Mercurial > hg > early-roguelike
view rogue5/monsters.c @ 215:1b73a8641b37
rogue4: fix most GCC5 warnings.
Converting all function definitions to ANSI style accounts for most of
the change. This has exposed other problems, such as daemons not
actually being their stated type, that will require more careful
solutions.
author | John "Elwin" Edwards |
---|---|
date | Wed, 27 Jan 2016 19:41:05 -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); }