Mercurial > hg > early-roguelike
annotate arogue5/wear.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 |
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rev | line source |
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1 /* |
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2 * This file contains misc functions for dealing with armor |
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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 "rogue.h" |
67 | 17 #include <string.h> |
18 #include <stdlib.h> | |
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19 |
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20 |
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21 /* |
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22 * take_off: |
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23 * Get the armor off of the players back |
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24 */ |
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25 |
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26 void |
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27 take_off(void) |
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28 { |
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29 register struct object *obj; |
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30 register struct linked_list *item; |
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31 |
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32 /* What does player want to take off? */ |
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33 if ((item = get_item(pack, "take off", REMOVABLE)) == NULL) |
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34 return; |
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35 |
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36 obj = OBJPTR(item); |
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37 if (!is_current(obj)) { |
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38 sprintf(outstring,"Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE)); |
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39 msg(outstring); |
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40 return; |
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41 } |
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42 |
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43 /* Can the player remove the item? */ |
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44 if (!dropcheck(obj)) return; |
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45 updpack(TRUE); |
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46 |
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47 sprintf(outstring,"Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE)); |
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48 msg(outstring); |
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49 } |
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50 |
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51 /* |
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52 * wear: |
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53 * The player wants to wear something, so let him/her put it on. |
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54 */ |
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55 |
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56 void |
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57 wear(void) |
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58 { |
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59 register struct linked_list *item; |
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60 register struct object *obj; |
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61 register int i; |
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62 char buf[LINELEN]; |
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63 |
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64 |
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65 /* What does player want to wear? */ |
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66 if ((item = get_item(pack, "wear", WEARABLE)) == NULL) |
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67 return; |
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68 |
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69 obj = OBJPTR(item); |
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70 |
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71 switch (obj->o_type) { |
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72 case ARMOR: |
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73 if (cur_armor != NULL) { |
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74 addmsg("You are already wearing armor"); |
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75 if (!terse) addmsg(". You'll have to take it off first."); |
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76 endmsg(); |
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77 after = FALSE; |
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78 return; |
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79 } |
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80 if (cur_misc[WEAR_BRACERS] != NULL) { |
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81 msg("You can't wear armor with bracers of defense."); |
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82 return; |
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83 } |
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84 if (cur_misc[WEAR_CLOAK] != NULL || cur_relic[EMORI_CLOAK]) { |
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85 msg("You can't wear armor with a cloak."); |
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86 return; |
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87 } |
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88 if (player.t_ctype == C_THIEF && |
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89 (obj->o_which != LEATHER && obj->o_which != STUDDED_LEATHER)) { |
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90 if (terse) msg("Thieves can't wear that type of armor"); |
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91 else |
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92 msg("Thieves can only wear leather or studded leather armor"); |
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93 return; |
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94 } |
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95 waste_time(); |
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96 obj->o_flags |= ISKNOW; |
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97 cur_armor = obj; |
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98 addmsg(terse ? "W" : "You are now w"); |
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99 msg("earing %s.", armors[obj->o_which].a_name); |
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100 |
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101 when MM: |
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102 switch (obj->o_which) { |
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103 /* |