Mercurial > hg > early-roguelike
view rogue5/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 | f502bf60e6e4 |
children |
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/* * File with various monster functions in it * * @(#)monsters.c 4.46 (Berkeley) 02/05/99 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980-1983, 1985, 1999 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 "rogue.h" #include <ctype.h> /* * List of monsters in rough order of vorpalness */ static const int lvl_mons[] = { 'K', 'E', 'B', 'S', 'H', 'I', 'R', 'O', 'Z', 'L', 'C', 'Q', 'A', 'N', 'Y', 'F', 'T', 'W', 'P', 'X', 'U', 'M', 'V', 'G', 'J', 'D' }; static const int wand_mons[] = { 'K', 'E', 'B', 'S', 'H', 0, 'R', 'O', 'Z', 0, 'C', 'Q', 'A', 0, 'Y', 0, 'T', 'W', 'P', 0, 'U', 'M', 'V', 'G', 'J', 0 }; /* * randmonster: * Pick a monster to show up. The lower the level, * the meaner the monster. */ int randmonster(int wander) { int d; const int *mons; mons = (wander ? wand_mons : lvl_mons); do { d = level + (rnd(10) - 6); if (d < 0) d = rnd(5); if (d > 25) d = rnd(5) + 21; } while (mons[d] == 0); return mons[d]; } /* * new_monster: * Pick a new monster and add it to the list */ void new_monster(THING *tp, int type, const coord *cp) { struct monster *mp; 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; move(cp->y, cp->x); tp->t_oldch = CCHAR( inch() ); 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; strcpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg); 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; if (level > 29) tp->t_flags |= ISHASTE; tp->t_turn = TRUE; tp->t_pack = NULL; if (ISWEARING(R_AGGR)) runto(cp); if (type == 'X') tp->t_disguise = rnd_thing(); } /* * expadd: * Experience to add for this monster's level/hit points */ int exp_add(const THING *tp) { 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 */ void wanderer(void) { THING *tp; coord cp; 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; } find_floor(NULL, &cp, FALSE, TRUE); } while (roomin(&cp) == proom && moat(cp.y, cp.x) == NULL); new_monster(tp, randmonster(TRUE), &cp); if (on(player, SEEMONST)) { standout(); if (!on(player, ISHALU)) addch(tp->t_type); else addch(rnd(26) + 'A'); standend(); } runto(&tp->t_pos); #ifdef MASTER 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 */ const THING * wake_monster(int y, int x) { THING *tp; struct room *rp; int ch; const char *mname; if ((tp = moat(y, x)) == NULL) { #ifdef MASTER msg("can't find monster in wake_monster"); #endif return NULL; } 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) && !on(player, ISLEVIT)) { tp->t_dest = &hero; tp->t_flags |= ISRUN; } if (ch == 'M' && !on(player, ISBLIND) && !on(player, ISHALU) && !on(*tp, ISFOUND) && !on(*tp, ISCANC) && on(*tp, ISRUN)) { rp = proom; if ((rp != NULL && !(rp->r_flags & ISDARK)) || dist(y, x, hero.y, hero.x) < LAMPDIST) { tp->t_flags |= ISFOUND; if (!save(VS_MAGIC)) { if (on(player, ISHUH)) lengthen(unconfuse, spread(HUHDURATION)); else fuse(unconfuse, 0, spread(HUHDURATION), AFTER); player.t_flags |= ISHUH; mname = set_mname(tp); addmsg("%s", mname); if (strcmp(mname, "it") != 0) addmsg("'"); msg("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; } /* * give_pack: * Give a pack to a monster if it deserves one */ void give_pack(THING *tp) { if (level >= max_level && rnd(100) < monsters[tp->t_type-'A'].m_carry) attach(tp->t_pack, new_thing()); } /* * save_throw: * See if a creature save against something */ int save_throw(int which, const THING *tp) { int need; need = 14 + which - tp->t_stats.s_lvl / 2; return (roll(1, 20) >= need); } /* * save: * See if he saves against various nasty things */ int save(int which) { if (which == VS_MAGIC) { if (ISRING(LEFT, R_PROTECT)) which -= cur_ring[LEFT]->o_arm; if (ISRING(RIGHT, R_PROTECT)) which -= cur_ring[RIGHT]->o_arm; } return save_throw(which, &player); }