comparison rogue4/rogue.h @ 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 1b73a8641b37
children b67b99f6c92b
comparison
equal deleted inserted replaced
226:b922f66acf4d 227:696277507a2e
612 void take_off(void); 612 void take_off(void);
613 int teleport(void); 613 int teleport(void);
614 void total_winner(void); 614 void total_winner(void);
615 char *tr_name(char type); 615 char *tr_name(char type);
616 bool turn_see(bool turn_off); 616 bool turn_see(bool turn_off);
617 void turn_see_off(void);
617 void unconfuse(void); 618 void unconfuse(void);
618 char *unctrol(char ch); 619 char *unctrol(char ch);
619 void unlock_sc(void); 620 void unlock_sc(void);
620 void unsee(void); 621 void unsee(void);
621 char *vowelstr(char *str); 622 char *vowelstr(char *str);