annotate srogue/monsters.c @ 147:301ed6992c2e

arogue7, xrogue: put newlines at the end of startup messages.
author John "Elwin" Edwards
date Wed, 20 May 2015 15:15:29 -0400
parents 2128c7dc8a40
children 7bdac632ab9d
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36
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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 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include "rogue.h"
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18 #include <ctype.h>
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19 #include "rogue.ext"
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20
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21 /*
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22 * rnd_mon:
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23 * Pick a monster to show up. The lower the level,
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24 * the meaner the monster.
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25 */
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26 rnd_mon(wander,baddie)
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27 bool wander;
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28 bool baddie; /* TRUE when from a polymorph stick */
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29 {
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30 reg int i, ok, cnt;
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31
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32 cnt = 0;
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33 if (levcount == 0) /* if only asmodeus possible */
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34 return(MAXMONS);
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35 if (baddie) {
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36 while (1) {
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37 i = rnd(MAXMONS); /* pick ANY monster */
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38 if (monsters[i].m_lev.l_lev < 0) /* skip genocided ones */
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39 continue;
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40 return i;
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41 }
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42 }
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43 ok = FALSE;
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44 do {
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45 /*
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46 * get a random monster from this range
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47 */
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48 i = rnd(levcount);
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49 /*
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50 * Only create a wandering monster if we want one
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51 * (or the count is exceeded)
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52 */
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53 if (!wander || mtlev[i]->m_lev.d_wand || ++cnt > 500)
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54 ok = TRUE;
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55 } while(!ok);
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56 return (midx(mtlev[i]->m_show));
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57 }
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58
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59 /*
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60 * lev_mon:
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61 * This gets all monsters possible on this level
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62 */
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63 lev_mon()
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64 {
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65 reg int i;
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66 reg struct monster *mm;
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67
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68 levcount = 0;
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69 for (i = 0; i < MAXMONS; i++) {
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70 mm = &monsters[i];
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71 if (mm->m_lev.h_lev >= level && mm->m_lev.l_lev <= level) {
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72 mtlev[levcount] = mm;
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73 if (++levcount >= MONRANGE)
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74 break;
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75 }
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76 }
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77 if (levcount == 0) /* if no monsters are possible */
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78 mtlev[0] = &monsters[MAXMONS]; /* then asmodeus 'A' */
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79 }
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80
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81 /*
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82 * new_monster:
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83 * Pick a new monster and add it to the list
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84 */
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85 struct linked_list *
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86 new_monster(type, cp, treas)
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87 struct coord *cp;
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88 bool treas;
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89 char type;
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90 {
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91 reg struct linked_list *item;
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92 reg struct thing *tp;
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93 reg struct monster *mp;
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94 reg struct stats *st;
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95 float killexp; /* experience gotten for killing him */
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96
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97 item = new_item(sizeof(struct thing));
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98 attach(mlist, item);
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99 tp = THINGPTR(item);
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100 st = &tp->t_stats;
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101 mp = &monsters[type]; /* point to this monsters structure */
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102 tp->t_type = mp->m_show;
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103 tp->t_indx = type;
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104 tp->t_pos = *cp;
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105 tp->t_room = roomin(cp);
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