annotate rogue4/monsters.c @ 237:2236ef808bcb

XRogue: fix some uses of entire structs instead of their members. Some calls to runto() were given a pointer to the player struct instead of to the player's coordinates. A call to death() was passed a pointer to a monster instead of the monster's type number.
author John "Elwin" Edwards
date Tue, 08 Mar 2016 20:47:57 -0500
parents 1b73a8641b37
children e52a8a7ad4c5
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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);
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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;