/* File: monster1.c */ /* Purpose: describe monsters (using monster memory) */ /* * 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 "angband.h" /* * 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)) /* * Determine if the "armor" is known * The higher the level, the fewer kills needed. */ static bool_ know_armour(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; s32b level = r_ptr->level; s32b kills = r_ptr->r_tkills; /* Normal monsters */ if (kills > 304 / (4 + level)) return (TRUE); /* Skip non-uniques */ if (!(r_ptr->flags1 & (RF1_UNIQUE))) return (FALSE); /* Unique monsters */ if (kills > 304 / (38 + (5*level) / 4)) return (TRUE); /* Assume false */ return (FALSE); } /* * Determine if the "damage" of the given attack is known * the higher the level of the monster, the fewer the attacks you need, * the more damage an attack does, the more attacks you need */ static bool_ know_damage(int r_idx, int i) { monster_race *r_ptr = &r_info[r_idx]; s32b level = r_ptr->level; s32b a = r_ptr->r_blows[i]; s32b d1 = r_ptr->blow[i].d_dice; s32b d2 = r_ptr->blow[i].d_side; s32b d = d1 * d2; /* Normal monsters */ if ((4 + level) * a > 80 * d) return (TRUE); /* Skip non-uniques */ if (!(r_ptr->flags1 & (RF1_UNIQUE))) return (FALSE); /* Unique monsters */ if ((4 + level) * (2 * a) > 80 * d) return (TRUE); /* Assume false */ return (FALSE); } /* * 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(int r_idx, int ego, int remem) { monster_race *r_ptr; bool_ old = FALSE; bool_ sin = FALSE; int m, n, r; cptr p, q; int msex = 0; bool_ breath = FALSE; bool_ magic = FALSE; u32b flags1; u32b flags2; u32b flags3; u32b flags4; u32b flags5; u32b flags6; u32b flags7; u32b flags9; int vn = 0; byte color[64]; cptr vp[64]; monster_race save_mem; /* Access the race and lore */ r_ptr = race_info_idx(r_idx, ego); /* Cheat -- Know everything */ if (cheat_know) { /* XXX XXX XXX */ /* Save the "old" memory */ save_mem = *r_ptr; /* Hack -- Maximal kills */ r_ptr->r_tkills = MAX_SHORT; /* Hack -- Maximal info */ r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR; /* Observe "maximal" attacks */ for (m = 0; m < 4; m++) { /* Examine "actual" blows */ if (r_ptr->blow[m].effect || r_ptr->blow[m].method) { /* Hack -- maximal observations */ r_ptr->r_blows[m] = MAX_UCHAR; } } /* Hack -- maximal drops */ r_ptr->r_drop_gold = r_ptr->r_drop_item = (((r_ptr->flags1 & (RF1_DROP_4D2)) ? 8 : 0) + ((r_ptr->flags1 & (RF1_DROP_3D2)) ? 6 : 0) + ((r_ptr->flags1 & (RF1_DROP_2D2)) ? 4 : 0) + ((r_ptr->flags1 & (RF1_DROP_1D2)) ? 2 : 0) + ((r_ptr->flags1 & (RF1_DROP_90)) ? 1 : 0) + ((r_ptr->flags1 & (RF1_DROP_60)) ? 1 : 0)); /* Hack -- but only "valid" drops */ if (r_ptr->flags1 & (RF1_ONLY_GOLD)) r_ptr->r_drop_item = 0; if (r_ptr->flags1 & (RF1_ONLY_ITEM)) r_ptr->r_drop_gold = 0; /* Hack -- observe many spells */ r_ptr->r_cast_inate = MAX_UCHAR; r_ptr->r_cast_spell = MAX_UCHAR; /* Hack -- know all the flags */ r_ptr->r_flags1 = r_ptr->flags1; r_ptr->r_flags2 = r_ptr->flags2; r_ptr->r_flags3 = r_ptr->flags3; r_ptr->r_flags4 = r_ptr->flags4; r_ptr->r_flags5 = r_ptr->flags5; r_ptr->r_flags6 = r_ptr->flags6; r_ptr->r_flags7 = r_ptr->flags7; r_ptr->r_flags8 = r_ptr->flags8; r_ptr->r_flags9 = r_ptr->flags9; } /* Extract a gender (if applicable) */ if (r_ptr->flags1 & (RF1_FEMALE)) msex = 2; else if (r_ptr->flags1 & (RF1_MALE)) msex = 1; /* Obtain a copy of the "known" flags */ flags1 = (r_ptr->flags1 & r_ptr->r_flags1); flags2 = (r_ptr->flags2 & r_ptr->r_flags2); flags3 = (r_ptr->flags3 & r_ptr->r_flags3); flags4 = (r_ptr->flags4 & r_ptr->r_flags4); flags5 = (r_ptr->flags5 & r_ptr->r_flags5); flags6 = (r_ptr->flags6 & r_ptr->r_flags6); flags7 = (r_ptr->flags7 & r_ptr->r_flags7); flags9 = (r_ptr->flags9 & r_ptr->r_flags9); /* Assume some "obvious" flags */ if (r_ptr->flags1 & (RF1_UNIQUE)) flags1 |= (RF1_UNIQUE); if (r_ptr->flags1 & (RF1_MALE)) flags1 |= (RF1_MALE); if (r_ptr->flags1 & (RF1_FEMALE)) flags1 |= (RF1_FEMALE); /* Assume some "creation" flags */ if (r_ptr->flags1 & (RF1_FRIEND)) flags1 |= (RF1_FRIEND); if (r_ptr->flags1 & (RF1_FRIENDS)) flags1 |= (RF1_FRIENDS); if (r_ptr->flags1 & (RF1_ESCORT)) flags1 |= (RF1_ESCORT); if (r_ptr->flags1 & (RF1_ESCORTS)) flags1 |= (RF1_ESCORTS); /* Killing a monster reveals some properties */ if (r_ptr->r_tkills) { /* Know "race" flags */ if (r_ptr->flags3 & (RF3_ORC)) flags3 |= (RF3_ORC); if (r_ptr->flags3 & (RF3_TROLL)) flags3 |= (RF3_TROLL); if (r_ptr->flags3 & (RF3_GIANT)) flags3 |= (RF3_GIANT); if (r_ptr->flags3 & (RF3_DRAGON)) flags3 |= (RF3_DRAGON); if (r_ptr->flags3 & (RF3_DEMON)) flags3 |= (RF3_DEMON); if (r_ptr->flags3 & (RF3_UNDEAD)) flags3 |= (RF3_UNDEAD); if (r_ptr->flags3 & (RF3_EVIL)) flags3 |= (RF3_EVIL); if (r_ptr->flags3 & (RF3_GOOD)) flags3 |= (RF3_GOOD); if (r_ptr->flags3 & (RF3_ANIMAL)) flags3 |= (RF3_ANIMAL); if (r_ptr->flags3 & (RF3_THUNDERLORD)) flags3 |= (RF3_THUNDERLORD); if (r_ptr->flags7 & (RF7_SPIDER)) flags7 |= (RF7_SPIDER); /* Know "forced" flags */ if (r_ptr->flags1 & (RF1_FORCE_DEPTH)) flags1 |= (RF1_FORCE_DEPTH); if (r_ptr->flags1 & (RF1_FORCE_MAXHP)) flags1 |= (RF1_FORCE_MAXHP); } /* Require a flag to show kills */ if (!(show_details)) { /* nothing */ } /* Treat uniques differently */ else if (flags1 & (RF1_UNIQUE)) { /* Hack -- Determine if the unique is "dead" */ bool_ dead = (r_ptr->max_num == 0) ? TRUE : FALSE; /* We've been killed... */ if (r_ptr->r_deaths) { /* Killed ancestors */ text_out(format("%^s has slain %d of your ancestors", wd_he[msex], r_ptr->r_deaths)); /* But we've also killed it */ if (dead) { text_out(format(", but you have avenged them! ") ); } /* Unavenged (ever) */ else { text_out(format(", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain"))); } } /* Dead unique who never hurt us */ else if (dead) { text_out("You have slain this foe. "); } } /* Not unique, but killed us */ else if (r_ptr->r_deaths) { /* Dead ancestors */ text_out(format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))); /* Some kills this life */ if (r_ptr->r_pkills) { text_out("and you have exterminated at least "); text_out_c(TERM_L_GREEN, format("%d", r_ptr->r_pkills)); text_out(" of the creatures. "); } /* Some kills past lives */ else if (r_ptr->r_tkills) { text_out(format("and %s have exterminated at least %d of the creatures. ", "your ancestors", r_ptr->r_tkills)); } /* No kills */ else { text_out(format("and %s is not ever known to have been defeated. ", wd_he[msex])); } } /* 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 some last life */ else if (r_ptr->r_tkills) { text_out(format("Your ancestors have killed at least %d of these creatures. ", r_ptr->r_tkills)); } /* Killed none */ else { text_out("No battles to the death are recalled. "); } } /* Descriptions */ if (show_details) { char buf[2048]; /* Simple method */ strcpy(buf, r_text + r_ptr->text); /* Dump it */ text_out(buf); text_out(" "); } /* Nothing yet */ old = FALSE; /* Describe location */ if (r_ptr->flags7 & RF7_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 (r_ptr->r_tkills) { if (old) text_out(", "); else text_out(format("%^s ", wd_he[msex])); if (depth_in_feet) { text_out(format("is normally found at depths of ", wd_he[msex])); if (dun_level < r_ptr->level) /* out of depth monster */ { text_out_c(TERM_L_RED, format("%d", r_ptr->level * 50)); } else { text_out_c(TERM_L_GREEN, format("%d", r_ptr->level * 50)); } text_out(" feet"); } else { 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 */ if (TRUE) { /* Introduction */ if (old) { text_out(", and "); } else { text_out(format("%^s ", wd_he[msex])); old = TRUE; } text_out("moves"); /* Random-ness */ if ((flags1 & (RF1_RAND_50)) || (flags1 & (RF1_RAND_25))) { /* Adverb */ if ((flags1 & (RF1_RAND_50)) && (flags1 & (RF1_RAND_25))) { text_out(" extremely"); } else if (flags1 & (RF1_RAND_50)) { text_out(" somewhat"); } else if (flags1 & (RF1_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 (flags1 & (RF1_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 */ if (r_ptr->r_tkills) { /* Introduction */ if (flags1 & (RF1_UNIQUE)) { text_out("Killing this"); } else { text_out("A kill of this"); } /* Describe the "quality" */ if (flags2 & (RF2_ELDRITCH_HORROR)) text_out_c(TERM_VIOLET, " sanity-blasting"); if (flags3 & (RF3_ANIMAL)) text_out_c(TERM_VIOLET, " natural"); if (flags3 & (RF3_EVIL)) text_out_c(TERM_VIOLET, " evil"); if (flags3 & (RF3_GOOD)) text_out_c(TERM_VIOLET, " good"); if (flags3 & (RF3_UNDEAD)) text_out_c(TERM_VIOLET, " undead"); /* Describe the "race" */ if (flags3 & (RF3_DRAGON)) text_out_c(TERM_VIOLET, " dragon"); else if (flags3 & (RF3_DEMON)) text_out_c(TERM_VIOLET, " demon"); else if (flags3 & (RF3_GIANT)) text_out_c(TERM_VIOLET, " giant"); else if (flags3 & (RF3_TROLL)) text_out_c(TERM_VIOLET, " troll"); else if (flags3 & (RF3_ORC)) text_out_c(TERM_VIOLET, " orc"); else if (flags3 & (RF3_THUNDERLORD))text_out_c(TERM_VIOLET, " Thunderlord"); else if (flags7 & (RF7_SPIDER)) text_out_c(TERM_VIOLET, " spider"); else if (flags7 & (RF7_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 = (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 = ((((long)r_ptr->mexp * r_ptr->level % p_ptr->lev) * (long)1000 / p_ptr->lev + 5) / 10); /* Mention the experience */ text_out(" is worth "); text_out_c(TERM_ORANGE, format("%ld.%02ld", (long)i, (long)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, (long)i, p)); } } if ((flags2 & (RF2_AURA_FIRE)) && (flags2 & (RF2_AURA_ELEC))) { text_out(format("%^s is surrounded by ", wd_he[msex])); text_out_c(TERM_VIOLET, "flames and electricity"); text_out(". "); } else if (flags2 & (RF2_AURA_FIRE)) { text_out(format("%^s is surrounded by ", wd_he[msex])); text_out_c(TERM_ORANGE, "flames"); text_out(". "); } else if (flags2 & (RF2_AURA_ELEC)) { text_out(format("%^s is surrounded