annotate rogue5/monsters.c @ 165:2d94c32a709e

arogue7: comment out a problematic message. This line causes a segfault on x64. I suspect one of the char* arguments to msg() is being corrupted. But gdb doesn't make it easy to debug variadic functions, and the crash doesn't occur when running under valgrind. So the message is being removed until I can discover the root of the problem.
author John "Elwin" Edwards
date Fri, 26 Jun 2015 11:32:37 -0400
parents f502bf60e6e4
children
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f502bf60e6e4 Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
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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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