Mercurial > hg > early-roguelike
view rogue5/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 | f502bf60e6e4 |
children |
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/* * Functions for dealing with problems brought about by weapons * * @(#)weapons.c 4.34 (Berkeley) 02/05/99 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980-1983, 1985, 1999 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 <string.h> #include <ctype.h> #include "rogue.h" #define NO_WEAPON -1 static const struct init_weaps { char *iw_dam; /* Damage when wielded */ char *iw_hrl; /* Damage when thrown */ int iw_launch; /* Launching weapon */ int iw_flags; /* Miscellaneous flags */ } init_dam[MAXWEAPONS] = { { "2x4", "1x3", NO_WEAPON, 0, }, /* Mace */ { "3x4", "1x2", NO_WEAPON, 0, }, /* Long sword */ { "1x1", "1x1", NO_WEAPON, 0, }, /* Bow */ { "1x1", "2x3", BOW, ISMANY|ISMISL, }, /* Arrow */ { "1x6", "1x4", NO_WEAPON, ISMISL|ISMISL, }, /* Dagger */ { "4x4", "1x2", NO_WEAPON, 0, }, /* 2h sword */ { "1x1", "1x3", NO_WEAPON, ISMANY|ISMISL, }, /* Dart */ { "1x2", "2x4", NO_WEAPON, ISMANY|ISMISL, }, /* Shuriken */ { "2x3", "1x6", NO_WEAPON, ISMISL, }, /* Spear */ }; /* * missile: * Fire a missile in a given direction */ void missile(int ydelta, int xdelta) { THING *obj; /* * Get which thing we are hurling */ if ((obj = get_item("throw", WEAPON)) == NULL) return; if (!dropcheck(obj) || is_current(obj)) return; obj = leave_pack(obj, TRUE, FALSE); do_motion(obj, ydelta, xdelta); /* * 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 (moat(obj->o_pos.y, obj->o_pos.x) == NULL || !hit_monster(unc(obj->o_pos), obj)) fall(obj, TRUE); } /* * do_motion: * Do the actual motion on the screen done by an object traveling * across the room */ void do_motion(THING *obj, int ydelta, int xdelta) { int ch; /* * Come fly with us ... */ obj->o_pos = hero; for (;;) { /* * Erase the old one */ if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && !terse) { ch = chat(obj->o_pos.y, obj->o_pos.x); if (ch == FLOOR && !show_floor()) ch = ' '; mvaddch(obj->o_pos.y, obj->o_pos.x, ch); } /* * Get the new position */ obj->o_pos.y += ydelta; obj->o_pos.x += xdelta; if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR) { /* * It hasn't hit anything yet, so display it * If it alright. */ if (cansee(unc(obj->o_pos)) && !terse) { mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); refresh(); } continue; } break; } } /* * fall: * Drop an item someplace around here. */ void fall(THING *obj, int pr) { PLACE *pp; coord fpos; if (fallpos(&obj->o_pos, &fpos)) { pp = INDEX(fpos.y, fpos.x); pp->p_ch = obj->o_type; obj->o_pos = fpos; if (cansee(fpos.y, fpos.x)) { if (pp->p_monst != NULL) pp->p_monst->t_oldch = obj->o_type; else mvaddch(fpos.y, fpos.x, obj->o_type); } attach(lvl_obj, obj); return; } if (pr) { if (has_hit) { endmsg(); has_hit = FALSE; } msg("the %s vanishes as it hits the ground", weap_info[obj->o_which].oi_name); } discard(obj); } /* * init_weapon: * Set up the initial goodies for a weapon */ void init_weapon(THING *weap, int which) { const struct init_weaps *iwp; weap->o_type = WEAPON; weap->o_which = which; iwp = &init_dam[which]; strncpy(weap->o_damage, iwp->iw_dam, sizeof(weap->o_damage)); strncpy(weap->o_hurldmg,iwp->iw_hrl, sizeof(weap->o_hurldmg)); weap->o_launch = iwp->iw_launch; weap->o_flags = iwp->iw_flags; weap->o_hplus = 0; weap->o_dplus = 0; if (which == DAGGER) { weap->o_count = rnd(4) + 2; weap->o_group = group++; } else if (weap->o_flags & ISMANY) { weap->o_count = rnd(8) + 8; weap->o_group = group++; } else { weap->o_count = 1; weap->o_group = 0; } } /* * hit_monster: * Does the missile hit the monster? */ int hit_monster(int y, int x, const THING *obj) { coord mp; mp.y = y; mp.x = x; return fight(&mp, obj, TRUE); } /* * num: * Figure out the plus number for armor/weapons */ const char * num(int n1, int n2, int type) { static char numbuf[10]; sprintf(numbuf, n1 < 0 ? "%d" : "+%d", n1); if (type == WEAPON) sprintf(&numbuf[strlen(numbuf)], n2 < 0 ? ",%d" : ",+%d", n2); return numbuf; } /* * wield: * Pull out a certain weapon */ void wield(void) { THING *obj, *oweapon; char *sp; oweapon = cur_weapon; if (!dropcheck(cur_weapon)) { cur_weapon = oweapon; return; } cur_weapon = oweapon; if ((obj = get_item("wield", WEAPON)) == NULL) { bad: after = FALSE; return; } if (obj->o_type == ARMOR) { msg("you can't wield armor"); goto bad; } if (is_current(obj)) goto bad; sp = inv_name(obj, TRUE); cur_weapon = obj; if (!terse) addmsg("you are now "); msg("wielding %s (%c)", sp, obj->o_packch); } /* * fallpos: * Pick a random position around the give (y, x) coordinates */ int fallpos(const coord *pos, coord *newpos) { int y, x, cnt, ch; cnt = 0; for (y = pos->y - 1; y <= pos->y + 1; y++) for (x = pos->x - 1; x <= pos->x + 1; x++) { /* * check to make certain the spot is empty, if it is, * put the object there, set it in the level list * and re-draw the room if he can see it */ if (y == hero.y && x == hero.x) continue; if (((ch = chat(y, x)) == FLOOR || ch == PASSAGE) && rnd(++cnt) == 0) { newpos->y = y; newpos->x = x; } } return (cnt != 0); }