comparison rogue4/wizard.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 1b73a8641b37
children
comparison
equal deleted inserted replaced
244:ded75a57405c 245:e7aab31362af
178 /* 178 /*
179 * turn off ISHELD in case teleportation was done while fighting 179 * turn off ISHELD in case teleportation was done while fighting
180 * a Fungi 180 * a Fungi
181 */ 181 */
182 if (on(player, ISHELD)) { 182 if (on(player, ISHELD)) {
183 THING *mon;
184
183 player.t_flags &= ~ISHELD; 185 player.t_flags &= ~ISHELD;
184 fung_hit = 0; 186 fung_hit = 0;
185 strcpy(monsters['F'-'A'].m_stats.s_dmg, "000d0"); 187 for (mon = mlist; mon != NULL; mon = next(mon)) {
188 if (mon->t_type == 'F')
189 strcpy(mon->t_stats.s_dmg, "0d0");
190 }
186 } 191 }
187 no_move = 0; 192 no_move = 0;
188 count = 0; 193 count = 0;
189 running = FALSE; 194 running = FALSE;
190 flush_type(); 195 flush_type();