annotate rogue4/misc.c @ 114:a5433ba4cabf

arogue5: fix some daemon-related pointer/int casting. Daemons and fuses take a single argument, nominally an int but either ignored or unsafely cast to a pointer. Its type has now been changed to void*. The save/restore code no longer tries to store this argument in the savefile. For doctor(), this is not a problem, because player is the only argument it is ever given as a daemon. However, alchemy() will fail to do anything when passed NULL. Fixing this would be complicated but possible. Summary: the code is slightly safer, but alchemy jugs are guaranteed to stop working after save and restore, instead of just extremely likely.
author John "Elwin" Edwards
date Fri, 28 Mar 2014 10:57:03 -0700
parents 9535a08ddc39
children 1b73a8641b37
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12
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1 /*
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2 * All sorts of miscellaneous routines
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3 *
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4 * @(#)misc.c 4.30 (Berkeley) 4/6/82
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981, 1982 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 <stdlib.h>
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14 #include <curses.h>
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15 #include <ctype.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 /*
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20 * tr_name:
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21 * Print the name of a trap
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22 */
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23 char *
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24 tr_name(type)
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25 char type;
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26 {
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27 switch (type)
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28 {
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29 case T_DOOR:
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30 return terse ? "a trapdoor" : "you found a trapdoor";
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31 case T_BEAR:
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32 return terse ? "a beartrap" : "you found a beartrap";
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33 case T_SLEEP:
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34 return terse ? "a sleeping gas trap":"you found a sleeping gas trap";
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35 case T_ARROW:
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36 return terse ? "an arrow trap" : "you found an arrow trap";
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37 case T_TELEP:
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38 return terse ? "a teleport trap" : "you found a teleport trap";
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39 case T_DART:
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40 return terse ? "a dart trap" : "you found a poison dart trap";
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41 }
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42 msg("wierd trap: %d", type);
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43 return NULL;
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44 }
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45
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46 /*
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47 * look:
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48 * A quick glance all around the player
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49 */
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50 look(wakeup)
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51 bool wakeup;
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52 {
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53 register int x, y;
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54 register unsigned char ch;
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55 register int index;
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56 register THING *tp;
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57 register struct room *rp;
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58 register int ey, ex;
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59 register int passcount = 0;
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60 register char pfl, *fp, pch;
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61 register int sy, sx, sumhero = 0, diffhero = 0;
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62 register int oldx, oldy;
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63
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64 getyx(stdscr, oldy, oldx);
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65 rp = proom;
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66 if (!ce(oldpos, hero))
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67 {
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68 if ((oldrp->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player,ISBLIND))
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69 {
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70 ey = oldpos.y + 1;
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71 ex = oldpos.x + 1;
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72 sy = oldpos.y - 1;
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73 for (x = oldpos.x - 1; x <= ex; x++)
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74 for (y = sy; y <= ey; y++)
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75 {
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76 if (y == hero.y && x == hero.x)
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77 continue;
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78 move(y, x);
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79 if (inch() == FLOOR)
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80 addch(' ');
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81 }
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82 }
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83 oldpos = hero;
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84 oldrp = rp;
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85 }
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86 ey = hero.y + 1;
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87 ex = hero.x + 1;
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88 sx = hero.x - 1;
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89 sy = hero.y - 1;
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90 if (door_stop && !firstmove && running)
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91 {
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92 sumhero = hero.y + hero.x;
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93 diffhero = hero.y - hero.x;
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94 }
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95 index = INDEX(hero.y, hero.x);
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96 pfl = _flags[index];
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97 pch = _level[index];
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98 for (y = sy; y <= ey; y++)
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99 if (y > 0 && y < LINES - 1) for (x = sx; x <= ex; x++)
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100 {
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101 if (x <= 0 || x >= COLS)
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102 continue;
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103 if (!on(player, ISBLIND))
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104 {
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105 if (y == hero.y && x == hero.x)
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