annotate rogue4/move.c @ 258:2908dc47f9e2

UltraRogue: fix crash when restoring. The r_flags field in struct room was being written as an int and read as a short. This caused the restore functions to receive the wrong data, usually an impossible string length, and abort. This breaks save compatibility, though the save files had problems anyway: the r_fires field should have been used, instead of reading and writing r_flags twice.
author John "Elwin" Edwards
date Wed, 08 Feb 2017 19:50:36 -0500
parents 1b73a8641b37
children
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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 4.24 (Berkeley) 5/12/82
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <curses.h>
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14 #include <ctype.h>
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15 #include "rogue.h"
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16
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17 void turnref(void);
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18 char be_trapped(coord *tc);
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19
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20 /*
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21 * Used to hold the new hero position
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22 */
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23
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24 coord nh;
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25
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26 /*
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27 * do_run:
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28 * Start the hero running
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29 */
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30 void
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31 do_run(char ch)
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32 {
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33 running = TRUE;
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34 after = FALSE;
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35 runch = ch;
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36 }
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37
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38 /*
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39 * do_move:
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40 * Check to see that a move is legal. If it is handle the
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41 * consequences (fighting, picking up, etc.)
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42 */
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43 void
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44 do_move(int dy, int dx)
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45 {
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46 register char ch, fl;
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47
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48 firstmove = FALSE;
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49 if (no_move)
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50 {
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51 no_move--;
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52 msg("you are still stuck in the bear trap");
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53 return;
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54 }
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55 /*
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56 * Do a confused move (maybe)
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57 */
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58 if (on(player, ISHUH) && rnd(5) != 0)
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59 {
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60 nh = *rndmove(&player);
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61 if (ce(nh, hero))
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62 {
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63 after = FALSE;
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64 running = FALSE;
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65 return;
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66 }
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67 }
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68 else
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69 {
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70 over:
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71 nh.y = hero.y + dy;
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72 nh.x = hero.x + dx;
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73 }
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74
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75 /*
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76 * Check if he tried to move off the screen or make an illegal
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77 * diagonal move, and stop him if he did.
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78 */
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79 if (nh.x < 0 || nh.x > COLS-1 || nh.y < 1 || nh.y > LINES - 2)
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80 goto hit_bound;
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81 if (!diag_ok(&hero, &nh))
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82 {
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83 after = FALSE;
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84 running = FALSE;
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85 return;
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86 }
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87 if (running && ce(hero, nh))
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88 after = running = FALSE;
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89 fl = flat(nh.y, nh.x);
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90 ch = winat(nh.y, nh.x);
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91 if (!(fl & F_REAL) && ch == FLOOR)
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92 {
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93 chat(nh.y, nh.x) = ch = TRAP;
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94 flat(nh.y, nh.x) |= F_REAL;
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95 }
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96 else
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97 if (on(player, ISHELD) && ch != 'F')
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98 {
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99 msg("you are being held");
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100 return;
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101 }
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102 switch (ch)
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103 {
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104 case ' ':
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