Mercurial > hg > early-roguelike
annotate srogue/monsters.c @ 201:6fb21004a981
Fix some preprocessor directives.
Include process.h in the right place, and use the correct definition of
PATH_MAX, when compiling on Windows.
author | John "Elwin" Edwards |
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date | Wed, 12 Aug 2015 16:56:19 -0400 |
parents | 7bdac632ab9d |
children | 94a0d9dd5ce1 |
rev | line source |
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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 { |
177 | 196 reg int ch = '-'; |
36
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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 } |