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annotate xrogue/n_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 |
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date | Sun, 01 May 2016 19:39:56 -0400 |
parents | f54901b9c39b |
children | e52a8a7ad4c5 |
rev | line source |
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1 /* |
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2 n_level.c - Dig and draw a new level |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <curses.h> |
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20 #include "rogue.h" |
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21 #define TERRASAVE 3 |
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22 |
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23 void put_things(LEVTYPE ltype); |
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24 |
133
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25 /* |
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26 * new_level: |
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27 * Dig and draw a new level |
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28 * ltype: designates type of level to create |
133
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29 */ |
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30 |
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31 void |
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32 new_level(LEVTYPE ltype) |
133
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33 { |
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34 register int rm = 0, i, cnt; |
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35 register unsigned char ch; |
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36 register struct linked_list *item; |
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37 register struct thing *tp; |
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38 register struct object *obj; |
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39 int waslit = 0; /* Was the previous outside level lit? */ |
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40 int starty = 0, startx = 0, deltay = 0, deltax = 0; |
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41 bool fresh=TRUE, vert = 0, top; |
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42 struct room *rp; |
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43 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL; |
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44 coord stairs = {0,0}; |
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45 |
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46 if (wizard) { |
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47 msg("Turns: %ld", turns); /* Number of turns for last level */ |
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48 mpos = 0; |
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49 } |
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50 |
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51 /* Start player off right */ |
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52 turn_off(player, ISHELD); |
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53 turn_off(player, ISFLEE); |
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54 extinguish(suffocate); |
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55 hold_count = 0; |
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56 trap_tries = 0; |
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57 |
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58 /* Are we just entering a dungeon? If so, how big is it? */ |
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59 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+20 + rnd(51); |
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60 |
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61 if (level > max_level) |
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62 max_level = level; |
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63 |
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64 /* Are we starting a new outside level? */ |
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65 if (ltype == OUTSIDE) { |
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66 register int i, j; |
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67 |
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68 /* Save some information prior to clearing the screen */ |
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69 if (level == -1 || mvinch(hero.y, hero.x) == HORZWALL) vert = TRUE; |
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70 else vert = FALSE; |
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71 |
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72 if (level < 1) { |
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73 fresh = TRUE; |
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74 starty = 2; |
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75 startx = 1; |
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76 deltay = deltax = 1; |
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77 level = max_level; /* Restore level to deepest attempt */ |
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78 prev_max = level; /* reset for boundary crossings below */ |
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79 } |
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80 else if (level >= 1 && prev_max == 1000) { |
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81 fresh = TRUE; |
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82 starty = 2; |
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83 startx = 1; |
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84 deltay = deltax = 1; |
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85 prev_max = level; /* reset for boundary crossings below */ |
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86 } |
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87 else { /* Copy several lines of the terrain to the other end */ |
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88 |
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89 unsigned char cch; /* Copy character */ |
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90 |
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