annotate srogue/sticks.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 e52a8a7ad4c5
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1 /*
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2 * Functions to deal with the various sticks one
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3 * might find while wandering around the dungeon.
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4 *
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5 * @(#)sticks.c 9.0 (rdk) 7/17/84
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6 *
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7 * Super-Rogue
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8 * Copyright (C) 1984 Robert D. Kindelberger
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9 * All rights reserved.
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10 *
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11 * Based on "Rogue: Exploring the Dungeons of Doom"
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12 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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13 * All rights reserved.
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14 *
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15 * See the file LICENSE.TXT for full copyright and licensing information.
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16 */
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17
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18 #include <ctype.h>
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19 #include <string.h>
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20 #include "rogue.h"
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21 #include "rogue.ext"
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22
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23 void drain(int ymin, int ymax, int xmin, int xmax);
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24
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25 /*
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26 * fix_stick:
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27 * Init a stick for the hero
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28 */
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29 void
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30 fix_stick(struct object *cur)
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31 {
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32 struct rod *rd;
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33
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34 cur->o_type = STICK;
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35 cur->o_charges = 4 + rnd(5);
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36 strcpy(cur->o_hurldmg, "1d1");
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37 rd = &ws_stuff[cur->o_which];
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38 cur->o_weight = rd->ws_wght;
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39 cur->o_vol = rd->ws_vol;
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40 if (strcmp(rd->ws_type, "staff") == 0) {
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41 strcpy(cur->o_damage, "2d3");
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42 cur->o_charges += rnd(5) + 3;
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43 }
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44 else {
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45 strcpy(cur->o_damage, "1d1");
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46 }
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47 switch (cur->o_which) {
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48 case WS_HIT:
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49 if(rnd(100) < 15) {
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50 cur->o_hplus = 9;
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51 cur->o_dplus = 9;
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52 strcpy(cur->o_damage,"3d8");
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53 }
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54 else {
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55 cur->o_hplus = 3;
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56 cur->o_dplus = 3;
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57 strcpy(cur->o_damage,"1d8");
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58 }
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59 when WS_LIGHT:
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60 cur->o_charges += 7 + rnd(9);
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61 }
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62 }
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63
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64 /*
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65 * do_zap:
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66 * Zap a stick at something
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67 */
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68 void
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69 do_zap(bool gotdir)
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70 {
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71 reg struct linked_list *item;
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72 reg struct object *obj;
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73 reg struct thing *tp;
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74 reg int y, x, wh;
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75 struct room *rp;
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76 bool bless, curse;
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77 int better = 0;
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78
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79 if ((item = get_item("zap with", STICK)) == NULL)
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80 return;
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81 obj = OBJPTR(item);
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82 wh = obj->o_which;
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83 bless = o_on(obj, ISBLESS);
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84 curse = o_on(obj, ISCURSED);
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85 if (obj->o_type != STICK) {
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86 msg("You can't zap with that!");
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87 after = FALSE;
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88 return;
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89 }
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90 if (obj->o_charges == 0) {
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91 msg("Nothing happens.");
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92 return;
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93 }
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94 if (!gotdir)
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95 do {
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96 delta.y = rnd(3) - 1;
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97 delta.x = rnd(3) - 1;
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98 } while (delta.y == 0 && delta.x == 0);
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99 rp = player.t_room;
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100 if (bless)
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101 better = 3;
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102 else if (curse)
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