Mercurial > hg > early-roguelike
annotate rogue5/pack.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 |
parents | f502bf60e6e4 |
children | e5a15b09ce1d |
rev | line source |
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33
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1 /* |
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2 * Routines to deal with the pack |
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3 * |
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4 * @(#)pack.c 4.40 (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 <string.h> |
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14 #include <curses.h> |
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15 #include <ctype.h> |
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16 #include "rogue.h" |
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17 |
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18 /* |
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19 * update_mdest: |
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20 * Called after picking up an object, before discarding it. |
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21 * If this was the object of something's desire, that monster will |
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22 * get mad and run at the hero |
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23 */ |
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24 update_mdest(obj) |
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25 register THING *obj; |
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26 { |
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27 register THING *mp; |
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28 |
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29 for (mp = mlist; mp != NULL; mp = next(mp)) |
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30 if (mp->t_dest == &obj->o_pos) |
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31 mp->t_dest = &hero; |
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32 } |
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33 |
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34 /* |
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35 * add_pack: |
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36 * Pick up an object and add it to the pack. If the argument is |
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37 * non-null use it as the linked_list pointer instead of gettting |
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38 * it off the ground. |
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39 */ |
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40 |
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41 void |
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42 add_pack(THING *obj, int silent) |
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43 { |
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44 THING *op, *lp; |
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45 int from_floor; |
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46 int discarded = 0; |
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47 |
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48 from_floor = FALSE; |
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49 if (obj == NULL) |
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50 { |
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51 if ((obj = find_obj(hero.y, hero.x)) == NULL) |
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52 return; |
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53 from_floor = TRUE; |
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54 } |
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55 |
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56 /* |
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57 * Check for and deal with scare monster scrolls |
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58 */ |
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59 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) |
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60 if (obj->o_flags & ISFOUND) |
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61 { |
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62 detach(lvl_obj, obj); |
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63 mvaddch(hero.y, hero.x, floor_ch()); |
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64 chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; |
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65 update_mdest(obj); |
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66 discarded = 1; |
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67 discard(obj); |
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68 msg("the scroll turns to dust as you pick it up"); |
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69 return; |
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70 } |
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71 |
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72 if (pack == NULL) |
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73 { |
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74 pack = obj; |
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75 obj->o_packch = pack_char(); |
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76 inpack++; |
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77 } |
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78 else |
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79 { |
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80 lp = NULL; |
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81 for (op = pack; op != NULL; op = next(op)) |
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82 { |
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83 if (op->o_type != obj->o_type) |
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84 lp = op; |
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85 else |
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86 { |
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87 while (op->o_type == obj->o_type && op->o_which != obj->o_which) |
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88 { |
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89 lp = op; |
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90 if (next(op) == NULL) |
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91 break; |
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92 else |
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93 op = next(op); |
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94 } |
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95 if (op->o_type == obj->o_type && op->o_which == obj->o_which) |
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96 { |
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97 if (ISMULT(op->o_type)) |
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98 { |
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99 if (!pack_room(from_floor, obj)) |
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100 return; |
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101 op->o_count++; |
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102 dump_it: |
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103 update_mdest(obj); |
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104 discard(obj); |
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105 obj = op; |
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106 discarded = 1; |
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107 lp = NULL; |