Mercurial > hg > early-roguelike
annotate srogue/monsters.c @ 304:e52a8a7ad4c5
Fix many compiler warnings.
There should only be two changes in behavior:
arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly
applied to characters who are not monks instead of monks who are not
empty-handed.
urogue/fight.c: fixed an interaction with the "debug" macro that could
cause the wrong message to be displayed.
author | John "Elwin" Edwards |
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date | Wed, 14 Apr 2021 18:55:33 -0400 |
parents | e7aab31362af |
children | 28e22fb35989 |
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 char |
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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(char type, 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[type]; /* point to this monsters structure */ |
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101 tp->t_type = mp->m_show; |
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102 tp->t_indx = type; |
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103 tp->t_pos = *cp; |
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104 tp->t_room = roomin(cp); |
304 | 105 tp->t_oldch = mvwinch(cw, cp->y, cp->x) & A_CHARTEXT; |
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106 tp->t_nomove = 0; |
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107 tp->t_nocmd = 0; |
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108 mvwaddch(mw, cp->y, cp->x, tp->t_type); |
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109 |
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110 /* |
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111 * copy monster data |
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112 */ |
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113 tp->t_stats = mp->m_stats; |
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114 |
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115 /* |
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116 * If below amulet level, make the monsters meaner the |
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117 * deeper the hero goes. |
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118 */ |
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119 if (level > AMLEVEL) |
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120 st->s_lvl += ((level - AMLEVEL) / 4); |
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121 |
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122 /* |
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123 * If monster in treasure room, then tougher. |
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124 */ |
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125 if (treas) |
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126 st->s_lvl += 1; |
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127 if (levtype == MAZELEV) |
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128 st->s_lvl += 1; |
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129 /* |
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130 * If the hero is going back up, then the monsters are more |
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131 * prepared for him, so tougher. |
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132 */ |
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133 if (goingup()) |
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134 st->s_lvl += 1; |
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135 |
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136 /* |
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137 * Get hit points for monster depending on his experience |
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138 */ |
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139 st->s_hpt = roll(st->s_lvl, 8); |
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140 st->s_maxhp = st->s_hpt; |
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141 /* |
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142 * Adjust experience point we get for killing it by the |
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143 * strength of this particular monster by ~~ +- 50% |
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144 */ |
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145 killexp = mp->m_stats.s_exp * (0.47 + (float)st->s_hpt / |
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146 (8 * (float)st->s_lvl)); |
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147 |
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148 st->s_exp = killexp; /* use float for accuracy */ |
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149 if(st->s_exp < 1) |
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150 st->s_exp = 1; /* minimum 1 experience point */ |
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151 tp->t_flags = mp->m_flags; |
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152 /* |
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153 * If monster in treasure room, then MEAN |
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154 */ |
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155 if (treas || levtype == MAZELEV) |
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156 tp->t_flags |= ISMEAN; |
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157 tp->t_turn = TRUE; |
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158 tp->t_pack = NULL; |
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159 /* |
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160 * Dont wander if treas room |
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161 */ |
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162 if (iswearing(R_AGGR) && !treas) |
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163 runto(cp, &hero); |
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164 if (tp->t_type == 'M') { |
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165 char mch; |
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166 |
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167 if (tp->t_pack != NULL) |
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168 mch = (OBJPTR(tp->t_pack))->o_type; |
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169 else { |
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170 switch (rnd(level >= AMLEVEL ? 9 : 8)) { |
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171 case 0: mch = GOLD; |
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172 when 1: mch = POTION; |
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173 when 2: mch = SCROLL; |
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174 when 3: mch = STAIRS; |
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175 when 4: mch = WEAPON; |
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176 when 5: mch = ARMOR; |
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177 when 6: mch = RING; |
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178 when 7: mch = STICK; |
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179 when 8: mch = AMULET; |
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180 } |
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181 } |
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182 if (treas) |
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183 mch = 'M'; /* no disguise in treasure room */ |
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184 tp->t_disguise = mch; |
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185 } |
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186 return item; |
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187 } |
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188 |
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189 /* |
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190 * wanderer: |
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191 * A wandering monster has awakened and is headed for the player |
