Mercurial > hg > early-roguelike
view rogue3/misc.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 |
---|---|
date | Mon, 06 Jan 2014 15:57:17 -0500 |
parents | 527e2150eaf0 |
children | e7862a021609 |
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/* * all sorts of miscellaneous routines * * @(#)misc.c 3.13 (Berkeley) 6/15/81 * * 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 "curses.h" #include "rogue.h" #include <ctype.h> /* * tr_name: * print the name of a trap */ char * tr_name(int ch) { char *s = ""; switch (ch) { case TRAPDOOR: s = terse ? "A trapdoor." : "You found a trapdoor."; when BEARTRAP: s = terse ? "A beartrap." : "You found a beartrap."; when SLEEPTRAP: s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap."; when ARROWTRAP: s = terse ? "An arrow trap." : "You found an arrow trap."; when TELTRAP: s = terse ? "A teleport trap." : "You found a teleport trap."; when DARTTRAP: s = terse ? "A dart trap." : "You found a poison dart trap."; } return s; } /* * Look: * A quick glance all around the player */ void look(int wakeup) { int x, y; int ch; int oldx, oldy; int inpass; int passcount = 0; struct room *rp; int ey, ex; getyx(cw, oldy, oldx); if (oldrp != NULL && (oldrp->r_flags & ISDARK) && off(player, ISBLIND)) { for (x = oldpos.x - 1; x <= oldpos.x + 1; x++) for (y = oldpos.y - 1; y <= oldpos.y + 1; y++) if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR) mvwaddch(cw, y, x, ' '); } inpass = ((rp = roomin(&hero)) == NULL); ey = hero.y + 1; ex = hero.x + 1; for (x = hero.x - 1; x <= ex; x++) if (x >= 0 && x < COLS) for (y = hero.y - 1; y <= ey; y++) { if (y <= 0 || y >= LINES - 1) continue; if (isupper(mvwinch(mw, y, x))) { struct linked_list *it; struct thing *tp; if (wakeup) it = wake_monster(y, x); else it = find_mons(y, x); tp = (struct thing *) ldata(it); if ((tp->t_oldch = mvinch(y, x)) == TRAP) tp->t_oldch = (trap_at(y,x)->tr_flags&ISFOUND) ? TRAP : FLOOR; if (tp->t_oldch == FLOOR && (rp != NULL) && (rp->r_flags & ISDARK) && off(player, ISBLIND)) tp->t_oldch = ' '; } /* * Secret doors show as walls */ if ((ch = show(y, x)) == SECRETDOOR) ch = secretdoor(y, x); /* * Don't show room walls if he is in a passage */ if (off(player, ISBLIND)) { if (y == hero.y && x == hero.x || (inpass && (ch == '-' || ch == '|'))) continue; } else if (y != hero.y || x != hero.x) continue; wmove(cw, y, x); waddch(cw, ch); if (door_stop && !firstmove && running) { switch (runch) { case 'h': if (x == ex) continue; when 'j': if (y == hero.y - 1) continue; when 'k': if (y == ey) continue; when 'l': if (x == hero.x - 1) continue; when 'y': if ((x + y) - (hero.x + hero.y) >= 1) continue; when 'u': if ((y - x) - (hero.y - hero.x) >= 1) continue; when 'n': if ((x + y) - (hero.x + hero.y) <= -1) continue; when 'b': if ((y - x) - (hero.y - hero.x) <= -1) continue; } switch (ch) { case DOOR: if (x == hero.x || y == hero.y) running = FALSE; break; case PASSAGE: if (x == hero.x || y == hero.y) passcount++; break; case FLOOR: case '|': case '-': case ' ': break; default: running = FALSE; break; } } } if (door_stop && !firstmove && passcount > 1) running = FALSE; mvwaddch(cw, hero.y, hero.x, PLAYER); wmove(cw, oldy, oldx); oldpos = hero; oldrp = rp; } /* * secret_door: * Figure out what a secret door looks like. */ int secretdoor(int y, int x) { int i; struct room *rp; coord *cpp; static coord cp; cp.y = y; cp.x = x; cpp = &cp; for (rp = rooms, i = 0; i < MAXROOMS; rp++, i++) if (inroom(rp, cpp)) if (y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1) return('-'); else return('|'); return('p'); } /* * find_obj: * find the unclaimed object at y, x */ struct linked_list * find_obj(int y, int x) { struct linked_list *obj; struct object *op; for (obj = lvl_obj; obj != NULL; obj = next(obj)) { op = (struct object *) ldata(obj); if (op->o_pos.y == y && op->o_pos.x == x) return