annotate arogue5/scrolls.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 ad2cb9a07aaa
children 0298a68cc179
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1 /*
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2 * Read a scroll and let it happen
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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 <ctype.h>
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c49f7927b0fa arogue5: add missing header files.
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17 #include <stdlib.h>
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18 #include <string.h>
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19 #include "rogue.h"
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20
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21
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22
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23 /*
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24 * let the hero get rid of some type of monster (but not a UNIQUE!)
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25 */
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26 genocide()
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27 {
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28 register struct linked_list *ip;
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29 register struct thing *mp;
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30 register int i;
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31 register struct linked_list *nip;
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32 register int num_monst = NUMMONST-NUMUNIQUE-1, /* cannot genocide uniques */
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33 pres_monst=1,
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34 num_lines=2*(LINES-3);
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35 register int which_monst;
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36 char monst_name[40];
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37
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38 /* Print out the monsters */
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39 while (num_monst > 0) {
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40 register left_limit;
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41
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42 if (num_monst < num_lines) left_limit = (num_monst+1)/2;
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43 else left_limit = num_lines/2;
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44
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45 wclear(hw);
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46 touchwin(hw);
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47
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48 /* Print left column */
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49 wmove(hw, 2, 0);
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50 for (i=0; i<left_limit; i++) {
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51 sprintf(monst_name,
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52 "[%d] %c%s\n",
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53 pres_monst,
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54 monsters[pres_monst].m_normal ? ' ' : '*',
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55 monsters[pres_monst].m_name);
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56 waddstr(hw, monst_name);
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57 pres_monst++;
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58 }
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59
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60 /* Print right column */
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61 for (i=0; i<left_limit && pres_monst<=NUMMONST-NUMUNIQUE-1; i++) {
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62 sprintf(monst_name,
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63 "[%d] %c%s\n",
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64 pres_monst,
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65 monsters[pres_monst].m_normal ? ' ' : '*',
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66 monsters[pres_monst].m_name);
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67 wmove(hw, i+2, COLS/2);
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68 waddstr(hw, monst_name);
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69 pres_monst++;
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70 }
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71
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72 if ((num_monst -= num_lines) > 0) {
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73 mvwaddstr(hw, LINES-1, 0, morestr);
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74 draw(hw);
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75 wait_for(hw,' ');
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76 }
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77
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78 else {
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79 mvwaddstr(hw, 0, 0, "Which monster");
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80 if (!terse) waddstr(hw, " do you wish to wipe out");
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81 waddstr(hw, "? ");
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82 draw(hw);
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83 }
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84 }
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85
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86 get_monst:
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87 get_str(monst_name, hw);
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88 which_monst = atoi(monst_name);
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89 if ((which_monst < 1 || which_monst > NUMMONST-NUMUNIQUE-1)) {
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90 mvwaddstr(hw, 0, 0, "Please enter a number in the displayed range -- ");
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91 draw(hw);
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92 goto get_monst;
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93 }
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94
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95 /* Set up for redraw */
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96 clearok(cw, TRUE);
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97 touchwin(cw);
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98
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99 /* Remove this monster from the present level */
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100 for (ip = mlist; ip; ip = nip) {
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101 mp = THINGPTR(ip);
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102 nip = next(ip);
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103 if (mp->t_index == which_monst) {
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