new_level() redraws the whole screen, including the message line, so if
msg() has just been called, the message will likely not last long
enough to be noticed. These cases have been changed so that msg() is
called after new_level().
If a fall through a trapdoor is fatal, "You fall into a trap!" is no
longer printed, but the tombstone should make things clear.
md_shellescape() sets SIGINT and SIGQUIT to be ignored, storing the
previous handlers, and restores them after the shell exits. But it
mixed up the two handlers.
Since the signals were usually handled by the same function, this fix
doesn't have much effect, but anything that makes signal code less
confusing is a good thing.
Advanced Rogue 5 and 7, and XRogue, now open the scorefile and logfile
at startup and then drop any set[ug]id privileges if the savedir is not
being used.
Alchemy jugs are refilled by the alchemy() fuse, which takes a pointer
to the jug object as an argument. When written to a save file and read
back out, the pointer is unlikely to point anywhere useful.
Instead, rs_write_daemons() now stores an index into the player's pack
or the list of objects on the floor. rs_read_daemons() uses this
number to locate the object when restoring.
This change should not cause any new issues with old savefiles, but it
is unable to make a broken alchemy jug work again.
Daemons and fuses take a single argument, nominally an int but either
ignored or unsafely cast to a pointer. Its type has now been changed
to void*.
The save/restore code no longer tries to store this argument in the
savefile. For doctor(), this is not a problem, because player is the
only argument it is ever given as a daemon. However, alchemy() will
fail to do anything when passed NULL. Fixing this would be complicated
but possible.
Summary: the code is slightly safer, but alchemy jugs are guaranteed to
stop working after save and restore, instead of just extremely likely.
The player name is stored in whoami[], which is length 80 in most games
(1024 in rogue5). Only the first 10 chars were used to create
file_name, because that buffer is the same length. Increasing the size
of file_name to 256 permits using all of whoami.
The name is also no longer truncated to 20 chars when writing the log.
All games should now be able to handle 79-character names without
collisions. Anything more would break save compatibility.
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.
Some .o files need to be rebuilt if config.h changes. Adding it to the
list of headers may still fail to solve the problem, because some of
the Makefiles use implicit rules or do not list dependencies properly.
In all games, rs_write_room_reference() stored -1 for a nonexistent
room, but rs_read_room_reference() did not check for out-of-bounds
values, leading to pointers to rooms[-1], which sometimes caused
crashes. rs_read_room_reference() has now been modified to use NULL
instead.
Some of the games required further changes to replace NULL with the
pointer to the actual room. Others are capable of handling NULL for
objects not in any room.
The spell-choosing and prayer-choosing routines, when the one-line
inventory option is set, displayed to cw instead of msgw. This caused
permanent corruption of the message line.
Some sections of code that prompt the user for a string of input were
calling get_str() with cw (the player-visible screen containing the
map), which caused whatever the player typed to get printed starting at
cw's idea of the cursor position, which was usually the Rogue's @-sign.
This corrupted the map.
The problem has been fixed by passing msgw (the message line at the top
of the screen) to get_str(), so the player's typing appears where msgw
thinks the cursor should be, which is in the sensible place right after
the prompt. Some other get_str() invocations which used hw or stdscr
have been left unmodified.
A buffer called curpurch, which stores a description of an item in a
trading post which the player might be interested in, was only 15
bytes. It was overflowing into oldrp, a room pointer, leading to
segfaults. The size of curpurch has been increased to LINELEN*2,
which matches the size of prbuf, which is returned by inv_name and
then strcpy()'d to curpurch. As long as nothing overflows prbuf it
should be safe now.
NOTE that this breaks savefile compatibility.