Mercurial > hg > early-roguelike
annotate rogue4/monsters.c @ 315:ad2570b5b21f
Advanced Rogue 5, 7: fix some trading post messages.
When attempting to buy an unaffordable object, messages were often of
the form "You can't afford that a scroll of hold monster !", because
the object description (stored in curpurch) was the same text used in
inventory displays.
This has been worked around by inspecting the contents of curpurch and
using different message templates.
author | John "Elwin" Edwards |
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date | Sun, 24 Oct 2021 20:26:21 -0400 |
parents | e52a8a7ad4c5 |
children |
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 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 |
215 | 18 int exp_add(THING *tp); |
19 | |
12
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20 /* |
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21 * List of monsters in rough order of vorpalness |
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22 * |
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23 * NOTE: This not initialized using strings so that xstr doesn't set up |
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24 * the string not to be saved. Otherwise genocide is lost through |
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25 * saving a game. |
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26 */ |
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27 char lvl_mons[] = { |
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28 'K', 'J', 'B', 'S', 'H', 'E', 'A', 'O', 'Z', 'G', 'L', 'C', 'R', |
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29 'Q', 'N', 'Y', 'T', 'W', 'F', 'I', 'X', 'U', 'M', 'V', 'P', 'D', |
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30 '\0' |
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31 }; |
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32 |
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33 char wand_mons[] = { |
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34 'K', 'J', 'B', 'S', 'H', ' ', 'A', 'O', 'Z', 'G', ' ', 'C', 'R', |
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35 'Q', ' ', 'Y', 'T', 'W', ' ', 'I', 'X', 'U', ' ', 'V', 'P', ' ', |
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36 '\0' |
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37 }; |
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38 |
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39 /* |
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40 * randmonster: |
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41 * Pick a monster to show up. The lower the level, |
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42 * the meaner the monster. |
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43 */ |
215 | 44 char |
45 randmonster(bool wander) | |
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46 { |
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47 register int d; |
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48 register char *mons; |
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49 |
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50 mons = wander ? wand_mons : lvl_mons; |
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51 do |
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52 { |
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53 d = level + (rnd(10) - 5); |
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54 if (d < 1) |
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55 d = rnd(5) + 1; |
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56 if (d > 26) |
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57 d = rnd(5) + 22; |
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58 } while (mons[--d] == ' '); |
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59 return mons[d]; |
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60 } |
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61 |
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62 /* |
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63 * new_monster: |
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64 * Pick a new monster and add it to the list |
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65 */ |
215 | 66 void |
67 new_monster(THING *tp, char type, 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; |
304 | 78 tp->t_oldch = mvinch(cp->y, cp->x) & A_CHARTEXT; |
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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; |