Mercurial > hg > early-roguelike
annotate rogue4/monsters.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 * File with various monster functions in it |
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3 * |
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4 * @(#)monsters.c 4.24 (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 |
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13 #include <curses.h> |
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14 #include <string.h> |
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15 #include <ctype.h> |
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16 #include "rogue.h" |
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17 |
215 | 18 int exp_add(THING *tp); |
19 | |
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20 /* |
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21 * List of monsters in rough order of vorpalness |
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22 * |
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23 * NOTE: This not initialized using strings so that xstr doesn't set up |
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24 * the string not to be saved. Otherwise genocide is lost through |
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25 * saving a game. |
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26 */ |
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27 char lvl_mons[] = { |
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28 'K', 'J', 'B', 'S', 'H', 'E', 'A', 'O', 'Z', 'G', 'L', 'C', 'R', |
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29 'Q', 'N', 'Y', 'T', 'W', 'F', 'I', 'X', 'U', 'M', 'V', 'P', 'D', |
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30 '\0' |
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31 }; |
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32 |
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33 char wand_mons[] = { |
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34 'K', 'J', 'B', 'S', 'H', ' ', 'A', 'O', 'Z', 'G', ' ', 'C', 'R', |
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35 'Q', ' ', 'Y', 'T', 'W', ' ', 'I', 'X', 'U', ' ', 'V', 'P', ' ', |
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36 '\0' |
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37 }; |
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38 |
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39 /* |
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40 * randmonster: |
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41 * Pick a monster to show up. The lower the level, |
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42 * the meaner the monster. |
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43 */ |
215 | 44 char |
45 randmonster(bool wander) | |
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46 { |
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47 register int d; |
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48 register char *mons; |
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49 |
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50 mons = wander ? wand_mons : lvl_mons; |
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51 do |
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52 { |
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53 d = level + (rnd(10) - 5); |
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54 if (d < 1) |
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55 d = rnd(5) + 1; |
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56 if (d > 26) |
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57 d = rnd(5) + 22; |
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58 } while (mons[--d] == ' '); |
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59 return mons[d]; |
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60 } |
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61 |
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62 /* |
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63 * new_monster: |
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64 * Pick a new monster and add it to the list |
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65 */ |
215 | 66 void |
67 new_monster(THING *tp, char type, coord *cp) | |
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68 { |
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69 register struct monster *mp; |
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70 register int lev_add; |
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71 |
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72 if ((lev_add = level - AMULETLEVEL) < 0) |
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73 lev_add = 0; |
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74 attach(mlist, tp); |
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75 tp->t_type = type; |
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76 tp->t_disguise = type; |
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77 tp->t_pos = *cp; |
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78 tp->t_oldch = mvinch(cp->y, cp->x); |
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79 tp->t_room = roomin(cp); |
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80 moat(cp->y, cp->x) = tp; |
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81 mp = &monsters[tp->t_type-'A']; |
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82 tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add; |
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83 tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8); |
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84 tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add; |
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85 strncpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg,16); |
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86 tp->t_stats.s_str = mp->m_stats.s_str; |
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87 tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp); |
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88 tp->t_flags = mp->m_flags; |
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89 tp->t_turn = TRUE; |
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90 tp->t_pack = NULL; |
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91 if (ISWEARING(R_AGGR)) |
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92 runto(cp, &hero); |
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93 if (type == 'M') |
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94 switch (rnd(level > 25 ? 9 : 8)) |
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95 { |
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96 case 0: tp->t_disguise = GOLD; |
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97 when 1: tp->t_disguise = POTION; |
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98 when 2: tp->t_disguise = SCROLL; |
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99 when 3: tp->t_disguise = STAIRS; |
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100 when 4: tp->t_disguise = WEAPON; |
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101 when 5: tp->t_disguise = ARMOR; |