Mercurial > hg > early-roguelike
view rogue3/move.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 | d9e44e18eeec |
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/* * Hero movement commands * * @(#)move.c 3.26 (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 <ctype.h> #include "rogue.h" /* * Used to hold the new hero position */ coord nh; /* * do_run: * Start the hero running */ void do_run(int ch) { running = TRUE; after = FALSE; runch = ch; } /* * do_move: * Check to see that a move is legal. If it is handle the * consequences (fighting, picking up, etc.) */ void do_move(int dy, int dx) { int ch; firstmove = FALSE; if (no_move) { no_move--; msg("You are still stuck in the bear trap"); return; } /* * Do a confused move (maybe) */ if (rnd(100) < 80 && on(player, ISHUH)) nh = *rndmove(&player); else { nh.y = hero.y + dy; nh.x = hero.x + dx; } /* * Check if he tried to move off the screen or make an illegal * diagonal move, and stop him if he did. */ if (nh.x < 0 || nh.x > COLS-1 || nh.y < 0 || nh.y > LINES - 1 || !diag_ok(&hero, &nh)) { after = FALSE; running = FALSE; return; } if (running && ce(hero, nh)) after = running = FALSE; ch = winat(nh.y, nh.x); if (on(player, ISHELD) && ch != 'F') { msg("You are being held"); return; } switch(ch) { case ' ': case '|': case '-': case SECRETDOOR: after = running = FALSE; return; case TRAP: ch = be_trapped(&nh); if (ch == TRAPDOOR || ch == TELTRAP) return; goto move_stuff; case GOLD: case POTION: case SCROLL: case FOOD: case WEAPON: case ARMOR: case RING: case AMULET: case STICK: running = FALSE; take = ch; default: move_stuff: if (ch == PASSAGE && winat(hero.y, hero.x) == DOOR) light(&hero); else if (ch == DOOR) { running = FALSE; if (winat(hero.y, hero.x) == PASSAGE) light(&nh); } else if (ch == STAIRS) running = FALSE; else if (isupper(ch)) { running = FALSE; fight(&nh, ch, cur_weapon, FALSE); return; } ch = winat(hero.y, hero.x); wmove(cw, unc(hero)); waddch(cw, ch); hero = nh; wmove(cw, unc(hero)); waddch(cw, PLAYER); } } /* * Called to illuminate a room. * If it is dark, remove anything that might move. */ void light(coord *cp) { struct room *rp; int j, k; int ch; int rch; struct linked_list *item; if ((rp = roomin(cp)) != NULL && !on(player, ISBLIND)) { for (j = 0; j < rp->r_max.y; j++) { for (k = 0; k < rp->r_max.x; k++) { ch = show(rp->r_pos.y + j, rp->r_pos.x + k); wmove(cw, rp->r_pos.y + j, rp->r_pos.x + k); /* * Figure out how to display a secret door */ if (ch == SECRETDOOR) { if (j == 0 || j == rp->r_max.y - 1) ch = '-'; else ch = '|'; } /* * If the room is a dark room, we might want to remove * monsters and the like from it (since they might * move) */ if (isupper(ch)) { item = wake_monster(rp->r_pos.y+j, rp->r_pos.x+k); if (((struct thing *) ldata(item))->t_oldch == ' ') if (!