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annotate arogue7/actions.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 | f9ef86cf22b2 |
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rev | line source |
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1 /* |
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2 * actions.c - functions for dealing with monster actions |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 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 <ctype.h> |
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16 #include <limits.h> |
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17 #include "curses.h" |
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18 #include "rogue.h" |
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19 #define MAXINT INT_MAX |
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20 #define MININT INT_MIN |
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21 |
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22 void m_breathe(struct thing *tp); |
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23 void m_select(struct thing *th, bool flee); |
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24 void m_sonic(struct thing *tp); |
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25 void m_spell(struct thing *tp); |
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26 void m_summon(struct thing *tp); |
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27 bool m_use_it(struct thing *tp, bool flee, struct room *rer, struct room *ree); |
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28 bool m_use_pack(struct thing *monster, coord *monst_pos, coord *defend_pos, |
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29 int dist, coord *shoot_dir); |
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30 |
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31 /* |
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32 * Did we disrupt a spell? |
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33 */ |
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34 void |
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35 dsrpt_monster(struct thing *tp, bool always, bool see_him) |
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36 { |
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37 switch (tp->t_action) { |
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38 case A_SUMMON: |
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39 case A_MISSILE: |
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40 case A_SLOW: |
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41 tp->t_action = A_NIL; /* Just make the old fellow start over again */ |
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42 tp->t_no_move = movement(tp); |
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43 tp->t_using = NULL;/* Just to be on the safe side */ |
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44 turn_on(*tp, WASDISRUPTED); |
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45 if (see_him) |
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46 msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE)); |
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47 /* |
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48 * maybe choose something else to do next time since player |
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49 * is disrupting us |
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50 */ |
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51 tp->t_summon *= 2; |
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52 tp->t_cast /= 2; |
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53 return; |
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54 } |
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55 |
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56 /* We may want to disrupt other actions, too */ |
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57 if (always) { |
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58 tp->t_action = A_NIL; /* Just make the old fellow start over again */ |
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59 tp->t_no_move = movement(tp); |
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60 tp->t_using = NULL;/* Just to be on the safe side */ |
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61 } |
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62 } |
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63 |
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64 void |
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65 dsrpt_player(void) |
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66 { |
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67 int which, action; |
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68 struct linked_list *item; |
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69 struct object *obj; |
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70 |
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71 action = player.t_action; |
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72 which = player.t_selection; |
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73 |
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74 switch (action) { |
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75 case C_CAST: /* Did we disrupt a spell? */ |
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76 case C_PRAY: |
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77 case C_CHANT: |
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78 { |
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79 msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer"); |
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80 |
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81 /* Charge him anyway */ |
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82 if (action == C_CAST) |
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83 spell_power += magic_spells[which].s_cost; |
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84 else if (action == C_PRAY) |
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85 pray_time += cleric_spells[which].s_cost; |
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86 else if (action == C_CHANT) |
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87 chant_time += druid_spells[which].s_cost; |
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88 } |
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