view rogue5/potions.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

/*
 * Function(s) for dealing with potions
 *
 * @(#)potions.c	4.46 (Berkeley) 06/07/83
 *
 * 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 <ctype.h>
#include "rogue.h"

typedef struct PACT
{
    const int pa_flags;
    void (*pa_daemon)();
    const int pa_time;
    const char *pa_high, *pa_straight;
} PACT;

static const PACT p_actions[] =
{
	{ ISHUH,	unconfuse,	HUHDURATION,	/* P_CONFUSE */
		"what a tripy feeling!",
		"wait, what's going on here. Huh? What? Who?" },
	{ ISHALU,	come_down,	SEEDURATION,	/* P_LSD */
		"Oh, wow!  Everything seems so cosmic!",
		"Oh, wow!  Everything seems so cosmic!" },
	{ 0,		NULL,	0 },			/* P_POISON */
	{ 0,		NULL,	0 },			/* P_STRENGTH */
	{ CANSEE,	unsee,	SEEDURATION,		/* P_SEEINVIS */
		prbuf,
		prbuf },
	{ 0,		NULL,	0 },			/* P_HEALING */
	{ 0,		NULL,	0 },			/* P_MFIND */
	{ 0,		NULL,	0 },			/* P_TFIND  */
	{ 0,		NULL,	0 },			/* P_RAISE */
	{ 0,		NULL,	0 },			/* P_XHEAL */
	{ 0,		NULL,	0 },			/* P_HASTE */
	{ 0,		NULL,	0 },			/* P_RESTORE */
	{ ISBLIND,	sight,	SEEDURATION,		/* P_BLIND */
		"oh, bummer!  Everything is dark!  Help!",
		"a cloak of darkness falls around you" },
	{ ISLEVIT,	land,	HEALTIME,		/* P_LEVIT */
		"oh, wow!  You're floating in the air!",
		"you start to float in the air" }
};

/*
 * quaff:
 *	Quaff a potion from the pack
 */

void
quaff(void)
{
    THING *obj, *tp, *mp;
    int discardit = FALSE;
    int show, trip;

    obj = get_item("quaff", POTION);
    /*
     * Make certain that it is somethings that we want to drink
     */
    if (obj == NULL)
	return;
    if (obj->o_type != POTION)
    {
	if (!terse)
	    msg("yuk! Why would you want to drink that?");
	else
	    msg("that's undrinkable");
	return;
    }
    if (obj == cur_weapon)
	cur_weapon = NULL;

    /*
     * Calculate the effect it has on the poor guy.
     */
    trip = on(player, ISHALU);
    discardit = (obj->o_count == 1);
    leave_pack(obj, FALSE, FALSE);
    switch (obj->o_which)
    {
	case P_CONFUSE:
	    do_pot(P_CONFUSE, !trip);
	when P_POISON:
	    pot_info[P_POISON].oi_know = TRUE;
	    if (ISWEARING(R_SUSTSTR))
		msg("you feel momentarily sick");
	    else
	    {
		chg_str(-(rnd(3) + 1));
		msg("you feel very sick now");
		come_down();
	    }
	when P_HEALING:
	    pot_info[P_HEALING].oi_know = TRUE;
	    if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp)
		pstats.s_hpt = ++max_hp;
	    sight();
	    msg("you begin to feel better");
	when P_STRENGTH:
	    pot_info[P_STRENGTH].oi_know = TRUE;
	    chg_str(1);
	    msg("you feel stronger, now.  What bulging muscles!");
	when P_MFIND:
	    player.t_flags |= SEEMONST;
	    fuse(turn_see_off, TRUE, HUHDURATION, AFTER);
	    if (!turn_see(FALSE))
		msg("you have a %s feeling for a moment, then it passes",
		    choose_str("normal", "strange"));
	when P_TFIND:
	    /*
	     * Potion of magic detection.  Show the potions and scrolls
	     */
	    show = FALSE;
	    if (lvl_obj != NULL)
	    {
		wclear(hw);
		for (tp = lvl_obj; tp != NULL; tp = next(tp))
		{
		    if (is_magic(tp))
		    {
			show = TRUE;
			wmove(hw, tp->o_pos.y, tp->o_pos.x);
			waddch(hw, MAGIC);
			pot_info[P_TFIND].oi_know = TRUE;
		    }
		}
		for (mp = mlist; mp != NULL; mp = next(mp))
		{
		    for (tp = mp->t_pack; tp != NULL; tp = next(tp))
		    {
			if (is_magic(tp))
			{
			    show = TRUE;
			    wmove(hw, mp->t_pos.y, mp->t_pos.x);
			    waddch(hw, MAGIC);
			}
		    }
		}
	    }
	    if (show)
	    {
		pot_info[P_TFIND].oi_know = TRUE;
		show_win("You sense the presence of magic on this level.--More--");
	    }
	    else
		msg("you have a %s feeling for a moment, then it passes",
		    choose_str("normal", "strange"));
	when P_LSD:
	    if (!trip)
	    {
		if (on(player, SEEMONST))
		    turn_see(FALSE);
		start_daemon(visuals, 0, BEFORE);
		seenstairs = seen_stairs();
	    }
	    do_pot(P_LSD, TRUE);
	when P_SEEINVIS:
	    sprintf(prbuf, "this potion tastes like %s juice", fruit);
	    show = on(player, CANSEE);
	    do_pot(P_SEEINVIS, FALSE);
	    if (!show)
		invis_on();
	    sight();
	when P_RAISE:
	    pot_info[P_RAISE].oi_know = TRUE;
	    msg("you suddenly feel much more skillful");
	    raise_level();
	when P_XHEAL:
	    pot_info[P_XHEAL].oi_know = TRUE;
	    if ((pstats.s_hpt += roll(pstats.s_lvl, 8)) > max_hp)
	    {
		if (pstats.s_hpt > max_hp + pstats.s_lvl + 1)
		    ++max_hp;
		pstats.s_hpt = ++max_hp;
	    }
	    sight();
	    come_down();
	    msg("you begin to feel much better");
	when P_HASTE:
	    pot_info[P_HASTE].oi_know = TRUE;
	    after = FALSE;
	    if (add_haste(TRUE))
		msg("you feel yourself moving much faster");
	when P_RESTORE:
	    if (ISRING(LEFT, R_ADDSTR))
		add_str(&pstats.s_str, -cur_ring[LEFT]->o_arm);
	    if (ISRING(RIGHT, R_ADDSTR))
		add_str(&pstats.s_str, -cur_ring[RIGHT]->o_arm);
	    if (pstats.s_str < max_stats.s_str)
		pstats.s_str = max_stats.s_str;
	    if (ISRING(LEFT, R_ADDSTR))
		add_str(&pstats.s_str, cur_ring[LEFT]->o_arm);
	    if (ISRING(RIGHT, R_ADDSTR))
		add_str(&pstats.s_str, cur_ring[RIGHT]->o_arm);
	    msg("hey, this tastes great.  It make you feel warm all over");
	when P_BLIND:
	    do_pot(P_BLIND, TRUE);
	when P_LEVIT:
	    do_pot(P_LEVIT, TRUE);
#ifdef MASTER
	otherwise:
	    msg("what an odd tasting potion!");
	    return;
#endif
    }
    status();
    /*
     * Throw the item away
     */

