annotate rogue4/weapons.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 0250220d8cdd
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1 /*
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2 * Functions for dealing with problems brought about by weapons
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3 *
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4 * @(#)weapons.c 4.14 (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 <string.h>
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16 #include "rogue.h"
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17
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18 #define NONE 100
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19
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20 static struct init_weps {
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21 char *iw_dam; /* Damage when wielded */
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22 char *iw_hrl; /* Damage when thrown */
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23 char iw_launch; /* Launching weapon */
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24 int iw_flags; /* Miscellaneous flags */
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25 } init_dam[MAXWEAPONS] = {
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26 "2d4", "1d3", NONE, 0, /* Mace */
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27 "3d4", "1d2", NONE, 0, /* Long sword */
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28 "1d1", "1d1", NONE, 0, /* Bow */
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29 "1d1", "2d3", BOW, ISMANY|ISMISL, /* Arrow */
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30 "1d6", "1d4", NONE, ISMISL, /* Dagger */
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31 "4d4", "1d2", NONE, 0, /* 2h sword */
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32 "1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */
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33 "1d1", "1d1", NONE, 0, /* Crossbow */
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34 "1d2", "2d5", CROSSBOW, ISMANY|ISMISL, /* Crossbow bolt */
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35 "2d3", "1d6", NONE, ISMISL, /* Spear */
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36 };
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37
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38 /*
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39 * missile:
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40 * Fire a missile in a given direction
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41 */
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42 void
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43 missile(int ydelta, int xdelta)
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44 {
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45 register THING *obj, *nitem;
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46
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47 /*
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48 * Get which thing we are hurling
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49 */
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50 if ((obj = get_item("throw", WEAPON)) == NULL)
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51 return;
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52 if (!dropcheck(obj) || is_current(obj))
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53 return;
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54 /*
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55 * Get rid of the thing. If it is a non-multiple item object, or
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56 * if it is the last thing, just drop it. Otherwise, create a new
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57 * item with a count of one.
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58 */
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59 if (obj->o_count < 2)
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60 {
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61 detach(pack, obj);
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62 inpack--;
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63 }
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64 else
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65 {
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66 obj->o_count--;
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67 if (obj->o_group == 0)
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68 inpack--;
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69 nitem = new_item();
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70 *nitem = *obj;
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71 nitem->o_count = 1;
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72 obj = nitem;
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73 }
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74 do_motion(obj, ydelta, xdelta);
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75 /*
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76 * AHA! Here it has hit something. If it is a wall or a door,
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77 * or if it misses (combat) the monster, put it on the floor
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78 */
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79 if (moat(obj->o_pos.y, obj->o_pos.x) == NULL
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80 || !hit_monster(unc(obj->o_pos), obj))
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81 fall(obj, TRUE);
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82 }
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83
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84 /*
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85 * do_motion:
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86 * Do the actual motion on the screen done by an object traveling
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87 * across the room
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88 */
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89 void
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90 do_motion(THING *obj, int ydelta, int xdelta)
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91 {
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92 /*
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93 * Come fly with us ...
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94 */
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95 obj->o_pos = hero;
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96 for (;;)
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97 {
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98 register int ch;
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99
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100 /*
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101 * Erase the old one
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102 */
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