Mercurial > hg > early-roguelike
annotate arogue5/player.c @ 124:d10fc4a065ac
rogue5: ignore the file name stored in the save file.
state.c had put file_name into the save file. The saved value was used
to overwrite file_name on restore. If the save file had been renamed,
unlink(file_name) would then fail, because file_name held the old name.
To avoid breaking savefile compatibility, file_name is still saved, but
it is read back into a temporary buffer and then ignored.
I thought I fixed this already.
author | John "Elwin" Edwards |
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date | Fri, 16 Jan 2015 13:42:30 -0500 |
parents | 34a87d84ea31 |
children | beab22b087a1 |
rev | line source |
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1 /* |
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2 * This file contains functions for dealing with special player abilities |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * See the file LICENSE.TXT for full copyright and licensing information. |
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9 */ |
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10 |
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11 #include "curses.h" |
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12 #include "rogue.h" |
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13 |
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14 |
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15 /* |
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16 * affect: |
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17 * cleric affecting undead |
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18 */ |
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19 |
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20 affect() |
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21 { |
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22 register struct linked_list *item; |
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23 register struct thing *tp; |
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24 register const char *mname; |
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25 bool see; |
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26 coord new_pos; |
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27 |
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28 if (player.t_ctype != C_CLERIC && cur_relic[HEIL_ANKH] == 0) { |
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29 msg("Only clerics can affect undead."); |
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30 return; |
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31 } |
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32 |
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33 new_pos.y = hero.y + delta.y; |
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34 new_pos.x = hero.x + delta.x; |
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35 |
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36 if (cansee(new_pos.y, new_pos.x)) see = TRUE; |
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37 else see = FALSE; |
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38 |
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39 /* Anything there? */ |
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40 if (new_pos.y < 0 || new_pos.y > LINES-3 || |
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41 new_pos.x < 0 || new_pos.x > COLS-1 || |
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42 mvwinch(mw, new_pos.y, new_pos.x) == ' ') { |
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43 msg("Nothing to affect."); |
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44 return; |
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45 } |
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46 |
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47 if ((item = find_mons(new_pos.y, new_pos.x)) == NULL) { |
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48 debug("Affect what @ %d,%d?", new_pos.y, new_pos.x); |
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49 return; |
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50 } |
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51 tp = THINGPTR(item); |
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52 mname = monsters[tp->t_index].m_name; |
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53 |
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54 if (on(player, ISINVIS) && off(*tp, CANSEE)) { |
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55 sprintf(outstring,"%s%s cannot see you", see ? "The " : "It", |
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56 see ? mname : ""); |
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57 msg(outstring); |
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58 return; |
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59 } |
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60 |
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61 if (off(*tp, TURNABLE) || on(*tp, WASTURNED)) |
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62 goto annoy; |
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63 turn_off(*tp, TURNABLE); |
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64 |
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65 /* Can cleric kill it? */ |
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66 if (pstats.s_lvl >= 3 * tp->t_stats.s_lvl) { |
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67 unsigned long test; /* For overflow check */ |
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68 |
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69 sprintf(outstring,"You have destroyed %s%s.", see ? "the " : "it", see ? mname : ""); |
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70 msg(outstring); |
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71 test = pstats.s_exp + tp->t_stats.s_exp; |
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72 |
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73 /* Be sure there is no overflow before increasing experience */ |
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74 if (test > pstats.s_exp) pstats.s_exp = test; |
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75 killed(item, FALSE, TRUE); |
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76 check_level(TRUE); |
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77 return; |
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78 } |
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79 |
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80 /* Can cleric turn it? */ |
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81 if (rnd(100) + 1 > |
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82 (100 * ((2 * tp->t_stats.s_lvl) - pstats.s_lvl)) / pstats.s_lvl) { |
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83 unsigned long test; /* Overflow test */ |
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84 |
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85 /* Make the monster flee */ |
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86 turn_on(*tp, WASTURNED); /* No more fleeing after this */ |
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87 turn_on(*tp, ISFLEE); |
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88 runto(tp, &hero); |
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89 |
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90 /* Let player know */ |
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91 sprintf(outstring,"You have turned %s%s.", see ? "the " : "it", see ? mname : ""); |
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92 msg(outstring); |
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93 |
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94 /* get points for turning monster -- but check overflow first */ |
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95 test = pstats.s_exp + tp->t_stats.s_exp/2; |
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96 if (test > pstats.s_exp) pstats.s_exp = test; |
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97 check_level(TRUE); |
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98 |
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99 /* If monster was suffocating, stop it */ |
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100 if (on(*tp, DIDSUFFOCATE)) { |
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101 turn_off(*tp, DIDSUFFOCATE); |
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102 extinguish(suffocate); |
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103 } |
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104 |