view srogue/monsters.c @ 227:696277507a2e

Rogue V4, V5: disable a cheat granting permanent monster detection. In these two games, a potion of monster detection turns on the player's SEEMONST flag. A fuse is set to call turn_see() to turn the flag back off. But the save and restore functions do not recognize turn_see() and fail to set the fuse up again. When restoring, Rogue V4 merely sets the fuse's function to NULL and leaves it burning. When it goes off, a segfault results. Rogue V5 clears all the fuse's fields, and the player retains the ability to see all monsters on the level. The save and restore code can now handle the fuse. The function used is a new wrapper, turn_see_off(), which should lead to less problems with daemons being multiple incompatible types. Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon and fuse slots when restoring a saved game.
author John "Elwin" Edwards
date Sat, 05 Mar 2016 12:10:20 -0500
parents 94a0d9dd5ce1
children e7aab31362af
line wrap: on
line source

/*
 * File with various monster functions in it
 *
 * @(#)monsters.c	9.0	(rdk)	 7/17/84
 *
 * Super-Rogue
 * Copyright (C) 1984 Robert D. Kindelberger
 * All rights reserved.
 *
 * Based on "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 <string.h>
#include "rogue.h"
#include <ctype.h>
#include "rogue.ext"

/*
 * rnd_mon:
 *	Pick a monster to show up.  The lower the level,
 *	the meaner the monster.
 */
char
rnd_mon(bool wander, bool baddie)
{
	/* baddie; TRUE when from a polymorph stick */
	reg int i, ok, cnt;

	cnt = 0;
	if (levcount == 0)			/* if only asmodeus possible */
		return(MAXMONS);
	if (baddie) {
		while (1) {
			i = rnd(MAXMONS);					/* pick ANY monster */
			if (monsters[i].m_lev.l_lev < 0)	/* skip genocided ones */
				continue;
			return i;
		}
	}
	ok = FALSE;
	do {
		/*
		 * get a random monster from this range
		 */
		i = rnd(levcount);
		/*
		 * Only create a wandering monster if we want one
		 * (or the count is exceeded)
		 */
		if (!wander || mtlev[i]->m_lev.d_wand || ++cnt > 500)
			ok = TRUE;
	} while(!ok);
	return (midx(mtlev[i]->m_show));
}

/*
 * lev_mon:
 *	This gets all monsters possible on this level
 */
void
lev_mon(void)
{
	reg int i;
	reg struct monster *mm;

	levcount = 0;
	for (i = 0; i < MAXMONS; i++) {
		mm = &monsters[i];
		if (mm->m_lev.h_lev >= level && mm->m_lev.l_lev <= level) {
			mtlev[levcount] = mm;
			if (++levcount >= MONRANGE)
				break;
		}
	}
	if (levcount == 0)					/* if no monsters are possible */
		mtlev[0] = &monsters[MAXMONS];	/* then asmodeus 'A' */
}

/*
 * new_monster:
 *	Pick a new monster and add it to the list
 */
struct linked_list *
new_monster(char type, struct coord *cp, bool treas)
{
	reg struct linked_list *item;
	reg struct thing *tp;
	reg struct monster *mp;
	reg struct stats *st;
	float killexp;		/* experience gotten for killing him */

	item = new_item(sizeof(struct thing));
	attach(mlist, item);
	tp = THINGPTR(item);
	st = &tp->t_stats;
	mp = &monsters[type];		/* point to this monsters structure */
	tp->t_type = mp->m_show;
	tp->t_indx = type;
	tp->t_pos = *cp;
	tp->t_room = roomin(cp);
	tp->t_oldch = mvwinch(cw, cp->y, cp->x);
	tp->t_nomove = 0;
	tp->t_nocmd = 0;
	mvwaddch(mw, cp->y, cp->x, tp->t_type);

	/*
	 * copy monster data
	 */
	tp->t_stats = mp->m_stats;

	/*
	 * If below amulet level, make the monsters meaner the
	 * deeper the hero goes.
	 */
	if (level > AMLEVEL)
		st->s_lvl += ((level - AMLEVEL) / 4);

