Mercurial > hg > early-roguelike
view srogue/disply.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 | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
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/* * various display routines and flag checking functions * * @(#)disply.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "rogue.h" #include <ctype.h> #include "rogue.ext" /* * displevl: * Display detailed level for wizard and scroll */ void displevl(void) { reg char ch, mch; reg int i,j; reg struct room *rp; for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) rp->r_flags &= ~ISDARK; for (i = 0; i < LINES - 2; i++) { for (j = 0; j < COLS - 1; j++) { ch = mvinch(i,j); if (isatrap(ch)) { struct trap *what; what = trap_at(i, j); if (what != NULL) what->tr_flags |= ISFOUND; } else if (ch == SECRETDOOR) { ch = DOOR; mvaddch(i, j, ch); } else if (illeg_ch(ch)) { ch = FLOOR; mvaddch(i, j, ch); } if (mvwinch(mw, i, j) != ' ') { struct linked_list *what; struct thing *it; what = find_mons(i, j); if (what == NULL) { ch = FLOOR; mvaddch(i, j, ch); } else { it = THINGPTR(what); it->t_oldch = ch; } } mch = mvwinch(cw, i, j); if (isalpha(mch)) ch = mch; mvwaddch(cw, i, j, ch); } } nochange = FALSE; /* display status again */ draw(cw); } /* * dispmons: * Show monsters for wizard and potion */ void dispmons(void) { reg int ch, y, x; reg struct thing *it; reg struct linked_list *item; for (item = mlist; item != NULL; item = next(item)) { it = THINGPTR(item); y = it->t_pos.y; x = it->t_pos.x; mvwaddch(cw, y, x, it->t_type); it->t_flags |= ISFOUND; if (it->t_type == 'M') /* if a mimic */ it->t_disguise = 'M'; /* give it away */ } draw(cw); } /* * winat: * Get whatever character is at a location on the screen */ char winat(int y, int x) { reg char ch; if (mvwinch(mw,y,x) == ' ') ch = mvinch(y, x); /* non-monsters */ else ch = winch(mw); /* monsters */ return ch; } /* * cordok: * Returns TRUE if coordinate is on usable screen */ bool cordok(int y, int x) { if (x < 0 || y < 0 || x >= COLS || y >= LINES - 1) return FALSE; return TRUE; } /* * pl_on: * Returns TRUE if the player's flag is set */ bool pl_on(long what) { return (player.t_flags & what); } /* * pl_off: * Returns TRUE when player's flag is reset */ bool pl_off(long what) { return (!(player.t_flags & what)); } /* * o_on: * Returns TRUE in the objects flag is set */ bool o_on(struct object *what, long bit) { reg int flag; flag = FALSE; if (what != NULL) flag = (what->o_flags & bit); return flag; } /* * o_off: * Returns TRUE is the objects flag is reset */ bool o_off(struct object *what, long bit) { reg int flag; flag = FALSE; if (what != NULL) flag = !(what->o_flags & bit); return flag; } /* * setoflg: * Set the specified flag for the object */ void setoflg(struct object *what, long bit) { what->o_flags |= bit; } /* * resoflg: * Reset the specified flag for the object */ void resoflg(struct object *what, long bit) { what->o_flags &= ~bit; }