annotate rogue4/weapons.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 * Functions for dealing with problems brought about by weapons
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3 *
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4 * @(#)weapons.c 4.14 (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 <string.h>
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16 #include "rogue.h"
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17
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18 #define NONE 100
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19
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20 static struct init_weps {
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21 char *iw_dam; /* Damage when wielded */
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22 char *iw_hrl; /* Damage when thrown */
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23 char iw_launch; /* Launching weapon */
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24 int iw_flags; /* Miscellaneous flags */
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25 } init_dam[MAXWEAPONS] = {
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26 "2d4", "1d3", NONE, 0, /* Mace */
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27 "3d4", "1d2", NONE, 0, /* Long sword */
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28 "1d1", "1d1", NONE, 0, /* Bow */
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29 "1d1", "2d3", BOW, ISMANY|ISMISL, /* Arrow */
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30 "1d6", "1d4", NONE, ISMISL, /* Dagger */
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31 "4d4", "1d2", NONE, 0, /* 2h sword */
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32 "1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */
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33 "1d1", "1d1", NONE, 0, /* Crossbow */
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34 "1d2", "2d5", CROSSBOW, ISMANY|ISMISL, /* Crossbow bolt */
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35 "2d3", "1d6", NONE, ISMISL, /* Spear */
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36 };
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37
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38 /*
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39 * missile:
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40 * Fire a missile in a given direction
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41 */
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42 missile(ydelta, xdelta)
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43 int ydelta, xdelta;
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44 {
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45 register THING *obj, *nitem;
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46
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47 /*
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48 * Get which thing we are hurling
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49 */
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50 if ((obj = get_item("throw", WEAPON)) == NULL)
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51 return;
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52 if (!dropcheck(obj) || is_current(obj))
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53 return;
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54 /*
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55 * Get rid of the thing. If it is a non-multiple item object, or
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56 * if it is the last thing, just drop it. Otherwise, create a new
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57 * item with a count of one.
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58 */
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59 if (obj->o_count < 2)
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60 {
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61 detach(pack, obj);
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62 inpack--;
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63 }
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64 else
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65 {
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66 obj->o_count--;
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67 if (obj->o_group == 0)
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68 inpack--;
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69 nitem = new_item();
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70 *nitem = *obj;
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71 nitem->o_count = 1;
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72 obj = nitem;
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73 }
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74 do_motion(obj, ydelta, xdelta);
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75 /*
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76 * AHA! Here it has hit something. If it is a wall or a door,
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77 * or if it misses (combat) the monster, put it on the floor
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78 */
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79 if (moat(obj->o_pos.y, obj->o_pos.x) == NULL
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80 || !hit_monster(unc(obj->o_pos), obj))
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81 fall(obj, TRUE);
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82 }
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83
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84 /*
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85 * do_motion:
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86 * Do the actual motion on the screen done by an object traveling
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87 * across the room
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88 */
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89 do_motion(obj, ydelta, xdelta)
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90 register THING *obj;
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91 register int ydelta, xdelta;
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92 {
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93 /*
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94 * Come fly with us ...
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95 */
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96 obj->o_pos = hero;
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97 for (;;)
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98 {
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99 register int ch;
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100
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101 /*
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102 * Erase the old one
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103 */
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