nx, ny))
                        goto nextnxy;

                    if (*in_rooms(nx, ny, VAULT))
                        continue;

                    /* seems we found a good place to leave him alone */
                    egrd->gddone = 1;
                    if (ACCESSIBLE(typ))
                        goto newpos;
                    crm->typ = (typ == SCORR) ? CORR : DOOR;
                    if (crm->typ == DOOR)
                        crm->flags = D_NODOOR;
                    goto proceed;
                }
            }
            nextnxy: ;
        }
    }
    nextpos: nx = x;
    ny = y;
    gx = egrd->gdx;
    gy = egrd->gdy;
    dx = (gx > x) ? 1 : (gx < x) ? -1 : 0;
    dy = (gy > y) ? 1 : (gy < y) ? -1 : 0;
    if (abs(gx - x) >= abs(gy - y))
        nx += dx;
    else
        ny += dy;

    while ((typ = (crm = &levl[nx][ny])->typ) != 0) {
        /* in view of the above we must have IS_WALL(typ) or typ == POOL */
        /* must be a wall here */
        if (isok(nx + nx - x, ny + ny - y) && !IS_POOL(typ) && IS_ROOM(levl[nx+nx-x][ny+ny-y].typ)) {
            crm->typ = DOOR;
            crm->flags = D_NODOOR;
            goto proceed;
        }
        if (dy && nx != x) {
            nx = x;
            ny = y + dy;
            continue;
        }
        if (dx && ny != y) {
            ny = y;
            nx = x + dx;
            dy = 0;
            continue;
        }
        /* I don't like this, but ... */
        if (IS_ROOM(typ)) {
            crm->typ = DOOR;
            crm->flags = D_NODOOR;
            goto proceed;
        }
        break;
    }
    crm->typ = CORR;
    proceed: unblock_point(nx, ny); /* doesn't block light */
    if (cansee(nx, ny))
        newsym(nx, ny);

    fcp = &(egrd->fakecorr[egrd->fcend]);
    if (egrd->fcend++ == FCSIZ)
        impossible("fakecorr overflow");
    fcp->fx = nx;
    fcp->fy = ny;
    fcp->ftyp = typ;
    newpos: if (egrd->gddone) {
        /* The following is a kludge.  We need to keep    */
        /* the guard around in order to be able to make   */
        /* the fake corridor disappear as the player      */
        /* moves out of it, but we also need the guard    */
        /* out of the way.  We send the guard to never-   */
        /* never land.  We set ogx ogy to mx my in order  */
        /* to avoid a check at the top of this function.  */
        /* At the end of the process, the guard is killed */
        /* in restfakecorr().                             */
        cleanup: x = grd->mx;
        y = grd->my;

        see_guard = canspotmon(grd);
        wallify_vault(grd);
        remove_monster(grd->mx, grd->my);
        newsym(grd->mx, grd->my);
        place_monster(grd, 0, 0);
        egrd->ogx = grd->mx;
        egrd->ogy = grd->my;
        restfakecorr(grd);
        if (!semi_dead && (in_fcorridor(grd, u.ux, u.uy) || cansee(x, y))) {
            if (!disappear_msg_seen && see_guard) {
                char name[BUFSZ];
                g_monnam(name, BUFSZ, grd);
                pline("Suddenly, the %s disappears.", name);
            }
            return (1);
        }
        return (-2);
    }
    egrd->ogx = grd->mx; /* update old positions */
    egrd->ogy = grd->my;
    remove_monster(grd->mx, grd->my);
    place_monster(grd, nx, ny);
    newsym(grd->mx, grd->my);
    restfakecorr(grd);
    return (1);
}
Example #14
0
/* called from resurrect() in addition to losedogs() */
void
mon_arrive(struct monst *mtmp, boolean with_you)
{
    struct trap *t;
    struct obj *otmp;
    xchar xlocale, ylocale, xyloc, xyflags, wander;
    int num_segs;

