view xrogue/rings.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 7c1cb43f346e
children
line wrap: on
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/*
    rings.c - Routines dealing specificaly with rings
    
    XRogue: Expeditions into the Dungeons of Doom
    Copyright (C) 1991 Robert Pietkivitch
    All rights reserved.
    
    Based on "Advanced Rogue"
    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
    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 <stdlib.h>
#include <string.h>
#include <curses.h>
#include "rogue.h"

/*
 * routines dealing specifically with rings
 */

/*
 * how much food does this ring use up?
 */

int
ring_eat(int hand)
{
    if (cur_ring[hand] == NULL)
        return 0;
    switch (cur_ring[hand]->o_which) {
        case R_VAMPREGEN:
            return 3;
        case R_REGEN:
        case R_SUSABILITY:
            return 2;
        case R_HEALTH:
            return 1;
        case R_SEARCH:
        case R_SEEINVIS:
            return (rnd(100) < 50);  /* 0 or 1 */
        case R_DIGEST:
            if (cur_ring[hand]->o_ac >= 0)
                return (-(cur_ring[hand]->o_ac)-1);
            else
                return (-(cur_ring[hand]->o_ac));
    }
    return 0;
}

void
ring_on(struct linked_list *item)
{
    register struct object *obj;
    register int save_max;

    obj = OBJPTR(item);

    /*
     * Calculate the effect it has on the poor guy.
     */
    switch (obj->o_which)
    {
        case R_ADDSTR:
            save_max = max_stats.s_str;
            chg_str(obj->o_ac);
            max_stats.s_str = save_max;
        when R_ADDHIT:
            pstats.s_dext += obj->o_ac;
        when R_ADDINTEL:
            pstats.s_intel += obj->o_ac;
        when R_ADDWISDOM:
            pstats.s_wisdom += obj->o_ac;
        when R_SEEINVIS:
        if (on(player, CANSEE)) msg("Your eyes sparkle.");
        else msg("Your eyes begin to tingle.");
            turn_on(player, CANSEE);
            light(&hero);
            mvwaddch(cw, hero.y, hero.x, PLAYER);
        when R_AGGR:
            aggravate(TRUE, TRUE);  /* all charactors are affected*/
        when R_WARMTH:
        if (on(player, NOCOLD)) msg("You feel warm all over.");
        else msg("You begin to feel warm.");
            turn_on(player, NOCOLD);
        when R_FIRE:
        if (on(player, NOFIRE)) msg("You feel quite fire proof now.");
        else msg("You begin to feel fire proof.");
            turn_on(player, NOFIRE);
        when R_LIGHT: {
            if(roomin(&hero) != NULL) {
                light(&hero);
                mvwaddch(cw, hero.y, hero.x, PLAYER);
            }
    }
        when R_SEARCH:
            start_daemon(ring_search, NULL, AFTER);
        when R_TELEPORT:
            start_daemon(ring_teleport, NULL, AFTER);
    }
    status(FALSE);
    if (r_know[obj->o_which] && r_guess[obj->o_which]) {
        free(r_guess[obj->o_which]);
        r_guess[obj->o_which] = NULL;
    }
    else if (!r_know[obj->o_which] && 
             askme && 
             (obj->o_flags & ISKNOW) == 0 &&
             r_guess[obj->o_which] == NULL) {
        nameitem(item, FALSE);
    }
}

/*
 * print ring bonuses
 */

char *
ring_num(struct object *obj)
{
    static char buf[5];

    if (!(obj->o_flags & ISKNOW))
        return "";
    switch (obj->o_which)
    {
        case R_PROTECT:
        case R_ADDSTR:
        case R_ADDDAM:
        case R_ADDHIT:
        case R_ADDINTEL:
        case R_ADDWISDOM:
        case R_DIGEST:
            buf[0] = ' ';
            strcpy(&buf[1], num(obj->o_ac, 0));
        when R_AGGR:
        case R_LIGHT:
        case R_CARRY:
        case R_TELEPORT:
            if (obj->o_flags & ISCURSED)
                return " cursed";
            else
                return "";
        otherwise:
            return "";
    }
    return buf;
}

/* 
 * Return the effect of the specified ring 
 */

int
ring_value(int type)
{
    int result = 0;

    if (ISRING(LEFT_1, type))  result += cur_ring[LEFT_1]->o_ac;
    if (ISRING(LEFT_2, type))  result += cur_ring[LEFT_2]->o_ac;
    if (ISRING(LEFT_3, type))  result += cur_ring[LEFT_3]->o_ac;
    if (ISRING(LEFT_4, type))  result += cur_ring[LEFT_4]->o_ac;
    if (ISRING(RIGHT_1, type)) result += cur_ring[RIGHT_1]->o_ac;
    if (ISRING(RIGHT_2, type)) result += cur_ring[RIGHT_2]->o_ac;
    if (ISRING(RIGHT_3, type)) result += cur_ring[RIGHT_3]->o_ac;
    if (ISRING(RIGHT_4, type)) result += cur_ring[RIGHT_4]->o_ac;
    return(result);
}