Mercurial > hg > early-roguelike
view rogue4/misc.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 | 0990adf580ee |
children | 0250220d8cdd |
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/* * All sorts of miscellaneous routines * * @(#)misc.c 4.30 (Berkeley) 4/6/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <stdlib.h> #include <curses.h> #include <ctype.h> #include <string.h> #include "rogue.h" /* * tr_name: * Print the name of a trap */ char * tr_name(char type) { switch (type) { case T_DOOR: return terse ? "a trapdoor" : "you found a trapdoor"; case T_BEAR: return terse ? "a beartrap" : "you found a beartrap"; case T_SLEEP: return terse ? "a sleeping gas trap":"you found a sleeping gas trap"; case T_ARROW: return terse ? "an arrow trap" : "you found an arrow trap"; case T_TELEP: return terse ? "a teleport trap" : "you found a teleport trap"; case T_DART: return terse ? "a dart trap" : "you found a poison dart trap"; } msg("wierd trap: %d", type); return NULL; } /* * look: * A quick glance all around the player */ void look(bool wakeup) { register int x, y; register unsigned char ch; register int index; register THING *tp; register struct room *rp; register int ey, ex; register int passcount = 0; register char pfl, *fp, pch; register int sy, sx, sumhero = 0, diffhero = 0; register int oldx, oldy; getyx(stdscr, oldy, oldx); rp = proom; if (!ce(oldpos, hero)) { if ((oldrp->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player,ISBLIND)) { ey = oldpos.y + 1; ex = oldpos.x + 1; sy = oldpos.y - 1; for (x = oldpos.x - 1; x <= ex; x++) for (y = sy; y <= ey; y++) { if (y == hero.y && x == hero.x) continue; move(y, x); if (inch() == FLOOR) addch(' '); } } oldpos = hero; oldrp = rp; } ey = hero.y + 1; ex = hero.x + 1; sx = hero.x - 1; sy = hero.y - 1; if (door_stop && !firstmove && running) { sumhero = hero.y + hero.x; diffhero = hero.y - hero.x; } index = INDEX(hero.y, hero.x); pfl = _flags[index]; pch = _level[index]; for (y = sy; y <= ey; y++) if (y > 0 && y < LINES - 1) for (x = sx; x <= ex; x++) { if (x <= 0 || x >= COLS) continue; if (!on(player, ISBLIND)) { if (y == hero.y && x == hero.x) continue; } else if (y != hero.y || x != hero.x) continue; index = INDEX(y, x); /* * THIS REPLICATES THE moat() MACRO. IF MOAT IS CHANGED, * THIS MUST BE CHANGED ALSO */ fp = &_flags[index]; ch = _level[index]; if (pch != DOOR && ch != DOOR) if ((pfl & F_PASS) != (*fp & F_PASS)) continue; else if ((*fp & F_PASS) && (*fp & F_PNUM) != (pfl & F_PNUM)) continue; if ((tp = _monst[index]) != NULL) if (on(player, SEEMONST) && on(*tp, ISINVIS)) { if (door_stop && !firstmove) running = FALSE; continue; } else { if (wakeup) wake_monster(y, x); if (tp->t_oldch != ' ' || (!(rp->r_flags & ISDARK) && !on(player, ISBLIND))) tp->t_oldch = _level[index]; if (see_monst(tp)) ch = tp->t_disguise; } move(y, x); if (ch != inch()) addch(ch); if (door_stop && !firstmove && running) { switch (runch) { case 'h': if (x == ex) continue; when 'j': if (y == sy) continue; when 'k': if (y == ey) continue; when 'l': if (x == sx) continue; when 'y': if ((y + x) - sumhero >= 1) continue; when 'u': if ((y - x) - diffhero >= 1) continue; when 'n': if ((y + x) - sumhero <= -1) continue; when 'b': if ((y - x) - diffhero <= -1) continue; } switch (ch) { case DOOR: if (x == hero.x || y == hero.y) running = FALSE; break; case PASSAGE: if (x == hero.x || y == hero.y) passcount++; break; case FLOOR: case '|': case '-': case ' ': break; default: running = FALSE; break; } } } if (door_stop && !firstmove && passcount > 1) running = FALSE; move(hero.y, hero.x); addch(PLAYER); } /* * find_obj: * Find the unclaimed object at y, x */ THING * find_obj(int y, int x) { register THING *op; for (op = lvl_obj; op != NULL; op = next(op)) { if (op->o_pos.y == y && op->o_pos.x == x) return op; } #ifdef WIZARD sprintf(prbuf, "Non-object %d,%d", y, x); debug(prbuf); #endif return