Mercurial > hg > early-roguelike
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 |
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date | Sun, 01 May 2016 19:39:56 -0400 |
parents | 56e748983fa8 |
children | e52a8a7ad4c5 |
rev | line source |
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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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