Mercurial > hg > early-roguelike
annotate arogue7/rogue.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 | ca876944b196 |
children | d3968e9cb98d |
rev | line source |
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1 /* |
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2 * rogue.c - Global game variables |
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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 <ctype.h> |
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16 #include "curses.h" |
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17 #include "rogue.h" |
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18 #ifdef PC7300 |
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19 #include <sys/window.h> |
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20 #endif |
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21 |
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22 #ifdef BSD |
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23 char |
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24 tolower(c) |
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25 { |
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26 if (isupper(c)) return(_tolower(c)); |
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27 else return(c); |
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28 } |
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29 char |
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30 toupper(c) |
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31 { |
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32 if (islower(c)) return(_toupper(c)); |
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33 else return(c); |
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34 } |
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35 #endif |
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36 |
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37 /* |
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38 * Now all the global variables |
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39 */ |
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40 struct trap traps[MAXTRAPS]; |
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41 struct room rooms[MAXROOMS]; /* One for each room -- A level */ |
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42 struct room *oldrp; /* Roomin(&player.t_oldpos) */ |
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43 struct thing player; /* The rogue */ |
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44 struct object *cur_armor; /* What a well dresssed rogue wears */ |
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45 struct object *cur_ring[NUM_FINGERS]; /* Which rings are being worn */ |
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46 struct object *cur_misc[NUM_MM]; /* which MM's are in use */ |
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47 int cur_relic[MAXRELIC]; /* Currently used relics */ |
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48 struct linked_list *lvl_obj = NULL; |
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49 struct linked_list *mlist = NULL; |
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50 struct linked_list *tlist = NULL; /* list of monsters fallen down traps */ |
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51 struct linked_list *monst_dead = NULL; /* monster killed by monster */ |
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52 struct object *cur_weapon = NULL; |
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53 int char_type = -1; /* what type of character is player */ |
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54 int foodlev = 1; /* how fast he eats food */ |
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55 int ntraps; /* Number of traps on this level */ |
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56 int trader = 0; /* no. of purchases */ |
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57 int curprice = -1; /* current price of item */ |
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58 int seed; /* Random number seed */ |
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59 int dnum; /* Dungeon number */ |
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60 int max_level; /* Deepest player has gone ever */ |
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61 int cur_max; /* Deepest player has gone currently */ |
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62 int mpos = 0; |
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63 int level = 0; |
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64 int purse = 0; |
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65 int inpack = 0; |
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66 int total = 0; |
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67 int no_food = 0; /* how long has he gone with no food */ |
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68 int foods_this_level = 0; /* foods made per level */ |
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69 int count = 0; |
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70 int food_left = STOMACHSIZE-MORETIME-1; |
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71 int group = 1; |
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72 int hungry_state = F_OKAY; |
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73 int infest_dam=0; |
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74 int lost_str=0; |
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75 int lastscore = -1; |
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76 int hold_count = 0; |
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77 int trap_tries = 0; |
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78 int chant_time = 0; |
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79 int pray_time = 0; |
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80 int spell_power = 0; |
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81 int turns = 0; /* Number of turns player has taken */ |
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82 int quest_item = 0; /* Item player is looking for */ |
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83 int scorefd = -1; /* File descriptor for score file */ |
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84 int cols = 0; /* number of columns in terminal */ |
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85 int lines = 0; /* number of lines on the terminal */ |
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86 char nfloors = -1; /* Number of floors in this dungeon */ |
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87 char curpurch[LINELEN]; /* name of item ready to buy */ |
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88 char PLAYER = VPLAYER; /* what the player looks like */ |
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89 char take; /* Thing the rogue is taking */ |
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90 char prbuf[LINELEN*2]; /* Buffer for sprintfs */ |
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