annotate arogue7/passages.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 * passages.c - Draw the connecting passages
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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 * Draw the connecting passages
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17 *
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18 * @(#)passages.c 3.4 (Berkeley) 6/15/81
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19 */
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20
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21 #include <stdlib.h>
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22 #include "curses.h"
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23 #include "rogue.h"
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24
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25 void conn(int r1, int r2);
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26 void door(struct room *rm, coord *cp);
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27
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28 /*
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29 * do_passages:
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30 * Draw all the passages on a level.
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31 */
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32
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33 void
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34 do_passages(void)
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35 {
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36 register struct rdes *r1, *r2 = NULL;
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37 register int i, j;
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38 register int roomcount;
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39 static struct rdes
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40 {
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41 bool conn[MAXROOMS]; /* possible to connect to room i? */
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42 bool isconn[MAXROOMS]; /* connection been made to room i? */
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43 bool ingraph; /* this room in graph already? */
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44 } rdes[MAXROOMS] = {
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45 { { 0, 1, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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46 { { 1, 0, 1, 0, 1, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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47 { { 0, 1, 0, 0, 0, 1, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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48 { { 1, 0, 0, 0, 1, 0, 1, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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49 { { 0, 1, 0, 1, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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50 { { 0, 0, 1, 0, 1, 0, 0, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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51 { { 0, 0, 0, 1, 0, 0, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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52 { { 0, 0, 0, 0, 1, 0, 1, 0, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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53 { { 0, 0, 0, 0, 0, 1, 0, 1, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 },
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54 };
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55
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56 /*
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57 * reinitialize room graph description
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58 */
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59 for (r1 = rdes; r1 <= &rdes[MAXROOMS-1]; r1++)
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60 {
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61 for (j = 0; j < MAXROOMS; j++)
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62 r1->isconn[j] = FALSE;
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63 r1->ingraph = FALSE;
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64 }
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65
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66 /*
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67 * starting with one room, connect it to a random adjacent room and
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68 * then pick a new room to start with.
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69 */
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70 roomcount = 1;
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71 r1 = &rdes[rnd(MAXROOMS)];
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72 r1->ingraph = TRUE;
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73 do
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74 {
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75 /*
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76 * find a room to connect with
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77 */
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78 j = 0;
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79 for (i = 0; i < MAXROOMS; i++)
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80 if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0)
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81 r2 = &rdes[i];
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82 /*
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83 * if no adjacent rooms are outside the graph, pick a new room
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84 * to look from
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85 */
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86 if (j == 0)
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87 {
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88 do
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