Mercurial > hg > early-roguelike
annotate rogue3/pack.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 | 527e2150eaf0 |
children | d9e44e18eeec |
rev | line source |
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0
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1 /* |
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2 * Routines to deal with the pack |
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3 * |
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4 * @(#)pack.c 3.6 (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 "rogue.h" |
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16 |
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17 /* |
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18 * add_pack: |
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19 * Pick up an object and add it to the pack. If the argument is non-null |
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20 * use it as the linked_list pointer instead of gettting it off the ground. |
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21 */ |
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22 void |
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23 add_pack(struct linked_list *item, int silent) |
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24 { |
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25 struct linked_list *ip, *lp; |
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26 struct object *obj, *op; |
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27 int exact, from_floor; |
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28 |
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29 if (item == NULL) |
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30 { |
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31 from_floor = TRUE; |
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32 if ((item = find_obj(hero.y, hero.x)) == NULL) |
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33 return; |
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34 } |
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35 else |
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36 from_floor = FALSE; |
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37 obj = (struct object *) ldata(item); |
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38 /* |
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39 * Link it into the pack. Search the pack for a object of similar type |
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40 * if there isn't one, stuff it at the beginning, if there is, look for one |
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41 * that is exactly the same and just increment the count if there is. |
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42 * it that. Food is always put at the beginning for ease of access, but |
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43 * is not ordered so that you can't tell good food from bad. First check |
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44 * to see if there is something in thr same group and if there is then |
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45 * increment the count. |
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46 */ |
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47 if (obj->o_group) |
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48 { |
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49 for (ip = pack; ip != NULL; ip = next(ip)) |
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50 { |
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51 op = (struct object *) ldata(ip); |
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52 if (op->o_group == obj->o_group) |
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53 { |
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54 /* |
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55 * Put it in the pack and notify the user |
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56 */ |
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57 op->o_count++; |
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58 if (from_floor) |
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59 { |
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60 detach(lvl_obj, item); |
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61 mvaddch(hero.y, hero.x, |
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62 (roomin(&hero) == NULL ? PASSAGE : FLOOR)); |
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63 } |
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64 discard(item); |
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65 item = ip; |
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66 goto picked_up; |
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67 } |
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68 } |
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69 } |
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70 /* |
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71 * Check if there is room |
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72 */ |
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73 if (inpack == MAXPACK-1) |
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74 { |
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75 msg("You can't carry anything else."); |
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76 return; |
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77 } |
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78 /* |
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79 * Check for and deal with scare monster scrolls |
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80 */ |
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81 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) |
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82 if (obj->o_flags & ISFOUND) |
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83 { |
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84 msg("The scroll turns to dust as you pick it up."); |
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85 detach(lvl_obj, item); |
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86 mvaddch(hero.y, hero.x, FLOOR); |
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87 return; |
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88 } |
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89 else |
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90 obj->o_flags |= ISFOUND; |
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91 |
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92 inpack++; |
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93 if (from_floor) |
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94 { |
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95 detach(lvl_obj, item); |
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96 mvaddch(hero.y, hero.x, (roomin(&hero) == NULL ? PASSAGE : FLOOR)); |
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97 } |
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98 /* |
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99 * Search for an object of the same type |
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100 */ |
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101 exact = FALSE; |
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102 for (ip = pack; ip != NULL; ip = next(ip)) |
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103 { |
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104 op = (struct object *) ldata(ip); |
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105 if (obj->o_type == op->o_type) |