annotate arogue5/wear.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 f2951c4e28d9
children 56e748983fa8
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1 /*
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2 * This file contains misc functions for dealing with armor
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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 <string.h>
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18 #include <stdlib.h>
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19
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20
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21 /*
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22 * take_off:
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23 * Get the armor off of the players back
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24 */
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25
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26 take_off()
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27 {
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28 register struct object *obj;
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29 register struct linked_list *item;
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30
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31 /* What does player want to take off? */
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32 if ((item = get_item(pack, "take off", REMOVABLE)) == NULL)
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33 return;
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34
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35 obj = OBJPTR(item);
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36 if (!is_current(obj)) {
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37 sprintf(outstring,"Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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38 msg(outstring);
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39 return;
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40 }
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41
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42 /* Can the player remove the item? */
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43 if (!dropcheck(obj)) return;
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44 updpack(TRUE);
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45
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46 sprintf(outstring,"Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
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47 msg(outstring);
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48 }
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49
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50 /*
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51 * wear:
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52 * The player wants to wear something, so let him/her put it on.
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53 */
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54
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55 wear()
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56 {
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57 register struct linked_list *item;
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58 register struct object *obj;
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59 register int i;
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60 char buf[LINELEN];
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61
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62
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63 /* What does player want to wear? */
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64 if ((item = get_item(pack, "wear", WEARABLE)) == NULL)
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65 return;
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66
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67 obj = OBJPTR(item);
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68
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69 switch (obj->o_type) {
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70 case ARMOR:
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71 if (cur_armor != NULL) {
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72 addmsg("You are already wearing armor");
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73 if (!terse) addmsg(". You'll have to take it off first.");
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74 endmsg();
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75 after = FALSE;
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76 return;
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77 }
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78 if (cur_misc[WEAR_BRACERS] != NULL) {
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79 msg("You can't wear armor with bracers of defense.");
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80 return;
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81 }
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82 if (cur_misc[WEAR_CLOAK] != NULL || cur_relic[EMORI_CLOAK]) {
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83 msg("You can't wear armor with a cloak.");
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84 return;
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85 }
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86 if (player.t_ctype == C_THIEF &&
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87 (obj->o_which != LEATHER && obj->o_which != STUDDED_LEATHER)) {
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88 if (terse) msg("Thieves can't wear that type of armor");
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89 else
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90 msg("Thieves can only wear leather or studded leather armor");
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91 return;
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92 }
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93 waste_time();
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94 obj->o_flags |= ISKNOW;
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95 cur_armor = obj;
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96 addmsg(terse ? "W" : "You are now w");
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97 msg("earing %s.", armors[obj->o_which].a_name);
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98
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99 when MM:
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100 switch (obj->o_which) {
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101 /*
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102 * when wearing the boots of elvenkind the player will not
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103 * set off any traps
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104 */
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