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annotate rogue4/fight.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 | 0990adf580ee |
children | e52a8a7ad4c5 |
rev | line source |
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12
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1 /* |
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2 * All the fighting gets done here |
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3 * |
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4 * @(#)fight.c 4.30 (Berkeley) 4/6/82 |
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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 <ctype.h> |
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16 #include <string.h> |
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17 #include "rogue.h" |
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18 |
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19 long e_levels[] = { |
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20 10L,20L,40L,80L,160L,320L,640L,1280L,2560L,5120L,10240L,20480L, |
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21 40920L, 81920L, 163840L, 327680L, 655360L, 1310720L, 2621440L, 0L |
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22 }; |
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23 |
215 | 24 bool roll_em(THING *thatt, THING *thdef, THING *weap, bool hurl); |
233
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25 void hit(const char *er, const char *ee); |
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26 void miss(const char *er, const char *ee); |
215 | 27 int str_plus(str_t str); |
28 int add_dam(str_t str); | |
29 void thunk(THING *weap, const char *mname); | |
30 void bounce(THING *weap, const char *mname); | |
31 | |
12
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32 /* |
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33 * fight: |
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34 * The player attacks the monster. |
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35 */ |
215 | 36 bool |
37 fight(coord *mp, char mn, THING *weap, bool thrown) | |
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38 { |
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39 register THING *tp; |
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40 register bool did_hit = TRUE; |
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41 register const char *mname; |
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42 |
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43 /* |
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44 * Find the monster we want to fight |
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45 */ |
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46 #ifdef WIZARD |
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47 if ((tp = moat(mp->y, mp->x)) == NULL) |
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48 debug("Fight what @ %d,%d", mp->y, mp->x); |
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49 #else |
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50 tp = moat(mp->y, mp->x); |
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51 #endif |
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52 /* |
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53 * Since we are fighting, things are not quiet so no healing takes |
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54 * place. |
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55 */ |
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56 count = quiet = 0; |
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57 runto(mp, &hero); |
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58 /* |
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59 * Let him know it was really a mimic (if it was one). |
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60 */ |
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61 if (tp->t_type == 'M' && tp->t_disguise != 'M' && !on(player, ISBLIND)) |
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62 { |
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63 tp->t_disguise = 'M'; |
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64 if (!thrown) |
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65 return FALSE; |
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66 msg("wait! That's a mimic!"); |
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67 } |
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68 did_hit = FALSE; |
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69 if (on(player, ISBLIND)) |
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70 mname = "it"; |
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71 else |
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72 mname = monsters[mn-'A'].m_name; |
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73 if (roll_em(&player, tp, weap, thrown)) |
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74 { |
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75 did_hit = FALSE; |
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76 if (thrown) |
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77 thunk(weap, mname); |
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78 else |
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79 hit(NULL, mname); |
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80 if (on(player, CANHUH)) |
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81 { |
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82 did_hit = TRUE; |
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83 tp->t_flags |= ISHUH; |
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84 player.t_flags &= ~CANHUH; |
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85 msg("your hands stop glowing red"); |
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86 } |
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87 if (tp->t_stats.s_hpt <= 0) |
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88 killed(tp, TRUE); |
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89 else if (did_hit && !on(player, ISBLIND)) |
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90 msg("the %s appears confused", mname); |
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91 did_hit = TRUE; |
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92 } |
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93 else |
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94 if (thrown) |
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95 bounce(weap, mname); |
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96 else |
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97 miss(NULL, mname); |
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98 return did_hit; |
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99 } |
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100 |
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101 /* |