Mercurial > hg > early-roguelike
annotate srogue/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 | 28e22fb35989 |
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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 <string.h> |
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18 #include "rogue.h" |
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19 #include <ctype.h> |
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20 #include "rogue.ext" |
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21 |
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22 /* |
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23 * rnd_mon: |
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24 * Pick a monster to show up. The lower the level, |
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25 * the meaner the monster. |
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26 */ |
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27 int |
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28 rnd_mon(bool wander, bool baddie) |
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29 { |
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30 /* baddie; TRUE when from a polymorph stick */ |
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31 reg int i, ok, cnt; |
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32 |
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33 cnt = 0; |
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34 if (levcount == 0) /* if only asmodeus possible */ |
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35 return(MAXMONS); |
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36 if (baddie) { |
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37 while (1) { |
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38 i = rnd(MAXMONS); /* pick ANY monster */ |
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39 if (monsters[i].m_lev.l_lev < 0) /* skip genocided ones */ |
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40 continue; |
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41 return i; |
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42 } |
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43 } |
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44 ok = FALSE; |
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45 do { |
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46 /* |
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47 * get a random monster from this range |
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48 */ |
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49 i = rnd(levcount); |
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50 /* |
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51 * Only create a wandering monster if we want one |
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52 * (or the count is exceeded) |
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53 */ |
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54 if (!wander || mtlev[i]->m_lev.d_wand || ++cnt > 500) |
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55 ok = TRUE; |
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56 } while(!ok); |
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57 return (midx(mtlev[i]->m_show)); |
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58 } |
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59 |
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60 /* |
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61 * lev_mon: |
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62 * This gets all monsters possible on this level |
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63 */ |
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64 void |
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65 lev_mon(void) |
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66 { |
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67 reg int i; |
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68 reg struct monster *mm; |
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69 |
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70 levcount = 0; |
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71 for (i = 0; i < MAXMONS; i++) { |
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72 mm = &monsters[i]; |
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73 if (mm->m_lev.h_lev >= level && mm->m_lev.l_lev <= level) { |
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74 mtlev[levcount] = mm; |
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75 if (++levcount >= MONRANGE) |
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76 break; |
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77 } |
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78 } |
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79 if (levcount == 0) /* if no monsters are possible */ |
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80 mtlev[0] = &monsters[MAXMONS]; /* then asmodeus 'A' */ |
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81 } |
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82 |
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83 /* |
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84 * new_monster: |
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85 * Pick a new monster and add it to the list |
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86 */ |
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87 struct linked_list * |
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88 new_monster(int indx, struct coord *cp, bool treas) |
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89 { |
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90 reg struct linked_list *item; |
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91 reg struct thing *tp; |
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92 reg struct monster *mp; |
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93 reg struct stats *st; |
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94 float killexp; /* experience gotten for killing him */ |
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95 |
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96 item = new_item(sizeof(struct thing)); |
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97 attach(mlist, item); |
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98 tp = THINGPTR(item); |
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99 st = &tp->t_stats; |
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100 mp = &monsters[indx]; /* point to this monsters structure */ |
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101 tp->t_type = mp->m_show; |
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