annotate rogue4/monsters.c @ 132:66b0263af424

arogue7: prevent segfaults when backstabbing while empty-handed. The calculation of the backstabbing multiplier checked the current weapon's properties without making sure the current weapon pointer was not NULL.
author John "Elwin" Edwards
date Tue, 12 May 2015 18:57:30 -0400
parents 9535a08ddc39
children 1b73a8641b37
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12
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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 4.24 (Berkeley) 4/6/82
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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, 1982 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 <string.h>
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15 #include <ctype.h>
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16 #include "rogue.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 * NOTE: This not initialized using strings so that xstr doesn't set up
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22 * the string not to be saved. Otherwise genocide is lost through
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23 * saving a game.
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24 */
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25 char lvl_mons[] = {
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26 'K', 'J', 'B', 'S', 'H', 'E', 'A', 'O', 'Z', 'G', 'L', 'C', 'R',
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27 'Q', 'N', 'Y', 'T', 'W', 'F', 'I', 'X', 'U', 'M', 'V', 'P', 'D',
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28 '\0'
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29 };
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30
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31 char wand_mons[] = {
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32 'K', 'J', 'B', 'S', 'H', ' ', 'A', 'O', 'Z', 'G', ' ', 'C', 'R',
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33 'Q', ' ', 'Y', 'T', 'W', ' ', 'I', 'X', 'U', ' ', 'V', 'P', ' ',
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34 '\0'
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35 };
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36
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37 /*
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38 * randmonster:
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39 * Pick a monster to show up. The lower the level,
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40 * the meaner the monster.
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41 */
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42 randmonster(wander)
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43 bool wander;
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44 {
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45 register int d;
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46 register char *mons;
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47
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48 mons = wander ? wand_mons : lvl_mons;
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49 do
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50 {
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51 d = level + (rnd(10) - 5);
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52 if (d < 1)
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53 d = rnd(5) + 1;
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54 if (d > 26)
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55 d = rnd(5) + 22;
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56 } while (mons[--d] == ' ');
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57 return mons[d];
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58 }
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59
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60 /*
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61 * new_monster:
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62 * Pick a new monster and add it to the list
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63 */
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64 new_monster(tp, type, cp)
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65 register THING *tp;
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66 char type;
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67 register coord *cp;
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68 {
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69 register struct monster *mp;
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70 register int lev_add;
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71
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72 if ((lev_add = level - AMULETLEVEL) < 0)
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73 lev_add = 0;
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74 attach(mlist, tp);
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75 tp->t_type = type;
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76 tp->t_disguise = type;
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77 tp->t_pos = *cp;
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78 tp->t_oldch = mvinch(cp->y, cp->x);
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79 tp->t_room = roomin(cp);
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80 moat(cp->y, cp->x) = tp;
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81 mp = &monsters[tp->t_type-'A'];
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82 tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add;
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83 tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8);
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84 tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add;
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85 strncpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg,16);
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86 tp->t_stats.s_str = mp->m_stats.s_str;
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87 tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp);
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88 tp->t_flags = mp->m_flags;
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89 tp->t_turn = TRUE;
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90 tp->t_pack = NULL;
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91 if (ISWEARING(R_AGGR))
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92 runto(cp, &hero);
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93 if (type == 'M')
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94 switch (rnd(level > 25 ? 9 : 8))
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95 {
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96 case 0: tp->t_disguise = GOLD;
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97 when 1: tp->t_disguise = POTION;
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98 when 2: tp->t_disguise = SCROLL;
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99 when 3: tp->t_disguise = STAIRS;
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100 when 4: tp->t_disguise = WEAPON;
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101 when 5: tp->t_disguise = ARMOR;
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102 when 6: tp->t_disguise = RING;
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103 when 7: tp->t_disguise = STICK;
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104 when 8: tp->t_disguise = AMULET;