(rp->r_flags & ISDARK)) ((struct thing *) ldata(item))->t_oldch = mvwinch(stdscr, rp->r_pos.y+j, rp->r_pos.x+k); } if (rp->r_flags & ISDARK) { rch = mvwinch(cw, rp->r_pos.y+j, rp->r_pos.x+k); switch (rch) { case DOOR: case STAIRS: case TRAP: case '|': case '-': case ' ': ch = rch; when FLOOR: ch = (on(player, ISBLIND) ? FLOOR : ' '); otherwise: ch = ' '; } } mvwaddch(cw, rp->r_pos.y+j, rp->r_pos.x+k, ch); } } } } /* * show: * returns what a certain thing will display as to the un-initiated */ int show(int y, int x) { int ch = winat(y, x); struct linked_list *it; struct thing *tp; if (ch == TRAP) return (trap_at(y, x)->tr_flags & ISFOUND) ? TRAP : FLOOR; else if (ch == 'M' || ch == 'I') { if ((it = find_mons(y, x)) == NULL) fatal("Can't find monster in show"); tp = (struct thing *) ldata(it); if (ch == 'M') ch = tp->t_disguise; /* * Hide invisible monsters */ else if (off(player, CANSEE)) ch = mvwinch(stdscr, y, x); } return ch; } /* * be_trapped: * The guy stepped on a trap.... Make him pay. */ int be_trapped(coord *tc) { struct trap *tp; int ch; tp = trap_at(tc->y, tc->x); count = running = FALSE; mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, TRAP); tp->tr_flags |= ISFOUND; switch (ch = tp->tr_type) { case TRAPDOOR: level++; new_level(); msg("You fell into a trap!"); when BEARTRAP: no_move += BEARTIME; msg("You are caught in a bear trap"); when SLEEPTRAP: no_command += SLEEPTIME; msg("A strange white mist envelops you and you fall asleep"); when ARROWTRAP: if (swing(pstats.s_lvl-1, pstats.s_arm, 1)) { msg("Oh no! An arrow shot you"); if ((pstats.s_hpt -= roll(1, 6)) <= 0) { msg("The arrow killed you."); death('a'); } } else { struct linked_list *item; struct object *arrow; msg("An arrow shoots past you."); item = new_item(sizeof *arrow); arrow = (struct object *) ldata(item); arrow->o_type = WEAPON; arrow->o_which = ARROW; init_weapon(arrow, ARROW); arrow->o_count = 1; arrow->o_pos = hero; arrow->o_hplus = arrow->o_dplus = 0; /* "arrow bug" FIX */ fall(item, FALSE); } when TELTRAP: teleport(); when DARTTRAP: if (swing(pstats.s_lvl+1, pstats.s_arm, 1)) { msg("A small dart just hit you in the shoulder"); if ((pstats.s_hpt -= roll(1, 4)) <= 0) { msg("The dart killed you."); death('d'); } if (!ISWEARING(R_SUSTSTR)) chg_str(-1); } else msg("A small dart whizzes by your ear and vanishes."); } flush_type(); /* flush typeahead */ return(ch); } /* * trap_at: * find the trap at (y,x) on screen. */ struct trap * trap_at(int y, int x) { struct trap *tp, *ep; ep = &traps[ntraps]; for (tp = traps; tp < ep; tp++) if (tp->tr_pos.y == y && tp->tr_pos.x == x) break; if (tp == ep) { sprintf(prbuf, "Trap at %d,%d not in array", y, x); fatal(prbuf); } return tp; } /* * rndmove: * move in a random direction if the monster/person is confused */ coord * rndmove(struct thing *who) { int x, y; int ch; int ex, ey, nopen = 0; struct linked_list *item; struct object *obj; static coord ret; /* what we will be returning */ static coord dest; ret = who->t_pos; /* * Now go through the spaces surrounding the player and * set that place in the array to true if the space can be * moved into */ ey = ret.y + 1; ex = ret.x + 1; for (y = who->t_pos.y - 1; y <= ey; y++) if (y >= 0 && y < LINES) for (x = who->t_pos.x - 1; x <= ex; x++) { if (x < 0 || x >= COLS) continue; ch = winat(y, x); if (step_ok(ch)) { dest.y = y; dest.x = x; if (!diag_ok(&who->t_pos, &dest)) continue; if (ch == SCROLL) { item = NULL; for (item = lvl_obj; item != NULL; item = next(item)) { obj = (struct object *) ldata(item); if (y == obj->o_pos.y && x == obj->o_pos.x) break; } if (item != NULL && obj->o_which == S_SCARE) continue; } if (rnd(++nopen) == 0) ret = dest; } } return &ret; }