annotate arogue7/fight.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 * fight.c - All the fighting gets done here
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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 * All the fighting gets done here
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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 <ctype.h>
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22 #include <string.h>
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23 #include <stdlib.h>
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24 #include "rogue.h"
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26 bool roll_em(struct thing *att_er, struct thing *def_er, struct object *weap,
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27 bool hurl, struct object *cur_weapon, bool back_stab);
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28 void hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
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29 bool back_stab, bool thrown, bool short_msg);
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30 void miss(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
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31 bool thrown, bool short_msg);
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32 int add_dam(short str);
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33 int hung_dam(void);
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34
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35 #define CONF_DAMAGE -1
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36 #define PARAL_DAMAGE -2
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37 #define DEST_DAMAGE -3
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38 #define DRAIN_DAMAGE -4
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39
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40 /*
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41 * returns true if player has a any chance to hit the monster
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42 */
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43 bool
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44 player_can_hit(struct thing *tp, struct object *weap)
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45 {
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46 if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT))
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47 return(TRUE);
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48 if (weap && weap->o_type == RELIC)
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49 return(TRUE);
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50 if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2))
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51 return(TRUE);
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52 if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1))
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53 return(TRUE);
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54 if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0))
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55 return(TRUE);
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56 if (player.t_ctype == C_MONK) {
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57 if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15)
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58 return(TRUE);
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59 if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10)
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60 return(TRUE);
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61 if (on(*tp, MAGICHIT) && pstats.s_lvl > 5)
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62 return(TRUE);
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63 }
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64 return(FALSE);
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65 }
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66
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67 /*
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68 * fight:
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69 * The player attacks the monster.
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70 */
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71
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72 bool
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73 fight(coord *mp, struct object *weap, bool thrown)
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74 {
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75 register struct thing *tp;
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76 register struct linked_list *item;
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77 register bool did_hit = TRUE;
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78 bool see_def, back_stab = FALSE;
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79 register char *mname;
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80
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81 /*
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82 * Find the monster we want to fight
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83 */
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84 if ((item = find_mons(mp->y, mp->x)) == NULL) {
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85 return(FALSE); /* must have killed him already */
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86 }
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87 tp = THINGPTR(item);
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88
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