Mercurial > hg > early-roguelike
annotate srogue/monsters.c @ 164:49af2fd0bb0c
Move some autotools files to where configure can find them.
rogue5 uses config.guess and config.sub to find the canonical system
names. The configure script expects them to be in the same directory
as install-sh. So they have been relocated to the top level.
This is a quick and dirty fix. The eventual plan is to relocate them
to /dev/null.
I also suspect they should be used to set HOST, not TARGET. Rogue is
not a cross-compiler.
author | John "Elwin" Edwards |
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date | Tue, 16 Jun 2015 11:44:49 -0400 |
parents | 2128c7dc8a40 |
children | 7bdac632ab9d |
rev | line source |
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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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106 tp->t_oldch = mvwinch(cw, cp->y, cp->x); |
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107 tp->t_nomove = 0; |
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108 tp->t_nocmd = 0; |
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109 mvwaddch(mw, cp->y, cp->x, tp->t_type); |
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110 |
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111 /* |
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112 * copy monster data |
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113 */ |
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114 tp->t_stats = mp->m_stats; |
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115 |
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116 /* |
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117 * If below amulet level, make the monsters meaner the |
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118 * deeper the hero goes. |
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119 */ |
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120 if (level > AMLEVEL) |
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121 st->s_lvl += ((level - AMLEVEL) / 4); |
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122 |
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123 /* |
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124 * If monster in treasure room, then tougher. |
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125 */ |
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126 if (treas) |
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127 st->s_lvl += 1; |
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128 if (levtype == MAZELEV) |
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129 st->s_lvl += 1; |
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130 /* |
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131 * If the hero is going back up, then the monsters are more |
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132 * prepared for him, so tougher. |
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133 */ |
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134 if (goingup()) |
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135 st->s_lvl += 1; |
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136 |
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137 /* |
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138 * Get hit points for monster depending on his experience |
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139 */ |
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140 st->s_hpt = roll(st->s_lvl, 8); |
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141 st->s_maxhp = st->s_hpt; |
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142 /* |
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143 * Adjust experience point we get for killing it by the |
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144 * strength of this particular monster by ~~ +- 50% |
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145 */ |
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146 killexp = mp->m_stats.s_exp * (0.47 + (float)st->s_hpt / |
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147 (8 * (float)st->s_lvl)); |
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148 |
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149 st->s_exp = killexp; /* use float for accuracy */ |
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150 if(st->s_exp < 1) |
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151 st->s_exp = 1; /* minimum 1 experience point */ |
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152 tp->t_flags = mp->m_flags; |
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153 /* |
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154 * If monster in treasure room, then MEAN |
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155 */ |
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156 if (treas || levtype == MAZELEV) |
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157 tp->t_flags |= ISMEAN; |
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158 tp->t_turn = TRUE; |
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159 tp->t_pack = NULL; |
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160 /* |
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161 * Dont wander if treas room |
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162 */ |
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163 if (iswearing(R_AGGR) && !treas) |
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164 runto(cp, &hero); |
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165 if (tp->t_type == 'M') { |
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166 char mch; |
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167 |
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168 if (tp->t_pack != NULL) |
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169 mch = (OBJPTR(tp->t_pack))->o_type; |
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170 else { |
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171 switch (rnd(level >= AMLEVEL ? 9 : 8)) { |
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172 case 0: mch = GOLD; |
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173 when 1: mch = POTION; |
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174 when 2: mch = SCROLL; |
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175 when 3: mch = STAIRS; |
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176 when 4: mch = WEAPON; |
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177 when 5: mch = ARMOR; |
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178 when 6: mch = RING; |
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179 when 7: mch = STICK; |
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180 when 8: mch = AMULET; |
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181 } |
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182 } |
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183 if (treas) |
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184 mch = 'M'; /* no disguise in treasure room */ |
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185 tp->t_disguise = mch; |
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186 } |
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187 return item; |
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188 } |
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189 |
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190 /* |
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191 * wanderer: |
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192 * A wandering monster has awakened and is headed for the player |
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193 */ |