	/*
	 * If monster in treasure room, then tougher.
	 */
	if (treas)
		st->s_lvl += 1;
	if (levtype == MAZELEV)
		st->s_lvl += 1;
	/*
	 * If the hero is going back up, then the monsters are more
	 * prepared for him, so tougher.
	 */
	if (goingup())
		st->s_lvl += 1;

	/*
	 * Get hit points for monster depending on his experience
	 */
	st->s_hpt = roll(st->s_lvl, 8);
	st->s_maxhp = st->s_hpt;
	/*
	 * Adjust experience point we get for killing it by the
	 *  strength of this particular monster by ~~ +- 50%
	 */
	killexp = mp->m_stats.s_exp * (0.47 + (float)st->s_hpt /
		(8 * (float)st->s_lvl));

	st->s_exp = killexp;			/* use float for accuracy */
	if(st->s_exp < 1)
		st->s_exp = 1;				/* minimum 1 experience point */
	tp->t_flags = mp->m_flags;
	/*
	 * If monster in treasure room, then MEAN
	 */
	if (treas || levtype == MAZELEV)
		tp->t_flags |= ISMEAN;
	tp->t_turn = TRUE;
	tp->t_pack = NULL;
	/*
	 * Dont wander if treas room
	 */
	if (iswearing(R_AGGR) && !treas)
		runto(cp, &hero);
	if (tp->t_type == 'M') {
		char mch;

		if (tp->t_pack != NULL)
			mch = (OBJPTR(tp->t_pack))->o_type;
		else {
			switch (rnd(level >= AMLEVEL ? 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;
			}
		}
		if (treas)
			mch = 'M';		/* no disguise in treasure room */
		tp->t_disguise = mch;
	}
	return item;
}

/*
 * wanderer:
 *	A wandering monster has awakened and is headed for the player
 */
void
wanderer(void)
{
	reg int ch = '-';
	reg struct room *rp, *hr = player.t_room;
	reg struct linked_list *item;
	reg struct thing *tp;
	struct coord mp;

	do {
		rp = &rooms[rnd_room()];
		if (rp != hr || levtype == MAZELEV) {
			mp = *rnd_pos(rp);
			ch = mvinch(mp.y, mp.x);
		}
	} while (!step_ok(ch));
	item = new_monster(rnd_mon(TRUE,FALSE), &mp, FALSE);
	tp = THINGPTR(item);
	tp->t_flags |= ISRUN;
	tp->t_dest = &hero;
}

/*
 * wake_monster:
 *	What to do when the hero steps next to a monster
 */
struct linked_list *
wake_monster(int y, int x)
{
	reg struct thing *tp;
	reg struct linked_list *it;
	reg struct room *rp;
	reg char ch;
	bool treas = FALSE;

	if ((it = find_mons(y, x)) == NULL)
		return NULL;
	tp = THINGPTR(it);
	ch = tp->t_type;
	/*
	 * Every time he sees mean monster, it might start chasing him
	 */
	rp = player.t_room;
	if (rp != NULL && rf_on(rp,ISTREAS)) {
		tp->t_flags &= ~ISHELD;
		treas = TRUE;
	}
	if (treas || (rnd(100) > 33 && on(*tp,ISMEAN) && off(*tp,ISHELD) &&
	  !iswearing(R_STEALTH))) {
		tp->t_dest = &hero;
		tp->t_flags |= ISRUN;
	}
	if (ch == 'U' && pl_off(ISBLIND)) {
		if ((rp != NULL && !rf_on(rp,ISDARK) && levtype != MAZELEV)
		  || DISTANCE(y, x, hero.y, hero.x) < 3) {
			if (off(*tp,ISFOUND) && !save(VS_PETRIFICATION)
			  && !iswearing(R_SUSAB) && pl_off(ISINVINC)) {
				msg("The umber hulk's gaze has confused you.");
				if (pl_on(ISHUH))
					lengthen(unconfuse,rnd(20)+HUHDURATION);
				else
					fuse(unconfuse,TRUE,rnd(20)+HUHDURATION);
				player.t_flags |= ISHUH;
			}
			tp->t_flags |= ISFOUND;
		}
	}
	/*
	 * Hide invisible monsters
	 */
	if ((tp->t_flags & ISINVIS) && pl_off(CANSEE))
		ch = mvinch(y, x);
	/*
	 * Let greedy ones guard gold
	 */
	if (on(*tp, ISGREED) && off(*tp, ISRUN)) {
		if (rp != NULL && rp->r_goldval) {
			tp->t_dest = &rp->r_gold;
			tp->t_flags |= ISRUN;
		}
	}
	return it;
}

