Mercurial > hg > early-roguelike
annotate arogue5/outside.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 |
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1 /* |
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2 * functions for dealing with the "outside" level |
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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 * See the file LICENSE.TXT for full copyright and licensing information. |
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9 */ |
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10 |
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11 #include "curses.h" |
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12 #include "rogue.h" |
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13 |
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14 char rnd_terrain(void); |
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15 char get_terrain(char one, char two, char three, char four); |
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16 |
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17 /* |
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18 * init_terrain: |
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19 * Get the single "outside room" set up correctly |
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20 */ |
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21 |
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22 void |
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23 init_terrain(void) |
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24 { |
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25 register struct room *rp; |
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26 |
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27 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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28 rp->r_flags = ISGONE; /* kill all rooms */ |
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29 rp->r_fires = NULL; /* no fires */ |
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30 } |
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31 rp = &rooms[0]; /* point to only room */ |
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32 rp->r_flags = ISDARK; /* outside is always dark */ |
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33 rp->r_pos.x = 0; /* room fills whole screen */ |
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34 rp->r_pos.y = 1; |
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35 rp->r_max.x = COLS; |
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36 rp->r_max.y = LINES - 3; |
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37 } |
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38 |
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39 |
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40 |
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41 void |
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42 do_terrain(int basey, int basex, int deltay, int deltax, bool fresh) |
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43 { |
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44 int cury, curx; /* Current y and x positions */ |
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45 |
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46 /* Lay out the boundary */ |
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47 for (cury=1; cury<LINES-2; cury++) { /* Vertical "walls" */ |
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48 mvaddch(cury, 0, '|'); |
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49 mvaddch(cury, COLS-1, '|'); |
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50 } |
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51 for (curx=0; curx<COLS; curx++) { /* Horizontal "walls" */ |
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52 mvaddch(1, curx, '-'); |
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53 mvaddch(LINES-3, curx, '-'); |
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54 } |
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55 |
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56 /* If we are not continuing, let's start out with a line of terrain */ |
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57 if (fresh) { |
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58 char ch; /* Next char to add */ |
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59 |
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60 /* Move to the starting point (should be (1, 0)) */ |
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61 move(basey, basex); |
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62 curx = basex; |
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63 |
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64 /* Start with some random terrain */ |
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65 if (basex == 0) { |
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66 ch = rnd_terrain(); |
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67 addch(ch); |
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68 } |
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69 else ch = CCHAR( mvinch(basey, basex) ); |
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70 |
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71 curx += deltax; |
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72 |
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73 /* Fill in the rest of the line */ |
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74 while (curx > 0 && curx < COLS-1) { |
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75 /* Put in the next piece */ |
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76 ch = get_terrain(ch, '\0', '\0', '\0'); |
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77 mvaddch(basey, curx, ch); |
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78 curx += deltax; |
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79 } |
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80 |
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81 basey++; /* Advance to next line */ |
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82 } |
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83 |
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84 /* Fill in the rest of the lines */ |
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85 cury = basey; |
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86 while (cury > 1 && cury < LINES - 3) { |
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87 curx = basex; |
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88 while (curx > 0 && curx < COLS-1) { |
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89 register char left, top_left, top, top_right; |
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90 register int left_pos, top_pos; |
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91 |
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92 /* Get the surrounding terrain */ |
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93 left_pos = curx - deltax; |
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94 top_pos = cury - deltay; |
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95 |
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96 left = CCHAR( mvinch(cury, left_pos) ); |
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97 top_left = CCHAR( mvinch(top_pos, left_pos) ); |
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98 top = CCHAR( mvinch(top_pos, curx) ); |
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99 top_right = CCHAR( mvinch(top_pos, curx + deltax) ); |
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100 |
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101 /* Put the piece of terrain on the map */ |
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