view rogue4/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 9535a08ddc39
children 1b73a8641b37
line wrap: on
line source

/*
 * Hero movement commands
 *
 * @(#)move.c	4.24 (Berkeley) 5/12/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 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
 */
do_run(ch)
char 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.)
 */
do_move(dy, dx)
int dy, dx;
{
    register char ch, fl;

    firstmove = FALSE;
    if (no_move)
    {
	no_move--;
	msg("you are still stuck in the bear trap");
	return;
    }
    /*
     * Do a confused move (maybe)
     */
    if (on(player, ISHUH) && rnd(5) != 0)
    {
	nh = *rndmove(&player);
	if (ce(nh, hero))
	{
	    after = FALSE;
	    running = FALSE;
	    return;
	}
    }
    else
    {
over:
	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 < 1 || nh.y > LINES - 2)
	goto hit_bound;
    if (!diag_ok(&hero, &nh))
    {
	after = FALSE;
	running = FALSE;
	return;
    }
    if (running && ce(hero, nh))
	after = running = FALSE;
    fl = flat(nh.y, nh.x);
    ch = winat(nh.y, nh.x);
    if (!(fl & F_REAL) && ch == FLOOR)
    {
	chat(nh.y, nh.x) = ch = TRAP;
	flat(nh.y, nh.x) |= F_REAL;
    }
    else
    if (on(player, ISHELD) && ch != 'F')
    {
	msg("you are being held");
	return;
    }
    switch (ch)
    {
	case ' ':
	case '|':
	case '-':
hit_bound:
	    if (passgo && running && (proom->r_flags & ISGONE)
		&& !on(player, ISBLIND))
	    {
		register bool	b1, b2;

		switch (runch)
		{
		    case 'h':
		    case 'l':
			b1 = (((flat(hero.y - 1, hero.x) & F_PASS) || chat(hero.y - 1, hero.x) == DOOR) && hero.y != 1);
			b2 = (((flat(hero.y + 1, hero.x) & F_PASS) || chat(hero.y + 1, hero.x) == DOOR) && hero.y != LINES - 2);
			if (!(b1 ^ b2))
			    break;
			if (b1)
			{
			    runch = 'k';
			    dy = -1;
			}
			else
			{
			    runch = 'j';
			    dy = 1;
			}
			dx = 0;
			turnref();
			goto over;
		    case 'j':
		    case 'k':
			b1 = (((flat(hero.y, hero.x - 1) & F_PASS) || chat(hero.y, hero.x - 1) == DOOR) && hero.x != 0);
			b2 = (((flat(hero.y, hero.x + 1) & F_PASS) || chat(hero.y, hero.x + 1) == DOOR) && hero.x != COLS - 1);
			if (!(b1 ^ b2))
			    break;
			if (b1)
			{
			    runch = 'h';
			    dx = -1;
			}
			else
			{
			    runch = 'l';
			    dx = 1;
			}
			dy = 0;
			turnref();
			goto over;
		}
	    }
	    after = running = FALSE;
	    break;
	case DOOR:
	    running = FALSE;
	    if (flat(hero.y, hero.x) & F_PASS)
		enter_room(&nh);
	    goto move_stuff;
	case TRAP:
	    ch = be_trapped(&nh);
	    if (ch == T_DOOR || ch == T_TELEP)
		return;
	    goto move_stuff;
	case PASSAGE:
	    goto move_stuff;
	case FLOOR:
	    if (!(fl & F_REAL))
		be_trapped(&hero);
	    goto move_stuff;
	default:
	    running = FALSE;
	    if (isupper(ch) || moat(nh.y, nh.x))
		fight(&nh, ch, cur_weapon, FALSE);
	    else
	    {
		running = FALSE;
		if (ch != STAIRS)
		    take = ch;
move_stuff:
		mvaddch(hero.y, hero.x, chat(hero.y, hero.x));
		if ((fl & F_PASS) && chat(oldpos.y, oldpos.x) == DOOR)
		    leave_room(&nh);
		hero = nh;
	    }
    }
}

/*
 * turnref:
 *	Decide whether to refresh at a passage turning or not
 */
turnref()
{
    register int index;

    index = INDEX(hero.y, hero.x);
    if (!(_flags[index] & F_SEEN))
    {
	if (jump)
	{
	    leaveok(stdscr, TRUE);
	    refresh();
	    leaveok(stdscr, FALSE);
	}
	_flags[index] |= F_SEEN;
    }
}

