annotate arogue5/misc.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 f2951c4e28d9
children 56e748983fa8
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1 /*
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2 * routines dealing specifically with miscellaneous magic
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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 * See the file LICENSE.TXT for full copyright and licensing information.
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9 */
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10
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11 #include "curses.h"
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12 #include <stdlib.h>
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13 #include <ctype.h>
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14 #include <string.h>
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15 #include "rogue.h"
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16
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17 /*
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18 * See if a monster has some magic it can use. Use it and return TRUE if so.
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19 */
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20 bool
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21 m_use_item(monster, monst_pos, defend_pos)
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22 register struct thing *monster;
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23 register coord *monst_pos, *defend_pos;
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24 {
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25 register struct linked_list *pitem;
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26 register struct object *obj;
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27 register coord *shoot_dir = can_shoot(monst_pos, defend_pos);
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28 int dist=DISTANCE(monst_pos->y, monst_pos->x, defend_pos->y, defend_pos->x);
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29
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30 for (pitem=monster->t_pack; pitem; pitem=next(pitem)) {
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31 obj = OBJPTR(pitem);
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32 if (obj->o_type != RELIC) continue; /* Only care about relics now */
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33 switch (obj->o_which) {
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34 case MING_STAFF: {
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35 static struct object missile = {
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36 MISSILE, {0,0}, "", 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1
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37 };
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38
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39 if (shoot_dir != NULL) {
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40 sprintf(missile.o_hurldmg, "%dd4", monster->t_stats.s_lvl);
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41 do_motion(&missile, shoot_dir->y, shoot_dir->x, monster);
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42 hit_monster(unc(missile.o_pos), &missile, monster);
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43 return(TRUE);
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44 }
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45 }
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46 when ASMO_ROD:
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47 /* The bolt must be able to reach the defendant */
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48 if (shoot_dir != NULL && dist < BOLT_LENGTH * BOLT_LENGTH) {
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49 char *name;
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50
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51 switch (rnd(3)) { /* Select a function */
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52 case 0: name = "lightning bolt";
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53 when 1: name = "flame";
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54 otherwise: name = "ice";
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55 }
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56 shoot_bolt( monster,
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57 *monst_pos,
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58 *shoot_dir,
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59 FALSE,
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60 monster->t_index,
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61 name,
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62 roll(monster->t_stats.s_lvl,6));
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63 return(TRUE);
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64 }
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65 when BRIAN_MANDOLIN:
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66 /* The defendant must be the player and within 2 spaces */
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67 if (ce(*defend_pos, hero) && dist < 9 && no_command == 0 &&
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68 rnd(100) < 33) {
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69 if (!save(VS_MAGIC, &player, -4) &&
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70 !ISWEARING(R_ALERT)) {
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71 msg("Some beautiful music enthralls you.");
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72 no_command += FREEZETIME;
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73 }
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74 else msg("You wince at a sour note.");
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75 return(TRUE);
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76 }
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77 when GERYON_HORN:
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78 /* The defendant must be the player and within 2 spaces */
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79 if (ce(*defend_pos, hero) && dist < 9 &&
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80 (off(player, ISFLEE) || player.t_dest != &monster->t_pos)
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81 && rnd(100) < 33) {
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82 if (!ISWEARING(R_HEROISM) &&
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83 !save(VS_MAGIC, &player, -4)) {
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84 turn_on(player, ISFLEE);
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85 player.t_dest = &monster->t_pos;
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86 msg("A shrill blast terrifies you.");
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87 }
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88 else msg("A shrill blast sends chills up your spine.");
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89 return(TRUE);
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90 }
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91 }
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92 }
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93 return(FALSE);
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94 }
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95
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96 /*
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97 * add something to the contents of something else
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98 */
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99 put_contents(bag, item)
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100 register struct object *bag; /* the holder of the items */
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101 register struct linked_list *item; /* the item to put inside */
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102 {
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103 register struct linked_list *titem;