    mtmp->dlevel = level;
    mtmp->nmon = level->monlist;
    level->monlist = mtmp;
    if (mtmp->isshk)
        set_residency(mtmp, FALSE);

    num_segs = mtmp->wormno;
    /* baby long worms have no tail so don't use is_longworm() */
    if ((mtmp->data == &mons[PM_LONG_WORM]) &&
        (mtmp->wormno = get_wormno(mtmp->dlevel)) != 0) {
        initworm(mtmp, num_segs);
        /* tail segs are not yet initialized or displayed */
    } else
        mtmp->wormno = 0;

    /* some monsters might need to do something special upon arrival _after_
       the current level has been fully set up; see dochug() */
    mtmp->mstrategy |= STRAT_ARRIVE;

    xyloc = mtmp->xyloc;
    xyflags = mtmp->xyflags;
    xlocale = mtmp->xlocale;
    ylocale = mtmp->ylocale;

    for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
        set_obj_level(mtmp->dlevel, otmp);

    if (mtmp == u.usteed)
        return; /* don't place steed on the map */
    if (with_you) {
        /* When a monster accompanies you, sometimes it will arrive at your
           intended destination and you'll end up next to that spot.  This code
           doesn't control the final outcome; goto_level(do.c) decides who ends
           up at your target spot when there is a monster there too. */
        if (!MON_AT(level, u.ux, u.uy) &&
            !rn2(mtmp->mtame ? 10 : mtmp->mpeaceful ? 5 : 2))
            rloc_to(mtmp, u.ux, u.uy);
        else
            mnexto(mtmp);
        return;
    }
    /*
     * The monster arrived on this level independently of the player.
     * Its coordinate fields were overloaded for use as flags that
     * specify its final destination.
     */

    if (mtmp->mlstmv < moves - 1L) {
        /* heal monster for time spent in limbo */
        long nmv = moves - 1L - mtmp->mlstmv;

        mon_catchup_elapsed_time(mtmp, nmv);
        mtmp->mlstmv = moves - 1L;

        /* let monster move a bit on new level (see placement code below) */
        wander = (xchar) min(nmv, 8);
    } else
        wander = 0;

    switch (xyloc) {
    case MIGR_APPROX_XY:       /* {x,y}locale set above */
        break;
    case MIGR_EXACT_XY:
        wander = 0;
        break;
    case MIGR_NEAR_PLAYER:
        xlocale = u.ux, ylocale = u.uy;
        break;
    case MIGR_STAIRS_UP:
        xlocale = level->upstair.sx, ylocale = level->upstair.sy;
        break;
    case MIGR_STAIRS_DOWN:
        xlocale = level->dnstair.sx, ylocale = level->dnstair.sy;
        break;
    case MIGR_LADDER_UP:
        xlocale = level->upladder.sx, ylocale = level->upladder.sy;
        break;
    case MIGR_LADDER_DOWN:
        xlocale = level->dnladder.sx, ylocale = level->dnladder.sy;
        break;
    case MIGR_SSTAIRS:
        xlocale = level->sstairs.sx, ylocale = level->sstairs.sy;
        break;
    case MIGR_PORTAL:
        if (In_endgame(&u.uz)) {
            /* there is no arrival portal for endgame levels */
            /* BUG[?]: for simplicity, this code relies on the fact that we
               know that the current endgame levels always build upwards and
               never have any exclusion subregion inside their TELEPORT_REGION
               settings. */
            xlocale =
                rn1(level->updest.hx - level->updest.lx + 1, level->updest.lx);
            ylocale =
                rn1(level->updest.hy - level->updest.ly + 1, level->updest.ly);
            break;
        }
        /* find the arrival portal */
        for (t = level->lev_traps; t; t = t->ntrap)
            if (t->ttyp == MAGIC_PORTAL)
                break;
        if (t) {
            xlocale = t->tx, ylocale = t->ty;
            break;
        } else {
            impossible("mon_arrive: no corresponding portal?");
        }
     /*FALLTHRU*/ default:
    case MIGR_RANDOM:
        xlocale = COLNO;
        ylocale = ROWNO;
        break;
    }

    if ((xlocale != COLNO) && wander) {
        /* monster moved a bit; pick a nearby location */
        /* mnearto() deals w/stone, et al */
        char *r = in_rooms(level, xlocale, ylocale, 0);

        if (r && *r) {
            coord c;

