Mercurial > hg > early-roguelike
annotate arogue5/player.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 |
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date | Wed, 08 Jan 2014 16:44:16 -0500 |
parents | 34a87d84ea31 |
children | beab22b087a1 |
rev | line source |
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63
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1 /* |
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2 * This file contains functions for dealing with special player abilities |
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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 |
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15 /* |
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16 * affect: |
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17 * cleric affecting undead |
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18 */ |
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19 |
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20 affect() |
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21 { |
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22 register struct linked_list *item; |
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23 register struct thing *tp; |
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24 register const char *mname; |
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25 bool see; |
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26 coord new_pos; |
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27 |
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28 if (player.t_ctype != C_CLERIC && cur_relic[HEIL_ANKH] == 0) { |
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29 msg("Only clerics can affect undead."); |
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30 return; |
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31 } |
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32 |
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33 new_pos.y = hero.y + delta.y; |
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34 new_pos.x = hero.x + delta.x; |
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35 |
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36 if (cansee(new_pos.y, new_pos.x)) see = TRUE; |
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37 else see = FALSE; |
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38 |
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39 /* Anything there? */ |
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40 if (new_pos.y < 0 || new_pos.y > LINES-3 || |
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41 new_pos.x < 0 || new_pos.x > COLS-1 || |
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42 mvwinch(mw, new_pos.y, new_pos.x) == ' ') { |
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43 msg("Nothing to affect."); |
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44 return; |
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45 } |
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46 |
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47 if ((item = find_mons(new_pos.y, new_pos.x)) == NULL) { |
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48 debug("Affect what @ %d,%d?", new_pos.y, new_pos.x); |
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49 return; |
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50 } |
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51 tp = THINGPTR(item); |
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52 mname = monsters[tp->t_index].m_name; |
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53 |
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54 if (on(player, ISINVIS) && off(*tp, CANSEE)) { |
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55 sprintf(outstring,"%s%s cannot see you", see ? "The " : "It", |
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56 see ? mname : ""); |
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57 msg(outstring); |
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58 return; |
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59 } |
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60 |
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61 if (off(*tp, TURNABLE) || on(*tp, WASTURNED)) |
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62 goto annoy; |
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63 turn_off(*tp, TURNABLE); |
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64 |
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65 /* Can cleric kill it? */ |
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66 if (pstats.s_lvl >= 3 * tp->t_stats.s_lvl) { |
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67 unsigned long test; /* For overflow check */ |
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68 |
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69 sprintf(outstring,"You have destroyed %s%s.", see ? "the " : "it", see ? mname : ""); |
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70 msg(outstring); |
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71 test = pstats.s_exp + tp->t_stats.s_exp; |
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72 |
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73 /* Be sure there is no overflow before increasing experience */ |
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74 if (test > pstats.s_exp) pstats.s_exp = test; |
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75 killed(item, FALSE, TRUE); |
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76 check_level(TRUE); |
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77 return; |
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78 } |
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79 |
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80 /* Can cleric turn it? */ |
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81 if (rnd(100) + 1 > |
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82 (100 * ((2 * tp->t_stats.s_lvl) - pstats.s_lvl)) / pstats.s_lvl) { |
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83 unsigned long test; /* Overflow test */ |
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84 |
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85 /* Make the monster flee */ |
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86 turn_on(*tp, WASTURNED); /* No more fleeing after this */ |
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87 turn_on(*tp, ISFLEE); |
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88 runto(tp, &hero); |
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89 |
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90 /* Let player know */ |
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91 sprintf(outstring,"You have turned %s%s.", see ? "the " : "it", see ? mname : ""); |
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92 msg(outstring); |
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93 |
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94 /* get points for turning monster -- but check overflow first */ |
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95 test = pstats.s_exp + tp->t_stats.s_exp/2; |
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96 if (test > pstats.s_exp) pstats.s_exp = test; |
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97 check_level(TRUE); |
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98 |
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99 /* If monster was suffocating, stop it */ |
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100 if (on(*tp, DIDSUFFOCATE)) { |
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101 turn_off(*tp, DIDSUFFOCATE); |
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102 extinguish(suffocate); |
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103 } |
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