annotate rogue5/misc.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 f502bf60e6e4
children
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33
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1 /*
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2 * All sorts of miscellaneous routines
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3 *
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4 * @(#)misc.c 4.66 (Berkeley) 08/06/83
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 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 <stdlib.h>
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14 #include <curses.h>
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15 #include <string.h>
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16 #include <ctype.h>
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17 #include "rogue.h"
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18
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19 /*
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20 * look:
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21 * A quick glance all around the player
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22 */
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23 #undef DEBUG
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24
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25
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26 void
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27 look(int wakeup)
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28 {
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29 int x, y;
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30 chtype ch;
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31 THING *tp;
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32 PLACE *pp;
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33 struct room *rp;
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34 int ey, ex;
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35 int passcount;
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36 int pfl, *fp, pch;
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37 int sy, sx, sumhero = 0, diffhero = 0;
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38 # ifdef DEBUG
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39 static int done = FALSE;
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40
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41 if (done)
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42 return;
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43 done = TRUE;
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44 # endif /* DEBUG */
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45 passcount = 0;
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46 rp = proom;
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47 if (!ce(oldpos, hero))
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48 {
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49 erase_lamp(&oldpos, oldrp);
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50 oldpos = hero;
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51 oldrp = rp;
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52 }
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53 ey = hero.y + 1;
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54 ex = hero.x + 1;
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55 sx = hero.x - 1;
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56 sy = hero.y - 1;
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57 if (door_stop && !firstmove && running)
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58 {
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59 sumhero = hero.y + hero.x;
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60 diffhero = hero.y - hero.x;
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61 }
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62 pp = INDEX(hero.y, hero.x);
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63 pch = pp->p_ch;
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64 pfl = pp->p_flags;
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65
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66 for (y = sy; y <= ey; y++)
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67 if (y > 0 && y < NUMLINES - 1) for (x = sx; x <= ex; x++)
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68 {
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69 if (x < 0 || x >= NUMCOLS)
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70 continue;
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71 if (!on(player, ISBLIND))
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72 {
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73 if (y == hero.y && x == hero.x)
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74 continue;
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75 }
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76
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77 pp = INDEX(y, x);
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78 ch = pp->p_ch;
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79 if (ch == ' ') /* nothing need be done with a ' ' */
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80 continue;
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81 fp = &pp->p_flags;
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82 if (pch != DOOR && ch != DOOR)
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83 if ((pfl & F_PASS) != (*fp & F_PASS))
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84 continue;
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85 if (((*fp & F_PASS) || ch == DOOR) &&
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86 ((pfl & F_PASS) || pch == DOOR))
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87 {
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88 if (hero.x != x && hero.y != y &&
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89 !step_ok(chat(y, hero.x)) && !step_ok(chat(hero.y, x)))
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90 continue;
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91 }
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92
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93 if ((tp = pp->p_monst) == NULL)
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94 ch = trip_ch(y, x, ch);
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95 else
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96 if (on(player, SEEMONST) && on(*tp, ISINVIS))
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97 {
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98 if (door_stop && !firstmove)
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99 running = FALSE;
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100 continue;
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101 }
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102 else
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103 {
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104 if (wakeup)
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105 wake_monster(y, x);
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106 if (see_monst(tp))
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107 {
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108 if (on(player, ISHALU))