annotate rogue4/fight.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 1b73a8641b37
children 0990adf580ee
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1 /*
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2 * All the fighting gets done here
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3 *
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4 * @(#)fight.c 4.30 (Berkeley) 4/6/82
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <stdlib.h>
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14 #include <curses.h>
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15 #include <ctype.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 long e_levels[] = {
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20 10L,20L,40L,80L,160L,320L,640L,1280L,2560L,5120L,10240L,20480L,
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21 40920L, 81920L, 163840L, 327680L, 655360L, 1310720L, 2621440L, 0L
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22 };
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23
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24 bool roll_em(THING *thatt, THING *thdef, THING *weap, bool hurl);
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25 void hit(char *er, char *ee);
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26 void miss(char *er, char *ee);
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27 int str_plus(str_t str);
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28 int add_dam(str_t str);
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29 void thunk(THING *weap, const char *mname);
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30 void bounce(THING *weap, const char *mname);
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31
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32 /*
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33 * fight:
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34 * The player attacks the monster.
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35 */
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36 bool
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37 fight(coord *mp, char mn, THING *weap, bool thrown)
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38 {
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39 register THING *tp;
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40 register bool did_hit = TRUE;
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41 register const char *mname;
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42
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43 /*
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44 * Find the monster we want to fight
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45 */
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46 #ifdef WIZARD
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47 if ((tp = moat(mp->y, mp->x)) == NULL)
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48 debug("Fight what @ %d,%d", mp->y, mp->x);
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49 #else
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50 tp = moat(mp->y, mp->x);
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51 #endif
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52 /*
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53 * Since we are fighting, things are not quiet so no healing takes
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54 * place.
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55 */
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56 count = quiet = 0;
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57 runto(mp, &hero);
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58 /*
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59 * Let him know it was really a mimic (if it was one).
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60 */
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61 if (tp->t_type == 'M' && tp->t_disguise != 'M' && !on(player, ISBLIND))
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62 {
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63 tp->t_disguise = 'M';
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64 if (!thrown)
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65 return FALSE;
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66 msg("wait! That's a mimic!");
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67 }
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68 did_hit = FALSE;
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69 if (on(player, ISBLIND))
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70 mname = "it";
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71 else
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72 mname = monsters[mn-'A'].m_name;
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73 if (roll_em(&player, tp, weap, thrown))
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74 {
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75 did_hit = FALSE;
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76 if (thrown)
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77 thunk(weap, mname);
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78 else
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79 hit(NULL, mname);
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80 if (on(player, CANHUH))
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81 {
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82 did_hit = TRUE;
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83 tp->t_flags |= ISHUH;
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84 player.t_flags &= ~CANHUH;
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85 msg("your hands stop glowing red");
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86 }
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87 if (tp->t_stats.s_hpt <= 0)
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88 killed(tp, TRUE);
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89 else if (did_hit && !on(player, ISBLIND))
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90 msg("the %s appears confused", mname);
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91 did_hit = TRUE;
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92 }
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93 else
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94 if (thrown)
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95 bounce(weap, mname);
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96 else
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97 miss(NULL, mname);
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98 return did_hit;
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99 }
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100
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101 /*
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102 * attack: