Mercurial > hg > early-roguelike
annotate rogue4/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 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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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; |