Mercurial > hg > early-roguelike
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 |
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/* * 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")); }