annotate arogue5/new_level.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 * new_level: 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 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 new_level(ltype)
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20 LEVTYPE ltype; /* designates type of level to create */
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21 {
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22 register int rm = 0, i, cnt;
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23 register char ch;
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24 register struct linked_list *item;
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25 register struct thing *tp;
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26 register struct object *obj;
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27 int waslit = 0; /* Was the previous outside level lit? */
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28 int starty = 0, startx = 0, deltay = 0, deltax = 0;
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29 bool fresh=TRUE, vert = 0, top;
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30 struct room *rp;
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31 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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32 coord stairs = { 0, 0 };
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33
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34 if (wizard) {
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35 msg("Turns: %d", turns); /* Number of turns for last level */
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36 mpos = 0;
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37 }
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38
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39 /* Start player off right */
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40 turn_off(player, ISHELD);
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41 turn_off(player, ISFLEE);
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42 extinguish(suffocate);
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43 hold_count = 0;
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44 trap_tries = 0;
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45
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46 /* Are we just entering a dungeon? If so, how big is it? */
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47 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11);
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48
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49 if (level > max_level)
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50 max_level = level;
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51
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52 /* Are we starting a new outside level? */
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53 if (ltype == OUTSIDE) {
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54 register int i, j;
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55
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56 /* Save some information prior to clearing the screen */
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57 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE;
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58 else vert = FALSE;
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59
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60 if (level == -1) {
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61 fresh = TRUE;
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62 starty = 2;
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63 startx = 1;
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64 deltay = deltax = 1;
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65 level = 0; /* Restore the level */
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66 }
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67 else { /* Copy several lines of the terrain to the other end */
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68 char cch; /* Copy character */
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69
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70 /* Was the area dark (not magically lit)? */
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71 if (!(rooms[0].r_flags & ISDARK)) waslit = 1;
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72
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73 fresh = FALSE;
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74 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE;
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75 else top = FALSE;
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76 for (i=0; i<TERRASAVE; i++) {
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77 if (vert)
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78 for (j=1; j<COLS-1; j++) {
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79 if (top) {
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80 cch = CCHAR( mvinch(i+2, j) );
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81 mvaddch(LINES-6+i, j, cch);
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82 }
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83 else {
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84 cch = CCHAR( mvinch(LINES-4-i, j) );
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85 mvaddch(4-i, j, cch);
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86 }
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87 }
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88 else
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89 for (j=2; j<LINES-3; j++) {
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90 if (top) {
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91 cch = CCHAR( mvinch(j, i+1) );
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92 mvaddch(j, COLS-4+i, cch);
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93 }
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94 else {
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95 cch = CCHAR( mvinch(j, COLS-2-i) );
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96 mvaddch(j, 3-i, cch);
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97 }
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98 }
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99 }
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100
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101 if (vert) {
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102 startx = deltax = 1;
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