annotate srogue/things.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 0250220d8cdd
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1 /*
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2 * Contains functions for dealing with things like
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3 * potions and scrolls
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4 *
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5 * @(#)things.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 basic_init(struct object *cur);
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24
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25 /*
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26 * inv_name:
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27 * Return the name of something as it would appear in an inventory.
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28 */
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29 char *
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30 inv_name(struct object *obj, bool drop)
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31 {
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32 reg char *pb, *tn, *pl;
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33 reg int wh, knowit;
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34 char nm[3], *inm, *q;
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35
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36 wh = obj->o_which;
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37 knowit = FALSE;
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38 if (obj->o_count > 1)
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39 pl = "s";
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40 else
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41 pl = "";
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42 if (obj->o_count > 1)
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43 sprintf(nm, "%d", obj->o_count);
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44 else
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45 strcpy(nm, "A");
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46 tn = obj->o_typname;
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47 q = "";
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48 switch(obj->o_type) {
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49 case SCROLL:
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50 sprintf(prbuf, "%s %s%s ", nm, tn, pl);
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51 pb = &prbuf[strlen(prbuf)];
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52 if (s_know[wh] || o_on(obj,ISPOST)) {
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53 knowit = TRUE;
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54 sprintf(pb, "of %s", s_magic[wh].mi_name);
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55 }
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56 else if (s_guess[wh])
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57 sprintf(pb, "called %s", s_guess[wh]);
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58 else
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59 sprintf(pb, "titled '%s'", s_names[wh]);
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60 when POTION:
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61 sprintf(prbuf, "%s %s%s ", nm, tn, pl);
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62 pb = &prbuf[strlen(prbuf)];
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63 if (p_know[wh] || o_on(obj, ISPOST)) {
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64 sprintf(pb, "of %s", p_magic[wh].mi_name);
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65 knowit = TRUE;
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66 if (p_know[wh]) {
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67 pb = &prbuf[strlen(prbuf)];
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68 sprintf(pb,"(%s)",p_colors[wh]);
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69 }
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70 }
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71 else if (p_guess[wh])
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72 sprintf(pb,"called %s(%s)", p_guess[wh],p_colors[wh]);
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73 else if (obj->o_count == 1)
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74 sprintf(prbuf,"%s%s %s %s%s", nm, vowelstr(p_colors[wh]),
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75 p_colors[wh], tn, pl);
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76 else
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77 sprintf(prbuf,"%s %s %s%s", nm, p_colors[wh], tn, pl);
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78 when FOOD:
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79 if (wh == 1) {
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80 if (obj->o_count == 1)
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81 q = vowelstr(fruit);
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82 sprintf(prbuf, "%s%s %s%s", nm, q, fruit, pl);
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83 }
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84 else {
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85 if (obj->o_count == 1)
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86 sprintf(prbuf, "Some %s", tn);
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87 else
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88 sprintf(prbuf, "%s rations of %s", nm, tn);
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89 }
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90 knowit = TRUE;
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91 when WEAPON:
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92 inm = w_magic[wh].mi_name;
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93 strcpy(prbuf, nm);
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94 if (obj->o_count == 1)
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95 q = vowelstr(inm);
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96 pb = &prbuf[strlen(prbuf)];
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97 if (o_on(obj,ISKNOW | ISPOST)) {
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98 knowit = TRUE;
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99 sprintf(pb, " %s %s", num(obj->o_hplus, obj->o_dplus), inm);
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100 }
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101 else
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102 sprintf(pb, "%s %s", q, inm);
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