Mercurial > hg > early-roguelike
view rogue5/wizard.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 | e7aab31362af |
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/* * Special wizard commands (some of which are also non-wizard commands * under strange circumstances) * * @(#)wizard.c 4.30 (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 <stdlib.h> #include <curses.h> #include <string.h> #include <ctype.h> #include "rogue.h" /* * whatis: * What a certin object is */ void whatis(int insist, int type) { THING *obj; if (pack == NULL) { msg("you don't have anything in your pack to identify"); return; } for (;;) { obj = get_item("identify", type); if (insist) { if (n_objs == 0) return; else if (obj == NULL) msg("you must identify something"); else if (type && obj->o_type != type && !(type == R_OR_S && (obj->o_type == RING || obj->o_type == STICK)) ) msg("you must identify a %s", type_name(type)); else break; } else break; } if (obj == NULL) return; switch (obj->o_type) { case SCROLL: set_know(obj, scr_info); when POTION: set_know(obj, pot_info); when STICK: set_know(obj, ws_info); when WEAPON: case ARMOR: obj->o_flags |= ISKNOW; when RING: set_know(obj, ring_info); } msg(inv_name(obj, FALSE)); } /* * set_know: * Set things up when we really know what a thing is */ void set_know(THING *obj, struct obj_info *info) { char **guess; info[obj->o_which].oi_know = TRUE; obj->o_flags |= ISKNOW; guess = &info[obj->o_which].oi_guess; if (*guess) { free(*guess); *guess = NULL; } } /* * type_name: * Return a pointer to the name of the type */ const char * type_name(int type) { struct h_list *hp; struct h_list tlist[] = { {POTION, "potion", FALSE}, {SCROLL, "scroll", FALSE}, {FOOD, "food", FALSE}, {R_OR_S, "ring, wand or staff", FALSE}, {RING, "ring", FALSE}, {STICK, "wand or staff", FALSE}, {WEAPON, "weapon", FALSE}, {ARMOR, "suit of armor", FALSE}, }; for (hp = tlist; hp->h_ch; hp++) if (type == hp->h_ch) return hp->h_desc; /* NOTREACHED */ return(0); } #ifdef MASTER /* * create_obj: * wizard command for getting anything he wants */ void create_obj(void) { THING *obj; int ch, bless; obj = new_item(); msg("type of item: "); obj->o_type = readchar(); mpos = 0; msg("which %c do you want? (0-f)", obj->o_type); obj->o_which = (isdigit((ch = readchar())) ? ch - '0' : ch - 'a' + 10); obj->o_group = 0; obj->o_count = 1; mpos = 0; if (obj->o_type == WEAPON || obj->o_type == ARMOR) { msg("blessing? (+,-,n)"); bless = readchar(); mpos = 0; if (bless == '-') obj->o_flags |= ISCURSED; if (obj->o_type == WEAPON) { init_weapon(obj, obj->o_which); if (bless == '-') obj->o_hplus -= rnd(3)+1; if (bless == '+') obj->o_hplus += rnd(3)+1; } else { obj->o_arm = a_class[obj->o_which]; if (bless == '-') obj->o_arm += rnd(3)+1; if (bless == '+') obj->o_arm -= rnd(3)+1; } } else if (obj->o_type == RING) switch (obj->o_which) { case R_PROTECT: case R_ADDSTR: case R_ADDHIT: case R_ADDDAM: msg("blessing? (+,-,n)"); bless = readchar(); mpos = 0; if (bless == '-') obj->o_flags |= ISCURSED; obj->o_arm = (bless == '-' ? -1 : rnd(2) + 1); when R_AGGR: case R_TELEPORT: obj->o_flags |= ISCURSED; } else if (obj->o_type == STICK) fix_stick(obj); else if (obj->o_type == GOLD) { msg("how much?"); get_num(&obj->o_goldval, stdscr); } add_pack(obj, FALSE); } #endif /* * telport: * Bamf the hero someplace else */ void teleport(void) { coord c; mvaddch(hero.y, hero.x, floor_at()); find_floor(NULL, &c, FALSE, TRUE); if (roomin(&c) != proom) { leave_room(&hero); hero = c; enter_room(&hero); } else { hero = c; look(TRUE); } mvaddch(hero.y, hero.x, PLAYER); /* * turn off ISHELD in case teleportation was done while fighting * a Flytrap */ if (on(player, ISHELD)) { player.t_flags &= ~ISHELD; vf_hit = 0; strcpy(monsters['F'-'A'].m_stats.s_dmg, "000x0"); } no_move = 0; count = 0; running = FALSE; flush_type(); } #ifdef MASTER /* * passwd: * See if user knows password */ int passwd(void) { char *sp; int c; static char buf[MAXSTR]; msg("wizard's Password:"); mpos = 0; sp = buf; while ((c = readchar()) != '\n' && c != '\r' && c != ESCAPE) if (c == md_killchar()) sp = buf; else if (c == md_erasechar() && sp > buf) sp--; else *sp++ = (char) c; if (sp == buf) return FALSE; *sp = '\0'; return (strcmp(PASSWD, md_crypt(buf, "mT")) == 0); } /* * show_map: * Print out the map for the wizard */ void show_map(void) { int y, x, real; wclear(hw); for (y = 1; y < NUMLINES - 1; y++) for (x = 0; x < NUMCOLS; x++) { real = flat(y, x) & F_REAL; if (!real) wstandout(hw); wmove(hw, y, x); waddch(hw, chat(y, x)); if (!(real & F_REAL)) wstandend(hw); } show_win("---More (level map)---"); } #endif