Mercurial > hg > early-roguelike
annotate srogue/scrolls.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 |
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date | Fri, 26 Jun 2015 11:32:37 -0400 |
parents | 3aa87373c908 |
children | 382ff498acdd |
rev | line source |
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36
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1 /* |
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2 * Read a scroll and let it happen |
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3 * |
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4 * @(#)scrolls.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 |
60 | 17 #include <stdlib.h> |
18 #include <string.h> | |
36
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19 #include <ctype.h> |
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20 #include "rogue.h" |
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21 #include "rogue.ext" |
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22 |
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23 /* |
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24 * read_scroll: |
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25 * Let the hero read a scroll |
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26 */ |
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27 read_scroll() |
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28 { |
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29 reg struct object *obj; |
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30 reg struct linked_list *item; |
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31 reg int i, j, wh; |
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32 reg char ch, nch; |
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33 struct room *rp; |
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34 struct linked_list *titem; |
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35 char buf[LINLEN]; |
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36 bool bless, curse; |
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37 |
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38 if ((item = get_item("read", SCROLL)) == NULL) |
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39 return; |
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40 obj = OBJPTR(item); |
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41 if (obj->o_type != SCROLL) { |
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42 msg("Nothing to read."); |
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43 after = FALSE; |
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44 return; |
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45 } |
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46 msg("As you read the scroll, it vanishes."); |
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47 wh = obj->o_which; |
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48 bless = o_on(obj, ISBLESS); |
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49 curse = o_on(obj, ISCURSED); |
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50 del_pack(item); /* Get rid of the thing */ |
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51 |
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52 /* |
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53 * Calculate the effect it has on the hero |
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54 */ |
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55 switch(wh) { |
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56 case S_KNOWALL: |
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57 if (!curse) { |
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58 idenpack(); /* identify all the pack */ |
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59 msg("You feel more knowledgable."); |
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60 chg_abil(WIS,1,TRUE); |
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61 s_know[S_KNOWALL] = TRUE; |
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62 } |
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63 when S_CONFUSE: |
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64 if (!curse) { |
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65 /* |
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66 * Scroll of monster confusion. Give him that power. |
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67 */ |
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68 msg("Your hands begin to glow red."); |
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69 player.t_flags |= CANHUH; |
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70 s_know[S_CONFUSE] = TRUE; |
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71 } |
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72 when S_LIGHT: |
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73 rp = player.t_room; |
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74 if (!curse) { |
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75 if (rp == NULL) { |
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76 s_know[S_LIGHT] = TRUE; |
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77 msg("The corridor glows and then fades."); |
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78 } |
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79 else { |
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80 if (rf_on(rp,ISDARK)) { |
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81 s_know[S_LIGHT] = TRUE; |
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82 msg("The room is lit."); |
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83 rp->r_flags &= ~ISDARK; |
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84 } |
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85 light(&hero); |
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86 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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87 } |
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88 } |
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89 when S_ARMOR: |
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90 if (!curse) { |
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91 if (cur_armor != NULL && o_off(cur_armor,ISPROT)) { |
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92 s_know[S_ARMOR] = TRUE; |
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93 msg("Your armor glows faintly for a moment."); |
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94 if (o_on(cur_armor,ISCURSED)) |
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95 cur_armor->o_ac = armors[cur_armor->o_which].a_class; |
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96 else |
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97 cur_armor->o_ac--; |
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98 resoflg(cur_armor,ISCURSED); |
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99 } |
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100 } |
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101 when S_HOLD: |
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102 if (!curse) { |
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103 /* |
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104 * Hold monster scroll. Stop all monsters within 3 spaces |
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105 * from chasing after the hero. |