            /* somexy() handles irregular level->rooms */
            if (somexy(level, &level->rooms[*r - ROOMOFFSET], &c, rng_main))
                xlocale = c.x, ylocale = c.y;
            else {
                xlocale = COLNO;
                ylocale = ROWNO;
            }
        } else {        /* not in a room */
            int i, j;

            i = max(0, xlocale - wander);
            j = min(COLNO - 1, xlocale + wander);
            xlocale = rn1(j - i, i);
            i = max(0, ylocale - wander);
            j = min(ROWNO - 1, ylocale + wander);
            ylocale = rn1(j - i, i);
        }
    }
    /* moved a bit */
    mtmp->mx = COLNO;       /* (already is 0) */
    mtmp->my = xyflags;
    if (xlocale != COLNO)
        mnearto(mtmp, xlocale, ylocale, FALSE);
    else {
        if (!rloc(mtmp, TRUE)) {
            /* Failed to place migrating monster, probably because the level is
               full.  Dump the monster's cargo and leave the monster dead. */
            struct obj *obj;

            while ((obj = mtmp->minvent) != 0) {
                obj_extract_self(obj);
                obj_no_longer_held(obj);
                if (obj->owornmask & W_MASK(os_wep))
                    setmnotwielded(mtmp, obj);
                obj->owornmask = 0L;
                if (xlocale != COLNO && ylocale != ROWNO)
                    place_object(obj, level, xlocale, ylocale);
                else {
                    rloco(obj);
                    get_obj_location(obj, &xlocale, &ylocale, 0);
                }
            }
            mkcorpstat(CORPSE, NULL, mtmp->data, level, xlocale, ylocale,
                       FALSE, rng_main);
            mongone(mtmp);
        }
    }

    mtmp->mux = COLNO;
    mtmp->muy = ROWNO;
}
Example #15
0
int
dozap(void)
{
	struct obj *obj;
	xchar zx,zy;

	obj = getobj("/", "zap");
	if(!obj) return(0);
	if(obj->spe < 0 || (obj->spe == 0 && rn2(121))) {
		pline("Nothing Happens.");
		return(1);
	}
	if(obj->spe == 0)
		pline("You wrest one more spell from the worn-out wand.");
	if(!(objects[obj->otyp].bits & NODIR) && !getdir(1))
		return(1);	/* make him pay for knowing !NODIR */
	obj->spe--;
	if(objects[obj->otyp].bits & IMMEDIATE) {
		if(u.uswallow)
			bhitm(u.ustuck, obj);
		else if(u.dz) {
			if(u.dz > 0) {
				struct obj *otmp = o_at(u.ux, u.uy);
				if(otmp)
					bhito(otmp, obj);
			}
		} else
			bhit(u.dx,u.dy,rn1(8,6),0,bhitm,bhito,obj);
	} else {
	    switch(obj->otyp){
		case WAN_LIGHT:
			litroom(TRUE);
			break;
		case WAN_SECRET_DOOR_DETECTION:
			if(!findit()) return(1);
			break;
		case WAN_CREATE_MONSTER:
			{ int cnt = 1;
			if(!rn2(23)) cnt += rn2(7) + 1;
			while(cnt--)
			    makemon(NULL, u.ux, u.uy);
			}
			break;
		case WAN_WISHING:
			{ char buf[BUFSZ];
			  struct obj *otmp;
		      if(u.uluck + rn2(5) < 0) {
			pline("Unfortunately, nothing happens.");
			break;
		      }
		      pline("You may wish for an object. What do you want? ");
		      getlin(buf);
		      if(buf[0] == '\033') buf[0] = 0;
		      otmp = readobjnam(buf);
		      otmp = addinv(otmp);
		      prinv(otmp);
		      break;
			}
		case WAN_DIGGING:
			/* Original effect (approximately):
			 * from CORR: dig until we pierce a wall
			 * from ROOM: piece wall and dig until we reach
			 * an ACCESSIBLE place.
			 * Currently: dig for digdepth positions;
			 * also down on request of Lennart Augustsson.
			 */
			{ struct rm *room;
			  int digdepth;
			if(u.uswallow) {
				struct monst *mtmp = u.ustuck;

