annotate rogue3/misc.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 e7862a021609
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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 * @(#)misc.c 3.13 (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 #include <ctype.h>
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16
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17 /*
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18 * tr_name:
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19 * print the name of a trap
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20 */
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21
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22 char *
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23 tr_name(int ch)
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24 {
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25 char *s = "";
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26
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27 switch (ch)
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28 {
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29 case TRAPDOOR:
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30 s = terse ? "A trapdoor." : "You found a trapdoor.";
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31 when BEARTRAP:
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32 s = terse ? "A beartrap." : "You found a beartrap.";
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33 when SLEEPTRAP:
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34 s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap.";
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35 when ARROWTRAP:
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36 s = terse ? "An arrow trap." : "You found an arrow trap.";
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37 when TELTRAP:
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38 s = terse ? "A teleport trap." : "You found a teleport trap.";
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39 when DARTTRAP:
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40 s = terse ? "A dart trap." : "You found a poison dart trap.";
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41 }
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42 return s;
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43 }
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44
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45 /*
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46 * Look:
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47 * A quick glance all around the player
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48 */
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49
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50 void
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51 look(int wakeup)
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52 {
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53 int x, y;
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54 int ch;
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55 int oldx, oldy;
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56 int inpass;
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57 int passcount = 0;
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58 struct room *rp;
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59 int ey, ex;
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60
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61 getyx(cw, oldy, oldx);
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62 if (oldrp != NULL && (oldrp->r_flags & ISDARK) && off(player, ISBLIND))
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63 {
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64 for (x = oldpos.x - 1; x <= oldpos.x + 1; x++)
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65 for (y = oldpos.y - 1; y <= oldpos.y + 1; y++)
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66 if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR)
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67 mvwaddch(cw, y, x, ' ');
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68 }
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69 inpass = ((rp = roomin(&hero)) == NULL);
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70 ey = hero.y + 1;
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71 ex = hero.x + 1;
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72 for (x = hero.x - 1; x <= ex; x++)
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73 if (x >= 0 && x < COLS) for (y = hero.y - 1; y <= ey; y++)
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74 {
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75 if (y <= 0 || y >= LINES - 1)
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76 continue;
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77 if (isupper(mvwinch(mw, y, x)))
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78 {
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79 struct linked_list *it;
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80 struct thing *tp;
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81
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82 if (wakeup)
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83 it = wake_monster(y, x);
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84 else
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85 it = find_mons(y, x);
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86 tp = (struct thing *) ldata(it);
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87 if ((tp->t_oldch = mvinch(y, x)) == TRAP)
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88 tp->t_oldch =
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89 (trap_at(y,x)->tr_flags&ISFOUND) ? TRAP : FLOOR;
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90 if (tp->t_oldch == FLOOR && (rp != NULL) && (rp->r_flags & ISDARK)
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91 && off(player, ISBLIND))
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92 tp->t_oldch = ' ';
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93 }
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94 /*
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95 * Secret doors show as walls
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96 */
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97 if ((ch = show(y, x)) == SECRETDOOR)
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98 ch = secretdoor(y, x);
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99 /*
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100 * Don't show room walls if he is in a passage
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101 */
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102 if (off(player, ISBLIND))
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103 {
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104 if (y == hero.y && x == hero.x
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105 || (inpass && (ch == '-' || ch == '|')))