Mercurial > hg > early-roguelike
view srogue/armor.c @ 83:09db0cf536af
Properly handle invalid room references in savefiles.
In all games, rs_write_room_reference() stored -1 for a nonexistent
room, but rs_read_room_reference() did not check for out-of-bounds
values, leading to pointers to rooms[-1], which sometimes caused
crashes. rs_read_room_reference() has now been modified to use NULL
instead.
Some of the games required further changes to replace NULL with the
pointer to the actual room. Others are capable of handling NULL for
objects not in any room.
author | John "Elwin" Edwards |
---|---|
date | Thu, 08 Aug 2013 12:41:35 -0700 |
parents | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
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/* * This file contains misc functions for dealing with armor * * @(#)armor.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "rogue.h" #include "rogue.ext" /* * wear: * The player wants to wear something, so let the hero try */ wear() { reg struct linked_list *item; reg struct object *obj; if (cur_armor != NULL) { msg("You are already wearing some."); after = FALSE; return; } if ((item = get_item("wear", ARMOR)) == NULL) return; obj = OBJPTR(item); if (obj->o_type != ARMOR) { msg("You can't wear that."); return; } waste_time(); msg("Wearing %s.", a_magic[obj->o_which].mi_name); cur_armor = obj; setoflg(obj,ISKNOW); nochange = FALSE; } /* * take_off: * Get the armor off of the players back */ take_off() { reg struct object *obj; if ((obj = cur_armor) == NULL) { msg("Not wearing any armor."); return; } if (!dropcheck(cur_armor)) return; cur_armor = NULL; msg("Was wearing %c) %s",pack_char(obj),inv_name(obj,TRUE)); nochange = FALSE; } /* * initarmor: * Initialize some armor. */ initarmor(obj, what) struct object *obj; int what; { struct init_armor *iwa; struct magic_item *mi; obj->o_type = ARMOR; obj->o_which = what; iwa = &armors[what]; mi = &a_magic[what]; obj->o_vol = iwa->a_vol; obj->o_ac = iwa->a_class; obj->o_weight = iwa->a_wght; obj->o_typname = things[TYP_ARMOR].mi_name; } /* * hurt_armor: * Returns TRUE if armor is damaged */ hurt_armor(obj) struct object *obj; { reg int type, ac; if (obj != NULL) { if (o_on(obj, ISPROT) || (o_on(obj, ISBLESS) && rnd(100) < 10)) return FALSE; ac = obj->o_ac; type = obj->o_which; if (type != PADDED && type != LEATHER) if ((type == STUDDED && ac < 8) || (type != STUDDED && ac < 9)) return TRUE; } return FALSE; }