Mercurial > hg > early-roguelike
view rogue3/misc.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 | e7862a021609 |
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/* * all sorts of miscellaneous routines * * @(#)misc.c 3.13 (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 "curses.h" #include "rogue.h" #include <ctype.h> /* * tr_name: * print the name of a trap */ char * tr_name(int ch) { char *s = ""; switch (ch) { case TRAPDOOR: s = terse ? "A trapdoor." : "You found a trapdoor."; when BEARTRAP: s = terse ? "A beartrap." : "You found a beartrap."; when SLEEPTRAP: s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap."; when ARROWTRAP: s = terse ? "An arrow trap." : "You found an arrow trap."; when TELTRAP: s = terse ? "A teleport trap." : "You found a teleport trap."; when DARTTRAP: s = terse ? "A dart trap." : "You found a poison dart trap."; } return s; } /* * Look: * A quick glance all around the player */ void look(int wakeup) { int x, y; int ch; int oldx, oldy; int inpass; int passcount = 0; struct room *rp; int ey, ex; getyx(cw, oldy, oldx); if (oldrp != NULL && (oldrp->r_flags & ISDARK) && off(player, ISBLIND)) { for (x = oldpos.x - 1; x <= oldpos.x + 1; x++) for (y = oldpos.y - 1; y <= oldpos.y + 1; y++) if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR) mvwaddch(cw, y, x, ' '); } inpass = ((rp = roomin(&hero)) == NULL); ey = hero.y + 1; ex = hero.x + 1; for (x = hero.x - 1; x <= ex; x++) if (x >= 0 && x < COLS) for (y = hero.y - 1; y <= ey; y++) { if (y <= 0 || y >= LINES - 1) continue; if (isupper(mvwinch(mw, y, x))) { struct linked_list *it; struct thing *tp; if (wakeup) it = wake_monster(y, x); else it = find_mons(y, x); tp = (struct thing *) ldata(it); if ((tp->t_oldch = mvinch(y, x)) == TRAP) tp->t_oldch = (trap_at(y,x)->tr_flags&ISFOUND) ? TRAP : FLOOR; if (tp->t_oldch == FLOOR && (rp != NULL) && (rp->r_flags & ISDARK) && off(player, ISBLIND)) tp->t_oldch = ' '; } /* * Secret doors show as walls */ if ((ch = show(y, x)) == SECRETDOOR) ch = secretdoor(y, x); /* * Don't show room walls if he is in a passage */ if (off(player, ISBLIND)) { if (y == hero.y && x == hero.x || (inpass && (ch == '-' || ch == '|'))) continue; } else if (y != hero.y || x != hero.x) continue; wmove(cw, y, x); waddch(cw, ch); if (door_stop && !firstmove && running) { switch (runch) { case 'h': if (x == ex) continue; when 'j': if (y == hero.y - 1) continue; when 'k': if (y == ey) continue; when 'l': if (x == hero.x - 1) continue; when 'y': if ((x + y) - (hero.x + hero.y) >= 1) continue; when 'u': if ((y - x) - (hero.y - hero.x) >= 1) continue; when 'n': if ((x + y) - (hero.x + hero.y) <= -1) continue; when 'b': if ((y - x) - (hero.y - hero.x) <= -1) continue; } switch (ch) { case DOOR: if (x == hero.x || y == hero.y) running = FALSE; break; case PASSAGE: if (x == hero.x || y == hero.y) passcount++; break; case FLOOR: case '|': case '-': case ' ': break; default: running = FALSE; break; } } } if (door_stop && !firstmove && passcount > 1) running = FALSE; mvwaddch(cw, hero.y, hero.x, PLAYER); wmove(cw, oldy, oldx); oldpos = hero; oldrp = rp; } /* * secret_door: * Figure out what a secret door looks like. */ int secretdoor(int y, int x) { int i; struct room *rp; coord *cpp; static coord cp; cp.y = y; cp.x = x; cpp = &cp; for (rp = rooms, i = 0; i < MAXROOMS; rp++, i++) if (inroom(rp, cpp)) if (y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1) return('-'); else return('|'); return('p'); } /* * find_obj: * find the unclaimed object at y, x */ struct linked_list * find_obj(int y, int x) { struct linked_list *obj; struct object *op; for (obj = lvl_obj; obj != NULL; obj = next(obj)) { op = (struct object *) ldata(obj); if (op->o_pos.y == y && op->o_pos.x == x) return obj; } sprintf(prbuf, "Non-object %d,%d", y, x); debug(prbuf); return