Mercurial > hg > early-roguelike
annotate srogue/new_leve.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 * Do anything associated with a new dungeon level |
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3 * |
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4 * @(#)new_level.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 void put_things(void); |
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21 |
36
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22 /* |
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23 * new_level: |
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24 * Dig and draw a new level |
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25 */ |
217
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26 void |
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27 new_level(int ltype) |
36
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28 { |
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29 register int i; |
36
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30 register char ch; |
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31 struct coord traploc; |
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32 struct room *rp; |
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33 |
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34 if (level > max_level) |
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35 max_level = level; |
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36 |
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37 wclear(cw); |
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38 wclear(mw); |
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39 clear(); |
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40 |
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41 isfight = FALSE; |
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42 levtype = ltype; |
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43 |
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44 free_list(mlist); /* free monster list */ |
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45 |
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46 if (levtype == POSTLEV) |
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47 do_post(); |
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48 else { |
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49 lev_mon(); /* fill in monster list */ |
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50 |
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51 if (levtype == MAZELEV) |
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52 do_maze(); |
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53 else { /* normal levels */ |
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54 do_rooms(); /* Draw rooms */ |
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55 do_passages(); /* Draw passages */ |
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56 } |
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57 no_food++; |
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58 put_things(); /* Place objects (if any) */ |
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59 } |
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60 /* |
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61 * Place the staircase down. |
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62 */ |
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63 stairs = *rnd_pos(&rooms[rnd_room()]); |
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64 mvaddch(stairs.y, stairs.x, STAIRS); |
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65 ntraps = 0; |
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66 |
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67 if (levtype == NORMLEV) |
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68 { |
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69 struct trap *trp, *maxtrp; |
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70 |
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71 /* Place the traps for normal levels only */ |
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72 |
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73 if (rnd(10) < level) |
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74 { |
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75 ntraps = rnd(level / 4) + 1; |
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76 |
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77 if (ntraps > MAXTRAPS) |
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78 ntraps = MAXTRAPS; |
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79 |
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80 maxtrp = &traps[ntraps]; |
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81 for (trp = &traps[0]; trp < maxtrp; trp++) |
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82 { |
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83 again: |
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84 switch(rnd(TYPETRAPS + 1)) |
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85 { |
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86 case 0: |
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87 if (rnd(100) > 25) |
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88 goto again; |
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89 else |
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90 ch = POST; |
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91 |
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92 when 1: ch = TRAPDOOR; |
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93 when 2: ch = BEARTRAP; |
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94 when 3: ch = SLEEPTRAP; |
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95 when 4: ch = ARROWTRAP; |
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96 when 5: ch = TELTRAP; |
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97 when 6: ch = DARTTRAP; |
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98 when 7: ch = MAZETRAP; |
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99 when 8: |
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100 case 9: |
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101 if (rnd(100) > 80) |
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102 goto again; |
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103 else |
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