Mercurial > hg > early-roguelike
view arogue7/weapons.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 | 28e22fb35989 |
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/* * weapons.c - Functions for dealing with problems brought about by weapons * * 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. */ /* * Functions for dealing with problems brought about by weapons * */ #include "curses.h" #include <ctype.h> #include <string.h> #include "rogue.h" void boomerang(int ydelta, int xdelta, struct linked_list *item, struct thing *tp) { register struct object *obj; struct thing midpoint; coord oldpos; obj = OBJPTR(item); oldpos = obj->o_pos; /* * make it appear to fly at the target */ do_motion(obj, ydelta, xdelta, tp); hit_monster(unc(obj->o_pos), obj, tp); /* * Now let's make it fly back to the wielder. We need to * use midpoint to fool do_motion into thinking the action * starts there. Do_motion only looks at the t_pos field. */ midpoint.t_pos = obj->o_pos; /* Simulate a new start position */ do_motion(obj, -ydelta, -xdelta, &midpoint); obj->o_pos = oldpos; } /* * do the actual motion on the screen done by an object traveling * across the room. Note that we should not look at any field in * tp other than t_pos unless we change boomerang(). */ void do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp) { /* * Come fly with us ... */ obj->o_pos = tp->t_pos; for (; ;) { register int ch; /* * Erase the old one */ if (!ce(obj->o_pos, tp->t_pos) && cansee(unc(obj->o_pos)) && mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); } /* * Get the new position */ obj->o_pos.y += ydelta; obj->o_pos.x += xdelta; if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { /* * It hasn't hit anything yet, so display it * If it alright. */ if (cansee(unc(obj->o_pos)) && mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); draw(cw); } continue; } /* * Did we stop because of a monster or the hero? If we did * not, we want to move our position back one because we could * not actually make it this far. */ if (!isalpha(ch) && !(obj->o_pos.y == hero.y && obj->o_pos.x == hero.x)) { obj->o_pos.y -= ydelta; obj->o_pos.x -= xdelta; } break; } } /* * fall: * Drop an item someplace around here. */ void fall(struct linked_list *item, bool pr) { register struct object *obj; register struct room *rp; register int i; struct object *tobj; struct linked_list *titem; coord *fpos; obj = OBJPTR(item); /* * try to drop the item, look up to 3 squares away for now */ for (i=1; i<4; i++) { if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL) break; } if (fpos != NULL) { if (obj->o_group) { /* try to add groups together */ for(titem=lvl_obj; titem!=NULL; titem=next(titem)) { tobj = OBJPTR(titem); if (tobj->o_group == obj->o_group && tobj->o_pos.y == fpos->y && tobj->o_pos.x == fpos->x) { tobj->o_count += obj->o_count; o_discard(item); return; } } } mvaddch(fpos->y, fpos->x, obj->o_type); obj->o_pos = *fpos; if ((rp = roomin(&hero)) != NULL && lit_room(rp)) { light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); } attach(lvl_obj, item); return; } if (pr) { msg("The %s vanishes as it hits the ground.", weaps[obj->o_which].w_name); } o_discard(item); } /* * Does the missile hit the monster */ bool hit_monster(int y, int x, struct object *obj, struct thing *tp) { static coord mp; mp.y = y; mp.x = x; if (tp == &player) { /* Make sure there is a monster where it landed */ if (!isalpha(mvwinch(mw, y, x))) { return(FALSE); } /* Player hits monster */ return(fight(&mp, obj, TRUE)); } else { if (!ce(mp, hero)) { /* Monster hits monster */ return(skirmish(tp, &mp, obj, TRUE)); } /* Monster hits player */ return(attack(tp, obj, TRUE)); } } /* * init_weapon: * Set up the initial goodies for a weapon */ void init_weapon(struct object *weap, char type) { register struct init_weps *iwp; iwp = &weaps[type]; strncpy(weap->o_damage, iwp->w_dam, sizeof(weap->o_damage)); strncpy(weap->o_hurldmg, iwp->w_hrl, sizeof(weap->o_hurldmg)); weap->o_launch = iwp->w_launch; weap->o_flags = iwp->w_flags; weap->o_weight = iwp->w_wght; if (weap->o_flags & ISMANY) { weap->o_count = rnd(8) + 8; weap->o_group = newgrp(); } else { weap->o_count = 1; } } /* * missile: * Fire a missile in a given direction */ void missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp) { register struct object *obj; register struct linked_list *nitem; char ch; /* * Get which thing we are hurling */ if (item == NULL) { return; } obj = OBJPTR(item); if (obj->o_type == RELIC && obj->o_which == AXE_AKLAD) { boomerang(ydelta, xdelta, item, tp); return; } if (!dropcheck(obj)) return; /* Can we get rid of it? */ if(!(obj->o_flags & ISMISL)) { while (TRUE) { msg(terse ? "Really throw? (y or n): " : "Do you really want to throw %s? (y or n): ", inv_name(obj, TRUE)); mpos = 0; ch = readchar(); if (ch == 'n' || ch == ESCAPE) { after = FALSE; return; } if (ch == 'y') break; } } /* * Get rid of the thing. If it is a non-multiple item object, or * if it is the last thing, just drop it. Otherwise, create a new * item with a count of one. */ if (obj->o_count < 2) { detach(tp->t_pack, item); if (tp->t_pack == pack) { inpack--; } } else { obj->o_count--; nitem = (struct linked_list *) new_item(sizeof *obj); obj = OBJPTR(nitem); *obj = *(OBJPTR(item)); obj->o_count = 1; item = nitem; } updpack(FALSE, tp); do_motion(obj, ydelta, xdelta, tp); /* * AHA! Here it has hit something. If it is a wall or a door, * or if it misses (combat) the monster, put it on the floor */ if (!hit_monster(unc(obj->o_pos), obj, tp)) { fall(item, TRUE); } mvwaddch(cw, hero.y, hero.x, PLAYER); } /* * num: * Figure out the plus number for armor/weapons */ char * num(int n1, int n2) { static char numbuf[LINELEN]; if (n1 == 0 && n2 == 0) { return "+0"; } if (n2 == 0) { sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); } else { sprintf(numbuf, "%s%d, %s%d", n1 < 0 ? "" : "+", n1, n2 < 0 ? "" : "+", n2); } return(numbuf); } /* * wield: * Pull out a certain weapon */ void wield(void) { register struct linked_list *item; register struct object *obj, *oweapon; /* * It takes 2 movement periods to unwield a weapon and 2 movement * periods to wield a weapon. */ if (player.t_action != C_WIELD) { player.t_action = C_WIELD; player.t_using = NULL; /* Make sure this is NULL! */ if (cur_weapon != NULL) { player.t_no_move = 2 * movement(&player); return; } } if ((oweapon = cur_weapon) != NULL) { /* At this point we have waited at least 2 units */ if (!dropcheck(cur_weapon)) { cur_weapon = oweapon; player.t_action = A_NIL; return; } if (terse) addmsg("Was "); else addmsg("You were "); msg("wielding %s", inv_name(oweapon, TRUE)); } /* We we have something picked out? */ if (player.t_using == NULL) { /* Now, what does he want to wield? */ if ((item = get_item(pack, "wield", WIELDABLE, FALSE, FALSE)) == NULL) { player.t_action = A_NIL; after = FALSE; return; } player.t_using = item; player.t_no_move = 2 * movement(&player); return; } /* We have waited our time, let's wield the weapon */ item = player.t_using; player.t_using = NULL; player.t_action = A_NIL; obj = OBJPTR(item); if (is_current(obj)) { msg("Item in use."); after = FALSE; return; } if (player.t_ctype != C_FIGHTER && player.t_ctype != C_RANGER && player.t_ctype != C_PALADIN && obj->o_type == WEAPON && (obj->o_which == TWOSWORD || (obj->o_which == BASWORD && player.t_ctype != C_ASSASIN))) { msg("Only fighter types can wield a %s", weaps[obj->o_which].w_name); return; } if (terse) { addmsg("W"); } else { addmsg("You are now w"); } msg("ielding %s", inv_name(obj, TRUE)); cur_weapon = obj; }