Mercurial > hg > early-roguelike
annotate srogue/monsters.c @ 245:e7aab31362af
Rogue V[345], Super-Rogue: Fix violet fungi/venus flytraps.
Violet fungi (renamed venus flytraps in Rogue V5) do an increasing
amount of damage each time they hit. If they miss, you still suffer
the same number of HP. This worked by keeping a counter and printing
new damage strings into monsters[5].m_stats.s_dmg, which is the
"prototype" of that particular monster.
Each individual monster has its own damage string. Apparently these
were once char *, pointing to the same string as the prototype. When
the s_dmg member was changed to be an internal char array, changing the
prototype's damage string no longer had any effect on actual monsters.
As a result, flytraps did no damage on a hit, or only one point in V5.
The mechanism for doing damage on a miss continued to work.
This has been fixed by overwriting the individual monster's damage
string instead of the prototype's. It is now no longer necessary to
reset the damage string when the flytrap is killed. The method for
resetting it when the hero teleports away had to be modified. Comments
referencing the long-unused xstr have been removed.
author | John "Elwin" Edwards |
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date | Sun, 01 May 2016 19:39:56 -0400 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
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); |
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105 tp->t_oldch = mvwinch(cw, cp->y, cp->x); |
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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 = '-'; |
36
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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)) |
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264 ch = mvinch(y, x); |
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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; |
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287 reg int i, ii, c; |
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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) |
36
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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 |
36
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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 */ |
217
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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 */ |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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387 crithp = f1 + f2; /* get critical hpt for hurt */ |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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388 if (crithp > st->s_maxhp) /* only up to max hpt */ |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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389 crithp = st->s_maxhp; |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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390 if (st->s_hpt < crithp) /* if < critical, then still hurt */ |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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391 return TRUE; |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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392 return FALSE; |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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393 } |