/*
 * genocide:
 *	Eradicate a monster forevermore
 */
void
genocide(void)
{
	reg struct linked_list *ip, *nip;
	reg struct thing *mp;
	struct monster *mm;
	reg int i, ii, c;

	if (levcount == 0) {
		mpos = 0;
		msg("You cannot genocide Asmodeus !!");
		return;
	}
tryagain:
	i = TRUE;		/* assume an error now */
	while (i) {
		msg("Which monster (remember UPPER & lower case)?");
		c = readchar();		/* get a char */
		if (c == ESCAPE) {	/* he can abort (the fool) */
			msg("");
			return;
		}
		if (isalpha(c))		/* valid char here */
			i = FALSE;		/* exit the loop */
		else {				/* he didn't type a letter */
			mpos = 0;
			msg("Please specify a letter between 'A' and 'z'");
		}
	}
	i = midx(c);						/* get index to monster */
	mm = &monsters[i];
	if (mm->m_lev.l_lev < 0) {
		mpos = 0;
		msg("You have already eliminated the %s.",mm->m_name);
		goto tryagain;
	}
	for (ip = mlist; ip != NULL; ip = nip) {
		mp = THINGPTR(ip);
		nip = next(ip);
		if (mp->t_type == c)
			remove_monster(&mp->t_pos, ip);
	}
	mm->m_lev.l_lev = -1;				/* get rid of it */
	mm->m_lev.h_lev = -1;
	lev_mon();							/* redo monster list */
	mpos = 0;
	msg("You have wiped out the %s.",mm->m_name);
}

/*
 * unhold:
 *	Release the player from being held
 */
void
unhold(char whichmon)
{
	switch (whichmon) {
		case 'F':
			fung_hit = 0;
			strcpy(monsters[midx('F')].m_stats.s_dmg, "000d0");
		case 'd':
			player.t_flags &= ~ISHELD;
	}
}

/*
 * midx:
 *	This returns an index to 'whichmon'
 */
int
midx(char whichmon)
{
	if (isupper(whichmon))
		return(whichmon - 'A');			/* 0 to 25 for uppercase */
	else if (islower(whichmon))
		return(whichmon - 'a' + 26);	/* 26 to 51 for lowercase */
	else
		return(MAXMONS);				/* 52 for Asmodeus */
}

/*
 * monhurt:
 *	See when monster should run or fight. Return
 *	TRUE if hit points less than acceptable.
 */
bool
monhurt(struct thing *th)
{
	reg int ewis, crithp, f1, f2;
	reg struct stats *st;

	st = &th->t_stats;
	ewis = st->s_ef.a_wis;
	if (ewis <= MONWIS)				/* stupid monsters dont know */
		return FALSE;
	f1 = st->s_maxhp / 4;			/* base hpt for being hurt */
	f2 = (ewis - MONWIS) * 5 / 3;	/* bonus for smart monsters */
	if (th->t_flags & ISWOUND)		/* if recovering from being */
		f1 *= 2;					/* wounded, then double the base */
	crithp = f1 + f2;				/* get critical hpt for hurt */
	if (crithp > st->s_maxhp)		/* only up to max hpt */
		crithp = st->s_maxhp;
	if (st->s_hpt < crithp)			/* if < critical, then still hurt */
		return TRUE;
	return FALSE;
}