annotate xrogue/daemons.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 f54901b9c39b
children b67b99f6c92b
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1 /*
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2 daemons.c - All the daemon and fuse functions are in here
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <curses.h>
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20 #include "rogue.h"
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21
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22 /*
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23 * doctor:
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24 * A healing daemon that restors hit points after rest
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25 */
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26
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27 void
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28 doctor(struct thing *tp)
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29 {
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30 register int ohp;
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31 register int limit, new_points;
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32 register struct stats *curp; /* current stats pointer */
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33 register struct stats *maxp; /* max stats pointer */
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34
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35 curp = &(tp->t_stats);
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36 maxp = &(tp->maxstats);
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37 if (curp->s_hpt == maxp->s_hpt) {
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38 tp->t_quiet = 0;
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39 return;
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40 }
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41 tp->t_quiet++;
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42 switch (tp->t_ctype) {
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43 case C_MAGICIAN:
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44 limit = 10 - curp->s_lvl;
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45 new_points = curp->s_lvl - 2;
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46 when C_CLERIC:
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47 case C_DRUID:
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48 limit = 12 - curp->s_lvl;
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49 new_points = curp->s_lvl - 3;
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50 when C_THIEF:
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51 case C_ASSASSIN:
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52 limit = 14 - curp->s_lvl;
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53 new_points = curp->s_lvl - 4;
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54 when C_MONK:
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55 limit = 16 - curp->s_lvl;
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56 new_points = curp->s_lvl - 5;
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57 when C_RANGER:
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58 case C_PALADIN:
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59 limit = 18 - curp->s_lvl;
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60 new_points = curp->s_lvl - 6;
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61 when C_FIGHTER:
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62 limit = 20 - curp->s_lvl;
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63 new_points = curp->s_lvl - 7;
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64 when C_MONSTER:
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65 limit = 15 - curp->s_lvl;
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66 new_points = curp->s_lvl - 5;
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67 otherwise:
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68 debug("what a strange character you are!");
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69 return;
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70 }
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71 ohp = curp->s_hpt;
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72 if (off(*tp, HASDISEASE) && off(*tp, DOROT)) {
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73 if (curp->s_lvl < 8) {
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74 if (tp->t_quiet > limit) {
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75 curp->s_hpt++;
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76 tp->t_quiet = 0;
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77 }
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78 }
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79 else {
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80 if (tp->t_quiet >= 3) {
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81 curp->s_hpt += rnd(new_points)+1;
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82 tp->t_quiet = 0;
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83 }
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84 }
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85 }
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86 if (tp == &player) {
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87 if (ISRING(LEFT_1, R_REGEN)) curp->s_hpt++;
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88 if (ISRING(LEFT_2, R_REGEN)) curp->s_hpt++;
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89 if (ISRING(LEFT_3, R_REGEN)) curp->s_hpt++;
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90 if (ISRING(LEFT_4, R_REGEN)) curp->s_hpt++;
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91 if (ISRING(RIGHT_1, R_REGEN)) curp->s_hpt++;
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