view arogue7/io.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 f9ef86cf22b2
children
line wrap: on
line source

/*
 * io.c  -  Various input/output functions
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

/*
 * Various input/output functions
 */

#include "curses.h"
#include <stdarg.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"

/*
 * msg:
 *	Display a message at the top of the screen.
 */

static char msgbuf[BUFSIZ];
static int newpos = 0;

void doadd(char *fmt, va_list ap);

/*VARARGS1*/
void
msg(char *fmt, ...)
{
    va_list ap;
    /*
     * if the string is "", just clear the line
     */
    if (*fmt == '\0')
    {
	overwrite(cw,msgw);
	wmove(msgw, 0, 0);
	clearok(msgw, FALSE);
	draw(msgw);
	mpos = 0;
	return;
    }
    /*
     * otherwise add to the message and flush it out
     */
    va_start(ap,fmt);
    doadd(fmt, ap);
    va_end(ap);
    endmsg();
}

/*
 * add things to the current message
 */
void
addmsg(char *fmt, ...)
{
    va_list ap;

    va_start(ap, fmt);
    doadd(fmt, ap);
    va_end(ap);
}

/*
 * Display a new msg (giving him a chance to see the previous one if it
 * is up there with the --More--)
 */
void
endmsg(void)
{
    /* Needed to track where we are for 5.0 (PC) curses */
    register int x, y;

    strcpy(huh, msgbuf);
    if (mpos) {
	/*
	 * If this message will fit on the line (plus space for --More--
	 * then just add it (only during combat).
	 */
	if (player.t_quiet < 0 && mpos + newpos + strlen(morestr) + 2 < cols) {
	    wmove(msgw, 0, mpos + 2);
	    newpos += mpos + 2;
	}
	else {
	    wmove(msgw, 0, mpos);
	    waddstr(msgw, morestr);
	    draw(cw);
	    draw(msgw);
	    wait_for(' ');
	    overwrite(cw,msgw);
	    wmove(msgw, 0, 0);
	    touchwin(cw);
	}
    }
    else {
	overwrite(cw,msgw);
        wmove(msgw, 0, 0);
    }
    waddstr(msgw, msgbuf);
    getyx(msgw, y, x);
    mpos = newpos;
    newpos = 0;
    wmove(msgw, y, x);
    draw(cw);
    clearok(msgw, FALSE);
    draw(msgw);
}

void
doadd(char *fmt, va_list ap)
{

    /*
     * Do the printf into buf
     */
    vsprintf(&msgbuf[newpos], fmt, ap);
    newpos = strlen(msgbuf);
}

/*
 * step_ok:
 *	returns true if it is ok for type to step on ch
 *	flgptr will be NULL if we don't know what the monster is yet!
 */

bool
step_ok(int y, int x, int can_on_monst, struct thing *flgptr)
{
    /* can_on_monst = MONSTOK if all we care about are physical obstacles */
    register struct linked_list *item;
    register struct thing *tp;
    char ch;

    /* What is here?  Don't check monster window if MONSTOK is set */
    if (can_on_monst == MONSTOK) ch = CCHAR( mvinch(y, x) );
    else ch = CCHAR( winat(y, x) );

    if (can_on_monst == FIGHTOK && isalpha(ch) &&
	(item = find_mons(y, x)) != NULL) {
	tp = THINGPTR(item);	/* What monster is here? */

	/* We can hit it if we're after it */
	if (flgptr->t_dest == &tp->t_pos) return TRUE;

	/*
	 * Otherwise, if we're friendly we'll hit it unless it is also
	 * friendly or is our race.
	 */
	if (off(*flgptr, ISFRIENDLY)	||
	    on(*tp, ISFRIENDLY)		||
	    flgptr->t_index == tp->t_index) return FALSE;
	else return TRUE;
    }
    else switch (ch)
    {
	case ' ':
	case '|':
	case '-':
	case SECRETDOOR:
	    if (flgptr && on(*flgptr, CANINWALL)) return(TRUE);
	    return FALSE;
	when SCROLL:
	    if (can_on_monst == MONSTOK) return(TRUE); /* Not a real obstacle */
	    /*
	     * If it is a scroll, it might be a scare monster scroll
	     * so we need to look it up to see what type it is.
	     */
	    if (flgptr && flgptr->t_ctype == C_MONSTER) {
		item = find_obj(y, x);
		if (item != NULL &&
		    (OBJPTR(item))->o_which==S_SCARE &&
		    (flgptr == NULL || flgptr->t_stats.s_intel < 16))
			return(FALSE); /* All but smart ones are scared */
	    }
	    return(TRUE);
	otherwise:
	    return (!isalpha(ch));
    }
    return(FALSE);
}
/*
 * shoot_ok:
 *	returns true if it is ok for type to shoot over ch
 */

bool
shoot_ok(char ch)
{
    switch (ch)
    {
	case ' ':
	case '|':
	case '-':
	case SECRETDOOR:
	case FOREST:
	    return FALSE;
	default:
	    return (!isalpha(ch));
    }
}

