Mercurial > hg > early-roguelike
view rogue5/pack.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 | f502bf60e6e4 |
children | e5a15b09ce1d |
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/* * Routines to deal with the pack * * @(#)pack.c 4.40 (Berkeley) 02/05/99 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <string.h> #include <curses.h> #include <ctype.h> #include "rogue.h" /* * update_mdest: * Called after picking up an object, before discarding it. * If this was the object of something's desire, that monster will * get mad and run at the hero */ update_mdest(obj) register THING *obj; { register THING *mp; for (mp = mlist; mp != NULL; mp = next(mp)) if (mp->t_dest == &obj->o_pos) mp->t_dest = &hero; } /* * add_pack: * Pick up an object and add it to the pack. If the argument is * non-null use it as the linked_list pointer instead of gettting * it off the ground. */ void add_pack(THING *obj, int silent) { THING *op, *lp; int from_floor; int discarded = 0; from_floor = FALSE; if (obj == NULL) { if ((obj = find_obj(hero.y, hero.x)) == NULL) return; from_floor = TRUE; } /* * Check for and deal with scare monster scrolls */ if (obj->o_type == SCROLL && obj->o_which == S_SCARE) if (obj->o_flags & ISFOUND) { detach(lvl_obj, obj); mvaddch(hero.y, hero.x, floor_ch()); chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; update_mdest(obj); discarded = 1; discard(obj); msg("the scroll turns to dust as you pick it up"); return; } if (pack == NULL) { pack = obj; obj->o_packch = pack_char(); inpack++; } else { lp = NULL; for (op = pack; op != NULL; op = next(op)) { if (op->o_type != obj->o_type) lp = op; else { while (op->o_type == obj->o_type && op->o_which != obj->o_which) { lp = op; if (next(op) == NULL) break; else op = next(op); } if (op->o_type == obj->o_type && op->o_which == obj->o_which) { if (ISMULT(op->o_type)) { if (!pack_room(from_floor, obj)) return; op->o_count++; dump_it: update_mdest(obj); discard(obj); obj = op; discarded = 1; lp = NULL; goto out; } else if (obj->o_group) { lp = op; while (op->o_type == obj->o_type && op->o_which == obj->o_which && op->o_group != obj->o_group) { lp = op; if (next(op) == NULL) break; else op = next(op); } if (op->o_type == obj->o_type && op->o_which == obj->o_which && op->o_group == obj->o_group) { op->o_count += obj->o_count; inpack--; if (!pack_room(from_floor, obj)) return; goto dump_it; } } else lp = op; } out: break; } } if (lp != NULL) { if (!pack_room(from_floor, obj)) return; else { obj->o_packch = pack_char(); next(obj) = next(lp); prev(obj) = lp; if (next(lp) != NULL) prev(next(lp)) = obj; next(lp) = obj; } } } obj->o_flags |= ISFOUND; /* * If this was the object of something's desire, that monster will * get mad and run at the hero. */ if (!discarded) update_mdest(obj); if (obj->o_type == AMULET) amulet = TRUE; /* * Notify the user */ if (!silent) { if (!terse) addmsg("you now have "); msg("%s (%c)", inv_name(obj, !terse), obj->o_packch); } } /* * pack_room: * See if there's room in the pack. If not, print out an * appropriate message */ int pack_room(int from_floor, THING *obj) { if (++inpack > MAXPACK) { if (!terse) addmsg("there's "); addmsg("no room"); if (!terse) addmsg(" in your pack"); endmsg(); if (from_floor) move_msg(obj); inpack = MAXPACK; return FALSE; } if (from_floor) { detach(lvl_obj, obj); mvaddch(hero.y, hero.x, floor_ch()); chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; } return TRUE; } /* * leave_pack: * take an item out of the pack */ THING * leave_pack(THING *obj, int newobj, int all) { THING *nobj; inpack--; nobj = obj; if (obj->o_count > 1 && !all) { last_pick = obj; obj->o_count--; if (obj->o_group) inpack++; if (newobj) { nobj = new_item(); *nobj = *obj; next(nobj) = NULL; prev(nobj) = NULL; nobj->o_count = 1; } } else { last_pick = NULL; pack_used[obj->o_packch - 'a'] = FALSE; detach(pack, obj); } return nobj; } /* * pack_char: * Return the next unused pack character. */ int pack_char(void) { int *bp; for (bp = pack_used; *bp; bp++) continue; *bp = TRUE; return ((int)(bp - pack_used) + 'a'); } /* * inventory: * List what is in the pack. Return TRUE if there is something of * the given type. */ int inventory(const THING *list, int type) { static char inv_temp[MAXSTR]; n_objs = 0; for (; list != NULL; list = next(list)) { if (type && type != list->o_type && !