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view rogue3/monsters.c @ 221:71cb5b647f2b
Rogue V5: remove troublesome automatic platform detection.
configure.ac used AC_CANONICAL_SYSTEM to guess the GNU system
description triplets. The target description was substituted into the
Makefile and formatted into the filename for the binary distribution
tarball. But 'target' is only intended for cross-compilers. 'host_os'
might have been a better choice.
The tarball filename can still be changed manually, by running make with
an argument of 'DESTSYS=systemname'.
Cross-compiling may be more difficult now, but I am not certain that it
worked properly previously, and due to pending autoconf changes, it was
likely to break anyway.
The top-level config.guess and config.sub are no longer needed, but they
may reappear if better support for cross-compilation is added.
author | John "Elwin" Edwards |
---|---|
date | Fri, 12 Feb 2016 14:25:47 -0500 |
parents | 527e2150eaf0 |
children |
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/* * 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; } }