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192 */ |
217
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193 void |
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194 wanderer(void) |
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195 { |
177 | 196 reg int ch = '-'; |
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197 reg struct room *rp, *hr = player.t_room; |
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198 reg struct linked_list *item; |
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199 reg struct thing *tp; |
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200 struct coord mp; |
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201 |
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202 do { |
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203 rp = &rooms[rnd_room()]; |
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204 if (rp != hr || levtype == MAZELEV) { |
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205 mp = *rnd_pos(rp); |
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206 ch = mvinch(mp.y, mp.x); |
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207 } |
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208 } while (!step_ok(ch)); |
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209 item = new_monster(rnd_mon(TRUE,FALSE), &mp, FALSE); |
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210 tp = THINGPTR(item); |
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211 tp->t_flags |= ISRUN; |
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212 tp->t_dest = &hero; |
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213 } |
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214 |
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215 /* |
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216 * wake_monster: |
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217 * What to do when the hero steps next to a monster |
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218 */ |
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219 struct linked_list * |
217
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220 wake_monster(int y, int x) |
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221 { |
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222 reg struct thing *tp; |
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223 reg struct linked_list *it; |
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224 reg struct room *rp; |
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225 reg char ch; |
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226 bool treas = FALSE; |
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227 |
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228 if ((it = find_mons(y, x)) == NULL) |
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229 return NULL; |
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230 tp = THINGPTR(it); |
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231 ch = tp->t_type; |
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232 /* |
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233 * Every time he sees mean monster, it might start chasing him |
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234 */ |
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235 rp = player.t_room; |
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236 if (rp != NULL && rf_on(rp,ISTREAS)) { |
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237 tp->t_flags &= ~ISHELD; |
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238 treas = TRUE; |
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239 } |
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240 if (treas || (rnd(100) > 33 && on(*tp,ISMEAN) && off(*tp,ISHELD) && |
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241 !iswearing(R_STEALTH))) { |
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242 tp->t_dest = &hero; |
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243 tp->t_flags |= ISRUN; |
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244 } |
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245 if (ch == 'U' && pl_off(ISBLIND)) { |
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246 if ((rp != NULL && !rf_on(rp,ISDARK) && levtype != MAZELEV) |
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247 || DISTANCE(y, x, hero.y, hero.x) < 3) { |
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248 if (off(*tp,ISFOUND) && !save(VS_PETRIFICATION) |
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249 && !iswearing(R_SUSAB) && pl_off(ISINVINC)) { |
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250 msg("The umber hulk's gaze has confused you."); |
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251 if (pl_on(ISHUH)) |
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252 lengthen(unconfuse,rnd(20)+HUHDURATION); |
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253 else |
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254 fuse(unconfuse,TRUE,rnd(20)+HUHDURATION); |
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255 player.t_flags |= ISHUH; |
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256 } |
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257 tp->t_flags |= ISFOUND; |
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258 } |
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259 } |
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260 /* |
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261 * Hide invisible monsters |
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262 */ |
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263 if ((tp->t_flags & ISINVIS) && pl_off(CANSEE)) |
304 | 264 ch = mvinch(y, x) & A_CHARTEXT; |
36
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265 /* |
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266 * Let greedy ones guard gold |
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267 */ |
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268 if (on(*tp, ISGREED) && off(*tp, ISRUN)) { |
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269 if (rp != NULL && rp->r_goldval) { |
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270 tp->t_dest = &rp->r_gold; |
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271 tp->t_flags |= ISRUN; |
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272 } |
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273 } |
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274 return it; |
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275 } |
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276 |
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277 /* |
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278 * genocide: |
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279 * Eradicate a monster forevermore |
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280 */ |
217
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281 void |
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282 genocide(void) |
36
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283 { |
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284 reg struct linked_list *ip, *nip; |
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285 reg struct thing *mp; |
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286 struct monster *mm; |
304 | 287 reg int i, c; |
36
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288 |
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289 if (levcount == 0) { |
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290 mpos = 0; |
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291 msg("You cannot genocide Asmodeus !!"); |
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292 return; |
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293 } |
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294 tryagain: |
