Mercurial > hg > early-roguelike
view arogue5/weapons.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 | 56e748983fa8 |
children | 28e22fb35989 |
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/* * Functions for dealing with problems brought about by weapons * * Advanced Rogue * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "curses.h" #include <ctype.h> #include <string.h> #include "rogue.h" /* * do the actual motion on the screen done by an object traveling * across the room */ void do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp) { /* * Come fly with us ... */ obj->o_pos = tp->t_pos; for (; ;) { register int ch; /* * Erase the old one */ if (!ce(obj->o_pos, tp->t_pos) && cansee(unc(obj->o_pos)) && mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); } /* * Get the new position */ obj->o_pos.y += ydelta; obj->o_pos.x += xdelta; if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { /* * It hasn't hit anything yet, so display it * If it alright. */ if (cansee(unc(obj->o_pos)) && mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); draw(cw); } continue; } break; } } /* * fall: * Drop an item someplace around here. */ void fall(struct linked_list *item, bool pr) { register struct object *obj; register struct room *rp; register int i; coord *fpos = NULL; obj = OBJPTR(item); /* * try to drop the item, look up to 3 squares away for now */ for (i=1; i<4; i++) { if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL) break; } if (fpos != NULL) { mvaddch(fpos->y, fpos->x, obj->o_type); obj->o_pos = *fpos; if ((rp = roomin(&hero)) != NULL && lit_room(rp)) { light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); } attach(lvl_obj, item); return; } if (pr) { if (obj->o_type == WEAPON) /* BUGFIX: Identification trick */ msg("The %s vanishes as it hits the ground.", weaps[obj->o_which].w_name); else msg("%s vanishes as it hits the ground.", inv_name(obj,TRUE)); } o_discard(item); } /* * Does the missile hit the monster */ bool hit_monster(int y, int x, struct object *obj, struct thing *tp) { static coord mp; mp.y = y; mp.x = x; if (tp == &player) { /* Make sure there is a monster where it landed */ if (!isalpha(mvwinch(mw, y, x))) { return(FALSE); } return(fight(&mp, obj, TRUE)); } else { if (!ce(mp, hero)) { return(FALSE); } return(attack(tp, obj, TRUE)); } } /* * init_weapon: * Set up the initial goodies for a weapon */ void init_weapon(struct object *weap, char type) { register struct init_weps *iwp; iwp = &weaps[type]; strcpy(weap->o_damage,iwp->w_dam); strcpy(weap->o_hurldmg,iwp->w_hrl); weap->o_launch = iwp->w_launch; weap->o_flags = iwp->w_flags; weap->o_weight = iwp->w_wght; if (weap->o_flags & ISMANY) { weap->o_count = rnd(8) + 8; weap->o_group = newgrp(); } else { weap->o_count = 1; } } /* * missile: * Fire a missile in a given direction */ void missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp) { register struct object *obj; register struct linked_list *nitem; char ch; /* * Get which thing we are hurling */ if (item == NULL) { return; } obj = OBJPTR(item); #if 0 /* Do we really want to make this check */ if (is_current(obj)) { /* Are we holding it? */ msg(terse ? "Holding it." : "You are already holding it."); return; } #endif if (!dropcheck(obj)) return; /* Can we get rid of it? */ if(!(obj->o_flags & ISMISL)) { for(;;) { msg(terse ? "Really throw? (y or n): " : "Do you really want to throw %s? (y or n): ", inv_name(obj, TRUE)); mpos = 0; ch = readchar(); if (ch == 'n' || ch == ESCAPE) { after = FALSE; return; } if (ch == 'y') break; } } /* * Get rid of the thing. If it is a non-multiple item object, or * if it is the last thing, just drop it. Otherwise, create a new * item with a count of one. */ if (obj->o_count < 2) { detach(tp->t_pack, item); if (tp->t_pack == pack) { inpack--; } } else { obj->o_count--; nitem = (struct linked_list *) new_item(sizeof *obj); obj = OBJPTR(nitem); *obj = *(OBJPTR(item)); obj->o_count = 1; item = nitem; } updpack (FALSE); do_motion(obj, ydelta, xdelta, tp); /* * AHA! Here it has hit something. If it is a wall or a door, * or if it misses (combat) the monster, put it on the floor */ if (!hit_monster(unc(obj->o_pos), obj, tp)) { fall(item, TRUE); } mvwaddch(cw, hero.y, hero.x, PLAYER); } /* * num: * Figure out the plus number for armor/weapons */ char * num(int n1, int n2) { static char numbuf[LINELEN]; if (n1 == 0 && n2 == 0) { return "+0"; } if (n2 == 0) { sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); } else { sprintf(numbuf, "%s%d, %s%d", n1 < 0 ? "" : "+", n1, n2 < 0 ? "" : "+", n2); } return(numbuf); } /* * wield: * Pull out a certain weapon */ void wield(void) { register struct linked_list *item; register struct object *obj, *oweapon; if ((oweapon = cur_weapon) != NULL) { if (!dropcheck(cur_weapon)) { cur_weapon = oweapon; return; } if (terse) addmsg("Was "); else addmsg("You were "); msg("wielding %s", inv_name(oweapon, TRUE)); } if ((item = get_item(pack, "wield", WIELDABLE)) == NULL) { after = FALSE; return; } obj = OBJPTR(item); if (is_current(obj)) { msg("Item in use."); after = FALSE; return; } if (player.t_ctype != C_FIGHTER && obj->o_type == WEAPON && (obj->o_which == TWOSWORD || obj->o_which == BASWORD)) { msg("Only fighters can wield a %s", weaps[obj->o_which].w_name); return; } if (terse) { addmsg("W"); } else { addmsg("You are now w"); } msg("ielding %s", inv_name(obj, TRUE)); cur_weapon = obj; }