annotate rogue4/wizard.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 00e90f1bffd6
children 1b73a8641b37
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12
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1
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2 /*
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3 * Special wizard commands (some of which are also non-wizard commands
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4 * under strange circumstances)
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5 *
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6 * @(#)wizard.c 4.14 (Berkeley) 1/26/82
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7 */
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8
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9 #include <curses.h>
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10 #include <ctype.h>
25
00e90f1bffd6 Add a file include
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11 #include <stdlib.h>
12
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12 #include <string.h>
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13 #include "rogue.h"
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14
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15 /*
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16 * whatis:
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17 * What a certin object is
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18 */
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19 whatis(insist)
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20 bool insist;
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21 {
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22 register THING *obj;
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23
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24 if (pack == NULL)
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25 {
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26 msg("You don't have anything in your pack to identify");
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27 return;
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28 }
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29
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30 for (;;)
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31 if ((obj = get_item("identify", 0)) == NULL && insist)
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32 msg("You must identify something");
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33 else
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34 break;
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35
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36 if (!insist && obj == NULL)
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37 return;
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38
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39 switch (obj->o_type)
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40 {
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41 case SCROLL:
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42 s_know[obj->o_which] = TRUE;
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43 if (s_guess[obj->o_which])
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44 {
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45 free(s_guess[obj->o_which]);
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46 s_guess[obj->o_which] = NULL;
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47 }
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48 when POTION:
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49 p_know[obj->o_which] = TRUE;
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50 if (p_guess[obj->o_which])
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51 {
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52 free(p_guess[obj->o_which]);
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53 p_guess[obj->o_which] = NULL;
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54 }
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55 when STICK:
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56 ws_know[obj->o_which] = TRUE;
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57 obj->o_flags |= ISKNOW;
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58 if (ws_guess[obj->o_which])
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59 {
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60 free(ws_guess[obj->o_which]);
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61 ws_guess[obj->o_which] = NULL;
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62 }
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63 when WEAPON:
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64 case ARMOR:
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65 obj->o_flags |= ISKNOW;
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66 when RING:
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67 r_know[obj->o_which] = TRUE;
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68 obj->o_flags |= ISKNOW;
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69 if (r_guess[obj->o_which])
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70 {
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71 free(r_guess[obj->o_which]);
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72 r_guess[obj->o_which] = NULL;
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73 }
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74 }
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75 msg(inv_name(obj, FALSE));
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76 }
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77
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78 #ifdef WIZARD
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79 /*
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80 * create_obj:
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81 * Wizard command for getting anything he wants
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82 */
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83 create_obj()
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84 {
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85 register THING *obj;
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86 register char ch, bless;
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87
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88 obj = new_item();
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89 msg("type of item: ");
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90 obj->o_type = readchar();
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91 mpos = 0;
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92 msg("which %c do you want? (0-f)", obj->o_type);
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93 obj->o_which = (isdigit((ch = readchar())) ? ch - '0' : ch - 'a' + 10);
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94 obj->o_group = 0;
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95 obj->o_count = 1;
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96 mpos = 0;
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97 if (obj->o_type == WEAPON || obj->o_type == ARMOR)
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98 {
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99 msg("blessing? (+,-,n)");
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100 bless = readchar();
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101 mpos = 0;
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102 if (bless == '-')
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103 obj->o_flags |= ISCURSED;
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104 if (obj->o_type == WEAPON)
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