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194 wanderer() |
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195 { |
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196 reg int ch; |
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197 reg struct room *rp, *hr = player.t_room; |
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198 reg struct linked_list *item; |
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199 reg struct thing *tp; |
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200 struct coord mp; |
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201 |
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202 do { |
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203 rp = &rooms[rnd_room()]; |
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204 if (rp != hr || levtype == MAZELEV) { |
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205 mp = *rnd_pos(rp); |
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206 ch = mvinch(mp.y, mp.x); |
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207 } |
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208 } while (!step_ok(ch)); |
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209 item = new_monster(rnd_mon(TRUE,FALSE), &mp, FALSE); |
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210 tp = THINGPTR(item); |
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211 tp->t_flags |= ISRUN; |
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212 tp->t_dest = &hero; |
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213 } |
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214 |
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215 /* |
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216 * wake_monster: |
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217 * What to do when the hero steps next to a monster |
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218 */ |
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219 struct linked_list * |
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220 wake_monster(y, x) |
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221 int y, x; |
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222 { |
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223 reg struct thing *tp; |
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224 reg struct linked_list *it; |
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225 reg struct room *rp; |
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226 reg char ch; |
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227 bool treas = FALSE; |
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228 |
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229 if ((it = find_mons(y, x)) == NULL) |
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230 return NULL; |
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231 tp = THINGPTR(it); |
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232 ch = tp->t_type; |
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233 /* |
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234 * Every time he sees mean monster, it might start chasing him |
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235 */ |
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236 rp = player.t_room; |
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237 if (rp != NULL && rf_on(rp,ISTREAS)) { |
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238 tp->t_flags &= ~ISHELD; |
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239 treas = TRUE; |
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240 } |
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241 if (treas || (rnd(100) > 33 && on(*tp,ISMEAN) && off(*tp,ISHELD) && |
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242 !iswearing(R_STEALTH))) { |
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243 tp->t_dest = &hero; |
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244 tp->t_flags |= ISRUN; |
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245 } |
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246 if (ch == 'U' && pl_off(ISBLIND)) { |
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247 if ((rp != NULL && !rf_on(rp,ISDARK) && levtype != MAZELEV) |
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248 || DISTANCE(y, x, hero.y, hero.x) < 3) { |
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249 if (off(*tp,ISFOUND) && !save(VS_PETRIFICATION) |
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250 && !iswearing(R_SUSAB) && pl_off(ISINVINC)) { |
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251 msg("The umber hulk's gaze has confused you."); |
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252 if (pl_on(ISHUH)) |
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253 lengthen(unconfuse,rnd(20)+HUHDURATION); |
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254 else |
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255 fuse(unconfuse,TRUE,rnd(20)+HUHDURATION); |
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256 player.t_flags |= ISHUH; |
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257 } |
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258 tp->t_flags |= ISFOUND; |
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259 } |
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260 } |
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261 /* |
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262 * Hide invisible monsters |
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263 */ |
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264 if ((tp->t_flags & ISINVIS) && pl_off(CANSEE)) |
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265 ch = mvinch(y, x); |
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266 /* |
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267 * Let greedy ones guard gold |
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268 */ |
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269 if (on(*tp, ISGREED) && off(*tp, ISRUN)) { |
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270 if (rp != NULL && rp->r_goldval) { |
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271 tp->t_dest = &rp->r_gold; |
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272 tp->t_flags |= ISRUN; |
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273 } |
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274 } |
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275 return it; |
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276 } |
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277 |
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278 /* |
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279 * genocide: |
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280 * Eradicate a monster forevermore |
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281 */ |
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282 genocide() |
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283 { |
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284 reg struct linked_list *ip, *nip; |
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285 reg struct thing *mp; |
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286 struct monster *mm; |
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287 reg int i, ii, c; |
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288 |
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289 if (levcount == 0) { |
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290 mpos = 0; |
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291 msg("You cannot genocide Asmodeus !!"); |
