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Diffstat (limited to 'src/monster1.cc')
-rw-r--r-- | src/monster1.cc | 1671 |
1 files changed, 1671 insertions, 0 deletions
diff --git a/src/monster1.cc b/src/monster1.cc new file mode 100644 index 00000000..50c8c548 --- /dev/null +++ b/src/monster1.cc @@ -0,0 +1,1671 @@ +/* + * Copyright (c) 1989 James E. Wilson, Christopher J. Stuart + * + * 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 "monster1.hpp" + +#include "cave_type.hpp" +#include "game.hpp" +#include "monster2.hpp" +#include "monster_ego.hpp" +#include "monster_race.hpp" +#include "monster_race_flag.hpp" +#include "monster_spell_flag.hpp" +#include "player_type.hpp" +#include "util.hpp" +#include "variable.hpp" +#include "wilderness_map.hpp" +#include "wilderness_type_info.hpp" + +/* + * Pronoun arrays, by gender. + */ +static cptr wd_he[3] = { "it", "he", "she" }; +static cptr wd_his[3] = { "its", "his", "her" }; + + +/* + * Pluralizer. Args(count, singular, plural) + */ +#define plural(c,s,p) \ +(((c) == 1) ? (s) : (p)) + + + +/* + * Hack -- display monster information using "text_out()" + * + * Note that there is now a compiler option to only read the monster + * descriptions from the raw file when they are actually needed, which + * saves about 60K of memory at the cost of disk access during monster + * recall, which is optional to the user. + * + * This function should only be called with the cursor placed at the + * left edge of the screen, on a cleared line, in which the recall is + * to take place. One extra blank line is left after the recall. + */ +static void roff_aux(std::shared_ptr<monster_race const> r_ptr) +{ + bool_ old = FALSE; + bool_ sin = FALSE; + + int m, n, r; + + cptr p, q; + + bool_ breath = FALSE; + bool_ magic = FALSE; + + int vn = 0; + byte color[64]; + cptr vp[64]; + + /* Shorthand */ + auto const flags = r_ptr->flags; + monster_spell_flag_set spells = r_ptr->spells; + + /* Extract a gender (if applicable) */ + int msex = 0; + if (flags & RF_FEMALE) + { + msex = 2; + } + else if (flags & RF_MALE) + { + msex = 1; + } + + /* Treat uniques differently */ + if (flags & RF_UNIQUE) + { + if (r_ptr->max_num == 0) + { + text_out("You have slain this foe. "); + } + } + + /* Normal monsters */ + else + { + /* Killed some this life */ + if (r_ptr->r_pkills) + { + text_out("You have killed at least "); + text_out_c(TERM_L_GREEN, format("%d", r_ptr->r_pkills)); + text_out(" of these creatures. "); + } + + /* Killed none */ + else + { + text_out("No battles to the death are recalled. "); + } + } + + + /* Descriptions */ + { + text_out(r_ptr->text); + text_out(" "); + } + + + /* Nothing yet */ + old = FALSE; + + /* Describe location */ + if (r_ptr->flags & RF_PET) + { + text_out(format("%^s is ", wd_he[msex])); + text_out_c(TERM_L_BLUE, "friendly"); + text_out(" to you"); + old = TRUE; + } + + /* Describe location */ + if (r_ptr->level == 0) + { + if (old) + text_out(", "); + else + text_out(format("%^s ", wd_he[msex])); + text_out_c(TERM_L_GREEN, "lives in the town or the wilderness"); + old = TRUE; + } + else + { + if (old) + text_out(", "); + else + text_out(format("%^s ", wd_he[msex])); + + text_out(format("is normally found on level ", wd_he[msex])); + if (dun_level < r_ptr->level) /* out of depth monster */ + { + text_out_c(TERM_L_RED, format("%d", r_ptr->level)); + } + else + { + text_out_c(TERM_L_GREEN, format("%d", r_ptr->level)); + } + + old = TRUE; + } + + + /* Describe movement */ + { + /* Introduction */ + if (old) + { + text_out(", and "); + } + else + { + text_out(format("%^s ", wd_he[msex])); + old = TRUE; + } + text_out("moves"); + + /* Random-ness */ + if ((flags & RF_RAND_50) || (flags & RF_RAND_25)) + { + /* Adverb */ + if ((flags & RF_RAND_50) && (flags & RF_RAND_25)) + { + text_out(" extremely"); + } + else if (flags & RF_RAND_50) + { + text_out(" somewhat"); + } + else if (flags & RF_RAND_25) + { + text_out(" a bit"); + } + + /* Adjective */ + text_out(" erratically"); + + /* Hack -- Occasional conjunction */ + if (r_ptr->speed != 110) text_out(", and"); + } + + /* Speed */ + if (r_ptr->speed > 110) + { + if (r_ptr->speed > 130) text_out_c(TERM_RED, " incredibly"); + else if (r_ptr->speed > 120) text_out_c(TERM_ORANGE, " very"); + text_out_c(TERM_L_RED, " quickly"); + } + else if (r_ptr->speed < 110) + { + if (r_ptr->speed < 90) text_out_c(TERM_L_GREEN, " incredibly"); + else if (r_ptr->speed < 