Mercurial > hg > early-roguelike
annotate rogue4/rogue.h @ 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 | ec9db3bb6b0b |
children | 1b73a8641b37 |
rev | line source |
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12
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1 /* |
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2 * Rogue definitions and variable declarations |
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3 * |
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4 * @(#)rogue.h 5.2 (Berkeley) 5/10/82 |
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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 typedef struct { |
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14 const char *st_name; |
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15 const int st_value; |
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16 } STONE; |
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17 |
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18 extern const char *rainbow[]; |
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19 extern const STONE stones[]; |
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20 extern const char *sylls[]; |
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21 extern const char *wood[]; |
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22 extern const char *metal[]; |
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23 |
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24 #define NCOLORS 27 |
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25 #define NSYLLS 159 |
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26 #define NSTONES 26 |
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27 #define NWOOD 33 |
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28 #define NMETAL 22 |
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29 |
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30 /* |
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31 * Maximum number of different things |
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32 */ |
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33 #define MAXDAEMONS 20 |
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34 #define MAXROOMS 9 |
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35 #define MAXTHINGS 9 |
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36 #define MAXOBJ 9 |
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37 #define MAXPACK 23 |
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38 #define MAXTRAPS 10 |
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39 #define AMULETLEVEL 26 |
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40 #define NUMTHINGS 7 /* number of types of things */ |
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41 #define MAXPASS 13 /* upper limit on number of passages */ |
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42 |
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43 /* |
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44 * return values for get functions |
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45 */ |
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46 #define NORM 0 /* normal exit */ |
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47 #define QUIT 1 /* quit option setting */ |
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48 #define MINUS 2 /* back up one option */ |
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49 |
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50 /* |
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51 * All the fun defines |
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52 */ |
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53 #define shint char /* short integer (for very small #s) */ |
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54 #define when break;case |
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55 #define otherwise break;default |
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56 #define until(expr) while(!(expr)) |
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57 #define next(ptr) (*ptr).l_next |
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58 #define prev(ptr) (*ptr).l_prev |
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59 #define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x)) |
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60 #define DISTANCE(y1, x1, y2, x2) ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1)) |
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61 #define ce(a,b) ((a).x == (b).x && (a).y == (b).y) |
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62 #define hero player.t_pos |
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63 #define pstats player.t_stats |
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64 #define pack player.t_pack |
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65 #define proom player.t_room |
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66 #define max_hp player.t_stats.s_maxhp |
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67 #define attach(a,b) _attach(&a,b) |
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68 #define detach(a,b) _detach(&a,b) |
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69 #define free_list(a) _free_list(&a) |
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70 #ifndef max |
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71 #define max(a,b) ((a) > (b) ? (a) : (b)) |
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72 #endif |
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73 #define on(thing,flag) (((thing).t_flags & (flag)) != 0) |
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74 #undef CTRL |
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75 #define CTRL(ch) (ch & 037) |
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76 #define GOLDCALC (rnd(50 + 10 * level) + 2) |
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77 #define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r) |
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78 #define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r)) |
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79 #define ISMULT(type) (type==POTION || type==SCROLL || type==FOOD || type==GOLD) |
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80 #define INDEX(y,x) (((x) << 5) + (y)) |
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81 #define chat(y,x) (_level[((x) << 5) + (y)]) |
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82 #define flat(y,x) (_flags[((x) << 5) + (y)]) |
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83 #define moat(y,x) (_monst[((x) << 5) + (y)]) |
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84 #define unc(cp) (cp).y, (cp).x |
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85 #ifdef WIZARD |
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86 #define debug if (wizard) msg |
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87 #endif |
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88 |
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89 /* |
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90 * Things that appear on the screens |
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91 */ |
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92 #define PASSAGE '#' |
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93 #define DOOR '+' |
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94 #define FLOOR '.' |
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95 #define PLAYER '@' |
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96 #define TRAP '^' |
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97 #define STAIRS '%' |
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98 #define GOLD '*' |
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99 #define POTION '!' |
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100 #define SCROLL '?' |
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101 #define MAGIC '$' |
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102 #define FOOD ':' |
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103 #define WEAPON ')' |
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104 #define ARMOR ']' |