Mercurial > hg > early-roguelike
view srogue/pstats.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 | b49d8b963df3 |
children | e7862a021609 |
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/* * Players status routines * * @(#)pstats.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "rogue.h" #include "rogue.ext" void updabil(int what, int amt, struct real *pst, int how); int hungdam(void); /* * chg_hpt: * Changes players hit points */ void chg_hpt(int howmany, bool alsomax, char what) { nochange = FALSE; if(alsomax) him->s_maxhp += howmany; him->s_hpt += howmany; if (him->s_hpt < 1) { msg(" "); death(what); } } /* * rchg_str: * Update the players real strength */ void rchg_str(int amt) { chg_abil(STR,amt,TRUE); } /* * chg_abil: * Used to modify the hero's abilities */ void chg_abil(int what, int amt, int how) { if (amt == 0) return; if (how == TRUE) { /* real (must be 1st) */ updabil(what,amt,&pstats.s_re,TRUE); how = FALSE; } updabil(what,amt,&pstats.s_ef,how); /* effective */ updpack(); wghtchk(FALSE); } /* * updabil: * Do the actual abilities updating */ void updabil(int what, int amt, struct real *pst, int how) { register int *wh, *mx, *mr; struct real *mst, *msr; bool is_str = FALSE; int rtype; msr = &him->s_re; if (how == TRUE) /* max real abilities */ mst = &max_stats.s_re; else /* max effective abil */ mst = &max_stats.s_ef; switch (what) { case STR: is_str = TRUE; wh = &pst->a_str; mx = &mst->a_str; mr = &msr->a_str; rtype = R_ADDSTR; when DEX: wh = &pst->a_dex; mx = &mst->a_dex; mr = &msr->a_dex; rtype = R_DEX; when CON: wh = &pst->a_con; mx = &mst->a_con; mr = &msr->a_con; rtype = R_CONST; when WIS: wh = &pst->a_wis; mx = &mst->a_wis; mr = &msr->a_wis; rtype = R_KNOW; otherwise: return; } *wh += amt; /* update by amt */ if (amt < 0) { /* if decrement */ if (*wh < MINABIL) /* minimum = 3 */ *wh = MINABIL; if (how == FALSE) { if (*wh < *mr) /* if less than real abil */ *wh = *mr; /* make equal to real */ } } else { /* increment */ int themax; themax = MAXOTHER; /* default maximum */ if (is_str) themax = MAXSTR; /* strength maximum */ if (how != TRUE) themax += ringex(rtype); /* get ring extra */ if (*wh > themax) { /* see if > max (if real) */ *wh = themax; /* max = 18 (24 if str) */ } /* * Check for updating the max player stats. */ if (*wh > *mx) *mx = *wh; } } /* * add_haste: * add a haste to the player */ void add_haste(bool potion) { if (pl_on(ISHASTE)) { msg("You faint from exhaustion."); player.t_nocmd += rnd(8); player.t_flags &= ~ISHASTE; extinguish(nohaste); } else { player.t_flags |= ISHASTE; if (potion) fuse(nohaste, TRUE, roll(10,10)); else fuse(nohaste, TRUE, roll(40,20)); } } /* * getpdex: * Gets players added dexterity for fighting */ int getpdex(struct stats *who, bool heave) { reg int edex; edex = who->s_ef.a_dex; if (heave) { /* an object was thrown here */ if (edex > 18) return (edex - 15); switch(edex) { case 18: return 3; case 17: return 2; case 16: return 1; case 15: case 14: case 13: case 12: case 11: case 10: case 9: case 8: case 7: case 6: return 0; case 5: return -1; case 4: return -2; default: return -3; } } else { /* object NOT thrown here (affects armor class) */ if (edex > 18) return (14 - edex); switch(edex) { case 18: return -4; case 17: return -3; case 16: return -2; case 15: return -1; case 14: case 13: case 12: case 11: case 10: case 9: case 8: case 7: return 0; case 6: return 1; case 5: return 2; case 4: return 3; default: return 4; } } } /* * getpwis: * Get a players wisdom for fighting */ int getpwis(struct stats *who) { reg int ewis; ewis = who->s_ef.a_wis; if (ewis > 18) return (ewis - 14); switch(ewis) { case 18: return 4; case 17: return 3; case 16: return 2; case 15: return 1; case 14: case 13: case 12: case 11: case 10: case 9: case 8: return 0; case 7: case 6: return -1; case 5: case 4: return -2; default: return -3; } } /* * getpcon: * Get added hit points from players constitution */ int getpcon(struct stats *who) { reg int econ; econ = who->s_ef.a_con; if (econ > 18) return (econ - 14); switch(econ) { case 18: return 4; case 17: return 3; case 16: return 2; case 15: return 1; case 14: case 13: case 12: case 11: case 10: case 9: case 8: case 7: return 0; case 6: case 5: case 4: return -1; default: return -2; } } /* * str_plus: * compute bonus/penalties for strength on the "to hit" roll */ int str_plus(struct stats *who) { reg int hitplus, str; hitplus = 0; str = who->s_ef.a_str; if (str > 24) /* > 24 */ hitplus = str - 21; else if (str == 24) /* 24 */ hitplus = 3; else if (str > 20) /* 21 to 23 */ hitplus = 2; else if(str >= 17) /* 17 to 20 */ hitplus = 1; else if(str > 7) /* 8 to 16 */ hitplus = 0; else if(str > 5) /* 6 to 7 */ hitplus = -1; else if(str > 3) /* 4 to 5 */ hitplus = -2; else hitplus = -3; /* < 4 */ if (who == him) /* add pack weight if hero */ hitplus += hitweight(); return hitplus; } /* * add_dam: * Compute additional damage done depending on strength */ int add_dam(struct stats *who) { reg int exdam, str; exdam = 0; str = who->s_ef.a_str; if (str > 24) /* > 24 */ exdam = str - 18; else if (str == 24) /* 24 */ exdam = 6; else if (str == 23) /* 23 */ exdam = 5; else if (str > 20) /* 21 to 22 */ exdam = 4; else if (str > 18) /* 19 to 20 */ exdam = 3; else if (str == 18) /* 18 */ exdam = 2; else if (str > 15) /* 16 to 17 */ exdam = 1; else if (str > 6) /* 7 to 14 */ exdam = 0; else exdam = -1; /* 3 to 6 */ if (who == him) exdam += hungdam(); /* add hungry state if hero */ return exdam; } /* * hungdam: * Calculate damage depending on players hungry state */ int hungdam(void) { switch (hungry_state) { case F_OKAY: case F_HUNGRY: return 0; when F_WEAK: return -1; when F_FAINT: return -2; } return 0; } /* * heal_self: * Heal the hero. */ void heal_self(int factor, bool updmaxhp) { him->s_hpt += roll(him->s_lvl + getpcon(him), factor); if (updmaxhp) him->s_maxhp += 1; if (him->s_hpt > him->s_maxhp) him->s_hpt = him->s_maxhp; nochange = FALSE; }