annotate arogue7/monsters.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 * monsters.c - File with various monster functions in it
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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 * File with various monster functions in it
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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 #include <ctype.h>
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23 #include <string.h>
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24 #include <stdlib.h>
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27 /*
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28 * Check_residue takes care of any effect of the monster
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29 */
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30 void
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31 check_residue(struct thing *tp)
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32 {
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33 /*
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34 * Take care of special abilities
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35 */
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36 if (on(*tp, DIDHOLD) && (--hold_count == 0)) {
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37 turn_off(player, ISHELD);
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38 turn_off(*tp, DIDHOLD);
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39 }
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40
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41 /* If frightened of this monster, stop */
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42 if (on(player, ISFLEE) &&
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43 player.t_dest == &tp->t_pos) turn_off(player, ISFLEE);
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44
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45 /* If monster was suffocating player, stop it */
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46 if (on(*tp, DIDSUFFOCATE)) {
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47 extinguish(suffocate);
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48 turn_off(*tp, DIDSUFFOCATE);
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49 }
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50
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51 /* If something with fire, may darken */
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52 if (on(*tp, HASFIRE)) {
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53 register struct room *rp=roomin(&tp->t_pos);
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54 register struct linked_list *fire_item;
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55
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56 if (rp) {
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57 for (fire_item = rp->r_fires; fire_item != NULL;
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58 fire_item = next(fire_item)) {
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59 if (THINGPTR(fire_item) == tp) {
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60 detach(rp->r_fires, fire_item);
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61 destroy_item(fire_item);
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62 if (rp->r_fires == NULL) {
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63 rp->r_flags &= ~HASFIRE;
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64 if (cansee(tp->t_pos.y, tp->t_pos.x)) light(&hero);
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65 }
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66 break;
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67 }
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68 }
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69 }
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70 }
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71 }
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72
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73 /*
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74 * Creat_mons creates the specified monster -- any if 0
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75 * person: Where to create next to
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76 */
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77
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78 bool
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79 creat_mons(struct thing *person, short monster, bool report)
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80 {
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81 struct linked_list *nitem;
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82 register struct thing *tp;
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83 struct room *rp;
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84 coord *mp;
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85
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86 if (levtype == POSTLEV)
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87 return(FALSE);
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88 if ((mp = fallpos(&(person->t_pos), FALSE, 2)) != NULL) {
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89 nitem = new_item(sizeof (struct thing));