Mercurial > hg > early-roguelike
view rogue3/monsters.c @ 244:ded75a57405c
Rogue V4, V5: fix messages when viewing the identified items.
The functions for displaying the list of identified items begin by
prompting for the category of item, using msg(). Rogue V4 left this
prompt on the screen after displaying the discovery list. Rogue V5
erased the message window even if the process of printing the list
created another message which the player had not read.
Messages are now cleared in endline(), which is capable of checking
whether clearing should be done.
author | John "Elwin" Edwards |
---|---|
date | Sun, 24 Apr 2016 13:33:17 -0400 |
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; } }