Mercurial > hg > early-roguelike
view rogue3/monsters.c @ 96:9fb343307b6b
Fix some 'test' failures when running 'make install'.
When shell variables are unexpectedly empty, 'test' gets the wrong
number of arguments and becomes unhappy. Logical AND should not be
done with 'test EXPR1 -a EXPR2' in such cases, because 'test' logic
does not short-circuit. Replace with 'test EXPR1 && test EXPR2'.
Shell logic does short-circuit, and if the first test invocation
fails, the second will never occur, and will never encounter missing
arguments.
author | John "Elwin" Edwards |
---|---|
date | Tue, 27 Aug 2013 22:54:28 -0700 |
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; } }