				pline("You pierce %s's stomach wall!",
					monnam(mtmp));
				mtmp->mhp = 1;	/* almost dead */
				unstuck(mtmp);
				mnexto(mtmp);
				break;
			}
			if(u.dz) {
			    if(u.dz < 0) {
				pline("You loosen a rock from the ceiling.");
				pline("It falls on your head!");
				losehp(1, "falling rock");
				mksobj_at(ROCK, u.ux, u.uy);
				fobj->quan = 1;
				stackobj(fobj);
				if(Invisible) newsym(u.ux, u.uy);
			    } else {
				dighole();
			    }
			    break;
			}
			zx = u.ux+u.dx;
			zy = u.uy+u.dy;
			digdepth = 8 + rn2(18);
			Tmp_at(-1, '*');	/* open call */
			while(--digdepth >= 0) {
				if(!isok(zx,zy)) break;
				room = &levl[zx][zy];
				Tmp_at(zx,zy);
				if(!xdnstair){
					if(zx < 3 || zx > COLNO-3 ||
					    zy < 3 || zy > ROWNO-3)
						break;
					if(room->typ == HWALL ||
					    room->typ == VWALL){
						room->typ = ROOM;
						break;
					}
				} else
				if(room->typ == HWALL || room->typ == VWALL ||
				   room->typ == SDOOR || room->typ == LDOOR){
					room->typ = DOOR;
					digdepth -= 2;
				} else
				if(room->typ == SCORR || !room->typ) {
					room->typ = CORR;
					digdepth--;
				}
				mnewsym(zx,zy);
				zx += u.dx;
				zy += u.dy;
			}
			mnewsym(zx,zy);	/* not always necessary */
			Tmp_at(-1,-1);	/* closing call */
			break;
			}
		default:
			buzz((int) obj->otyp - WAN_MAGIC_MISSILE,
				u.ux, u.uy, u.dx, u.dy);
			break;
		}
	}
	return(1);
}
Example #16
0
int
main(int argc, char *argv[])
{
	int fd;
#ifdef CHDIR
	char *dir;
#endif

	hname = argv[0];
	hackpid = getpid();

#ifdef CHDIR                    /* otherwise no chdir() */
	/*
	 * See if we must change directory to the playground.
	 * (Perhaps hack runs suid and playground is inaccessible
	 *  for the player.)
	 * The environment variable HACKDIR is overridden by a
	 *  -d command line option (must be the first option given)
	 */

	dir = getenv("HACKDIR");
	if (argc > 1 && !strncmp(argv[1], "-d", 2)) {
		argc--;
		argv++;
		dir = argv[0] + 2;
		if (*dir == '=' || *dir == ':')
			dir++;
		if (!*dir && argc > 1) {
			argc--;
			argv++;
			dir = argv[0];
		}
		if (!*dir)
			error("Flag -d must be followed by a directory name.");
	}
#endif

