Mercurial > hg > early-roguelike
annotate srogue/chase.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 * Code for one object to chase another |
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3 * |
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4 * @(#)chase.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 #define FARAWAY 32767 |
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21 #define RDIST(a, b) (DISTANCE((a)->y, (a)->x, (b).y, (b).x)) |
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22 |
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23 struct coord ch_ret; /* Where chasing takes you */ |
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24 |
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25 /* |
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26 * runners: |
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27 * Make all the running monsters move. |
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28 */ |
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29 runners() |
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30 { |
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31 reg struct thing *tp; |
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32 reg struct linked_list *mon,*nextmon; |
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33 |
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34 for (mon = mlist; mon != NULL; mon = nextmon) { |
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35 tp = THINGPTR(mon); |
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36 nextmon = next(mon); |
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37 if (off(*tp, ISHELD) && on(*tp, ISRUN)) { |
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38 if (tp->t_nomove > 0) |
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39 if (--tp->t_nomove > 0) |
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40 continue; |
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41 if (on(*tp, ISHASTE)) |
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42 if (do_chase(mon) == -1) |
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43 continue; |
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44 if (off(*tp, ISSLOW) || tp->t_turn) |
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45 if (do_chase(mon) == -1) |
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46 continue; |
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47 tp->t_turn ^= TRUE; |
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48 } |
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49 } |
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50 } |
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51 |
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52 |
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53 /* |
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54 * do_chase: |
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55 * Make one thing chase another. |
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56 */ |
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57 do_chase(mon) |
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58 struct linked_list *mon; |
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59 { |
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60 reg struct thing *th; |
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61 reg struct room *rer, *ree, *rxx; |
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62 reg int mindist, i, dist; |
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63 struct stats *st; |
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64 bool stoprun = FALSE, ondoor = FALSE, link = FALSE; |
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65 char runaway, dofight, wound, sch, ch; |
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66 struct coord this; |
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67 struct trap *trp; |
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68 |
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69 th = THINGPTR(mon); |
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70 wound = th->t_flags & ISWOUND; |
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71 if (wound) |
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72 mindist = 0; |
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73 else |
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74 mindist = FARAWAY; |
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75 runaway = wound; |
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76 dofight = !runaway; |
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77 rer = th->t_room; |
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78 if (th->t_type == 'V') { |
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79 if (rer != NULL && !rf_on(rer, ISDARK)) { |
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80 /* |
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81 * Vampires can't stand the light |
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82 */ |
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83 if (cansee(th->t_pos.y, th->t_pos.x)) |
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84 msg("The vampire vaporizes into thin air !"); |
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85 killed(mon, FALSE); |
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86 return(-1); |
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87 } |
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88 } |
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89 ree = roomin(th->t_dest); /* room of chasee */ |
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90 this = *th->t_dest; |
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91 /* |
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92 * If the object of our desire is in a different |
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93 * room, then run to the door nearest to our goal. |
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94 */ |
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95 if (mvinch(th->t_pos.y, th->t_pos.x) == DOOR) |
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96 ondoor = TRUE; |
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97 rxx = NULL; |
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98 if (rer != NULL || ree != NULL) { |
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99 /* |
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100 * Monster not in room, hero in room. Run to closest door |
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101 * in hero's room if not wounded. Run away if wounded. |
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102 */ |
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103 if (rer == NULL && ree != NULL) { |
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104 if (!wound) |
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105 rxx = ree; |
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