by ", wd_he[msex])); text_out_c(TERM_L_BLUE, "electricity"); text_out(". "); } if (flags2 & (RF2_REFLECTING)) { text_out(format("%^s ", wd_he[msex])); text_out_c(TERM_L_UMBER, "reflects"); text_out(" bolt spells. "); } /* Describe escorts */ if ((flags1 & (RF1_ESCORT)) || (flags1 & (RF1_ESCORTS))) { text_out(format("%^s usually appears with escorts. ", wd_he[msex])); } /* Describe friends */ else if ((flags1 & (RF1_FRIEND)) || (flags1 & (RF1_FRIENDS))) { text_out(format("%^s usually appears in groups. ", wd_he[msex])); } /* Collect inate attacks */ vn = 0; if (flags4 & (RF4_SHRIEK)) vp[vn++] = "shriek for help"; if (flags4 & (RF4_ROCKET)) vp[vn++] = "shoot a rocket"; if (flags4 & (RF4_ARROW_1)) vp[vn++] = "fire an arrow"; if (flags4 & (RF4_ARROW_2)) vp[vn++] = "fire arrows"; if (flags4 & (RF4_ARROW_3)) vp[vn++] = "fire a missile"; if (flags4 & (RF4_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 (flags4 & (RF4_BR_ACID)) vp[vn++] = "acid"; if (flags4 & (RF4_BR_ELEC)) vp[vn++] = "lightning"; if (flags4 & (RF4_BR_FIRE)) vp[vn++] = "fire"; if (flags4 & (RF4_BR_COLD)) vp[vn++] = "frost"; if (flags4 & (RF4_BR_POIS)) vp[vn++] = "poison"; if (flags4 & (RF4_BR_NETH)) vp[vn++] = "nether"; if (flags4 & (RF4_BR_LITE)) vp[vn++] = "light"; if (flags4 & (RF4_BR_DARK)) vp[vn++] = "darkness"; if (flags4 & (RF4_BR_CONF)) vp[vn++] = "confusion"; if (flags4 & (RF4_BR_SOUN)) vp[vn++] = "sound"; if (flags4 & (RF4_BR_CHAO)) vp[vn++] = "chaos"; if (flags4 & (RF4_BR_DISE)) vp[vn++] = "disenchantment"; if (flags4 & (RF4_BR_NEXU)) vp[vn++] = "nexus"; if (flags4 & (RF4_BR_TIME)) vp[vn++] = "time"; if (flags4 & (RF4_BR_INER)) vp[vn++] = "inertia"; if (flags4 & (RF4_BR_GRAV)) vp[vn++] = "gravity"; if (flags4 & (RF4_BR_SHAR)) vp[vn++] = "shards"; if (flags4 & (RF4_BR_PLAS)) vp[vn++] = "plasma"; if (flags4 & (RF4_BR_WALL)) vp[vn++] = "force"; if (flags4 & (RF4_BR_MANA)) vp[vn++] = "mana"; if (flags4 & (RF4_BR_NUKE)) vp[vn++] = "toxic waste"; if (flags4 & (RF4_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 (flags5 & (RF5_BA_ACID)) vp[vn++] = "produce acid balls"; if (flags5 & (RF5_BA_ELEC)) vp[vn++] = "produce lightning balls"; if (flags5 & (RF5_BA_FIRE)) vp[vn++] = "produce fire balls"; if (flags5 & (RF5_BA_COLD)) vp[vn++] = "produce frost balls"; if (flags5 & (RF5_BA_POIS)) vp[vn++] = "produce poison balls"; if (flags5 & (RF5_BA_NETH)) vp[vn++] = "produce nether balls"; if (flags5 & (RF5_BA_WATE)) vp[vn++] = "produce water balls"; if (flags4 & (RF4_BA_NUKE)) vp[vn++] = "produce balls of radiation"; if (flags5 & (RF5_BA_MANA)) vp[vn++] = "invoke mana storms"; if (flags5 & (RF5_BA_DARK)) vp[vn++] = "invoke darkness storms"; if (flags4 & (RF4_BA_CHAO)) vp[vn++] = "invoke raw chaos"; if (flags6 & (RF6_HAND_DOOM)) vp[vn++] = "invoke the Hand of Doom"; if (flags5 & (RF5_DRAIN_MANA)) vp[vn++] = "drain mana"; if (flags5 & (RF5_MIND_BLAST)) vp[vn++] = "cause mind blasting"; if (flags5 & (RF5_BRAIN_SMASH)) vp[vn++] = "cause brain smashing"; if (flags5 & (RF5_CAUSE_1)) vp[vn++] = "cause light wounds and cursing"; if (flags5 & (RF5_CAUSE_2)) vp[vn++] = "cause serious wounds and cursing"; if (flags5 & (RF5_CAUSE_3)) vp[vn++] = "cause critical wounds and cursing"; if (flags5 & (RF5_CAUSE_4)) vp[vn++] = "cause mortal wounds"; if (flags5 & (RF5_BO_ACID)) vp[vn++] = "produce acid bolts"; if (flags5 & (RF5_BO_ELEC)) vp[vn++] = "produce lightning bolts"; if (flags5 & (RF5_BO_FIRE)) vp[vn++] = "produce fire bolts"; if (flags5 & (RF5_BO_COLD)) vp[vn++] = "produce frost bolts"; if (flags5 & (RF5_BO_POIS)) vp[vn++] = "produce poison bolts"; if (flags5 & (RF5_BO_NETH)) vp[vn++] = "produce nether bolts"; if (flags5 & (RF5_BO_WATE)) vp[vn++] = "produce water bolts"; if (flags5 & (RF5_BO_MANA)) vp[vn++] = "produce mana bolts"; if (flags5 & (RF5_BO_PLAS)) vp[vn++] = "produce plasma bolts"; if (flags5 & (RF5_BO_ICEE)) vp[vn++] = "produce ice bolts"; if (flags5 & (RF5_MISSILE)) vp[vn++] = "produce magic missiles"; if (flags5 & (RF5_SCARE)) vp[vn++] = "terrify"; if (flags5 & (RF5_BLIND)) vp[vn++] = "blind"; if (flags5 & (RF5_CONF)) vp[vn++] = "confuse"; if (flags5 & (RF5_SLOW)) vp[vn++] = "slow"; if (flags5 & (RF5_HOLD)) vp[vn++] = "paralyze"; if (flags6 & (RF6_HASTE)) vp[vn++] = "haste-self"; if (flags6 & (RF6_HEAL)) vp[vn++] = "heal-self"; if (flags6 & (RF6_BLINK)) vp[vn++] = "blink-self"; if (flags6 & (RF6_TPORT)) vp[vn++] = "teleport-self"; if (flags6 & (RF6_S_BUG)) vp[vn++] = "summon software bugs"; if (flags6 & (RF6_S_RNG)) vp[vn++] = "summon RNG"; if (flags6 & (RF6_TELE_TO)) vp[vn++] = "teleport to"; if (flags6 & (RF6_TELE_AWAY)) vp[vn++] = "teleport away"; if (flags6 & (RF6_TELE_LEVEL)) vp[vn++] = "teleport level"; if (flags6 & (RF6_S_THUNDERLORD)) vp[vn++] = "summon a Thunderlord"; if (flags6 & (RF6_DARKNESS)) vp[vn++] = "create darkness"; if (flags6 & (RF6_TRAPS)) vp[vn++] = "create traps"; if (flags6 & (RF6_FORGET)) vp[vn++] = "cause amnesia"; if (flags6 & (RF6_RAISE_DEAD)) vp[vn++] = "raise dead"; if (flags6 & (RF6_S_MONSTER)) vp[vn++] = "summon a monster"; if (flags6 & (RF6_S_MONSTERS)) vp[vn++] = "summon monsters"; if (flags6 & (RF6_S_KIN)) vp[vn++] = "summon aid"; if (flags6 & (RF6_S_ANT)) vp[vn++] = "summon ants"; if (flags6 & (RF6_S_SPIDER)) vp[vn++] = "summon spiders"; if (flags6 & (RF6_S_HOUND)) vp[vn++] = "summon hounds"; if (flags6 & (RF6_S_HYDRA)) vp[vn++] = "summon hydras"; if (flags6 & (RF6_S_ANGEL)) vp[vn++] = "summon an angel"; if (flags6 & (RF6_S_DEMON)) vp[vn++] = "summon a demon"; if (flags6 & (RF6_S_UNDEAD)) vp[vn++] = "summon an undead"; if (flags6 & (RF6_S_DRAGON)) vp[vn++] = "summon a dragon"; if (flags4 & (RF4_S_ANIMAL)) vp[vn++] = "summon animal"; if (flags6 & (RF6_S_ANIMALS)) vp[vn++] = "summon animals"; if (flags6 & (RF6_S_HI_UNDEAD)) vp[vn++] = "summon Greater Undead"; if (flags6 & (RF6_S_HI_DRAGON)) vp[vn++] = "summon Ancient Dragons"; if (flags6 & (RF6_S_HI_DEMON)) vp[vn++] = "summon Greater Demons"; if (flags6 & (RF6_S_WRAITH)) vp[vn++] = "summon Ringwraith"; if (flags6 & (RF6_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 (flags2 & (RF2_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) { /* Total casting */ m = r_ptr->r_cast_inate + r_ptr->r_cast_spell; /* Average frequency */ n = (r_ptr->freq_inate + r_ptr->freq_spell) / 2; /* Describe the spell frequency */ if (m > 100) { text_out("; "); text_out_c(TERM_L_GREEN, "1"); text_out(" time in "); text_out_c(TERM_L_GREEN, format("%d", 100 / n)); } /* Guess at the frequency */ else if (m) { n = ((n + 9) / 10) * 10; text_out("; about "); 