Mercurial > hg > early-roguelike
annotate srogue/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 |
parents | 2128c7dc8a40 |
children | 7bdac632ab9d |
rev | line source |
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36
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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 "rogue.h" |
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18 #include <ctype.h> |
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19 #include "rogue.ext" |
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20 |
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21 /* |
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22 * rnd_mon: |
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23 * Pick a monster to show up. The lower the level, |
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24 * the meaner the monster. |
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25 */ |
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26 rnd_mon(wander,baddie) |
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27 bool wander; |
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28 bool baddie; /* TRUE when from a polymorph stick */ |
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29 { |
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30 reg int i, ok, cnt; |
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31 |
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32 cnt = 0; |
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33 if (levcount == 0) /* if only asmodeus possible */ |
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34 return(MAXMONS); |
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35 if (baddie) { |
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36 while (1) { |
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37 i = rnd(MAXMONS); /* pick ANY monster */ |
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38 if (monsters[i].m_lev.l_lev < 0) /* skip genocided ones */ |
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39 continue; |
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40 return i; |
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41 } |
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42 } |
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43 ok = FALSE; |
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44 do { |
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45 /* |
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46 * get a random monster from this range |
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47 */ |
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48 i = rnd(levcount); |
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49 /* |
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50 * Only create a wandering monster if we want one |
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51 * (or the count is exceeded) |
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52 */ |
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53 if (!wander || mtlev[i]->m_lev.d_wand || ++cnt > 500) |
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54 ok = TRUE; |
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55 } while(!ok); |
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56 return (midx(mtlev[i]->m_show)); |
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57 } |
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58 |
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59 /* |
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60 * lev_mon: |
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61 * This gets all monsters possible on this level |
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62 */ |
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63 lev_mon() |
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64 { |
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65 reg int i; |
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66 reg struct monster *mm; |
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67 |
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68 levcount = 0; |
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69 for (i = 0; i < MAXMONS; i++) { |
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70 mm = &monsters[i]; |
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71 if (mm->m_lev.h_lev >= level && mm->m_lev.l_lev <= level) { |
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72 mtlev[levcount] = mm; |
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73 if (++levcount >= MONRANGE) |
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74 break; |
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75 } |
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76 } |
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77 if (levcount == 0) /* if no monsters are possible */ |
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78 mtlev[0] = &monsters[MAXMONS]; /* then asmodeus 'A' */ |
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79 } |
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80 |
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81 /* |
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82 * new_monster: |
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83 * Pick a new monster and add it to the list |
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84 */ |
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85 struct linked_list * |
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86 new_monster(type, cp, treas) |
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87 struct coord *cp; |
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88 bool treas; |
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89 char type; |
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90 { |
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91 reg struct linked_list *item; |
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92 reg struct thing *tp; |
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93 reg struct monster *mp; |
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94 reg struct stats *st; |
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95 float killexp; /* experience gotten for killing him */ |
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96 |
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97 item = new_item(sizeof(struct thing)); |
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98 attach(mlist, item); |
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99 tp = THINGPTR(item); |
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100 st = &tp->t_stats; |
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101 mp = &monsters[type]; /* point to this monsters structure */ |
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102 tp->t_type = mp->m_show; |
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103 tp->t_indx = type; |
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104 tp->t_pos = *cp; |
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105 tp->t_room = roomin(cp); |
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