annotate rogue5/monsters.c @ 76:ad2cb9a07aaa

arogue5: fix player's typed responses getting put at the wrong place. Some sections of code that prompt the user for a string of input were calling get_str() with cw (the player-visible screen containing the map), which caused whatever the player typed to get printed starting at cw's idea of the cursor position, which was usually the Rogue's @-sign. This corrupted the map. The problem has been fixed by passing msgw (the message line at the top of the screen) to get_str(), so the player's typing appears where msgw thinks the cursor should be, which is in the sensible place right after the prompt. Some other get_str() invocations which used hw or stdscr have been left unmodified.
author John "Elwin" Edwards <elwin@sdf.org>
date Sat, 08 Sep 2012 22:05:05 -0700
parents f502bf60e6e4
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 4.46 (Berkeley) 02/05/99
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 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 "rogue.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 static const int lvl_mons[] = {
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22 'K', 'E', 'B', 'S', 'H', 'I', 'R', 'O', 'Z', 'L', 'C', 'Q', 'A',
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23 'N', 'Y', 'F', 'T', 'W', 'P', 'X', 'U', 'M', 'V', 'G', 'J', 'D'
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24 };
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25
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26 static const int wand_mons[] = {
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27 'K', 'E', 'B', 'S', 'H', 0, 'R', 'O', 'Z', 0, 'C', 'Q', 'A',
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28 0, 'Y', 0, 'T', 'W', 'P', 0, 'U', 'M', 'V', 'G', 'J', 0
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29 };
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30
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31 /*
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32 * randmonster:
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33 * Pick a monster to show up. The lower the level,
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34 * the meaner the monster.
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35 */
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36 int
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37 randmonster(int wander)
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38 {
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39 int d;
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40 const int *mons;
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41
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42 mons = (wander ? wand_mons : lvl_mons);
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43 do
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44 {
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45 d = level + (rnd(10) - 6);
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46 if (d < 0)
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47 d = rnd(5);
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48 if (d > 25)
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49 d = rnd(5) + 21;
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50 } while (mons[d] == 0);
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51 return mons[d];
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52 }
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53
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54 /*
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55 * new_monster:
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56 * Pick a new monster and add it to the list
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57 */
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58
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59 void
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60 new_monster(THING *tp, int type, const coord *cp)
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61 {
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62 struct monster *mp;
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63 int lev_add;
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64
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65 if ((lev_add = level - AMULETLEVEL) < 0)
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66 lev_add = 0;
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67 attach(mlist, tp);
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68 tp->t_type = type;
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69 tp->t_disguise = type;
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70 tp->t_pos = *cp;
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71 move(cp->y, cp->x);
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72 tp->t_oldch = CCHAR( inch() );
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73 tp->t_room = roomin(cp);
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74 moat(cp->y, cp->x) = tp;
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75 mp = &monsters[tp->t_type-'A'];
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76 tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add;
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77 tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8);
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78 tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add;
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79 strcpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg);
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80 tp->t_stats.s_str = mp->m_stats.s_str;
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81 tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp);
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82 tp->t_flags = mp->m_flags;
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83 if (level > 29)
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84 tp->t_flags |= ISHASTE;
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85 tp->t_turn = TRUE;
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86 tp->t_pack = NULL;
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87 if (ISWEARING(R_AGGR))
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88 runto(cp);
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89 if (type == 'X')
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90 tp->t_disguise = rnd_thing();
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91 }
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92
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93 /*
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94 * expadd:
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95 * Experience to add for this monster's level/hit points
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96 */
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97 int
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98 exp_add(const THING *tp)
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99 {
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100 int mod;
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101
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102 if (tp->t_stats.s_lvl == 1)
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103 mod = tp->t_stats.s_maxhp / 8;
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104 else
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105 mod = tp->t_stats.s_maxhp / 6;
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