annotate rogue5/move.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 f502bf60e6e4
children
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33
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1 /*
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2 * hero movement commands
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3 *
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4 * @(#)move.c 4.49 (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 <ctype.h>
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15 #include "rogue.h"
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16
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17 /*
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18 * used to hold the new hero position
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19 */
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20
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21
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22 /*
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23 * do_run:
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24 * Start the hero running
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25 */
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26
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27 void
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28 do_run(int ch)
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29 {
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30 running = TRUE;
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31 after = FALSE;
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32 runch = ch;
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33 }
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34
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35 /*
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36 * do_move:
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37 * Check to see that a move is legal. If it is handle the
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38 * consequences (fighting, picking up, etc.)
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39 */
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40
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41 void
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42 do_move(int dy, int dx)
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43 {
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44 int ch, fl;
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45 coord nh;
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46
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47 firstmove = FALSE;
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48 if (no_move)
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49 {
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50 no_move--;
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51 msg("you are still stuck in the bear trap");
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52 return;
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53 }
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54 /*
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55 * Do a confused move (maybe)
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56 */
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57 if (on(player, ISHUH) && rnd(5) != 0)
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58 {
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59 nh = rndmove(&player);
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60 if (ce(nh, hero))
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61 {
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62 after = FALSE;
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63 running = FALSE;
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64 to_death = FALSE;
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65 return;
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66 }
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67 }
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68 else
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69 {
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70 over:
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71 nh.y = hero.y + dy;
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72 nh.x = hero.x + dx;
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73 }
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74
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75 /*
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76 * Check if he tried to move off the screen or make an illegal
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77 * diagonal move, and stop him if he did.
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78 */
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79 if (nh.x < 0 || nh.x >= NUMCOLS || nh.y <= 0 || nh.y >= NUMLINES - 1)
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80 goto hit_bound;
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81 if (!diag_ok(&hero, &nh))
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82 {
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83 after = FALSE;
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84 running = FALSE;
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85 return;
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86 }
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87 if (running && ce(hero, nh))
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88 after = running = FALSE;
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89 fl = flat(nh.y, nh.x);
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90 ch = winat(nh.y, nh.x);
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91 if (!(fl & F_REAL) && ch == FLOOR)
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92 {
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93 if (!on(player, ISLEVIT))
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94 {
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95 chat(nh.y, nh.x) = ch = TRAP;
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96 flat(nh.y, nh.x) |= F_REAL;
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97 }
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98 }
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99 else if (on(player, ISHELD) && ch != 'F')
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100 {
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101 msg("you are being held");
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102 return;
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103 }
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104 switch (ch)
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105 {
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106 case ' ':
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107 case '|':
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108 case '-':
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