Mercurial > hg > early-roguelike
annotate arogue5/wizard.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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1 /* |
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2 * Special wizard commands (some of which are also non-wizard commands |
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3 * under strange circumstances) |
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4 * |
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5 * Advanced Rogue |
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6 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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7 * All rights reserved. |
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8 * |
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9 * Based on "Rogue: Exploring the Dungeons of Doom" |
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10 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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11 * All rights reserved. |
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12 * |
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13 * See the file LICENSE.TXT for full copyright and licensing information. |
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14 */ |
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15 |
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16 #include "curses.h" |
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17 #include <ctype.h> |
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18 #include <string.h> |
67 | 19 #include <stdlib.h> |
63
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20 #include "rogue.h" |
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21 |
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22 |
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23 /* |
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24 * create_obj: |
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25 * Create any object for wizard, scroll, magician, or cleric |
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26 */ |
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27 void |
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28 create_obj(bool prompt, int which_item, int which_type) |
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29 { |
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30 reg struct linked_list *item; |
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31 reg struct object *obj; |
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32 reg int wh; |
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33 reg char ch, newitem, newtype = 0, whc, msz, *pt; |
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34 WINDOW *thiswin; |
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35 |
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36 thiswin = cw; |
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37 if (prompt) { |
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38 bool nogood = TRUE; |
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39 |
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40 thiswin = hw; |
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41 wclear(hw); |
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42 wprintw(hw,"Item\t\t\tKey\n\n"); |
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43 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_RING].mi_name,RING, |
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44 things[TYP_STICK].mi_name,STICK); |
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45 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_POTION].mi_name,POTION, |
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46 things[TYP_SCROLL].mi_name,SCROLL); |
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47 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_ARMOR].mi_name,ARMOR, |
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48 things[TYP_WEAPON].mi_name,WEAPON); |
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49 wprintw(hw,"%s\t%c\n",things[TYP_MM].mi_name,MM); |
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50 wprintw(hw,"%s\t\t\t%c\n",things[TYP_FOOD].mi_name,FOOD); |
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51 if (wizard) { |
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52 wprintw(hw,"%s\t\t%c\n",things[TYP_RELIC].mi_name,RELIC); |
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53 waddstr(hw,"monster\t\t\tm"); |
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54 } |
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55 wprintw(hw,"\n\nWhat do you want to create? "); |
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56 draw(hw); |
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57 do { |
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58 ch = wgetch(hw); |
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59 if (ch == ESCAPE) { |
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60 restscr(cw); |
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61 return; |
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62 } |
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63 switch (ch) { |
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64 case RING: |
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65 case STICK: |
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66 case POTION: |
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67 case SCROLL: |
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68 case ARMOR: |
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69 case WEAPON: |
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70 case FOOD: |
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71 case MM: |
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72 nogood = FALSE; |
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73 break; |
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74 case RELIC: |
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75 case 'm': |
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76 if (wizard) |
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77 nogood = FALSE; |
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78 break; |
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79 default: |
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80 nogood = TRUE; |
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81 } |
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82 } while (nogood); |
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83 newitem = ch; |
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84 } |
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85 else |
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86 newitem = which_item; |
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87 |
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88 pt = "those"; |
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89 msz = 0; |
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90 if(newitem == 'm') { |
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91 makemonster(TRUE); /* make monster and be done with it */ |
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92 return; |
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93 } |
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94 if(newitem == GOLD) |
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95 pt = "gold"; |
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96 /* else if(isatrap(newitem)) |
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97 pt = "traps"; |
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98 */ |
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99 switch(newitem) { |
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100 case POTION: whc = TYP_POTION; msz = MAXPOTIONS; |
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101 when SCROLL: whc = TYP_SCROLL; msz = MAXSCROLLS; |
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102 when WEAPON: whc = TYP_WEAPON; msz = MAXWEAPONS; |
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