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annotate xrogue/rooms.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 |
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rev | line source |
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1 /* |
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2 rooms.c - Draw the nine rooms on the screen |
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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 |
135 | 19 #include <stdlib.h> |
133
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20 #include <curses.h> |
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21 #include "rogue.h" |
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22 |
220
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23 void horiz(int cnt); |
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24 void vert(int cnt); |
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25 |
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26 void |
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27 do_rooms(void) |
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28 { |
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29 register int i; |
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30 register struct room *rp; |
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31 register struct linked_list *item; |
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32 register struct thing *tp; |
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33 int left_out; |
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34 int num_monsters; |
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35 int which_monster; |
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36 int j; |
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37 coord top; |
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38 coord bsze; |
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39 coord mp; |
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40 coord *np; |
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41 |
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42 /* |
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43 * bsze is the maximum room size |
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44 */ |
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45 bsze.x = cols/3; |
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46 bsze.y = (lines-2)/3; |
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47 /* |
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48 * Clear things for a new level |
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49 */ |
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50 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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51 rp->r_flags = 0; |
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52 _r_free_fire_list(&rp->r_fires); |
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53 } |
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54 /* |
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55 * Put the gone rooms, if any, on the level |
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56 */ |
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57 left_out = rnd(4); |
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58 for (i = 0; i < left_out; i++) |
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59 rooms[rnd_room()].r_flags |= ISGONE; |
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60 /* |
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61 * dig and populate all the rooms on the level |
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62 */ |
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63 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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64 { |
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65 bool has_gold=FALSE; |
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66 |
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67 /* |
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68 * Find upper left corner of box that this room goes in |
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69 */ |
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70 top.x = (i%3)*bsze.x; |
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71 top.y = i/3*bsze.y + 1; |
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72 if (rp->r_flags & ISGONE) |
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73 { |
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74 /* |
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75 * Place a gone room. Make certain that there is a blank line |
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76 * for passage drawing. |
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77 */ |
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78 do |
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79 { |
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80 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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81 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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82 rp->r_max.x = -cols; |
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83 rp->r_max.y = -lines; |
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84 } until(rp->r_pos.y > 0 && rp->r_pos.y < lines-2); |
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85 continue; |
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86 } |
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87 if (rnd(10) < level-1) |
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88 rp->r_flags |= ISDARK; |
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89 /* |
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90 * Find a place and size for a random room |
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91 */ |
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