view srogue/armor.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 94a0d9dd5ce1
children e52a8a7ad4c5
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/*
 * This file contains misc functions for dealing with armor
 *
 * @(#)armor.c	9.0	(rdk)	 7/17/84
 *
 * Super-Rogue
 * Copyright (C) 1984 Robert D. Kindelberger
 * 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 "rogue.h"
#include "rogue.ext"

/*
 * wear:
 *	The player wants to wear something, so let the hero try
 */
void
wear(void)
{
	reg struct linked_list *item;
	reg struct object *obj;

	if (cur_armor != NULL) {
		msg("You are already wearing some.");
		after = FALSE;
		return;
	}
	if ((item = get_item("wear", ARMOR)) == NULL)
		return;
	obj = OBJPTR(item);
	if (obj->o_type != ARMOR) {
		msg("You can't wear that.");
		return;
	}
	waste_time();
	msg("Wearing %s.", a_magic[obj->o_which].mi_name);
	cur_armor = obj;
	setoflg(obj,ISKNOW);
	nochange = FALSE;
}


/*
 * take_off:
 *	Get the armor off of the players back
 */
void
take_off(void)
{
	reg struct object *obj;

	if ((obj = cur_armor) == NULL) {
		msg("Not wearing any armor.");
		return;
	}
	if (!dropcheck(cur_armor))
		return;
	cur_armor = NULL;
	msg("Was wearing %c) %s",pack_char(obj),inv_name(obj,TRUE));
	nochange = FALSE;
}

/*
 * initarmor:
 *		Initialize some armor.
 */
void
initarmor(struct object *obj, int what)
{
	struct init_armor *iwa;
	struct magic_item *mi;

	obj->o_type = ARMOR;
	obj->o_which = what;
	iwa = &armors[what];
	mi = &a_magic[what];
	obj->o_vol = iwa->a_vol;
	obj->o_ac = iwa->a_class;
	obj->o_weight = iwa->a_wght;
	obj->o_typname = things[TYP_ARMOR].mi_name;
}

/*
 * hurt_armor:
 *	Returns TRUE if armor is damaged
 */
bool
hurt_armor(struct object *obj)
{
	reg int type, ac;

	if (obj != NULL) {
		if (o_on(obj, ISPROT) || (o_on(obj, ISBLESS) && rnd(100) < 10))
			return FALSE;
		ac = obj->o_ac;
		type = obj->o_which;
		if (type != PADDED && type != LEATHER)
			if ((type == STUDDED && ac < 8) || (type != STUDDED && ac < 9))
				return TRUE;
	}
	return FALSE;
}