Mercurial > hg > early-roguelike
annotate rogue3/monsters.c @ 286:3b61f1dfcc91
UltraRogue: don't swap signal handlers.
In md_shellescape(), signal handlers for SIGINT and SIGQUIT were saved
and restored, but exchanged in the process. This was fixed in the
other games by commit 600873555ec0.
Deleting md_shellescape() might have been a better fix. It is
apparently unused.
author | John "Elwin" Edwards |
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date | Fri, 29 Sep 2017 21:21:50 -0400 |
parents | 527e2150eaf0 |
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rev | line source |
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0
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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 3.18 (Berkeley) 6/15/81 |
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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 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 "rogue.h" |
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15 #include <string.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 char lvl_mons[27] = "KJBSHEAOZGLCRQNYTWFIXUMVDP"; |
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22 char wand_mons[27] = "KJBSH AOZG CRQ Y W IXU V "; |
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23 |
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24 /* |
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25 * randmonster: |
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26 * Pick a monster to show up. The lower the level, |
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27 * the meaner the monster. |
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28 */ |
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29 |
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30 int |
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31 randmonster(int wander) |
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32 { |
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33 int d; |
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34 char *mons; |
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35 |
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36 mons = wander ? wand_mons : lvl_mons; |
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37 do |
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38 { |
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39 d = level + (rnd(10) - 5); |
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40 if (d < 1) |
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41 d = rnd(5) + 1; |
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42 if (d > 26) |
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43 d = rnd(5) + 22; |
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44 } while (mons[--d] == ' '); |
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45 return mons[d]; |
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46 } |
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47 |
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48 /* |
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49 * new_monster: |
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50 * Pick a new monster and add it to the list |
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51 */ |
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52 |
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53 void |
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54 new_monster(struct linked_list *item, int type, coord *cp) |
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55 { |
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56 struct thing *tp; |
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57 struct monster *mp; |
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58 |
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59 attach(mlist, item); |
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60 tp = (struct thing *) ldata(item); |
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61 tp->t_type = type; |
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62 tp->t_pos = *cp; |
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63 tp->t_oldch = mvwinch(cw, cp->y, cp->x); |
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64 mvwaddch(mw, cp->y, cp->x, tp->t_type); |
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65 mp = &monsters[tp->t_type-'A']; |
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66 tp->t_stats.s_hpt = roll(mp->m_stats.s_lvl, 8); |
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67 tp->t_stats.s_lvl = mp->m_stats.s_lvl; |
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68 tp->t_stats.s_arm = mp->m_stats.s_arm; |
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69 strcpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg); |
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70 tp->t_stats.s_exp = mp->m_stats.s_exp; |
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71 tp->t_stats.s_str.st_str = 10; |
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72 tp->t_flags = mp->m_flags; |
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73 tp->t_turn = TRUE; |
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74 tp->t_pack = NULL; |
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75 if (ISWEARING(R_AGGR)) |
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76 runto(cp, &hero); |
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77 if (type == 'M') |
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78 { |
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79 int mch = 0; |
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80 |
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81 if (tp->t_pack != NULL) |
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82 mch = ((struct object *) ldata(tp->t_pack))->o_type; |
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83 else |
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84 switch (rnd(level > 25 ? 9 : 8)) |
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85 { |
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86 case 0: mch = GOLD; |
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87 when 1: mch = POTION; |
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88 when 2: mch = SCROLL; |
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89 when 3: mch = STAIRS; |
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90 when 4: mch = WEAPON; |
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91 when 5: mch = ARMOR; |
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92 when 6: mch = RING; |
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93 when 7: mch = STICK; |
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94 when 8: mch = AMULET; |
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95 } |
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96 tp->t_disguise = mch; |
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97 } |
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98 } |
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99 |
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100 /* |
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101 * wanderer: |
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102 * A wandering monster has awakened and is headed for the player |
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103 */ |
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104 |
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105 void |
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106 wanderer() |
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107 { |
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108 int i, ch; |
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109 struct room *rp, *hr = roomin(&hero); |
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110 struct linked_list *item; |
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111 struct thing *tp; |
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112 coord cp; |
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113 |
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114 item = new_item(sizeof *tp); |
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115 do |
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116 { |
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117 i = rnd_room(); |
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118 if ((rp = &rooms[i]) == hr) |
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119 continue; |
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120 rnd_pos(rp, &cp); |
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121 if ((ch = mvwinch(stdscr, cp.y, cp.x)) == ERR) |
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122 { |
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123 debug("Routine wanderer: mvwinch failed to %d,%d", cp.y, cp.x); |
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124 if (wizard) |
