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annotate xrogue/rings.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 | 7c1cb43f346e |
rev | line source |
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1 /* |
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2 rings.c - Routines dealing specificaly with rings |
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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 |
135 | 19 #include <stdlib.h> |
20 #include <string.h> | |
133
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21 #include <curses.h> |
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22 #include "rogue.h" |
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23 |
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24 /* |
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25 * routines dealing specifically with rings |
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26 */ |
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27 |
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28 /* |
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29 * how much food does this ring use up? |
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30 */ |
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31 |
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32 int |
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33 ring_eat(int hand) |
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34 { |
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35 if (cur_ring[hand] == NULL) |
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36 return 0; |
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37 switch (cur_ring[hand]->o_which) { |
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38 case R_VAMPREGEN: |
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39 return 3; |
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40 case R_REGEN: |
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41 case R_SUSABILITY: |
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42 return 2; |
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43 case R_HEALTH: |
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44 return 1; |
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45 case R_SEARCH: |
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46 case R_SEEINVIS: |
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47 return (rnd(100) < 50); /* 0 or 1 */ |
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48 case R_DIGEST: |
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49 if (cur_ring[hand]->o_ac >= 0) |
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50 return (-(cur_ring[hand]->o_ac)-1); |
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51 else |
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52 return (-(cur_ring[hand]->o_ac)); |
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53 } |
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54 return 0; |
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55 } |
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56 |
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57 void |
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58 ring_on(struct linked_list *item) |
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59 { |
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60 register struct object *obj; |
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61 register int save_max; |
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62 |
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63 obj = OBJPTR(item); |
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64 |
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65 /* |
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66 * Calculate the effect it has on the poor guy. |
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67 */ |
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68 switch (obj->o_which) |
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69 { |
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70 case R_ADDSTR: |
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71 save_max = max_stats.s_str; |
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72 chg_str(obj->o_ac); |
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73 max_stats.s_str = save_max; |
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74 when R_ADDHIT: |
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75 pstats.s_dext += obj->o_ac; |
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76 when R_ADDINTEL: |
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77 pstats.s_intel += obj->o_ac; |
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78 when R_ADDWISDOM: |
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79 pstats.s_wisdom += obj->o_ac; |
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80 when R_SEEINVIS: |
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81 if (on(player, CANSEE)) msg("Your eyes sparkle."); |
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82 else msg("Your eyes begin to tingle."); |
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83 turn_on(player, CANSEE); |
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84 light(&hero); |
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85 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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86 when R_AGGR: |
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87 aggravate(TRUE, TRUE); /* all charactors are affected*/ |
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88 when R_WARMTH: |
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89 if (on(player, NOCOLD)) msg("You feel warm all over."); |
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90 else msg("You begin to feel warm."); |
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91 turn_on(player, NOCOLD); |
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