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annotate rogue3/rogue36.html @ 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 | b343f42c1f01 |
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1 <html> |
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2 <head> |
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3 <title></title> |
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4 </head> |
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5 <body> |
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6 |
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7 <h1 align=center><b>A Guide to the Dungeons of Doom</b></h1> |
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8 |
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9 <h2 align=center><i>Michael C. Toy</i></h2> |
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10 |
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11 <h3 align=center> |
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12 Computer Systems Research Group<br> |
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13 Department of Electrical Engineering and Computer Science<br> |
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14 University of California<br> |
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15 Berkeley, California 94720</h3> |
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16 |
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17 <h2 align=center><i>ABSTRACT</i></h2> |
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18 |
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19 <blockquote> |
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20 <blockquote> |
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21 <p align="justify"><font size="2">Rogue is a visual CRT based fantasy game which runs under the |
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22 UNIX timesharing system. This paper describes how to play rogue, and gives a few hints for |
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23 those who might otherwise get |
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24 lost in the Dungeons of Doom.</font></p> |
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25 </blockquote> |
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26 </blockquote> |
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27 |
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28 <h2 align="justify"><b>1. Introduction</b></h2> |
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29 |
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30 <p align="justify">You have just finished your years as a |
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31 student at the local fighter’s guild. After much |
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32 practice and sweat you have finally completed your training |
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33 and are ready to embark upon a perilous adventure. As a test |
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34 of your skills, the local guildmasters have sent you into |
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35 the Dungeons of Doom. Your task is to return with the Amulet |
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36 of Yendor. Your reward for the completion of this task will |
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37 be a full membership in the local guild. In addition, you |
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38 are allowed to keep all the loot you bring back from the |
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39 dungeons.</p> |
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40 |
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41 <p align="justify">In preparation for your journey, you are |
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42 given an enchanted sword, taken |
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43 from a dragon’s hoard in the far off Dark Mountains. |
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44 You are also outfitted with elf-crafted armor and given |
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45 enough food to reach the dungeons. You say goodbye to family |
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46 and friends for what may be the last time and head up the |
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47 road.</p> |
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48 |
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49 <p align="justify">You set out on your way to the dungeons and |
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50 after several days of uneventful travel, you see the |
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51 ancient ruins that mark the entrance to the Dungeons of |
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52 Doom. It is late at night so you make camp at the entrance |
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53 and spend the night sleeping under the open skies. In the |
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54 morning you gather your sword, put on your armor, eat what |
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55 is almost your last food and enter the |
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56 dungeons.</p> |
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57 |
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58 <h2 align="justify"><b>2. What is going on here?</b></h2> |
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59 |
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60 <p align="justify">You have just begun a game of rogue. Your |
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61 goal is to grab as much treasure as you can, find the Amulet |
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62 of Yendor, and get out of the Dungeons of Doom alive. On the |
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63 screen, a map of where you have been and what you have seen |
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64 on the current dungeon level is kept. As you explore more of |
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65 the level, it appears on the screen in front of |
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66 you.</p> |
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67 |
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68 <p align="justify">Rogue differs from most computer fantasy |
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69 games in that it is screen oriented. Commands are all one or |
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70 two keystrokes<sup>1 </sup>and the |
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71 results of your commands are displayed graphically on the |
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72 screen rather than being explained in words<sup>2</sup>.</p> |
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73 |
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74 <p align="justify">Another major difference between rogue and |
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75 other computer fantasy games is that once you have solved |
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76 all the puzzles in a standard fantasy game, it has lost most |
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77 of its excitement and it ceases to be fun. Rogue on the |
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78 other hand generates a new dungeon every time you play it |
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79 and even the author finds it an entertaining and exciting |
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80 game.</p> |
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81 |
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82 <h2 align="justify"><b>3. What do all those things on the screen mean?</b></h2> |
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83 |
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84 <p align="justify">In order to understand what is going on in |
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85 rogue you have to first get some grasp of what rogue is |
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86 doing with the screen. The rogue screen is intended to |
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87 replace the “You can see ...” descriptions of |
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88 standard fantasy games. Here is a sample of what a |
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89 rogue screen might look like.</p> |
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90 |
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91 <div align="center"><pre> |
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92 --------------------- |
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93 |...................+ |
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94 |...@...........[...| |
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95 |........B..........| |
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96 |...................| |
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97 --------+------------ |
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98 |
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99 Level: 1 Gold: 0 Hp: 12(12) Str: 16 Ac: 6 Exp: 1/0 |
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100 </pre></div> |