Mercurial > hg > early-roguelike
annotate srogue/monsters.c @ 173:78fa1d0e5d25
srogue: open the score and log files when the program starts.
Super-Rogue can now use the same privilege-dropping scheme as the other
games.
author | John "Elwin" Edwards |
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date | Sat, 01 Aug 2015 15:12:11 -0400 |
parents | 2128c7dc8a40 |
children | 7bdac632ab9d |
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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