Mercurial > hg > early-roguelike
annotate rogue5/new_level.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 * new_level: |
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3 * Dig and draw a new level |
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4 * |
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5 * @(#)new_level.c 4.38 (Berkeley) 02/05/99 |
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6 * |
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7 * Rogue: Exploring the Dungeons of Doom |
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8 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman |
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9 * All rights reserved. |
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10 * |
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11 * See the file LICENSE.TXT for full copyright and licensing information. |
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12 */ |
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13 |
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14 #include <curses.h> |
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15 #include <string.h> |
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16 #include "rogue.h" |
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17 |
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18 #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */ |
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19 #define MAXTREAS 10 /* maximum number of treasures in a treasure room */ |
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20 #define MINTREAS 2 /* minimum number of treasures in a treasure room */ |
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21 |
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22 void |
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23 new_level(void) |
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24 { |
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25 THING *tp; |
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26 PLACE *pp; |
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27 int *sp; |
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28 int i; |
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29 |
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30 player.t_flags &= ~ISHELD; /* unhold when you go down just in case */ |
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31 if (level > max_level) |
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32 max_level = level; |
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33 /* |
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34 * Clean things off from last level |
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35 */ |
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36 for (pp = places; pp < &places[MAXCOLS*MAXLINES]; pp++) |
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37 { |
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38 pp->p_ch = ' '; |
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39 pp->p_flags = F_REAL; |
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40 pp->p_monst = NULL; |
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41 } |
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42 clear(); |
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43 /* |
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44 * Free up the monsters on the last level |
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45 */ |
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46 for (tp = mlist; tp != NULL; tp = next(tp)) |
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47 free_list(tp->t_pack); |
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48 free_list(mlist); |
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49 /* |
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50 * Throw away stuff left on the previous level (if anything) |
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51 */ |
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52 free_list(lvl_obj); |
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53 do_rooms(); /* Draw rooms */ |
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54 do_passages(); /* Draw passages */ |
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55 no_food++; |
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56 put_things(); /* Place objects (if any) */ |
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57 /* |
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58 * Place the traps |
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59 */ |
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60 if (rnd(10) < level) |
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61 { |
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62 ntraps = rnd(level / 4) + 1; |
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63 if (ntraps > MAXTRAPS) |
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64 ntraps = MAXTRAPS; |
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65 i = ntraps; |
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66 while (i--) |
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67 { |
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68 /* |
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69 * not only wouldn't it be NICE to have traps in mazes |
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70 * (not that we care about being nice), since the trap |
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71 * number is stored where the passage number is, we |
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72 * can't actually do it. |
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73 */ |
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74 do |
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75 { |
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76 find_floor(NULL, &stairs, FALSE, FALSE); |
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77 } while ( (chat(stairs.y, stairs.x) != FLOOR) && |
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78 (flat(stairs.y, stairs.x) & F_REAL) ); |
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79 sp = &flat(stairs.y, stairs.x); |
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80 *sp &= ~(F_REAL | F_TMASK); |
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81 *sp |= rnd(NTRAPS); |
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82 } |
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83 } |
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84 /* |
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85 * Place the staircase down. |
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86 */ |
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87 find_floor(NULL, &stairs, FALSE, FALSE); |
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88 chat(stairs.y, stairs.x) = STAIRS; |
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89 seenstairs = FALSE; |
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90 |
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91 for (tp = mlist; tp != NULL; tp = next(tp)) |
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92 tp->t_room = roomin(&tp->t_pos); |
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93 |
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94 find_floor(NULL, &hero, FALSE, TRUE); |
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95 enter_room(&hero); |
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96 mvaddch(hero.y, hero.x, PLAYER); |
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97 if (on(player, SEEMONST)) |
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98 turn_see(FALSE); |
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99 if (on(player, ISHALU)) |
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100 visuals(); |
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101 } |
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102 |
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103 /* |
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104 * rnd_room: |
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105 * Pick a room that is really there |
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