Mercurial > hg > early-roguelike
view rogue4/sticks.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 | e52a8a7ad4c5 |
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/* * Functions to implement the various sticks one might find * while wandering around the dungeon. * * @(#)sticks.c 4.22 (Berkeley) 5/19/82 * * 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 <curses.h> #include <ctype.h> #include <string.h> #include "rogue.h" void drain(void); /* * fix_stick: * Set up a new stick */ void fix_stick(THING *cur) { if (strcmp(ws_type[cur->o_which], "staff") == 0) strcpy(cur->o_damage,"2d3"); else strcpy(cur->o_damage,"1d1"); strcpy(cur->o_hurldmg,"1d1"); cur->o_charges = 3 + rnd(5); switch (cur->o_which) { case WS_HIT: cur->o_hplus = 100; cur->o_dplus = 3; strcpy(cur->o_damage,"1d8"); when WS_LIGHT: cur->o_charges = 10 + rnd(10); } } /* * do_zap: * Perform a zap with a wand */ void do_zap(void) { register THING *obj, *tp; register int y, x; register char *name; if ((obj = get_item("zap with", STICK)) == NULL) return; if (obj->o_type != STICK) { after = FALSE; msg("you can't zap with that!"); return; } if (obj->o_charges == 0) { msg("nothing happens"); return; } switch (obj->o_which) { case WS_LIGHT: /* * Reddy Kilowat wand. Light up the room */ ws_know[WS_LIGHT] = TRUE; if (proom->r_flags & ISGONE) msg("the corridor glows and then fades"); else { proom->r_flags &= ~ISDARK; /* * Light the room and put the player back up */ enter_room(&hero); addmsg("the room is lit"); if (!terse) addmsg(" by a shimmering blue light"); endmsg(); } when WS_DRAIN: /* * Take away 1/2 of hero's hit points, then take it away * evenly from the monsters in the room (or next to hero * if he is in a passage) */ if (pstats.s_hpt < 2) { msg("you are too weak to use it"); return; } else drain(); when WS_POLYMORPH: case WS_TELAWAY: case WS_TELTO: case WS_CANCEL: { register char monster, oldch; register int rm; y = hero.y; x = hero.x; while (step_ok(winat(y, x))) { y += delta.y; x += delta.x; } if ((tp = moat(y, x)) != NULL) { register char omonst; omonst = monster = tp->t_type; if (monster == 'F') player.t_flags &= ~ISHELD; if (obj->o_which == WS_POLYMORPH) { register THING *pp; pp = tp->t_pack; detach(mlist, tp); if (see_monst(tp)) mvaddch(y, x, chat(y, x)); oldch = tp->t_oldch; delta.y = y; delta.x = x; new_monster(tp, monster = rnd(26) + 'A', &delta); if (see_monst(tp)) mvaddch(y, x, monster); tp->t_oldch = oldch; tp->t_pack = pp; ws_know[WS_POLYMORPH] |= (monster != omonst); } else if (obj->o_which == WS_CANCEL) { tp->t_flags |= ISCANC; tp->t_flags &= ~(ISINVIS|CANHUH); tp->t_disguise = tp->t_type; } else { if (isupper(toascii(mvinch(y,x)))) mvaddch(y, x, tp->t_oldch); if (obj->o_which == WS_TELAWAY) { do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp->t_pos); } until (winat(tp->t_pos.y, tp->t_pos.x) == FLOOR); tp->t_room = roomin(&tp->t_pos); tp->t_oldch = mvinch(tp->t_pos.y, tp->t_pos.x); if (see_monst(tp)) mvaddch(tp->t_pos.y, tp->t_pos.x, tp->t_disguise); else if (on(player, SEEMONST)) { standout(); mvaddch(tp->t_pos.y, tp->t_pos.x, tp->t_disguise); standend(); } } else { tp->t_pos.y = hero.y + delta.y; tp->t_pos.x = hero.x + delta.x; if (tp->t_pos.y != y || tp->t_pos.x != x) tp->t_oldch = mvinch(tp->t_pos.y, tp->t_pos.x); } moat(y, x) = NULL; moat(tp->t_pos.y, tp->t_pos.x) = tp; if (tp->t_type == 'F') player.t_flags &= ~ISHELD; } tp->t_dest = &hero; tp->t_flags |= ISRUN; } } when WS_MISSILE: { THING bolt; ws_know[WS_MISSILE] = TRUE; bolt.o_type = '*'; strcpy(bolt.o_hurldmg,"1d4"); bolt.o_hplus = 100; bolt.o_dplus = 1; bolt.o_flags = ISMISL; if (cur_weapon != NULL) bolt.o_launch = cur_weapon->o_which; do_motion(&bolt, delta.y, delta.x); if ((tp = moat(bolt.o_pos.y, bolt.o_pos.x)) != NULL && !save_throw(VS_MAGIC, tp)) hit_monster(unc(bolt.o_pos), &bolt); else if (terse) msg("missle vanishes"); else msg("the missle vanishes with a puff of smoke"); } when WS_HIT: delta.y += hero.y; delta.x += hero.x; if ((tp = moat(delta.y, delta.x)) != NULL) { if (rnd(20) == 0) { strcpy(obj->o_damage,"3d8"); obj->o_dplus = 9; } else { strcpy(obj->o_damage,"1d8"); obj->o_dplus = 3; } fight(&delta, tp->t_type, obj, FALSE); } when WS_HASTE_M: case WS_SLOW_M: y = hero.y; x = hero.x; while (step_ok(winat(y, x))) { y += delta.y; x += delta.x; } if ((tp = moat(y, x)) != NULL) { if (obj->o_which == WS_HASTE_M) { if (on(*tp, ISSLOW)) tp->t_flags &= ~ISSLOW; else tp->t_flags |= ISHASTE; } else { if (on(*tp, ISHASTE)) tp->t_flags &= ~ISHASTE; else tp->t_flags |= ISSLOW; tp->t_turn = TRUE; } delta.y = y; delta.x = x; runto(&delta, &hero); } when WS_ELECT: case WS_FIRE: case WS_COLD: if (obj->o_which == WS_ELECT) name = "bolt"; else if (obj->o_which == WS_FIRE) name = "flame"; else name = "ice"; fire_bolt(&hero, &delta, name); ws_know[obj->o_which] = TRUE; when WS_NOP: otherwise: msg("what a bizarre schtick!"); } obj->o_charges--; } /* * drain: * Do drain hit points from player shtick */ void drain(void) { register THING *mp; register int cnt; register struct room *corp; register THING **dp; register bool inpass; static THING *drainee[40]; /* * First cnt how many things we need to spread the hit points among */ cnt = 0; if (chat(hero.y, hero.x) == DOOR) corp = &passages[flat(hero.y, hero.x) & F_PNUM]; else corp = NULL; inpass = (proom->r_flags & ISGONE); dp = drainee; for (mp = mlist; mp != NULL; mp = next(mp)) if (mp->t_room == proom || mp->t_room == corp || (inpass && chat(mp->t_pos.y, mp->t_pos.x) == DOOR && &passages[flat(mp->t_pos.y, mp->t_pos.x) & F_PNUM] == proom)) *dp++ = mp; if ((cnt = dp - drainee) == 0) { msg("you have a tingling feeling"); return; } *dp = NULL; pstats.s_hpt /= 2; cnt = pstats.s_hpt / cnt; /* * Now zot all of the monsters */ for (dp = drainee; *dp; dp++) { mp = *dp; if ((mp->t_stats.s_hpt -= cnt) <= 0) killed(mp, see_monst(mp)); else runto(&mp->t_pos, &hero); } } /* * fire_bolt: * Fire a bolt in a given direction from a specific starting place */ void fire_bolt(coord *start, coord *dir, char *name) { register char dirch, ch; register THING *tp; register bool hit_hero, used, changed; register int i, j; coord pos; coord spotpos[BOLT_LENGTH]; THING bolt; bolt.o_type = WEAPON; bolt.o_which = FLAME; strcpy(bolt.o_hurldmg,"6d6"); bolt.o_hplus = 100; bolt.o_dplus = 0; bolt.o_flags = 0; w_names[FLAME] = name; switch (dir->y + dir->x) { case 0: dirch = '/'; when 1: case -1: dirch = (dir->y == 0 ? '-' : '|'); when 2: case -2: dirch = '\\'; } pos = *start; hit_hero = (start != &hero); used = FALSE; changed = FALSE; for (i = 0; i < BOLT_LENGTH && !used; i++) { pos.y += dir->y; pos.x += dir->x; ch = winat(pos.y, pos.x); spotpos[i] = pos; switch (ch) { case DOOR: /* * this code is necessary if the hero is on a door * and he fires at the wall the door is in, it would * otherwise loop infinitely * It is also needed if a dragon flames at the hero. * If the hero is at a door, the dragon flame would bounce * and could kill other monsters inadvertly. */ if (ce(hero, pos)) goto def; /* FALLTHROUGH */ case '|': case '-': case ' ': if (!changed) hit_hero = !hit_hero; changed = FALSE; dir->y = -dir->y; dir->x = -dir->x; i--; msg("the %s bounces", name); break; default: def: if (!hit_hero && (tp = moat(pos.y, pos.x)) != NULL) { hit_hero = TRUE; changed = !changed; tp->t_oldch = chat(pos.y, pos.x); if (!save_throw(VS_MAGIC, tp)) { bolt.o_pos = pos; used = TRUE; if (tp->t_type == 'D' && strcmp(name, "flame") == 0) { addmsg("the flame bounces"); if (!terse) msg("off the dragon"); endmsg(); } else hit_monster(unc(pos), &bolt); } else if (ch != 'M' || tp->t_disguise == 'M') { if (start == &hero) runto(&pos, &hero); if (terse) msg("%s misses", name); else msg("the %s whizzes past the %s", name, monsters[ch-'A'].m_name); } } else if (hit_hero && ce(pos, hero)) { hit_hero = FALSE; changed = !changed; if (!save(VS_MAGIC)) { if ((pstats.s_hpt -= roll(6, 6)) <= 0) if (start == &hero) death('b'); else death(moat(start->y, start->x)->t_type); used = TRUE; if (terse) msg("the %s hits", name); else msg("you are hit by the %s", name); } else msg("the %s whizzes by you", name); } mvaddch(pos.y, pos.x, dirch); refresh(); } } for (j = 0; j < i; j++) mvaddch(spotpos[j].y, spotpos[j].x, chat(spotpos[j].y, spotpos[j].x)); } /* * charge_str: * Return an appropriate string for a wand charge */ char * charge_str(THING *obj) { static char buf[20]; if (!(obj->o_flags & ISKNOW)) buf[0] = '\0'; else if (terse) sprintf(buf, " [%d]", obj->o_charges); else sprintf(buf, " [%d charges]", obj->o_charges); return buf; }