Mercurial > hg > early-roguelike
annotate rogue4/potions.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 | 696277507a2e |
children | 3900f3cfe07d |
rev | line source |
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12
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1 /* |
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2 * Function(s) for dealing with potions |
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3 * |
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4 * @(#)potions.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 "rogue.h" |
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15 |
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16 /* |
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17 * quaff: |
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18 * Quaff a potion from the pack |
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19 */ |
215 | 20 void |
21 quaff(void) | |
12
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22 { |
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23 register THING *obj, *th; |
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24 register bool discardit = FALSE; |
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25 |
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26 obj = get_item("quaff", POTION); |
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27 /* |
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28 * Make certain that it is somethings that we want to drink |
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29 */ |
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30 if (obj == NULL) |
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31 return; |
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32 if (obj->o_type != POTION) |
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33 { |
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34 if (!terse) |
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35 msg("yuk! Why would you want to drink that?"); |
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36 else |
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37 msg("that's undrinkable"); |
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38 return; |
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39 } |
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40 if (obj == cur_weapon) |
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41 cur_weapon = NULL; |
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42 |
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43 /* |
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44 * Calculate the effect it has on the poor guy. |
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45 */ |
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46 switch (obj->o_which) |
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47 { |
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48 case P_CONFUSE: |
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49 p_know[P_CONFUSE] = TRUE; |
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50 if (!on(player, ISHUH)) |
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51 { |
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52 if (on(player, ISHUH)) |
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53 lengthen(unconfuse, rnd(8)+HUHDURATION); |
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54 else |
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55 fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER); |
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56 player.t_flags |= ISHUH; |
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57 msg("wait, what's going on here. Huh? What? Who?"); |
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58 } |
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59 when P_POISON: |
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60 p_know[P_POISON] = TRUE; |
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61 if (!ISWEARING(R_SUSTSTR)) |
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62 { |
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63 chg_str(-(rnd(3)+1)); |
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64 msg("you feel very sick now"); |
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65 } |
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66 else |
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67 msg("you feel momentarily sick"); |
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68 when P_HEALING: |
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69 p_know[P_HEALING] = TRUE; |
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70 if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp) |
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71 pstats.s_hpt = ++max_hp; |
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72 sight(); |
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73 msg("you begin to feel better"); |
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74 when P_STRENGTH: |
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75 p_know[P_STRENGTH] = TRUE; |
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76 chg_str(1); |
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77 msg("you feel stronger, now. What bulging muscles!"); |
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78 when P_MFIND: |
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79 player.t_flags |= SEEMONST; |
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80 fuse(turn_see_off, TRUE, HUHDURATION, AFTER); |
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81 if (mlist == NULL) |
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82 msg("you have a strange feeling for a moment"); |
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83 else |
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84 p_know[P_MFIND] |= turn_see(FALSE); |
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85 when P_TFIND: |
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86 /* |
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87 * Potion of magic detection. Show the potions and scrolls |
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88 */ |
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89 if (lvl_obj != NULL) |
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90 { |
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91 register THING *tp; |
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92 register bool show; |
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93 |
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94 show = FALSE; |
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95 wclear(hw); |
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96 for (tp = lvl_obj; tp != NULL; tp = next(tp)) |
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97 { |
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98 if (is_magic(tp)) |
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99 { |
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100 show = TRUE; |
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101 mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC); |
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102 p_know[P_TFIND] = TRUE; |
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103 } |