Mercurial > hg > early-roguelike
view xrogue/eat.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 | f54901b9c39b |
children | 7c1cb43f346e |
line wrap: on
line source
/* eat.c - Functions for dealing with digestion XRogue: Expeditions into the Dungeons of Doom Copyright (C) 1991 Robert Pietkivitch All rights reserved. Based on "Advanced Rogue" Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T All rights reserved. Based on "Rogue: Exploring the Dungeons of Doom" Copyright (C) 1980, 1981 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" /* * eat: * He wants to eat something, so let him try */ void eat(void) { register struct linked_list *item; int which; unsigned long temp; if (player.t_action != C_EAT) { if ((item = get_item(pack, "eat", FOOD, FALSE, FALSE)) == NULL) return; player.t_using = item; /* Remember what it is */ player.t_action = C_EAT; /* We are eating */ which = (OBJPTR(item))->o_which; player.t_no_move = max(foods[which].mi_food/100, 1) * movement(&player); return; } /* We have waited our time, let's eat the food */ item = player.t_using; player.t_using = NULL; player.t_action = A_NIL; which = (OBJPTR(item))->o_which; if ((food_left += foods[which].mi_food) > STOMACHSIZE) food_left = STOMACHSIZE; del_pack(item); if (hungry_state == F_SATIATED && food_left == STOMACHSIZE && rnd(4) == 1) { pstats.s_hpt = -1; msg ("Cough! Ack! You choke on all that food and die! --More--"); wait_for(' '); death(D_FOOD_CHOKE); } if (food_left >= STOMACHSIZE-MORETIME) { hungry_state = F_SATIATED; msg ("You have trouble getting that food down!"); msg ("Your stomach feels like it's about to burst!"); } else if (which != E_SLIMEMOLD) { hungry_state = F_OKAY; switch (rnd(10)) { case 0: msg("Yuck, what a foul tasting %s! ", foods[which].mi_name); when 1: msg("Mmmm, what a tasty %s. ", foods[which].mi_name); when 2: msg("Wow, what a scrumptious %s! ", foods[which].mi_name); when 3: msg("Hmmm, %s heaven! ", foods[which].mi_name); when 4: msg("You've eaten better %s. ", foods[which].mi_name); when 5: msg("You smack your lips "); when 6: msg("Yum-yum-yum "); when 7: msg("Gulp! "); when 8: msg("Your tongue flips out! "); when 9: msg("You lick your chin "); } } updpack(TRUE, &player); switch(which) { case E_WHORTLEBERRY: /* add 1 to intelligence */ (*add_abil[A_INTELLIGENCE])(1); when E_SWEETSOP: /* add 1 to strength */ case E_SOURSOP: /* add 1 to strength */ (*add_abil[A_STRENGTH])(1); when E_SAPODILLA: /* add 1 to wisdom */ (*add_abil[A_WISDOM])(1); when E_APPLE: /* add 1 to dexterity */ (*add_abil[A_DEXTERITY])(1); when E_PRICKLEY: /* add 1 to constitution */ (*add_abil[A_CONSTITUTION])(1); when E_PEACH: /* add 1 to charisma */ (*add_abil[A_CHARISMA])(1); when E_PITANGA: /* add 1 hit point */ max_stats.s_hpt++; pstats.s_hpt = max_stats.s_hpt; msg("You feel a bit tougher now. "); when E_HAGBERRY: /* armor class */ case E_JABOTICABA: /* armor class */ pstats.s_arm--; msg("Your skin feels more resilient now. "); when E_STRAWBERRY: /* add 10% experience points */ case E_RAMBUTAN: /* add 10% experience points */ temp = pstats.s_exp/100 + 10; pstats.s_exp += temp; msg("You feel slightly more experienced now. "); check_level(); when E_DEWBERRY: /* encourage him to do more magic */ if (chant_time > 0) { chant_time -= 80; if (chant_time < 0) chant_time = 0; msg("You feel you have more chant ability. "); } if (pray_time > 0) { pray_time -= 80; if (pray_time < 0) pray_time = 0; msg("You feel you have more prayer ability. "); } if (spell_power > 0) { spell_power -= 80; if (spell_power < 0) spell_power = 0; msg("You feel you have more spell casting ability. "); } when E_CANDLEBERRY: /* cure him */ if (on(player, HASINFEST) || on(player, HASDISEASE)|| on(player, DOROT)) { if (on(player, HASDISEASE)) { extinguish(cure_disease); cure_disease(); } if (on(player, HASINFEST)) { msg("You feel yourself improving. "); turn_off(player, HASINFEST); infest_dam = 0; } if (on(player, DOROT)) { msg("You feel your skin returning to normal. "); turn_off(player, DOROT); } } when E_SLIMEMOLD: /* monster food */ msg("The slime-mold quivers around in your mouth. "); player.t_no_move = 3*movement(&player); if (off(player, HASDISEASE)) { if (ISWEARING(R_HEALTH) || player.t_ctype == C_PALADIN || player.t_ctype == C_RANGER) { msg("You feel lousy. "); } else { turn_on(player, HASDISEASE); fuse(cure_disease, (VOID *)NULL, roll(HEALTIME,SICKTIME),AFTER); msg("You become ill. "); } } pstats.s_const -= rnd(2)+1; if (pstats.s_const <= 3) pstats.s_const = 3; otherwise: /* not all the foods have to do something */ break; } }