annotate rogue5/new_level.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 f502bf60e6e4
children
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33
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1 /*
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2 * new_level:
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3 * Dig and draw a new level
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4 *
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5 * @(#)new_level.c 4.38 (Berkeley) 02/05/99
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
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9 * All rights reserved.
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10 *
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11 * See the file LICENSE.TXT for full copyright and licensing information.
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12 */
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13
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14 #include <curses.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 TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */
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19 #define MAXTREAS 10 /* maximum number of treasures in a treasure room */
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20 #define MINTREAS 2 /* minimum number of treasures in a treasure room */
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21
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22 void
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23 new_level(void)
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24 {
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25 THING *tp;
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26 PLACE *pp;
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27 int *sp;
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28 int i;
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29
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30 player.t_flags &= ~ISHELD; /* unhold when you go down just in case */
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31 if (level > max_level)
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32 max_level = level;
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33 /*
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34 * Clean things off from last level
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35 */
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36 for (pp = places; pp < &places[MAXCOLS*MAXLINES]; pp++)
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37 {
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38 pp->p_ch = ' ';
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39 pp->p_flags = F_REAL;
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40 pp->p_monst = NULL;
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41 }
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42 clear();
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43 /*
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44 * Free up the monsters on the last level
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45 */
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46 for (tp = mlist; tp != NULL; tp = next(tp))
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47 free_list(tp->t_pack);
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48 free_list(mlist);
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49 /*
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50 * Throw away stuff left on the previous level (if anything)
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51 */
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52 free_list(lvl_obj);
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53 do_rooms(); /* Draw rooms */
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54 do_passages(); /* Draw passages */
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55 no_food++;
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56 put_things(); /* Place objects (if any) */
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57 /*
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58 * Place the traps
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59 */
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60 if (rnd(10) < level)
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61 {
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62 ntraps = rnd(level / 4) + 1;
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63 if (ntraps > MAXTRAPS)
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64 ntraps = MAXTRAPS;
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65 i = ntraps;
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66 while (i--)
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67 {
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68 /*
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69 * not only wouldn't it be NICE to have traps in mazes
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70 * (not that we care about being nice), since the trap
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71 * number is stored where the passage number is, we
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72 * can't actually do it.
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73 */
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74 do
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75 {
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76 find_floor(NULL, &stairs, FALSE, FALSE);
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77 } while ( (chat(stairs.y, stairs.x) != FLOOR) &&
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78 (flat(stairs.y, stairs.x) & F_REAL) );
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79 sp = &flat(stairs.y, stairs.x);
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80 *sp &= ~(F_REAL | F_TMASK);
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81 *sp |= rnd(NTRAPS);
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82 }
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83 }
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84 /*
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85 * Place the staircase down.
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86 */
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87 find_floor(NULL, &stairs, FALSE, FALSE);
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88 chat(stairs.y, stairs.x) = STAIRS;
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89 seenstairs = FALSE;
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90
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91 for (tp = mlist; tp != NULL; tp = next(tp))
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92 tp->t_room = roomin(&tp->t_pos);
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93
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94 find_floor(NULL, &hero, FALSE, TRUE);
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95 enter_room(&hero);
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96 mvaddch(hero.y, hero.x, PLAYER);
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97 if (on(player, SEEMONST))
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98 turn_see(FALSE);
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99 if (on(player, ISHALU))
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100 visuals();
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101 }
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102
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103 /*
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104 * rnd_room:
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105 * Pick a room that is really there
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