100) text_out_c(TERM_BLUE, " very"); + text_out_c(TERM_L_BLUE, " slowly"); + } + else + { + text_out(" at normal speed"); + } + } + + /* The code above includes "attack speed" */ + if (flags & RF_NEVER_MOVE) + { + /* Introduce */ + if (old) + { + text_out(", but "); + } + else + { + text_out(format("%^s ", wd_he[msex])); + old = TRUE; + } + + /* Describe */ + text_out("does not deign to chase intruders"); + } + + /* End this sentence */ + if (old) + { + text_out(". "); + old = FALSE; + } + + + /* Describe experience if known */ + { + /* Introduction */ + if (flags & RF_UNIQUE) + { + text_out("Killing this"); + } + else + { + text_out("A kill of this"); + } + + /* Describe the "quality" */ + if (flags & RF_ELDRITCH_HORROR) text_out_c(TERM_VIOLET, " sanity-blasting"); + if (flags & RF_ANIMAL) text_out_c(TERM_VIOLET, " natural"); + if (flags & RF_EVIL) text_out_c(TERM_VIOLET, " evil"); + if (flags & RF_GOOD) text_out_c(TERM_VIOLET, " good"); + if (flags & RF_UNDEAD) text_out_c(TERM_VIOLET, " undead"); + + /* Describe the "race" */ + if (flags & RF_DRAGON) text_out_c(TERM_VIOLET, " dragon"); + else if (flags & RF_DEMON) text_out_c(TERM_VIOLET, " demon"); + else if (flags & RF_GIANT) text_out_c(TERM_VIOLET, " giant"); + else if (flags & RF_TROLL) text_out_c(TERM_VIOLET, " troll"); + else if (flags & RF_ORC) text_out_c(TERM_VIOLET, " orc"); + else if (flags & RF_THUNDERLORD)text_out_c(TERM_VIOLET, " Thunderlord"); + else if (flags & RF_SPIDER) text_out_c(TERM_VIOLET, " spider"); + else if (flags & RF_NAZGUL) text_out_c(TERM_VIOLET, " Nazgul"); + else text_out(" creature"); + + /* Group some variables */ + if (TRUE) + { + long i, j; + + /* calculate the integer exp part */ + i = static_cast<long>(r_ptr->mexp) * r_ptr->level / p_ptr->lev; + + /* calculate the fractional exp part scaled by 100, */ + /* must use long arithmetic to avoid overflow */ + j = (((static_cast<long>(r_ptr->mexp) * r_ptr->level % p_ptr->lev) * + 1000L / p_ptr->lev + 5) / 10); + + /* Mention the experience */ + text_out(" is worth "); + text_out_c(TERM_ORANGE, format("%ld.%02ld", i, j)); + text_out(" point"); + text_out(((i == 1) && (j == 0)) ? "" : "s"); + + /* Take account of annoying English */ + p = "th"; + i = p_ptr->lev % 10; + if ((p_ptr->lev / 10) == 1) /* nothing */; + else if (i == 1) p = "st"; + else if (i == 2) p = "nd"; + else if (i == 3) p = "rd"; + + /* Take account of "leading vowels" in numbers */ + q = ""; + i = p_ptr->lev; + if ((i == 8) || (i == 11) || (i == 18)) q = "n"; + + /* Mention the dependance on the player's level */ + text_out(format(" for a%s %lu%s level character. ", + q, i, p)); + } + } + + if ((flags & RF_AURA_FIRE) && (flags & RF_AURA_ELEC)) + { + text_out(format("%^s is surrounded by ", wd_he[msex])); + text_out_c(TERM_VIOLET, "flames and electricity"); + text_out(". "); + } + else if (flags & RF_AURA_FIRE) + { + text_out(format("%^s is surrounded by ", wd_he[msex])); + text_out_c(TERM_ORANGE, "flames"); + text_out(". "); + } + else if (flags & RF_AURA_ELEC) + { + text_out(format("%^s is surrounded by ", wd_he[msex])); + text_out_c(TERM_L_BLUE, "electricity"); + text_out(". "); + } + + if (flags & RF_REFLECTING) + { + text_out(format("%^s ", wd_he[msex])); + text_out_c(TERM_L_UMBER, "reflects"); + text_out(" bolt spells. "); + } + + + /* Describe escorts */ + if ((flags & RF_ESCORT) || (flags & RF_ESCORTS)) + { + text_out(format("%^s usually appears with escorts. ", + wd_he[msex])); + } + + /* Describe friends */ + else if ((flags & RF_FRIEND) || (flags & RF_FRIENDS)) + { + text_out(format("%^s usually appears in groups. ", + wd_he[msex])); + } + + + /* Collect inate attacks */ + vn = 0; + if (spells & SF_SHRIEK) vp[vn++] = "shriek for help"; + if (spells & SF_ROCKET) vp[vn++] = "shoot a rocket"; + if (spells & SF_ARROW_1) vp[vn++] = "fire an arrow"; + if (spells & SF_ARROW_2) vp[vn++] = "fire arrows"; + if (spells & SF_ARROW_3) vp[vn++] = "fire a missile"; + if (spells & SF_ARROW_4) vp[vn++] = "fire missiles"; + + /* Describe inate attacks */ + if (vn) + { + /* Intro */ + text_out(format("%^s", wd_he[msex])); + + /* Scan */ + for (n = 0; n < vn; n++) + { + /* Intro */ + if (n == 0) text_out(" may "); + else if (n < vn - 1) text_out(", "); + else text_out(" or "); + + /* Dump */ + text_out_c(TERM_YELLOW, vp[n]); + } + + /* End */ + text_out(". "); + } + + + /* Collect breaths */ + vn = 0; + if (spells & SF_BR_ACID) vp[vn++] = "acid"; + if (spells & SF_BR_ELEC) vp[vn++] = "lightning"; + if (spells & SF_BR_FIRE) vp[vn++] = "fire"; + if (spells & SF_BR_COLD) vp[vn++] = "frost"; + if (spells & SF_BR_POIS) vp[vn++] = "poison"; + if (spells & SF_BR_NETH) vp[vn++] = "nether"; + if (spells & SF_BR_LITE) vp[vn++] = "light"; + if (spells & SF_BR_DARK) vp[vn++] = "darkness"; + if (spells & SF_BR_CONF) vp[vn++] = "confusion"; + if (spells & SF_BR_SOUN) vp[vn++] = "sound"; + if (spells & SF_BR_CHAO) vp[vn++] = "chaos"; + if (spells & SF_BR_DISE) vp[vn++] = "disenchantment"; + if (spells & SF_BR_NEXU) vp[vn++] = "nexus"; + if (spells & SF_BR_TIME) vp[vn++] = "time"; + if (spells & SF_BR_INER) vp[vn++] = "inertia"; + if (spells & SF_BR_GRAV) vp[vn++] = "gravity"; + if (spells & SF_BR_SHAR) vp[vn++] = "shards"; + if (spells & SF_BR_PLAS) vp[vn++] = "plasma"; + if (spells & SF_BR_WALL) vp[vn++] = "force"; + if (spells & SF_BR_MANA) vp[vn++] = "mana"; + if (spells & SF_BR_NUKE) vp[vn++] = "toxic waste"; + if (spells & SF_BR_DISI) vp[vn++] = "disintegration"; + + /* Describe breaths */ + if (vn) + { + /* Note breath */ + breath = TRUE; + + /* Intro */ + text_out(format("%^s", wd_he[msex])); + + /* Scan */ + for (n = 0; n < vn; n++) + { + /* Intro */ + if (n == 0) text_out(" may breathe "); + else if (n < vn - 1) text_out(", "); + else text_out(" or "); + + /* Dump */ + text_out_c(TERM_YELLOW, vp[n]); + } + } + + + /* Collect spells */ + vn = 0; + if (spells & SF_BA_ACID) vp[vn++] = "produce acid balls"; + if (spells & SF_BA_ELEC) vp[vn++] = "produce lightning balls"; + if (spells & SF_BA_FIRE) vp[vn++] = "produce fire balls"; + if (spells & SF_BA_COLD) vp[vn++] = "produce frost balls"; + if (spells & SF_BA_POIS) vp[vn++] = "produce poison balls"; + if (spells & SF_BA_NETH) vp[vn++] = "produce nether balls"; + if (spells & SF_BA_WATE) vp[vn++] = "produce water balls"; + if (spells & SF_BA_NUKE) vp[vn++] = "produce balls of radiation"; + if (spells & SF_BA_MANA) vp[vn++] = "invoke mana storms"; + if (spells & SF_BA_DARK) vp[vn++] = "invoke darkness storms"; + if (spells & SF_BA_CHAO) vp[vn++] = "invoke raw chaos"; + if (spells & SF_HAND_DOOM) vp[vn++] = "invoke the Hand of Doom"; + if (spells & SF_DRAIN_MANA) vp[vn++] = "drain mana"; + if (spells & SF_MIND_BLAST) vp[vn++] = "cause mind blasting"; + if (spells & SF_BRAIN_SMASH) vp[vn++] = "cause brain smashing"; + if (spells & (SF_CAUSE_1)) vp[vn++] = "cause light wounds and cursing"; + if (spells & (SF_CAUSE_2)) vp[vn++] = "cause serious wounds and cursing"; + if (spells & (SF_CAUSE_3)) vp[vn++] = "cause critical wounds and cursing"; + if (spells & (SF_CAUSE_4)) vp[vn++] = "cause mortal wounds"; + if (spells & SF_BO_ACID) vp[vn++] = "produce acid bolts"; + if (spells & SF_BO_ELEC) vp[vn++] = "produce lightning bolts"; + if (spells & SF_BO_FIRE) vp[vn++] = "produce fire bolts"; + if (spells & SF_BO_COLD) vp[vn++] = "produce frost bolts"; + if (spells & SF_BO_POIS) vp[vn++] = "produce poison bolts"; + if (spells & SF_BO_NETH) vp[vn++] = "produce nether bolts"; + if (spells & SF_BO_WATE) vp[vn++] = "produce water bolts"; + if (spells & SF_BO_MANA) vp[vn++] = "produce mana bolts"; + if (spells & SF_BO_PLAS) vp[vn++] = "produce plasma bolts"; + if (spells & SF_BO_ICEE) vp[vn++] = "produce ice bolts"; + if (spells & SF_MISSILE) vp[vn++] = "produce magic missiles"; + if (spells & SF_SCARE) vp[vn++] = "terrify"; + if (spells & SF_BLIND) vp[vn++] = "blind"; + if (spells & SF_CONF) vp[vn++] = "confuse"; + if (spells & SF_SLOW) vp[vn++] = "slow"; + if (spells & SF_HOLD) vp[vn++] = "paralyze"; + if (spells & SF_HASTE) vp[vn++] = "haste-self"; + if (spells & SF_HEAL) vp[vn++] = "heal-self"; + if (spells & SF_BLINK) vp[vn++] = "blink-self"; + if (spells & SF_TPORT) vp[vn++] = "teleport-self"; + if (spells & SF_S_BUG) vp[vn++] = "summon software bugs"; + if (spells & SF_S_RNG) vp[vn++] = "summon RNG"; + if (spells & SF_TELE_TO) vp[vn++] = "teleport to"; + if (spells & SF_TELE_AWAY) vp[vn++] = "teleport away"; + if (spells & SF_TELE_LEVEL) vp[vn++] = "teleport level"; + if (spells & SF_S_THUNDERLORD) vp[vn++] = "summon a Thunderlord"; + if (spells & SF_DARKNESS) vp[vn++] = "create darkness"; + if (spells & SF_FORGET) vp[vn++] = "cause amnesia"; + if (spells & SF_RAISE_DEAD) vp[vn++] = "raise dead"; + if (spells & SF_S_MONSTER) vp[vn++] = "summon a monster"; + if (spells & SF_S_MONSTERS) vp[vn++] = "summon monsters"; + if (spells & SF_S_KIN) vp[vn++] = "summon aid"; + if (spells & SF_S_ANT) vp[vn++] = "summon