NULL; } /* * eat: * She wants to eat something, so let her try */ void eat(void) { register THING *obj; if ((obj = get_item("eat", FOOD)) == NULL) return; if (obj->o_type != FOOD) { if (!terse) msg("ugh, you would get ill if you ate that"); else msg("that's Inedible!"); return; } inpack--; if (food_left < 0) food_left = 0; if ((food_left += HUNGERTIME - 200 + rnd(400)) > STOMACHSIZE) food_left = STOMACHSIZE; hungry_state = 0; if (obj == cur_weapon) cur_weapon = NULL; if (obj->o_which == 1) msg("my, that was a yummy %s", fruit); else if (rnd(100) > 70) { pstats.s_exp++; msg("yuk, this food tastes awful"); check_level(); } else msg("yum, that tasted good"); if (--obj->o_count < 1) { detach(pack, obj); discard(obj); } } /* * chg_str: * Used to modify the playes strength. It keeps track of the * highest it has been, just in case */ void chg_str(int amt) { str_t comp; if (amt == 0) return; add_str(&pstats.s_str, amt); comp = pstats.s_str; if (ISRING(LEFT, R_ADDSTR)) add_str(&comp, -cur_ring[LEFT]->o_ac); if (ISRING(RIGHT, R_ADDSTR)) add_str(&comp, -cur_ring[RIGHT]->o_ac); if (comp > max_stats.s_str) max_stats.s_str = comp; } /* * add_str: * Perform the actual add, checking upper and lower bound limits */ void add_str(str_t *sp, int amt) { if ((*sp += amt) < 3) *sp = 3; else if (*sp > 31) *sp = 31; } /* * add_haste: * Add a haste to the player */ bool add_haste(bool potion) { if (on(player, ISHASTE)) { no_command += rnd(8); player.t_flags &= ~ISRUN; extinguish(nohaste); player.t_flags &= ~ISHASTE; msg("you faint from exhaustion"); return FALSE; } else { player.t_flags |= ISHASTE; if (potion) fuse(nohaste, 0, rnd(4)+4, AFTER); return TRUE; } } /* * aggravate: * Aggravate all the monsters on this level */ void aggravate(void) { register THING *mi; for (mi = mlist; mi != NULL; mi = next(mi)) runto(&mi->t_pos, &hero); } /* * vowelstr: * For printfs: if string starts with a vowel, return "n" for an * "an". */ char * vowelstr(const char *str) { switch (*str) { case 'a': case 'A': case 'e': case 'E': case 'i': case 'I': case 'o': case 'O': case 'u': case 'U': return "n"; default: return ""; } } /* * is_current: * See if the object is one of the currently used items */ bool is_current(THING *obj) { if (obj == NULL) return FALSE; if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT] || obj == cur_ring[RIGHT]) { if (!terse) addmsg("That's already "); msg("in use"); return TRUE; } return FALSE; } /* * get_dir: * Set up the direction co_ordinate for use in varios "prefix" * commands */ bool get_dir(void) { register char *prompt; register bool gotit; if (!terse) msg(prompt = "which direction? "); else prompt = "direction: "; do { gotit = TRUE; switch (readchar()) { case 'h': case'H': delta.y = 0; delta.x = -1; when 'j': case'J': delta.y = 1; delta.x = 0; when 'k': case'K': delta.y = -1; delta.x = 0; when 'l': case'L': delta.y = 0; delta.x = 1; when 'y': case'Y': delta.y = -1; delta.x = -1; when 'u': case'U': delta.y = -1; delta.x = 1; when 'b': case'B': delta.y = 1; delta.x = -1; when 'n': case'N': delta.y = 1; delta.x = 1; when ESCAPE: return FALSE; otherwise: mpos = 0; msg(prompt); gotit = FALSE; } } until (gotit); if (on(player, ISHUH) && rnd(5) == 0) do { delta.y = rnd(3) - 1; delta.x = rnd(3) - 1; } while (delta.y == 0 && delta.x == 0); mpos = 0; return TRUE; } /* * sign: * Return the sign of the number */ int sign(int nm) { if (nm < 0) return -1; else return (nm > 0); } /* * spread: * Give a spread around a given number (+/- 10%) */ int spread(int nm) { return nm - nm / 10 + rnd(nm / 5); } /* * call_it: * Call an object something after use. */ void call_it(bool know, char **guess) { if (know && *guess) { free(*guess); *guess = NULL; } else if (!know && askme && *guess == NULL) { msg(terse ? "call it: " : "what do you want to call it? "); if (get_str(prbuf, stdscr) == NORM) { *guess = malloc((unsigned int) strlen(prbuf) + 1); strcpy(*guess, prbuf); } } }