Mercurial > hg > early-roguelike
annotate arogue7/pack.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 * pack.c - Routines to deal with the pack. |
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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 #include "curses.h" |
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16 #include <ctype.h> |
126 | 17 #include <string.h> |
125
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18 #include "rogue.h" |
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19 #ifdef PC7300 |
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20 #include "menu.h" |
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21 #endif |
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22 |
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23 bool is_type (struct object *obj, int type); |
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24 |
125
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25 /* |
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26 * Routines to deal with the pack |
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27 */ |
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28 |
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29 /* |
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30 * add_pack: |
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31 * Pick up an object and add it to the pack. If the argument is non-null |
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32 * use it as the linked_list pointer instead of gettting it off the ground. |
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33 */ |
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34 bool |
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35 add_pack(struct linked_list *item, bool silent, struct linked_list **packret) |
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36 { |
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37 register struct linked_list *ip, *lp = NULL, *ap; |
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38 register struct object *obj, *op = NULL; |
125
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39 register bool exact, from_floor; |
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40 |
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41 if (packret != NULL) |
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42 *packret = NULL; |
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43 |
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44 if (item == NULL) |
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45 { |
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46 from_floor = TRUE; |
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47 if ((item = find_obj(hero.y, hero.x)) == NULL) |
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48 return(FALSE); |
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49 } |
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50 else |
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51 from_floor = FALSE; |
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52 obj = OBJPTR(item); |
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53 /* |
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54 * If it is gold, just add its value to rogue's purse and get rid |
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55 * of it. |
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56 */ |
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57 if (obj->o_type == GOLD) { |
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58 register struct linked_list *mitem; |
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59 register struct thing *tp; |
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60 |
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61 if (!silent) { |
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62 if (!terse) addmsg("You found "); |
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63 msg("%d gold pieces.", obj->o_count); |
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64 } |
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65 |
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66 /* First make sure no greedy monster is after this gold. |
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67 * If so, make the monster run after the rogue instead. |
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68 */ |
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69 for (mitem = mlist; mitem != NULL; mitem = next(mitem)) { |
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70 tp = THINGPTR(mitem); |
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71 if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero; |
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72 } |
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73 |
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74 purse += obj->o_count; |
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75 if (from_floor) { |
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76 detach(lvl_obj, item); |
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77 if ((ap = find_obj(hero.y, hero.x)) == NULL) |
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78 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR)); |
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79 else |
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80 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type); |
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81 } |
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82 o_discard(item); |
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83 return(TRUE); |
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84 } |
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85 |
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86 /* |
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87 * see if he can carry any more weight |
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88 */ |
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89 if (itemweight(obj) + pstats.s_pack > pstats.s_carry) { |
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90 msg("Too much for you to carry."); |
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