Mercurial > hg > early-roguelike
annotate rogue5/monsters.c @ 87:f871cb0539d3
Don't set the player's ISRUN flag.
rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or
holding. This is apparently supposed to indicate that the player can
move again. What it actually does is make it harder for monsters to
hit the player, until the flag is reset.
As this behavior makes little sense and seems like a cheat, it has
been deemed a bug and removed.
author | John "Elwin" Edwards |
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date | Tue, 13 Aug 2013 09:19:56 -0700 |
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rev | line source |
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33
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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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106 if (tp->t_stats.s_lvl > 9) |