Mercurial > hg > early-roguelike
annotate arogue7/effects.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 | f9ef86cf22b2 |
children | e1cd27c5464f |
rev | line source |
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1 /* |
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2 * effects.c - functions for dealing with appllying effects to monsters |
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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 |
126 | 15 #include <string.h> |
125
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16 #include "curses.h" |
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17 #include "rogue.h" |
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18 |
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19 /* |
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20 * effect: |
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21 * Check for effects of one thing hitting another thing. Return |
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22 * the reason code if the defender is killed. Otherwise return 0. |
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23 */ |
219
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24 int |
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25 effect(struct thing *att, struct thing *def, struct object *weap, bool thrown, |
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26 bool see_att, bool see_def) |
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27 { |
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28 register bool att_player, def_player; |
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29 char attname[LINELEN+1], defname[LINELEN+1]; |
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30 |
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31 /* See if the attacker or defender is the player */ |
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32 att_player = (att == &player); |
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33 def_player = (def == &player); |
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34 |
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35 /* |
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36 * If the player could see the attacker or defender, they can't |
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37 * surprise anymore (don't bother checking if they could). |
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38 */ |
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39 if (see_att) turn_off(*att, CANSURPRISE); |
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40 if (see_def) turn_off(*def, CANSURPRISE); |
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41 |
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42 /* What are the attacker and defender names? */ |
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43 if (att_player) strcpy(attname, "you"); |
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44 else { |
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45 if (see_att) strcpy(attname, monster_name(att)); |
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46 else strcpy(attname, "something"); |
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47 } |
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48 |
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49 if (def_player) strcpy(defname, "you"); |
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50 else { |
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51 if (see_def) strcpy(defname, monster_name(def)); |
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52 else strcpy(defname, "something"); |
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53 } |
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54 |
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55 /* |
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56 * See what happens to the attacker first. We can skip this |
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57 * whole section, however, if the defender is the player. |
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58 * Nothing happens (yet) to anyone just for hitting the player. |
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59 */ |
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60 if (!def_player) { |
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61 if (!thrown) { /* Some things require a direct hit. */ |
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62 /* |
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63 * If the attacker hits a rusting monster, The weapon |
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64 * may be damaged |
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65 */ |
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66 if (on(*def, CANRUST) && weap && |
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67 weap->o_type != RELIC && (weap->o_flags & ISMETAL) && |
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68 !(weap->o_flags & ISPROT)) { |
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69 if ((weap->o_hplus < 1 && weap->o_dplus < 1) || |
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70 roll(1,20) < weap->o_hplus+weap->o_dplus+10) { |
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71 if (rnd(100) < 50) weap->o_hplus--; |
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72 else weap->o_dplus--; |
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73 if (att_player) |
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74 msg(terse ? "Your %s weakens!" |
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75 : "Your %s appears to be weaker now!", |
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76 weaps[weap->o_which].w_name); |
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77 } |
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78 } |
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79 } |
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80 |
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81 /* If the attacker hit something that shrieks, wake the dungeon */ |
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82 if (on(*def, CANSHRIEK)) { |
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83 turn_off(*def, CANSHRIEK); |
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84 if (see_def) |
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85 msg("%s emits a piercing shriek.", prname(defname, TRUE)); |
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86 else msg("You hear a piercing shriek."); |
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87 aggravate(TRUE, TRUE); |
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88 } |
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89 |