annotate arogue5/wizard.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 * Special wizard commands (some of which are also non-wizard commands
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3 * under strange circumstances)
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4 *
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5 * Advanced Rogue
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6 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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7 * All rights reserved.
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8 *
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9 * Based on "Rogue: Exploring the Dungeons of Doom"
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10 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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11 * All rights reserved.
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12 *
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13 * See the file LICENSE.TXT for full copyright and licensing information.
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14 */
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15
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16 #include "curses.h"
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17 #include <ctype.h>
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c49f7927b0fa arogue5: add missing header files.
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18 #include <stdlib.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 * create_obj:
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24 * Create any object for wizard, scroll, magician, or cleric
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25 */
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26 create_obj(prompt, which_item, which_type)
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27 bool prompt;
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28 int which_item, which_type;
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29 {
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30 reg struct linked_list *item;
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31 reg struct object *obj;
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32 reg int wh;
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33 reg char ch, newitem, newtype = 0, whc, msz, *pt;
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34 WINDOW *thiswin;
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35
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36 thiswin = cw;
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37 if (prompt) {
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38 bool nogood = TRUE;
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39
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40 thiswin = hw;
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41 wclear(hw);
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42 wprintw(hw,"Item\t\t\tKey\n\n");
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43 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_RING].mi_name,RING,
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44 things[TYP_STICK].mi_name,STICK);
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45 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_POTION].mi_name,POTION,
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46 things[TYP_SCROLL].mi_name,SCROLL);
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47 wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_ARMOR].mi_name,ARMOR,
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48 things[TYP_WEAPON].mi_name,WEAPON);
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49 wprintw(hw,"%s\t%c\n",things[TYP_MM].mi_name,MM);
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50 wprintw(hw,"%s\t\t\t%c\n",things[TYP_FOOD].mi_name,FOOD);
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51 if (wizard) {
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52 wprintw(hw,"%s\t\t%c\n",things[TYP_RELIC].mi_name,RELIC);
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53 waddstr(hw,"monster\t\t\tm");
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54 }
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55 wprintw(hw,"\n\nWhat do you want to create? ");
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56 draw(hw);
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57 do {
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58 ch = wgetch(hw);
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59 if (ch == ESCAPE) {
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60 restscr(cw);
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61 return;
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62 }
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63 switch (ch) {
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64 case RING:
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65 case STICK:
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66 case POTION:
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67 case SCROLL:
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68 case ARMOR:
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69 case WEAPON:
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70 case FOOD:
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71 case MM:
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72 nogood = FALSE;
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73 break;
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74 case RELIC:
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75 case 'm':
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76 if (wizard)
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77 nogood = FALSE;
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78 break;
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79 default:
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80 nogood = TRUE;
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81 }
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82 } while (nogood);
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83 newitem = ch;
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84 }
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85 else
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86 newitem = which_item;
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87
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88 pt = "those";
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89 msz = 0;
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90 if(newitem == 'm') {
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91 makemonster(TRUE); /* make monster and be done with it */
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92 return;
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93 }
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94 if(newitem == GOLD)
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95 pt = "gold";
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96 /* else if(isatrap(newitem))
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97 pt = "traps";
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98 */
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99 switch(newitem) {
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100 case POTION: whc = TYP_POTION; msz = MAXPOTIONS;
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101 when SCROLL: whc = TYP_SCROLL; msz = MAXSCROLLS;
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102 when WEAPON: whc = TYP_WEAPON; msz = MAXWEAPONS;
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103 when ARMOR: whc = TYP_ARMOR; msz = MAXARMORS;
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