/* release the objects the killed animal has stolen */ void relobj(struct monst *mtmp, int show) { struct obj *otmp, *otmp2; for(otmp = mtmp->minvent; otmp; otmp = otmp2){ otmp->ox = mtmp->mx; otmp->oy = mtmp->my; otmp2 = otmp->nobj; otmp->nobj = fobj; fobj = otmp; stackobj(fobj); if(show & cansee(mtmp->mx,mtmp->my)) atl(otmp->ox,otmp->oy,otmp->olet); } mtmp->minvent = (struct obj *) 0; if(mtmp->mgold || mtmp->data->mlet == 'L') { long tmp; tmp = (mtmp->mgold > 10000) ? 10000 : mtmp->mgold; mkgold((long)(tmp + d(dlevel,30)), mtmp->mx, mtmp->my); if(show & cansee(mtmp->mx,mtmp->my)) atl(mtmp->mx,mtmp->my,'$'); } }
static int drop(struct obj *obj) { if(!obj) return(0); if(obj->olet == '$') { /* pseudo object */ long amount = OGOLD(obj); if(amount == 0) pline("You didn't drop any gold pieces."); else { mkgold(amount, u.ux, u.uy); pline("You dropped %ld gold piece%s.", amount, plur(amount)); if(Invisible) newsym(u.ux, u.uy); } free(obj); return(1); } if(obj->owornmask & (W_ARMOR | W_RING)){ pline("You cannot drop something you are wearing."); return(0); } if(obj == uwep) { if(uwep->cursed) { pline("Your weapon is welded to your hand!"); return(0); } setuwep((struct obj *) 0); } pline("You dropped %s.", doname(obj)); dropx(obj); return(1); }
void mkzoo(int type) { struct mkroom *sroom; struct monst *mon; int sh, sx, sy, i; int goldlim = 500 * dlevel; int moct = 0; i = nroom; for (sroom = &rooms[rn2(nroom)];; sroom++) { if (sroom == &rooms[nroom]) sroom = &rooms[0]; if (!i-- || sroom->hx < 0) return; if (sroom->rtype) continue; if (type == MORGUE && sroom->rlit) continue; if (has_upstairs(sroom) || (has_dnstairs(sroom) && rn2(3))) continue; if (sroom->doorct == 1 || !rn2(5)) break; } sroom->rtype = type; sh = sroom->fdoor; for (sx = sroom->lx; sx <= sroom->hx; sx++) for (sy = sroom->ly; sy <= sroom->hy; sy++) { if ((sx == sroom->lx && doors[sh].x == sx - 1) || (sx == sroom->hx && doors[sh].x == sx + 1) || (sy == sroom->ly && doors[sh].y == sy - 1) || (sy == sroom->hy && doors[sh].y == sy + 1)) continue; mon = makemon((type == MORGUE) ? morguemon() : (type == BEEHIVE) ? PM_KILLER_BEE : (struct permonst *) 0, sx, sy); if (mon) mon->msleep = 1; switch (type) { case ZOO: i = sq(dist2(sx, sy, doors[sh].x, doors[sh].y)); if (i >= goldlim) i = 5 * dlevel; goldlim -= i; mkgold((long) (10 + rn2(i)), sx, sy); break; case MORGUE: // Usually there is one dead body in the morgue if (!moct && rn2(3)) { mksobj_at(CORPSE, sx, sy); moct++; } break; case BEEHIVE: if (!rn2(3)) mksobj_at(LUMP_OF_ROYAL_JELLY, sx, sy); break; } } }
/* release the objects the creature is carrying */ // bool is_pet /* If true, pet should keep wielded/worn items */ void relobj ( struct monst *mtmp, int show, bool is_pet) { struct obj *otmp; int omx = mtmp->mx, omy = mtmp->my; struct obj *keepobj = 0; struct obj *wep = MON_WEP(mtmp); bool item1 = false, item2 = false; if (!is_pet || mindless(mtmp->data) || is_animal(mtmp->data)) item1 = item2 = true; if (!tunnels(mtmp->data) || !needspick(mtmp->data)) item1 = true; while ((otmp = mtmp->minvent) != 0) { obj_extract_self(otmp); /* special case: pick-axe and unicorn horn are non-worn */ /* items that we also want pets to keep 1 of */ /* (It is a coincidence that these can also be wielded.) */ if (otmp->owornmask || otmp == wep || ((!item1 && otmp->otyp == PICK_AXE) || (!item2 && otmp->otyp == UNICORN_HORN && !otmp->cursed))) { if (is_pet) { /* dont drop worn/wielded item */ if (otmp->otyp == PICK_AXE) item1 = true; if (otmp->otyp == UNICORN_HORN && !otmp->cursed) item2 = true; otmp->nobj = keepobj; keepobj = otmp; continue; } } mdrop_obj(mtmp, otmp, is_pet && flags.verbose); } /* put kept objects back */ while ((otmp = keepobj) != (struct obj *)0) { keepobj = otmp->nobj; (void) add_to_minv(mtmp, otmp); } if (mtmp->mgold) { long g = mtmp->mgold; (void) mkgold(g, omx, omy); if (is_pet && cansee(omx, omy) && flags.verbose) { message_monster_int(MSG_M_DROPS_X_GOLD_PIECES, mtmp, g); } mtmp->mgold = 0L; } if (show & cansee(omx, omy)) newsym(omx, omy); }
void fill_zoo (struct mkroom *sroom) { struct monst *mon; int sx,sy,i; int sh, tx, ty, goldlim, type = sroom->rtype; int rmno = (sroom - rooms) + ROOMOFFSET; coord mm; sh = sroom->fdoor; switch(type) { case COURT: if(level.flags.is_maze_lev) { for(tx = sroom->lx; tx <= sroom->hx; tx++) for(ty = sroom->ly; ty <= sroom->hy; ty++) if(IS_THRONE(levl[tx][ty].typ)) goto throne_placed; } i = 100; do { /* don't place throne on top of stairs */ (void) somexy(sroom, &mm); tx = mm.x; ty = mm.y; } while (occupied((signed char)tx, (signed char)ty) && --i > 0); throne_placed: /* TODO: try to ensure the enthroned monster is an M2_PRINCE */ break; case BEEHIVE: tx = sroom->lx + (sroom->hx - sroom->lx + 1)/2; ty = sroom->ly + (sroom->hy - sroom->ly + 1)/2; if(sroom->irregular) { /* center might not be valid, so put queen elsewhere */ if ((int) levl[tx][ty].roomno != rmno || levl[tx][ty].edge) { (void) somexy(sroom, &mm); tx = mm.x; ty = mm.y; } } break; case ZOO: case LEPREHALL: goldlim = 500 * level_difficulty(); break; } for(sx = sroom->lx; sx <= sroom->hx; sx++) for(sy = sroom->ly; sy <= sroom->hy; sy++) { if(sroom->irregular) { if ((int) levl[sx][sy].roomno != rmno || levl[sx][sy].edge || (sroom->doorct && distmin(sx, sy, doors[sh].x, doors[sh].y) <= 1)) continue; } else if(!SPACE_POS(levl[sx][sy].typ) || (sroom->doorct && ((sx == sroom->lx && doors[sh].x == sx-1) || (sx == sroom->hx && doors[sh].x == sx+1) || (sy == sroom->ly && doors[sh].y == sy-1) || (sy == sroom->hy && doors[sh].y == sy+1)))) continue; /* don't place monster on explicitly placed throne */ if(type == COURT && IS_THRONE(levl[sx][sy].typ)) continue; mon = makemon( (type == COURT) ? courtmon() : (type == BARRACKS) ? squadmon() : (type == MORGUE) ? morguemon() : (type == BEEHIVE) ? (sx == tx && sy == ty ? &mons[PM_QUEEN_BEE] : &mons[PM_KILLER_BEE]) : (type == LEPREHALL) ? &mons[PM_LEPRECHAUN] : (type == COCKNEST) ? &mons[PM_COCKATRICE] : (type == ANTHOLE) ? antholemon() : (struct permonst *) 0, sx, sy, NO_MM_FLAGS); if(mon) { mon->msleeping = 1; if (type==COURT && mon->mpeaceful) { mon->mpeaceful = 0; set_malign(mon); } } switch(type) { case ZOO: case LEPREHALL: if(sroom->doorct) { int distval = dist2(sx,sy,doors[sh].x,doors[sh].y); i = sq(distval); } else i = goldlim; if(i >= goldlim) i = 5*level_difficulty(); goldlim -= i; (void) mkgold((long) rn1(i, 10), sx, sy); break; case MORGUE: if(!rn2(5)) (void) mk_tt_object(CORPSE, sx, sy); if(!rn2(10)) /* lots of treasure buried with dead */ (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, sx, sy, true, false); if (!rn2(5)) make_grave(sx, sy, (char *)0); break; case BEEHIVE: if(!rn2(3)) (void) mksobj_at(LUMP_OF_ROYAL_JELLY, sx, sy, true, false); break; case BARRACKS: if(!rn2(20)) /* the payroll and some loot */ (void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, sx, sy, true, false); break; case COCKNEST: if(!rn2(3)) { struct obj *sobj = mk_tt_object(STATUE, sx, sy); if (sobj) { for (i = rn2(5); i; i--) (void) add_to_container(sobj, mkobj(RANDOM_CLASS, false)); sobj->owt = weight(sobj); } } break; case ANTHOLE: if(!rn2(3)) (void) mkobj_at(FOOD_CLASS, sx, sy, false); break; } } switch (type) { case COURT: { struct obj *chest; levl[tx][ty].typ = THRONE; (void) somexy(sroom, &mm); (void) mkgold((long) rn1(50 * level_difficulty(),10), mm.x, mm.y); /* the royal coffers */ chest = mksobj_at(CHEST, mm.x, mm.y, true, false); chest->spe = 2; /* so it can be found later */ level.flags.has_court = 1; break; } case BARRACKS: level.flags.has_barracks = 1; break; case ZOO: level.flags.has_zoo = 1; break; case MORGUE: level.flags.has_morgue = 1; break; case SWAMP: level.flags.has_swamp = 1; break; case BEEHIVE: level.flags.has_beehive = 1; break; } }
/* save bones and possessions of a deceased adventurer */ void savebones() { int fd; struct obj *otmp; struct trap *ttmp; struct monst *mtmp; if(dlevel <= 0 || dlevel > MAXLEVEL) return; if(!rn2(1 + dlevel/2)) return; /* not so many ghosts on low levels */ bones[6] = '0' + (dlevel/10); bones[7] = '0' + (dlevel%10); if((fd = open(bones, O_RDONLY)) >= 0){ (void) close(fd); return; } /* drop everything; the corpse's possessions are usually cursed */ otmp = invent; while(otmp){ otmp->ox = u.ux; otmp->oy = u.uy; otmp->age = 0; /* very long ago */ otmp->owornmask = 0; if(rn2(5)) otmp->cursed = 1; if(!otmp->nobj){ otmp->nobj = fobj; fobj = invent; invent = 0; /* superfluous */ break; } otmp = otmp->nobj; } if(!(mtmp = makemon(PM_GHOST, u.ux, u.uy))) return; mtmp->mx = u.ux; mtmp->my = u.uy; mtmp->msleep = 1; (void) strlcpy((char *) mtmp->mextra, plname, mtmp->mxlth); mkgold(somegold() + d(dlevel,30), u.ux, u.uy); for(mtmp = fmon; mtmp; mtmp = mtmp->nmon){ mtmp->m_id = 0; if(mtmp->mtame) { mtmp->mtame = 0; mtmp->mpeaceful = 0; } mtmp->mlstmv = 0; if(mtmp->mdispl) unpmon(mtmp); } for(ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) ttmp->tseen = 0; for(otmp = fobj; otmp; otmp = otmp->nobj) { otmp->o_id = 0; /* otmp->o_cnt_id = 0; - superfluous */ otmp->onamelth = 0; otmp->known = 0; otmp->invlet = 0; if(otmp->olet == AMULET_SYM && !otmp->spe) { otmp->spe = -1; /* no longer the actual amulet */ otmp->cursed = 1; /* flag as gotten from a ghost */ } } if((fd = open(bones, O_CREAT | O_TRUNC | O_WRONLY, FMASK)) < 0) return; savelev(fd,dlevel); (void) close(fd); }