ants"; + if (spells & SF_S_SPIDER) vp[vn++] = "summon spiders"; + if (spells & SF_S_HOUND) vp[vn++] = "summon hounds"; + if (spells & SF_S_HYDRA) vp[vn++] = "summon hydras"; + if (spells & SF_S_ANGEL) vp[vn++] = "summon an angel"; + if (spells & SF_S_DEMON) vp[vn++] = "summon a demon"; + if (spells & SF_S_UNDEAD) vp[vn++] = "summon an undead"; + if (spells & SF_S_DRAGON) vp[vn++] = "summon a dragon"; + if (spells & SF_S_ANIMAL) vp[vn++] = "summon animal"; + if (spells & SF_S_ANIMALS) vp[vn++] = "summon animals"; + if (spells & SF_S_HI_UNDEAD) vp[vn++] = "summon Greater Undead"; + if (spells & SF_S_HI_DRAGON) vp[vn++] = "summon Ancient Dragons"; + if (spells & SF_S_HI_DEMON) vp[vn++] = "summon Greater Demons"; + if (spells & SF_S_WRAITH) vp[vn++] = "summon Ringwraith"; + if (spells & SF_S_UNIQUE) vp[vn++] = "summon Unique Monsters"; + + /* Describe spells */ + if (vn) + { + /* Note magic */ + magic = TRUE; + + /* Intro */ + if (breath) + { + text_out(", and is also"); + } + else + { + text_out(format("%^s is", wd_he[msex])); + } + + /* Verb Phrase */ + text_out(" magical, casting spells"); + + /* Adverb */ + if (flags & RF_SMART) text_out_c(TERM_YELLOW, " intelligently"); + + /* Scan */ + for (n = 0; n < vn; n++) + { + /* Intro */ + if (n == 0) text_out(" which "); + else if (n < vn - 1) text_out(", "); + else text_out(" or "); + + /* Dump */ + text_out_c(TERM_YELLOW, vp[n]); + } + } + + + /* End the sentence about inate/other spells */ + if (breath || magic) + { + /* Average frequency */ + n = (r_ptr->freq_inate + r_ptr->freq_spell) / 2; + + /* Describe the spell frequency */ + text_out("; "); + text_out_c(TERM_L_GREEN, "1"); + text_out(" time in "); + text_out_c(TERM_L_GREEN, format("%d", 100 / n)); + + /* End this sentence */ + text_out(". "); + } + + + /* Describe monster "toughness" */ + { + /* Armor */ + text_out(format("%^s has an armor rating of ", wd_he[msex])); + text_out_c(TERM_L_GREEN, format("%d", r_ptr->ac)); + + /* Maximized hitpoints */ + if (flags & RF_FORCE_MAXHP) + { + text_out(" and a life rating of "); + text_out_c(TERM_L_GREEN, format("%d", r_ptr->hdice * r_ptr->hside)); + text_out(". "); + } + + /* Variable hitpoints */ + else + { + text_out(" and a life rating of "); + text_out_c(TERM_L_GREEN, format("%dd%d", r_ptr->hdice, r_ptr->hside)); + text_out(". "); + } + } + + + + /* Collect special abilities. */ + vn = 0; + if (flags & RF_OPEN_DOOR) vp[vn++] = "open doors"; + if (flags & RF_BASH_DOOR) vp[vn++] = "bash down doors"; + if (flags & RF_PASS_WALL) vp[vn++] = "pass through walls"; + if (flags & RF_KILL_WALL) vp[vn++] = "bore through walls"; + if (flags & RF_MOVE_BODY) vp[vn++] = "push past weaker monsters"; + if (flags & RF_KILL_BODY) vp[vn++] = "destroy weaker monsters"; + if (flags & RF_TAKE_ITEM) vp[vn++] = "pick up objects"; + if (flags & RF_KILL_ITEM) vp[vn++] = "destroy objects"; + if (flags & RF_HAS_LITE) vp[vn++] = "illuminate the dungeon"; + + /* Describe special abilities. */ + if (vn) + { + /* Intro */ + text_out(format("%^s", wd_he[msex])); + + /* Scan */ + for (n = 0; n < vn; n++) + { + /* Intro */ + if (n == 0) text_out(" can "); + else if (n < vn - 1) text_out(", "); + else text_out(" and "); + + /* Dump */ + text_out(vp[n]); + } + + /* End */ + text_out(". "); + } + + + /* Describe special abilities. */ + if (flags & RF_INVISIBLE) + { + text_out_c(TERM_GREEN, format("%^s is invisible. ", wd_he[msex])); + } + if (flags & RF_COLD_BLOOD) + { + text_out(format("%^s is cold blooded. ", wd_he[msex])); + } + if (flags & RF_EMPTY_MIND) + { + text_out(format("%^s is not detected by telepathy. ", wd_he[msex])); + } + if (flags & RF_WEIRD_MIND) + { + text_out(format("%^s is rarely detected by telepathy. ", wd_he[msex])); + } + if (spells & SF_MULTIPLY) + { + text_out_c(TERM_L_UMBER, format("%^s breeds explosively. ", wd_he[msex])); + } + if (flags & RF_REGENERATE) + { + text_out_c(TERM_L_WHITE, format("%^s regenerates quickly. ", wd_he[msex])); + } + + if (r_ptr->flags & RF_MORTAL) + { + text_out_c(TERM_RED, format("%^s is a mortal being. ", wd_he[msex])); + } + else + { + text_out_c(TERM_L_BLUE, format("%^s is an immortal being. ", wd_he[msex])); + } + + + /* Collect susceptibilities */ + vn = 0; + if (flags & RF_HURT_ROCK) + { + vp[vn++] = "rock remover"; + color[vn - 1] = TERM_UMBER; + } + if (flags & RF_HURT_LITE) + { + vp[vn++] = "bright light"; + color[vn - 1] = TERM_YELLOW; + } + if (flags & RF_SUSCEP_FIRE) + { + vp[vn++] = "fire"; + color[vn - 1] = TERM_RED; + } + if (flags & RF_SUSCEP_COLD) + { + vp[vn++] = "cold"; + color[vn - 1] = TERM_L_WHITE; + } + if (flags & RF_SUSCEP_ACID) + { + vp[vn++] = "acid"; + color[vn - 1] = TERM_GREEN; + } + if (flags & RF_SUSCEP_ELEC) + { + vp[vn++] = "lightning"; + color[vn - 1] = TERM_L_BLUE; + } + if (flags & RF_SUSCEP_POIS) + { + vp[vn++] = "poison"; + color[vn - 1] = TERM_L_GREEN; + } + + /* Describe susceptibilities */ + if (vn) + { + /* Intro */ + text_out(format("%^s", wd_he[msex])); + + /* Scan */ + for (n = 0; n < vn; n++) + { + /* Intro */ + if (n == 0) text_out(" is hurt by "); + else if (n < vn - 1) text_out(", "); + else text_out(" and "); + + /* Dump */ + text_out_c(color[n], vp[n]); + } + + /* End */ + text_out(". "); + } + + + /* Collect immunities */ + vn = 0; + if (flags & RF_IM_ACID) + { + vp[vn++] = "acid"; + color[vn - 1] = TERM_L_GREEN; + } + if (flags & RF_IM_ELEC) + { + vp[vn++] = "lightning"; + color[vn - 1] = TERM_L_BLUE; + } + if (flags & RF_IM_FIRE) + { + vp[vn++] = "fire"; + color[vn - 1] = TERM_L_RED; + } + if (flags & RF_IM_COLD) + { + vp[vn++] = "cold"; + color[vn - 1] = TERM_L_BLUE; + } + if (flags & RF_IM_POIS) + { + vp[vn++] = "poison"; + color[vn - 1] = TERM_L_GREEN; + } + + /* Describe immunities */ + if (vn) + { + /* Intro */ + text_out(format("%^s", wd_he[msex])); + + /* Scan */ + for (n = 0; n < vn; n++) + { + /* Intro */ + if (n == 0) text_out(" resists "); + else if (n < vn - 1) text_out(", "); + else text_out(" and "); + + /* Dump */ + text_out_c(color[n], vp[n]); + } + + /* End */ + text_out(". "); + } + + + /* Collect resistances */ + vn = 0; + if (flags & RF_RES_NETH) vp[vn++] = "nether"; + if (flags & RF_RES_WATE) vp[vn++] = "water"; + if (flags & RF_RES_PLAS) vp[vn++] = "plasma"; + if (flags & RF_RES_NEXU) vp[vn++] = "nexus"; + if (flags & RF_RES_DISE) vp[vn++] = "disenchantment"; + if (flags & RF_RES_TELE) vp[vn++] = "teleportation"; + + /* Describe resistances */ + if (vn) + { + /* Intro */ + text_out(format("%^s", wd_he[msex])); + + /* Scan */ + for (n = 0; n < vn; n++) + { + /* Intro */ + if (n == 0) text_out(" resists "); + else if (n < vn - 1) text_out(", "); + else text_out(" and "); + + /* Dump */ + text_out_c(TERM_L_BLUE, vp[n]); + } + + /* End */ + text_out(". "); + } + + + /* Collect non-effects */ + vn = 0; + if (flags & RF_NO_STUN) vp[vn++] = "stunned"; + if (flags & RF_NO_FEAR) vp[vn++] = "frightened"; + if (flags & RF_NO_CONF) vp[vn++] = "confused"; + if (flags & RF_NO_SLEEP) vp[vn++] = "slept"; + + /* Describe non-effects */ + if (vn) + { + /* Intro */ + text_out(format("%^s", wd_he[msex])); + + /* Scan */ + for (n = 0; n < vn; n++) + { + /* Intro */ + if (n == 0) text_out(" cannot be "); + else if (n < vn - 1) text_out(", "); + else text_out(" or "); + + /* Dump */ + text_out(vp[n]); + } + + /* End */ + text_out(". "); + } + + + /* How aware is it? */ + { + cptr act; + + if (r_ptr->sleep > 200) + { + act = "prefers to ignore"; + } + else if (r_ptr->sleep > 95) + { + act = "pays very little attention to"; + } + else if (r_ptr->sleep > 75) + { + act = "pays little attention to"; + } + else if (r_ptr->sleep > 45) + { + act = "tends to overlook"; + } + else if (r_ptr->sleep > 25) + { + act = "takes quite a while to see"; + } + else if (r_ptr->sleep > 10) + { + act = "takes a while to see"; + } + else if (r_ptr->sleep > 5) + { + act = "is fairly observant of"; + } + else if (r_ptr->sleep > 3) + { + act = "is observant of"; + } + else if (r_ptr->sleep > 1) + { + act = "is very observant of"; + } + else if (r_ptr->sleep > 0) + { + act = "is vigilant for"; + } + else + { + act = "is ever vigilant for"; + } + + text_out(format("%^s %s intruders, which %s may notice from %d feet. ", + wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)); + } + + + /* Drops gold and/or items */ + { + /* Calculate drops */ + byte drop_gold; + byte drop_item; + + drop_gold = drop_item = + (((r_ptr->flags & RF_DROP_4D2) ? 8 : 0) + + ((r_ptr->flags & RF_DROP_3D2) ? 6 : 0) + + ((r_ptr->flags & RF_DROP_2D2) ? 4 : 0) + + ((r_ptr->flags & RF_DROP_1D2) ? 2 : 0) + + ((r_ptr->flags & RF_DROP_90) ? 1 : 0) + + ((r_ptr->flags & RF_DROP_60) ? 