annotate arogue7/actions.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
date Sat, 05 Mar 2016 12:10:20 -0500
parents f9ef86cf22b2
children
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1 /*
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2 * actions.c - functions for dealing with monster actions
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 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 <ctype.h>
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16 #include <limits.h>
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17 #include "curses.h"
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18 #include "rogue.h"
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19 #define MAXINT INT_MAX
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20 #define MININT INT_MIN
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21
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22 void m_breathe(struct thing *tp);
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23 void m_select(struct thing *th, bool flee);
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24 void m_sonic(struct thing *tp);
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25 void m_spell(struct thing *tp);
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26 void m_summon(struct thing *tp);
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27 bool m_use_it(struct thing *tp, bool flee, struct room *rer, struct room *ree);
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28 bool m_use_pack(struct thing *monster, coord *monst_pos, coord *defend_pos,
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29 int dist, coord *shoot_dir);
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30
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31 /*
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32 * Did we disrupt a spell?
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33 */
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34 void
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35 dsrpt_monster(struct thing *tp, bool always, bool see_him)
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36 {
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37 switch (tp->t_action) {
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38 case A_SUMMON:
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39 case A_MISSILE:
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40 case A_SLOW:
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41 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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42 tp->t_no_move = movement(tp);
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43 tp->t_using = NULL;/* Just to be on the safe side */
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44 turn_on(*tp, WASDISRUPTED);
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45 if (see_him)
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46 msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE));
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47 /*
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48 * maybe choose something else to do next time since player
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49 * is disrupting us
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50 */
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51 tp->t_summon *= 2;
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52 tp->t_cast /= 2;
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53 return;
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54 }
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55
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56 /* We may want to disrupt other actions, too */
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57 if (always) {
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58 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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59 tp->t_no_move = movement(tp);
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60 tp->t_using = NULL;/* Just to be on the safe side */
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61 }
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62 }
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63
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64 void
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65 dsrpt_player(void)
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66 {
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67 int which, action;
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68 struct linked_list *item;
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69 struct object *obj;
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70
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71 action = player.t_action;
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72 which = player.t_selection;
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73
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74 switch (action) {
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75 case C_CAST: /* Did we disrupt a spell? */
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76 case C_PRAY:
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77 case C_CHANT:
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78 {
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79 msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer");
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80
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81 /* Charge him anyway */
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82 if (action == C_CAST)
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83 spell_power += magic_spells[which].s_cost;
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84 else if (action == C_PRAY)
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85 pray_time += cleric_spells[which].s_cost;
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86 else if (action == C_CHANT)
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87 chant_time += druid_spells[which].s_cost;
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88 }
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