annotate rogue5/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 f502bf60e6e4
children
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33
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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 4.34 (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 <ctype.h>
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16 #include "rogue.h"
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17
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18 #define NO_WEAPON -1
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19
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20 static const struct init_weaps {
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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 int 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 { "2x4", "1x3", NO_WEAPON, 0, }, /* Mace */
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27 { "3x4", "1x2", NO_WEAPON, 0, }, /* Long sword */
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28 { "1x1", "1x1", NO_WEAPON, 0, }, /* Bow */
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29 { "1x1", "2x3", BOW, ISMANY|ISMISL, }, /* Arrow */
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30 { "1x6", "1x4", NO_WEAPON, ISMISL|ISMISL, }, /* Dagger */
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31 { "4x4", "1x2", NO_WEAPON, 0, }, /* 2h sword */
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32 { "1x1", "1x3", NO_WEAPON, ISMANY|ISMISL, }, /* Dart */
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33 { "1x2", "2x4", NO_WEAPON, ISMANY|ISMISL, }, /* Shuriken */
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34 { "2x3", "1x6", NO_WEAPON, ISMISL, }, /* Spear */
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35 };
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36
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37 /*
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38 * missile:
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39 * Fire a missile in a given direction
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40 */
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41
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42 void
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43 missile(int ydelta, int xdelta)
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44 {
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45 THING *obj;
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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 obj = leave_pack(obj, TRUE, FALSE);
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55 do_motion(obj, ydelta, xdelta);
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56 /*
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57 * AHA! Here it has hit something. If it is a wall or a door,
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58 * or if it misses (combat) the monster, put it on the floor
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59 */
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60 if (moat(obj->o_pos.y, obj->o_pos.x) == NULL ||
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61 !hit_monster(unc(obj->o_pos), obj))
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62 fall(obj, TRUE);
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63 }
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64
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65 /*
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66 * do_motion:
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67 * Do the actual motion on the screen done by an object traveling
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68 * across the room
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69 */
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70
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71 void
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72 do_motion(THING *obj, int ydelta, int xdelta)
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73 {
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74 int ch;
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75
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76 /*
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77 * Come fly with us ...
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78 */
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79 obj->o_pos = hero;
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80 for (;;)
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81 {
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82 /*
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83 * Erase the old one
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84 */
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85 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && !terse)
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86 {
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87 ch = chat(obj->o_pos.y, obj->o_pos.x);
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88 if (ch == FLOOR && !show_floor())
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89 ch = ' ';
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90 mvaddch(obj->o_pos.y, obj->o_pos.x, ch);
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91 }
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92 /*
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93 * Get the new position
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94 */
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95 obj->o_pos.y += ydelta;
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96 obj->o_pos.x += xdelta;
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97 if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR)
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98 {
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99 /*
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100 * It hasn't hit anything yet, so display it
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101 * If it alright.
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102 */
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103 if (cansee(unc(obj->o_pos)) && !terse)
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104 {
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105 mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type);
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