1 : 0)); + + if (r_ptr->flags & RF_ONLY_GOLD) drop_item = 0; + if (r_ptr->flags & RF_ONLY_ITEM) drop_gold = 0; + + /* No "n" needed */ + sin = FALSE; + + /* Count maximum drop */ + n = MAX(drop_gold, drop_item); + + /* Intro text */ + if (n == 0) + { + text_out(format("%^s carries no items", wd_he[msex])); + + } + else if (n == 1) + { + text_out(format("%^s may carry a", wd_he[msex])); + sin = TRUE; + } + else if (n == 2) + { + text_out(format("%^s may carry one or two", wd_he[msex])); + } + else + { + text_out(format("%^s may carry up to %d", wd_he[msex], n)); + } + + + /* Great */ + if (flags & RF_DROP_GREAT) + { + p = " exceptional"; + } + + /* Good (no "n" needed) */ + else if (flags & RF_DROP_GOOD) + { + p = " good"; + sin = FALSE; + } + + /* Okay */ + else + { + p = NULL; + } + + + /* Objects */ + if (drop_item) + { + /* Handle singular "an" */ + if (sin) text_out("n"); + sin = FALSE; + + /* Dump "object(s)" */ + if (p) text_out_c(TERM_ORANGE, p); + text_out(" object"); + if (n != 1) text_out("s"); + + /* Conjunction replaces variety, if needed for "gold" below */ + p = " or"; + } + + /* Treasures */ + if (drop_gold) + { + /* Cancel prefix */ + if (!p) sin = FALSE; + + /* Handle singular "an" */ + if (sin) text_out("n"); + sin = FALSE; + + /* Dump "treasure(s)" */ + if (p) text_out(p); + text_out(" treasure"); + if (n != 1) text_out("s"); + } + + /* End this sentence */ + text_out(". "); + } + + + /* Count the number of attacks */ + for (n = 0, m = 0; m < 4; m++) + { + /* Skip non-attacks */ + if (!r_ptr->blow[m].method) continue; + + /* Count known attacks */ + n++; + } + + /* Examine the actual attacks */ + for (r = 0, m = 0; m < 4; m++) + { + /* Skip non-attacks */ + if (!r_ptr->blow[m].method) continue; + + /* Extract the attack info */ + int method = r_ptr->blow[m].method; + int effect = r_ptr->blow[m].effect; + int d1 = r_ptr->blow[m].d_dice; + int d2 = r_ptr->blow[m].d_side; + + + /* No method yet */ + p = NULL; + + /* Acquire the method */ + switch (method) + { + case RBM_HIT: + p = "hit"; + break; + case RBM_TOUCH: + p = "touch"; + break; + case RBM_PUNCH: + p = "punch"; + break; + case RBM_KICK: + p = "kick"; + break; + case RBM_CLAW: + p = "claw"; + break; + case RBM_BITE: + p = "bite"; + break; + case RBM_STING: + p = "sting"; + break; + case RBM_XXX1: + break; + case RBM_BUTT: + p = "butt"; + break; + case RBM_CRUSH: + p = "crush"; + break; + case RBM_ENGULF: + p = "engulf"; + break; + case RBM_CHARGE: + p = "charge"; + break; + case RBM_CRAWL: + p = "crawl on you"; + break; + case RBM_DROOL: + p = "drool on you"; + break; + case RBM_SPIT: + p = "spit"; + break; + case RBM_EXPLODE: + p = "explode"; + break; + case RBM_GAZE: + p = "gaze"; + break; + case RBM_WAIL: + p = "wail"; + break; + case RBM_SPORE: + p = "release spores"; + break; + case RBM_XXX4: + break; + case RBM_BEG: + p = "beg"; + break; + case RBM_INSULT: + p = "insult"; + break; + case RBM_MOAN: + p = "moan"; + break; + case RBM_SHOW: + p = "sing"; + break; + } + + + /* Default effect */ + q = NULL; + + /* Acquire the effect */ + switch (effect) + { + case RBE_HURT: + q = "attack"; + break; + case RBE_POISON: + q = "poison"; + break; + case RBE_UN_BONUS: + q = "disenchant"; + break; + case RBE_UN_POWER: + q = "drain charges"; + break; + case RBE_EAT_GOLD: + q = "steal gold"; + break; + case RBE_EAT_ITEM: + q = "steal items"; + break; + case RBE_EAT_FOOD: + q = "eat your food"; + break; + case RBE_EAT_LITE: + q = "absorb light"; + break; + case RBE_ACID: + q = "shoot acid"; + break; + case RBE_ELEC: + q = "electrocute"; + break; + case RBE_FIRE: + q = "burn"; + break; + case RBE_COLD: + q = "freeze"; + break; + case RBE_BLIND: + q = "blind"; + break; + case RBE_CONFUSE: + q = "confuse"; + break; + case RBE_TERRIFY: + q = "terrify"; + break; + case RBE_PARALYZE: + q = "paralyze"; + break; + case RBE_LOSE_STR: + q = "reduce strength"; + break; + case RBE_LOSE_INT: + q = "reduce intelligence"; + break; + case RBE_LOSE_WIS: + q = "reduce wisdom"; + break; + case RBE_LOSE_DEX: + q = "reduce dexterity"; + break; + case RBE_LOSE_CON: + q = "reduce constitution"; + break; + case RBE_LOSE_CHR: + q = "reduce charisma"; + break; + case RBE_LOSE_ALL: + q = "reduce all stats"; + break; + case RBE_SHATTER: + q = "shatter"; + break; + case RBE_EXP_10: + q = "lower experience (by 10d6+)"; + break; + case RBE_EXP_20: + q = "lower experience (by 20d6+)"; + break; + case RBE_EXP_40: + q = "lower experience (by 40d6+)"; + break; + case RBE_EXP_80: + q = "lower experience (by 80d6+)"; + break; + case RBE_DISEASE: + q = "disease"; + break; + case RBE_TIME: + q = "time"; + break; + case RBE_SANITY: + q = "blast sanity"; + break; + case RBE_HALLU: + q = "cause hallucinations"; + break; + case RBE_PARASITE: + q = "parasite"; + break; + } + + + /* Introduce the attack description */ + if (!r) + { + text_out(format("%^s can ", wd_he[msex])); + } + else if (r < n - 1) + { + text_out(", "); + } + else + { + text_out(", and "); + } + + + /* Hack -- force a method */ + if (!p) p = "do something weird"; + + /* Describe the method */ + text_out(p); + + + /* Describe the effect (if any) */ + if (q) + { + /* Describe the attack type */ + text_out(" to "); + text_out_c(TERM_YELLOW, q); + + /* Describe damage (if known) */ + if (d1 && d2) + { + /* Display the damage */ + text_out(" with damage"); + text_out_c(TERM_L_GREEN, format(" %dd%d", d1, d2)); + } + } + + + /* Count the attacks as printed */ + r++; + } + + /* Finish sentence above */ + if (r) + { + text_out(". "); + } + + /* Notice lack of attacks */ + else if (flags & RF_NEVER_BLOW) + { + text_out(format("%^s has no physical attacks. ", wd_he[msex])); + } + + /* Or describe the lack of knowledge */ + else + { + text_out(format("Nothing is known about %s attack. ", wd_his[msex])); + } + + + /* All done */ + text_out("\n"); +} + +/* + * Hack -- Display the "name" and "attr/chars" of a monster race + */ +static void roff_name(int r_idx, int ego) +{ + const auto &re_info = game->edit_data.re_info; + + const auto r_ptr = race_info_idx(r_idx, ego); + + /* Access the chars */ + const char c1 = r_ptr->d_char; + const char c2 = r_ptr->x_char; + + /* Access the attrs */ + const byte a1 = r_ptr->d_attr; + const byte a2 = r_ptr->x_attr; + + /* A title (use "The" for non-uniques) */ + if (!(r_ptr->flags & RF_UNIQUE)) + { + Term_addstr( -1, TERM_WHITE, "The "); + } + + /* Dump the name */ + if (ego) + { + if (re_info[ego].before) + { + Term_addstr( -1, TERM_WHITE, format("%s %s", re_info[ego].name, r_ptr->name)); + } + else + { + Term_addstr( -1, TERM_WHITE, format("%s %s", r_ptr->name, re_info[ego].name)); + } + } + else + { + Term_addstr( -1, TERM_WHITE, r_ptr->name); + } + + /* Append the "standard" attr/char info */ + Term_addstr( -1, TERM_WHITE, " ('"); + Term_addch(a1, c1); + Term_addstr( -1, TERM_WHITE, "')"); + + /* Append the "optional" attr/char info */ + Term_addstr( -1, TERM_WHITE, "/('"); + Term_addch(a2, c2); + Term_addstr( -1, TERM_WHITE, "'):"); +} + +/* + * Hack -- Display the "name" and "attr/chars" of a monster race on top + */ +static void roff_top(int r_idx, int ego) +{ + /* Clear the top line */ + Term_erase(0, 0, 255); + + /* Reset the cursor */ + Term_gotoxy(0, 0); + + roff_name(r_idx, ego); +} + +/* + * Hack -- describe the given monster race at the top of the screen + */ +void screen_roff(int r_idx, int ego) +{ + auto r_ptr = race_info_idx(r_idx, ego); + + /* Flush messages */ + msg_print(NULL); + + /* Begin recall */ + Term_erase(0, 1, 255); + + /* Recall monster */ + roff_aux(r_ptr); + + /* Describe monster */ + roff_top(r_idx, ego); +} + +/* + * Describe the given monster race at the current pos of the "term" window + */ +void monster_description_out(int r_idx, int ego) +{ + auto r_ptr = race_info_idx(r_idx, ego); + roff_name(r_idx, ego); + roff_aux(r_ptr); +} + +/* + * Hack -- describe the given monster race in the current "term" window + */ +void display_roff(int r_idx, int ego) +{ + int y; + int hgt; + Term_get_size(nullptr, &hgt); + + /* Erase the window */ + for (y = 0; y < hgt; y++) + { + /* Erase the line */ + Term_erase(0, y, 255); + } + + /* Begin recall */ + Term_gotoxy(0, 1); + + /* Recall monster */ + auto r_ptr = race_info_idx(r_idx, ego); + roff_aux(r_ptr); + + /* Describe monster */ + roff_top(r_idx, ego); +} + + +bool_ monster_quest(int r_idx) +{ + auto const &r_info = game->edit_data.r_info; + + auto r_ptr = &r_info[r_idx]; + + /* Random quests are in the dungeon */ + if (r_ptr->flags & RF_WILD_ONLY) return FALSE; + + /* No random quests for aquatic monsters */ + if (r_ptr->flags & RF_AQUATIC) return FALSE; + + /* No random quests for multiplying monsters */ + if (r_ptr->spells & SF_MULTIPLY) return FALSE; + + return TRUE; +} + + +bool_ monster_dungeon(int r_idx) +{ + auto const &r_info = game->edit_data.r_info; + + auto r_ptr = &r_info[r_idx]; + + if (!