Mercurial > hg > early-roguelike
view rogue4/monsters.c @ 83:09db0cf536af
Properly handle invalid room references in savefiles.
In all games, rs_write_room_reference() stored -1 for a nonexistent
room, but rs_read_room_reference() did not check for out-of-bounds
values, leading to pointers to rooms[-1], which sometimes caused
crashes. rs_read_room_reference() has now been modified to use NULL
instead.
Some of the games required further changes to replace NULL with the
pointer to the actual room. Others are capable of handling NULL for
objects not in any room.
author | John "Elwin" Edwards |
---|---|
date | Thu, 08 Aug 2013 12:41:35 -0700 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * File with various monster functions in it * * @(#)monsters.c 4.24 (Berkeley) 4/6/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 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 <ctype.h> #include "rogue.h" /* * List of monsters in rough order of vorpalness * * NOTE: This not initialized using strings so that xstr doesn't set up * the string not to be saved. Otherwise genocide is lost through * saving a game. */ char lvl_mons[] = { 'K', 'J', 'B', 'S', 'H', 'E', 'A', 'O', 'Z', 'G', 'L', 'C', 'R', 'Q', 'N', 'Y', 'T', 'W', 'F', 'I', 'X', 'U', 'M', 'V', 'P', 'D', '\0' }; char wand_mons[] = { 'K', 'J', 'B', 'S', 'H', ' ', 'A', 'O', 'Z', 'G', ' ', 'C', 'R', 'Q', ' ', 'Y', 'T', 'W', ' ', 'I', 'X', 'U', ' ', 'V', 'P', ' ', '\0' }; /* * randmonster: * Pick a monster to show up. The lower the level, * the meaner the monster. */ randmonster(wander) bool wander; { register int d; register char *mons; mons = wander ? wand_mons : lvl_mons; do { d = level + (rnd(10) - 5); if (d < 1) d = rnd(5) + 1; if (d > 26) d = rnd(5) + 22; } while (mons[--d] == ' '); return mons[d]; } /* * new_monster: * Pick a new monster and add it to the list */ new_monster(tp, type, cp) register THING *tp; char type; register coord *cp; { register struct monster *mp; register 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; tp->t_oldch = mvinch(cp->y, cp->x); 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; strncpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg,16); 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; tp->t_turn = TRUE; tp->t_pack = NULL; if (ISWEARING(R_AGGR)) runto(cp, &hero); if (type == 'M') switch (rnd(level > 25 ? 9 : 8)) { case 0: tp->t_disguise = GOLD; when 1: tp->t_disguise = POTION; when 2: tp->t_disguise = SCROLL; when 3: tp->t_disguise = STAIRS; when 4: tp->t_disguise = WEAPON; when 5: tp->t_disguise = ARMOR; when 6: tp->t_disguise = RING; when 7: tp->t_disguise = STICK; when 8: tp->t_disguise = AMULET; } } /* * expadd: * Experience to add for this monster's level/hit points */ exp_add(tp) register THING *tp; { register 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 */ wanderer() { register int i; register struct room *rp; register THING *tp; coord cp = {0,0}; register 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; } i = rnd_room(); if ((rp = &rooms[i]) == proom) continue; rnd_pos(rp, &cp); } until (rp != proom && step_ok(winat(cp.y, cp.x))); new_monster(tp, randmonster(TRUE), &cp); runto(&tp->t_pos, &hero); #ifdef WIZARD 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 */ THING * wake_monster(y, x) int y, x; { register THING *tp; register struct room *rp; register char ch; #ifdef WIZARD if ((tp = moat(y, x)) == NULL) msg("can't find monster in wake_monster"); #else tp = moat(y, x); #endif 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)) { tp->t_dest = &hero; tp->t_flags |= ISRUN; } if (ch == 'U' && !on(player, ISBLIND) && !on(*tp, ISFOUND) && !on(*tp, ISCANC) && on(*tp, ISRUN)) { rp = proom; if ((rp != NULL && !(rp->r_flags & ISDARK)) || DISTANCE(y, x, hero.y, hero.x) < LAMPDIST) { tp->t_flags |= ISFOUND; if (!save(VS_MAGIC)) { if (on(player, ISHUH)) lengthen(unconfuse, rnd(20) + HUHDURATION); else fuse(unconfuse, 0, rnd(20) + HUHDURATION, AFTER); player.t_flags |= ISHUH; msg("the umber hulk'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; } /* * genocide: * Wipe one monster out of existence (for now...) */ genocide() { register THING *mp; register char c; register int i; register THING *nmp; addmsg("which monster"); if (!terse) addmsg(" do you wish to wipe out"); msg("? "); while (!isalpha(c = readchar())) if (c == ESCAPE) return; else { mpos = 0; msg("please specifiy a letter between 'A' and 'Z'"); } mpos = 0; if (islower(c)) c = toupper(c); for (mp = mlist; mp; mp = nmp) { nmp = next(mp); if (mp->t_type == c) remove_monster(&mp->t_pos, mp, FALSE); } for (i = 0; i < 26; i++) if (lvl_mons[i] == c) { lvl_mons[i] = ' '; wand_mons[i] = ' '; break; } if (!terse) addmsg("there will be "); msg("no more %ss", monsters[c - 'A'].m_name); } /* * give_pack: * Give a pack to a monster if it deserves one */ give_pack(tp) register THING *tp; { if (rnd(100) < monsters[tp->t_type-'A'].m_carry) attach(tp->t_pack, new_thing()); }