annotate arogue5/rooms.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 c49f7927b0fa
children 56e748983fa8
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1 /*
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2 * Draw the nine rooms on the screen
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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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c49f7927b0fa arogue5: add missing header files.
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17 #include <stdlib.h>
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18
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19 do_rooms()
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20 {
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21 register int i;
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22 register struct room *rp;
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23 register struct linked_list *item;
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24 register struct thing *tp;
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25 register int left_out;
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26 coord top;
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27 coord bsze;
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28 coord mp;
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29
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30 /*
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31 * bsze is the maximum room size
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32 */
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33 bsze.x = COLS/3;
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34 bsze.y = (LINES-2)/3;
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35 /*
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36 * Clear things for a new level
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37 */
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38 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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39 rp->r_flags = 0;
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40 rp->r_fires = NULL;
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41 }
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42 /*
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43 * Put the gone rooms, if any, on the level
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44 */
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45 left_out = rnd(4);
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46 for (i = 0; i < left_out; i++)
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47 rooms[rnd_room()].r_flags |= ISGONE;
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48 /*
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49 * dig and populate all the rooms on the level
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50 */
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51 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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52 {
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53 bool has_gold=FALSE;
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54
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55 /*
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56 * Find upper left corner of box that this room goes in
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57 */
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58 top.x = (i%3)*bsze.x;
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59 top.y = i/3*bsze.y + 1;
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60 if (rp->r_flags & ISGONE)
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61 {
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62 /*
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63 * Place a gone room. Make certain that there is a blank line
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64 * for passage drawing.
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65 */
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66 do
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67 {
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68 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
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69 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
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70 rp->r_max.x = -COLS;
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71 rp->r_max.x = -LINES;
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72 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2);
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73 continue;
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74 }
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75 if (rnd(10) < level-1)
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76 rp->r_flags |= ISDARK;
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77 /*
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78 * Find a place and size for a random room
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79 */
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80 do
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81 {
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82 rp->r_max.x = rnd(bsze.x - 4) + 4;
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83 rp->r_max.y = rnd(bsze.y - 4) + 4;
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84 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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85 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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86 } until (rp->r_pos.y != 0);
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87
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88 /* Draw the room */
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89 draw_room(rp);
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90
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91 /*
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92 * Put the gold in
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93 */
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94 if (rnd(100) < 50 && level >= cur_max)
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95 {
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96 register struct linked_list *item;
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97 register struct object *cur;
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98 coord tp;
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99
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100 has_gold = TRUE; /* This room has gold in it */
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101
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102 item = spec_item(GOLD, NULL, NULL, NULL);
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103 cur = OBJPTR(item);
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104
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