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" */ if (know_armour(r_idx)) { /* 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 (flags1 & (RF1_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 (flags2 & (RF2_OPEN_DOOR)) vp[vn++] = "open doors"; if (flags2 & (RF2_BASH_DOOR)) vp[vn++] = "bash down doors"; if (flags2 & (RF2_PASS_WALL)) vp[vn++] = "pass through walls"; if (flags2 & (RF2_KILL_WALL)) vp[vn++] = "bore through walls"; if (flags2 & (RF2_MOVE_BODY)) vp[vn++] = "push past weaker monsters"; if (flags2 & (RF2_KILL_BODY)) vp[vn++] = "destroy weaker monsters"; if (flags2 & (RF2_TAKE_ITEM)) vp[vn++] = "pick up objects"; if (flags2 & (RF2_KILL_ITEM)) vp[vn++] = "destroy objects"; if (flags9 & (RF9_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 (flags2 & (RF2_INVISIBLE)) { text_out_c(TERM_GREEN, format("%^s is invisible. ", wd_he[msex])); } if (flags2 & (RF2_COLD_BLOOD)) { text_out(format("%^s is cold blooded. ", wd_he[msex])); } if (flags2 & (RF2_EMPTY_MIND)) { text_out(format("%^s is not detected by telepathy. ", wd_he[msex])); } if (flags2 & (RF2_WEIRD_MIND)) { text_out(format("%^s is rarely detected by telepathy. ", wd_he[msex])); } if (flags4 & (RF4_MULTIPLY)) { text_out_c(TERM_L_UMBER, format("%^s breeds explosively. ", wd_he[msex])); } if (flags2 & (RF2_REGENERATE)) { text_out_c(TERM_L_WHITE, format("%^s regenerates quickly. ", wd_he[msex])); } if (r_ptr->flags7 & (RF7_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 (flags3 & (RF3_HURT_ROCK)) { vp[vn++] = "rock remover"; color[vn - 1] = TERM_UMBER; } if (flags3 & (RF3_HURT_LITE)) { vp[vn++] = "bright light"; color[vn - 1] = TERM_YELLOW; } if (flags3 & (RF3_SUSCEP_FIRE)) { vp[vn++] = "fire"; color[vn - 1] = TERM_RED; } if (flags3 & (RF3_SUSCEP_COLD)) { vp[vn++] = "cold"; color[vn - 1] = TERM_L_WHITE; } if (flags9 & (RF9_SUSCEP_ACID)) { vp[vn++] = "acid"; color[vn - 1] = TERM_GREEN; } if (flags9 & (RF9_SUSCEP_ELEC)) { vp[vn++] = "lightning"; color[vn - 1] = TERM_L_BLUE; } if (flags9 & (RF9_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 (flags3 & (RF3_IM_ACID)) { vp[vn++] = "acid"; color[vn - 1] = TERM_L_GREEN; } if (flags3 & (RF3_IM_ELEC)) { vp[vn++] = "lightning"; color[vn - 1] = TERM_L_BLUE; } if (flags3 & (RF3_IM_FIRE)) { vp[vn++] = "fire"; color[vn - 1] = TERM_L_RED; } if (flags3 & (RF3_IM_COLD)) { vp[vn++] = "cold"; color[vn - 1] = TERM_L_BLUE; } if (flags3 & (RF3_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 (flags3 & (RF3_RES_NETH)) vp[vn++] = "nether"; if (flags3 & (RF3_RES_WATE)) vp[vn++] = "water"; if (flags3 & (RF3_RES_PLAS)) vp[vn++] = "plasma"; if (flags3 & (RF3_RES_NEXU)) vp[vn++] = "nexus"; if (flags3 & (RF3_RES_DISE)) vp[vn++] = "disenchantment"; if (flags3 & (RF3_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 (flags3 & (RF3_NO_STUN)) vp[vn++] = "stunned"; if (flags3 & (RF3_NO_FEAR)) vp[vn++] = "frightened"; if (flags3 & (RF3_NO_CONF)) vp[vn++] = "confused"; if (flags3 & (RF3_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(". "); } /* Do we know how aware it is? */ if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) || (r_ptr->r_ignore == MAX_UCHAR) || ((r_ptr->sleep == 0) && (r_ptr->r_tkills >= 10))) { 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 */ if (r_ptr->r_drop_gold || r_ptr->r_drop_item) { /* No "n" needed */ sin = FALSE; /* Intro */ text_out(format("%^s may carry", wd_he[msex])); /* Count maximum drop */ n = MAX(r_ptr->r_drop_gold, r_ptr->r_drop_item); /* One drop (may need an "n") */ if (n == 1) { text_out(" a"); sin = TRUE; } /* Two drops */ else if (n == 2) { text_out(" one or two"); } /* Many drops */ else { text_out(format(" up to %d", n)); } /* Great */ if (flags1 & (RF1_DROP_GREAT)) { p = " exceptional"; } /* Good (no "n" needed) */ else if (flags1 & (RF1_DROP_GOOD)) { p = " good"; sin = FALSE; } /* Okay */ else { p = NULL; } /* Objects */ if (r_ptr->r_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 (r_ptr->r_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 "known" attacks */ for (n = 0, m = 0; m < 4; m++) { /* Skip non-attacks */ if (!r_ptr->blow[m].method) continue; /* Count known attacks */ if (r_ptr->r_blows[m]) n++; } /* Examine (and count) the actual attacks */ for (r = 0, m = 0; m < 4; m++) { int method, effect, d1, d2; /* Skip non-attacks */ if (!r_ptr->blow[m].method) continue; /* Skip unknown attacks */ if (!r_ptr->r_blows[m]) continue; /* Extract the attack info */ method = r_ptr->blow[m].method; effect = r_ptr->blow[m].effect; d1 = r_ptr->blow[m].d_dice; 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 && know_damage(r_idx, m)) { /* 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 (flags1 & (RF1_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"); /* Cheat -- know everything */ if ((cheat_know) && (remem == 0)) { /* Hack -- restore memory */ COPY(r_ptr, &save_mem, monster_race); } } /* * Hack -- Display the "name" and "attr/chars" of a monster race */ static void roff_name(int r_idx, int ego) { monster_race *r_ptr = race_info_idx(r_idx, ego); byte a1, a2; char c1, c2; /* Access the chars */ c1 = r_ptr->d_char; c2 = r_ptr->x_char; /* Access the attrs */ a1 = r_ptr->d_attr; a2 = r_ptr->x_attr; /* A title (use "The" for non-uniques) */ if (!(r_ptr->flags1 & (RF1_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_name + re_info[ego].name, r_name + r_ptr->name)); else Term_addstr( -1, TERM_WHITE, format("%s %s", r_name + r_ptr->name, re_name + re_info[ego].name)); } else { Term_addstr( -1, TERM_WHITE, r_name + r_ptr->name); } /* Append the "standard" attr/char info */ Term_addstr( -1, TERM_WHITE, " ('"); Term_addch(a1, c1); if (use_bigtile && (a1 & 0x80)) Term_addch(255, 255); Term_addstr( -1, TERM_WHITE, "')"); /* Append the "optional" attr/char info */ Term_addstr( -1, TERM_WHITE, "/('"); Term_addch(a2, c2); if (use_bigtile && (a2 & 0x80)) Term_addch(255, 255); 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, int remember) { /* Flush messages */ msg_print(NULL); /* Begin recall */ Term_erase(0, 1, 255); /* Recall monster */ roff_aux(r_idx, ego, remember); /* Describe monster */ roff_top(r_idx, ego); } /* * Ddescribe the given monster race at the current pos of the "term" window */ void monster_description_out(int r_idx, int ego) { roff_name(r_idx, ego); roff_aux(r_idx, ego, 0); } /* * Hack -- describe the given monster race in the current "term" window */ void display_roff(int r_idx, int ego) { int y; /* Erase the window */ for (y = 0; y < Term->hgt; y++) { /* Erase the line */ Term_erase(0, y, 255); } /* Begin recall */ Term_gotoxy(0, 1); /* Recall monster */ roff_aux(r_idx, ego, 0); /* Describe monster */ roff_top(r_idx, ego); } bool_ monster_quest(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; /* Random quests are in the dungeon */ if (!