/*
 * door_open:
 *	Called to illuminate a room.  If it is dark, remove anything
 *	that might move.
 */
door_open(rp)
struct room *rp;
{
    register int j, k;
    register char ch;
    register THING *item;

    if (!(rp->r_flags & ISGONE) && !on(player, ISBLIND))
	for (j = rp->r_pos.y; j < rp->r_pos.y + rp->r_max.y; j++)
	    for (k = rp->r_pos.x; k < rp->r_pos.x + rp->r_max.x; k++)
	    {
		ch = winat(j, k);
		move(j, k);
		if (isupper(ch))
		{
		    item = wake_monster(j, k);
		    if (item->t_oldch == ' ' && !(rp->r_flags & ISDARK)
			&& !on(player, ISBLIND))
			    item->t_oldch = chat(j, k);
		}
	    }
}

/*
 * be_trapped:
 *	The guy stepped on a trap.... Make him pay.
 */
be_trapped(tc)
register coord *tc;
{
    register char tr;
    register int index;

    count = running = FALSE;
    index = INDEX(tc->y, tc->x);
    _level[index] = TRAP;
    tr = _flags[index] & F_TMASK;
    switch (tr)
    {
	case T_DOOR:
	    level++;
	    new_level();
	    msg("you fell into a trap!");
	when T_BEAR:
	    no_move += BEARTIME;
	    msg("you are caught in a bear trap");
	when T_SLEEP:
	    no_command += SLEEPTIME;
	    player.t_flags &= ~ISRUN;
	    msg("a strange white mist envelops you and you fall asleep");
	when T_ARROW:
	    if (swing(pstats.s_lvl-1, pstats.s_arm, 1))
	    {
		pstats.s_hpt -= roll(1, 6);
		if (pstats.s_hpt <= 0)
		{
		    msg("an arrow killed you");
		    death('a');
		}
		else
		    msg("oh no! An arrow shot you");
	    }
	    else
	    {
		register THING *arrow;

		arrow = new_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;
		fall(arrow, FALSE);
		msg("an arrow shoots past you");
	    }
	when T_TELEP:
	    teleport();
	    mvaddch(tc->y, tc->x, TRAP); /* since the hero's leaving, look()
					    won't put it on for us */
	when T_DART:
	    if (swing(pstats.s_lvl+1, pstats.s_arm, 1))
	    {
		pstats.s_hpt -= roll(1, 4);
		if (pstats.s_hpt <= 0)
		{
		    msg("a poisoned dart killed you");
		    death('d');
		}
		if (!ISWEARING(R_SUSTSTR) && !save(VS_POISON))
		    chg_str(-1);
		msg("a small dart just hit you in the shoulder");
	    }
	    else
		msg("a small dart whizzes by your ear and vanishes");
    }
    flush_type();
    return tr;
}

/*
 * rndmove:
 *	Move in a random direction if the monster/person is confused
 */
coord *
rndmove(who)
THING *who;
{
    register int x, y;
    register char ch;
    register THING *obj;
    static coord ret;  /* what we will be returning */

    y = ret.y = who->t_pos.y + rnd(3) - 1;
    x = ret.x = who->t_pos.x + rnd(3) - 1;
    /*
     * Now check to see if that's a legal move.  If not, don't move.
     * (I.e., bump into the wall or whatever)
     */
    if (y == who->t_pos.y && x == who->t_pos.x)
	return &ret;
    if ((y < 0 || y >= LINES - 1) || (x < 0 || x >= COLS))
	goto bad;
    else if (!diag_ok(&who->t_pos, &ret))
	goto bad;
    else
    {
	ch = winat(y, x);
	if (!step_ok(ch))
	    goto bad;
	if (ch == SCROLL)
	{
	    for (obj = lvl_obj; obj != NULL; obj = next(obj))
		if (y == obj->o_pos.y && x == obj->o_pos.x)
		    break;
	    if (obj != NULL && obj->o_which == S_SCARE)
		goto bad;
	}
    }
    return &ret;

bad:
    ret = who->t_pos;
    return &ret;
}