(r_ptr->flags & RF_WILD_ONLY)) + return TRUE; + else + return FALSE; +} + + +static bool_ monster_ocean(int r_idx) +{ + auto const &r_info = game->edit_data.r_info; + + auto r_ptr = &r_info[r_idx]; + + if (r_ptr->flags & RF_WILD_OCEAN) + return TRUE; + else + return FALSE; +} + + +static bool_ monster_shore(int r_idx) +{ + auto const &r_info = game->edit_data.r_info; + + auto r_ptr = &r_info[r_idx]; + + if (r_ptr->flags & RF_WILD_SHORE) + return TRUE; + else + return FALSE; +} + + +static bool_ monster_waste(int r_idx) +{ + auto const &r_info = game->edit_data.r_info; + + auto r_ptr = &r_info[r_idx]; + + if (r_ptr->flags & RF_WILD_WASTE) + return TRUE; + else + return FALSE; +} + + +static bool_ monster_town(int r_idx) +{ + auto const &r_info = game->edit_data.r_info; + + auto r_ptr = &r_info[r_idx]; + + if (r_ptr->flags & RF_WILD_TOWN) + return TRUE; + else + return FALSE; +} + + +static bool_ monster_wood(int r_idx) +{ + auto const &r_info = game->edit_data.r_info; + + auto r_ptr = &r_info[r_idx]; + + if (r_ptr->flags & RF_WILD_WOOD) + return TRUE; + else + return FALSE; +} + + +static bool_ monster_volcano(int r_idx) +{ + auto const &r_info = game->edit_data.r_info; + + auto r_ptr = &r_info[r_idx]; + + if (r_ptr->flags & RF_WILD_VOLCANO) + return TRUE; + else + return FALSE; +} + + +static bool_ monster_mountain(int r_idx) +{ + auto const &r_info = game->edit_data.r_info; + + auto r_ptr = &r_info[r_idx]; + + if (r_ptr->flags & RF_WILD_MOUNTAIN) + return TRUE; + else + return FALSE; +} + + +static bool_ monster_grass(int r_idx) +{ + auto const &r_info = game->edit_data.r_info; + + auto r_ptr = &r_info[r_idx]; + + if (r_ptr->flags & RF_WILD_GRASS) + return TRUE; + else + return FALSE; +} + + +static bool_ monster_deep_water(int r_idx) +{ + auto const &r_info = game->edit_data.r_info; + + auto r_ptr = &r_info[r_idx]; + + if (!monster_dungeon(r_idx)) return FALSE; + + if (r_ptr->flags & RF_AQUATIC) + return TRUE; + else + return FALSE; +} + + +static bool_ monster_shallow_water(int r_idx) +{ + auto const &r_info = game->edit_data.r_info; + + auto r_ptr = &r_info[r_idx]; + + if (!monster_dungeon(r_idx)) return FALSE; + + if (r_ptr->flags & RF_AURA_FIRE) + return FALSE; + else + return TRUE; +} + + +static bool_ monster_lava(int r_idx) +{ + auto const &r_info = game->edit_data.r_info; + + auto r_ptr = &r_info[r_idx]; + + if (!monster_dungeon(r_idx)) return FALSE; + + if (((r_ptr->flags & RF_IM_FIRE) || + (r_ptr->flags & RF_CAN_FLY)) && + !(r_ptr->flags & RF_AURA_COLD)) + return TRUE; + else + return FALSE; +} + + +void set_mon_num_hook() +{ + auto const &wf_info = game->edit_data.wf_info; + + if (!dun_level) + { + auto const &wilderness = game->wilderness; + switch (wf_info[wilderness(p_ptr->wilderness_x, p_ptr->wilderness_y).feat].terrain_idx) + { + case TERRAIN_TOWN: + get_mon_num_hook = monster_town; + break; + case TERRAIN_DEEP_WATER: + get_mon_num_hook = monster_ocean; + break; + case TERRAIN_SHALLOW_WATER: + get_mon_num_hook = monster_shore; + break; + case TERRAIN_DIRT: + get_mon_num_hook = monster_waste; + break; + case TERRAIN_GRASS: + get_mon_num_hook = monster_grass; + break; + case TERRAIN_TREES: + get_mon_num_hook = monster_wood; + break; + case TERRAIN_SHALLOW_LAVA: + case TERRAIN_DEEP_LAVA: + get_mon_num_hook = monster_volcano; + break; + case TERRAIN_MOUNTAIN: + get_mon_num_hook = monster_mountain; + break; + default: + get_mon_num_hook = monster_dungeon; + break; + } + } + else + { + get_mon_num_hook = monster_dungeon; + } +} + + +/* + * Check if monster can cross terrain + */ +bool_ monster_can_cross_terrain(byte feat, std::shared_ptr<monster_race> r_ptr) +{ + /* Deep water */ + if (feat == FEAT_DEEP_WATER) + { + if ((r_ptr->flags & RF_AQUATIC) || + (r_ptr->flags & RF_CAN_FLY) || + (r_ptr->flags & RF_CAN_SWIM)) + return TRUE; + else + return FALSE; + } + /* Shallow water */ + else if (feat == FEAT_SHAL_WATER) + { + if (r_ptr->flags & RF_AURA_FIRE) + return FALSE; + else + return TRUE; + } + /* Aquatic monster */ + else if ((r_ptr->flags & RF_AQUATIC) && + !(r_ptr->flags & RF_CAN_FLY)) + { + return FALSE; + } + /* Lava */ + else if ((feat == FEAT_SHAL_LAVA) || + (feat == FEAT_DEEP_LAVA)) + { + if ((r_ptr->flags & RF_IM_FIRE) || + (r_ptr->flags & RF_CAN_FLY)) + return TRUE; + else + return FALSE; + } + + return TRUE; +} + + +void set_mon_num2_hook(int y, int x) +{ + /* Set the monster list */ + switch (cave[y][x].feat) + { + case FEAT_SHAL_WATER: + get_mon_num2_hook = monster_shallow_water; + break; + case FEAT_DEEP_WATER: + get_mon_num2_hook = monster_deep_water; + break; + case FEAT_DEEP_LAVA: + case FEAT_SHAL_LAVA: + get_mon_num2_hook = monster_lava; + break; + default: + get_mon_num2_hook = NULL; + break; + } +} |