Mercurial > hg > early-roguelike
annotate srogue/move.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 |
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children | 94a0d9dd5ce1 |
rev | line source |
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36
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1 /* |
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2 * Hero movement commands |
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3 * |
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4 * @(#)move.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 <ctype.h> |
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18 #include "rogue.h" |
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19 #include "rogue.ext" |
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20 |
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21 /* |
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22 * Used to hold the new hero position |
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23 */ |
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24 |
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25 struct coord nh; |
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26 |
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27 /* |
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28 * do_run: |
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29 * Start the hero running |
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30 */ |
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31 |
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32 do_run(ch) |
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33 char ch; |
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34 { |
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35 running = TRUE; |
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36 after = FALSE; |
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37 runch = ch; |
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38 } |
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39 |
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40 /* |
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41 * do_move: |
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42 * Check to see that a move is legal. If it is handle the |
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43 * consequences (fighting, picking up, etc.) |
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44 */ |
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45 |
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46 do_move(dy, dx) |
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47 int dy, dx; |
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48 { |
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49 reg int ch; |
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50 reg struct room *rp; |
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51 |
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52 firstmove = FALSE; |
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53 curprice = -1; |
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54 inpool = FALSE; |
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55 |
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56 if (player.t_nomove > 0) { |
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57 player.t_nomove -= 1; |
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58 msg("You are still stuck in the bear trap."); |
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59 return; |
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60 } |
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61 /* |
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62 * Do a confused move (maybe) |
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63 */ |
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64 if ((rnd(100) < 80 && pl_on(ISHUH)) || |
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65 (iswearing(R_DELUS) && rnd(100) < 25)) |
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66 nh = *rndmove(&player); |
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67 else { |
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68 nh.y = hero.y + dy; |
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69 nh.x = hero.x + dx; |
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70 } |
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71 /* |
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72 * Check if he tried to move off the screen or make |
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73 * an illegal diagonal move, and stop him if he did. |
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74 */ |
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75 if (!cordok(nh.y, nh.x) || |
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76 (pl_off(ISETHER) && !diag_ok(&hero, &nh))) { |
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77 after = running = FALSE; |
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78 return; |
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79 } |
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80 if (running) { |
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81 ch = winat(nh.y, nh.x); |
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82 if (dead_end(ch)) { |
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83 reg int gox, goy, apsg, whichway; |
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84 |
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85 gox = goy = apsg = 0; |
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86 if (dy == 0) { |
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87 ch = show(hero.y+1,hero.x); |
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88 if (ch == PASSAGE) { |
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89 apsg += 1; |
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90 goy = 1; |
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91 } |
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92 ch = show(hero.y-1,hero.x); |
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93 if (ch == PASSAGE) { |
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94 apsg += 1; |
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95 goy = -1; |
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96 } |
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97 } |
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98 else if (dx == 0) { |
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99 ch = show(hero.y,hero.x+1); |
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100 if (ch == PASSAGE) { |
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101 gox = 1; |
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102 apsg += 1; |
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103 } |
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104 ch = show(hero.y,hero.x-1); |
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105 if (ch == PASSAGE) { |
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106 gox = -1; |
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107 apsg += 1; |
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