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295 i = TRUE; /* assume an error now */ |
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296 while (i) { |
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297 msg("Which monster (remember UPPER & lower case)?"); |
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298 c = readchar(); /* get a char */ |
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299 if (c == ESCAPE) { /* he can abort (the fool) */ |
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300 msg(""); |
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301 return; |
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302 } |
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303 if (isalpha(c)) /* valid char here */ |
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304 i = FALSE; /* exit the loop */ |
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305 else { /* he didn't type a letter */ |
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306 mpos = 0; |
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307 msg("Please specify a letter between 'A' and 'z'"); |
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308 } |
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309 } |
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310 i = midx(c); /* get index to monster */ |
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311 mm = &monsters[i]; |
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312 if (mm->m_lev.l_lev < 0) { |
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313 mpos = 0; |
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314 msg("You have already eliminated the %s.",mm->m_name); |
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315 goto tryagain; |
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316 } |
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317 for (ip = mlist; ip != NULL; ip = nip) { |
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318 mp = THINGPTR(ip); |
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319 nip = next(ip); |
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320 if (mp->t_type == c) |
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321 remove_monster(&mp->t_pos, ip); |
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322 } |
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323 mm->m_lev.l_lev = -1; /* get rid of it */ |
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324 mm->m_lev.h_lev = -1; |
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325 lev_mon(); /* redo monster list */ |
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326 mpos = 0; |
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327 msg("You have wiped out the %s.",mm->m_name); |
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328 } |
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329 |
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330 /* |
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331 * unhold: |
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332 * Release the player from being held |
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333 */ |
217
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334 void |
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335 unhold(char whichmon) |
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336 { |
245
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337 struct linked_list *item; |
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338 struct thing *mon; |
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339 |
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340 switch (whichmon) { |
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341 case 'F': |
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342 fung_hit = 0; |
245
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343 for (item = mlist; item != NULL; item = next(item)) { |
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344 mon = THINGPTR(item); |
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345 if (mon->t_type == 'F') |
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346 strcpy(mon->t_stats.s_dmg, "000d0"); |
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347 } |
36
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348 case 'd': |
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349 player.t_flags &= ~ISHELD; |
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350 } |
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351 } |
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352 |
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353 /* |
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354 * midx: |
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355 * This returns an index to 'whichmon' |
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356 */ |
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357 int |
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358 midx(char whichmon) |
36
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359 { |
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360 if (isupper(whichmon)) |
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361 return(whichmon - 'A'); /* 0 to 25 for uppercase */ |
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362 else if (islower(whichmon)) |
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363 return(whichmon - 'a' + 26); /* 26 to 51 for lowercase */ |
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364 else |
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365 return(MAXMONS); /* 52 for Asmodeus */ |
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366 } |
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367 |
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368 /* |
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369 * monhurt: |
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370 * See when monster should run or fight. Return |
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371 * TRUE if hit points less than acceptable. |
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372 */ |
217
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373 bool |
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374 monhurt(struct thing *th) |
36
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375 { |
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376 reg int ewis, crithp, f1, f2; |
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377 reg struct stats *st; |
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378 |
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379 st = &th->t_stats; |
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380 ewis = st->s_ef.a_wis; |
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381 if (ewis <= MONWIS) /* stupid monsters dont know */ |
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382 return FALSE; |
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383 f1 = st->s_maxhp / 4; /* base hpt for being hurt */ |
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384 f2 = (ewis - MONWIS) * 5 / 3; /* bonus for smart monsters */ |
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385 if (th->t_flags & ISWOUND) /* if recovering from being */ |
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386 f1 *= 2; /* wounded, then double the base */ |
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387 crithp = f1 + f2; /* get critical hpt for hurt */ |
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388 if (crithp > st->s_maxhp) /* only up to max hpt */ |
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389 crithp = st->s_maxhp; |
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390 if (st->s_hpt < crithp) /* if < critical, then still hurt */ |
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391 return TRUE; |
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392 return FALSE; |
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393 } |