annotate arogue7/encumb.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 e1cd27c5464f
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1 /*
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2 * encumb.c - Stuff to do with encumberence
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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 * Stuff to do with encumberence
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17 *
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18 */
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19
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20 #include "curses.h"
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21 #include "rogue.h"
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22
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23 int packweight(struct thing *tp);
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24
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25 /*
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26 * updpack:
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27 * Update his pack weight and adjust fooduse accordingly
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28 */
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29 void
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30 updpack(int getmax, struct thing *tp)
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31 {
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32
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33 reg int topcarry, curcarry;
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34
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35 if (getmax)
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36 tp->t_stats.s_carry = totalenc(tp); /* get total encumb */
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37 curcarry = packweight(tp); /* get pack weight */
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38
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39 /* Only update food use for the player (for now) */
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40 if (tp == &player) {
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41 topcarry = tp->t_stats.s_carry / 5; /* 20% of total carry */
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42 if(curcarry > 4 * topcarry) {
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43 if(rnd(100) < 80)
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44 foodlev = 3; /* > 80% of pack */
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45 } else if(curcarry > 3 * topcarry) {
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46 if(rnd(100) < 60)
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47 foodlev = 2; /* > 60% of pack */
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48 } else
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49 foodlev = 1; /* <= 60% of pack */
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50 }
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51 tp->t_stats.s_pack = curcarry; /* update pack weight */
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52 }
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53
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54
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55 /*
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56 * packweight:
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57 * Get the total weight of the hero's pack
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58 */
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59 int
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60 packweight(struct thing *tp)
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61 {
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62 reg struct object *obj;
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63 reg struct linked_list *pc;
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64 reg int weight;
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65
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66 weight = 0;
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67 for (pc = tp->t_pack ; pc != NULL ; pc = next(pc)) {
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68 obj = OBJPTR(pc);
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69 weight += itemweight(obj);
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70 }
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71 if (weight < 0) /* in case of amulet */
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72 weight = 0;
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73
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74 /* If this is the player, is he wearing a ring of carrying? */
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75 if (tp == &player && ISWEARING(R_CARRY)) {
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76 register int temp, i;
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77
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78 temp = 0;
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79 for (i=0; i<NUM_FINGERS; i++) {
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80 if (cur_ring[i]->o_which == R_CARRY) {
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81 if (cur_ring[i]->o_flags & ISCURSED) temp--;
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82 else temp++;
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83 }
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84 }
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85 weight -= (temp * weight) / 4;
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86 }
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87
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88 return(weight);
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89 }
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90