view rogue3/monsters.c @ 111:7f8f43943b1f

Fix some terribly depressing corruption during restore. In rogue5/state.c, rs_read_daemons() zeroes out the argument and delay if the daemon slot is empty. Unfortunately that code ended up on the wrong side of the brace that closes the for loop, so instead of running after each daemon, it got run once after the loop exited, when the index was of course out of bounds. This tended to manifest, when compiled with -O2, by overwriting hw and setting it to NULL. When inventory() next ran, hw would be passed to wgetch(), which returns ERR when it gets a NULL argument. This made md_readchar() think something was wrong and autosave the game. Upon investigation, rogue3 was found to commit the same mistake. rogue4 and srogue don't zero the data. arogue5 already does it properly. Someday I am going to run all this through Valgrind. Someday when I am a kinder person who will not be driven to invoke hordes of trolls and centaurs upon the original authors.
author John "Elwin" Edwards
date Wed, 08 Jan 2014 16:44:16 -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;
	}
}