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125 wait_for(cw,'\n'); |
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126 return; |
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127 } |
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128 } until(hr != rp && step_ok(ch)); |
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129 new_monster(item, randmonster(TRUE), &cp); |
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130 tp = (struct thing *) ldata(item); |
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131 tp->t_flags |= ISRUN; |
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132 tp->t_pos = cp; |
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133 tp->t_dest = &hero; |
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134 if (wizard) |
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135 msg("Started a wandering %s", monsters[tp->t_type-'A'].m_name); |
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136 } |
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137 |
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138 /* |
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139 * what to do when the hero steps next to a monster |
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140 */ |
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141 struct linked_list * |
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142 wake_monster(int y, int x) |
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143 { |
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144 struct thing *tp; |
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145 struct linked_list *it; |
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146 struct room *rp; |
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147 int ch; |
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148 |
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149 if ((it = find_mons(y, x)) == NULL) |
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150 { |
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151 fatal("Can't find monster in wake"); |
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152 return NULL; |
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153 } |
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154 |
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155 tp = (struct thing *) ldata(it); |
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156 ch = tp->t_type; |
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157 /* |
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158 * Every time he sees mean monster, it might start chasing him |
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159 */ |
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160 if (rnd(100) > 33 && on(*tp, ISMEAN) && off(*tp, ISHELD) |
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161 && !ISWEARING(R_STEALTH)) |
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162 { |
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163 tp->t_dest = &hero; |
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164 tp->t_flags |= ISRUN; |
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165 } |
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166 if (ch == 'U' && off(player, ISBLIND)) |
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167 { |
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168 rp = roomin(&hero); |
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169 if ((rp != NULL && !(rp->r_flags&ISDARK)) |
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170 || DISTANCE(y, x, hero.y, hero.x) < 3) |
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171 { |
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172 if (off(*tp, ISFOUND) && !save(VS_MAGIC)) |
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173 { |
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174 msg("The umber hulk's gaze has confused you."); |
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175 if (on(player, ISHUH)) |
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176 lengthen(unconfuse, rnd(20)+HUHDURATION); |
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177 else |
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178 fuse(unconfuse, 0, rnd(20)+HUHDURATION, AFTER); |
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179 player.t_flags |= ISHUH; |
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180 } |
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181 tp->t_flags |= ISFOUND; |
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182 } |
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183 } |
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184 /* |
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185 * Hide invisible monsters |
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186 */ |
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187 if (on(*tp, ISINVIS) && off(player, CANSEE)) |
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188 ch = mvwinch(stdscr, y, x); |
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189 /* |
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190 * Let greedy ones guard gold |
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191 */ |
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192 if (on(*tp, ISGREED) && off(*tp, ISRUN)) |
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193 { |
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194 rp = roomin(&hero); |
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195 |
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196 if (rp != NULL && rp->r_goldval) |
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197 { |
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198 tp->t_dest = &rp->r_gold; |
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199 tp->t_flags |= ISRUN; |
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200 } |
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201 } |
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202 |
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203 return it; |
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204 } |
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205 |
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206 void |
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207 genocide() |
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208 { |
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209 struct linked_list *ip; |
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210 struct thing *mp; |
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211 int c; |
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212 int i; |
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213 struct linked_list *nip; |
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214 |
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215 addmsg("Which monster"); |
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216 if (!terse) |
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217 addmsg(" do you wish to wipe out"); |
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218 msg("? "); |
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219 while (!isalpha(c = readchar(cw))) |
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220 if (c == ESCAPE) |
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221 return; |
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222 else |
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223 { |
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224 mpos = 0; |
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225 msg("Please specify a letter between 'A' and 'Z'"); |
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226 } |
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227 if (islower(c)) |
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228 c = toupper(c); |
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229 for (ip = mlist; ip; ip = nip) |
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230 { |
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231 mp = (struct thing *) ldata(ip); |
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232 nip = next(ip); |
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233 if (mp->t_type == c) |
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234 remove_monster(&mp->t_pos, ip); |
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235 } |
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236 for (i = 0; i < 26; i++) |
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237 if (lvl_mons[i] == c) |
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238 { |
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239 lvl_mons[i] = ' '; |
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240 wand_mons[i] = ' '; |
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241 break; |
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242 } |
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243 } |