Mercurial > hg > early-roguelike
annotate arogue7/weapons.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 |
children | 28e22fb35989 |
rev | line source |
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125
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1 /* |
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2 * weapons.c - Functions for dealing with problems brought about by weapons |
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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 /* |
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16 * Functions for dealing with problems brought about by weapons |
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17 * |
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18 */ |
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19 |
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20 #include "curses.h" |
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21 #include <ctype.h> |
126 | 22 #include <string.h> |
125
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23 #include "rogue.h" |
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24 |
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25 void |
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26 boomerang(int ydelta, int xdelta, struct linked_list *item, struct thing *tp) |
125
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27 { |
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28 register struct object *obj; |
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29 struct thing midpoint; |
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30 coord oldpos; |
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31 |
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32 obj = OBJPTR(item); |
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33 oldpos = obj->o_pos; |
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34 |
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35 /* |
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36 * make it appear to fly at the target |
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37 */ |
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38 do_motion(obj, ydelta, xdelta, tp); |
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39 hit_monster(unc(obj->o_pos), obj, tp); |
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40 |
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41 /* |
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42 * Now let's make it fly back to the wielder. We need to |
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43 * use midpoint to fool do_motion into thinking the action |
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44 * starts there. Do_motion only looks at the t_pos field. |
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45 */ |
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46 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */ |
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47 do_motion(obj, -ydelta, -xdelta, &midpoint); |
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48 |
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49 obj->o_pos = oldpos; |
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50 } |
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51 |
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52 /* |
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53 * do the actual motion on the screen done by an object traveling |
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54 * across the room. Note that we should not look at any field in |
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55 * tp other than t_pos unless we change boomerang(). |
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56 */ |
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57 void |
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58 do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp) |
125
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59 { |
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60 |
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61 /* |
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62 * Come fly with us ... |
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63 */ |
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64 obj->o_pos = tp->t_pos; |
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65 for (; ;) { |
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66 register int ch; |
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67 /* |
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68 * Erase the old one |
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69 */ |
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70 if (!ce(obj->o_pos, tp->t_pos) && |
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71 cansee(unc(obj->o_pos)) && |
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72 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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73 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); |
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74 } |
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75 /* |
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76 * Get the new position |
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77 */ |
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78 obj->o_pos.y += ydelta; |
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79 obj->o_pos.x += xdelta; |
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80 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { |
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81 /* |
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82 * It hasn't hit anything yet, so display it |
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83 * If it alright. |
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84 */ |
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85 if (cansee(unc(obj->o_pos)) && |
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86 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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87 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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88 draw(cw); |
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89 } |
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