void makelevel(void) { struct mkroom *croom, *troom; unsigned tryct; int x,y; nroom = 0; doorindex = 0; rooms[0].hx = -1; /* in case we are in a maze */ for(x=0; x<COLNO; x++) for(y=0; y<ROWNO; y++) levl[x][y] = zerorm; oinit(); /* assign level dependent obj probabilities */ if(dlevel >= rn1(3, 26)) { /* there might be several mazes */ makemaz(); return; } /* construct the rooms */ nroom = 0; secret = FALSE; makerooms(); /* construct stairs (up and down in different rooms if possible) */ croom = &rooms[rn2(nroom)]; xdnstair = somex(); ydnstair = somey(); levl[xdnstair][ydnstair].scrsym ='>'; levl[xdnstair][ydnstair].typ = STAIRS; if(nroom > 1) { troom = croom; croom = &rooms[rn2(nroom-1)]; if(croom >= troom) croom++; } xupstair = somex(); /* %% < and > might be in the same place */ yupstair = somey(); levl[xupstair][yupstair].scrsym ='<'; levl[xupstair][yupstair].typ = STAIRS; /* for each room: put things inside */ for(croom = rooms; croom->hx > 0; croom++) { /* put a sleeping monster inside */ /* Note: monster may be on the stairs. This cannot be avoided: maybe the player fell through a trapdoor while a monster was on the stairs. Conclusion: we have to check for monsters on the stairs anyway. */ if(!rn2(3)) makemon(NULL, somex(), somey()); /* put traps and mimics inside */ goldseen = FALSE; while(!rn2(8-(dlevel/6))) mktrap(0,0,croom); if(!goldseen && !rn2(3)) mkgold(0L,somex(),somey()); if(!rn2(3)) { mkobj_at(0, somex(), somey()); tryct = 0; while(!rn2(5)) { if(++tryct > 100){ printf("tryct overflow4\n"); break; } mkobj_at(0, somex(), somey()); } } } qsort((char *) rooms, nroom, sizeof(struct mkroom), comp); makecorridors(); make_niches(); /* make a secret treasure vault, not connected to the rest */ if(nroom <= (2*MAXNROFROOMS/3)) if(rn2(3)) { troom = &rooms[nroom]; secret = TRUE; if(makerooms()) { troom->rtype = VAULT; /* treasure vault */ for(x = troom->lx; x <= troom->hx; x++) for(y = troom->ly; y <= troom->hy; y++) mkgold((long)(rnd(dlevel*100) + 50), x, y); if(!rn2(3)) makevtele(); } } #ifndef QUEST #ifdef WIZARD if(wizard && getenv("SHOPTYPE")) mkshop(); else #endif /* WIZARD */ if(dlevel > 1 && dlevel < 20 && rn2(dlevel) < 3) mkshop(); else if(dlevel > 6 && !rn2(7)) mkzoo(ZOO); else if(dlevel > 9 && !rn2(5)) mkzoo(BEEHIVE); else if(dlevel > 11 && !rn2(6)) mkzoo(MORGUE); else if(dlevel > 18 && !rn2(6)) mkswamp(); #endif /* QUEST */ }
void makemaz() { int x,y; int zx,zy; coord mm; boolean al = (dlevel >= 30 && !flags.made_amulet); for(x = 2; x < COLNO-1; x++) for(y = 2; y < ROWNO-1; y++) levl[x][y].typ = (x%2 && y%2) ? 