Mercurial > hg > early-roguelike
view rogue4/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 | 9535a08ddc39 |
children | 1b73a8641b37 |
line wrap: on
line source
/* * File with various monster functions in it * * @(#)monsters.c 4.24 (Berkeley) 4/6/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 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 <ctype.h> #include "rogue.h" /* * List of monsters in rough order of vorpalness * * NOTE: This not initialized using strings so that xstr doesn't set up * the string not to be saved. Otherwise genocide is lost through * saving a game. */ char lvl_mons[] = { 'K', 'J', 'B', 'S', 'H', 'E', 'A', 'O', 'Z', 'G', 'L', 'C', 'R', 'Q', 'N', 'Y', 'T', 'W', 'F', 'I', 'X', 'U', 'M', 'V', 'P', 'D', '\0' }; char wand_mons[] = { 'K', 'J', 'B', 'S', 'H', ' ', 'A', 'O', 'Z', 'G', ' ', 'C', 'R', 'Q', ' ', 'Y', 'T', 'W', ' ', 'I', 'X', 'U', ' ', 'V', 'P', ' ', '\0' }; /* * randmonster: * Pick a monster to show up. The lower the level, * the meaner the monster. */ randmonster(wander) bool wander; { register int d; register 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 */ new_monster(tp, type, cp) register THING *tp; char type; register coord *cp; { register struct monster *mp; register 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; tp->t_oldch = mvinch(cp->y, cp->x); 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; strncpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg,16); 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; tp->t_turn = TRUE; tp->t_pack = NULL; if (ISWEARING(R_AGGR)) runto(cp, &hero); if (type == 'M') switch (rnd(level > 25 ? 9 : 8)) { case 0: tp->t_disguise = GOLD; when 1: tp->t_disguise = POTION; when 2: tp->t_disguise = SCROLL; when 3: tp->t_disguise = STAIRS; when 4: tp->t_disguise = WEAPON; when 5: tp->t_disguise = ARMOR; when 6: tp->t_disguise = RING; when 7: tp->t_disguise = STICK; when 8: tp->t_disguise = AMULET; } } /* * expadd: * Experience to add for this monster's level/hit points */ exp_add(tp) register THING *tp; { register 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 */ wanderer() { register int i; register struct room *rp; register THING *tp; coord cp = {0,0}; register 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; } i = rnd_room(); if ((rp = &rooms[i]) == proom) continue; rnd_pos(rp, &cp); } until (rp != proom && step_ok(winat(cp.y, cp.x))); new_monster(tp, randmonster(TRUE), &cp); runto(&tp->t_pos, &hero); #ifdef WIZARD 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 */ THING * wake_monster(y, x) int y, x; { register THING *tp; register struct room *rp; register char ch; #ifdef WIZARD if ((tp = moat(y, x)) == NULL) msg("can't find monster in wake_monster"); #else tp = moat(y, x); #endif 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)) { tp->t_dest = &hero; tp->t_flags |= ISRUN; } if (ch == 'U' && !on(player, ISBLIND) && !on(*tp, ISFOUND) && !on(*tp, ISCANC) && on(*tp, ISRUN)) { rp = proom; if ((rp != NULL && !(rp->r_flags & ISDARK)) || DISTANCE(y, x, hero.y, hero.x) < LAMPDIST) { tp->t_flags |= ISFOUND; if (!save(VS_MAGIC)) { if (on(player, ISHUH)) lengthen(unconfuse, rnd(20) + HUHDURATION); else fuse(unconfuse, 0, rnd(20) + HUHDURATION, AFTER); player.t_flags |= ISHUH; msg("the umber hulk'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; } /* * genocide: * Wipe one monster out of existence (for now...) */ genocide() { register THING *mp; register char c; register int i; register THING *nmp; addmsg("which monster"); if (!terse) addmsg(" do you wish to wipe out"); msg("? "); while (!isalpha(c = readchar())) if (c == ESCAPE) return; else { mpos = 0; msg("please specifiy a letter between 'A' and 'Z'"); } mpos = 0; if (islower(c)) c = toupper(c); for (mp = mlist; mp; mp = nmp) { nmp = next(mp); if (mp->t_type == c) remove_monster(&mp->t_pos, mp, FALSE); } for (i = 0; i < 26; i++) if (lvl_mons[i] == c) { lvl_mons[i] = ' '; wand_mons[i] = ' '; break; } if (!terse) addmsg("there will be "); msg("no more %ss", monsters[c - 'A'].m_name); } /* * give_pack: * Give a pack to a monster if it deserves one */ give_pack(tp) register THING *tp; { if (rnd(100) < monsters[tp->t_type-'A'].m_carry) attach(tp->t_pack, new_thing()); }