view rogue5/daemons.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 f502bf60e6e4
children
line wrap: on
line source

/*
 * All the daemon and fuse functions are in here
 *
 * @(#)daemons.c	4.24 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 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"

/*
 * doctor:
 *	A healing daemon that restors hit points after rest
 */
void
doctor(void)
{
    int lv, ohp;

    lv = pstats.s_lvl;
    ohp = pstats.s_hpt;
    quiet++;
    if (lv < 8)
    {
	if (quiet + (lv << 1) > 20)
	    pstats.s_hpt++;
    }
    else
	if (quiet >= 3)
	    pstats.s_hpt += rnd(lv - 7) + 1;
    if (ISRING(LEFT, R_REGEN))
	pstats.s_hpt++;
    if (ISRING(RIGHT, R_REGEN))
	pstats.s_hpt++;
    if (ohp != pstats.s_hpt)
    {
	if (pstats.s_hpt > max_hp)
	    pstats.s_hpt = max_hp;
	quiet = 0;
    }
}

/*
 * Swander:
 *	Called when it is time to start rolling for wandering monsters
 */
void
swander(void)
{
    start_daemon(rollwand, 0, BEFORE);
}

/*
 * rollwand:
 *	Called to roll to see if a wandering monster starts up
 */

void
rollwand(void)
{

    if (++between >= 4)
    {
	if (roll(1, 6) == 4)
	{
	    wanderer();
	    kill_daemon(rollwand);
	    fuse(swander, 0, WANDERTIME, BEFORE);
	}
	between = 0;
    }
}

/*
 * unconfuse:
 *	Release the poor player from his confusion
 */
void
unconfuse(void)
{
    player.t_flags &= ~ISHUH;
    msg("you feel less %s now", choose_str("trippy", "confused"));
}

/*
 * unsee:
 *	Turn off the ability to see invisible
 */
void
unsee(void)
{
    THING *th;

    for (th = mlist; th != NULL; th = next(th))
	if (on(*th, ISINVIS) && see_monst(th))
	    mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch);
    player.t_flags &= ~CANSEE;
}

/*
 * sight:
 *	He gets his sight back
 */
void
sight(void)
{
    if (on(player, ISBLIND))
    {
	extinguish(sight);
	player.t_flags &= ~ISBLIND;
	if (!(proom->r_flags & ISGONE))
	    enter_room(&hero);
	msg(choose_str("far out!  Everything is all cosmic again",
		       "the veil of darkness lifts"));
    }
}

/*
 * nohaste:
 *	End the hasting
 */
void
nohaste(void)
{
    player.t_flags &= ~ISHASTE;
    msg("you feel yourself slowing down");
}

/*
 * stomach:
 *	Digest the hero's food
 */
void
stomach(void)
{
    int oldfood;
    int orig_hungry = hungry_state;

    if (food_left <= 0)
    {
	if (food_left-- < -STARVETIME)
	    death('s');
	/*
	 * the hero is fainting
	 */
	if (no_command || rnd(5) != 0)
	    return;
	no_command += rnd(8) + 4;
	hungry_state = 3;
	if (!terse)
	    addmsg(choose_str("the munchies overpower your motor capabilities.  ",
			      "you feel too weak from lack of food.  "));
	msg(choose_str("You freak out", "You faint"));
    }
    else
    {
	oldfood = food_left;
	food_left -= ring_eat(LEFT) + ring_eat(RIGHT) + 1 - amulet;

	if (food_left < MORETIME && oldfood >= MORETIME)
	{
	    hungry_state = 2;
	    msg(choose_str("the munchies are interfering with your motor capabilites",
			   "you are starting to feel weak"));
	}
	else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME)
	{
	    hungry_state = 1;
	    if (terse)
		msg(choose_str("getting the munchies", "getting hungry"));
	    else
		msg(choose_str("you are getting the munchies",
			       "you are starting to get hungry"));
	}
    }
    if (hungry_state != orig_hungry) { 
        player.t_flags &= ~ISRUN; 
        running = FALSE; 
        to_death = FALSE; 
        count = 0; 
    } 
}

/*
 * come_down:
 *	Take the hero down off her acid trip.
 */
void
come_down(void)
{
    THING *tp;
    int seemonst;

    if (!on(player, ISHALU))
	return;

    kill_daemon(visuals);
    player.t_flags &= ~ISHALU;

    if (on(player, ISBLIND))
	return;

    /*
     * undo the things
     */
    for (tp = lvl_obj; tp != NULL; tp = next(tp))
	if (cansee(tp->o_pos.y, tp->o_pos.x))
	    mvaddch(tp->o_pos.y, tp->o_pos.x, tp->o_type);

    /*
     * undo the monsters
     */
    seemonst = on(player, SEEMONST);
    for (tp = mlist; tp != NULL; tp = next(tp))
    {
	move(tp->t_pos.y, tp->t_pos.x);
	if (cansee(tp->t_pos.y, tp->t_pos.x))
	    if (!on(*tp, ISINVIS) || on(player, CANSEE))
		addch(tp->t_disguise);
	    else
		addch(chat(tp->t_pos.y, tp->t_pos.x));
	else if (seemonst)
	{
	    standout();
	    addch(tp->t_type);
	    standend();
	}
    }
    msg("Everything looks SO boring now.");
}

/*
 * visuals:
 *	change the characters for the player
 */
void
visuals(void)
{
    THING *tp;
    int seemonst;

    if (!after || (running && jump))
	return;
    /*
     * change the things
     */
    for (tp = lvl_obj; tp != NULL; tp = next(tp))
	if (cansee(tp->o_pos.y, tp->o_pos.x))
	    mvaddch(tp->o_pos.y, tp->o_pos.x, rnd_thing());

    /*
     * change the stairs
     */
    if (!seenstairs && cansee(stairs.y, stairs.x))
	mvaddch(stairs.y, stairs.x, rnd_thing());

    /*
     * change the monsters
     */
    seemonst = on(player, SEEMONST);
    for (tp = mlist; tp != NULL; tp = next(tp))
    {
	move(tp->t_pos.y, tp->t_pos.x);
	if (see_monst(tp))
	{
	    if (tp->t_type == 'X' && tp->t_disguise != 'X')
		addch(rnd_thing());
	    else
		addch(rnd(26) + 'A');
	}
	else if (seemonst)
	{
	    standout();
	    addch(rnd(26) + 'A');
	    standend();
	}
    }
}

/*
 * land:
 *	Land from a levitation potion
 */
void
land(void)
{
    player.t_flags &= ~ISLEVIT;
    msg(choose_str("bummer!  You've hit the ground",
		   "you float gently to the ground"));
}