Mercurial > hg > early-roguelike
annotate arogue5/util.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 | c49f7927b0fa |
children | 56e748983fa8 |
rev | line source |
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63
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1 /* |
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2 * all sorts of miscellaneous routines |
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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 #include <ctype.h> |
67 | 18 #include <string.h> |
63
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19 |
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20 /* |
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21 * aggravate: |
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22 * aggravate all the monsters on this level |
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23 */ |
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24 |
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25 aggravate() |
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26 { |
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27 register struct linked_list *mi; |
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28 |
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29 for (mi = mlist; mi != NULL; mi = next(mi)) |
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30 runto(THINGPTR(mi), &hero); |
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31 } |
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32 |
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33 /* |
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34 * cansee: |
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35 * returns true if the hero can see a certain coordinate. |
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36 */ |
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37 |
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38 cansee(y, x) |
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39 register int y, x; |
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40 { |
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41 register struct room *rer; |
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42 register int radius; |
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43 coord tp; |
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44 |
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45 if (on(player, ISBLIND)) |
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46 return FALSE; |
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47 |
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48 tp.y = y; |
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49 tp.x = x; |
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50 rer = roomin(&tp); |
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51 |
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52 /* How far can we see? */ |
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53 if (levtype == OUTSIDE) { |
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54 if (daytime) radius = 36; |
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55 else if (lit_room(rer)) radius = 9; |
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56 else radius = 3; |
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57 } |
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58 else radius = 3; |
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59 |
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60 /* |
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61 * We can only see if the hero in the same room as |
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62 * the coordinate and the room is lit or if it is close. |
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63 */ |
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64 return ((rer != NULL && |
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65 levtype != OUTSIDE && |
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66 (levtype != MAZELEV || /* Maze level needs direct line */ |
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67 maze_view(tp.y, tp.x)) && |
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68 rer == roomin(&hero) && |
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69 lit_room(rer)) || |
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70 DISTANCE(y, x, hero.y, hero.x) < radius); |
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71 } |
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72 |
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73 /* |
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74 * check_level: |
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75 * Check to see if the guy has gone up a level. |
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76 * |
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77 * Return points needed to obtain next level. |
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78 * |
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79 * These are the beginning experience levels for all players. |
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80 * All further experience levels are computed by muliplying by 2 |
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81 * up through MAXDOUBLE. |
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82 */ |
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83 #define MAXDOUBLE 14 /* Maximum number of times score is doubled */ |
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84 static struct { |
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85 long base; /* What it starts out at for doubling */ |
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86 long cap; /* The maximum before doubling stops */ |
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87 } e_levels[4] = { |
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88 /* You must change MAXDOUBLE if you change the cap figure */ |
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89 { 90L, 1474560L }, /* Fighter */ |
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90 { 130L, 2129920L }, /* Magician */ |
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91 { 110L, 1802240L }, /* cleric */ |
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92 { 75L, 1228800L } /* Thief */ |
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93 }; |
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94 |
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95 long |
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96 check_level(get_spells) |
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97 bool get_spells; |
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98 { |
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99 register int i, j, add = 0; |
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100 register unsigned long exp; |
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101 long retval; /* Return value */ |
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102 int nsides = 0; |
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103 |
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104 /* See if we are past the doubling stage */ |
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