annotate rogue4/monsters.c @ 306:057c5114e244

Super-Rogue: fix some out-of-range constants. Constants K_ARROW etc., for causes of death other than monsters, are in the 240-255 range. They were often passed to functions taking char, which is usually signed, making the values out of range. The function declarations have been changed to unsigned char, which is also the type used by the scoreboard code.
author John "Elwin" Edwards
date Sat, 17 Apr 2021 15:41:12 -0400
parents e52a8a7ad4c5
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 4.24 (Berkeley) 4/6/82
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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, 1982 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 <string.h>
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15 #include <ctype.h>
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16 #include "rogue.h"
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17
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18 int exp_add(THING *tp);
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19
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20 /*
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21 * List of monsters in rough order of vorpalness
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22 *
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23 * NOTE: This not initialized using strings so that xstr doesn't set up
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24 * the string not to be saved. Otherwise genocide is lost through
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25 * saving a game.
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26 */
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27 char lvl_mons[] = {
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28 'K', 'J', 'B', 'S', 'H', 'E', 'A', 'O', 'Z', 'G', 'L', 'C', 'R',
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29 'Q', 'N', 'Y', 'T', 'W', 'F', 'I', 'X', 'U', 'M', 'V', 'P', 'D',
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30 '\0'
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31 };
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32
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33 char wand_mons[] = {
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34 'K', 'J', 'B', 'S', 'H', ' ', 'A', 'O', 'Z', 'G', ' ', 'C', 'R',
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35 'Q', ' ', 'Y', 'T', 'W', ' ', 'I', 'X', 'U', ' ', 'V', 'P', ' ',
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36 '\0'
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37 };
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38
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39 /*
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40 * randmonster:
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41 * Pick a monster to show up. The lower the level,
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42 * the meaner the monster.
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43 */
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44 char
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45 randmonster(bool wander)
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46 {
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47 register int d;
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48 register char *mons;
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49
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50 mons = wander ? wand_mons : lvl_mons;
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51 do
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52 {
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53 d = level + (rnd(10) - 5);
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54 if (d < 1)
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55 d = rnd(5) + 1;
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56 if (d > 26)
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57 d = rnd(5) + 22;
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58 } while (mons[--d] == ' ');
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59 return mons[d];
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60 }
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61
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62 /*
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63 * new_monster:
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64 * Pick a new monster and add it to the list
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65 */
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66 void
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67 new_monster(THING *tp, char type, coord *cp)
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68 {
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69 register struct monster *mp;
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70 register int lev_add;
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71
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72 if ((lev_add = level - AMULETLEVEL) < 0)
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73 lev_add = 0;
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74 attach(mlist, tp);
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75 tp->t_type = type;
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76 tp->t_disguise = type;
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77 tp->t_pos = *cp;
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78 tp->t_oldch = mvinch(cp->y, cp->x) & A_CHARTEXT;
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79 tp->t_room = roomin(cp);
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80 moat(cp->y, cp->x) = tp;
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81 mp = &monsters[tp->t_type-'A'];
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82 tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add;
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83 tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8);
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84 tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add;
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85 strncpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg,16);
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86 tp->t_stats.s_str = mp->m_stats.s_str;
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87 tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp);
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88 tp->t_flags = mp->m_flags;
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89 tp->t_turn = TRUE;
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90 tp->t_pack = NULL;
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91 if (ISWEARING(R_AGGR))
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92 runto(cp, &hero);
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93 if (type == 'M')
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94 switch (rnd(level > 25 ? 9 : 8))
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95 {
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96 case 0: tp->t_disguise = GOLD;
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97 when 1: tp->t_disguise = POTION;
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98 when 2: tp->t_disguise = SCROLL;
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99 when 3: tp->t_disguise = STAIRS;
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100 when 4: tp->t_disguise = WEAPON;
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101 when 5: tp->t_disguise = ARMOR;
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