NULL; } /* * eat: * She wants to eat something, so let her try */ void eat() { struct linked_list *item; struct object *obj; if ((item = get_item("eat", FOOD)) == NULL) return; obj = (struct object *) ldata(item); if (obj->o_type != FOOD) { if (!terse) msg("Ugh, you would get ill if you ate that."); else msg("That's Inedible!"); return; } inpack--; if (obj->o_which == 1) msg("My, that was a yummy %s", fruit); else if (rnd(100) > 70) { msg("Yuk, this food tastes awful"); pstats.s_exp++; check_level(); } else msg("Yum, that tasted good"); if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE) food_left = STOMACHSIZE; hungry_state = 0; if (obj == cur_weapon) cur_weapon = NULL; if (--obj->o_count < 1) { detach(pack, item); discard(item); } } /* * Used to modify the playes strength * it keeps track of the highest it has been, just in case */ void chg_str(int amt) { if (amt == 0) return; if (amt > 0) { while (amt--) { if (pstats.s_str.st_str < 18) pstats.s_str.st_str++; else if (pstats.s_str.st_add == 0) pstats.s_str.st_add = rnd(50) + 1; else if (pstats.s_str.st_add <= 50) pstats.s_str.st_add = 51 + rnd(24); else if (pstats.s_str.st_add <= 75) pstats.s_str.st_add = 76 + rnd(14); else if (pstats.s_str.st_add <= 90) pstats.s_str.st_add = 91; else if (pstats.s_str.st_add < 100) pstats.s_str.st_add++; } if (pstats.s_str.st_str > max_stats.s_str.st_str || (pstats.s_str.st_str == 18 && pstats.s_str.st_add > max_stats.s_str.st_add)) max_stats.s_str = pstats.s_str; } else { while (amt++) { if (pstats.s_str.st_str < 18 || pstats.s_str.st_add == 0) pstats.s_str.st_str--; else if (pstats.s_str.st_add < 51) pstats.s_str.st_add = 0; else if (pstats.s_str.st_add < 76) pstats.s_str.st_add = 1 + rnd(50); else if (pstats.s_str.st_add < 91) pstats.s_str.st_add = 51 + rnd(25); else if (pstats.s_str.st_add < 100) pstats.s_str.st_add = 76 + rnd(14); else pstats.s_str.st_add = 91 + rnd(8); } if (pstats.s_str.st_str < 3) pstats.s_str.st_str = 3; } } /* * add_haste: * add a haste to the player */ void add_haste(int potion) { if (on(player, ISHASTE)) { msg("You faint from exhaustion."); no_command += rnd(8); extinguish(nohaste); } else { player.t_flags |= ISHASTE; if (potion) fuse(nohaste, 0, rnd(4)+4, AFTER); } } /* * aggravate: * aggravate all the monsters on this level */ void aggravate() { struct linked_list *mi; for (mi = mlist; mi != NULL; mi = next(mi)) runto(&((struct thing *) ldata(mi))->t_pos, &hero); } /* * for printfs: if string starts with a vowel, return "n" for an "an" */ char * vowelstr(char *str) { switch (*str) { case 'a': case 'e': case 'i': case 'o': case 'u': return "n"; default: return ""; } } /* * see if the object is one of the currently used items */ int is_current(struct object *obj) { if (obj == NULL) return FALSE; if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT] || obj == cur_ring[RIGHT]) { msg(terse ? "In use." : "That's already in use."); return TRUE; } return FALSE; } /* * set up the direction co_ordinate for use in varios "prefix" commands */ int get_dir() { char *prompt; int gotit; if (!terse) msg(prompt = "Which direction? "); else prompt = "Direction: "; do { gotit = TRUE; switch (readchar(cw)) { case 'h': case'H': delta.y = 0; delta.x = -1; when 'j': case'J': delta.y = 1; delta.x = 0; when 'k': case'K': delta.y = -1; delta.x = 0; when 'l': case'L': delta.y = 0; delta.x = 1; when 'y': case'Y': delta.y = -1; delta.x = -1; when 'u': case'U': delta.y = -1; delta.x = 1; when 'b': case'B': delta.y = 1; delta.x = -1; when 'n': case'N': delta.y = 1; delta.x = 1; when ESCAPE: return FALSE; otherwise: mpos = 0; msg(prompt); gotit = FALSE; } } until (gotit); if (on(player, ISHUH) && rnd(100) > 80) do { delta.y = rnd(3) - 1; delta.x = rnd(3) - 1; } while (delta.y == 0 && delta.x == 0); mpos = 0; return TRUE; }