Mercurial > hg > early-roguelike
view srogue/disply.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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
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/* * various display routines and flag checking functions * * @(#)disply.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "rogue.h" #include <ctype.h> #include "rogue.ext" /* * displevl: * Display detailed level for wizard and scroll */ displevl() { reg char ch, mch; reg int i,j; reg struct room *rp; for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) rp->r_flags &= ~ISDARK; for (i = 0; i < LINES - 2; i++) { for (j = 0; j < COLS - 1; j++) { ch = mvinch(i,j); if (isatrap(ch)) { struct trap *what; what = trap_at(i, j); if (what != NULL) what->tr_flags |= ISFOUND; } else if (ch == SECRETDOOR) { ch = DOOR; mvaddch(i, j, ch); } else if (illeg_ch(ch)) { ch = FLOOR; mvaddch(i, j, ch); } if (mvwinch(mw, i, j) != ' ') { struct linked_list *what; struct thing *it; what = find_mons(i, j); if (what == NULL) { ch = FLOOR; mvaddch(i, j, ch); } else { it = THINGPTR(what); it->t_oldch = ch; } } mch = mvwinch(cw, i, j); if (isalpha(mch)) ch = mch; mvwaddch(cw, i, j, ch); } } nochange = FALSE; /* display status again */ draw(cw); } /* * dispmons: * Show monsters for wizard and potion */ dispmons() { reg int ch, y, x; reg struct thing *it; reg struct linked_list *item; for (item = mlist; item != NULL; item = next(item)) { it = THINGPTR(item); y = it->t_pos.y; x = it->t_pos.x; mvwaddch(cw, y, x, it->t_type); it->t_flags |= ISFOUND; if (it->t_type == 'M') /* if a mimic */ it->t_disguise = 'M'; /* give it away */ } draw(cw); } /* * winat: * Get whatever character is at a location on the screen */ winat(y, x) int x, y; { reg char ch; if (mvwinch(mw,y,x) == ' ') ch = mvinch(y, x); /* non-monsters */ else ch = winch(mw); /* monsters */ return ch; } /* * cordok: * Returns TRUE if coordinate is on usable screen */ cordok(y, x) int y, x; { if (x < 0 || y < 0 || x >= COLS || y >= LINES - 1) return FALSE; return TRUE; } /* * pl_on: * Returns TRUE if the player's flag is set */ pl_on(what) long what; { return (player.t_flags & what); } /* * pl_off: * Returns TRUE when player's flag is reset */ pl_off(what) long what; { return (!(player.t_flags & what)); } /* * o_on: * Returns TRUE in the objects flag is set */ o_on(what,bit) struct object *what; long bit; { reg int flag; flag = FALSE; if (what != NULL) flag = (what->o_flags & bit); return flag; } /* * o_off: * Returns TRUE is the objects flag is reset */ o_off(what,bit) struct object *what; long bit; { reg int flag; flag = FALSE; if (what != NULL) flag = !(what->o_flags & bit); return flag; } /* * setoflg: * Set the specified flag for the object */ setoflg(what,bit) struct object *what; long bit; { what->o_flags |= bit; } /* * resoflg: * Reset the specified flag for the object */ resoflg(what,bit) struct object *what; long bit; { what->o_flags &= ~bit; }