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+/*
+ * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ *
+ * This software may be copied and distributed for educational, research, and
+ * not for profit purposes provided that this copyright and statement are
+ * included in all such copies.
+ */
+
+#include "monster3.hpp"
+
+#include "cave_type.hpp"
+#include "cmd2.hpp"
+#include "cmd5.hpp"
+#include "game.hpp"
+#include "gods.hpp"
+#include "melee2.hpp"
+#include "monster2.hpp"
+#include "monster_race.hpp"
+#include "monster_race_flag.hpp"
+#include "monster_spell_flag.hpp"
+#include "monster_type.hpp"
+#include "object2.hpp"
+#include "player_type.hpp"
+#include "skills.hpp"
+#include "tables.hpp"
+#include "util.hpp"
+#include "util.h"
+#include "variable.h"
+#include "variable.hpp"
+#include "xtra2.hpp"
+#include "z-rand.hpp"
+
+/*
+ * Is the mon,ster in friendly state(pet, friend, ..)
+ * -1 = enemy, 0 = neutral, 1 = friend
+ */
+int is_friend(monster_type *m_ptr)
+{
+ switch (m_ptr->status)
+ {
+ /* pets/friends/companion attacks monsters */
+ case MSTATUS_NEUTRAL_P:
+ case MSTATUS_FRIEND:
+ case MSTATUS_PET:
+ case MSTATUS_COMPANION:
+ return 1;
+ break;
+ case MSTATUS_NEUTRAL_M:
+ case MSTATUS_ENEMY:
+ return -1;
+ break;
+ case MSTATUS_NEUTRAL:
+ return 0;
+ break;
+ }
+
+ /* OUPS */
+ return (0);
+}
+
+/* Should they attack each others */
+bool_ is_enemy(monster_type *m_ptr, monster_type *t_ptr)
+{
+ auto const &r_info = game->edit_data.r_info;
+
+ auto r_ptr = &r_info[m_ptr->r_idx];
+ auto rt_ptr = &r_info[t_ptr->r_idx];
+
+ int s1 = is_friend(m_ptr), s2 = is_friend(t_ptr);
+
+ /* Monsters hates breeders */
+ if ((m_ptr->status != MSTATUS_NEUTRAL) && (rt_ptr->spells & SF_MULTIPLY) && (num_repro > MAX_REPRO * 2 / 3) && (r_ptr->d_char != rt_ptr->d_char)) return TRUE;
+ if ((t_ptr->status != MSTATUS_NEUTRAL) && (r_ptr->spells & SF_MULTIPLY) && (num_repro > MAX_REPRO * 2 / 3) && (r_ptr->d_char != rt_ptr->d_char)) return TRUE;
+
+ /* No special conditions, lets test normal flags */
+ if (s1 && s2 && (s1 == -s2)) return TRUE;
+
+ /* Not ennemy */
+ return (FALSE);
+}
+
+bool_ change_side(monster_type *m_ptr)
+{
+ auto const r_ptr = m_ptr->race();
+
+ /* neutrals and companions */
+ switch (m_ptr->status)
+ {
+ case MSTATUS_FRIEND:
+ m_ptr->status = MSTATUS_ENEMY;
+ if ((r_ptr->flags & RF_ANIMAL) && (!(r_ptr->flags & RF_EVIL)))
+ inc_piety(GOD_YAVANNA, -m_ptr->level * 4);
+ break;
+ case MSTATUS_NEUTRAL_P:
+ m_ptr->status = MSTATUS_NEUTRAL_M;
+ break;
+ case MSTATUS_NEUTRAL_M:
+ m_ptr->status = MSTATUS_NEUTRAL_P;
+ break;
+ case MSTATUS_PET:
+ m_ptr->status = MSTATUS_ENEMY;
