Mercurial > hg > early-roguelike
view rogue5/sticks.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 | 1e1c81fbb533 |
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/* * Functions to implement the various sticks one might find * while wandering around the dungeon. * * @(#)sticks.c 4.39 (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 <string.h> #include <ctype.h> #include "rogue.h" /* * fix_stick: * Set up a new stick */ void fix_stick(THING *cur) { if (strcmp(ws_type[cur->o_which], "staff") == 0) strncpy(cur->o_damage,"2x3",sizeof(cur->o_damage)); else strncpy(cur->o_damage,"1x1",sizeof(cur->o_damage)); strncpy(cur->o_hurldmg,"1x1",sizeof(cur->o_hurldmg)); switch (cur->o_which) { case WS_LIGHT: cur->o_charges = rnd(10) + 10; otherwise: cur->o_charges = rnd(5) + 3; } } /* * do_zap: * Perform a zap with a wand */ void do_zap(void) { THING *obj, *tp; int y, x; char *name; int monster, oldch; THING bolt; if ((obj = get_item("zap with", STICK)) == NULL) return; if (obj->o_type != STICK) { after = FALSE; msg("you can't zap with that!"); return; } if (obj->o_charges == 0) { msg("nothing happens"); return; } switch (obj->o_which) { case WS_LIGHT: /* * Reddy Kilowat wand. Light up the room */ ws_info[WS_LIGHT].oi_know = TRUE; if (proom->r_flags & ISGONE) msg("the corridor glows and then fades"); else { proom->r_flags &= ~ISDARK; /* * Light the room and put the player back up */ enter_room(&hero); addmsg("the room is lit"); if (!terse) addmsg(" by a shimmering %s light", pick_color("blue")); endmsg(); } when WS_DRAIN: /* * take away 1/2 of hero's hit points, then take it away * evenly from the monsters in the room (or next to hero * if he is in a passage) */ if (pstats.s_hpt < 2) { msg("you are too weak to use it"); return; } else drain(); when WS_INVIS: case WS_POLYMORPH: case WS_TELAWAY: case WS_TELTO: case WS_CANCEL: y = hero.y; x = hero.x; while (step_ok(winat(y, x))) { y += delta.y; x += delta.x; } if ((tp = moat(y, x)) != NULL) { monster = tp->t_type; if (monster == 'F') player.t_flags &= ~ISHELD; switch (obj->o_which) { case WS_INVIS: tp->t_flags |= ISINVIS; if (cansee(y, x)) mvaddch(y, x, tp->t_oldch); break; case WS_POLYMORPH: { THING *pp; pp = tp->t_pack; detach(mlist, tp); if (see_monst(tp)) mvaddch(y, x, chat(y, x)); oldch = tp->t_oldch; delta.y = y; delta.x = x; new_monster(tp, monster = rnd(26) + 'A', &delta); if (see_monst(tp)) mvaddch(y, x, monster); tp->t_oldch = oldch; tp->t_pack = pp; ws_info[WS_POLYMORPH].oi_know |= see_monst(tp); break; } case WS_CANCEL: tp->t_flags |= ISCANC; tp->t_flags &= ~(ISINVIS|CANHUH); tp->t_disguise = tp->t_type; if (see_monst(tp)) mvaddch(y, x, tp->t_disguise); break; case WS_TELAWAY: case WS_TELTO: { coord new_pos; if (obj->o_which == WS_TELAWAY) { do { find_floor(NULL, &new_pos, FALSE, TRUE); } while (ce(new_pos, hero)); } else { new_pos.y = hero.y + delta.y; new_pos.x = hero.x + delta.x; } tp->t_dest = &hero; tp->t_flags |= ISRUN; relocate(tp, &new_pos); } } } when WS_MISSILE: ws_info[WS_MISSILE].oi_know = TRUE; bolt.o_type = '*'; strncpy(bolt.o_hurldmg,"1x4",sizeof(bolt.o_hurldmg)); bolt.o_hplus = 100; bolt.o_dplus = 1; bolt.o_flags = ISMISL; if (cur_weapon != NULL) bolt.o_launch = cur_weapon->o_which; do_motion(&bolt, delta.y, delta.x); if ((tp = moat(bolt.o_pos.y, bolt.o_pos.x)) != NULL && !save_throw(VS_MAGIC, tp)) hit_monster(unc(bolt.o_pos), &bolt); else if (terse) msg("missle vanishes"); else msg("the missle vanishes with a puff of smoke"); when WS_HASTE_M: case WS_SLOW_M: y = hero.y; x = hero.x; while (step_ok(winat(y, x))) { y += delta.y; x += delta.x; } if ((tp = moat(y, x)) != NULL) { if (obj->o_which == WS_HASTE_M) { if (on(*tp, ISSLOW)) tp->t_flags &= ~ISSLOW; else tp->t_flags |= ISHASTE; } else { if (on(*tp, ISHASTE)) tp->t_flags &= ~ISHASTE; else tp->t_flags |= ISSLOW; tp->t_turn = TRUE; } delta.y = y; delta.x = x; runto(&delta); } when WS_ELECT: case WS_FIRE: case WS_COLD: if (obj->o_which == WS_ELECT) name = "bolt"; else if (obj->o_which == WS_FIRE) name = "flame"; else name = "ice"; fire_bolt(&hero, &delta, name); ws_info[obj->o_which].oi_know = TRUE; when WS_NOP: break; #ifdef MASTER otherwise: msg("what a bizarre schtick!"); #endif } obj->o_charges--; } /* * drain: * Do drain hit points from player shtick */ void drain(void) { THING *mp; struct room *corp; THING **dp; int cnt; int inpass; THING *drainee[40]; /* * First cnt how many things we need to spread the hit points among */ cnt = 0; if (chat(hero.y, hero.x) == DOOR) corp = &passages[flat(hero.y, hero.x) & F_PNUM]; else corp = NULL; inpass = (proom->r_flags & ISGONE); dp = drainee; for (mp = mlist; mp != NULL; mp = next(mp)) if (mp->t_room == proom || mp->t_room == corp || (inpass && chat(mp->t_pos.y, mp->t_pos.x) == DOOR && &passages[flat(mp->t_pos.y, mp->t_pos.x) & F_PNUM] == proom)) *dp++ = mp; if ((cnt = (int)(dp - drainee)) == 0) { msg("you have a tingling feeling"); return; } *dp = NULL; pstats.s_hpt /= 2; cnt = pstats.s_hpt / cnt; /* * Now zot all of the monsters */ for (dp = drainee; *dp; dp++) { mp = *dp; if ((mp->t_stats.s_hpt -= cnt) <= 0) killed(mp, see_monst(mp)); else runto(&mp->t_pos); } } /* * fire_bolt: * Fire a bolt in a given direction from a specific starting place */ void fire_bolt(const coord *start, coord *dir, const char *name) { coord *c1, *c2; THING *tp; int dirch = 0, ch; int hit_hero, used, changed; coord pos; coord spotpos[BOLT_LENGTH]; THING bolt; bolt.o_type = WEAPON; bolt.o_which = FLAME; strncpy(bolt.o_hurldmg,"6x6",sizeof(bolt.o_hurldmg)); bolt.o_hplus = 100; bolt.o_dplus = 0; weap_info[FLAME].oi_name = name; switch (dir->y + dir->x) { case 0: dirch = '/'; when 1: case -1: dirch = (dir->y == 0 ? '-' : '|'); when 2: case -2: dirch = '\\'; } pos = *start; hit_hero = (start != &hero); used = FALSE; changed = FALSE; for (c1 = spotpos; c1 <= &spotpos[BOLT_LENGTH-1] && !used; c1++) { pos.y += dir->y; pos.x += dir->x; *c1 = pos; ch = winat(pos.y, pos.x); switch (ch) { case DOOR: /* * this code is necessary if the hero is on a door * and he fires at the wall the door is in, it would * otherwise loop infinitely */ if (ce(hero, pos)) goto def; /* FALLTHROUGH */ case '|': case '-': case ' ': if (!changed) hit_hero = !hit_hero; changed = FALSE; dir->y = -dir->y; dir->x = -dir->x; c1--; msg("the %s bounces", name); break; default: def: if (!hit_hero && (tp = moat(pos.y, pos.x)) != NULL) { hit_hero = TRUE; changed = !changed; tp->t_oldch = chat(pos.y, pos.x); if (!save_throw(VS_MAGIC, tp)) { bolt.o_pos = pos; used = TRUE; if (tp->t_type == 'D' && strcmp(name, "flame") == 0) { addmsg("the flame bounces"); if (!terse) addmsg(" off the dragon"); endmsg(); } else hit_monster(unc(pos), &bolt); } else if (ch != 'M' || tp->t_disguise == 'M') { if (start == &hero) runto(&pos); if (terse) msg("%s misses", name); else msg("the %s whizzes past %s", name, set_mname(tp)); } } else if (hit_hero && ce(pos, hero)) { hit_hero = FALSE; changed = !changed; if (!save(VS_MAGIC)) { if ((pstats.s_hpt -= roll(6, 6)) <= 0) { if (start == &hero) death('b'); else death(moat(start->y, start->x)->t_type); } used = TRUE; if (terse) msg("the %s hits", name); else msg("you are hit by the %s", name); } else msg("the %s whizzes by you", name); } mvaddch(pos.y, pos.x, dirch); refresh(); } } for (c2 = spotpos; c2 < c1; c2++) mvaddch(c2->y, c2->x, chat(c2->y, c2->x)); } /* * charge_str: * Return an appropriate string for a wand charge */ const char * charge_str(const THING *obj) { static char buf[20]; if (!(obj->o_flags & ISKNOW)) buf[0] = '\0'; else if (terse) sprintf(buf, " [%d]", obj->o_charges); else sprintf(buf, " [%d charges]", obj->o_charges); return buf; }