annotate rogue4/move.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 9535a08ddc39
children 1b73a8641b37
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12
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1 /*
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2 * Hero movement commands
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3 *
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4 * @(#)move.c 4.24 (Berkeley) 5/12/82
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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, 1982 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 * Used to hold the new hero position
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19 */
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20
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21 coord nh;
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22
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23 /*
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24 * do_run:
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25 * Start the hero running
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26 */
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27 do_run(ch)
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28 char ch;
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29 {
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30 running = TRUE;
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31 after = FALSE;
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32 runch = ch;
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33 }
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34
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35 /*
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36 * do_move:
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37 * Check to see that a move is legal. If it is handle the
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38 * consequences (fighting, picking up, etc.)
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39 */
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40 do_move(dy, dx)
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41 int dy, dx;
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42 {
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43 register char ch, fl;
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44
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45 firstmove = FALSE;
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46 if (no_move)
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47 {
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48 no_move--;
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49 msg("you are still stuck in the bear trap");
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50 return;
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51 }
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52 /*
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53 * Do a confused move (maybe)
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54 */
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55 if (on(player, ISHUH) && rnd(5) != 0)
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56 {
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57 nh = *rndmove(&player);
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58 if (ce(nh, hero))
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59 {
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60 after = FALSE;
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61 running = FALSE;
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62 return;
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63 }
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64 }
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65 else
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66 {
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67 over:
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68 nh.y = hero.y + dy;
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69 nh.x = hero.x + dx;
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70 }
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71
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72 /*
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73 * Check if he tried to move off the screen or make an illegal
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74 * diagonal move, and stop him if he did.
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75 */
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76 if (nh.x < 0 || nh.x > COLS-1 || nh.y < 1 || nh.y > LINES - 2)
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77 goto hit_bound;
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78 if (!diag_ok(&hero, &nh))
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79 {
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80 after = FALSE;
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81 running = FALSE;
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82 return;
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83 }
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84 if (running && ce(hero, nh))
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85 after = running = FALSE;
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86 fl = flat(nh.y, nh.x);
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87 ch = winat(nh.y, nh.x);
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88 if (!(fl & F_REAL) && ch == FLOOR)
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89 {
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90 chat(nh.y, nh.x) = ch = TRAP;
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91 flat(nh.y, nh.x) |= F_REAL;
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92 }
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93 else
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94 if (on(player, ISHELD) && ch != 'F')
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95 {
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96 msg("you are being held");
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97 return;
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98 }
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99 switch (ch)
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100 {
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101 case ' ':
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102 case '|':
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103 case '-':
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104 hit_bound:
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105 if (passgo && running && (proom->r_flags & ISGONE)
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106 && !on(player, ISBLIND))
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