Mercurial > hg > early-roguelike
annotate srogue/armor.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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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1 /* |
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2 * This file contains misc functions for dealing with armor |
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3 * |
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4 * @(#)armor.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include "rogue.ext" |
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19 |
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20 /* |
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21 * wear: |
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22 * The player wants to wear something, so let the hero try |
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23 */ |
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24 wear() |
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25 { |
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26 reg struct linked_list *item; |
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27 reg struct object *obj; |
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28 |
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29 if (cur_armor != NULL) { |
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30 msg("You are already wearing some."); |
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31 after = FALSE; |
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32 return; |
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33 } |
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34 if ((item = get_item("wear", ARMOR)) == NULL) |
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35 return; |
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36 obj = OBJPTR(item); |
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37 if (obj->o_type != ARMOR) { |
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38 msg("You can't wear that."); |
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39 return; |
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40 } |
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41 waste_time(); |
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42 msg("Wearing %s.", a_magic[obj->o_which].mi_name); |
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43 cur_armor = obj; |
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44 setoflg(obj,ISKNOW); |
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45 nochange = FALSE; |
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46 } |
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47 |
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48 |
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49 /* |
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50 * take_off: |
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51 * Get the armor off of the players back |
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52 */ |
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53 take_off() |
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54 { |
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55 reg struct object *obj; |
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56 |
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57 if ((obj = cur_armor) == NULL) { |
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58 msg("Not wearing any armor."); |
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59 return; |
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60 } |
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61 if (!dropcheck(cur_armor)) |
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62 return; |
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63 cur_armor = NULL; |
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64 msg("Was wearing %c) %s",pack_char(obj),inv_name(obj,TRUE)); |
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65 nochange = FALSE; |
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66 } |
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67 |
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68 /* |
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69 * initarmor: |
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70 * Initialize some armor. |
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71 */ |
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72 initarmor(obj, what) |
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73 struct object *obj; |
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74 int what; |
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75 { |
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76 struct init_armor *iwa; |
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77 struct magic_item *mi; |
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78 |
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79 obj->o_type = ARMOR; |
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80 obj->o_which = what; |
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81 iwa = &armors[what]; |
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82 mi = &a_magic[what]; |
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83 obj->o_vol = iwa->a_vol; |
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84 obj->o_ac = iwa->a_class; |
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85 obj->o_weight = iwa->a_wght; |
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86 obj->o_typname = things[TYP_ARMOR].mi_name; |
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87 } |
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88 |
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89 /* |
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90 * hurt_armor: |
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91 * Returns TRUE if armor is damaged |
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92 */ |
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93 hurt_armor(obj) |
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94 struct object *obj; |
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95 { |
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96 reg int type, ac; |
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97 |
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98 if (obj != NULL) { |
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99 if (o_on(obj, ISPROT) || (o_on(obj, ISBLESS) && rnd(100) < 10)) |
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100 return FALSE; |
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101 ac = obj->o_ac; |
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102 type = obj->o_which; |
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103 if (type != PADDED && type != LEATHER) |
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104 if ((type == STUDDED && ac < 8) || (type != STUDDED && ac < 9)) |
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105 return TRUE; |
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106 } |
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