Mercurial > hg > early-roguelike
annotate rogue4/monsters.c @ 43:24e6beb9e7aa
Make sure the score list appears in all situations.
author | elwin |
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date | Tue, 07 Dec 2010 16:46:07 +0000 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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 /* |
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19 * List of monsters in rough order of vorpalness |
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20 * |
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21 * NOTE: This not initialized using strings so that xstr doesn't set up |
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22 * the string not to be saved. Otherwise genocide is lost through |
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23 * saving a game. |
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24 */ |
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25 char lvl_mons[] = { |
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26 'K', 'J', 'B', 'S', 'H', 'E', 'A', 'O', 'Z', 'G', 'L', 'C', 'R', |
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27 'Q', 'N', 'Y', 'T', 'W', 'F', 'I', 'X', 'U', 'M', 'V', 'P', 'D', |
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28 '\0' |
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29 }; |
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30 |
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31 char wand_mons[] = { |
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32 'K', 'J', 'B', 'S', 'H', ' ', 'A', 'O', 'Z', 'G', ' ', 'C', 'R', |
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33 'Q', ' ', 'Y', 'T', 'W', ' ', 'I', 'X', 'U', ' ', 'V', 'P', ' ', |
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34 '\0' |
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35 }; |
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36 |
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37 /* |
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38 * randmonster: |
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39 * Pick a monster to show up. The lower the level, |
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40 * the meaner the monster. |
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41 */ |
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42 randmonster(wander) |
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43 bool wander; |
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44 { |
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45 register int d; |
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46 register char *mons; |
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47 |
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48 mons = wander ? wand_mons : lvl_mons; |
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49 do |
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50 { |
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51 d = level + (rnd(10) - 5); |
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52 if (d < 1) |
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53 d = rnd(5) + 1; |
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54 if (d > 26) |
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55 d = rnd(5) + 22; |
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56 } while (mons[--d] == ' '); |
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57 return mons[d]; |
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58 } |
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59 |
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60 /* |
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61 * new_monster: |
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62 * Pick a new monster and add it to the list |
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63 */ |
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64 new_monster(tp, type, cp) |
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65 register THING *tp; |
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66 char type; |
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67 register 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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