Mercurial > hg > early-roguelike
annotate rogue4/chase.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 | 1b73a8641b37 |
children | e52a8a7ad4c5 |
rev | line source |
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1 /* |
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2 * Code for one creature to chase another |
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3 * |
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4 * @(#)chase.c 4.25 (Berkeley) 5/5/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
215 | 13 #include <stdlib.h> |
12
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14 #include <curses.h> |
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15 #include "rogue.h" |
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16 |
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17 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */ |
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18 |
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19 coord ch_ret; /* Where chasing takes you */ |
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20 |
215 | 21 bool chase(THING *tp, coord *ee); |
22 int do_chase(THING *th); | |
23 coord *find_dest(THING *tp); | |
24 | |
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25 /* |
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26 * runners: |
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27 * Make all the running monsters move. |
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28 */ |
215 | 29 void |
30 runners(void) | |
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31 { |
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32 register THING *tp; |
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33 register THING *ntp; |
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34 |
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35 for (tp = mlist; tp != NULL; tp = ntp) |
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36 { |
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37 ntp = next(tp); |
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38 if (!on(*tp, ISHELD) && on(*tp, ISRUN)) |
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39 { |
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40 if (!on(*tp, ISSLOW) || tp->t_turn) |
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41 if (do_chase(tp) == -1) |
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42 continue; |
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43 if (on(*tp, ISHASTE)) |
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44 if (do_chase(tp) == -1) |
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45 continue; |
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46 tp->t_turn ^= TRUE; |
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47 } |
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48 } |
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49 } |
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50 |
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51 /* |
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52 * do_chase: |
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53 * Make one thing chase another. |
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54 */ |
215 | 55 int |
56 do_chase(THING *th) | |
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57 { |
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58 register struct room *rer, *ree; /* room of chaser, room of chasee */ |
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59 register int mindist = 32767, i, dist; |
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60 register bool stoprun = FALSE; /* TRUE means we are there */ |
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61 register char sch; |
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62 register bool door; |
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63 register THING *obj; |
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64 register struct room *oroom; |
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65 coord this; /* Temporary destination for chaser */ |
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66 |
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67 rer = th->t_room; /* Find room of chaser */ |
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68 if (on(*th, ISGREED) && rer->r_goldval == 0) |
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69 th->t_dest = &hero; /* If gold has been taken, run after hero */ |
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70 if (th->t_dest == &hero) /* Find room of chasee */ |
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71 ree = proom; |
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72 else |
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73 ree = roomin(th->t_dest); |
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74 /* |
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75 * We don't count doors as inside rooms for this routine |
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76 */ |
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77 door = (chat(th->t_pos.y, th->t_pos.x) == DOOR); |
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78 /* |
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79 * If the object of our desire is in a different room, |
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80 * and we are not in a corridor, run to the door nearest to |
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81 * our goal. |
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82 */ |
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83 over: |
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84 if (rer != ree) |
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85 { |
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86 for (i = 0; i < rer->r_nexits; i++) /* loop through doors */ |
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87 { |
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88 dist = DISTANCE(th->t_dest->y, th->t_dest->x, |
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89 rer->r_exit[i].y, rer->r_exit[i].x); |
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90 if (dist < mindist) |
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91 { |
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92 this = rer->r_exit[i]; |
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93 mindist = dist; |
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94 } |
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95 } |
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96 if (door) |
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97 { |
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98 rer = &passages[flat(th->t_pos.y, th->t_pos.x) & F_PNUM]; |
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99 door = FALSE; |
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100 goto over; |
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101 } |
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102 } |