annotate urogue/monsters.c @ 291:5b6855d5d089

Fix a portability issue with md_hasclreol(). Some games' implementation of md_hasclreol() poked around in ncurses internals, which does not work for some ncurses build configuration. Most games did not actually call md_hasclreol(), so it was removed. There is a standard terminfo function which can retrieve the value of the clr_eol capability, so this was used for rogue5.
author John "Elwin" Edwards
date Wed, 27 Dec 2017 10:26:06 -0500
parents c495a4f288c6
children 0250220d8cdd
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1 /*
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2 monsters.c - File with various monster functions in it
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3
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <stdlib.h>
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20 #include <string.h>
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21 #include <ctype.h>
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22 #include "rogue.h"
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23
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24 /*
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25 summon_monster()
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26 Summon a monster.
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27 */
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28
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29 struct linked_list *
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30 summon_monster(int type, int familiar, int print_message)
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31 {
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32 struct linked_list *mp;
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33 struct thing *tp;
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34 int monster;
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35
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36 if (familiar && !is_wearing(R_WIZARD) && off(player, CANSUMMON))
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37 {
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38 msg("Only spellcasters can summon familiars!");
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39 return(NULL);
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40 }
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41
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42 if (type == 0) /* Random monster modified by level */
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43 {
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44 int ndice = min(pstats.s_lvl, (nummonst - NUMSUMMON) / 8);
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45
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46 monster = min(nummonst, roll(ndice, pstats.s_charisma));
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47
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48 /*
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49 * if a familiar exists, and it is higher in level, make it
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50 * again
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51 */
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52
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53 if (fam_ptr != NULL)
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54 {
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55 struct thing *fp = THINGPTR(fam_ptr);
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56
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57 monster = max(fp->t_index, monster);
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58 }
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59 }
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60 else
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61 monster = type;
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62
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63 turn_on(player, SUMMONING);
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64
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65 mp = creat_mons(&player, monster, NOMESSAGE);
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66
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67 if (!mp)
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68 {
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69 msg("Summon failed.");
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70 turn_off(player, SUMMONING);
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71 return(NULL);
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72 }
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73
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74 if (print_message == MESSAGE)
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75 {
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76 msg("A %s appears out of nowhere!", monsters[monster].m_name);
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77
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78 if (familiar)
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79 msg("I am here to serve %s.", whoami);
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80 else
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81 {
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82 msg("My goodness, are you Yendor?");
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83 ++mons_summoned;
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84 debug("%d monsters now summoned.", mons_summoned);
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85 }
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86 }
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87
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88 tp = THINGPTR(mp);
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89 turn_on(*tp, ISCHARMED); /* Summoned monsters are always charmed */
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90
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91 if (familiar)
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92 {
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