Mercurial > hg > early-roguelike
view rogue4/sticks.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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/* * Functions to implement the various sticks one might find * while wandering around the dungeon. * * @(#)sticks.c 4.22 (Berkeley) 5/19/82 * * 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 <string.h> #include "rogue.h" /* * fix_stick: * Set up a new stick */ fix_stick(cur) register THING *cur; { if (strcmp(ws_type[cur->o_which], "staff") == 0) strcpy(cur->o_damage,"2d3"); else strcpy(cur->o_damage,"1d1"); strcpy(cur->o_hurldmg,"1d1"); cur->o_charges = 3 + rnd(5); switch (cur->o_which) { case WS_HIT: cur->o_hplus = 100; cur->o_dplus = 3; strcpy(cur->o_damage,"1d8"); when WS_LIGHT: cur->o_charges = 10 + rnd(10); } } /* * do_zap: * Perform a zap with a wand */ do_zap() { register THING *obj, *tp; register int y, x; register char *name; if ((obj = get_item("zap with", STICK)) == NULL) return; if (obj->o_type != STICK) { after = FALSE; msg("you can't zap with that!"); return; } if (obj->o_charges == 0) { msg("nothing happens"); return; } switch (obj->o_which) { case WS_LIGHT: /* * Reddy Kilowat wand. Light up the room */ ws_know[WS_LIGHT] = TRUE; if (proom->r_flags & ISGONE) msg("the corridor glows and then fades"); else { proom->r_flags &= ~ISDARK; /* * Light the room and put the player back up */ enter_room(&hero); addmsg("the room is lit"); if (!terse) addmsg(" by a shimmering blue light"); endmsg(); } when WS_DRAIN: /* * Take away 1/2 of hero's hit points, then take it away * evenly from the monsters in the room (or next to hero * if he is in a passage) */ if (pstats.s_hpt < 2) { msg("you are too weak to use it"); return; } else drain(); when WS_POLYMORPH: case WS_TELAWAY: case WS_TELTO: case WS_CANCEL: { register char monster, oldch; register int rm; y = hero.y; x = hero.x; while (step_ok(winat(y, x))) { y += delta.y; x += delta.x; } if ((tp = moat(y, x)) != NULL) { register char omonst; omonst = monster = tp->t_type; if (monster == 'F') player.t_flags &= ~ISHELD; if (obj->o_which == WS_POLYMORPH) { register THING *pp; pp = tp->t_pack; detach(mlist, tp); if (see_monst(tp)) mvaddch(y, x, chat(y, x)); oldch = tp->t_oldch; delta.y = y; delta.x = x; new_monster(tp, monster = rnd(26) + 'A', &delta); if (see_monst(tp)) mvaddch(y, x, monster); tp->t_oldch = oldch; tp->t_pack = pp; ws_know[WS_POLYMORPH] |= (monster != omonst); } else if (obj->o_which == WS_CANCEL) { tp->t_flags |= ISCANC; tp->t_flags &= ~(ISINVIS|CANHUH); tp->t_disguise = tp->t_type; } else { if (isupper(toascii(mvinch(y,x)))) mvaddch(y, x, tp->t_oldch); if (obj->o_which == WS_TELAWAY) { do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp->t_pos); } until (winat(tp->t_pos.y, tp->t_pos.x) == FLOOR); tp->t_room = roomin(&tp->t_pos); tp->t_oldch = mvinch(tp->t_pos.y, tp->t_pos.x); if (see_monst(tp)) mvaddch(tp->t_pos.y, tp->t_pos.x, tp->t_disguise); else if (on(player, SEEMONST)) { standout(); mvaddch(tp->t_pos.y, tp->t_pos.x, tp->t_disguise); standend(); } } else { tp->t_pos.y = hero.y + delta.y; tp->t_pos.x = hero.x + delta.x; if (tp->t_pos.y != y || tp->t_pos.x != x) tp->t_oldch = mvinch(tp->t_pos.y, tp->t_pos.x); } moat(y, x) = NULL; moat(tp->t_pos.y, tp->t_pos.x) = tp; if (tp->t_type == 'F') player.t_flags &= ~ISHELD; } tp->t_dest = &hero; tp->t_flags |= ISRUN; } } when WS_MISSILE: { THING bolt; ws_know[WS_MISSILE] = TRUE; bolt.o_type = '*'; strcpy(bolt.o_hurldmg,"1d4"); bolt.o_hplus = 100; bolt.o_dplus = 1; bolt.o_flags = ISMISL; if (cur_weapon != NULL) bolt.o_launch = cur_weapon->o_which; do_motion(&bolt, delta.y, delta.x); if ((tp = moat(bolt.o_pos.y, bolt.o_pos.x)) != NULL && !save_throw(VS_MAGIC, tp)) hit_monster(unc(bolt.o_pos), &bolt); else if (terse) msg("missle vanishes"); else msg("the missle vanishes with a puff of smoke"); } when WS_HIT: delta.y += hero.y; delta.x += hero.x; if ((tp = moat(delta.y, delta.x)) != NULL) { if (rnd(20) == 0) { strcpy(obj->o_damage,"3d8"); obj->o_dplus = 9; } else { strcpy(obj->o_damage,"1d8"); obj->o_dplus = 3; } fight(&delta, tp->t_type, obj, FALSE); } when WS_HASTE_M: case WS_SLOW_M: y = hero.y; x = hero.x; while (step_ok(winat(y, x))) { y += delta.y; x += delta.x; } if ((tp = moat(y, x)) != NULL) { if (obj->o_which == WS_HASTE_M) { if (on(*tp, ISSLOW)) tp->t_flags &= ~ISSLOW; else tp->t_flags |= ISHASTE; } else { if (on(*tp, ISHASTE)) tp->t_flags &= ~ISHASTE; else tp->t_flags |= ISSLOW; tp->t_turn = TRUE; } delta.y = y; delta.x = x; runto(&delta, &hero); } when WS_ELECT: case WS_FIRE: case WS_COLD: if (obj->o_which == WS_ELECT) name = "bolt"; else if (obj->o_which == WS_FIRE) name = "flame"; else name = "ice"; fire_bolt(&hero, &delta, name); ws_know[obj->o_which] = TRUE; when WS_NOP: otherwise: msg("what a bizarre schtick!"); } obj->o_charges--; } /* * drain: * Do drain hit points from player shtick */ drain() { register THING *mp; register int cnt; register struct room *corp; register THING **dp; register bool inpass; static THING *drainee[40]; /* * First cnt how many things we need to spread the hit points among */ cnt = 0; if (chat(hero.y, hero.x) == DOOR) corp = &passages[flat(hero.y, hero.x) & F_PNUM]; else corp = NULL; inpass = (proom->r_flags & ISGONE); dp = drainee; for (mp = mlist; mp != NULL; mp = next(mp)) if (mp->t_room == proom || mp->t_room == corp || (inpass && chat(mp->t_pos.y, mp->t_pos.x) == DOOR && &passages[flat(mp->t_pos.y, mp->t_pos.x) & F_PNUM] == proom)) *dp++ = mp; if ((cnt = dp - drainee) == 0) { msg("you have a tingling feeling"); return; } *dp = NULL; pstats.s_hpt /= 2; cnt = pstats.s_hpt / cnt; /* * Now zot all of the monsters */ for (dp = drainee; *dp; dp++) { mp = *dp; if ((mp->t_stats.s_hpt -= cnt) <= 0) killed(mp, see_monst(mp)); else runto(&mp->t_pos, &hero); } } /* * fire_bolt: * Fire a bolt in a given direction from a specific starting place */ fire_bolt(start, dir, name) coord *start, *dir; char *name; { register char dirch, ch; register THING *tp; register bool hit_hero, used, changed; register int i, j; coord pos; coord spotpos[BOLT_LENGTH]; THING bolt; bolt.o_type = WEAPON; bolt.o_which = FLAME; strcpy(bolt.o_hurldmg,"6d6"); bolt.o_hplus = 100; bolt.o_dplus = 0; bolt.o_flags = 0; w_names[FLAME] = name; switch (dir->y + dir->x) { case 0: dirch = '/'; when 1: case -1: dirch = (dir->y == 0 ? '-' : '|'); when 2: case -2: dirch = '\\'; } pos = *start; hit_hero = (start != &hero); used = FALSE; changed = FALSE; for (i = 0; i < BOLT_LENGTH && !used; i++) { pos.y += dir->y; pos.x += dir->x; ch = winat(pos.y, pos.x); spotpos[i] = pos; switch (ch) { case DOOR: /* * this code is necessary if the hero is on a door * and he fires at the wall the door is in, it would * otherwise loop infinitely * It is also needed if a dragon flames at the hero. * If the hero is at a door, the dragon flame would bounce * and could kill other monsters inadvertly. */ if (ce(hero, pos)) goto def; /* FALLTHROUGH */ case '|': case '-': case ' ': if (!changed) hit_hero = !hit_hero; changed = FALSE; dir->y = -dir->y; dir->x = -dir->x; i--; msg("the %s bounces", name); break; default: def: if (!hit_hero && (tp = moat(pos.y, pos.x)) != NULL) { hit_hero = TRUE; changed = !changed; tp->t_oldch = chat(pos.y, pos.x); if (!save_throw(VS_MAGIC, tp)) { bolt.o_pos = pos; used = TRUE; if (tp->t_type == 'D' && strcmp(name, "flame") == 0) { addmsg("the flame bounces"); if (!terse) msg("off the dragon"); endmsg(); } else hit_monster(unc(pos), &bolt); } else if (ch != 'M' || tp->t_disguise == 'M') { if (start == &hero) runto(&pos, &hero); if (terse) msg("%s misses", name); else msg("the %s whizzes past the %s", name, monsters[ch-'A'].m_name); } } else if (hit_hero && ce(pos, hero)) { hit_hero = FALSE; changed = !changed; if (!save(VS_MAGIC)) { if ((pstats.s_hpt -= roll(6, 6)) <= 0) if (start == &hero) death('b'); else death(moat(start->y, start->x)->t_type); used = TRUE; if (terse) msg("the %s hits", name); else msg("you are hit by the %s", name); } else msg("the %s whizzes by you", name); } mvaddch(pos.y, pos.x, dirch); refresh(); } } for (j = 0; j < i; j++) mvaddch(spotpos[j].y, spotpos[j].x, chat(spotpos[j].y, spotpos[j].x)); } /* * charge_str: * Return an appropriate string for a wand charge */ char * charge_str(obj) register THING *obj; { static char buf[20]; if (!(obj->o_flags & ISKNOW)) buf[0] = '\0'; else if (terse) sprintf(buf, " [%d]", obj->o_charges); else sprintf(buf, " [%d charges]", obj->o_charges); return buf; }