annotate arogue7/new_level.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 * new_level.c - Dig and draw a new level
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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 "rogue.h"
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17 #define TERRASAVE 3
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18
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19 /*
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20 * new_level:
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21 * Dig and draw a new level
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22 *
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23 */
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24
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25 new_level(ltype)
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26 LEVTYPE ltype; /* designates type of level to create */
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27 {
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28 register int rm, i, cnt;
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29 register char ch;
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30 register struct linked_list *item;
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31 register struct thing *tp;
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32 register struct object *obj;
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33 int waslit = 0; /* Was the previous outside level lit? */
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34 int starty, startx, deltay, deltax;
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35 bool fresh=TRUE, vert, top;
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36 struct room *rp;
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37 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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38 coord stairs;
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39
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40 if (wizard) {
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41 msg("Turns: %d", turns); /* Number of turns for last level */
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42 mpos = 0;
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43 }
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44
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45 /* Start player off right */
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46 turn_off(player, ISHELD);
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47 turn_off(player, ISFLEE);
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48 extinguish(suffocate);
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49 hold_count = 0;
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50 trap_tries = 0;
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51
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52 /* Are we just entering a dungeon? If so, how big is it? */
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53 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11);
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54
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55 if (level > max_level)
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56 max_level = level;
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57
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58 /* Are we starting a new outside level? */
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59 if (ltype == OUTSIDE) {
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60 register int i, j;
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61
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62 /* Save some information prior to clearing the screen */
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63 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE;
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64 else vert = FALSE;
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65
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66 if (level == -1) {
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67 fresh = TRUE;
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68 starty = 2;
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69 startx = 1;
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70 deltay = deltax = 1;
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71 level = 0; /* Restore the level */
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72 }
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73 else { /* Copy several lines of the terrain to the other end */
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74 char cch; /* Copy character */
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75
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76 /* Was the area dark (not magically lit)? */
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77 if (!(rooms[0].r_flags & ISDARK)) waslit = 1;
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78
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79 fresh = FALSE;
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80 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE;
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81 else top = FALSE;
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82 for (i=0; i<TERRASAVE; i++) {
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83 if (vert)
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84 for (j=1; j<cols-1; j++) {
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85 if (top) {
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86 cch = CCHAR( mvinch(i+2, j) );
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87 mvaddch(lines-6+i, j, cch);
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88 }
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89 else {
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90 cch = CCHAR( mvinch(lines-4-i, j) );
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