annotate arogue7/trader.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 ad2570b5b21f
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1 /*
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2 * trader.c - Anything to do with trading posts
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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 * Anything to do with trading posts
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17 */
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18
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19 #include <ctype.h>
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20 #include <string.h>
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21 #include "curses.h"
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22 #include "rogue.h"
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23
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24 bool open_market(void);
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25 void trans_line(void);
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26 char *typ_name(struct object *obj);
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27
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28
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29 /*
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30 * buy_it:
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31 * Buy the item on which the hero stands
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32 */
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33 void
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34 buy_it(void)
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35 {
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36 reg int wh;
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37 struct linked_list *item;
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38
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39 if (purse <= 0) {
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40 msg("You have no money.");
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41 return;
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42 }
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43 if (curprice < 0) { /* if not yet priced */
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44 wh = price_it();
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45 if (!wh) /* nothing to price */
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46 return;
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47 msg("Do you want to buy it? ");
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48 do {
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49 wh = tolower(readchar());
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50 if (wh == ESCAPE || wh == 'n') {
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51 msg("");
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52 return;
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53 }
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54 } until(wh == 'y');
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55 }
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56 mpos = 0;
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57 if (curprice > purse) {
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58 msg("You can't afford to buy that %s !",curpurch);
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59 return;
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60 }
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61 /*
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62 * See if the hero has done all his transacting
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63 */
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64 if (!open_market())
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65 return;
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66 /*
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67 * The hero bought the item here
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68 */
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69 item = find_obj(hero.y, hero.x);
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70 mpos = 0;
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71 if (add_pack(NULL, TRUE, &item)) { /* try to put it in his pack */
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72 purse -= curprice; /* take his money */
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73 ++trader; /* another transaction */
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74 trans_line(); /* show remaining deals */
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75 curprice = -1; /* reset stuff */
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76 curpurch[0] = 0;
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77 whatis (item); /* identify it after purchase */
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78 (OBJPTR(item))->o_flags &= ~ISPOST; /* turn off ISPOST */
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79 msg("%s", inv_name(OBJPTR(item), TRUE));
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80 }
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81 }
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82
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83 /*
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84 * do_post:
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85 * Put a trading post room and stuff on the screen
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86 * startup: True if equipping the player at the beginning of the game
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87 */
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88 void
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89 do_post(bool startup)
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