view rogue3/monsters.c @ 100:1e88eb1942a5
srogue: allow wizard mode to be compiled out.
author |
John "Elwin" Edwards |
date |
Sat, 31 Aug 2013 14:24:31 -0700 (2013-08-31) |
parents |
527e2150eaf0 |
children |
|
line source
/*
* File with various monster functions in it
*
* @(#)monsters.c 3.18 (Berkeley) 6/15/81
*
* Rogue: Exploring the Dungeons of Doom
* Copyright (C) 1980, 1981 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 "rogue.h"
#include <string.h>
#include <ctype.h>
/*
* List of monsters in rough order of vorpalness
*/
char lvl_mons[27] = "KJBSHEAOZGLCRQNYTWFIXUMVDP";
char wand_mons[27] = "KJBSH AOZG CRQ Y W IXU V ";
/*
* randmonster:
* Pick a monster to show up. The lower the level,
* the meaner the monster.
*/
int
randmonster(int wander)
{
int d;
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
*/
void
new_monster(struct linked_list *item, int type, coord *cp)
{
struct thing *tp;
struct monster *mp;
attach(mlist, item);
tp = (struct thing *) ldata(item);
tp->t_type = type;
tp->t_pos = *cp;
tp->t_oldch = mvwinch(cw, cp->y, cp->x);
mvwaddch(mw, cp->y, cp->x, tp->t_type);
mp = &monsters[tp->t_type-'A'];
tp->t_stats.s_hpt = roll(mp->m_stats.s_lvl, 8);
tp->t_stats.s_lvl = mp->m_stats.s_lvl;
tp->t_stats.s_arm = mp->m_stats.s_arm;
strcpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg);
tp->t_stats.s_exp = mp->m_stats.s_exp;
tp->t_stats.s_str.st_str = 10;
tp->t_flags = mp->m_flags;
tp->t_turn = TRUE;
tp->t_pack = NULL;
if (ISWEARING(R_AGGR))
runto(cp, &hero);
if (type == 'M')
{
int mch = 0;
if (tp->t_pack != NULL)
mch = ((struct object *) ldata(tp->t_pack))->o_type;
else
switch (rnd(level > 25 ? 9 : 8))
{
case 0: mch = GOLD;
when 1: mch = POTION;
when 2: mch = SCROLL;
when 3: mch = STAIRS;
when 4: mch = WEAPON;
when 5: mch = ARMOR;
when 6: mch = RING;
when 7: mch = STICK;
when 8: mch = AMULET;
}
tp->t_disguise = mch;
}
}
/*
* wanderer:
* A wandering monster has awakened and is headed for the player
*/
void
wanderer()
{
int i, ch;
struct room *rp, *hr = roomin(&hero);
struct linked_list *item;
struct thing *tp;
coord cp;
item = new_item(sizeof *tp);
do
{
i = rnd_room();
if ((rp = &rooms[i]) == hr)
continue;
rnd_pos(rp, &cp);
if ((ch = mvwinch(stdscr, cp.y, cp.x)) == ERR)
{
debug("Routine wanderer: mvwinch failed to %d,%d", cp.y, cp.x);
if (wizard)
wait_for(cw,'\n');
return;
}
} until(hr != rp && step_ok(ch));
new_monster(item, randmonster(TRUE), &cp);
tp = (struct thing *) ldata(item);
tp->t_flags |= ISRUN;
tp->t_pos = cp;
tp->t_dest = &hero;
if (wizard)
msg("Started a wandering %s", monsters[tp->t_type-'A'].m_name);
}
/*
* what to do when the hero steps next to a monster
*/
struct linked_list *
wake_monster(int y, int x)
{
struct thing *tp;
struct linked_list *it;
struct room *rp;
int ch;
if ((it = find_mons(y, x)) == NULL)
{
fatal("Can't find monster in wake");
return NULL;
}
tp = (struct thing *) ldata(it);
ch = tp->t_type;
/*
* Every time he sees mean monster, it might start chasing him
*/
if (rnd(100) > 33 && on(*tp, ISMEAN) && off(*tp, ISHELD)
&& !ISWEARING(R_STEALTH))
{
tp->t_dest = &hero;
tp->t_flags |= ISRUN;
}
if (ch == 'U' && off(player, ISBLIND))
{
rp = roomin(&hero);
if ((rp != NULL && !(rp->r_flags&ISDARK))
|| DISTANCE(y, x, hero.y, hero.x) < 3)
{
if (off(*tp, ISFOUND) && !save(VS_MAGIC))
{
msg("The umber hulk's gaze has confused you.");
if (on(player, ISHUH))
lengthen(unconfuse, rnd(20)+HUHDURATION);
else
fuse(unconfuse, 0, rnd(20)+HUHDURATION, AFTER);
player.t_flags |= ISHUH;
}
tp->t_flags |= ISFOUND;
}
}
/*
* Hide invisible monsters
*/
if (on(*tp, ISINVIS) && off(player, CANSEE))
ch = mvwinch(stdscr, y, x);
/*
* Let greedy ones guard gold
*/
if (on(*tp, ISGREED) && off(*tp, ISRUN))
{
rp = roomin(&hero);
if (rp != NULL && rp->r_goldval)
{
tp->t_dest = &rp->r_gold;
tp->t_flags |= ISRUN;
}
}
return it;
}
void
genocide()
{
struct linked_list *ip;
struct thing *mp;
int c;
int i;
struct linked_list *nip;
addmsg("Which monster");
if (!terse)
addmsg(" do you wish to wipe out");
msg("? ");
while (!isalpha(c = readchar(cw)))
if (c == ESCAPE)
return;
else
{
mpos = 0;
msg("Please specify a letter between 'A' and 'Z'");
}
if (islower(c))
c = toupper(c);
for (ip = mlist; ip; ip = nip)
{
mp = (struct thing *) ldata(ip);
nip = next(ip);
if (mp->t_type == c)
remove_monster(&mp->t_pos, ip);
}
for (i = 0; i < 26; i++)
if (lvl_mons[i] == c)
{
lvl_mons[i] = ' ';
wand_mons[i] = ' ';
break;
}
}