annotate rogue3/fight.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
date Mon, 06 Jan 2014 15:57:17 -0500
parents 527e2150eaf0
children e7aab31362af
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1 /*
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2 * All the fighting gets done here
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3 *
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4 * @(#)fight.c 3.28 (Berkeley) 6/15/81
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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 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 <string.h>
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16 #include <stdlib.h>
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17 #include "rogue.h"
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18
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19 int e_levels[] = {
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20 10,20,40,80,160,320,640,1280,2560,5120,10240,20480,
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21 40920, 81920, 163840, 327680, 655360, 1310720, 2621440, 0 };
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22
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23 /*
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24 * fight:
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25 * The player attacks the monster.
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26 */
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27
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28 int
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29 fight(coord *mp, int mn, struct object *weap, int thrown)
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30 {
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31 struct thing *tp;
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32 struct linked_list *item;
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33 int did_hit = TRUE;
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34
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35 /*
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36 * Find the monster we want to fight
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37 */
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38 if ((item = find_mons(mp->y, mp->x)) == NULL)
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39 {
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40 debug("Fight what @ %d,%d", mp->y, mp->x);
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41 return(0);
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42 }
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43 tp = (struct thing *) ldata(item);
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44 /*
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45 * Since we are fighting, things are not quiet so no healing takes
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46 * place.
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47 */
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48 quiet = 0;
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49 runto(mp, &hero);
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50 /*
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51 * Let him know it was really a mimic (if it was one).
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52 */
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53 if (tp->t_type == 'M' && tp->t_disguise != 'M' && off(player, ISBLIND))
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54 {
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55 msg("Wait! That's a mimic!");
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56 tp->t_disguise = 'M';
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57 did_hit = thrown;
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58 }
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59 if (did_hit)
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60 {
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61 char *mname;
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62
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63 did_hit = FALSE;
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64 if (on(player, ISBLIND))
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65 mname = "it";
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66 else
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67 mname = monsters[mn-'A'].m_name;
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68 if (roll_em(&pstats, &tp->t_stats, weap, thrown))
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69 {
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70 did_hit = TRUE;
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71 if (thrown)
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72 thunk(weap, mname);
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73 else
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74 hit(NULL, mname);
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75 if (on(player, CANHUH))
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76 {
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77 msg("Your hands stop glowing red");
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78 msg("The %s appears confused.", mname);
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79 tp->t_flags |= ISHUH;
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80 player.t_flags &= ~CANHUH;
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81 }
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82 if (tp->t_stats.s_hpt <= 0)
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83 killed(item, TRUE);
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84 }
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85 else
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86 if (thrown)
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87 bounce(weap, mname);
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88 else
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89 miss(NULL, mname);
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90 }
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91 count = 0;
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92 return did_hit;
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93 }
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94
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95 /*
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96 * attack:
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97 * The monster attacks the player
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98 */
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99
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100 int
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101 attack(struct thing *mp)
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102 {
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103 char *mname;
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104
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105 /*
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