Mercurial > hg > early-roguelike
annotate srogue/armor.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 | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
rev | line source |
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1 /* |
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2 * This file contains misc functions for dealing with armor |
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3 * |
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4 * @(#)armor.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include "rogue.ext" |
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19 |
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20 /* |
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21 * wear: |
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22 * The player wants to wear something, so let the hero try |
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23 */ |
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24 void |
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25 wear(void) |
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26 { |
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27 reg struct linked_list *item; |
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28 reg struct object *obj; |
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29 |
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30 if (cur_armor != NULL) { |
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31 msg("You are already wearing some."); |
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32 after = FALSE; |
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33 return; |
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34 } |
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35 if ((item = get_item("wear", ARMOR)) == NULL) |
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36 return; |
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37 obj = OBJPTR(item); |
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38 if (obj->o_type != ARMOR) { |
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39 msg("You can't wear that."); |
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40 return; |
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41 } |
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42 waste_time(); |
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43 msg("Wearing %s.", a_magic[obj->o_which].mi_name); |
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44 cur_armor = obj; |
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45 setoflg(obj,ISKNOW); |
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46 nochange = FALSE; |
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47 } |
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48 |
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49 |
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50 /* |
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51 * take_off: |
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52 * Get the armor off of the players back |
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53 */ |
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54 void |
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55 take_off(void) |
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56 { |
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57 reg struct object *obj; |
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58 |
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59 if ((obj = cur_armor) == NULL) { |
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60 msg("Not wearing any armor."); |
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61 return; |
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62 } |
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63 if (!dropcheck(cur_armor)) |
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64 return; |
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65 cur_armor = NULL; |
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66 msg("Was wearing %c) %s",pack_char(obj),inv_name(obj,TRUE)); |
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67 nochange = FALSE; |
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68 } |
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69 |
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70 /* |
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71 * initarmor: |
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72 * Initialize some armor. |
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73 */ |
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74 void |
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75 initarmor(struct object *obj, int what) |
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76 { |
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77 struct init_armor *iwa; |
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78 struct magic_item *mi; |
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79 |
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80 obj->o_type = ARMOR; |
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81 obj->o_which = what; |
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82 iwa = &armors[what]; |
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83 mi = &a_magic[what]; |
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84 obj->o_vol = iwa->a_vol; |
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85 obj->o_ac = iwa->a_class; |
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86 obj->o_weight = iwa->a_wght; |
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87 obj->o_typname = things[TYP_ARMOR].mi_name; |
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88 } |
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89 |
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90 /* |
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91 * hurt_armor: |
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92 * Returns TRUE if armor is damaged |
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93 */ |
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94 bool |
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95 hurt_armor(struct object *obj) |
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96 { |
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97 reg int type, ac; |
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98 |
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99 if (obj != NULL) { |
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100 if (o_on(obj, ISPROT) || (o_on(obj, ISBLESS) && rnd(100) < 10)) |
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101 return FALSE; |
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102 ac = obj->o_ac; |
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103 type = obj->o_which; |
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