(r_ptr->flags8 & RF8_DUNGEON)) return FALSE; /* No random quests for aquatic monsters */ if (r_ptr->flags7 & RF7_AQUATIC) return FALSE; /* No random quests for multiplying monsters */ if (r_ptr->flags4 & RF4_MULTIPLY) return FALSE; return TRUE; } bool_ monster_dungeon(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; if (r_ptr->flags8 & RF8_DUNGEON) return TRUE; else return FALSE; } bool_ monster_ocean(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; if (r_ptr->flags8 & RF8_WILD_OCEAN) return TRUE; else return FALSE; } bool_ monster_shore(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; if (r_ptr->flags8 & RF8_WILD_SHORE) return TRUE; else return FALSE; } bool_ monster_waste(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; if (r_ptr->flags8 & RF8_WILD_WASTE) return TRUE; else return FALSE; } bool_ monster_town(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; if (r_ptr->flags8 & RF8_WILD_TOWN) return TRUE; else return FALSE; } bool_ monster_wood(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; if (r_ptr->flags8 & RF8_WILD_WOOD) return TRUE; else return FALSE; } bool_ monster_volcano(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; if (r_ptr->flags8 & RF8_WILD_VOLCANO) return TRUE; else return FALSE; } bool_ monster_mountain(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; if (r_ptr->flags8 & RF8_WILD_MOUNTAIN) return TRUE; else return FALSE; } bool_ monster_grass(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; if (r_ptr->flags8 & RF8_WILD_GRASS) return TRUE; else return FALSE; } bool_ monster_deep_water(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; if (!monster_dungeon(r_idx)) return FALSE; if (r_ptr->flags7 & RF7_AQUATIC) return TRUE; else return FALSE; } bool_ monster_shallow_water(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; if (!monster_dungeon(r_idx)) return FALSE; if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE; else return TRUE; } bool_ monster_lava(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; if (!monster_dungeon(r_idx)) return FALSE; if (((r_ptr->flags3 & RF3_IM_FIRE) || (r_ptr->flags7 & RF7_CAN_FLY)) && !(r_ptr->flags3 & RF3_AURA_COLD)) return TRUE; else return FALSE; } void set_mon_num_hook(void) { if (!dun_level) { switch (wf_info[wild_map[p_ptr->wilderness_y][p_ptr->wilderness_x].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, monster_race *r_ptr) { /* Deep water */ if (feat == FEAT_DEEP_WATER) { if ((r_ptr->flags7 & RF7_AQUATIC) || (r_ptr->flags7 & RF7_CAN_FLY) || (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE; else return FALSE; } /* Shallow water */ else if (feat == FEAT_SHAL_WATER) { if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE; else return TRUE; } /* Aquatic monster */ else if ((r_ptr->flags7 & RF7_AQUATIC) && !(r_ptr->flags7 & RF7_CAN_FLY)) { return FALSE; } /* Lava */ else if ((feat == FEAT_SHAL_LAVA) || (feat == FEAT_DEEP_LAVA)) { if ((r_ptr->flags3 & RF3_IM_FIRE) || (r_ptr->flags7 & RF7_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; } }