comparison rogue5/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 655c317b6237
children
comparison
equal deleted inserted replaced
226:b922f66acf4d 227:696277507a2e
756 void treas_room(void); 756 void treas_room(void);
757 int trip_ch(int y, int x, int ch); 757 int trip_ch(int y, int x, int ch);
758 void tstp(int ignored); 758 void tstp(int ignored);
759 int turn_ok(int y, int x); 759 int turn_ok(int y, int x);
760 int turn_see(int turn_off); 760 int turn_see(int turn_off);
761 void turn_see_off(void);
761 void turnref(void); 762 void turnref(void);
762 const char *type_name(int type); 763 const char *type_name(int type);
763 void u_level(void); 764 void u_level(void);
764 void unconfuse(void); 765 void unconfuse(void);
765 void uncurse(THING *obj); 766 void uncurse(THING *obj);