(type == CALLABLE && list->o_type != FOOD && list->o_type != AMULET) && !(type == R_OR_S && (list->o_type == RING || list->o_type == STICK))) continue; n_objs++; #ifdef MASTER if (!list->o_packch) strcpy(inv_temp, "%s"); else #endif sprintf(inv_temp, "%c) %%s", list->o_packch); msg_esc = TRUE; if (add_line(inv_temp, inv_name(list, FALSE)) == ESCAPE) { msg_esc = FALSE; msg(""); return TRUE; } msg_esc = FALSE; } if (n_objs == 0) { if (terse) msg(type == 0 ? "empty handed" : "nothing appropriate"); else msg(type == 0 ? "you are empty handed" : "you don't have anything appropriate"); return FALSE; } end_line(); return TRUE; } /* * pick_up: * Add something to characters pack. */ void pick_up(int ch) { THING *obj; if (on(player, ISLEVIT)) return; obj = find_obj(hero.y, hero.x); if (move_on) move_msg(obj); else switch (ch) { case GOLD: if (obj == NULL) return; money(obj->o_goldval); detach(lvl_obj, obj); update_mdest(obj); discard(obj); proom->r_goldval = 0; break; default: #ifdef MASTER debug("Where did you pick a '%s' up???", unctrl(ch)); #endif case ARMOR: case POTION: case FOOD: case WEAPON: case SCROLL: case AMULET: case RING: case STICK: add_pack(NULL, FALSE); break; } } /* * move_msg: * Print out the message if you are just moving onto an object */ void move_msg(const THING *obj) { if (!terse) addmsg("you "); msg("moved onto %s", inv_name(obj, TRUE)); } /* * picky_inven: * Allow player to inventory a single item */ void picky_inven(void) { THING *obj; int mch; if (pack == NULL) msg("you aren't carrying anything"); else if (next(pack) == NULL) msg("a) %s", inv_name(pack, FALSE)); else { msg(terse ? "item: " : "which item do you wish to inventory: "); mpos = 0; if ((mch = readchar()) == ESCAPE) { msg(""); return; } for (obj = pack; obj != NULL; obj = next(obj)) if (mch == obj->o_packch) { msg("%c) %s", mch, inv_name(obj, FALSE)); return; } msg("'%s' not in pack", unctrl(mch)); } } /* * get_item: * Pick something out of a pack for a purpose */ THING * get_item(const char *purpose, int type) { THING *obj; int ch; if (pack == NULL) msg("you aren't carrying anything"); else if (again) if (last_pick) return last_pick; else msg("you ran out"); else { for (;;) { if (!terse) addmsg("which object do you want to "); addmsg(purpose); if (terse) addmsg(" what"); msg("? (* for list): "); ch = readchar(); mpos = 0; /* * Give the poor player a chance to abort the command */ if (ch == ESCAPE) { reset_last(); after = FALSE; msg(""); return NULL; } n_objs = 1; /* normal case: person types one char */ if (ch == '*') { mpos = 0; if (inventory(pack, type) == 0) { after = FALSE; return NULL; } continue; } for (obj = pack; obj != NULL; obj = next(obj)) if (obj->o_packch == ch) break; if (obj == NULL) { msg("'%s' is not a valid item",unctrl(ch)); continue; } else { msg(""); return obj; } } } return NULL; } /* * money: * Add or subtract gold from the pack */ void money(int value) { purse += value; mvaddch(hero.y, hero.x, floor_ch()); chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; if (value > 0) { if (!terse) addmsg("you found "); msg("%d gold pieces", value); } } /* * floor_ch: * Return the appropriate floor character for her room */ int floor_ch(void) { if (proom->r_flags & ISGONE) return PASSAGE; return (show_floor() ? FLOOR : ' '); } /* * floor_at: * Return the character at hero's position, taking see_floor * into account */ int floor_at(void) { int ch; ch = chat(hero.y, hero.x); if (ch == FLOOR) ch = floor_ch(); return ch; } /* * reset_last: * Reset the last command when the current one is aborted */ void reset_last(void) { last_comm = l_last_comm; last_dir = l_last_dir; last_pick = l_last_pick; }