Mercurial > hg > early-roguelike
annotate rogue4/monsters.c @ 215:1b73a8641b37
rogue4: fix most GCC5 warnings.
Converting all function definitions to ANSI style accounts for most of
the change. This has exposed other problems, such as daemons not
actually being their stated type, that will require more careful
solutions.
author | John "Elwin" Edwards |
---|---|
date | Wed, 27 Jan 2016 19:41:05 -0500 |
parents | 9535a08ddc39 |
children | e52a8a7ad4c5 |
rev | line source |
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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 |
215 | 18 int exp_add(THING *tp); |
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 */ |
215 | 44 char |
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 */ |
215 | 66 void |
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); |
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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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102 when 6: tp->t_disguise = RING; |
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103 when 7: tp->t_disguise = STICK; |
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104 when 8: tp->t_disguise = AMULET; |
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105 } |
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106 } |
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107 |
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108 /* |
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109 * expadd: |
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110 * Experience to add for this monster's level/hit points |
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111 */ |
215 | 112 int |
113 exp_add(THING *tp) | |
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114 { |
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115 register int mod; |
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116 |
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117 if (tp->t_stats.s_lvl == 1) |
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118 mod = tp->t_stats.s_maxhp / 8; |
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119 else |
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120 mod = tp->t_stats.s_maxhp / 6; |
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121 if (tp->t_stats.s_lvl > 9) |
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122 mod *= 20; |
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123 else if (tp->t_stats.s_lvl > 6) |
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124 mod *= 4; |
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125 return mod; |
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126 } |
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127 |
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128 /* |
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129 * wanderer: |
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130 * Create a new wandering monster and aim it at the player |
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131 */ |
215 | 132 void |
133 wanderer(void) | |
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134 { |
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135 register int i; |
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136 register struct room *rp; |
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137 register THING *tp; |
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138 coord cp = {0,0}; |
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139 register int cnt = 0; |
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140 |
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141 tp = new_item(); |
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142 do |
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143 { |
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144 /* Avoid endless loop when all rooms are filled with monsters |
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145 * and the player room is not accessible to the monsters. |
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146 */ |
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147 if (cnt++ >= 500) |
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148 { |
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149 discard(tp); |
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150 return; |
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151 } |
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152 i = rnd_room(); |
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153 if ((rp = &rooms[i]) == proom) |
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154 continue; |
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155 rnd_pos(rp, &cp); |
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156 } until (rp != proom && step_ok(winat(cp.y, cp.x))); |
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157 new_monster(tp, randmonster(TRUE), &cp); |
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158 runto(&tp->t_pos, &hero); |
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159 #ifdef WIZARD |
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160 if (wizard) |
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161 msg("started a wandering %s", monsters[tp->t_type-'A'].m_name); |
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162 #endif |
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163 } |
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164 |
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165 /* |
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166 * wake_monster: |
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167 * What to do when the hero steps next to a monster |
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168 */ |
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169 THING * |
215 | 170 wake_monster(int y, int x) |
12
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171 { |
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172 register THING *tp; |
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173 register struct room *rp; |
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174 register char ch; |
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175 |
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176 #ifdef WIZARD |
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177 if ((tp = moat(y, x)) == NULL) |
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178 msg("can't find monster in wake_monster"); |
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179 #else |
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180 tp = moat(y, x); |
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181 #endif |
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182 ch = tp->t_type; |
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183 /* |
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184 * Every time he sees mean monster, it might start chasing him |
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185 */ |
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186 if (!on(*tp, ISRUN) && rnd(3) != 0 && on(*tp, ISMEAN) && !on(*tp, ISHELD) |
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187 && !ISWEARING(R_STEALTH)) |
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188 { |
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189 tp->t_dest = &hero; |
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190 tp->t_flags |= ISRUN; |
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191 } |
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192 if (ch == 'U' && !on(player, ISBLIND) && !on(*tp, ISFOUND) |
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193 && !on(*tp, ISCANC) && on(*tp, ISRUN)) |
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194 { |
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195 rp = proom; |
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196 if ((rp != NULL && !(rp->r_flags & ISDARK)) |
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197 || DISTANCE(y, x, hero.y, hero.x) < LAMPDIST) |
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198 { |
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199 tp->t_flags |= ISFOUND; |
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200 if (!save(VS_MAGIC)) |
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201 { |
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202 if (on(player, ISHUH)) |
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203 lengthen(unconfuse, rnd(20) + HUHDURATION); |
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204 else |
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205 fuse(unconfuse, 0, rnd(20) + HUHDURATION, AFTER); |
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206 player.t_flags |= ISHUH; |
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207 msg("the umber hulk's gaze has confused you"); |
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208 } |
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209 } |
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210 } |
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211 /* |
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212 * Let greedy ones guard gold |
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213 */ |
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214 if (on(*tp, ISGREED) && !on(*tp, ISRUN)) |
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215 { |
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216 tp->t_flags |= ISRUN; |
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217 if (proom->r_goldval) |
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218 tp->t_dest = &proom->r_gold; |
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219 else |
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220 tp->t_dest = &hero; |
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221 } |
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222 return tp; |
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223 } |
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224 |
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225 /* |
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226 * genocide: |
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227 * Wipe one monster out of existence (for now...) |
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228 */ |
215 | 229 void |
230 genocide(void) | |
12
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231 { |
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232 register THING *mp; |
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233 register char c; |
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234 register int i; |
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235 register THING *nmp; |
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236 |
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237 addmsg("which monster"); |
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238 if (!terse) |
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239 addmsg(" do you wish to wipe out"); |
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240 msg("? "); |
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241 while (!isalpha(c = readchar())) |
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242 if (c == ESCAPE) |
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243 return; |
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244 else |
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245 { |
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246 mpos = 0; |
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247 msg("please specifiy a letter between 'A' and 'Z'"); |
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248 } |
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249 mpos = 0; |
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250 if (islower(c)) |
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251 c = toupper(c); |
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252 for (mp = mlist; mp; mp = nmp) |
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253 { |
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254 nmp = next(mp); |
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255 if (mp->t_type == c) |
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256 remove_monster(&mp->t_pos, mp, FALSE); |
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257 } |
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258 for (i = 0; i < 26; i++) |
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259 if (lvl_mons[i] == c) |
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260 { |
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261 lvl_mons[i] = ' '; |
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262 wand_mons[i] = ' '; |
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263 break; |
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264 } |
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265 if (!terse) |
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266 addmsg("there will be "); |
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267 msg("no more %ss", monsters[c - 'A'].m_name); |
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268 } |
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269 |
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270 /* |
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271 * give_pack: |
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272 * Give a pack to a monster if it deserves one |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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273 */ |
215 | 274 void |
275 give_pack(THING *tp) | |
12
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276 { |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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277 if (rnd(100) < monsters[tp->t_type-'A'].m_carry) |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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278 attach(tp->t_pack, new_thing()); |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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279 } |