+ if ((r_ptr->flags & RF_ANIMAL) && (!(r_ptr->flags & RF_EVIL)))
+ inc_piety(GOD_YAVANNA, -m_ptr->level * 4);
+ break;
+ case MSTATUS_COMPANION:
+ return FALSE;
+ break;
+ }
+ /* changed */
+ return TRUE;
+}
+
+/* Multiply !! */
+bool_ ai_multiply(int m_idx)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ int k, y, x, oy = m_ptr->fy, ox = m_ptr->fx;
+ bool_ is_frien = (is_friend(m_ptr) > 0);
+
+ /* Count the adjacent monsters */
+ for (k = 0, y = oy - 1; y <= oy + 1; y++)
+ {
+ for (x = ox - 1; x <= ox + 1; x++)
+ {
+ if (cave[y][x].m_idx) k++;
+ }
+ }
+
+ if (is_friend(m_ptr) > 0)
+ {
+ is_frien = TRUE;
+ }
+ else
+ {
+ is_frien = FALSE;
+ }
+
+ /* Hack -- multiply slower in crowded areas */
+ if ((k < 4) && (!k || !rand_int(k * MON_MULT_ADJ)))
+ {
+ /* Try to multiply */
+ if (multiply_monster(m_idx, (is_frien), FALSE))
+ {
+ /* Multiplying takes energy */
+ return TRUE;
+ }
+ }
+ return FALSE;
+}
+
+/* Possessor incarnates */
+bool_ ai_possessor(int m_idx, int o_idx)
+{
+ auto &r_info = game->edit_data.r_info;
+
+ object_type *o_ptr = &o_list[o_idx];
+ monster_type *m_ptr = &m_list[m_idx];
+ int r_idx = m_ptr->r_idx, r2_idx = o_ptr->pval2;
+ int i;
+ auto r_ptr = &r_info[r2_idx];
+ char m_name[80], m_name2[80];
+
+ monster_desc(m_name, m_ptr, 0x00);
+ monster_race_desc(m_name2, r2_idx, 0);
+
+ if (m_ptr->ml) msg_format("%^s incarnates into a %s!", m_name, m_name2);
+
+ /* Remove the old one */
+ delete_object_idx(o_idx);
+
+ m_ptr->r_idx = r2_idx;
+ m_ptr->ego = 0;
+
+ /* No "damage" yet */
+ m_ptr->stunned = 0;
+ m_ptr->confused = 0;
+ m_ptr->monfear = 0;
+
+ /* No target yet */
+ m_ptr->target = -1;
+
+ /* Assume no sleeping */
+ m_ptr->csleep = 0;
+
+ /* Assign maximal hitpoints */
+ if (r_ptr->flags & RF_FORCE_MAXHP)
+ {
+ m_ptr->maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
+ }
+ else
+ {
+ m_ptr->maxhp = damroll(r_ptr->hdice, r_ptr->hside);
+ }
+
+ /* And start out fully healthy */
+ m_ptr->hp = m_ptr->maxhp;
+
+ /* Some basic info */
+ for (i = 0; i < 4; i++)
+ {
+ m_ptr->blow[i].method = r_ptr->blow[i].method;
+ m_ptr->blow[i].effect = r_ptr->blow[i].effect;
+ m_ptr->blow[i].d_dice = r_ptr->blow[i].d_dice;
+ m_ptr->blow[i].d_side = r_ptr->blow[i].d_side;
+ }
+ m_ptr->ac = r_ptr->ac;
+ m_ptr->level = r_ptr->level;
+ m_ptr->speed = r_ptr->speed;
+ m_ptr->exp = monster_exp(m_ptr->level);
+
+ /* Extract the monster base speed */
+ m_ptr->mspeed = m_ptr->speed;
+
+ m_ptr->energy = 0;
+
+ /* Hack -- Count the number of "reproducers" */
+ if (r_ptr->spells & SF_MULTIPLY) num_repro++;
+
+ /* Hack -- Notice new multi-hued monsters */
+ if (r_ptr->flags & RF_ATTR_MULTI) shimmer_monsters = TRUE;
+
+ /* Hack -- Count the monsters on the level */
