Mercurial > hg > early-roguelike
annotate rogue5/move.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 |
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date | Wed, 08 Jan 2014 16:44:16 -0500 |
parents | f502bf60e6e4 |
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rev | line source |
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33
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1 /* |
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2 * hero movement commands |
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3 * |
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4 * @(#)move.c 4.49 (Berkeley) 02/05/99 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980-1983, 1985, 1999 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 * used to hold the new hero position |
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19 */ |
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20 |
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21 |
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22 /* |
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23 * do_run: |
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24 * Start the hero running |
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25 */ |
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26 |
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27 void |
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28 do_run(int ch) |
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29 { |
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30 running = TRUE; |
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31 after = FALSE; |
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32 runch = ch; |
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33 } |
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34 |
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35 /* |
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36 * do_move: |
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37 * Check to see that a move is legal. If it is handle the |
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38 * consequences (fighting, picking up, etc.) |
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39 */ |
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40 |
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41 void |
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42 do_move(int dy, int dx) |
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43 { |
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44 int ch, fl; |
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45 coord nh; |
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46 |
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47 firstmove = FALSE; |
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48 if (no_move) |
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49 { |
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50 no_move--; |
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51 msg("you are still stuck in the bear trap"); |
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52 return; |
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53 } |
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54 /* |
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55 * Do a confused move (maybe) |
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56 */ |
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57 if (on(player, ISHUH) && rnd(5) != 0) |
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58 { |
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59 nh = rndmove(&player); |
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60 if (ce(nh, hero)) |
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61 { |
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62 after = FALSE; |
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63 running = FALSE; |
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64 to_death = FALSE; |
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65 return; |
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66 } |
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67 } |
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68 else |
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69 { |
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70 over: |
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71 nh.y = hero.y + dy; |
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72 nh.x = hero.x + dx; |
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73 } |
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74 |
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75 /* |
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76 * Check if he tried to move off the screen or make an illegal |
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77 * diagonal move, and stop him if he did. |
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78 */ |
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79 if (nh.x < 0 || nh.x >= NUMCOLS || nh.y <= 0 || nh.y >= NUMLINES - 1) |
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80 goto hit_bound; |
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81 if (!diag_ok(&hero, &nh)) |
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82 { |
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83 after = FALSE; |
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84 running = FALSE; |
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85 return; |
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86 } |
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87 if (running && ce(hero, nh)) |
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88 after = running = FALSE; |
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89 fl = flat(nh.y, nh.x); |
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90 ch = winat(nh.y, nh.x); |
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91 if (!(fl & F_REAL) && ch == FLOOR) |
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92 { |
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93 if (!on(player, ISLEVIT)) |
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94 { |
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95 chat(nh.y, nh.x) = ch = TRAP; |
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96 flat(nh.y, nh.x) |= F_REAL; |
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97 } |
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98 } |
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99 else if (on(player, ISHELD) && ch != 'F') |
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100 { |
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101 msg("you are being held"); |
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102 return; |
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103 } |
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104 switch (ch) |
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105 { |
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106 case ' ': |
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107 case '|': |
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108 case '-': |