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monsters.c
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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());
}