	/*
	 * Who am i? Algorithm: 1. Use name as specified in HACKOPTIONS
	 *			2. Use $USER or $LOGNAME	(if 1. fails)
	 *			3. Use getlogin()		(if 2. fails)
	 * The resulting name is overridden by command line options.
	 * If everything fails, or if the resulting name is some generic
	 * account like "games", "play", "player", "hack" then eventually
	 * we'll ask him.
	 * Note that we trust him here; it is possible to play under
	 * somebody else's name.
	 */
	{
		char *s;

		initoptions();
		if (!*plname && (s = getenv("USER")))
			strncpy(plname, s, sizeof(plname) - 1);
		if (!*plname && (s = getenv("LOGNAME")))
			strncpy(plname, s, sizeof(plname) - 1);
		if (!*plname && (s = getlogin()))
			strncpy(plname, s, sizeof(plname) - 1);
	}

	/*
	 * Now we know the directory containing 'record' and
	 * may do a prscore().
	 */
	if (argc > 1 && !strncmp(argv[1], "-s", 2)) {
#ifdef CHDIR
		chdirx(dir, 0);
#endif
		prscore(argc, argv);
		exit(0);
	}

	/*
	 * It seems he really wants to play.
	 * Remember tty modes, to be restored on exit.
	 */
	gettty();
	setbuf(stdout, obuf);
	umask(007);
	setrandom();
	startup();
	cls();
	u.uhp = 1;		/* prevent RIP on early quits */
	u.ux = FAR;		/* prevent nscr() */
	signal(SIGHUP, hangup);

	/*
	 * Find the creation date of this game,
	 * so as to avoid restoring outdated savefiles.
	 */
	gethdate(hname);

	/*
	 * We cannot do chdir earlier, otherwise gethdate will fail.
	 */
#ifdef CHDIR
	chdirx(dir, 1);
#endif

	/*
	 * Process options.
	 */
	while (argc > 1 && argv[1][0] == '-') {
		argv++;
		argc--;
		switch (argv[0][1]) {
#ifdef WIZARD
		case 'D':
			wizard = TRUE;
			break;
#endif
#ifdef NEWS
		case 'n':
			flags.nonews = TRUE;
			break;
#endif
		case 'u':
			if (argv[0][2])
				strncpy(plname, argv[0] + 2, sizeof(plname) - 1);
			else if (argc > 1) {
				argc--;
				argv++;
				strncpy(plname, argv[0], sizeof(plname) - 1);
			} else
				printf("Player name expected after -u\n");
			break;
		default:
			/* allow -T for Tourist, etc. */
			strncpy(pl_character, argv[0] + 1,
			    sizeof(pl_character) - 1);
		}
	}

	if (argc > 1)
		locknum = atoi(argv[1]);
#ifdef MAX_NR_OF_PLAYERS
	if (!locknum || locknum > MAX_NR_OF_PLAYERS)
		locknum = MAX_NR_OF_PLAYERS;
#endif
#ifdef DEF_PAGER
	if (!(catmore = getenv("HACKPAGER")) && !(catmore = getenv("PAGER")))
		catmore = DEF_PAGER;
#endif
#ifdef MAIL
	getmailstatus();
#endif
#ifdef WIZARD
	if (wizard)
		strcpy(plname, "wizard");
	else
#endif
	if (!*plname || !strncmp(plname, "player", 4)
	    || !strncmp(plname, "games", 4))
		askname();
	plnamesuffix();		/* strip suffix from name; calls askname() */
				/* again if suffix was whole name */
				/* accepts any suffix */
#ifdef WIZARD
	if (!wizard) {
#endif
		/*
		 * check for multiple games under the same name
		 * (if !locknum) or check max nr of players (otherwise)
		 */
		signal(SIGQUIT, SIG_IGN);
		signal(SIGINT, SIG_IGN);
		if (!locknum)
			strcpy(lock, plname);
		getlock();	/* sets lock if locknum != 0 */
#ifdef WIZARD
	} else {
		char *sfoo;
		strcpy(lock, plname);
		if ((sfoo = getenv("MAGIC")))
			while (*sfoo) {
				switch (*sfoo++) {
				case 'n':
					srandom(*sfoo++);
					break;
				}
			}
		if ((sfoo = getenv("GENOCIDED")) != NULL) {
			if (*sfoo == '!') {
				struct permonst *pm = mons;
				char *gp = genocided;

