Mercurial > hg > early-roguelike
annotate rogue3/monsters.c @ 168:82b2a046d151
arogue7: fix inventory display bug again.
Removing the call to msg() in restore() resulted in msgw remaining as
it was when the game was saved. This results in another display glitch
like that fixed by r163. Adding an empty message puts msgw into a
reliable state.
author | John "Elwin" Edwards |
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date | Tue, 30 Jun 2015 12:00:02 -0400 |
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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 |