view rogue3/monsters.c @ 110:5f51f7d9805f

arogue5: fix some save/restore-related crashes. The save/restore code took the pointer intended as an argument for the doctor() daemon and wrote it to the savefile as an int. I don't know why it took so long to fail horribly. The problem has been avoided by replacing the value with &player when restoring. That seems to be the only argument ever actually used. The code also writes only four bytes for an unsigned long; if sizeof(long) == 8, it casts to unsigned int first. It failed to do the cast when reading back, with the result that four bytes were read and the other half of the number was effectively uninitialized. It apparently works now, but the save/restore code ought still to be regarded as decidedly unfortunate.
author John "Elwin" Edwards
date Mon, 06 Jan 2014 15:57:17 -0500
parents 527e2150eaf0
children
line wrap: on
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;
	}
}