				while (pm < mons + CMNUM + 2) {
					if (!strchr(sfoo, pm->mlet))
						*gp++ = pm->mlet;
					pm++;
				}
				*gp = 0;
			} else
				strncpy(genocided, sfoo, sizeof(genocided) - 1);
			strcpy(fut_geno, genocided);
		}
	}
#endif
	setftty();
	sprintf(SAVEF, "save/%d%s", getuid(), plname);
	regularize(SAVEF + 5);	/* avoid . or / in name */
	if ((fd = open(SAVEF, O_RDONLY)) >= 0 &&
	    (uptodate(fd) || unlink(SAVEF) == 666)) {
		signal(SIGINT, done1);
		pline("Restoring old save file...");
		fflush(stdout);
		if (!dorecover(fd))
			goto not_recovered;
		pline("Hello %s, welcome to %s!", plname, gamename);
		flags.move = 0;
	} else {
not_recovered:
		fobj = fcobj = invent = 0;
		fmon = fallen_down = 0;
		ftrap = 0;
		fgold = 0;
		flags.ident = 1;
		init_objects();
		u_init();

		signal(SIGINT, done1);
		mklev();
		u.ux = xupstair;
		u.uy = yupstair;
		inshop();
		setsee();
		flags.botlx = 1;
		makedog();
		{
			struct monst *mtmp;
			if ((mtmp = m_at(u.ux, u.uy)) != NULL)
				mnexto(mtmp);	/* riv05!a3 */
		}
		seemons();
#ifdef NEWS
		if (flags.nonews || !readnews())
			/* after reading news we did docrt() already */
#endif
			docrt();

		/* give welcome message before pickup messages */
		pline("Hello %s, welcome to %s!", plname, gamename);

		pickup(1);
		read_engr_at(u.ux, u.uy);
		flags.move = 1;
	}

	flags.moonphase = phase_of_the_moon();
	if (flags.moonphase == FULL_MOON) {
		pline("You are lucky! Full moon tonight.");
		u.uluck++;
	} else if (flags.moonphase == NEW_MOON)
		pline("Be careful! New moon tonight.");

	initrack();

	for (;;) {
		if (flags.move) {	/* actual time passed */
			settrack();

			if (moves % 2 == 0 ||
			    (!(Fast & ~INTRINSIC) && (!Fast || rn2(3)))) {
				movemon();
				if (!rn2(70))
					makemon(NULL, 0, 0);
			}
			if (Glib)
				glibr();
			p_timeout();
			++moves;
			if (flags.time)
				flags.botl = 1;
			if (u.uhp < 1) {
				pline("You die...");
				done("died");
			}
			if (u.uhp * 10 < u.uhpmax && moves - wailmsg > 50) {
				wailmsg = moves;
				if (u.uhp == 1)
					pline("You hear the wailing of the Banshee...");
				else
					pline("You hear the howling of the CwnAnnwn...");
			}
			if (u.uhp < u.uhpmax) {
				if (u.ulevel > 9) {
					if (Regeneration || !(moves % 3)) {
						flags.botl = 1;
						u.uhp += rnd((int)u.ulevel - 9);
						if (u.uhp > u.uhpmax)
							u.uhp = u.uhpmax;
					}
				} else if (Regeneration ||
				    (!(moves % (22 - u.ulevel * 2)))) {
					flags.botl = 1;
					u.uhp++;
				}
			}
			if (Teleportation && !rn2(85))
				tele();
			if (Searching && multi >= 0)
				dosearch();
			gethungry();
			invault();
			amulet();
		}
		if (multi < 0) {
			if (!++multi) {
				pline("%s", nomovemsg ? nomovemsg :
				      "You can move again.");
				nomovemsg = 0;
				if (afternmv)
					(*afternmv)();
				afternmv = NULL;
			}
		}
		find_ac();
#ifndef QUEST
		if (!flags.mv || Blind)
#endif
		{
			seeobjs();
			seemons();
			nscr();
		}
		if (flags.botl || flags.botlx)
			bot();

