annotate arogue7/chase.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 e52a8a7ad4c5
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1 /*
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2 * chase.c - Code for one object to chase another
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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 /*
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16 * Code for one object to chase another
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17 *
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18 */
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19
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20 #include <ctype.h>
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21 #include <limits.h>
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22 #include <stdlib.h>
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23 #include "curses.h"
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24 #include "rogue.h"
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25 #define MAXINT INT_MAX
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26 #define MININT INT_MIN
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27
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28 bool straight_shot(int ery, int erx, int eey, int eex, coord *shooting);
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29
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30 /*
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31 * Canblink checks if the monster can teleport (blink). If so, it will
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32 * try to blink the monster next to the player.
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33 */
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34
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35 bool
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36 can_blink(struct thing *tp)
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37 {
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38 register int y, x, index=9;
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39 coord tryp; /* To hold the coordinates for use in diag_ok */
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40 bool spots[9], found_one=FALSE;
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41
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42 /*
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43 * First, can the monster even blink? And if so, there is only a 50%
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44 * chance that it will do so. And it won't blink if it is running or
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45 * held.
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46 */
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47 if (off(*tp, CANBLINK) || (on(*tp, ISHELD)) ||
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48 on(*tp, ISFLEE) ||
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49 tp->t_action == A_FREEZE ||
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50 (rnd(12) < 6)) return(FALSE);
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51
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52
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53 /* Initialize the spots as illegal */
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54 do {
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55 spots[--index] = FALSE;
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56 } while (index > 0);
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57
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58 /* Find a suitable spot next to the player */
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59 for (y=hero.y-1; y<hero.y+2; y++)
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60 for (x=hero.x-1; x<hero.x+2; x++, index++) {
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61 /* Make sure x coordinate is in range and that we are
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62 * not at the player's position
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63 */
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64 if (x<0 || x >= cols || index == 4) continue;
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65
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66 /* Is it OK to move there? */
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67 if (step_ok(y, x, NOMONST, tp) &&
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68 (!isatrap(mvwinch(cw, y, x)) ||
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69 rnd(10) >= tp->t_stats.s_intel ||
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70 on(*tp, ISFLY))) {
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71 /* OK, we can go here. But don't go there if
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72 * monster can't get at player from there
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73 */
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74 tryp.y = y;
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75 tryp.x = x;
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76 if (diag_ok(&tryp, &hero, tp)) {
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77 spots[index] = TRUE;
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78 found_one = TRUE;
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79 }
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80 }
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81 }
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82
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83 /* If we found one, go to it */
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84 if (found_one) {
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85 char rch; /* What's really where the creatures moves to */
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86
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87 /* Find a legal spot */
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88 while (spots[index=rnd(9)] == FALSE) continue;
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89
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90 /* Get the coordinates */
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