Mercurial > hg > early-roguelike
annotate arogue5/new_level.c @ 110:5f51f7d9805f
arogue5: fix some save/restore-related crashes.
The save/restore code took the pointer intended as an argument for the
doctor() daemon and wrote it to the savefile as an int. I don't know
why it took so long to fail horribly. The problem has been avoided by
replacing the value with &player when restoring. That seems to be the
only argument ever actually used.
The code also writes only four bytes for an unsigned long; if
sizeof(long) == 8, it casts to unsigned int first. It failed to do the
cast when reading back, with the result that four bytes were read and
the other half of the number was effectively uninitialized.
It apparently works now, but the save/restore code ought still to be
regarded as decidedly unfortunate.
author | John "Elwin" Edwards |
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date | Mon, 06 Jan 2014 15:57:17 -0500 |
parents | 0ed67132cf10 |
children | 56e748983fa8 |
rev | line source |
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63
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1 /* |
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2 * new_level: Dig and draw a new level |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 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 "curses.h" |
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16 #include "rogue.h" |
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17 #define TERRASAVE 3 |
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18 |
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19 new_level(ltype) |
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20 LEVTYPE ltype; /* designates type of level to create */ |
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21 { |
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22 register int rm = 0, i, cnt; |
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23 register char ch; |
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24 register struct linked_list *item; |
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25 register struct thing *tp; |
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26 register struct object *obj; |
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27 int waslit = 0; /* Was the previous outside level lit? */ |
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28 int starty = 0, startx = 0, deltay = 0, deltax = 0; |
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29 bool fresh=TRUE, vert = 0, top; |
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30 struct room *rp; |
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31 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL; |
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32 coord stairs = { 0, 0 }; |
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33 |
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34 if (wizard) { |
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35 msg("Turns: %d", turns); /* Number of turns for last level */ |
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36 mpos = 0; |
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37 } |
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38 |
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39 /* Start player off right */ |
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40 turn_off(player, ISHELD); |
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41 turn_off(player, ISFLEE); |
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42 extinguish(suffocate); |
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43 hold_count = 0; |
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44 trap_tries = 0; |
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45 |
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46 /* Are we just entering a dungeon? If so, how big is it? */ |
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47 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11); |
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48 |
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49 if (level > max_level) |
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50 max_level = level; |
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51 |
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52 /* Are we starting a new outside level? */ |
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53 if (ltype == OUTSIDE) { |
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54 register int i, j; |
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55 |
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56 /* Save some information prior to clearing the screen */ |
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57 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE; |
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58 else vert = FALSE; |
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59 |
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60 if (level == -1) { |
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61 fresh = TRUE; |
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62 starty = 2; |
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63 startx = 1; |
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64 deltay = deltax = 1; |
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65 level = 0; /* Restore the level */ |
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66 } |
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67 else { /* Copy several lines of the terrain to the other end */ |
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68 char cch; /* Copy character */ |
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69 |
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70 /* Was the area dark (not magically lit)? */ |
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71 if (!(rooms[0].r_flags & ISDARK)) waslit = 1; |
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72 |
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73 fresh = FALSE; |
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74 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE; |
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75 else top = FALSE; |
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76 for (i=0; i<TERRASAVE; i++) { |
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77 if (vert) |
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78 for (j=1; j<COLS-1; j++) { |
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79 if (top) { |
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80 cch = CCHAR( mvinch(i+2, j) ); |
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81 mvaddch(LINES-6+i, j, cch); |
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82 } |
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83 else { |
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84 cch = CCHAR( mvinch(LINES-4-i, j) ); |
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85 mvaddch(4-i, j, cch); |
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86 } |
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87 } |
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88 else |
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89 for (j=2; j<LINES-3; j++) { |
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90 if (top) { |
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91 cch = CCHAR( mvinch(j, i+1) ); |
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92 mvaddch(j, COLS-4+i, cch); |
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93 } |
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94 else { |
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95 cch = CCHAR( mvinch(j, COLS-2-i) ); |
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96 mvaddch(j, 3-i, cch); |
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97 } |
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98 } |
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99 } |
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100 |
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101 if (vert) { |
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102 startx = deltax = 1; |
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