annotate rogue5/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 f502bf60e6e4
children
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33
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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 4.46 (Berkeley) 02/05/99
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 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 "rogue.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 static const int lvl_mons[] = {
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22 'K', 'E', 'B', 'S', 'H', 'I', 'R', 'O', 'Z', 'L', 'C', 'Q', 'A',
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23 'N', 'Y', 'F', 'T', 'W', 'P', 'X', 'U', 'M', 'V', 'G', 'J', 'D'
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24 };
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25
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26 static const int wand_mons[] = {
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27 'K', 'E', 'B', 'S', 'H', 0, 'R', 'O', 'Z', 0, 'C', 'Q', 'A',
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28 0, 'Y', 0, 'T', 'W', 'P', 0, 'U', 'M', 'V', 'G', 'J', 0
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29 };
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30
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31 /*
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32 * randmonster:
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33 * Pick a monster to show up. The lower the level,
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34 * the meaner the monster.
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35 */
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36 int
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37 randmonster(int wander)
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38 {
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39 int d;
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40 const int *mons;
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41
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42 mons = (wander ? wand_mons : lvl_mons);
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43 do
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44 {
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45 d = level + (rnd(10) - 6);
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46 if (d < 0)
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47 d = rnd(5);
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48 if (d > 25)
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49 d = rnd(5) + 21;
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50 } while (mons[d] == 0);
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51 return mons[d];
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52 }
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53
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54 /*
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55 * new_monster:
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56 * Pick a new monster and add it to the list
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57 */
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58
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59 void
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60 new_monster(THING *tp, int type, const coord *cp)
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61 {
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62 struct monster *mp;
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63 int lev_add;
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64
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65 if ((lev_add = level - AMULETLEVEL) < 0)
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66 lev_add = 0;
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67 attach(mlist, tp);
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68 tp->t_type = type;
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69 tp->t_disguise = type;
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70 tp->t_pos = *cp;
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71 move(cp->y, cp->x);
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72 tp->t_oldch = CCHAR( inch() );
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73 tp->t_room = roomin(cp);
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74 moat(cp->y, cp->x) = tp;
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75 mp = &monsters[tp->t_type-'A'];
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76 tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add;
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77 tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8);
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78 tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add;
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79 strcpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg);
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80 tp->t_stats.s_str = mp->m_stats.s_str;
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81 tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp);
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82 tp->t_flags = mp->m_flags;
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83 if (level > 29)
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84 tp->t_flags |= ISHASTE;
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85 tp->t_turn = TRUE;
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86 tp->t_pack = NULL;
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87 if (ISWEARING(R_AGGR))
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88 runto(cp);
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89 if (type == 'X')
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90 tp->t_disguise = rnd_thing();
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91 }
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92
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93 /*
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94 * expadd:
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95 * Experience to add for this monster's level/hit points
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96 */
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97 int
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98 exp_add(const THING *tp)
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99 {
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100 int mod;
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101
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102 if (tp->t_stats.s_lvl == 1)
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103 mod = tp->t_stats.s_maxhp / 8;
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104 else
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105 mod = tp->t_stats.s_maxhp / 6;
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106 if (tp->t_stats.s_lvl > 9)
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