diff --git a/include/display.h b/include/display.h index 5be06d08a..622a90282 100644 --- a/include/display.h +++ b/include/display.h @@ -1,4 +1,4 @@ -/* NetHack 3.5 display.h $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */ +/* NetHack 3.5 display.h $NHDT-Date: 1429757270 2015/04/23 02:47:50 $ $NHDT-Branch: master $:$NHDT-Revision: 1.19 $ */ /* NetHack 3.5 display.h $Date: 2009/05/06 10:44:38 $ $Revision: 1.14 $ */ /* SCCS Id: @(#)display.h 3.5 2005/06/21 */ /* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */ @@ -308,16 +308,6 @@ (int) (obj)->otyp + GLYPH_OBJ_OFF) -#define obj_to_glyph_vanilla(obj) \ - (Hallucination ? \ - ((otg_temp = random_object()) == CORPSE ? \ - random_monster() + GLYPH_BODY_OFF : \ - otg_temp + GLYPH_OBJ_OFF) : \ - ((obj)->otyp == CORPSE ? \ - (int) (obj)->corpsenm + GLYPH_BODY_OFF : \ - (int) (obj)->otyp + GLYPH_OBJ_OFF)) - - /* MRKR: Statues now have glyphs corresponding to the monster they */ /* brepresent and look like monsters when you are hallucinating. */ @@ -405,8 +395,6 @@ #define glyph_is_statue(glyph) \ ((glyph) >= GLYPH_STATUE_OFF && (glyph) < (GLYPH_STATUE_OFF+NUMMONS)) -#define GLYPH_STATUE_VANILLA ((int) GLYPH_OBJ_OFF + STATUE) -#define glyph_is_statue_vanilla(glyph) ( glyph == GLYPH_STATUE_VANILLA) #define glyph_is_ridden_monster(glyph) \ ((glyph) >= GLYPH_RIDDEN_OFF && (glyph) < (GLYPH_RIDDEN_OFF+NUMMONS)) diff --git a/src/restore.c b/src/restore.c index 094820208..c7fc31c07 100644 --- a/src/restore.c +++ b/src/restore.c @@ -1,4 +1,4 @@ -/* NetHack 3.5 restore.c $NHDT-Date: 1426465439 2015/03/16 00:23:59 $ $NHDT-Branch: debug $:$NHDT-Revision: 1.77 $ */ +/* NetHack 3.5 restore.c $NHDT-Date: 1429757270 2015/04/23 02:47:50 $ $NHDT-Branch: master $:$NHDT-Revision: 1.93 $ */ /* NetHack 3.5 restore.c $Date: 2012/02/16 02:40:24 $ $Revision: 1.71 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ @@ -124,15 +124,6 @@ find_lev_obj() fobjtmp = otmp->nobj; place_object(otmp, otmp->ox, otmp->oy); } - - /* statue patch: imagine we're loading a vanilla nh file */ - for(x=0; xotyp == STATUE && - glyph_is_statue_vanilla(levl[x][y].glyph)) { - levl[x][y].glyph = obj_to_glyph(level.objects[x][y]); - } } /* Things that were marked "in_use" when the game was saved (ex. via the diff --git a/src/save.c b/src/save.c index fb695d1ed..7069a8eca 100644 --- a/src/save.c +++ b/src/save.c @@ -1,4 +1,4 @@ -/* NetHack 3.5 save.c $NHDT-Date: 1426496455 2015/03/16 09:00:55 $ $NHDT-Branch: master $:$NHDT-Revision: 1.62 $ */ +/* NetHack 3.5 save.c $NHDT-Date: 1429757271 2015/04/23 02:47:51 $ $NHDT-Branch: master $:$NHDT-Revision: 1.82 $ */ /* NetHack 3.5 save.c $Date: 2012/02/16 02:40:24 $ $Revision: 1.53 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ @@ -82,23 +82,6 @@ static long nulls[sizeof(struct trap) + sizeof(struct fruit)]; #define HUP #endif - -/* compute object glyphs for vanilla nethack -- statue patch */ -void -make_glyphs_vanilla(lev) -xchar lev; -{ - int x,y; - - for (x = 0; x < COLNO; x++) - for (y = 0; y < ROWNO; y++) - if ( level.objects[x][y] != 0 && - level.objects[x][y]->otyp == STATUE && - glyph_is_statue(levl[x][y].glyph)) - levl[x][y].glyph = obj_to_glyph_vanilla(level.objects[x][y]); -} - - /* need to preserve these during save to avoid accessing freed memory */ static unsigned ustuck_id = 0, usteed_id = 0; @@ -487,20 +470,16 @@ int mode; short tlev; #endif - /* make remembered glyphs correct fo rloading into vanilla nh */ - make_glyphs_vanilla(lev); - /* if we're tearing down the current level without saving anything (which happens upon entrance to the endgame or after an aborted restore attempt) then we don't want to do any actual I/O */ if (mode == FREE_SAVE) goto skip_lots; - if (iflags.purge_monsters) { - /* purge any dead monsters (necessary if we're starting - * a panic save rather than a normal one, or sometimes - * when changing levels without taking time -- e.g. - * create statue trap then immediately level teleport) */ - dmonsfree(); - } + + /* purge any dead monsters (necessary if we're starting + a panic save rather than a normal one, or sometimes + when changing levels without taking time -- e.g. + create statue trap then immediately level teleport) */ + if (iflags.purge_monsters) dmonsfree(); if(fd < 0) panic("Save on bad file!"); /* impossible */ #ifdef MFLOPPY