Mercurial > hg > early-roguelike
annotate rogue4/move.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 | 1b73a8641b37 |
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rev | line source |
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12
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1 /* |
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2 * Hero movement commands |
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3 * |
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4 * @(#)move.c 4.24 (Berkeley) 5/12/82 |
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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 <curses.h> |
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14 #include <ctype.h> |
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15 #include "rogue.h" |
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16 |
215 | 17 void turnref(void); |
18 char be_trapped(coord *tc); | |
19 | |
12
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20 /* |
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21 * Used to hold the new hero position |
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22 */ |
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23 |
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24 coord nh; |
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25 |
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26 /* |
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27 * do_run: |
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28 * Start the hero running |
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29 */ |
215 | 30 void |
31 do_run(char ch) | |
12
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32 { |
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33 running = TRUE; |
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34 after = FALSE; |
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35 runch = ch; |
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36 } |
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37 |
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38 /* |
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39 * do_move: |
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40 * Check to see that a move is legal. If it is handle the |
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41 * consequences (fighting, picking up, etc.) |
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42 */ |
215 | 43 void |
44 do_move(int dy, int dx) | |
12
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45 { |
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46 register char ch, fl; |
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47 |
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48 firstmove = FALSE; |
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49 if (no_move) |
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50 { |
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51 no_move--; |
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52 msg("you are still stuck in the bear trap"); |
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53 return; |
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54 } |
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55 /* |
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56 * Do a confused move (maybe) |
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57 */ |
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58 if (on(player, ISHUH) && rnd(5) != 0) |
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59 { |
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60 nh = *rndmove(&player); |
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61 if (ce(nh, hero)) |
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62 { |
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63 after = FALSE; |
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64 running = FALSE; |
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65 return; |
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66 } |
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67 } |
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68 else |
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69 { |
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70 over: |
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71 nh.y = hero.y + dy; |
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72 nh.x = hero.x + dx; |
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73 } |
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74 |
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75 /* |
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76 * Check if he tried to move off the screen or make an illegal |
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77 * diagonal move, and stop him if he did. |
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78 */ |
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79 if (nh.x < 0 || nh.x > COLS-1 || nh.y < 1 || nh.y > LINES - 2) |
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80 goto hit_bound; |
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81 if (!diag_ok(&hero, &nh)) |
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82 { |
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83 after = FALSE; |
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84 running = FALSE; |
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85 return; |
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86 } |
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87 if (running && ce(hero, nh)) |
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88 after = running = FALSE; |
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89 fl = flat(nh.y, nh.x); |
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90 ch = winat(nh.y, nh.x); |
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91 if (!(fl & F_REAL) && ch == FLOOR) |
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92 { |
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93 chat(nh.y, nh.x) = ch = TRAP; |
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94 flat(nh.y, nh.x) |= F_REAL; |
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95 } |
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96 else |
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97 if (on(player, ISHELD) && ch != 'F') |
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98 { |
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99 msg("you are being held"); |
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100 return; |
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101 } |
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102 switch (ch) |
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103 { |
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104 case ' ': |
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