Mercurial > hg > early-roguelike
annotate srogue/misc.c @ 83:09db0cf536af
Properly handle invalid room references in savefiles.
In all games, rs_write_room_reference() stored -1 for a nonexistent
room, but rs_read_room_reference() did not check for out-of-bounds
values, leading to pointers to rooms[-1], which sometimes caused
crashes. rs_read_room_reference() has now been modified to use NULL
instead.
Some of the games required further changes to replace NULL with the
pointer to the actual room. Others are capable of handling NULL for
objects not in any room.
author | John "Elwin" Edwards |
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date | Thu, 08 Aug 2013 12:41:35 -0700 |
parents | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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1 /* |
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2 * all sorts of miscellaneous routines |
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3 * |
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4 * @(#)misc.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include <ctype.h> |
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19 #include "rogue.ext" |
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20 |
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21 /* |
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22 * waste_time: |
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23 * Do nothing but let other things happen |
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24 */ |
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25 waste_time() |
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26 { |
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27 if (inwhgt) /* if from wghtchk, then done */ |
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28 return; |
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29 do_daemons(BEFORE); |
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30 do_daemons(AFTER); |
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31 do_fuses(); |
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32 } |
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33 |
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34 /* |
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35 * getindex: |
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36 * Convert a type into an index for the things structures |
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37 */ |
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38 getindex(what) |
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39 char what; |
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40 { |
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41 int index = -1; |
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42 |
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43 switch (what) { |
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44 case POTION: index = TYP_POTION; |
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45 when SCROLL: index = TYP_SCROLL; |
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46 when FOOD: index = TYP_FOOD; |
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47 when RING: index = TYP_RING; |
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48 when AMULET: index = TYP_AMULET; |
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49 when ARMOR: index = TYP_ARMOR; |
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50 when WEAPON: index = TYP_WEAPON; |
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51 when STICK: index = TYP_STICK; |
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52 } |
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53 return index; |
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54 } |
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55 |
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56 /* |
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57 * tr_name: |
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58 * print the name of a trap |
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59 */ |
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60 char * |
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61 tr_name(ch) |
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62 char ch; |
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63 { |
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64 reg char *s; |
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65 |
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66 switch (ch) { |
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67 case TRAPDOOR: |
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68 s = "A trapdoor."; |
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69 when BEARTRAP: |
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70 s = "A beartrap."; |
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71 when SLEEPTRAP: |
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72 s = "A sleeping gas trap."; |
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73 when ARROWTRAP: |
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74 s = "An arrow trap."; |
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75 when TELTRAP: |
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76 s = "A teleport trap."; |
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77 when DARTTRAP: |
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78 s = "A dart trap."; |
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79 when POOL: |
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80 s = "A magic pool."; |
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81 when POST: |
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82 s = "A trading post."; |
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83 when MAZETRAP: |
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84 s = "A maze trap."; |
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85 otherwise: |
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86 s = "A bottomless pit."; /* shouldn't get here */ |
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87 } |
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88 return s; |
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89 } |
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90 |
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91 /* |
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92 * Look: |
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93 * A quick glance all around the player |
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94 */ |
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95 look(wakeup) |
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96 bool wakeup; |
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97 { |
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98 reg char ch; |
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99 reg int oldx, oldy, y, x; |
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100 reg struct room *rp; |
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101 int ey, ex, oex, oey; |
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102 int passcount = 0; |
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103 bool inpass, blind; |
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104 |
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105 getyx(cw, oldy, oldx); |
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106 oex = player.t_oldpos.x; |
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107 oey = player.t_oldpos.y; |
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