view rogue5/monsters.c @ 81:0e212d46b68f

rogue4: don't put savefile metadata into the savefile. The save_file() function in save.c stored the savefile's device number, inode number, creation time, and modification time in the file. The restore() function read them back, and apparently used to compare them to protect against cheaters. Unfortunately, the types and sizes of these numbers differ from system to system, which ruins the Roguelike Restoration Project's fine portability work. So they have been removed from the savefile. This BREAKS SAVEFILE COMPATIBILITY, but old files can be converted by excising the chunk starting at offset 0x22 with length sizeof(ino_t) + sizeof(dev_t) + 2 * sizeof(time_t). That's 0x14 on i686 and 0x20 on x86_64, at least with current versions of Linux and glibc.
author John "Elwin" Edwards
date Mon, 05 Aug 2013 20:49:41 -0700
parents f502bf60e6e4
children
line wrap: on
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/*
 * 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);
}