+ r_ptr->cur_num++;
+ r_info[r_idx].cur_num--;
+
+ m_ptr->possessor = r_idx;
+
+ /* Update the monster */
+ update_mon(m_idx, TRUE);
+
+ return TRUE;
+}
+
+void ai_deincarnate(int m_idx)
+{
+ auto &r_info = game->edit_data.r_info;
+
+ monster_type *m_ptr = &m_list[m_idx];
+ int r2_idx = m_ptr->possessor, r_idx = m_ptr->r_idx;
+ auto r_ptr = &r_info[r2_idx];
+ int i;
+ char m_name[80];
+
+ monster_desc(m_name, m_ptr, 0x04);
+
+ if (m_ptr->ml) msg_format("The soul of %s deincarnates!", m_name);
+
+ m_ptr->r_idx = r2_idx;
+ m_ptr->ego = 0;
+
+ /* No "damage" yet */
+ m_ptr->stunned = 0;
+ m_ptr->confused = 0;
+ m_ptr->monfear = 0;
+
+ /* No target yet */
+ m_ptr->target = -1;
+
+ /* Assume no sleeping */
+ m_ptr->csleep = 0;
+
+ /* Assign maximal hitpoints */
+ if (r_ptr->flags & RF_FORCE_MAXHP)
+ {
+ m_ptr->maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
+ }
+ else
+ {
+ m_ptr->maxhp = damroll(r_ptr->hdice, r_ptr->hside);
+ }
+
+ /* And start out fully healthy */
+ m_ptr->hp = m_ptr->maxhp;
+
+ /* Some basic info */
+ for (i = 0; i < 4; i++)
+ {
+ m_ptr->blow[i].method = r_ptr->blow[i].method;
+ m_ptr->blow[i].effect = r_ptr->blow[i].effect;
+ m_ptr->blow[i].d_dice = r_ptr->blow[i].d_dice;
+ m_ptr->blow[i].d_side = r_ptr->blow[i].d_side;
+ }
+ m_ptr->ac = r_ptr->ac;
+ m_ptr->level = r_ptr->level;
+ m_ptr->speed = r_ptr->speed;
+ m_ptr->exp = monster_exp(m_ptr->level);
+
+ /* Extract the monster base speed */
+ m_ptr->mspeed = m_ptr->speed;
+
+ m_ptr->energy = 0;
+
+ /* Hack -- Count the number of "reproducers" */
+ if (r_ptr->spells & SF_MULTIPLY) num_repro++;
+
+ /* Hack -- Notice new multi-hued monsters */
+ if (r_ptr->flags & RF_ATTR_MULTI) shimmer_monsters = TRUE;
+
+ /* Hack -- Count the monsters on the level */
+ r_ptr->cur_num++;
+ r_info[r_idx].cur_num--;
+
+ m_ptr->possessor = 0;
+
+ /* Update the monster */
+ update_mon(m_idx, TRUE);
+}
+
+/* Returns if a new companion is allowed */
+bool_ can_create_companion()
+{
+ int i, mcnt = 0;
+
+ for (i = m_max - 1; i >= 1; i--)
+ {
+ /* Access the monster */
+ monster_type *m_ptr = &m_list[i];
+
+ /* Ignore "dead" monsters */
+ if (!m_ptr->r_idx) continue;
+
+ if (m_ptr->status == MSTATUS_COMPANION) mcnt++;
+ }
+
+ if (mcnt < (1 + get_skill_scale(SKILL_LORE, 6))) return (TRUE);
+ else return (FALSE);
+}
+
+
+/* Player controlled monsters */
+bool_ do_control_walk()
+{
+ /* Get a "repeated" direction */
+ if (p_ptr->control)
+ {
+ int dir;
+
+ if (get_rep_dir(&dir))
+ {
+ /* Take a turn */
+ energy_use = 100;
+
+ /* Actually move the monster */
+ p_ptr->control_dir = dir;
+ }
+ return TRUE;
+ }
+ else
+ return FALSE;
+}
+
