Mercurial > hg > early-roguelike
annotate arogue5/move.c @ 227:696277507a2e
Rogue V4, V5: disable a cheat granting permanent monster detection.
In these two games, a potion of monster detection turns on the player's
SEEMONST flag. A fuse is set to call turn_see() to turn the flag back
off. But the save and restore functions do not recognize turn_see() and
fail to set the fuse up again.
When restoring, Rogue V4 merely sets the fuse's function to NULL and
leaves it burning. When it goes off, a segfault results. Rogue V5
clears all the fuse's fields, and the player retains the ability to see
all monsters on the level.
The save and restore code can now handle the fuse. The function used is
a new wrapper, turn_see_off(), which should lead to less problems with
daemons being multiple incompatible types.
Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon
and fuse slots when restoring a saved game.
author | John "Elwin" Edwards |
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date | Sat, 05 Mar 2016 12:10:20 -0500 |
parents | 56e748983fa8 |
children | e52a8a7ad4c5 |
rev | line source |
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63
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1 /* |
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2 * Hero movement commands |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Super-Rogue" |
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9 * Copyright (C) 1984 Robert D. Kindelberger |
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10 * All rights reserved. |
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11 * |
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12 * Based on "Rogue: Exploring the Dungeons of Doom" |
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13 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 * All rights reserved. |
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15 * |
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16 * See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include "curses.h" |
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20 #include <ctype.h> |
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21 #include "rogue.h" |
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22 |
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23 /* |
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24 * Used to hold the new hero position |
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25 */ |
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26 |
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27 static coord nh; |
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28 |
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29 static const char Moves[3][3] = { |
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30 { 'y', 'k', 'u' }, |
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31 { 'h', '\0', 'l' }, |
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32 { 'b', 'j', 'n' } |
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33 }; |
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34 |
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35 /* |
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36 * be_trapped: |
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37 * The guy stepped on a trap.... Make him pay. |
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38 */ |
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39 |
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40 char |
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41 be_trapped(struct thing *th, coord *tc) |
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42 { |
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43 register struct trap *tp; |
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44 register char ch; |
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45 register const char *mname = NULL; |
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46 register bool is_player = (th == &player), |
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47 can_see; |
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48 register struct linked_list *mitem = NULL; |
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49 |
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50 |
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51 /* Can the player see the creature? */ |
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52 can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th))); |
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53 |
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54 tp = trap_at(tc->y, tc->x); |
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55 /* |
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56 * if he's wearing boots of elvenkind, he won't set off the trap |
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57 * unless its a magic pool (they're not really traps) |
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58 */ |
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59 if (is_player && |
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60 cur_misc[WEAR_BOOTS] != NULL && |
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61 cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS && |
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62 tp->tr_type != POOL) |
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63 return '\0'; |
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64 |
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65 /* |
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66 * if the creature is flying then it won't set off the trap |
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67 */ |
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68 if (on(*th, ISFLY)) |
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69 return '\0'; |
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70 |
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71 tp->tr_flags |= ISFOUND; |
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72 |
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73 if (!is_player) { |
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74 mitem = find_mons(th->t_pos.y, th->t_pos.x); |
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75 mname = monsters[th->t_index].m_name; |
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76 } |
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77 else { |
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78 count = running = FALSE; |
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79 mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type); |
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80 } |
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81 switch (ch = tp->tr_type) { |
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82 case TRAPDOOR: |
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83 if (is_player) { |
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84 level++; |
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85 pstats.s_hpt -= roll(1, 10); |
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86 if (pstats.s_hpt <= 0) death(D_FALL); |
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87 new_level(NORMLEV); |
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88 msg("You fell into a trap!"); |
63
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89 } |
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90 else { |
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91 if (can_see) msg("The %s fell into a trap!", mname); |
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92 |
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93 /* See if the fall killed the monster */ |
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94 if ((th->t_stats.s_hpt -= roll(1, 10)) <= 0) { |
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95 killed(mitem, FALSE, FALSE); |
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96 } |
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97 else { /* Just move monster to next level */ |
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98 check_residue(th); |
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99 |
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100 /* Erase the monster from the old position */ |
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101 if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x))) |
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102 mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch); |
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103 mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' '); |
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