annotate rogue4/monsters.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 * File with various monster functions in it
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3 *
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4 * @(#)monsters.c 4.24 (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 <curses.h>
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14 #include <string.h>
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15 #include <ctype.h>
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16 #include "rogue.h"
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17
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18 /*
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19 * List of monsters in rough order of vorpalness
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20 *
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21 * NOTE: This not initialized using strings so that xstr doesn't set up
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22 * the string not to be saved. Otherwise genocide is lost through
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23 * saving a game.
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24 */
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25 char lvl_mons[] = {
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26 'K', 'J', 'B', 'S', 'H', 'E', 'A', 'O', 'Z', 'G', 'L', 'C', 'R',
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27 'Q', 'N', 'Y', 'T', 'W', 'F', 'I', 'X', 'U', 'M', 'V', 'P', 'D',
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28 '\0'
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29 };
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30
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31 char wand_mons[] = {
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32 'K', 'J', 'B', 'S', 'H', ' ', 'A', 'O', 'Z', 'G', ' ', 'C', 'R',
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33 'Q', ' ', 'Y', 'T', 'W', ' ', 'I', 'X', 'U', ' ', 'V', 'P', ' ',
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34 '\0'
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35 };
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36
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37 /*
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38 * randmonster:
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39 * Pick a monster to show up. The lower the level,
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40 * the meaner the monster.
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41 */
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42 randmonster(wander)
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43 bool wander;
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44 {
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45 register int d;
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46 register char *mons;
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47
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48 mons = wander ? wand_mons : lvl_mons;
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49 do
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50 {
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51 d = level + (rnd(10) - 5);
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52 if (d < 1)
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53 d = rnd(5) + 1;
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54 if (d > 26)
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55 d = rnd(5) + 22;
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56 } while (mons[--d] == ' ');
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57 return mons[d];
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58 }
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59
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60 /*
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61 * new_monster:
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62 * Pick a new monster and add it to the list
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63 */
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64 new_monster(tp, type, cp)
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65 register THING *tp;
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66 char type;
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67 register coord *cp;
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68 {
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69 register struct monster *mp;
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70 register int lev_add;
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71
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72 if ((lev_add = level - AMULETLEVEL) < 0)
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73 lev_add = 0;
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74 attach(mlist, tp);
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75 tp->t_type = type;
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76 tp->t_disguise = type;
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77 tp->t_pos = *cp;
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78 tp->t_oldch = mvinch(cp->y, cp->x);
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79 tp->t_room = roomin(cp);
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80 moat(cp->y, cp->x) = tp;
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81 mp = &monsters[tp->t_type-'A'];
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82 tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add;
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83 tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8);
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84 tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add;
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85 strncpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg,16);
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86 tp->t_stats.s_str = mp->m_stats.s_str;
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87 tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp);
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88 tp->t_flags = mp->m_flags;
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89 tp->t_turn = TRUE;
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90 tp->t_pack = NULL;
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91 if (ISWEARING(R_AGGR))
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92 runto(cp, &hero);
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93 if (type == 'M')
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94 switch (rnd(level > 25 ? 9 : 8))
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95 {
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96 case 0: tp->t_disguise = GOLD;
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97 when 1: tp->t_disguise = POTION;
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98 when 2: tp->t_disguise = SCROLL;
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99 when 3: tp->t_disguise = STAIRS;
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100 when 4: tp->t_disguise = WEAPON;
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101 when 5: tp->t_disguise = ARMOR;
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102 when 6: tp->t_disguise = RING;
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103 when 7: tp->t_disguise = STICK;
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