annotate srogue/rings.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 e7862a021609
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1 /*
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2 * routines dealing specifically with rings
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3 *
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4 * @(#)rings.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 <stdlib.h>
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18 #include <string.h>
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19 #include "rogue.h"
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20 #include "rogue.ext"
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21
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22 int gethand(bool isrmv);
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23 int ring_eat(void);
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24
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25 /*
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26 * ring_on:
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27 * Put on a ring
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28 */
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29 void
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30 ring_on(void)
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31 {
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32 reg struct object *obj;
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33 reg struct linked_list *item;
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34 reg int ring, wh;
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35 char buf[LINLEN];
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36 bool okring;
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37
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38 if (cur_ring[LEFT] != NULL && cur_ring[RIGHT] != NULL) {
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39 msg("Already wearing two rings.");
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40 after = FALSE;
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41 return;
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42 }
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43 /*
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44 * Make certain that it is somethings that we want to wear
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45 */
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46 if ((item = get_item("put on", RING)) == NULL)
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47 return;
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48 obj = OBJPTR(item);
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49 if (obj->o_type != RING) {
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50 msg("That won't fit on your finger.");
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51 return;
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52 }
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53 /*
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54 * find out which hand to put it on
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55 */
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56 if (is_current(obj))
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57 return;
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58 if (cur_ring[LEFT] == NULL && cur_ring[RIGHT] == NULL) {
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59 if ((ring = gethand(FALSE)) < 0)
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60 return;
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61 }
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62 else if (cur_ring[LEFT] == NULL)
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63 ring = LEFT;
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64 else
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65 ring = RIGHT;
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66 cur_ring[ring] = obj;
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67 wh = obj->o_which;
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68 /*
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69 * okring = FALSE when:
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70 * 1) ring is cursed and benefit = plus
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71 * 2) ring is blessed and benefit = minus
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72 */
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73 okring = !((obj->o_ac > 0 && o_on(obj, ISCURSED)) ||
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74 (obj->o_ac < 0 && o_on(obj, ISBLESS)));
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75 /*
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76 * Calculate the effect it has on the poor guy (if possible).
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77 */
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78 if (okring) {
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79 switch (wh) {
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80 case R_SPEED:
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81 if (--obj->o_ac < 0) {
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82 obj->o_ac = 0;
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83 setoflg(obj,ISCURSED);
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84 }
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85 else {
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86 add_haste(FALSE);
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87 msg("You find yourself moving must faster.");
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88 }
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89 when R_GIANT: /* to 24 */
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90 him->s_ef.a_str = MAXSTR;
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91 when R_ADDSTR:
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92 chg_abil(STR,obj->o_ac,FROMRING);
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93 when R_KNOW:
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94 chg_abil(WIS,obj->o_ac,FROMRING);
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95 when R_DEX:
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96 chg_abil(DEX,obj->o_ac,FROMRING);
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97 when R_CONST:
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98 chg_abil(CON,obj->o_ac,FROMRING);
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99 when R_SEEINVIS:
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100 player.t_flags |= CANSEE;
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101 light(&hero);
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102 mvwaddch(cw, hero.y, hero.x, PLAYER);
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103 when R_AGGR:
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