Mercurial > hg > early-roguelike
annotate rogue4/chase.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 |
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date | Wed, 08 Jan 2014 16:44:16 -0500 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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1 /* |
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2 * Code for one creature to chase another |
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3 * |
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4 * @(#)chase.c 4.25 (Berkeley) 5/5/82 |
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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, 1982 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 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */ |
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17 |
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18 coord ch_ret; /* Where chasing takes you */ |
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19 |
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20 /* |
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21 * runners: |
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22 * Make all the running monsters move. |
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23 */ |
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24 runners() |
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25 { |
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26 register THING *tp; |
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27 register THING *ntp; |
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28 |
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29 for (tp = mlist; tp != NULL; tp = ntp) |
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30 { |
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31 ntp = next(tp); |
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32 if (!on(*tp, ISHELD) && on(*tp, ISRUN)) |
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33 { |
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34 if (!on(*tp, ISSLOW) || tp->t_turn) |
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35 if (do_chase(tp) == -1) |
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36 continue; |
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37 if (on(*tp, ISHASTE)) |
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38 if (do_chase(tp) == -1) |
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39 continue; |
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40 tp->t_turn ^= TRUE; |
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41 } |
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42 } |
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43 } |
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44 |
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45 /* |
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46 * do_chase: |
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47 * Make one thing chase another. |
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48 */ |
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49 do_chase(th) |
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50 register THING *th; |
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51 { |
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52 register struct room *rer, *ree; /* room of chaser, room of chasee */ |
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53 register int mindist = 32767, i, dist; |
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54 register bool stoprun = FALSE; /* TRUE means we are there */ |
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55 register char sch; |
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56 register bool door; |
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57 register THING *obj; |
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58 register struct room *oroom; |
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59 coord this; /* Temporary destination for chaser */ |
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60 |
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61 rer = th->t_room; /* Find room of chaser */ |
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62 if (on(*th, ISGREED) && rer->r_goldval == 0) |
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63 th->t_dest = &hero; /* If gold has been taken, run after hero */ |
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64 if (th->t_dest == &hero) /* Find room of chasee */ |
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65 ree = proom; |
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66 else |
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67 ree = roomin(th->t_dest); |
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68 /* |
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69 * We don't count doors as inside rooms for this routine |
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70 */ |
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71 door = (chat(th->t_pos.y, th->t_pos.x) == DOOR); |
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72 /* |
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73 * If the object of our desire is in a different room, |
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74 * and we are not in a corridor, run to the door nearest to |
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75 * our goal. |
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76 */ |
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77 over: |
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78 if (rer != ree) |
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79 { |
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80 for (i = 0; i < rer->r_nexits; i++) /* loop through doors */ |
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81 { |
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82 dist = DISTANCE(th->t_dest->y, th->t_dest->x, |
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83 rer->r_exit[i].y, rer->r_exit[i].x); |
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84 if (dist < mindist) |
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85 { |
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86 this = rer->r_exit[i]; |
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87 mindist = dist; |
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88 } |
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89 } |
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90 if (door) |
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91 { |
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92 rer = &passages[flat(th->t_pos.y, th->t_pos.x) & F_PNUM]; |
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93 door = FALSE; |
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94 goto over; |
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95 } |
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96 } |
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97 else |
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98 { |
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99 this = *th->t_dest; |
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100 /* |
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101 * For dragons check and see if (a) the hero is on a straight |
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102 * line from it, and (b) that it is within shooting distance, |
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103 * but outside of striking range. |
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104 */ |
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105 if (th->t_type == 'D' && (th->t_pos.y == hero.y || th->t_pos.x == hero.x |