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annotate xrogue/outside.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 |
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date | Sat, 05 Mar 2016 12:10:20 -0500 |
parents | f54901b9c39b |
children | e52a8a7ad4c5 |
rev | line source |
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133
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1 /* |
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2 outside.c - functions for dealing with the "outside" 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 See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include <curses.h> |
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16 #include "rogue.h" |
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17 |
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18 char rnd_terrain(void); |
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19 char get_terrain(char one, char two, char three, char four); |
133
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20 |
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21 /* |
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22 * init_terrain: |
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23 * Get the single "outside room" set up correctly |
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24 */ |
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25 |
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26 void |
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27 init_terrain(void) |
133
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28 { |
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29 register struct room *rp; |
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30 |
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31 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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32 rp->r_flags = ISGONE; /* kill all rooms */ |
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33 rp->r_fires = NULL; /* no fires */ |
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34 } |
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35 rp = &rooms[0]; /* point to only room */ |
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36 rp->r_flags = ISDARK; /* outside is always dark */ |
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37 rp->r_pos.x = 0; /* room fills whole screen */ |
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38 rp->r_pos.y = 1; |
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39 rp->r_max.x = cols; |
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40 rp->r_max.y = lines - 3; |
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41 } |
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42 |
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43 void |
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44 do_terrain(int basey, int basex, int deltay, int deltax, bool fresh) |
133
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45 { |
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46 register int cury, curx; /* Current y and x positions */ |
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47 |
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48 /* Lay out the boundary */ |
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49 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */ |
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50 mvaddch(cury, 0, VERTWALL); |
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51 mvaddch(cury, cols-1, VERTWALL); |
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52 } |
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53 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */ |
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54 mvaddch(1, curx, HORZWALL); |
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55 mvaddch(lines-3, curx, HORZWALL); |
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56 } |
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57 |
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58 /* If we are not continuing, let's start out with a line of terrain */ |
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59 if (fresh) { |
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60 char ch; /* Next char to add */ |
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61 |
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62 /* Move to the starting point (should be (1, 0)) */ |
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63 move(basey, basex); |
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64 curx = basex; |
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65 |
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66 /* Start with some random terrain */ |
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67 if (basex == 0) { |
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68 ch = rnd_terrain(); |
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69 addch(ch); |
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70 } |
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71 else ch = mvinch(basey, basex); |
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72 |
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73 curx += deltax; |
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74 |
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75 /* Fill in the rest of the line */ |
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76 while (curx > 0 && curx < cols-1) { |
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77 /* Put in the next piece */ |
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78 ch = get_terrain(ch, '\0', '\0', '\0'); |
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79 mvaddch(basey, curx, ch); |
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80 curx += deltax; |
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81 } |
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82 |
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83 basey++; /* Advance to next line */ |
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84 } |
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85 |
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86 /* Fill in the rest of the lines */ |
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87 cury = basey; |
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88 while (cury > 1 && cury < lines - 3) { |
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89 curx = basex; |
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90 while (curx > 0 && curx < cols-1) { |
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