annotate arogue5/outside.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 the "outside" 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 * 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 "rogue.h"
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13
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14 extern char rnd_terrain(), get_terrain();
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15
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16 /*
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17 * init_terrain:
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18 * Get the single "outside room" set up correctly
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19 */
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20
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21 void
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22 init_terrain()
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23 {
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24 register struct room *rp;
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25
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26 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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27 rp->r_flags = ISGONE; /* kill all rooms */
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28 rp->r_fires = NULL; /* no fires */
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29 }
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30 rp = &rooms[0]; /* point to only room */
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31 rp->r_flags = ISDARK; /* outside is always dark */
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32 rp->r_pos.x = 0; /* room fills whole screen */
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33 rp->r_pos.y = 1;
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34 rp->r_max.x = COLS;
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35 rp->r_max.y = LINES - 3;
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36 }
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37
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38
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39
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40 void
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41 do_terrain(basey, basex, deltay, deltax, fresh)
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42 int basey, basex, deltay, deltax;
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43 bool fresh;
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44 {
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45 register cury, curx; /* Current y and x positions */
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46
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47 /* Lay out the boundary */
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48 for (cury=1; cury<LINES-2; cury++) { /* Vertical "walls" */
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49 mvaddch(cury, 0, '|');
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50 mvaddch(cury, COLS-1, '|');
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51 }
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52 for (curx=0; curx<COLS; curx++) { /* Horizontal "walls" */
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53 mvaddch(1, curx, '-');
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54 mvaddch(LINES-3, curx, '-');
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55 }
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56
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57 /* If we are not continuing, let's start out with a line of terrain */
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58 if (fresh) {
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59 char ch; /* Next char to add */
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60
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61 /* Move to the starting point (should be (1, 0)) */
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62 move(basey, basex);
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63 curx = basex;
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64
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65 /* Start with some random terrain */
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66 if (basex == 0) {
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67 ch = rnd_terrain();
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68 addch(ch);
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69 }
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70 else ch = CCHAR( mvinch(basey, basex) );
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71
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72 curx += deltax;
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73
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74 /* Fill in the rest of the line */
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75 while (curx > 0 && curx < COLS-1) {
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76 /* Put in the next piece */
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77 ch = get_terrain(ch, '\0', '\0', '\0');
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78 mvaddch(basey, curx, ch);
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79 curx += deltax;
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80 }
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81
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82 basey++; /* Advance to next line */
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83 }
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84
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85 /* Fill in the rest of the lines */
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86 cury = basey;
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87 while (cury > 1 && cury < LINES - 3) {
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88 curx = basex;
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89 while (curx > 0 && curx < COLS-1) {
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90 register char left, top_left, top, top_right;
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91 register int left_pos, top_pos;
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92
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93 /* Get the surrounding terrain */
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94 left_pos = curx - deltax;
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95 top_pos = cury - deltay;
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96
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97 left = CCHAR( mvinch(cury, left_pos) );
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98 top_left = CCHAR( mvinch(top_pos, left_pos) );
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99 top = CCHAR( mvinch(top_pos, curx) );
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100 top_right = CCHAR( mvinch(top_pos, curx + deltax) );
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101
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102 /* Put the piece of terrain on the map */
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103 mvaddch(cury, curx, get_terrain(left, top_left, top, top_right));
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