		flags.move = 1;

		if (multi >= 0 && occupation) {
			if (monster_nearby())
				stop_occupation();
			else if ((*occupation)() == 0)
				occupation = NULL;
			continue;
		}

		if (multi > 0) {
#ifdef QUEST
			if (flags.run >= 4)
				finddir();
#endif
			lookaround();
			if (!multi) {	/* lookaround may clear multi */
				flags.move = 0;
				continue;
			}
			if (flags.mv) {
				if (multi < COLNO && !--multi)
					flags.mv = flags.run = 0;
				domove();
			} else {
				--multi;
				rhack(save_cm);
			}
		} else if (multi == 0) {
#ifdef MAIL
			ckmailstatus();
#endif
			rhack(NULL);
		}
		if (multi && multi % 7 == 0)
			fflush(stdout);
	}
}
Example #17
0
/*
 * called with [x,y] = coordinates;
 *	[0,0] means anyplace
 *	[u.ux,u.uy] means: call mnexto (if !in_mklev)
 *
 *	In case we make an Orc or killer bee, we make an entire horde (swarm);
 *	note that in this case we return only one of them (the one at [x,y]).
 */
struct monst *
makemon(struct permonst *ptr, int x, int y)
{
	struct monst *mtmp;
	int tmp, ct;
	boolean anything = (!ptr);
	extern boolean in_mklev;

	if(x != 0 || y != 0) if(m_at(x,y)) return((struct monst *) 0);
	if(ptr){
		if(strchr(fut_geno, ptr->mlet)) return((struct monst *) 0);
	} else {
		ct = CMNUM - strlen(fut_geno);
		if(strchr(fut_geno, 'm')) ct++;  /* make only 1 minotaur */
		if(strchr(fut_geno, '@')) ct++;
		if(ct <= 0) return(0); 		  /* no more monsters! */
		tmp = rn2(ct*dlevel/24 + 7);
		if(tmp < dlevel - 4) tmp = rn2(ct*dlevel/24 + 12);
		if(tmp >= ct) tmp = rn1(ct - ct/2, ct/2);
		for(ct = 0; ct < CMNUM; ct++){
			ptr = &mons[ct];
			if(strchr(fut_geno, ptr->mlet))
				continue;
			if(!tmp--) goto gotmon;
		}
		panic("makemon?");
	}
gotmon:
	mtmp = newmonst(ptr->pxlth);
	*mtmp = zeromonst;	/* clear all entries in structure */
	for(ct = 0; ct < ptr->pxlth; ct++)
		((char *) &(mtmp->mextra[0]))[ct] = 0;
	mtmp->nmon = fmon;
	fmon = mtmp;
	mtmp->m_id = flags.ident++;
	mtmp->data = ptr;
	mtmp->mxlth = ptr->pxlth;
	if(ptr->mlet == 'D') mtmp->mhpmax = mtmp->mhp = 80;
	else if(!ptr->mlevel) mtmp->mhpmax = mtmp->mhp = rnd(4);
	else mtmp->mhpmax = mtmp->mhp = d(ptr->mlevel, 8);
	mtmp->mx = x;
	mtmp->my = y;
	mtmp->mcansee = 1;
	if(ptr->mlet == 'M'){
		mtmp->mimic = 1;
		mtmp->mappearance = ']';
	}
	if(!in_mklev) {
		if(x == u.ux && y == u.uy && ptr->mlet != ' ')
			mnexto(mtmp);
		if(x == 0 && y == 0)
			rloc(mtmp);
	}
	if(ptr->mlet == 's' || ptr->mlet == 'S') {
		mtmp->mhide = mtmp->mundetected = 1;
		if(in_mklev)
		if(mtmp->mx && mtmp->my)
			(void) mkobj_at(0, mtmp->mx, mtmp->my);
	}
	if(ptr->mlet == ':') {
		mtmp->cham = 1;
		(void) newcham(mtmp, &mons[dlevel+14+rn2(CMNUM-14-dlevel)]);
	}
	if(ptr->mlet == 'I' || ptr->mlet == ';')
		mtmp->minvis = 1;
	if(ptr->mlet == 'L' || ptr->mlet == 'N'
	    || (in_mklev && strchr("&w;", ptr->mlet) && rn2(5))
	) mtmp->msleep = 1;

