Mercurial > hg > early-roguelike
annotate rogue5/rogue.h @ 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 | 655c317b6237 |
children | 696277507a2e |
rev | line source |
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33
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1 /* |
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2 * Rogue definitions and variable declarations |
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3 * |
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4 * @(#)rogue.h 5.42 (Berkeley) 08/06/83 |
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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 "extern.h" |
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14 |
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15 #undef lines |
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16 |
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17 #define NOOP(x) (x += 0) |
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18 #define CCHAR(x) ( (x) & A_CHARTEXT ) |
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19 |
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20 #define MAXDAEMONS 20 |
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21 #define EMPTY 0 |
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22 |
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23 /* |
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24 * Maximum number of different things |
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25 */ |
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26 #define MAXROOMS 9 |
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27 #define MAXTHINGS 9 |
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28 #define MAXOBJ 9 |
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29 #define MAXPACK 23 |
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30 #define MAXTRAPS 10 |
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31 #define AMULETLEVEL 26 |
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32 #define NUMTHINGS 7 /* number of types of things */ |
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33 #define MAXPASS 13 /* upper limit on number of passages */ |
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34 #define NUMLINES 24 |
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35 #define NUMCOLS 80 |
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36 #define STATLINE (NUMLINES - 1) |
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37 #define BORE_LEVEL 50 |
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38 |
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39 /* |
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40 * return values for get functions |
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41 */ |
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42 #define NORM 0 /* normal exit */ |
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43 #define QUIT 1 /* quit option setting */ |
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44 #define MINUS 2 /* back up one option */ |
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45 |
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46 /* |
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47 * inventory types |
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48 */ |
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49 #define INV_OVER 0 |
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50 #define INV_SLOW 1 |
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51 #define INV_CLEAR 2 |
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52 |
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53 /* |
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54 * All the fun defines |
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55 */ |
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56 #define when break;case |
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57 #define otherwise break;default |
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58 #define until(expr) while(!(expr)) |
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59 #define next(ptr) (*ptr).l_next |
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60 #define prev(ptr) (*ptr).l_prev |
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61 #define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x)) |
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62 #define ce(a,b) ((a).x == (b).x && (a).y == (b).y) |
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63 #define hero player.t_pos |
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64 #define pstats player.t_stats |
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65 #define pack player.t_pack |
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66 #define proom player.t_room |
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67 #define max_hp player.t_stats.s_maxhp |
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68 #define attach(a,b) _attach(&a,b) |
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69 #define detach(a,b) _detach(&a,b) |
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70 #define free_list(a) _free_list(&a) |
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71 #undef max |
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72 #define max(a,b) ((a) > (b) ? (a) : (b)) |
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73 #define on(thing,flag) ((((thing).t_flags & (flag)) != 0)) |
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74 #define GOLDCALC (rnd(50 + 10 * level) + 2) |
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75 #define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r) |
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76 #define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r)) |
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77 #define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD) |
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78 #define INDEX(y,x) (&places[((x) << 5) + (y)]) |
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79 #define chat(y,x) (places[((x) << 5) + (y)].p_ch) |
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80 #define flat(y,x) (places[((x) << 5) + (y)].p_flags) |
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81 #define moat(y,x) (places[((x) << 5) + (y)].p_monst) |
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82 #define unc(cp) (cp).y, (cp).x |
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83 #ifdef MASTER |
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84 #define debug if (wizard) msg |
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85 #endif |
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86 |
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87 /* |
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88 * things that appear on the screens |
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89 */ |
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90 #define PASSAGE '#' |
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91 #define DOOR '+' |
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92 #define FLOOR '.' |
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93 #define PLAYER '@' |
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94 #define TRAP '^' |
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95 #define STAIRS '%' |
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96 #define GOLD '*' |
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97 #define POTION '!' |
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98 #define SCROLL '?' |
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99 #define MAGIC '$' |
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100 #define FOOD ':' |
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101 #define WEAPON ')' |
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102 #define ARMOR ']' |
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103 #define AMULET ',' |
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104 #define RING '=' |
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105 #define STICK '/' |
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106 #define CALLABLE -1 |