Mercurial > hg > early-roguelike
annotate rogue5/monsters.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 |
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date | Mon, 06 Jan 2014 15:57:17 -0500 |
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rev | line source |
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33
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1 /* |
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2 * File with various monster functions in it |
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3 * |
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4 * @(#)monsters.c 4.46 (Berkeley) 02/05/99 |
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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 <curses.h> |
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14 #include <string.h> |
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15 #include "rogue.h" |
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16 #include <ctype.h> |
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17 |
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18 /* |
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19 * List of monsters in rough order of vorpalness |
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20 */ |
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21 static const int lvl_mons[] = { |
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22 'K', 'E', 'B', 'S', 'H', 'I', 'R', 'O', 'Z', 'L', 'C', 'Q', 'A', |
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23 'N', 'Y', 'F', 'T', 'W', 'P', 'X', 'U', 'M', 'V', 'G', 'J', 'D' |
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24 }; |
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25 |
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26 static const int wand_mons[] = { |
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27 'K', 'E', 'B', 'S', 'H', 0, 'R', 'O', 'Z', 0, 'C', 'Q', 'A', |
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28 0, 'Y', 0, 'T', 'W', 'P', 0, 'U', 'M', 'V', 'G', 'J', 0 |
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29 }; |
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30 |
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31 /* |
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32 * randmonster: |
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33 * Pick a monster to show up. The lower the level, |
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34 * the meaner the monster. |
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35 */ |
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36 int |
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37 randmonster(int wander) |
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38 { |
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39 int d; |
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40 const int *mons; |
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41 |
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42 mons = (wander ? wand_mons : lvl_mons); |
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43 do |
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44 { |
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45 d = level + (rnd(10) - 6); |
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46 if (d < 0) |
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47 d = rnd(5); |
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48 if (d > 25) |
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49 d = rnd(5) + 21; |
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50 } while (mons[d] == 0); |
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51 return mons[d]; |
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52 } |
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53 |
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54 /* |
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55 * new_monster: |
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56 * Pick a new monster and add it to the list |
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57 */ |
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58 |
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59 void |
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60 new_monster(THING *tp, int type, const coord *cp) |
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61 { |
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62 struct monster *mp; |
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63 int lev_add; |
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64 |
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65 if ((lev_add = level - AMULETLEVEL) < 0) |
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66 lev_add = 0; |
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67 attach(mlist, tp); |
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68 tp->t_type = type; |
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69 tp->t_disguise = type; |
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70 tp->t_pos = *cp; |
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71 move(cp->y, cp->x); |
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72 tp->t_oldch = CCHAR( inch() ); |
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73 tp->t_room = roomin(cp); |
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74 moat(cp->y, cp->x) = tp; |
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75 mp = &monsters[tp->t_type-'A']; |
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76 tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add; |
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77 tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8); |
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78 tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add; |
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79 strcpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg); |
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80 tp->t_stats.s_str = mp->m_stats.s_str; |
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81 tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp); |
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82 tp->t_flags = mp->m_flags; |
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83 if (level > 29) |
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84 tp->t_flags |= ISHASTE; |
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85 tp->t_turn = TRUE; |
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86 tp->t_pack = NULL; |
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87 if (ISWEARING(R_AGGR)) |
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88 runto(cp); |
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89 if (type == 'X') |
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90 tp->t_disguise = rnd_thing(); |
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91 } |
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92 |
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93 /* |
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94 * expadd: |
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95 * Experience to add for this monster's level/hit points |
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96 */ |
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97 int |
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98 exp_add(const THING *tp) |
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99 { |
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100 int mod; |
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101 |
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102 if (tp->t_stats.s_lvl == 1) |
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103 mod = tp->t_stats.s_maxhp / 8; |
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104 else |
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105 mod = tp->t_stats.s_maxhp / 6; |
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