annotate rogue4/potions.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 * Function(s) for dealing with potions
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3 *
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4 * @(#)potions.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 "rogue.h"
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15
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16 /*
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17 * quaff:
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18 * Quaff a potion from the pack
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19 */
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20 quaff()
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21 {
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22 register THING *obj, *th;
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23 register bool discardit = FALSE;
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24
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25 obj = get_item("quaff", POTION);
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26 /*
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27 * Make certain that it is somethings that we want to drink
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28 */
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29 if (obj == NULL)
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30 return;
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31 if (obj->o_type != POTION)
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32 {
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33 if (!terse)
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34 msg("yuk! Why would you want to drink that?");
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35 else
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36 msg("that's undrinkable");
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37 return;
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38 }
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39 if (obj == cur_weapon)
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40 cur_weapon = NULL;
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41
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42 /*
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43 * Calculate the effect it has on the poor guy.
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44 */
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45 switch (obj->o_which)
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46 {
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47 case P_CONFUSE:
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48 p_know[P_CONFUSE] = TRUE;
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49 if (!on(player, ISHUH))
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50 {
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51 if (on(player, ISHUH))
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52 lengthen(unconfuse, rnd(8)+HUHDURATION);
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53 else
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54 fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER);
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55 player.t_flags |= ISHUH;
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56 msg("wait, what's going on here. Huh? What? Who?");
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57 }
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58 when P_POISON:
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59 p_know[P_POISON] = TRUE;
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60 if (!ISWEARING(R_SUSTSTR))
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61 {
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62 chg_str(-(rnd(3)+1));
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63 msg("you feel very sick now");
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64 }
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65 else
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66 msg("you feel momentarily sick");
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67 when P_HEALING:
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68 p_know[P_HEALING] = TRUE;
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69 if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp)
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70 pstats.s_hpt = ++max_hp;
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71 sight();
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72 msg("you begin to feel better");
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73 when P_STRENGTH:
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74 p_know[P_STRENGTH] = TRUE;
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75 chg_str(1);
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76 msg("you feel stronger, now. What bulging muscles!");
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77 when P_MFIND:
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78 player.t_flags |= SEEMONST;
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79 fuse(turn_see, TRUE, HUHDURATION, AFTER);
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80 if (mlist == NULL)
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81 msg("you have a strange feeling for a moment");
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82 else
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83 p_know[P_MFIND] |= turn_see(FALSE);
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84 when P_TFIND:
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85 /*
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86 * Potion of magic detection. Show the potions and scrolls
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87 */
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88 if (lvl_obj != NULL)
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89 {
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90 register THING *tp;
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91 register bool show;
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92
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93 show = FALSE;
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94 wclear(hw);
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95 for (tp = lvl_obj; tp != NULL; tp = next(tp))
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96 {
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97 if (is_magic(tp))
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98 {
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99 show = TRUE;
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100 mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC);
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101 p_know[P_TFIND] = TRUE;
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102 }
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103 }
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104 for (th = mlist; th != NULL; th = next(th))
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