annotate xrogue/n_level.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 e52a8a7ad4c5
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1 /*
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2 n_level.c - Dig and draw a new level
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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 #define TERRASAVE 3
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22
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23 void put_things(LEVTYPE ltype);
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24
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25 /*
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26 * new_level:
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27 * Dig and draw a new level
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28 * ltype: designates type of level to create
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29 */
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30
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31 void
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32 new_level(LEVTYPE ltype)
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33 {
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34 register int rm = 0, i, cnt;
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35 register unsigned char ch;
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36 register struct linked_list *item;
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37 register struct thing *tp;
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38 register struct object *obj;
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39 int waslit = 0; /* Was the previous outside level lit? */
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40 int starty = 0, startx = 0, deltay = 0, deltax = 0;
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41 bool fresh=TRUE, vert = 0, top;
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42 struct room *rp;
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43 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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44 coord stairs = {0,0};
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45
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46 if (wizard) {
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47 msg("Turns: %ld", turns); /* Number of turns for last level */
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48 mpos = 0;
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49 }
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50
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51 /* Start player off right */
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52 turn_off(player, ISHELD);
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53 turn_off(player, ISFLEE);
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54 extinguish(suffocate);
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55 hold_count = 0;
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56 trap_tries = 0;
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57
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58 /* Are we just entering a dungeon? If so, how big is it? */
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59 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+20 + rnd(51);
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60
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61 if (level > max_level)
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62 max_level = level;
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63
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64 /* Are we starting a new outside level? */
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65 if (ltype == OUTSIDE) {
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66 register int i, j;
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67
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68 /* Save some information prior to clearing the screen */
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69 if (level == -1 || mvinch(hero.y, hero.x) == HORZWALL) vert = TRUE;
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70 else vert = FALSE;
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71
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72 if (level < 1) {
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73 fresh = TRUE;
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74 starty = 2;
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75 startx = 1;
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76 deltay = deltax = 1;
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77 level = max_level; /* Restore level to deepest attempt */
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78 prev_max = level; /* reset for boundary crossings below */
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79 }
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80 else if (level >= 1 && prev_max == 1000) {
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81 fresh = TRUE;
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82 starty = 2;
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83 startx = 1;
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84 deltay = deltax = 1;
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85 prev_max = level; /* reset for boundary crossings below */
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86 }
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87 else { /* Copy several lines of the terrain to the other end */
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88
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89 unsigned char cch; /* Copy character */
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90
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