Mercurial > hg > early-roguelike
diff rogue5/state.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 |
---|---|
date | Sat, 05 Mar 2016 12:10:20 -0500 |
parents | d10fc4a065ac |
children | d08f19d529eb |
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--- a/rogue5/state.c Thu Mar 03 21:30:38 2016 -0500 +++ b/rogue5/state.c Sat Mar 05 12:10:20 2016 -0500 @@ -598,6 +598,8 @@ func = 8; else if (dlist[i].d_func == sight) func = 9; + else if (dlist[i].d_func == turn_see_off) + func = 10; else if (dlist[i].d_func == NULL) func = 0; else @@ -657,6 +659,8 @@ break; case 9: dlist[i].d_func = sight; break; + case 10: dlist[i].d_func = turn_see_off; + break; default:dlist[i].d_func = NULL; break; }