annotate rogue3/monsters.c @ 170:0298a68cc179

Advanced Rogue family: fix messages from some scrolls. When scrolls of magic mapping or gold detection were read, their characteristic messages were displayed before overwriting the whole screen to show the newly discovered information. They are now shown after updating the screen, so they will be visible.
author John "Elwin" Edwards
date Thu, 02 Jul 2015 08:04:16 -0400
parents 527e2150eaf0
children
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1 /*
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2 * File with various monster functions in it
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3 *
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4 * @(#)monsters.c 3.18 (Berkeley) 6/15/81
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include "curses.h"
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14 #include "rogue.h"
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15 #include <string.h>
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16 #include <ctype.h>
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17
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18 /*
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19 * List of monsters in rough order of vorpalness
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20 */
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21 char lvl_mons[27] = "KJBSHEAOZGLCRQNYTWFIXUMVDP";
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22 char wand_mons[27] = "KJBSH AOZG CRQ Y W IXU V ";
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23
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24 /*
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25 * randmonster:
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26 * Pick a monster to show up. The lower the level,
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27 * the meaner the monster.
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28 */
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29
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30 int
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31 randmonster(int wander)
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32 {
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33 int d;
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34 char *mons;
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35
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36 mons = wander ? wand_mons : lvl_mons;
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37 do
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38 {
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39 d = level + (rnd(10) - 5);
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40 if (d < 1)
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41 d = rnd(5) + 1;
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42 if (d > 26)
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43 d = rnd(5) + 22;
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44 } while (mons[--d] == ' ');
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45 return mons[d];
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46 }
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47
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48 /*
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49 * new_monster:
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50 * Pick a new monster and add it to the list
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51 */
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52
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53 void
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54 new_monster(struct linked_list *item, int type, coord *cp)
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55 {
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56 struct thing *tp;
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57 struct monster *mp;
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58
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59 attach(mlist, item);
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60 tp = (struct thing *) ldata(item);
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61 tp->t_type = type;
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62 tp->t_pos = *cp;
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63 tp->t_oldch = mvwinch(cw, cp->y, cp->x);
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64 mvwaddch(mw, cp->y, cp->x, tp->t_type);
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65 mp = &monsters[tp->t_type-'A'];
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66 tp->t_stats.s_hpt = roll(mp->m_stats.s_lvl, 8);
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67 tp->t_stats.s_lvl = mp->m_stats.s_lvl;
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68 tp->t_stats.s_arm = mp->m_stats.s_arm;
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69 strcpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg);
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70 tp->t_stats.s_exp = mp->m_stats.s_exp;
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71 tp->t_stats.s_str.st_str = 10;
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72 tp->t_flags = mp->m_flags;
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73 tp->t_turn = TRUE;
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74 tp->t_pack = NULL;
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75 if (ISWEARING(R_AGGR))
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76 runto(cp, &hero);
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77 if (type == 'M')
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78 {
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79 int mch = 0;
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80
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81 if (tp->t_pack != NULL)
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82 mch = ((struct object *) ldata(tp->t_pack))->o_type;
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83 else
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84 switch (rnd(level > 25 ? 9 : 8))
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85 {
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86 case 0: mch = GOLD;
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87 when 1: mch = POTION;
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88 when 2: mch = SCROLL;
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89 when 3: mch = STAIRS;
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90 when 4: mch = WEAPON;
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91 when 5: mch = ARMOR;
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92 when 6: mch = RING;
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93 when 7: mch = STICK;
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94 when 8: mch = AMULET;
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95 }
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96 tp->t_disguise = mch;
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97 }
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98 }
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99
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100 /*
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101 * wanderer:
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102 * A wandering monster has awakened and is headed for the player
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103 */
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104
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105 void