annotate srogue/pack.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 94a0d9dd5ce1
children
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1 /*
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2 * Routines to deal with the pack
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3 *
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4 * @(#)pack.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include <ctype.h>
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18 #include "rogue.h"
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19 #include "rogue.ext"
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20
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21 /*
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22 * add_pack:
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23 * Pick up an object and add it to the pack. If the argument
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24 * is non-null use it as the linked_list pointer instead of
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25 * getting it off the ground.
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26 */
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27 bool
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28 add_pack(struct linked_list *item, bool silent)
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29 {
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30 reg struct linked_list *ip, *lp;
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31 reg struct object *obj, *op = NULL;
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32 bool from_floor;
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33 char delchar;
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34
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35 if (player.t_room == NULL)
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36 delchar = PASSAGE;
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37 else
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38 delchar = FLOOR;
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39 if (item == NULL) {
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40 from_floor = TRUE;
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41 if ((item = find_obj(hero.y, hero.x)) == NULL) {
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42 mpos = 0;
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43 msg("That object must have been an illusion.");
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44 mvaddch(hero.y, hero.x, delchar);
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45 return FALSE;
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46 }
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47 /*
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48 * Check for scare monster scrolls
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49 */
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50 obj = OBJPTR(item);
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51 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) {
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52 if (o_on(obj,ISFOUND)) {
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53 msg("The scroll turns to dust as you pick it up.");
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54 detach(lvl_obj, item);
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55 discard(item);
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56 mvaddch(hero.y, hero.x, delchar);
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57 return FALSE;
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58 }
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59 }
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60 }
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61 else
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62 from_floor = FALSE;
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63 obj = OBJPTR(item);
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64 /*
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65 * See if this guy can carry any more weight
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66 */
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67 if (itemweight(obj) + him->s_pack > him->s_carry) {
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68 msg("You can't carry that %s.", obj->o_typname);
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69 return FALSE;
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70 }
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71 /*
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72 * Check if there is room
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73 */
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74 if (packvol + obj->o_vol > V_PACK) {
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75 msg("That %s won't fit in your pack.", obj->o_typname);
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76 return FALSE;
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77 }
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78 if (from_floor) {
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79 detach(lvl_obj, item);
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80 mvaddch(hero.y, hero.x, delchar);
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81 }
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82 item->l_prev = NULL;
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83 item->l_next = NULL;
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84 setoflg(obj, ISFOUND);
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85 /*
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86 * start looking thru pack to find the start of items
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87 * with the same type.
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88 */
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89 lp = pack;
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90 for (ip = pack; ip != NULL; ip = next(ip)) {
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91 op = OBJPTR(ip);
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92 /*
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93 * If we find a matching type then quit.
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94 */
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95 if (op->o_type == obj->o_type)
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96 break;
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97 if (next(ip) != NULL)
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98 lp = next(lp); /* update "previous" entry */
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99 }
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100 /*
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101 * If the pack was empty, just stick the item in it.
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102 */
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103 if (pack == NULL) {
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104 pack = item;
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105 item->l_prev = NULL;