Mercurial > hg > early-roguelike
annotate rogue4/pack.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 * Routines to deal with the pack |
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3 * |
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4 * @(#)pack.c 4.15 (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 <ctype.h> |
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15 #include "rogue.h" |
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16 |
215 | 17 void money(int value); |
18 | |
12
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19 /* |
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20 * update_mdest: |
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21 * Called after picking up an object, before discarding it. |
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22 * If this was the object of something's desire, that monster will |
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23 * get mad and run at the hero |
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24 */ |
215 | 25 void |
26 update_mdest(THING *obj) | |
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27 { |
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28 register THING *mp; |
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29 |
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30 for (mp = mlist; mp != NULL; mp = next(mp)) |
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31 if (mp->t_dest == &obj->o_pos) |
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32 mp->t_dest = &hero; |
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33 } |
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34 |
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35 /* |
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36 * add_pack: |
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37 * Pick up an object and add it to the pack. If the argument is |
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38 * non-null use it as the linked_list pointer instead of gettting |
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39 * it off the ground. |
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40 */ |
215 | 41 void |
42 add_pack(THING *obj, bool silent) | |
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43 { |
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44 register THING *op, *lp = NULL; |
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45 register bool exact, from_floor; |
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46 register char floor; |
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47 int discarded = 0; |
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48 |
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49 if (obj == NULL) |
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50 { |
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51 from_floor = TRUE; |
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52 if ((obj = find_obj(hero.y, hero.x)) == NULL) |
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53 return; |
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54 } |
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55 else |
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56 from_floor = FALSE; |
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57 /* |
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58 * Link it into the pack. Search the pack for a object of similar type |
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59 * if there isn't one, stuff it at the beginning, if there is, look for one |
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60 * that is exactly the same and just increment the count if there is. |
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61 * it that. Food is always put at the beginning for ease of access, but |
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62 * is not ordered so that you can't tell good food from bad. First check |
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63 * to see if there is something in thr same group and if there is then |
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64 * increment the count. |
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65 */ |
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66 /* floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; */ |
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67 if (proom) floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; |
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68 else floor = FLOOR; |
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69 if (obj->o_group) |
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70 { |
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71 for (op = pack; op != NULL; op = next(op)) |
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72 { |
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73 if (op->o_group == obj->o_group) |
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74 { |
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75 /* |
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76 * Put it in the pack and notify the user |
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77 */ |
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78 op->o_count++; |
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79 if (from_floor) |
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80 { |
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81 detach(lvl_obj, obj); |
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82 mvaddch(hero.y, hero.x, floor); |
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83 chat(hero.y, hero.x) = floor; |
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84 } |
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85 update_mdest(obj); |
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86 discard(obj); |
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87 obj = op; |
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88 discarded = 1; |
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89 goto picked_up; |
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90 } |
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91 } |
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92 } |
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93 /* |
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94 * Check if there is room |
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95 */ |
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96 if (inpack == MAXPACK-1) |
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97 { |
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98 msg("you can't carry anything else"); |
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99 return; |
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100 } |
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101 /* |
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102 * Check for and deal with scare monster scrolls |
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103 */ |