annotate arogue5/list.c @ 111:7f8f43943b1f

Fix some terribly depressing corruption during restore. In rogue5/state.c, rs_read_daemons() zeroes out the argument and delay if the daemon slot is empty. Unfortunately that code ended up on the wrong side of the brace that closes the for loop, so instead of running after each daemon, it got run once after the loop exited, when the index was of course out of bounds. This tended to manifest, when compiled with -O2, by overwriting hw and setting it to NULL. When inventory() next ran, hw would be passed to wgetch(), which returns ERR when it gets a NULL argument. This made md_readchar() think something was wrong and autosave the game. Upon investigation, rogue3 was found to commit the same mistake. rogue4 and srogue don't zero the data. arogue5 already does it properly. Someday I am going to run all this through Valgrind. Someday when I am a kinder person who will not be driven to invoke hordes of trolls and centaurs upon the original authors.
author John "Elwin" Edwards
date Wed, 08 Jan 2014 16:44:16 -0500
parents 0ed67132cf10
children 56e748983fa8
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1 /*
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2 * Functions for dealing with linked lists of goodies
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 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 <stdlib.h>
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16 #include "curses.h"
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17 #include "rogue.h"
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18
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19 /*
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20 * detach:
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21 * Takes an item out of whatever linked list it might be in
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22 */
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23
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24 _detach(list, item)
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25 register struct linked_list **list, *item;
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26 {
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27 if (*list == item)
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28 *list = next(item);
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29 if (prev(item) != NULL) item->l_prev->l_next = next(item);
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30 if (next(item) != NULL) item->l_next->l_prev = prev(item);
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31 item->l_next = NULL;
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32 item->l_prev = NULL;
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33 }
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34
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35 /*
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36 * _attach:
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37 * add an item to the head of a list
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38 */
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39
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40 _attach(list, item)
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41 register struct linked_list **list, *item;
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42 {
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43 if (*list != NULL)
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44 {
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45 item->l_next = *list;
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46 (*list)->l_prev = item;
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47 item->l_prev = NULL;
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48 }
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49 else
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50 {
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51 item->l_next = NULL;
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52 item->l_prev = NULL;
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53 }
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54
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55 *list = item;
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56 }
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57
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58 /*
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59 * o_free_list:
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60 * Throw the whole object list away
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61 */
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62
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63 _o_free_list(ptr)
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64 register struct linked_list **ptr;
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65 {
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66 register struct linked_list *item;
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67
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68 while (*ptr != NULL)
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69 {
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70 item = *ptr;
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71 *ptr = next(item);
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72 o_discard(item);
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73 }
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74 }
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75
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76 /*
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77 * o_discard:
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78 * free up an item and its object(and maybe contents)
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79 */
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80
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81 o_discard(item)
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82 register struct linked_list *item;
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83 {
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84 register struct object *obj;
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85 obj = OBJPTR(item);
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86 if (obj->contents != NULL)
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87 o_free_list(obj->contents);
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88 total -= 2;
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89 FREE(item->l_data);
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90 FREE(item);
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91 }
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92
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93 /*
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94 * t_free_list:
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95 * Throw the whole thing list away
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96 */
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97
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98 _t_free_list(ptr)
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99 register struct linked_list **ptr;
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100 {
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101 register struct linked_list *item;
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102
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103 while (*ptr != NULL)
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104 {
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105 item = *ptr;
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106 *ptr = next(item);
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