annotate rogue4/scrolls.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 * Read a scroll and let it happen
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3 *
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4 * @(#)scrolls.c 4.21 (Berkeley) 4/6/82
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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 * read_scroll:
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19 * Read a scroll from the pack and do the appropriate thing
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20 */
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21 read_scroll()
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22 {
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23 register THING *obj;
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24 register int y, x;
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25 register char ch;
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26 register THING *op;
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27 register int index;
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28 register bool discardit = FALSE;
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29
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30 obj = get_item("read", SCROLL);
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31 if (obj == NULL)
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32 return;
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33 if (obj->o_type != SCROLL)
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34 {
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35 if (!terse)
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36 msg("there is nothing on it to read");
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37 else
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38 msg("nothing to read");
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39 return;
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40 }
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41 msg("as you read the scroll, it vanishes");
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42 /*
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43 * Calculate the effect it has on the poor guy.
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44 */
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45 if (obj == cur_weapon)
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46 cur_weapon = NULL;
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47 switch (obj->o_which)
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48 {
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49 case S_CONFUSE:
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50 /*
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51 * Scroll of monster confusion. Give him that power.
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52 */
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53 player.t_flags |= CANHUH;
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54 msg("your hands begin to glow red");
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55 when S_ARMOR:
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56 if (cur_armor != NULL)
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57 {
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58 cur_armor->o_ac--;
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59 cur_armor->o_flags &= ~ISCURSED;
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60 msg("your armor glows faintly for a moment");
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61 }
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62 when S_HOLD:
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63 /*
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64 * Hold monster scroll. Stop all monsters within two spaces
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65 * from chasing after the hero.
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66 */
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67
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68 for (x = hero.x - 2; x <= hero.x + 2; x++)
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69 if (x >= 0 && x < COLS)
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70 for (y = hero.y - 2; y <= hero.y + 2; y++)
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71 if (y >= 0 && y <= LINES - 1)
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72 if ((op = moat(y, x)) != NULL)
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73 {
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74 op->t_flags &= ~ISRUN;
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75 op->t_flags |= ISHELD;
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76 }
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77 when S_SLEEP:
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78 /*
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79 * Scroll which makes you fall asleep
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80 */
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81 s_know[S_SLEEP] = TRUE;
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82 no_command += rnd(SLEEPTIME) + 4;
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83 player.t_flags &= ~ISRUN;
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84 msg("you fall asleep");
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85 when S_CREATE:
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86 /*
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87 * Create a monster
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88 * First look in a circle around him, next try his room
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89 * otherwise give up
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90 */
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91 {
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92 register bool appear = 0;
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93 coord mp;
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94
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95 /*
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96 * Search for an open place
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97 */
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98 for (y = hero.y - 1; y <= hero.y + 1; y++)
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99 for (x = hero.x - 1; x <= hero.x + 1; x++)
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100 {
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101 /*
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102 * Don't put a monster in top of the player.
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103 */
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104 if (y == hero.y && x == hero.x)