annotate rogue4/rooms.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
date Sun, 01 May 2016 19:39:56 -0400
parents 1b73a8641b37
children e52a8a7ad4c5
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1 /*
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2 * Create the layout for the new level
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3 *
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4 * @(#)rooms.c 4.16 (Berkeley) 1/12/82
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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 <ctype.h>
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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 GOLDGRP 1
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18
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19 void draw_room(struct room *rp);
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20 void vert(struct room *rp, int startx);
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21 void horiz(struct room *rp, int starty);
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22
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23 /*
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24 * do_rooms:
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25 * Create rooms and corridors with a connectivity graph
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26 */
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27 void
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28 do_rooms(void)
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29 {
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30 register int i;
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31 register struct room *rp;
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32 register THING *tp;
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33 register int left_out;
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34 coord top;
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35 coord bsze;
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36 coord mp;
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37
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38 /*
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39 * bsze is the maximum room size
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40 */
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41 bsze.x = COLS/3;
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42 bsze.y = LINES/3;
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43 /*
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44 * Clear things for a new level
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45 */
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46 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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47 rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
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48 /*
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49 * Put the gone rooms, if any, on the level
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50 */
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51 left_out = rnd(4);
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52 for (i = 0; i < left_out; i++)
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53 rooms[rnd_room()].r_flags |= ISGONE;
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54 /*
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55 * dig and populate all the rooms on the level
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56 */
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57 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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58 {
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59 /*
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60 * Find upper left corner of box that this room goes in
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61 */
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62 top.x = (i%3)*bsze.x + 1;
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63 top.y = i/3*bsze.y;
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64 if (rp->r_flags & ISGONE)
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65 {
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66 /*
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67 * Place a gone room. Make certain that there is a blank line
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68 * for passage drawing.
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69 */
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70 do
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71 {
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72 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
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73 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
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74 rp->r_max.x = -COLS;
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75 rp->r_max.x = -LINES;
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76 } until (rp->r_pos.y > 0 && rp->r_pos.y < LINES-1);
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77 continue;
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78 }
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79 if (rnd(10) < level - 1)
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80 rp->r_flags |= ISDARK;
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81 /*
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82 * Find a place and size for a random room
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83 */
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84 do
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85 {
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86 rp->r_max.x = rnd(bsze.x - 4) + 4;
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87 rp->r_max.y = rnd(bsze.y - 4) + 4;
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88 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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89 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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90 } until (rp->r_pos.y != 0);
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91 /*
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92 * Put the gold in
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93 */
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94 if (rnd(2) == 0 && (!amulet || level >= max_level))
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95 {
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96 register THING *gold;
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97
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98 gold = new_item();
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99 gold->o_goldval = rp->r_goldval = GOLDCALC;
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100 rnd_pos(rp, &rp->r_gold);
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101 gold->o_pos = rp->r_gold;
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102 gold->o_flags = ISMANY;
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103 gold->o_group = GOLDGRP;