annotate arogue7/maze.c @ 132:66b0263af424

arogue7: prevent segfaults when backstabbing while empty-handed. The calculation of the backstabbing multiplier checked the current weapon's properties without making sure the current weapon pointer was not NULL.
author John "Elwin" Edwards
date Tue, 12 May 2015 18:57:30 -0400
parents adfa37e67084
children f9ef86cf22b2
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1 /*
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2 * maze.c - functions for dealing with mazes
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include "curses.h"
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16 #include <stdlib.h>
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17 #include "rogue.h"
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18
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19 struct cell {
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20 char y_pos;
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21 char x_pos;
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22 };
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23 struct bordercells {
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24 char num_pos; /* number of frontier cells next to you */
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25 struct cell conn[4]; /* the y,x position of above cell */
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26 } border_cells;
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27
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28
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29 static char *frontier,
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30 *bits;
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31 static int maze_lines,
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32 maze_cols;
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33 char *moffset(),
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34 *foffset();
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35
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36
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37 /*
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38 * crankout:
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39 * Does actual drawing of maze to window
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40 */
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41 crankout()
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42 {
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43 reg int x, y;
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44
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45 for (y = 0; y < lines - 3; y++) {
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46 move(y + 1, 0);
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47 for (x = 0; x < cols - 1; x++) {
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48 if (*moffset(y, x)) { /* here is a wall */
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49 if(y==0 || y==lines-4) /* top or bottom line */
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50 addch('-');
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51 else if(x==0 || x==cols-2) /* left | right side */
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52 addch('|');
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53 else if (y % 2 == 0 && x % 2 == 0) {
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54 if(*moffset(y, x-1) || *moffset(y, x+1))
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55 addch('-');
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56 else
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57 addch('|');
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58 }
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59 else if (y % 2 == 0)
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60 addch('-');
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61 else
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62 addch('|');
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63 }
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64 else
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65 addch(FLOOR);
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66 }
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67 }
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68 }
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69
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70 /*
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71 * domaze:
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72 * Draw the maze on this level.
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73 */
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74 do_maze()
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75 {
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76 reg int least;
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77 reg struct room *rp;
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78 reg struct linked_list *item;
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79 reg struct object *obj;
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80 int cnt;
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81 bool treas;
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82 coord tp;
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83
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84 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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85 rp->r_flags = ISGONE; /* kill all rooms */
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86 rp->r_fires = NULL; /* no fires */
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87 }
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88 rp = &rooms[0]; /* point to only room */
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89 rp->r_flags = ISDARK; /* mazes always dark */
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90 rp->r_pos.x = 0; /* room fills whole screen */
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91 rp->r_pos.y = 1;
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92 rp->r_max.x = cols - 1;
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93 rp->r_max.y = lines - 3;