obj; } sprintf(prbuf, "Non-object %d,%d", y, x); debug(prbuf); return NULL; } /* * eat: * She wants to eat something, so let her try */ void eat() { struct linked_list *item; struct object *obj; if ((item = get_item("eat", FOOD)) == NULL) return; obj = (struct object *) ldata(item); if (obj->o_type != FOOD) { if (!terse) msg("Ugh, you would get ill if you ate that."); else msg("That's Inedible!"); return; } inpack--; if (obj->o_which == 1) msg("My, that was a yummy %s", fruit); else if (rnd(100) > 70) { msg("Yuk, this food tastes awful"); pstats.s_exp++; check_level(); } else msg("Yum, that tasted good"); if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE) food_left = STOMACHSIZE; hungry_state = 0; if (obj == cur_weapon) cur_weapon = NULL; if (--obj->o_count < 1) { detach(pack, item); discard(item); } } /* * Used to modify the playes strength * it keeps track of the highest it has been, just in case */ void chg_str(int amt) { if (amt == 0) return; if (amt > 0) { while (amt--) { if (pstats.s_str.st_str < 18) pstats.s_str.st_str++; else if (pstats.s_str.st_add == 0) pstats.s_str.st_add = rnd(50) + 1; else if (pstats.s_str.st_add <= 50) pstats.s_str.st_add = 51 + rnd(24); else if (pstats.s_str.st_add <= 75) pstats.s_str.st_add = 76 + rnd(14); else if (pstats.s_str.st_add <= 90) pstats.s_str.st_add = 91; else if (pstats.s_str.st_add < 100) pstats.s_str.st_add++; } if (pstats.s_str.st_str > max_stats.s_str.st_str || (pstats.s_str.st_str == 18 && pstats.s_str.st_add > max_stats.s_str.st_add)) max_stats.s_str = pstats.s_str; } else { while (amt++) { if (pstats.s_str.st_str < 18 || pstats.s_str.st_add == 0) pstats.s_str.st_str--; else if (pstats.s_str.st_add < 51) pstats.s_str.st_add = 0; else if (pstats.s_str.st_add < 76) pstats.s_str.st_add = 1 + rnd(50); else if (pstats.s_str.st_add < 91) pstats.s_str.st_add = 51 + rnd(25); else if (pstats.s_str.st_add < 100) pstats.s_str.st_add = 76 + rnd(14); else pstats.s_str.st_add = 91 + rnd(8); } if (pstats.s_str.st_str < 3) pstats.s_str.st_str = 3; } } /* * add_haste: * add a haste to the player */ void add_haste(int potion) { if (on(player, ISHASTE)) { msg("You faint from exhaustion."); no_command += rnd(8); extinguish(nohaste); } else { player.t_flags |= ISHASTE; if (potion) fuse(nohaste, 0, rnd(4)+4, AFTER); } } /* * aggravate: * aggravate all the monsters on this level */ void aggravate() { struct linked_list *mi; for (mi = mlist; mi != NULL; mi = next(mi)) runto(&((struct thing *) ldata(mi))->t_pos, &hero); } /* * for printfs: if string starts with a vowel, return "n" for an "an" */ char * vowelstr(char *str) { switch (*str) { case 'a': case 'e': case 'i': case 'o': case 'u': return "n"; default: return ""; } } /* * see if the object is one of the currently used items */ int is_current(struct object *obj) { if (obj == NULL) return FALSE; if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT] || obj == cur_ring[RIGHT]) { msg(terse ? "In use." : "That's already in use."); return TRUE; } return FALSE; } /* * set up the direction co_ordinate for use in varios "prefix" commands */ int get_dir() { char *prompt; int gotit; if (!terse) msg(prompt = "Which direction? "); else prompt = "Direction: "; do { gotit = TRUE; switch (readchar(cw)) { case 'h': case'H': delta.y = 0; delta.x = -1; when 'j': case'J': delta.y = 1; delta.x = 0; when 'k': case'K': delta.y = -1; delta.x = 0; when 'l': case'L': delta.y = 0; delta.x = 1; when 'y': case'Y': delta.y = -1; delta.x = -1; when 'u': case'U': delta.y = -1; delta.x = 1; when 'b': case'B': delta.y = 1; delta.x = -1; when 'n': case'N': delta.y = 1; delta.x = 1; when ESCAPE: return FALSE; otherwise: mpos = 0; msg(prompt); gotit = FALSE; } } until (gotit); if (on(player, ISHUH) && rnd(100) > 80) do { delta.y = rnd(3) - 1; delta.x = rnd(3) - 1; } while (delta.y == 0 && delta.x == 0); mpos = 0; return TRUE; }