    call_it(&pot_info[obj->o_which]);

    if (discardit)
	discard(obj);
    return;
}

/*
 * is_magic:
 *	Returns true if an object radiates magic
 */
int
is_magic(const THING *obj)
{
    switch (obj->o_type)
    {
	case ARMOR:
	    return ((obj->o_flags&ISPROT) || obj->o_arm != a_class[obj->o_which]);
	case WEAPON:
	    return (obj->o_hplus != 0 || obj->o_dplus != 0);
	case POTION:
	case SCROLL:
	case STICK:
	case RING:
	case AMULET:
	    return TRUE;
    }
    return FALSE;
}

/*
 * invis_on:
 *	Turn on the ability to see invisible
 */

void
invis_on(void)
{
    THING *mp;

    player.t_flags |= CANSEE;
    for (mp = mlist; mp != NULL; mp = next(mp))
	if (on(*mp, ISINVIS) && see_monst(mp) && !on(player, ISHALU))
	    mvaddch(mp->t_pos.y, mp->t_pos.x, mp->t_disguise);
}

/*
 * turn_see:
 *	Put on or off seeing monsters on this level
 */
int
turn_see(int turn_off)
{
    THING *mp;
    int can_see, add_new;

    add_new = FALSE;
    for (mp = mlist; mp != NULL; mp = next(mp))
    {
	move(mp->t_pos.y, mp->t_pos.x);
	can_see = see_monst(mp);
	if (turn_off)
	{
	    if (!can_see)
		addch(mp->t_oldch);
	}
	else
	{
	    if (!can_see)
		standout();
	    if (!on(player, ISHALU))
		addch(mp->t_type);
	    else
		addch(rnd(26) + 'A');
	    if (!can_see)
	    {
		standend();
		add_new++;
	    }
	}
    }
    if (turn_off)
	player.t_flags &= ~SEEMONST;
    else
	player.t_flags |= SEEMONST;
    return add_new;
}

/*
 * A wrapper for turn_see(TRUE), intended to be a fuse.
 */
void
turn_see_off(void)
{
    turn_see(TRUE);
}

/*
 * seen_stairs:
 *	Return TRUE if the player has seen the stairs
 */
int
seen_stairs(void)
{
    THING	*tp;

    move(stairs.y, stairs.x);
    if (CCHAR( inch() ) == STAIRS)			/* it's on the map */
	return TRUE;
    if (ce(hero, stairs))			/* It's under him */
	return TRUE;

    /*
     * if a monster is on the stairs, this gets hairy
     */
    if ((tp = moat(stairs.y, stairs.x)) != NULL)
    {
	if (see_monst(tp) && on(*tp, ISRUN))	/* if it's visible and awake */
	    return TRUE;			/* it must have moved there */

	if (on(player, SEEMONST)		/* if she can detect monster */
	    && tp->t_oldch == STAIRS)		/* and there once were stairs */
		return TRUE;			/* it must have moved there */
    }
    return FALSE;
}

/*
 * raise_level:
 *	The guy just magically went up a level.
 */

void
raise_level(void)
{
    pstats.s_exp = e_levels[pstats.s_lvl-1] + 1L;
    check_level();
}

/*
 * do_pot:
 *	Do a potion with standard setup.  This means it uses a fuse and
 *	turns on a flag
 */

void
do_pot(int type, int knowit)
{
    const PACT *pp;
    int t;

    pp = &p_actions[type];
    if (!pot_info[type].oi_know)
	pot_info[type].oi_know = knowit;
    t = spread(pp->pa_time);
    if (!on(player, pp->pa_flags))
    {
	player.t_flags |= pp->pa_flags;
	fuse(pp->pa_daemon, 0, t, AFTER);
	look(FALSE);
    }
    else
	lengthen(pp->pa_daemon, t);
    msg(choose_str(pp->pa_high, pp->pa_straight));
}