annotate rogue4/scrolls.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 * Read a scroll and let it happen
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3 *
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4 * @(#)scrolls.c 4.21 (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 <ctype.h>
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15 #include "rogue.h"
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16
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17 /*
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18 * read_scroll:
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19 * Read a scroll from the pack and do the appropriate thing
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20 */
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21 read_scroll()
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22 {
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23 register THING *obj;
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24 register int y, x;
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25 register char ch;
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26 register THING *op;
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27 register int index;
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28 register bool discardit = FALSE;
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29
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30 obj = get_item("read", SCROLL);
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31 if (obj == NULL)
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32 return;
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33 if (obj->o_type != SCROLL)
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34 {
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35 if (!terse)
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36 msg("there is nothing on it to read");
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37 else
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38 msg("nothing to read");
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39 return;
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40 }
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41 msg("as you read the scroll, it vanishes");
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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 if (obj == cur_weapon)
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46 cur_weapon = NULL;
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47 switch (obj->o_which)
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48 {
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49 case S_CONFUSE:
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50 /*
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51 * Scroll of monster confusion. Give him that power.
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52 */
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53 player.t_flags |= CANHUH;
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54 msg("your hands begin to glow red");
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55 when S_ARMOR:
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56 if (cur_armor != NULL)
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57 {
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58 cur_armor->o_ac--;
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59 cur_armor->o_flags &= ~ISCURSED;
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60 msg("your armor glows faintly for a moment");
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61 }
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62 when S_HOLD:
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63 /*
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64 * Hold monster scroll. Stop all monsters within two spaces
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65 * from chasing after the hero.
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66 */
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67
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68 for (x = hero.x - 2; x <= hero.x + 2; x++)
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69 if (x >= 0 && x < COLS)
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70 for (y = hero.y - 2; y <= hero.y + 2; y++)
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71 if (y >= 0 && y <= LINES - 1)
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72 if ((op = moat(y, x)) != NULL)
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73 {
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74 op->t_flags &= ~ISRUN;
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75 op->t_flags |= ISHELD;
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76 }
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77 when S_SLEEP:
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78 /*
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79 * Scroll which makes you fall asleep
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80 */
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81 s_know[S_SLEEP] = TRUE;
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82 no_command += rnd(SLEEPTIME) + 4;
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83 player.t_flags &= ~ISRUN;
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84 msg("you fall asleep");
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85 when S_CREATE:
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86 /*
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87 * Create a monster
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88 * First look in a circle around him, next try his room
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89 * otherwise give up
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90 */
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91 {
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92 register bool appear = 0;
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93 coord mp;
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94
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95 /*
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96 * Search for an open place
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97 */
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98 for (y = hero.y - 1; y <= hero.y + 1; y++)
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99 for (x = hero.x - 1; x <= hero.x + 1; x++)
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100 {
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101 /*
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102 * Don't put a monster in top of the player.
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103 */
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104 if (y == hero.y && x == hero.x)