Mercurial > hg > early-roguelike
annotate arogue5/wear.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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rev | line source |
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1 /* |
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2 * This file contains misc functions for dealing with armor |
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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" |
67 | 17 #include <string.h> |
18 #include <stdlib.h> | |
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19 |
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20 |
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21 /* |
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22 * take_off: |
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23 * Get the armor off of the players back |
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24 */ |
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25 |
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26 void |
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27 take_off(void) |
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28 { |
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29 register struct object *obj; |
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30 register struct linked_list *item; |
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31 |
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32 /* What does player want to take off? */ |
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33 if ((item = get_item(pack, "take off", REMOVABLE)) == NULL) |
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34 return; |
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35 |
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36 obj = OBJPTR(item); |
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37 if (!is_current(obj)) { |
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38 sprintf(outstring,"Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE)); |
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39 msg(outstring); |
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40 return; |
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41 } |
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42 |
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43 /* Can the player remove the item? */ |
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44 if (!dropcheck(obj)) return; |
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45 updpack(TRUE); |
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46 |
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47 sprintf(outstring,"Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE)); |
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48 msg(outstring); |
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49 } |
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50 |
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51 /* |
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52 * wear: |
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53 * The player wants to wear something, so let him/her put it on. |
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54 */ |
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55 |
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56 void |
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57 wear(void) |
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58 { |
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59 register struct linked_list *item; |
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60 register struct object *obj; |
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61 register int i; |
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62 char buf[LINELEN]; |
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63 |
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64 |
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65 /* What does player want to wear? */ |
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66 if ((item = get_item(pack, "wear", WEARABLE)) == NULL) |
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67 return; |
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68 |
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69 obj = OBJPTR(item); |
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70 |
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71 switch (obj->o_type) { |
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72 case ARMOR: |
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73 if (cur_armor != NULL) { |
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74 addmsg("You are already wearing armor"); |
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75 if (!terse) addmsg(". You'll have to take it off first."); |
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76 endmsg(); |
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77 after = FALSE; |
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78 return; |
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79 } |
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80 if (cur_misc[WEAR_BRACERS] != NULL) { |
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81 msg("You can't wear armor with bracers of defense."); |
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82 return; |
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83 } |
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84 if (cur_misc[WEAR_CLOAK] != NULL || cur_relic[EMORI_CLOAK]) { |
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85 msg("You can't wear armor with a cloak."); |
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86 return; |
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87 } |
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88 if (player.t_ctype == C_THIEF && |
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89 (obj->o_which != LEATHER && obj->o_which != STUDDED_LEATHER)) { |
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90 if (terse) msg("Thieves can't wear that type of armor"); |
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91 else |
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92 msg("Thieves can only wear leather or studded leather armor"); |
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93 return; |
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94 } |
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95 waste_time(); |
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96 obj->o_flags |= ISKNOW; |
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97 cur_armor = obj; |
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98 addmsg(terse ? "W" : "You are now w"); |
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99 msg("earing %s.", armors[obj->o_which].a_name); |
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100 |
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101 when MM: |
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102 switch (obj->o_which) { |
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103 /* |