view rogue4/monsters.c @ 114:a5433ba4cabf

arogue5: fix some daemon-related pointer/int casting. Daemons and fuses take a single argument, nominally an int but either ignored or unsafely cast to a pointer. Its type has now been changed to void*. The save/restore code no longer tries to store this argument in the savefile. For doctor(), this is not a problem, because player is the only argument it is ever given as a daemon. However, alchemy() will fail to do anything when passed NULL. Fixing this would be complicated but possible. Summary: the code is slightly safer, but alchemy jugs are guaranteed to stop working after save and restore, instead of just extremely likely.
author John "Elwin" Edwards
date Fri, 28 Mar 2014 10:57:03 -0700
parents 9535a08ddc39
children 1b73a8641b37
line wrap: on
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/*
 * 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());
}