view rogue5/monsters.c @ 296:000b1c5b8d63

UltraRogue: fix inventory collision after save and restore. Inventory letters are based on "identifiers" stored in objects' o_ident field. Identifiers are allocated by get_ident(), which keeps a list of objects that have them, to avoid giving the same identifier to multiple objects. The list is not stored in the savefile, so after restore, get_ident() was not aware of existing identifiers. This resulted in picked-up objects having the same inventory letters as objects restored from the file. The restore code now adds all objects with identifiers to the list.
author John "Elwin" Edwards
date Mon, 15 Jan 2018 20:20:35 -0500
parents f502bf60e6e4
children
line wrap: on
line source

/*
 * File with various monster functions in it
 *
 * @(#)monsters.c	4.46 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include <curses.h>
#include <string.h>
#include "rogue.h"
#include <ctype.h>

/*
 * List of monsters in rough order of vorpalness
 */
static const int lvl_mons[] =  {
    'K', 'E', 'B', 'S', 'H', 'I', 'R', 'O', 'Z', 'L', 'C', 'Q', 'A',
    'N', 'Y', 'F', 'T', 'W', 'P', 'X', 'U', 'M', 'V', 'G', 'J', 'D'
};

static const int wand_mons[] = {
    'K', 'E', 'B', 'S', 'H',   0, 'R', 'O', 'Z',   0, 'C', 'Q', 'A',
      0, 'Y',   0, 'T', 'W', 'P',   0, 'U', 'M', 'V', 'G', 'J',   0
};

/*
 * randmonster:
 *	Pick a monster to show up.  The lower the level,
 *	the meaner the monster.
 */
int
randmonster(int wander)
{
    int d;
    const int *mons;

    mons = (wander ? wand_mons : lvl_mons);
    do
    {
	d = level + (rnd(10) - 6);
	if (d < 0)
	    d = rnd(5);
	if (d > 25)
	    d = rnd(5) + 21;
    } while (mons[d] == 0);
    return mons[d];
}

/*
 * new_monster:
 *	Pick a new monster and add it to the list
 */

void
new_monster(THING *tp, int type, const coord *cp)
{
    struct monster *mp;
    int lev_add;

    if ((lev_add = level - AMULETLEVEL) < 0)
	lev_add = 0;
    attach(mlist, tp);
    tp->t_type = type;
    tp->t_disguise = type;
    tp->t_pos = *cp;
    move(cp->y, cp->x);
    tp->t_oldch = CCHAR( inch() );
    tp->t_room = roomin(cp);
    moat(cp->y, cp->x) = tp;
    mp = &monsters[tp->t_type-'A'];
    tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add;
    tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8);
    tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add;
    strcpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg);
    tp->t_stats.s_str = mp->m_stats.s_str;
    tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp);
    tp->t_flags = mp->m_flags;
    if (level > 29)
	tp->t_flags |= ISHASTE;
    tp->t_turn = TRUE;
    tp->t_pack = NULL;
    if (ISWEARING(R_AGGR))
	runto(cp);
    if (type == 'X')
	tp->t_disguise = rnd_thing();
}

/*
 * expadd:
 *	Experience to add for this monster's level/hit points
 */
int
exp_add(const THING *tp)
{
    int mod;

    if (tp->t_stats.s_lvl == 1)
	mod = tp->t_stats.s_maxhp / 8;
    else
	mod = tp->t_stats.s_maxhp / 6;
    if (tp->t_stats.s_lvl > 9)
	mod *= 20;
    else if (tp->t_stats.s_lvl > 6)
	mod *= 4;
    return mod;
}

/*
 * wanderer:
 *	Create a new wandering monster and aim it at the player
 */

void
wanderer(void)
{
    THING *tp;
    coord cp;
    int cnt = 0;

    tp = new_item();
    do
    {
        /* Avoid endless loop when all rooms are filled with monsters
	 * and the player room is not accessible to the monsters.
	 */
	if (cnt++ >= 500)
	{
	    discard(tp);
	    return;
	}
	find_floor(NULL, &cp, FALSE, TRUE);
    } while (roomin(&cp) == proom && moat(cp.y, cp.x) == NULL);
    new_monster(tp, randmonster(TRUE), &cp);
    if (on(player, SEEMONST))
    {
	standout();
	if (!on(player, ISHALU))
	    addch(tp->t_type);
	else
	    addch(rnd(26) + 'A');
	standend();
    }
    runto(&tp->t_pos);
#ifdef MASTER
    if (wizard)
	msg("started a wandering %s", monsters[tp->t_type-'A'].m_name);
#endif
}

/*
 * wake_monster:
 *	What to do when the hero steps next to a monster
 */
const THING *
wake_monster(int y, int x)
{
    THING *tp;
    struct room *rp;
	int ch;
    const char *mname;

	if ((tp = moat(y, x)) == NULL) {
#ifdef MASTER
		msg("can't find monster in wake_monster");
#endif
		return NULL;
	}

    ch = tp->t_type;
    /*
     * Every time he sees mean monster, it might start chasing him
     */
    if (!on(*tp, ISRUN) && rnd(3) != 0 && on(*tp, ISMEAN) && !on(*tp, ISHELD)
	&& !ISWEARING(R_STEALTH) && !on(player, ISLEVIT))
    {
	tp->t_dest = &hero;
	tp->t_flags |= ISRUN;
    }
    if (ch == 'M' && !on(player, ISBLIND) && !on(player, ISHALU)
	&& !on(*tp, ISFOUND) && !on(*tp, ISCANC) && on(*tp, ISRUN))
    {
        rp = proom;
	if ((rp != NULL && !(rp->r_flags & ISDARK))
	    || dist(y, x, hero.y, hero.x) < LAMPDIST)
	{
	    tp->t_flags |= ISFOUND;
	    if (!save(VS_MAGIC))
	    {
		if (on(player, ISHUH))
		    lengthen(unconfuse, spread(HUHDURATION));
		else
		    fuse(unconfuse, 0, spread(HUHDURATION), AFTER);
		player.t_flags |= ISHUH;
		mname = set_mname(tp);
		addmsg("%s", mname);
		if (strcmp(mname, "it") != 0)
		    addmsg("'");
		msg("s gaze has confused you");
	    }
	}
    }
    /*
     * Let greedy ones guard gold
     */
    if (on(*tp, ISGREED) && !on(*tp, ISRUN))
    {
	tp->t_flags |= ISRUN;
	if (proom->r_goldval)
	    tp->t_dest = &proom->r_gold;
	else
	    tp->t_dest = &hero;
    }
    return tp;
}

/*
 * give_pack:
 *	Give a pack to a monster if it deserves one
 */

void
give_pack(THING *tp)
{
    if (level >= max_level && rnd(100) < monsters[tp->t_type-'A'].m_carry)
	attach(tp->t_pack, new_thing());
}

/*
 * save_throw:
 *	See if a creature save against something
 */
int
save_throw(int which, const THING *tp)
{
    int need;

    need = 14 + which - tp->t_stats.s_lvl / 2;
    return (roll(1, 20) >= need);
}

/*
 * save:
 *	See if he saves against various nasty things
 */
int
save(int which)
{
    if (which == VS_MAGIC)
    {
	if (ISRING(LEFT, R_PROTECT))
	    which -= cur_ring[LEFT]->o_arm;
	if (ISRING(RIGHT, R_PROTECT))
	    which -= cur_ring[RIGHT]->o_arm;
    }
    return save_throw(which, &player);
}