Mercurial > hg > early-roguelike
annotate arogue7/rings.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 | e1cd27c5464f |
children |
rev | line source |
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1 /* |
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2 * rings.c - routines dealing specifically with rings |
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3 * Advanced Rogue |
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4 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T |
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5 * All rights reserved. |
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6 * |
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7 * Based on "Rogue: Exploring the Dungeons of Doom" |
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8 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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9 * All rights reserved. |
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10 * |
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11 * See the file LICENSE.TXT for full copyright and licensing information. |
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12 */ |
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13 |
126 | 14 #include <stdlib.h> |
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15 #include <string.h> |
125
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16 #include "curses.h" |
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17 #include "rogue.h" |
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18 |
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19 /* |
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20 * routines dealing specifically with rings |
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21 */ |
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22 |
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23 |
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24 /* |
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25 * how much food does this ring use up? |
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26 */ |
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27 int |
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28 ring_eat(int hand) |
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29 { |
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30 if (cur_ring[hand] == NULL) |
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31 return 0; |
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32 switch (cur_ring[hand]->o_which) { |
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33 case R_VAMPREGEN: |
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34 return 3; |
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35 case R_REGEN: |
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36 return 2; |
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37 case R_HEALTH: |
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38 case R_SUSABILITY: |
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39 return 1; |
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40 case R_SEARCH: |
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41 case R_SEEINVIS: |
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42 return (rnd(100) < 33); |
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43 case R_DIGEST: |
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44 if (cur_ring[hand]->o_ac >= 0) |
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45 return (-(cur_ring[hand]->o_ac)-1); |
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46 else |
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47 return (-(cur_ring[hand]->o_ac)); |
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48 } |
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49 return 0; |
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50 } |
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51 |
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52 void |
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53 ring_on(struct linked_list *item) |
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54 { |
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55 register struct object *obj; |
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56 register int save_max; |
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57 |
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58 obj = OBJPTR(item); |
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59 |
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60 /* |
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61 * Calculate the effect it has on the poor guy. |
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62 */ |
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63 switch (obj->o_which) |
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64 { |
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65 case R_ADDSTR: |
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66 save_max = max_stats.s_str; |
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67 chg_str(obj->o_ac); |
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68 max_stats.s_str = save_max; |
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69 when R_ADDHIT: |
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70 pstats.s_dext += obj->o_ac; |
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71 when R_ADDINTEL: |
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72 pstats.s_intel += obj->o_ac; |
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73 when R_ADDWISDOM: |
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74 pstats.s_wisdom += obj->o_ac; |
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75 when R_SEEINVIS: |
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76 turn_on(player, CANSEE); |
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77 msg("Your eyes begin to tingle"); |
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78 light(&hero); |
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79 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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80 when R_AGGR: |
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81 aggravate(TRUE, TRUE); |
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82 when R_WARMTH: |
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83 turn_on(player, NOCOLD); |
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84 when R_FIRE: |
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85 turn_on(player, NOFIRE); |
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86 when R_LIGHT: { |
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87 if(roomin(&hero) != NULL) { |
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88 light(&hero); |
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89 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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90 } |
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