annotate arogue7/wear.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 e1cd27c5464f
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1 /*
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2 * wear.c - functions for dealing with armor
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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 * This file contains misc functions for dealing with armor
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17 */
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18
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b786053d2f37 arogue7: add missing header includes.
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19 #include <stdlib.h>
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20 #include "curses.h"
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21 #include "rogue.h"
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22
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23
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24 /*
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25 * take_off:
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26 * Get the armor off of the players back
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27 */
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28
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29 void
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30 take_off(void)
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31 {
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32 register struct object *obj;
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33 register struct linked_list *item;
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34
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35 /* It takes time to take things off */
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36 if (player.t_action != C_TAKEOFF) {
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37 /* What does player want to take off? */
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38 if ((item = get_item(pack, "take off", REMOVABLE, FALSE, FALSE))==NULL)
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39 return;
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40
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41 obj = OBJPTR(item);
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42 if (!is_current(obj)) {
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43 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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44 return;
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45 }
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46
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47 player.t_using = item; /* Remember what it is */
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48 player.t_action = C_TAKEOFF; /* We are taking something off */
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49
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50 /* Cursed items take almost no time */
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51 if (obj->o_flags & ISCURSED) player.t_no_move = movement(&player);
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52 else player.t_no_move = dress_units(item) * movement(&player);
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53 return;
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54 }
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55
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56 /* We have waited our time, let's take off our item */
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57 item = player.t_using;
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58 player.t_using = NULL;
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59 player.t_action = A_NIL;
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60
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61 obj = OBJPTR(item);
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62 if (!is_current(obj)) { /* Just to be on the safe side */
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63 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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64 return;
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65 }
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66
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67 /* Can the player remove the item? */
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68 if (!dropcheck(obj)) return;
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69 updpack(TRUE, &player);
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70
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71 msg("Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
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72 }
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73
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74 /*
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75 * wear:
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76 * The player wants to wear something, so let him/her put it on.
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77 */
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78
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79 void
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80 wear(void)
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81 {
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82 register struct linked_list *item;
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83 register struct object *obj;
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84 register int i;
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85
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86 /* It takes time to put things on */
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87 if (player.t_action != C_WEAR) {
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88 /* What does player want to wear? */
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89 if ((item = get_item(pack, "wear", WEARABLE, FALSE, FALSE)) == NULL)
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90 return;
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