annotate arogue7/actions.c @ 165:2d94c32a709e

arogue7: comment out a problematic message. This line causes a segfault on x64. I suspect one of the char* arguments to msg() is being corrupted. But gdb doesn't make it easy to debug variadic functions, and the crash doesn't occur when running under valgrind. So the message is being removed until I can discover the root of the problem.
author John "Elwin" Edwards
date Fri, 26 Jun 2015 11:32:37 -0400
parents adfa37e67084
children 1cd604c827a3
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1 /*
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2 * actions.c - functions for dealing with monster actions
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include <ctype.h>
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16 #include <limits.h>
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17 #include "curses.h"
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18 #include "rogue.h"
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19 #define MAXINT INT_MAX
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20 #define MININT INT_MIN
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21 /*
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22 * Did we disrupt a spell?
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23 */
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24 dsrpt_monster(tp, always, see_him)
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25 register struct thing *tp;
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26 bool always, see_him;
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27 {
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28 switch (tp->t_action) {
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29 case A_SUMMON:
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30 case A_MISSILE:
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31 case A_SLOW:
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32 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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33 tp->t_no_move = movement(tp);
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34 tp->t_using = NULL;/* Just to be on the safe side */
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35 turn_on(*tp, WASDISRUPTED);
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36 if (see_him)
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37 msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE));
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38 /*
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39 * maybe choose something else to do next time since player
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40 * is disrupting us
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41 */
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42 tp->t_summon *= 2;
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43 tp->t_cast /= 2;
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44 return;
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45 }
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46
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47 /* We may want to disrupt other actions, too */
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48 if (always) {
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49 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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50 tp->t_no_move = movement(tp);
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51 tp->t_using = NULL;/* Just to be on the safe side */
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52 }
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53 }
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54
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55 dsrpt_player()
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56 {
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57 int which, action;
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58 struct linked_list *item;
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59 struct object *obj;
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60
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61 action = player.t_action;
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62 which = player.t_selection;
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63
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64 switch (action) {
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65 case C_CAST: /* Did we disrupt a spell? */
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66 case C_PRAY:
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67 case C_CHANT:
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68 {
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69 msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer");
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70
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71 /* Charge him anyway */
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72 if (action == C_CAST)
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73 spell_power += magic_spells[which].s_cost;
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74 else if (action == C_PRAY)
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75 pray_time += cleric_spells[which].s_cost;
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76 else if (action == C_CHANT)
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77 chant_time += druid_spells[which].s_cost;
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78 }
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79 when C_COUNT: /* counting of gold? */
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80 {
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81 if (purse > 0) {
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82 msg("Your gold goes flying everywhere!");
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83 do {
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84 item = spec_item(GOLD, NULL, NULL, NULL);
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85 obj = OBJPTR(item);
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86 obj->o_count = min(purse, rnd(10)+1);
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87 purse -= obj->o_count;
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88 obj->o_pos = hero;
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89 fall(item, FALSE);
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90 } while (purse > 0 && rnd(10) != 1);
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91 }