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292 return; |
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293 } |
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294 tryagain: |
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295 i = TRUE; /* assume an error now */ |
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296 while (i) { |
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297 msg("Which monster (remember UPPER & lower case)?"); |
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298 c = readchar(); /* get a char */ |
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299 if (c == ESCAPE) { /* he can abort (the fool) */ |
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300 msg(""); |
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301 return; |
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302 } |
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303 if (isalpha(c)) /* valid char here */ |
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304 i = FALSE; /* exit the loop */ |
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305 else { /* he didn't type a letter */ |
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306 mpos = 0; |
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307 msg("Please specify a letter between 'A' and 'z'"); |
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308 } |
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309 } |
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310 i = midx(c); /* get index to monster */ |
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311 mm = &monsters[i]; |
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312 if (mm->m_lev.l_lev < 0) { |
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313 mpos = 0; |
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314 msg("You have already eliminated the %s.",mm->m_name); |
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315 goto tryagain; |
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316 } |
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317 for (ip = mlist; ip != NULL; ip = nip) { |
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318 mp = THINGPTR(ip); |
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319 nip = next(ip); |
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320 if (mp->t_type == c) |
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321 remove_monster(&mp->t_pos, ip); |
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322 } |
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323 mm->m_lev.l_lev = -1; /* get rid of it */ |
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324 mm->m_lev.h_lev = -1; |
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325 lev_mon(); /* redo monster list */ |
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326 mpos = 0; |
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327 msg("You have wiped out the %s.",mm->m_name); |
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328 } |
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329 |
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330 /* |
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331 * unhold: |
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332 * Release the player from being held |
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333 */ |
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334 unhold(whichmon) |
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335 char whichmon; |
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336 { |
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337 switch (whichmon) { |
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338 case 'F': |
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339 fung_hit = 0; |
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340 strcpy(monsters[midx('F')].m_stats.s_dmg, "000d0"); |
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341 case 'd': |
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342 player.t_flags &= ~ISHELD; |
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343 } |
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344 } |
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345 |
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346 /* |
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347 * midx: |
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348 * This returns an index to 'whichmon' |
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349 */ |
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|
350 midx(whichmon) |
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|
351 char whichmon; |
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352 { |
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353 if (isupper(whichmon)) |
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354 return(whichmon - 'A'); /* 0 to 25 for uppercase */ |
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355 else if (islower(whichmon)) |
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356 return(whichmon - 'a' + 26); /* 26 to 51 for lowercase */ |
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357 else |
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358 return(MAXMONS); /* 52 for Asmodeus */ |
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|
359 } |
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|
360 |
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|
361 /* |
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362 * monhurt: |
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363 * See when monster should run or fight. Return |
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364 * TRUE if hit points less than acceptable. |
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|
365 */ |
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366 monhurt(th) |
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367 struct thing *th; |
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368 { |
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369 reg int ewis, crithp, f1, f2; |
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370 reg struct stats *st; |
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371 |
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372 st = &th->t_stats; |
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373 ewis = st->s_ef.a_wis; |
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374 if (ewis <= MONWIS) /* stupid monsters dont know */ |
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375 return FALSE; |
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376 f1 = st->s_maxhp / 4; /* base hpt for being hurt */ |
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377 f2 = (ewis - MONWIS) * 5 / 3; /* bonus for smart monsters */ |
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378 if (th->t_flags & ISWOUND) /* if recovering from being */ |
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379 f1 *= 2; /* wounded, then double the base */ |
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380 crithp = f1 + f2; /* get critical hpt for hurt */ |
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381 if (crithp > st->s_maxhp) /* only up to max hpt */ |
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382 crithp = st->s_maxhp; |
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383 if (st->s_hpt < crithp) /* if < critical, then still hurt */ |
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384 return TRUE; |
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|
385 return FALSE; |
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|
386 } |