Mercurial > hg > early-roguelike
view rogue4/scrolls.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 |
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/* * Read a scroll and let it happen * * @(#)scrolls.c 4.21 (Berkeley) 4/6/82 * * 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" /* * read_scroll: * Read a scroll from the pack and do the appropriate thing */ read_scroll() { register THING *obj; register int y, x; register char ch; register THING *op; register int index; register bool discardit = FALSE; obj = get_item("read", SCROLL); if (obj == NULL) return; if (obj->o_type != SCROLL) { if (!terse) msg("there is nothing on it to read"); else msg("nothing to read"); return; } msg("as you read the scroll, it vanishes"); /* * Calculate the effect it has on the poor guy. */ if (obj == cur_weapon) cur_weapon = NULL; switch (obj->o_which) { case S_CONFUSE: /* * Scroll of monster confusion. Give him that power. */ player.t_flags |= CANHUH; msg("your hands begin to glow red"); when S_ARMOR: if (cur_armor != NULL) { cur_armor->o_ac--; cur_armor->o_flags &= ~ISCURSED; msg("your armor glows faintly for a moment"); } when S_HOLD: /* * Hold monster scroll. Stop all monsters within two spaces * from chasing after the hero. */ for (x = hero.x - 2; x <= hero.x + 2; x++) if (x >= 0 && x < COLS) for (y = hero.y - 2; y <= hero.y + 2; y++) if (y >= 0 && y <= LINES - 1) if ((op = moat(y, x)) != NULL) { op->t_flags &= ~ISRUN; op->t_flags |= ISHELD; } when S_SLEEP: /* * Scroll which makes you fall asleep */ s_know[S_SLEEP] = TRUE; no_command += rnd(SLEEPTIME) + 4; player.t_flags &= ~ISRUN; msg("you fall asleep"); when S_CREATE: /* * Create a monster * First look in a circle around him, next try his room * otherwise give up */ { register bool appear = 0; coord mp; /* * Search for an open place */ for (y = hero.y - 1; y <= hero.y + 1; y++) for (x = hero.x - 1; x <= hero.x + 1; x++) { /* * Don't put a monster in top of the player. */ if (y == hero.y && x == hero.x) continue; /* * Or anything else nasty * Also avoid a mimic which is disguised as scroll */ if (moat(y, x) == NULL && step_ok(ch = winat(y, x))) { if (ch == SCROLL && find_obj(y, x)->o_which == S_SCARE) continue; if (rnd(++appear) == 0) { mp.y = y; mp.x = x; } } } if (appear) { op = new_item(); new_monster(op, randmonster(FALSE), &mp); } else msg("you hear a faint cry of anguish in the distance"); } when S_IDENT: /* * Identify, let the rogue figure something out */ s_know[S_IDENT] = TRUE; msg("this scroll is an identify scroll"); whatis(TRUE); when S_MAP: /* * Scroll of magic mapping. */ s_know[S_MAP] = TRUE; msg("oh, now this scroll has a map on it"); /* * Take all the things we want to keep hidden out of the window */ for (y = 1; y < LINES - 1; y++) for (x = 0; x < COLS; x++) { index = INDEX(y, x); switch (ch = _level[index]) { case '-': case '|': if (!(_flags[index] & F_REAL)) { ch = _level[index] = DOOR; _flags[index] &= ~F_REAL; } case PASSAGE: _flags[index] |= F_SEEN; case DOOR: case STAIRS: if ((op = moat(y, x)) != NULL) if (op->t_oldch == ' ') op->t_oldch = ch; break; default: ch = ' '; } if (ch != ' ') mvaddch(y, x, ch); } when S_GFIND: /* * Potion of gold detection */ ch = FALSE; wclear(hw); for (op = lvl_obj; op != NULL; op = next(op)) if (op->o_type == GOLD) { ch = TRUE; mvwaddch(hw, op->o_pos.y, op->o_pos.x, GOLD); } if (ch) { s_know[S_GFIND] = TRUE; show_win(hw, "You begin to feel greedy and you sense gold.--More--"); } else msg("you feel a pull downward"); when S_TELEP: /* * Scroll of teleportation: * Make him dissapear and reappear */ { register struct room *cur_room; cur_room = proom; teleport(); if (cur_room != proom) s_know[S_TELEP] = TRUE; } when S_ENCH: if (cur_weapon == NULL || cur_weapon->o_type != WEAPON) msg("you feel a strange sense of loss"); else { cur_weapon->o_flags &= ~ISCURSED; if (rnd(2) == 0) cur_weapon->o_hplus++; else cur_weapon->o_dplus++; msg("your %s glows blue for a moment", w_names[cur_weapon->o_which]); } when S_SCARE: /* * Reading it is a mistake and produces laughter at the * poor rogue's boo boo. */ msg("you hear maniacal laughter in the distance"); when S_REMOVE: if (cur_armor != NULL) cur_armor->o_flags &= ~ISCURSED; if (cur_weapon != NULL) cur_weapon->o_flags &= ~ISCURSED; if (cur_ring[LEFT] != NULL) cur_ring[LEFT]->o_flags &= ~ISCURSED; if (cur_ring[RIGHT] != NULL) cur_ring[RIGHT]->o_flags &= ~ISCURSED; msg("you feel as if somebody is watching over you"); when S_AGGR: /* * This scroll aggravates all the monsters on the current * level and sets them running towards the hero */ aggravate(); msg("you hear a high pitched humming noise"); when S_NOP: msg("this scroll seems to be blank"); when S_GENOCIDE: s_know[S_GENOCIDE] = TRUE; msg("you have been granted the boon of genocide"); genocide(); otherwise: msg("what a puzzling scroll!"); return; } look(TRUE); /* put the result of the scroll on the screen */ status(); /* * Get rid of the thing */ inpack--; if (obj->o_count > 1) obj->o_count--; else { detach(pack, obj); discardit = TRUE; } call_it(s_know[obj->o_which], &s_guess[obj->o_which]); if (discardit) discard(obj); }