annotate rogue3/monsters.c @ 145:aac28331e71d

Advanced Rogue family: fix the "score" option. Changing the score file (when permitted) now works again, closing the old score file and opening the new one.
author John "Elwin" Edwards
date Wed, 20 May 2015 08:42:17 -0400
parents 527e2150eaf0
children
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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