annotate rogue4/sticks.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 9535a08ddc39
children 1b73a8641b37
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12
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1 /*
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2 * Functions to implement the various sticks one might find
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3 * while wandering around the dungeon.
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4 *
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5 * @(#)sticks.c 4.22 (Berkeley) 5/19/82
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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9 * All rights reserved.
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10 *
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11 * See the file LICENSE.TXT for full copyright and licensing information.
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12 */
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13
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14 #include <curses.h>
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15 #include <ctype.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 /*
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20 * fix_stick:
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21 * Set up a new stick
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22 */
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23 fix_stick(cur)
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24 register THING *cur;
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25 {
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26 if (strcmp(ws_type[cur->o_which], "staff") == 0)
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27 strcpy(cur->o_damage,"2d3");
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28 else
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29 strcpy(cur->o_damage,"1d1");
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30 strcpy(cur->o_hurldmg,"1d1");
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31
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32 cur->o_charges = 3 + rnd(5);
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33 switch (cur->o_which)
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34 {
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35 case WS_HIT:
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36 cur->o_hplus = 100;
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37 cur->o_dplus = 3;
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38 strcpy(cur->o_damage,"1d8");
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39 when WS_LIGHT:
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40 cur->o_charges = 10 + rnd(10);
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41 }
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42 }
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43
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44 /*
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45 * do_zap:
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46 * Perform a zap with a wand
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47 */
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48 do_zap()
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49 {
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50 register THING *obj, *tp;
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51 register int y, x;
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52 register char *name;
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53
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54 if ((obj = get_item("zap with", STICK)) == NULL)
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55 return;
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56 if (obj->o_type != STICK)
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57 {
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58 after = FALSE;
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59 msg("you can't zap with that!");
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60 return;
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61 }
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62 if (obj->o_charges == 0)
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63 {
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64 msg("nothing happens");
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65 return;
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66 }
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67 switch (obj->o_which)
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68 {
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69 case WS_LIGHT:
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70 /*
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71 * Reddy Kilowat wand. Light up the room
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72 */
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73 ws_know[WS_LIGHT] = TRUE;
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74 if (proom->r_flags & ISGONE)
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75 msg("the corridor glows and then fades");
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76 else
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77 {
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78 proom->r_flags &= ~ISDARK;
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79 /*
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80 * Light the room and put the player back up
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81 */
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82 enter_room(&hero);
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83 addmsg("the room is lit");
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84 if (!terse)
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85 addmsg(" by a shimmering blue light");
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86 endmsg();
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87 }
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88 when WS_DRAIN:
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89 /*
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90 * Take away 1/2 of hero's hit points, then take it away
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91 * evenly from the monsters in the room (or next to hero
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92 * if he is in a passage)
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93 */
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94 if (pstats.s_hpt < 2)
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95 {
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96 msg("you are too weak to use it");
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97 return;
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98 }
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99 else
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100 drain();
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101 when WS_POLYMORPH:
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102 case WS_TELAWAY:
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103 case WS_TELTO:
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104 case WS_CANCEL:
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105 {
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