Mercurial > hg > early-roguelike
annotate rogue4/monsters.c @ 317:aab761616489 default tip
Rearrange some Autoconf files.
Autoconf was failing to detect install-sh at the top level and needed
some explicit directions. It also wants config.guess and config.sub to
be provided too.
A few other macros have also been updated.
author | John "Elwin" Edwards |
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date | Tue, 05 Sep 2023 20:05:24 -0400 |
parents | e52a8a7ad4c5 |
children |
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 4.24 (Berkeley) 4/6/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 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 <ctype.h> |
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16 #include "rogue.h" |
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17 |
215 | 18 int exp_add(THING *tp); |
19 | |
12
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20 /* |
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21 * List of monsters in rough order of vorpalness |
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22 * |
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23 * NOTE: This not initialized using strings so that xstr doesn't set up |
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24 * the string not to be saved. Otherwise genocide is lost through |
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25 * saving a game. |
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26 */ |
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27 char lvl_mons[] = { |
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28 'K', 'J', 'B', 'S', 'H', 'E', 'A', 'O', 'Z', 'G', 'L', 'C', 'R', |
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29 'Q', 'N', 'Y', 'T', 'W', 'F', 'I', 'X', 'U', 'M', 'V', 'P', 'D', |
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30 '\0' |
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31 }; |
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32 |
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33 char wand_mons[] = { |
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34 'K', 'J', 'B', 'S', 'H', ' ', 'A', 'O', 'Z', 'G', ' ', 'C', 'R', |
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35 'Q', ' ', 'Y', 'T', 'W', ' ', 'I', 'X', 'U', ' ', 'V', 'P', ' ', |
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36 '\0' |
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37 }; |
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38 |
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39 /* |
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40 * randmonster: |
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41 * Pick a monster to show up. The lower the level, |
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42 * the meaner the monster. |
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43 */ |
215 | 44 char |
45 randmonster(bool wander) | |
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46 { |
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47 register int d; |
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48 register char *mons; |
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49 |
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50 mons = wander ? wand_mons : lvl_mons; |
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51 do |
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52 { |
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53 d = level + (rnd(10) - 5); |
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54 if (d < 1) |
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55 d = rnd(5) + 1; |
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56 if (d > 26) |
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57 d = rnd(5) + 22; |
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58 } while (mons[--d] == ' '); |
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59 return mons[d]; |
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60 } |
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61 |
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62 /* |
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63 * new_monster: |
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64 * Pick a new monster and add it to the list |
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65 */ |
215 | 66 void |
67 new_monster(THING *tp, char type, coord *cp) | |
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68 { |
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69 register struct monster *mp; |
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70 register int lev_add; |
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71 |
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72 if ((lev_add = level - AMULETLEVEL) < 0) |
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73 lev_add = 0; |
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74 attach(mlist, tp); |
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75 tp->t_type = type; |
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76 tp->t_disguise = type; |
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77 tp->t_pos = *cp; |
304 | 78 tp->t_oldch = mvinch(cp->y, cp->x) & A_CHARTEXT; |
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79 tp->t_room = roomin(cp); |
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80 moat(cp->y, cp->x) = tp; |
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81 mp = &monsters[tp->t_type-'A']; |
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82 tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add; |
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83 tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8); |
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84 tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add; |
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85 strncpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg,16); |
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86 tp->t_stats.s_str = mp->m_stats.s_str; |
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87 tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp); |
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88 tp->t_flags = mp->m_flags; |
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89 tp->t_turn = TRUE; |
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90 tp->t_pack = NULL; |
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91 if (ISWEARING(R_AGGR)) |
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92 runto(cp, &hero); |
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93 if (type == 'M') |
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94 switch (rnd(level > 25 ? 9 : 8)) |
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95 { |
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96 case 0: tp->t_disguise = GOLD; |
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97 when 1: tp->t_disguise = POTION; |
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98 when 2: tp->t_disguise = SCROLL; |
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99 when 3: tp->t_disguise = STAIRS; |
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100 when 4: tp->t_disguise = WEAPON; |
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101 when 5: tp->t_disguise = ARMOR; |
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102 when 6: tp->t_disguise = RING; |
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103 when 7: tp->t_disguise = STICK; |
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104 when 8: tp->t_disguise = AMULET; |
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105 } |
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106 } |
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107 |
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108 /* |
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109 * expadd: |
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110 * Experience to add for this monster's level/hit points |
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111 */ |
215 | 112 int |
113 exp_add(THING *tp) | |
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114 { |
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115 register int mod; |
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116 |
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117 if (tp->t_stats.s_lvl == 1) |
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118 mod = tp->t_stats.s_maxhp / 8; |
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119 else |
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120 mod = tp->t_stats.s_maxhp / 6; |
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121 if (tp->t_stats.s_lvl > 9) |
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122 mod *= 20; |
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123 else if (tp->t_stats.s_lvl > 6) |
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124 mod *= 4; |
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125 return mod; |
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126 } |
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127 |
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128 /* |
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129 * wanderer: |
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130 * Create a new wandering monster and aim it at the player |
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131 */ |
215 | 132 void |
133 wanderer(void) | |
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134 { |
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135 register int i; |
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136 register struct room *rp; |
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137 register THING *tp; |
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138 coord cp = {0,0}; |
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139 register int cnt = 0; |
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140 |
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141 tp = new_item(); |
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142 do |
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143 { |