/*
 * readchar:
 *	flushes stdout so that screen is up to date and then returns
 *	getchar.
 */

int
readchar(void)
{
    int ch;

    ch = md_readchar(cw);

    if ((ch == 3) || (ch == 0))
    {
        quit(0);
        return(27);
    }

    return(ch);
}

/*
 * status:
 *	Display the important stats line.  Keep the cursor where it was.
 *	display: if TRUE, display unconditionally
 */

void
status(bool display)
{
    register struct stats *stat_ptr, *max_ptr;
    register int oy, ox, temp;
    register char *pb;
    static char buf[LINELEN];
    static int hpwidth = 0, s_hungry = -1;
    static int s_lvl = -1, s_hp = -1, s_str, maxs_str, 
		s_ac = 0;
    static short s_intel, s_dext, s_wisdom, s_const, s_charisma;
    static short maxs_intel, maxs_dext, maxs_wisdom, maxs_const, maxs_charisma;
    static unsigned long s_exp = 0;
    static int s_carry, s_pack;
    bool first_line=FALSE;

    stat_ptr = &pstats;
    max_ptr  = &max_stats;

    /*
     * If nothing has changed in the first line, then skip it
     */
    if (!display				&&
	s_lvl == level				&& 
	s_intel == stat_ptr->s_intel		&&
	s_wisdom == stat_ptr->s_wisdom		&&
	s_dext == dex_compute()			&& 
	s_const == stat_ptr->s_const		&&
	s_charisma == stat_ptr->s_charisma	&&
	s_str == str_compute()			&& 
	s_hungry == hungry_state		&&
	maxs_intel == max_ptr->s_intel		&& 
	maxs_wisdom == max_ptr->s_wisdom	&&
	maxs_dext == max_ptr->s_dext		&& 
	maxs_const == max_ptr->s_const		&&
	maxs_charisma == max_ptr->s_charisma	&&
	maxs_str == max_ptr->s_str		) goto line_two;

    /* Display the first line */
    first_line = TRUE;
    getyx(cw, oy, ox);
    sprintf(buf, "Int:%d(%d)  Str:%d", stat_ptr->s_intel,
    	max_ptr->s_intel, str_compute());

    /* Maximum strength */
    pb = &buf[strlen(buf)];
    sprintf(pb, "(%d)", max_ptr->s_str);

    pb = &buf[strlen(buf)];
    sprintf(pb, "  Wis:%d(%d)  Dxt:%d(%d)  Con:%d(%d)  Cha:%d(%d)",
	stat_ptr->s_wisdom,max_ptr->s_wisdom,dex_compute(),max_ptr->s_dext,
	stat_ptr->s_const,max_ptr->s_const,stat_ptr->s_charisma,
	max_ptr->s_charisma);

    /* Update first line status */
    s_intel = stat_ptr->s_intel;
    s_wisdom = stat_ptr->s_wisdom;
    s_dext = dex_compute();
    s_const = stat_ptr->s_const;
    s_charisma = stat_ptr->s_charisma;
    s_str = str_compute();
    maxs_intel = max_ptr->s_intel;
    maxs_wisdom = max_ptr->s_wisdom;
    maxs_dext = max_ptr->s_dext;
    maxs_const = max_ptr->s_const;
    maxs_charisma = max_ptr->s_charisma;
    maxs_str = max_ptr->s_str;

    /* Print the line */
    mvwaddstr(cw, lines - 2, 0, buf);
    switch (hungry_state)
    {
	case F_SATIATED:
	    waddstr(cw, "  Satiated");
	when F_OKAY: ;
	when F_HUNGRY:
	    waddstr(cw, "  Hungry");
	when F_WEAK:
	    waddstr(cw, "  Weak");
	when F_FAINT:
	    waddstr(cw, "  Fainting");
    }
    wclrtoeol(cw);
    s_hungry = hungry_state;

    /*
     * If nothing has changed since the last status, don't
     * bother.
     */
line_two: 
    if (!display					&&
	s_lvl == level 					&& 
	s_hp == stat_ptr->s_hpt				&& 
	s_ac == ac_compute(FALSE) - dext_prot(s_dext)	&&
	s_pack == stat_ptr->s_pack			&&
	s_carry == stat_ptr->s_carry			&&
	s_exp == stat_ptr->s_exp			) return;
	
    if (!first_line) getyx(cw, oy, ox);
    if (s_hp != max_ptr->s_hpt)
    {
	temp = s_hp = max_ptr->s_hpt;
	for (hpwidth = 0; temp; hpwidth++)
	    temp /= 10;
    }
    sprintf(buf, "Lvl:%d  Hp:%*d(%*d)  Ac:%d  Carry:%d(%d)  Exp:%d/%lu  %s",
	level, hpwidth, stat_ptr->s_hpt, hpwidth, max_ptr->s_hpt,
	ac_compute(FALSE) - dext_prot(s_dext),stat_ptr->s_pack/10,
	stat_ptr->s_carry/10, stat_ptr->s_lvl, stat_ptr->s_exp, 
	cnames[player.t_ctype][min(stat_ptr->s_lvl-1, NUM_CNAMES-1)]);

