annotate arogue7/move.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 * move.c - Hero movement commands
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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 * Hero movement commands
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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 "rogue.h"
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24 #ifdef PC7300
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25 #include "menu.h"
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26 #endif
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27
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28 /*
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29 * Used to hold the new hero position
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30 */
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31
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32 static coord nh;
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33
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34 static char Moves[3][3] = {
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35 { 'y', 'k', 'u' },
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36 { 'h', '.', 'l' },
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37 { 'b', 'j', 'n' }
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38 };
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39
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40 /*
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41 * be_trapped:
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42 * The guy stepped on a trap.... Make him pay.
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43 */
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44
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45 char
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46 be_trapped(struct thing *th, coord *tc)
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47 {
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48 register struct trap *tp;
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49 register char ch, *mname = "";
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50 register bool is_player = (th == &player),
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51 can_see;
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52 register struct linked_list *mitem = NULL;
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53 register struct thing *mp;
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54
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55
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56 /* Can the player see the creature? */
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57 can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th)));
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58
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59 tp = trap_at(tc->y, tc->x);
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60 /*
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61 * if he's wearing boots of elvenkind, he won't set off the trap
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62 * unless its a magic pool (they're not really traps)
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63 */
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64 if (is_player &&
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65 cur_misc[WEAR_BOOTS] != NULL &&
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66 cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS &&
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67 tp->tr_type != POOL)
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68 return '\0';
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69
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70 /*
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71 * if the creature is flying then it won't set off the trap
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72 */
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73 if (on(*th, ISFLY))
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74 return '\0';
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75
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76 tp->tr_flags |= ISFOUND;
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77
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78 if (!is_player) {
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79 mitem = find_mons(th->t_pos.y, th->t_pos.x);
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80 mname = monster_name(th);
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81 }
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82 else {
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83 count = running = FALSE;
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84 mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type);
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85 }
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86 switch (ch = tp->tr_type) {
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87 case TRAPDOOR:
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88 if (is_player) {
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89 level++;
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90 pstats.s_hpt -= roll(1, 10);
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