+bool_ do_control_inven()
+{
+ if (!p_ptr->control) return FALSE;
+ screen_save();
+ prt("Carried items", 0, 0);
+ show_monster_inven(p_ptr->control);
+ inkey();
+ screen_load();
+ return TRUE;
+}
+
+bool_ do_control_pickup()
+{
+ if (!p_ptr->control) return FALSE;
+
+ monster_type *m_ptr = &m_list[p_ptr->control];
+
+ cave_type *c_ptr = &cave[m_ptr->fy][m_ptr->fx];
+
+ /* Copy list of all objects in the grid; we need a
+ * copy since we're going to be excising objects
+ * from lists. */
+ auto const object_idxs(c_ptr->o_idxs);
+
+ /* Scan all objects in the grid */
+ bool done = false;
+ for (auto const this_o_idx: object_idxs)
+ {
+ /* Acquire object */
+ object_type *o_ptr = &o_list[this_o_idx];
+
+ /* Skip gold */
+ if (o_ptr->tval == TV_GOLD) continue;
+
+ /* Excise the object */
+ excise_object_idx(this_o_idx);
+
+ /* Forget mark */
+ o_ptr->marked = FALSE;
+
+ /* Forget location */
+ o_ptr->iy = o_ptr->ix = 0;
+
+ /* Memorize monster */
+ o_ptr->held_m_idx = p_ptr->control;
+
+ /* Carry object */
+ m_ptr->hold_o_idxs.push_back(this_o_idx);
+
+ /* Picked up at least one object */
+ done = true;
+ }
+
+ /* Feedback */
+ if (done)
+ {
+ msg_print("You pick up all objects on the floor.");
+ }
+
+ return TRUE;
+}
+
+bool_ do_control_drop()
+{
+ monster_type *m_ptr = &m_list[p_ptr->control];
+
+ if (!p_ptr->control) return FALSE;
+ monster_drop_carried_objects(m_ptr);
+ return TRUE;
+}
+
+bool_ do_control_magic()
+{
+ auto const &r_info = game->edit_data.r_info;
+
+ int i;
+ bool_ flag, redraw;
+ int ask;
+ char choice;
+ char out_val[160];
+ auto r_ptr = &r_info[m_list[p_ptr->control].r_idx];
+ int label;
+
+ if (!p_ptr->control) return FALSE;
+
+ if (get_check("Do you want to abandon the creature?"))
+ {
+ if (get_check("Abandon it permanently?"))
+ delete_monster_idx(p_ptr->control);
+ p_ptr->control = 0;
+ return TRUE;
+ }
+
+ /* Extract available monster powers */
+ auto powers = extract_monster_powers(r_ptr, true);
+ int const num = powers.size(); // Avoid signed/unsigned warnings
+
+ /* Are any powers available? */
+ if (!num)
+ {
+ msg_print("You have no powers you can use.");
+ return (TRUE);
+ }
+
+ /* Nothing chosen yet */
+ flag = FALSE;
+ monster_power const *power = nullptr;
+
+ /* No redraw yet */
+ redraw = FALSE;
+
+ /* Get the last label */
+ label = (num <= 26) ? I2A(num - 1) : I2D(num - 1 - 26);
+
+ /* Build a prompt (accept all spells) */
+ strnfmt(out_val, 78,
+ "(Powers a-%c, *=List, ESC=exit) Use which power of your golem? ",
+ label);
+
+ /* Get a spell from the user */
+ while (!flag && get_com(out_val, &choice))
+ {
+ /* Request redraw */
+ if ((choice == ' ') || (choice == '*') || (choice == '?'))
