annotate rogue3/daemons.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 527e2150eaf0
children
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1 /*
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2 * All the daemon and fuse functions are in here
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3 *
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4 * @(#)daemons.c 3.7 (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 "curses.h"
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14 #include "rogue.h"
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15
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16 /*
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17 * doctor:
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18 * A healing daemon that restors hit points after rest
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19 */
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20
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21 void
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22 doctor()
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23 {
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24 register int lv, ohp;
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25
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26 lv = pstats.s_lvl;
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27 ohp = pstats.s_hpt;
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28 quiet++;
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29 if (lv < 8)
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30 {
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31 if (quiet > 20 - lv*2)
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32 pstats.s_hpt++;
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33 }
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34 else
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35 if (quiet >= 3)
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36 pstats.s_hpt += rnd(lv - 7)+1;
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37 if (ISRING(LEFT, R_REGEN))
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38 pstats.s_hpt++;
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39 if (ISRING(RIGHT, R_REGEN))
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40 pstats.s_hpt++;
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41 if (ohp != pstats.s_hpt)
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42 {
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43 if (pstats.s_hpt > max_hp)
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44 pstats.s_hpt = max_hp;
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45 quiet = 0;
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46 }
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47 }
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48
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49 /*
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50 * Swander:
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51 * Called when it is time to start rolling for wandering monsters
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52 */
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53
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54 void
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55 swander()
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56 {
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57 start_daemon(rollwand, 0, BEFORE);
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58 }
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59
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60 /*
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61 * rollwand:
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62 * Called to roll to see if a wandering monster starts up
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63 */
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64
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65 int between = 0;
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66
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67 void
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68 rollwand()
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69 {
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70 if (++between >= 4)
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71 {
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72 if (roll(1, 6) == 4)
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73 {
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74 wanderer();
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75 kill_daemon(rollwand);
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76 fuse(swander, 0, WANDERTIME, BEFORE);
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77 }
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78 between = 0;
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79 }
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80 }
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81
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82 /*
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83 * unconfuse:
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84 * Release the poor player from his confusion
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85 */
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86
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87 void
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88 unconfuse()
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89 {
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90 player.t_flags &= ~ISHUH;
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91 msg("You feel less confused now");
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92 }
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93
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94
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95 /*
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96 * unsee:
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97 * He lost his see invisible power
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98 */
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99
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100 void
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101 unsee()
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102 {
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103 player.t_flags &= ~CANSEE;
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104 }
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105
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106 /*