annotate rogue4/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 9535a08ddc39
children 1b73a8641b37
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12
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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 4.30 (Berkeley) 4/6/82
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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 <stdlib.h>
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14 #include <curses.h>
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15 #include <ctype.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 /*
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20 * tr_name:
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21 * Print the name of a trap
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22 */
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23 char *
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24 tr_name(type)
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25 char type;
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26 {
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27 switch (type)
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28 {
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29 case T_DOOR:
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30 return terse ? "a trapdoor" : "you found a trapdoor";
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31 case T_BEAR:
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32 return terse ? "a beartrap" : "you found a beartrap";
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33 case T_SLEEP:
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34 return terse ? "a sleeping gas trap":"you found a sleeping gas trap";
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35 case T_ARROW:
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36 return terse ? "an arrow trap" : "you found an arrow trap";
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37 case T_TELEP:
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38 return terse ? "a teleport trap" : "you found a teleport trap";
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39 case T_DART:
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40 return terse ? "a dart trap" : "you found a poison dart trap";
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41 }
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42 msg("wierd trap: %d", type);
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43 return NULL;
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44 }
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45
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46 /*
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47 * look:
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48 * A quick glance all around the player
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49 */
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50 look(wakeup)
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51 bool wakeup;
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52 {
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53 register int x, y;
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54 register unsigned char ch;
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55 register int index;
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56 register THING *tp;
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57 register struct room *rp;
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58 register int ey, ex;
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59 register int passcount = 0;
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60 register char pfl, *fp, pch;
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61 register int sy, sx, sumhero = 0, diffhero = 0;
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62 register int oldx, oldy;
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63
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64 getyx(stdscr, oldy, oldx);
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65 rp = proom;
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66 if (!ce(oldpos, hero))
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67 {
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68 if ((oldrp->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player,ISBLIND))
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69 {
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70 ey = oldpos.y + 1;
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71 ex = oldpos.x + 1;
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72 sy = oldpos.y - 1;
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73 for (x = oldpos.x - 1; x <= ex; x++)
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74 for (y = sy; y <= ey; y++)
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75 {
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76 if (y == hero.y && x == hero.x)
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77 continue;
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78 move(y, x);
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79 if (inch() == FLOOR)
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80 addch(' ');
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81 }
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82 }
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83 oldpos = hero;
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84 oldrp = rp;
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85 }
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86 ey = hero.y + 1;
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87 ex = hero.x + 1;
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88 sx = hero.x - 1;
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89 sy = hero.y - 1;
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90 if (door_stop && !firstmove && running)
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91 {
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92 sumhero = hero.y + hero.x;
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93 diffhero = hero.y - hero.x;
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94 }
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95 index = INDEX(hero.y, hero.x);
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96 pfl = _flags[index];
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97 pch = _level[index];
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98 for (y = sy; y <= ey; y++)
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99 if (y > 0 && y < LINES - 1) for (x = sx; x <= ex; x++)
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100 {
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101 if (x <= 0 || x >= COLS)
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102 continue;
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103 if (!on(player, ISBLIND))
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104 {
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105 if (y == hero.y && x == hero.x)