Mercurial > hg > early-roguelike
annotate arogue5/player.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 * This file contains functions for dealing with special player abilities |
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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 |
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15 /* |
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16 * affect: |
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17 * cleric affecting undead |
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18 */ |
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19 |
218
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20 void |
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21 affect(void) |
63
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22 { |
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23 register struct linked_list *item; |
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24 register struct thing *tp; |
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25 register const char *mname; |
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26 bool see; |
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27 coord new_pos; |
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28 |
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29 if (player.t_ctype != C_CLERIC && cur_relic[HEIL_ANKH] == 0) { |
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30 msg("Only clerics can affect undead."); |
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31 return; |
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32 } |
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33 |
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34 new_pos.y = hero.y + delta.y; |
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35 new_pos.x = hero.x + delta.x; |
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36 |
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37 if (cansee(new_pos.y, new_pos.x)) see = TRUE; |
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38 else see = FALSE; |
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39 |
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40 /* Anything there? */ |
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41 if (new_pos.y < 0 || new_pos.y > LINES-3 || |
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42 new_pos.x < 0 || new_pos.x > COLS-1 || |
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43 mvwinch(mw, new_pos.y, new_pos.x) == ' ') { |
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44 msg("Nothing to affect."); |
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45 return; |
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46 } |
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47 |
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48 if ((item = find_mons(new_pos.y, new_pos.x)) == NULL) { |
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49 debug("Affect what @ %d,%d?", new_pos.y, new_pos.x); |
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50 return; |
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51 } |
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52 tp = THINGPTR(item); |
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53 mname = monsters[tp->t_index].m_name; |
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54 |
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55 if (on(player, ISINVIS) && off(*tp, CANSEE)) { |
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56 sprintf(outstring,"%s%s cannot see you", see ? "The " : "It", |
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57 see ? mname : ""); |
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58 msg(outstring); |
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59 return; |
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60 } |
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61 |
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62 if (off(*tp, TURNABLE) || on(*tp, WASTURNED)) |
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63 goto annoy; |
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64 turn_off(*tp, TURNABLE); |
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65 |
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66 /* Can cleric kill it? */ |
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67 if (pstats.s_lvl >= 3 * tp->t_stats.s_lvl) { |
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68 unsigned long test; /* For overflow check */ |
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69 |
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70 sprintf(outstring,"You have destroyed %s%s.", see ? "the " : "it", see ? mname : ""); |
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71 msg(outstring); |
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72 test = pstats.s_exp + tp->t_stats.s_exp; |
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73 |
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74 /* Be sure there is no overflow before increasing experience */ |
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75 if (test > pstats.s_exp) pstats.s_exp = test; |
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76 killed(item, FALSE, TRUE); |
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77 check_level(TRUE); |
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78 return; |
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79 } |
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80 |
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81 /* Can cleric turn it? */ |
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82 if (rnd(100) + 1 > |
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83 (100 * ((2 * tp->t_stats.s_lvl) - pstats.s_lvl)) / pstats.s_lvl) { |
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84 unsigned long test; /* Overflow test */ |
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85 |
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86 /* Make the monster flee */ |
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87 turn_on(*tp, WASTURNED); /* No more fleeing after this */ |
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88 turn_on(*tp, ISFLEE); |
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89 runto(tp, &hero); |
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90 |
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91 /* Let player know */ |
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92 sprintf(outstring,"You have turned %s%s.", see ? "the " : "it", see ? mname : ""); |
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93 msg(outstring); |
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94 |
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95 /* get points for turning monster -- but check overflow first */ |
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96 test = pstats.s_exp + tp->t_stats.s_exp/2; |
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97 if (test > pstats.s_exp) pstats.s_exp = test; |
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98 check_level(TRUE); |
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99 |
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100 /* If monster was suffocating, stop it */ |
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101 if (on(*tp, DIDSUFFOCATE)) { |
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102 turn_off(*tp, DIDSUFFOCATE); |
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103 extinguish(suffocate); |