view rogue3/monsters.c @ 264:778938a5c21d

UltraRogue: add location for character files. When using the -n option, UltraRogue will look for character files in a single location, similar to save files. The location is chosen by defining CHRDIR in getplay.c, at least until UltraRogue gets integrated with the build systems.
author John "Elwin" Edwards
date Sun, 19 Feb 2017 19:47:09 -0500
parents 527e2150eaf0
children
line wrap: on
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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;
	}
}