Mercurial > hg > early-roguelike
annotate rogue3/monsters.c @ 246:61283e71037c
Rogue V5: don't limit the high score list to 1 on Windows.
The Visual Studio project file failed to define ALLSCORES, causing the
score file to be limited to one entry per UID. Since the UID is always
set to 42 on Windows, only one entry could ever appear in the list.
author | John "Elwin" Edwards |
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date | Sun, 15 May 2016 19:04:46 -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 |