annotate rogue3/command.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 47aeaccbb953
children e52a8a7ad4c5
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1 /*
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2 * Read and execute the user commands
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3 *
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4 * @(#)command.c 3.45 (Berkeley) 6/15/81
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <stdlib.h>
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14 #include <ctype.h>
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15 #include <signal.h>
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16 #include <string.h>
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17 #include "curses.h"
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18 #include "machdep.h"
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19 #include "rogue.h"
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20
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21 /*
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22 * command:
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23 * Process the user commands
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24 */
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25
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26 void
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27 command()
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28 {
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29 int ch;
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30 int ntimes = 1; /* Number of player moves */
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31 static int countch, direction, newcount = FALSE;
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32
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33
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34 if (on(player, ISHASTE)) ntimes++;
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35 /*
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36 * Let the daemons start up
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37 */
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38 do_daemons(BEFORE);
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39 do_fuses(BEFORE);
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40 while (ntimes--)
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41 {
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42 look(TRUE);
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43 if (!running)
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44 door_stop = FALSE;
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45 status();
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46 lastscore = purse;
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47 wmove(cw, hero.y, hero.x);
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48 if (!((running || count) && jump))
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49 draw(cw); /* Draw screen */
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50 take = 0;
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51 after = TRUE;
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52 /*
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53 * Read command or continue run
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54 */
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55 if (wizard)
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56 waswizard = TRUE;
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57 if (!no_command)
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58 {
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59 if (running) ch = runch;
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60 else if (count) ch = countch;
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61 else
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62 {
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63 ch = readchar(cw);
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64 if (mpos != 0 && !running) /* Erase message if its there */
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65 msg("");
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66 }
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67 }
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68 else ch = ' ';
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69 if (no_command)
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70 {
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71 if (--no_command == 0)
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72 msg("You can move again.");
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73 }
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74 else
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75 {
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76 /*
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77 * check for prefixes
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78 */
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79 if (isdigit(ch))
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80 {
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81 count = 0;
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82 newcount = TRUE;
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83 while (isdigit(ch))
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84 {
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85 count = count * 10 + (ch - '0');
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86 ch = readchar(cw);
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87 }
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88 countch = ch;
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89 /*
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90 * turn off count for commands which don't make sense
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91 * to repeat
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92 */
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93 switch (ch) {
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94 case 'h': case 'j': case 'k': case 'l':
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95 case 'y': case 'u': case 'b': case 'n':
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96 case 'H': case 'J': case 'K': case 'L':
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97 case 'Y': case 'U': case 'B': case 'N':
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98 case 'q': case 'r': case 's': case 'f':
3
e551d384f7c6 Rest on '.' instead of ' ', like all the other roguelikes
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99 case 't': case 'C': case 'I': case '.':
0
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100 case 'z': case 'p':
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101 break;
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102 default:
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103 count = 0;
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104 }
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