+ {
+ /* Show the list */
+ if (!redraw)
+ {
+ byte y = 1, x = 0;
+ int ctr = 0;
+ char dummy[80];
+
+ strcpy(dummy, "");
+
+ /* Show list */
+ redraw = TRUE;
+
+ /* Save the screen */
+ character_icky = TRUE;
+ Term_save();
+
+ prt ("", y++, x);
+
+ while (ctr < num)
+ {
+ monster_power const *mp_ptr = powers[ctr];
+
+ label = (ctr < 26) ? I2A(ctr) : I2D(ctr - 26);
+
+ strnfmt(dummy, 80, " %c) %s",
+ label, mp_ptr->name);
+
+ if (ctr < 17)
+ {
+ prt(dummy, y + ctr, x);
+ }
+ else
+ {
+ prt(dummy, y + ctr - 17, x + 40);
+ }
+
+ ctr++;
+ }
+
+ if (ctr < 17)
+ {
+ prt ("", y + ctr, x);
+ }
+ else
+ {
+ prt ("", y + 17, x);
+ }
+ }
+
+ /* Hide the list */
+ else
+ {
+ /* Hide list */
+ redraw = FALSE;
+
+ /* Restore the screen */
+ Term_load();
+ character_icky = FALSE;
+ }
+
+ /* Redo asking */
+ continue;
+ }
+
+ if (choice == '\r' && num == 1)
+ {
+ choice = 'a';
+ }
+
+ if (isalpha(choice))
+ {
+ /* Note verify */
+ ask = (isupper(choice));
+
+ /* Lowercase */
+ if (ask) choice = tolower(choice);
+
+ /* Extract request */
+ i = (islower(choice) ? A2I(choice) : -1);
+ }
+ else
+ {
+ /* Can't uppercase digits XXX XXX XXX */
+ ask = FALSE;
+
+ i = choice - '0' + 26;
+ }
+
+ /* Totally Illegal */
+ if ((i < 0) || (i >= num))
+ {
+ bell();
+ continue;
+ }
+
+ /* Save the spell index */
+ power = powers[i];
+
+ /* Verify it */
+ if (ask)
+ {
+ char tmp_val[160];
+
+ /* Prompt */
+ strnfmt(tmp_val, 78, "Use %s? ", power->name);
+
+ /* Belay that order */
+ if (!get_check(tmp_val)) continue;
+ }
+
+ /* Stop the loop */
+ flag = TRUE;
+ }
+
+ /* Restore the screen */
+ if (redraw)
+ {
+ Term_load();
+ character_icky = FALSE;
+ }
+
+ /* Take a turn */
+ if (flag)
+ {
+ energy_use = 100;
+ monst_spell_monst_spell = power->monster_spell_index;
+ }
+ return TRUE;
+}
+
+/* Finds the controlled monster and "reconnect" to it */
+bool_ do_control_reconnect()
+{
+ int i;
+
+ for (i = m_max - 1; i >= 1; i--)
+ {
+ /* Access the monster */
+ monster_type *m_ptr = &m_list[i];
+
+ /* Ignore "dead" monsters */
+ if (!m_ptr->r_idx) continue;
+
+ if (m_ptr->mflag & MFLAG_CONTROL)
+ {
+ p_ptr->control = i;
+ return TRUE;
+ }
+ }
+ return FALSE;
+}
+
+/*
+ * Turns a simple pet into a faithful companion
+ */
+void do_cmd_companion()
+{
+ monster_type *m_ptr;
+ int ii, jj;
+
+ if (!can_create_companion())
+ {
+ msg_print("You cannot have any more companions.");
+ return;
+ }
+
+ if (!tgt_pt(&ii, &jj))
+ {
+ msg_print("You must target a pet.");
+ return;
+ }
+
+ if (cave[jj][ii].m_idx)
+ {
+ char m_name[100];
+
+ m_ptr = &m_list[cave[jj][ii].m_idx];
+
+ monster_desc(m_name, m_ptr, 0);
+ if (m_ptr->status == MSTATUS_PET)
+ {
+ m_ptr->status = MSTATUS_COMPANION;
+ msg_format("%^s agrees to follow you.", m_name);
+ }
+ else
+ {
+ msg_format("%^s is not your pet!", m_name);
+ }
+ }
+ else
+ msg_print("You must target a pet.");
+}
+
+/*
+ * List companions to the character sheet.
+ */
+void dump_companions(FILE *outfile)
+{
+ int i;
+ int done_hdr = 0;
+
+ /* Process the monsters (backwards) */
+ for (i = m_max - 1; i >= 1; i--)
+ {
+ /* Access the monster */
+ monster_type *m_ptr = &m_list[i];
+
+ /* Ignore "dead" monsters */
+ if (!m_ptr->r_idx) continue;
+
+ if (m_ptr->status == MSTATUS_COMPANION)
+ {
+ char pet_name[80];
+
+ /* Output the header if we haven't yet. */
+ if (!done_hdr)
+ {
+ done_hdr = 1;
+ fprintf(outfile, "\n\n [Current companions]\n\n");
+ }
+
+ /* List the monster. */
+ monster_desc(pet_name, m_ptr, 0x88);
+ fprintf(outfile, "%s (level %d)\n", pet_name, m_ptr->level);
+ }
+ }
+}