    /*
     * Save old status
     */
    s_lvl = level;
    s_hp = stat_ptr->s_hpt;
    s_ac = ac_compute(FALSE) - dext_prot(s_dext);
    s_pack = stat_ptr->s_pack;
    s_carry = stat_ptr->s_carry;
    s_exp = stat_ptr->s_exp; 
    mvwaddstr(cw, lines - 1, 0, buf);
    wclrtoeol(cw);
    wmove(cw, oy, ox);
}

/*
 * wait_for
 *	Sit around until the guy types the right key
 */
void
wait_for(char ch)
{
    register char c;

    if (ch == '\n')
        while ((c = wgetch(msgw)) != '\n' && c != '\r')
	    continue;
    else
        while (wgetch(msgw) != ch)
	    continue;
}


/*
 * over_win:
 *	Given a current window, a new window, and the max y and x of the
 *	new window, paint the new window on top of the old window without
 *	destroying any of the old window.  Current window and new window
 *	are assumed to have lines lines and cols columns (max y and max x
 *	pertain only the the useful information to be displayed.
 *	If redraw is non-zero, we wait for the character "redraw" to be
 *	typed and then redraw the starting screen.
 */

void
over_win(WINDOW *oldwin, WINDOW *newin, int maxy, int maxx, int cursory, 
         int cursorx, char redraw)
{
    static char blanks[LINELEN+1];
    register int line, i;
    WINDOW *ow;	/* Overlay window */

    /* Create a blanking line */
    for (i=0; i<maxx && i<cols && i<LINELEN; i++) blanks[i] = ' ';
    blanks[i] = '\0';

    /* Create the window we will display */
    ow = newwin(lines, cols, 0, 0);

    /* Blank out the area we want to use */
    if (oldwin == cw) {
	msg("");
	line = 1;
    }
    else line = 0;

    overwrite(oldwin, ow);	/* Get a copy of the old window */

    /* Do the remaining blanking */
    for (; line < maxy; line++) mvwaddstr(ow, line, 0, blanks);

    overlay(newin, ow);	/* Overlay our new window */

    /* Move the cursor to the specified location */
    wmove(ow, cursory, cursorx);

    clearok(ow, FALSE);		/* Draw inventory without clearing */
    draw(ow);

    if (redraw) {
	wait_for(redraw);

	clearok(oldwin, FALSE);		/* Setup to redraw current screen */
	touchwin(oldwin);		/* clearing first */
	draw(oldwin);
    }

    delwin(ow);
}


/*
 * show_win:
 *	function used to display a window and wait before returning
 */

void
show_win(WINDOW *scr, char *message)
{
    mvwaddstr(scr, 0, 0, message);
    touchwin(scr);
    wmove(scr, hero.y, hero.x);
    draw(scr);
    wait_for(' ');
    clearok(cw, TRUE);
    touchwin(cw);
}

/*
 * dbotline:
 *	Displays message on bottom line and waits for a space to return
 */
void
dbotline(WINDOW *scr, char *message)
{
	mvwaddstr(scr,lines-1,0,message);
	draw(scr);
	wait_for(' ');	
}


/*
 * restscr:
 *	Restores the screen to the terminal
 */
void
restscr(WINDOW *scr)
{
	clearok(scr,TRUE);
	touchwin(scr);
}

/*
 * netread:
 *	Read a byte, short, or long machine independently
 *	Always returns the value as an unsigned long.
 */

unsigned long
netread(int *error, int size, FILE *stream)
{
    unsigned long result = 0L,	/* What we read in */
		  partial;	/* Partial value */
    int nextc,	/* The next byte */
	i;	/* To index through the result a byte at a time */

    /* Be sure we have a right sized chunk */
    if (size < 1 || size > 4) {
	*error = 1;
	return(0L);
    }

    for (i=0; i<size; i++) {
	nextc = getc(stream);
	if (nextc == EOF) {
	    *error = 1;
	    return(0L);
	}
	else {
	    partial = (unsigned long) (nextc & 0xff);
	    partial <<= 8*i;
	    result |= partial;
	}
    }

    *error = 0;
    return(result);
}



/*
 * netwrite:
 *	Write out a byte, short, or long machine independently.
 *	value: What to write
 *	size: How much to write out
 *	stream: Where to write it
 */

int
netwrite(unsigned long value, int size, FILE *stream)
{
    int i;	/* Goes through value one byte at a time */
    char outc;	/* The next character to be written */

    /* Be sure we have a right sized chunk */
    if (size < 1 || size > 4) return(0);

    for (i=0; i<size; i++) {
	outc = (char) ((value >> (8 * i)) & 0xff);
	putc(outc, stream);
    }
    return(size);
}