Mercurial > hg > early-roguelike
annotate srogue/new_leve.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 * Do anything associated with a new dungeon level |
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3 * |
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4 * @(#)new_level.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 * new_level: |
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22 * Dig and draw a new level |
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23 */ |
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24 new_level(ltype) |
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25 int ltype; |
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26 { |
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27 register i; |
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28 register char ch; |
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29 struct coord traploc; |
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30 struct room *rp; |
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31 |
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32 if (level > max_level) |
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33 max_level = level; |
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34 |
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35 wclear(cw); |
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36 wclear(mw); |
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37 clear(); |
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38 |
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39 isfight = FALSE; |
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40 levtype = ltype; |
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41 |
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42 free_list(mlist); /* free monster list */ |
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43 |
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44 if (levtype == POSTLEV) |
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45 do_post(); |
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46 else { |
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47 lev_mon(); /* fill in monster list */ |
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48 |
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49 if (levtype == MAZELEV) |
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50 do_maze(); |
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51 else { /* normal levels */ |
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52 do_rooms(); /* Draw rooms */ |
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53 do_passages(); /* Draw passages */ |
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54 } |
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55 no_food++; |
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56 put_things(); /* Place objects (if any) */ |
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57 } |
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58 /* |
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59 * Place the staircase down. |
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60 */ |
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61 stairs = *rnd_pos(&rooms[rnd_room()]); |
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62 mvaddch(stairs.y, stairs.x, STAIRS); |
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63 ntraps = 0; |
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64 |
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65 if (levtype == NORMLEV) |
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66 { |
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67 struct trap *trp, *maxtrp; |
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68 |
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69 /* Place the traps for normal levels only */ |
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70 |
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71 if (rnd(10) < level) |
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72 { |
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73 ntraps = rnd(level / 4) + 1; |
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74 |
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75 if (ntraps > MAXTRAPS) |
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76 ntraps = MAXTRAPS; |
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77 |
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78 maxtrp = &traps[ntraps]; |
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79 for (trp = &traps[0]; trp < maxtrp; trp++) |
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80 { |
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81 again: |
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82 switch(rnd(TYPETRAPS + 1)) |
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83 { |
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84 case 0: |
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85 if (rnd(100) > 25) |
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86 goto again; |
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87 else |
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88 ch = POST; |
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89 |
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90 when 1: ch = TRAPDOOR; |
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91 when 2: ch = BEARTRAP; |
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92 when 3: ch = SLEEPTRAP; |
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93 when 4: ch = ARROWTRAP; |
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94 when 5: ch = TELTRAP; |
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95 when 6: ch = DARTTRAP; |
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96 when 7: ch = MAZETRAP; |
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97 when 8: |
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98 case 9: |
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99 if (rnd(100) > 80) |
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100 goto again; |
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101 else |
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102 ch = POOL; |
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103 } |
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104 trp->tr_flags = 0; |
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105 traploc = *rnd_pos(&rooms[rnd_room()]); |