annotate rogue3/rooms.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 * Draw the nine rooms on the screen
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3 *
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4 * @(#)rooms.c 3.8 (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 "curses.h"
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15 #include "rogue.h"
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16
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17 void
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18 do_rooms()
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19 {
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20 int i;
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21 struct room *rp;
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22 struct linked_list *item;
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23 struct thing *tp;
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24 int left_out;
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25 coord top;
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26 coord bsze;
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27 coord mp;
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28
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29 /*
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30 * bsze is the maximum room size
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31 */
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32 bsze.x = COLS/3;
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33 bsze.y = LINES/3;
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34 /*
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35 * Clear things for a new level
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36 */
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37 for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++)
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38 rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
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39 /*
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40 * Put the gone rooms, if any, on the level
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41 */
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42 left_out = rnd(4);
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43 for (i = 0; i < left_out; i++)
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44 rooms[rnd_room()].r_flags |= ISGONE;
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45 /*
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46 * dig and populate all the rooms on the level
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47 */
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48 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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49 {
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50 /*
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51 * Find upper left corner of box that this room goes in
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52 */
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53 top.x = (i%3)*bsze.x + 1;
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54 top.y = i/3*bsze.y;
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55 if (rp->r_flags & ISGONE)
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56 {
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57 /*
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58 * Place a gone room. Make certain that there is a blank line
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59 * for passage drawing.
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60 */
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61 do
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62 {
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63 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
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64 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
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65 rp->r_max.x = -COLS;
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66 rp->r_max.y = -LINES;
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67 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-1);
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68 continue;
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69 }
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70 if (rnd(10) < level-1)
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71 rp->r_flags |= ISDARK;
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72 /*
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73 * Find a place and size for a random room
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74 */
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75 do
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76 {
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77 rp->r_max.x = rnd(bsze.x - 4) + 4;
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78 rp->r_max.y = rnd(bsze.y - 4) + 4;
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79 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
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80 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
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81 } until (rp->r_pos.y != 0);
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82 /*
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83 * Put the gold in
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84 */
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85 if (rnd(100) < 50 && (!amulet || level >= max_level))
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86 {
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87 rp->r_goldval = GOLDCALC;
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88 rnd_pos(rp, &rp->r_gold);
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89 if (roomin(&rp->r_gold) != rp)
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90 endwin(), abort();
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91 }
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92 draw_room(rp);
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93 /*
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94 * Put the monster in
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95 */
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96 if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25))
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97 {
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98 item = new_item(sizeof *tp);
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99 tp = (struct thing *) ldata(item);
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100 do
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101 {
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102 rnd_pos(rp, &mp);
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103 } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR);
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104 new_monster(item, randmonster(FALSE), &mp);
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105 /*