annotate urogue/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
date Sun, 24 Oct 2021 20:26:21 -0400
parents 28e22fb35989
children
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1 /*
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2 monsters.c - File with various monster functions in it
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3
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <stdlib.h>
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20 #include <string.h>
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21 #include <ctype.h>
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22 #include "rogue.h"
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23
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24 /*
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25 summon_monster()
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26 Summon a monster.
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27 */
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28
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29 struct linked_list *
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30 summon_monster(int type, int familiar, int print_message)
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31 {
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32 struct linked_list *mp;
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33 struct thing *tp;
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34 int monster;
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35
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36 if (familiar && !is_wearing(R_WIZARD) && off(player, CANSUMMON))
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37 {
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38 msg("Only spellcasters can summon familiars!");
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39 return(NULL);
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40 }
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41
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42 if (type == 0) /* Random monster modified by level */
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43 {
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44 int ndice = min(pstats.s_lvl, (nummonst - NUMSUMMON) / 8);
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45
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46 monster = min(nummonst, roll(ndice, pstats.s_charisma));
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47
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48 /*
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49 * if a familiar exists, and it is higher in level, make it
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50 * again
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51 */
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52
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53 if (fam_ptr != NULL)
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54 {
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55 struct thing *fp = THINGPTR(fam_ptr);
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56
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57 monster = max(fp->t_index, monster);
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58 }
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59 }
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60 else
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61 monster = type;
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62
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63 turn_on(player, SUMMONING);
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64
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65 mp = creat_mons(&player, monster, NOMESSAGE);
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66
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67 if (!mp)
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68 {
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69 msg("Summon failed.");
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70 turn_off(player, SUMMONING);
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71 return(NULL);
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72 }
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73
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74 if (print_message == MESSAGE)
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75 {
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76 msg("A %s appears out of nowhere!", monsters[monster].m_name);
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77
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78 if (familiar)
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79 msg("I am here to serve %s.", whoami);
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80 else
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81 {
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82 msg("My goodness, are you Yendor?");
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83 ++mons_summoned;
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84 debug("%d monsters now summoned.", mons_summoned);
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85 }
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86 }
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87
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88 tp = THINGPTR(mp);
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89 turn_on(*tp, ISCHARMED); /* Summoned monsters are always charmed */
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90
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91 if (familiar)
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92 {
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