Mercurial > hg > early-roguelike
view rogue3/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 | 527e2150eaf0 |
children |
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/* * Various input/output functions * * @(#)io.c 3.10 (Berkeley) 6/15/81 * * 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. */ #include <stdlib.h> #include "curses.h" #include <ctype.h> #include <stdarg.h> #include <string.h> #include "machdep.h" #include "rogue.h" /* * msg: * Display a message at the top of the screen. */ static char msgbuf[BUFSIZ]; static int newpos = 0; /*VARARGS1*/ void msg(char *fmt, ...) { va_list ap; /* * if the string is "", just clear the line */ if (*fmt == '\0') { wmove(cw, 0, 0); wclrtoeol(cw); 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() { strncpy(huh, msgbuf, 80); huh[79] = 0; if (mpos) { wmove(cw, 0, mpos); waddstr(cw, "--More--"); draw(cw); wait_for(cw,' '); } mvwaddstr(cw, 0, 0, msgbuf); wclrtoeol(cw); mpos = newpos; newpos = 0; draw(cw); } void doadd(char *fmt, va_list ap) { vsprintf(&msgbuf[newpos], fmt, ap); newpos = (int) strlen(msgbuf); } /* * step_ok: * returns true if it is ok to step on ch */ int step_ok(int ch) { switch (ch) { case ' ': case '|': case '-': case SECRETDOOR: return FALSE; default: return (!isalpha(ch)); } } /* * readchar: * flushes stdout so that screen is up to date and then returns * getchar. */ int readchar(WINDOW *win) { int ch; ch = md_readchar(win); if ((ch == 3) || (ch == 0)) { quit(0); return(27); } return(ch); } /* * status: * Display the important stats line. Keep the cursor where it was. */ void status() { int oy, ox, temp; char *pb; static char buf[80]; static int hpwidth = 0, s_hungry = -1; static int s_lvl = -1, s_pur, s_hp = -1, s_str, s_add, s_ac = 0; static long s_exp = 0; /* * If nothing has changed since the last status, don't * bother. */ if (s_hp == pstats.s_hpt && s_exp == pstats.s_exp && s_pur == purse && s_ac == (cur_armor != NULL ? cur_armor->o_ac : pstats.s_arm) && s_str == pstats.s_str.st_str && s_add == pstats.s_str.st_add && s_lvl == level && s_hungry == hungry_state) return; getyx(cw, oy, ox); if (s_hp != max_hp) { temp = s_hp = max_hp; for (hpwidth = 0; temp; hpwidth++) temp /= 10; } sprintf(buf, "Level: %d Gold: %-5d Hp: %*d(%*d) Str: %-2d", level, purse, hpwidth, pstats.s_hpt, hpwidth, max_hp, pstats.s_str.st_str); if (pstats.s_str.st_add != 0) { pb = &buf[strlen(buf)]; sprintf(pb, "/%d", pstats.s_str.st_add); } pb = &buf[strlen(buf)]; sprintf(pb, " Ac: %-2d Exp: %d/%d", cur_armor != NULL ? cur_armor->o_ac : pstats.s_arm, pstats.s_lvl, pstats.s_exp); /* * Save old status */ s_lvl = level; s_pur = purse; s_hp = pstats.s_hpt; s_str = pstats.s_str.st_str; s_add = pstats.s_str.st_add; s_exp = pstats.s_exp; s_ac = (cur_armor != NULL ? cur_armor->o_ac : pstats.s_arm); mvwaddstr(cw, LINES - 1, 0, buf); switch (hungry_state) { case 0: ; when 1: waddstr(cw, " Hungry"); when 2: waddstr(cw, " Weak"); when 3: waddstr(cw, " Fainting"); } wclrtoeol(cw); s_hungry = hungry_state; wmove(cw, oy, ox); } /* * wait_for * Sit around until the guy types the right key */ void wait_for(WINDOW *win, int ch) { int c; if (ch == '\n') while ((c = readchar(win)) != '\n' && c != '\r') continue; else while (readchar(win) != ch) continue; } /* * 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(scr,' '); clearok(cw, TRUE); touchwin(cw); } void flush_type() { flushinp(); }