Mercurial > hg > early-roguelike
annotate arogue5/weapons.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 | 28e22fb35989 |
rev | line source |
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1 /* |
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2 * Functions for dealing with problems brought about by weapons |
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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 "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include "curses.h" |
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16 #include <ctype.h> |
67 | 17 #include <string.h> |
63
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18 #include "rogue.h" |
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19 |
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20 |
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21 |
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22 /* |
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23 * do the actual motion on the screen done by an object traveling |
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24 * across the room |
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25 */ |
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26 void |
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27 do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp) |
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28 { |
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29 |
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30 /* |
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31 * Come fly with us ... |
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32 */ |
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33 obj->o_pos = tp->t_pos; |
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34 for (; ;) { |
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35 register int ch; |
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36 /* |
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37 * Erase the old one |
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38 */ |
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39 if (!ce(obj->o_pos, tp->t_pos) && |
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40 cansee(unc(obj->o_pos)) && |
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41 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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42 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); |
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43 } |
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44 /* |
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45 * Get the new position |
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46 */ |
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47 obj->o_pos.y += ydelta; |
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48 obj->o_pos.x += xdelta; |
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49 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { |
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50 /* |
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51 * It hasn't hit anything yet, so display it |
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52 * If it alright. |
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53 */ |
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54 if (cansee(unc(obj->o_pos)) && |
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55 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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56 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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57 draw(cw); |
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58 } |
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59 continue; |
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60 } |
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61 break; |
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62 } |
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63 } |
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64 |
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65 |
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66 /* |
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67 * fall: |
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68 * Drop an item someplace around here. |
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69 */ |
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70 |
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71 void |
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72 fall(struct linked_list *item, bool pr) |
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73 { |
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74 register struct object *obj; |
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75 register struct room *rp; |
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76 register int i; |
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77 coord *fpos = NULL; |
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78 |
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79 obj = OBJPTR(item); |
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80 /* |
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81 * try to drop the item, look up to 3 squares away for now |
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82 */ |
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83 for (i=1; i<4; i++) { |
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84 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL) |
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85 break; |
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86 } |
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87 |
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88 if (fpos != NULL) { |
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89 mvaddch(fpos->y, fpos->x, obj->o_type); |
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90 obj->o_pos = *fpos; |
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91 if ((rp = roomin(&hero)) != NULL && |
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92 lit_room(rp)) { |
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93 light(&hero); |
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94 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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95 } |
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96 attach(lvl_obj, item); |
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97 return; |
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98 } |
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99 |
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100 |
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101 if (pr) { |
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102 if (obj->o_type == WEAPON) /* BUGFIX: Identification trick */ |
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