annotate arogue5/monsters.c @ 245:e7aab31362af

Rogue V[345], Super-Rogue: Fix violet fungi/venus flytraps. Violet fungi (renamed venus flytraps in Rogue V5) do an increasing amount of damage each time they hit. If they miss, you still suffer the same number of HP. This worked by keeping a counter and printing new damage strings into monsters[5].m_stats.s_dmg, which is the "prototype" of that particular monster. Each individual monster has its own damage string. Apparently these were once char *, pointing to the same string as the prototype. When the s_dmg member was changed to be an internal char array, changing the prototype's damage string no longer had any effect on actual monsters. As a result, flytraps did no damage on a hit, or only one point in V5. The mechanism for doing damage on a miss continued to work. This has been fixed by overwriting the individual monster's damage string instead of the prototype's. It is now no longer necessary to reset the damage string when the flytrap is killed. The method for resetting it when the hero teleports away had to be modified. Comments referencing the long-unused xstr have been removed.
author John "Elwin" Edwards
date Sun, 01 May 2016 19:39:56 -0400
parents 56e748983fa8
children e52a8a7ad4c5
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1 /*
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2 * File with various monster functions in it
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include "curses.h"
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16 #include "rogue.h"
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17 #include <stdlib.h>
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18 #include <ctype.h>
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19 #include <string.h>
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20
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21
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22 /*
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23 * Check_residue takes care of any effect of the monster
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24 */
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25 void
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26 check_residue(struct thing *tp)
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27 {
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28 /*
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29 * Take care of special abilities
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30 */
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31 if (on(*tp, DIDHOLD) && (--hold_count == 0)) turn_off(player, ISHELD);
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32
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33 /* If it has lowered player, give him back a level */
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34 if (on(*tp, DIDDRAIN)) raise_level(FALSE);
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35
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36 /* If frightened of this monster, stop */
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37 if (on(player, ISFLEE) &&
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38 player.t_dest == &tp->t_pos) turn_off(player, ISFLEE);
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39
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40 /* If monster was suffocating player, stop it */
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41 if (on(*tp, DIDSUFFOCATE)) extinguish(suffocate);
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42
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43 /* If something with fire, may darken */
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44 if (on(*tp, HASFIRE)) {
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45 register struct room *rp=roomin(&tp->t_pos);
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46 register struct linked_list *fire_item;
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47
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48 if (rp) {
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49 for (fire_item = rp->r_fires; fire_item != NULL;
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50 fire_item = next(fire_item)) {
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51 if (THINGPTR(fire_item) == tp) {
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52 detach(rp->r_fires, fire_item);
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53 destroy_item(fire_item);
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54 if (rp->r_fires == NULL) {
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55 rp->r_flags &= ~HASFIRE;
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56 if (cansee(tp->t_pos.y, tp->t_pos.x)) light(&hero);
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57 }
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58 break;
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59 }
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60 }
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61 }
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62 }
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63 }
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64
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65 /*
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66 * Creat_mons creates the specified monster -- any if 0
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67 * person: Where to create next to
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68 */
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69
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70 bool
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71 creat_mons(struct thing *person, short monster, bool report)
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72 {
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73 struct linked_list *nitem;
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74 register struct thing *tp;
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75 struct room *rp;
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76 coord *mp;
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77
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78 if (levtype == POSTLEV)
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79 return(FALSE);
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80 if ((mp = fallpos(&(person->t_pos), FALSE, 2)) != NULL) {
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81 nitem = new_item(sizeof (struct thing));
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82 new_monster(nitem,
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83 monster == 0 ? randmonster(FALSE, FALSE)
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84 : monster,
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85 mp,
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86 TRUE);
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87 tp = THINGPTR(nitem);
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88 runto(tp, &hero);
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89 tp->t_no_move = 1; /* since it just got here, it is disoriented */
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90 carry_obj(tp, monsters[tp->t_index].m_carry/2); /* only half chance */
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91 if (on(*tp, HASFIRE)) {
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92 rp = roomin(&tp->t_pos);
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93 if (rp) {
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94 register struct linked_list *fire_item;
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95
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96 /* Put the new fellow in the room list */
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97 fire_item = creat_item();
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98 ldata(fire_item) = (char *) tp;
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99 attach(rp->r_fires, fire_item);
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100
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