#ifndef NOWORM
	if(ptr->mlet == 'w' && getwn(mtmp))
		initworm(mtmp);
#endif /* NOWORM */

	if(anything) if(ptr->mlet == 'O' || ptr->mlet == 'k') {
		coord mm;
		int cnt = rnd(10);
		mm.x = x;
		mm.y = y;
		while(cnt--) {
			mm = enexto(mm.x, mm.y);
			(void) makemon(ptr, mm.x, mm.y);
		}
	}

	return(mtmp);
}
Example #18
0
static void newgame(void)
{
    int i;

    flags.ident = 1;

    for (i = 0; i < NUMMONS; i++)
	    mvitals[i].mvflags = mons[i].geno & G_NOCORPSE;

    init_objects();	/* must be before u_init() */

    flags.pantheon = -1;/* role_init() will reset this */
    role_init();	/* must be before init_dungeons(), u_init(),
			 * and init_artifacts() */

    init_dungeons();	/* must be before u_init() to avoid rndmonst()
			 * creating odd monsters for any tins and eggs
			 * in hero's initial inventory */
    init_artifacts();
    u_init();		/* struct you must have some basic data for mklev to work right */

    load_qtlist();	/* load up the quest text info */

    level = mklev(&u.uz);

    u_init_inv_skills();/* level must be valid to create items */
    u_on_upstairs();
    vision_reset();	/* set up internals for level (after mklev) */
    check_special_room(FALSE);

    iflags.botl = 1;

    /* Move the monster from under you or else
     * makedog() will fail when it calls makemon().
     *			- ucsfcgl!kneller
     */
    if (MON_AT(level, u.ux, u.uy)) mnexto(m_at(level, u.ux, u.uy));
    makedog();
    doredraw();

    if (Role_if(PM_CONVICT)) {
	setworn(mkobj(level, CHAIN_CLASS, TRUE), W_CHAIN);
	setworn(mkobj(level, BALL_CLASS, TRUE), W_BALL);
	uball->spe = 1;	/* attach the ball to the hero */
	placebc();
    }

    /* help the window port get it's display charset/tiles sorted out */
    notify_levelchange(NULL);

    if (flags.legacy) {
	    flush_screen();
	    com_pager(Role_if(PM_CONVICT) ? 199 : 1);
    }

    /* Stop autoexplore revisiting the entrance stairs (or position). */
    level->locations[u.ux][u.uy].mem_stepped = 1;

    program_state.something_worth_saving++;	/* useful data now exists */
    
    historic_event(FALSE, "entered the Dungeons of Doom to retrieve the Amulet of Yendor!");

    /* Success! */
    welcome(TRUE);
    maybe_tutorial();

    /* Prepare for the first move. */
    flags.move = 0;
    set_wear();
    pickup(1);

    log_command_result();

    program_state.game_running = TRUE;
    youmonst.movement = NORMAL_SPEED;	/* give the hero some movement points */
    realtime_tasks();
    post_init_tasks();

    return;
}