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144 /* Avoid endless loop when all rooms are filled with monsters |
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145 * and the player room is not accessible to the monsters. |
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146 */ |
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147 if (cnt++ >= 500) |
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148 { |
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149 discard(tp); |
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150 return; |
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151 } |
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152 i = rnd_room(); |
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153 if ((rp = &rooms[i]) == proom) |
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154 continue; |
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155 rnd_pos(rp, &cp); |
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156 } until (rp != proom && step_ok(winat(cp.y, cp.x))); |
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157 new_monster(tp, randmonster(TRUE), &cp); |
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158 runto(&tp->t_pos, &hero); |
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159 #ifdef WIZARD |
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160 if (wizard) |
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161 msg("started a wandering %s", monsters[tp->t_type-'A'].m_name); |
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162 #endif |
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163 } |
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164 |
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165 /* |
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166 * wake_monster: |
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167 * What to do when the hero steps next to a monster |
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168 */ |
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169 THING * |
215 | 170 wake_monster(int y, int x) |
12
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171 { |
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172 register THING *tp; |
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173 register struct room *rp; |
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174 register char ch; |
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175 |
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176 #ifdef WIZARD |
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177 if ((tp = moat(y, x)) == NULL) |
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178 msg("can't find monster in wake_monster"); |
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179 #else |
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180 tp = moat(y, x); |
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181 #endif |
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182 ch = tp->t_type; |
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183 /* |
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184 * Every time he sees mean monster, it might start chasing him |
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185 */ |
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186 if (!on(*tp, ISRUN) && rnd(3) != 0 && on(*tp, ISMEAN) && !on(*tp, ISHELD) |
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187 && !ISWEARING(R_STEALTH)) |
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188 { |
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189 tp->t_dest = &hero; |
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190 tp->t_flags |= ISRUN; |
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191 } |
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192 if (ch == 'U' && !on(player, ISBLIND) && !on(*tp, ISFOUND) |
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193 && !on(*tp, ISCANC) && on(*tp, ISRUN)) |
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194 { |
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195 rp = proom; |
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196 if ((rp != NULL && !(rp->r_flags & ISDARK)) |
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197 || DISTANCE(y, x, hero.y, hero.x) < LAMPDIST) |
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198 { |
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199 tp->t_flags |= ISFOUND; |
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200 if (!save(VS_MAGIC)) |
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201 { |
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202 if (on(player, ISHUH)) |
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203 lengthen(unconfuse, rnd(20) + HUHDURATION); |
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204 else |
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205 fuse(unconfuse, 0, rnd(20) + HUHDURATION, AFTER); |
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206 player.t_flags |= ISHUH; |
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207 msg("the umber hulk's gaze has confused you"); |
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208 } |
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209 } |
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210 } |
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211 /* |
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212 * Let greedy ones guard gold |
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213 */ |
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214 if (on(*tp, ISGREED) && !on(*tp, ISRUN)) |
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215 { |
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216 tp->t_flags |= ISRUN; |
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217 if (proom->r_goldval) |
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218 tp->t_dest = &proom->r_gold; |
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219 else |
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220 tp->t_dest = &hero; |
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221 } |
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222 return tp; |
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223 } |
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224 |
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225 /* |
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226 * genocide: |
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227 * Wipe one monster out of existence (for now...) |
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228 */ |
215 | 229 void |
230 genocide(void) | |
12
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231 { |
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232 register THING *mp; |
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233 register char c; |
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234 register int i; |
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235 register THING *nmp; |
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236 |
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237 addmsg("which monster"); |
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238 if (!terse) |
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239 addmsg(" do you wish to wipe out"); |
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240 msg("? "); |
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241 while (!isalpha(c = readchar())) |
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242 if (c == ESCAPE) |
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243 return; |
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244 else |
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245 { |
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246 mpos = 0; |
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247 msg("please specifiy a letter between 'A' and 'Z'"); |
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248 } |
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249 mpos = 0; |
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250 if (islower(c)) |
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251 c = toupper(c); |
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252 for (mp = mlist; mp; mp = nmp) |
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253 { |
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254 nmp = next(mp); |
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255 if (mp->t_type == c) |
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256 remove_monster(&mp->t_pos, mp, FALSE); |
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257 } |
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258 for (i = 0; i < 26; i++) |
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259 if (lvl_mons[i] == c) |
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260 { |
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261 lvl_mons[i] = ' '; |
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262 wand_mons[i] = ' '; |
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263 break; |
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264 } |
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265 if (!terse) |
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266 addmsg("there will be "); |
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267 msg("no more %ss", monsters[c - 'A'].m_name); |
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268 } |
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269 |
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270 /* |
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271 * give_pack: |
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272 * Give a pack to a monster if it deserves one |
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273 */ |
215 | 274 void |
275 give_pack(THING *tp) | |
12
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276 { |
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277 if (rnd(100) < monsters[tp->t_type-'A'].m_carry) |
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278 attach(tp->t_pack, new_thing()); |
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279 } |