Mercurial > hg > early-roguelike
annotate rogue4/potions.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 | 3900f3cfe07d |
rev | line source |
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12
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1 /* |
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2 * Function(s) for dealing with potions |
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3 * |
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4 * @(#)potions.c 4.24 (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 <curses.h> |
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14 #include "rogue.h" |
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15 |
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16 /* |
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17 * quaff: |
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18 * Quaff a potion from the pack |
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19 */ |
215 | 20 void |
21 quaff(void) | |
12
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22 { |
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23 register THING *obj, *th; |
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24 register bool discardit = FALSE; |
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25 |
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26 obj = get_item("quaff", POTION); |
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27 /* |
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28 * Make certain that it is somethings that we want to drink |
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29 */ |
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30 if (obj == NULL) |
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31 return; |
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32 if (obj->o_type != POTION) |
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33 { |
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34 if (!terse) |
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35 msg("yuk! Why would you want to drink that?"); |
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36 else |
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37 msg("that's undrinkable"); |
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38 return; |
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39 } |
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40 if (obj == cur_weapon) |
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41 cur_weapon = NULL; |
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42 |
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43 /* |
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44 * Calculate the effect it has on the poor guy. |
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45 */ |
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46 switch (obj->o_which) |
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47 { |
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48 case P_CONFUSE: |
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49 p_know[P_CONFUSE] = TRUE; |
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50 if (!on(player, ISHUH)) |
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51 { |
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52 if (on(player, ISHUH)) |
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53 lengthen(unconfuse, rnd(8)+HUHDURATION); |
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54 else |
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55 fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER); |
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56 player.t_flags |= ISHUH; |
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57 msg("wait, what's going on here. Huh? What? Who?"); |
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58 } |
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59 when P_POISON: |
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60 p_know[P_POISON] = TRUE; |
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61 if (!ISWEARING(R_SUSTSTR)) |
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62 { |
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63 chg_str(-(rnd(3)+1)); |
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64 msg("you feel very sick now"); |
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65 } |
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66 else |
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67 msg("you feel momentarily sick"); |
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68 when P_HEALING: |
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69 p_know[P_HEALING] = TRUE; |
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70 if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp) |
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71 pstats.s_hpt = ++max_hp; |
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72 sight(); |
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73 msg("you begin to feel better"); |
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74 when P_STRENGTH: |
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75 p_know[P_STRENGTH] = TRUE; |
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76 chg_str(1); |
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77 msg("you feel stronger, now. What bulging muscles!"); |
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78 when P_MFIND: |
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79 player.t_flags |= SEEMONST; |
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80 fuse(turn_see_off, TRUE, HUHDURATION, AFTER); |
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81 if (mlist == NULL) |
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82 msg("you have a strange feeling for a moment"); |
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83 else |
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84 p_know[P_MFIND] |= turn_see(FALSE); |
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85 when P_TFIND: |
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86 /* |
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87 * Potion of magic detection. Show the potions and scrolls |
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88 */ |
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89 if (lvl_obj != NULL) |
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90 { |
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91 register THING *tp; |
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92 register bool show; |
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93 |
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94 show = FALSE; |
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95 wclear(hw); |
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96 for (tp = lvl_obj; tp != NULL; tp = next(tp)) |
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97 { |
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98 if (is_magic(tp)) |
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99 { |
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100 show = TRUE; |
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101 mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC); |
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102 p_know[P_TFIND] = TRUE; |
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103 } |