0 : HWALL; if(al) { struct monst *mtmp; zx = 2*(COLNO/4) - 1; zy = 2*(ROWNO/4) - 1; for(x = zx-2; x < zx+4; x++) for(y = zy-2; y <= zy+2; y++) { levl[x][y].typ = (y == zy-2 || y == zy+2 || x == zx-2 || x == zx+3) ? POOL : (y == zy-1 || y == zy+1 || x == zx-1 || x == zx+2) ? HWALL: ROOM; } (void) mkobj_at(AMULET_SYM, zx, zy); flags.made_amulet = 1; walkfrom(zx+4, zy); if ((mtmp = makemon(&hell_hound, zx, zy))) mtmp->msleep = 1; if ((mtmp = makemon(PM_WIZARD, zx+1, zy))) { mtmp->msleep = 1; flags.no_of_wizards = 1; } } else { mm = mazexy(); zx = mm.x; zy = mm.y; walkfrom(zx,zy); (void) mksobj_at(WAN_WISHING, zx, zy); (void) mkobj_at(ROCK_SYM, zx, zy); /* put a rock on top of it */ } for(x = 2; x < COLNO-1; x++) for(y = 2; y < ROWNO-1; y++) { switch(levl[x][y].typ) { case HWALL: levl[x][y].scrsym = '-'; break; case ROOM: levl[x][y].scrsym = '.'; break; } } for(x = rn1(8,11); x; x--) { mm = mazexy(); (void) mkobj_at(rn2(2) ? GEM_SYM : 0, mm.x, mm.y); } for(x = rn1(10,2); x; x--) { mm = mazexy(); (void) mkobj_at(ROCK_SYM, mm.x, mm.y); } mm = mazexy(); (void) makemon(PM_MINOTAUR, mm.x, mm.y); for(x = rn1(5,7); x; x--) { mm = mazexy(); (void) makemon((struct permonst *) 0, mm.x, mm.y); } for(x = rn1(6,7); x; x--) { mm = mazexy(); mkgold(0L,mm.x,mm.y); } for(x = rn1(6,7); x; x--) mktrap(0,1,(struct mkroom *) 0); mm = mazexy(); levl[(int)(xupstair = mm.x)][(int)(yupstair = mm.y)].scrsym = '<'; levl[(int)xupstair][(int)yupstair].typ = STAIRS; xdnstair = ydnstair = 0; }
void fill_zoo(struct level *lev, struct mkroom *sroom, enum rng rng) { struct monst *mon; int sx, sy, i; int sh, tx, ty, goldlim, type = sroom->rtype; int rmno = (sroom - lev->rooms) + ROOMOFFSET; coord mm; tx = ty = goldlim = 0; sh = sroom->fdoor; switch (type) { case COURT: if (lev->flags.is_maze_lev) { for (tx = sroom->lx; tx <= sroom->hx; tx++) for (ty = sroom->ly; ty <= sroom->hy; ty++) if (IS_THRONE(lev->locations[tx][ty].typ)) goto throne_placed; } i = 100; do { /* don't place throne on top of stairs */ somexy(lev, sroom, &mm, rng); tx = mm.x; ty = mm.y; } while (occupied(lev, tx, ty) && --i > 0); throne_placed: /* TODO: try to ensure the enthroned monster is an M2_PRINCE */ break; case BEEHIVE: tx = sroom->lx + (sroom->hx - sroom->lx + 1) / 2; ty = sroom->ly + (sroom->hy - sroom->ly + 1) / 2; if (sroom->irregular) { /* center might not be valid, so put queen elsewhere */ if ((int)lev->locations[tx][ty].roomno != rmno || lev->locations[tx][ty].edge) { somexy(lev, sroom, &mm, rng); tx = mm.x; ty = mm.y; } } break; case ZOO: case LEPREHALL: goldlim = 500 * level_difficulty(&lev->z); break; } for (sx = sroom->lx; sx <= sroom->hx; sx++) for (sy = sroom->ly; sy <= sroom->hy; sy++) { if (sroom->irregular) { if ((int)lev->locations[sx][sy].roomno != rmno || lev->locations[sx][sy].edge || (sroom->doorct && distmin(sx, sy, lev->doors[sh].x, lev->doors[sh].y) <= 1)) continue; } else if (!SPACE_POS(lev->locations[sx][sy].typ) || (sroom->doorct && ((sx == sroom->lx && lev->doors[sh].x == sx - 1) || (sx == sroom->hx && lev->doors[sh].x == sx + 1) || (sy == sroom->ly && lev->doors[sh].y == sy - 1) || (sy == sroom->hy && lev->doors[sh].y == sy + 1)))) continue; /* don't place monster on explicitly placed throne */ if (type == COURT && IS_THRONE(lev->locations[sx][sy].typ)) continue; mon = makemon((type == COURT) ? courtmon(&lev->z, rng) : (type == BARRACKS) ? squadmon(&lev->z) : (type == MORGUE) ? morguemon(&lev->z, rng) : (type == BEEHIVE) ? (sx == tx && sy == ty ? &mons[PM_QUEEN_BEE] : &mons[PM_KILLER_BEE]) : (type == LEPREHALL) ? &mons[PM_LEPRECHAUN] : (type == COCKNEST) ? &mons[PM_COCKATRICE] : (type == ANTHOLE) ? antholemon(&lev->z) : NULL, lev, sx, sy, rng == rng_main ? NO_MM_FLAGS : MM_ALLLEVRNG); if (mon) { mon->msleeping = 1; if (type == COURT && mon->mpeaceful) msethostility(mon, TRUE, TRUE); } switch (type) { case ZOO: case LEPREHALL: if (sroom->doorct) { int distval = dist2(sx, sy, lev->doors[sh].x, lev->doors[sh].y); i = sq(distval); } else i = goldlim; if (i >= goldlim) i = 5 * level_difficulty(&lev->z); goldlim -= i; mkgold(10 + rn2_on_rng(i, rng), lev, sx, sy, rng); break; case MORGUE: if (!rn2_on_rng(5, rng)) mk_tt_object(lev, CORPSE, sx, sy); if (!rn2_on_rng(10, rng)) /* lots of treasure */ mksobj_at(rn2_on_rng(3, rng) ? LARGE_BOX : CHEST, lev, sx, sy, TRUE, FALSE, rng); if (!rn2_on_rng(5, rng)) make_grave(lev, sx, sy, NULL); break; case BEEHIVE: if (!rn2_on_rng(3, rng)) mksobj_at(LUMP_OF_ROYAL_JELLY, lev, sx, sy, TRUE, FALSE, rng); break; case BARRACKS: if (!rn2_on_rng(20, rng)) /* the payroll and some loot */ mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, lev, sx, sy, TRUE, FALSE, rng); break; case COCKNEST: if (!rn2_on_rng(3, rng)) { struct obj *sobj = mk_tt_object(lev, STATUE, sx, sy); if (sobj) { for (i = rn2_on_rng(5, rng); i; i--) add_to_container(sobj, mkobj(lev, RANDOM_CLASS, FALSE, rng)); sobj->owt = weight(sobj); } } break; case ANTHOLE: if (!rn2_on_rng(3, rng)) mkobj_at(FOOD_CLASS, lev, sx, sy, FALSE, rng); break; } } if (type == COURT) { struct obj *chest; lev->locations[tx][ty].typ = THRONE; somexy(lev, sroom, &mm, rng); mkgold(10 + rn2_on_rng(50 * level_difficulty(&lev->z), rng), lev, mm.x, mm.y, rng); /* the royal coffers */ chest = mksobj_at(CHEST, lev, mm.x, mm.y, TRUE, FALSE, rng); chest->spe = 2; /* so it can be found later */ } }
void mkzoo() { struct mkroom *sroom; int sh; int sx; int sy; int i; int goldlim = 500 * dlevel; sroom = &rooms[0]; while(1) { if(sroom->hx < 0) { return; } if((sroom->lx <= xdnstair) && (xdnstair <= sroom->hx) && (sroom->ly <= ydnstair) && (ydnstair <= sroom->hy)) { ++sroom; continue; } if((sroom->lx <= xupstair) && (xupstair <= sroom->hx) && (sroom->ly <= yupstair) && (yupstair <= sroom->hx)) { ++sroom; continue; } if(sroom->doorct == 1) { break; } ++sroom; } sroom->rtype = 7; sh = sroom->fdoor; for(sx = sroom->lx; sx <= sroom->hx; ++sx) { for(sy = sroom->ly; sy <= sroom->hy; ++sy) { if(((sx == sroom->lx) && (doors[sh].x == (sx + 1))) || ((sx == sroom->hx) && (doors[sh].x == (sx + 1))) || ((sy == sroom->ly) && (doors[sh].y == (sy - 1))) || ((sy == sroom->hy) && (doors[sh].y == (sy + 1)))) { continue; } makemon((struct permonst *)0, sx, sy); i = sq(dist2(sx, sy, doors[sh].x, doors[sh].y)); if(i >= goldlim) { i = 5 * dlevel; } goldlim -= i; mkgold(10 + rn2(i), sx, sy); } } #ifdef WIZARD if(wizard) { printf("I made a zoo."); } #endif }