annotate srogue/global.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 34d7a614855e
children ee250e3646fd
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1 /*
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2 * global variable declaration
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3 *
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4 * @(#)global.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include "rogue.h"
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18
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19 struct room rooms[MAXROOMS]; /* One for each room -- A level */
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20 struct room *oldrp; /* Roomin(&oldpos) */
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21 struct linked_list *mlist = NULL; /* monsters on this level */
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22 struct thing player; /* The rogue */
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23 struct stats max_stats; /* The maximum for the player */
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24 struct linked_list *lvl_obj = NULL; /* objects on this level */
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25 struct object *cur_weapon = NULL; /* Which weapon he is weilding */
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26 struct object *cur_armor = NULL; /* the rogue's armor */
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27 struct object *cur_ring[2]; /* Which rings are being worn */
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28 struct stats *him; /* pointer to hero stats */
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29 struct trap traps[MAXTRAPS]; /* traps on this level */
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30
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31 int playuid; /* uid of current player */
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32 int playgid; /* gid of current player */
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33 int level = 1; /* What level rogue is on */
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34 int levcount = 0; /* # of active mons this level */
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35 int levtype = NORMLEV; /* type of level this is, maze, etc. */
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36 int trader = 0; /* no. of purchases */
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37 int curprice = -1; /* current price of item */
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38 int purse = 0; /* How much gold the rogue has */
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39 int mpos = 0; /* Where cursor is on top line */
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40 int ntraps; /* # of traps on this level */
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41 int packvol = 0; /* volume of things in pack */
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42 int total = 0; /* Total dynamic memory bytes */
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43 int demoncnt = 0; /* number of active daemons */
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44 int lastscore = -1; /* Score before this turn */
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45 int no_food = 0; /* # of levels without food */
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46 int seed; /* Random number seed */
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47 int dnum; /* Dungeon number */
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48 int count = 0; /* # of times to repeat cmd */
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49 int fung_hit = 0; /* # of time fungi has hit */
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50 int quiet = 0; /* # of quiet turns */
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51 int max_level = 1; /* Deepest player has gone */
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52 int food_left = HUNGERTIME; /* Amount of food stomach */
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53 int group = NEWGROUP; /* Current group number */
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54 int hungry_state = F_OKAY; /* How hungry is he */
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55 int foodlev = 1; /* how fast he eats food */
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56 int ringfood = 0; /* rings affect on food consumption */
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57 char take; /* Thing the rogue is taking */
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58 char runch; /* Direction player is running */
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59 char curpurch[15]; /* name of item ready to buy */
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60
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61 char prbuf[LINLEN]; /* Buffer for sprintfs */
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62 char whoami[LINLEN]; /* Name of player */
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63 char fruit[LINLEN]; /* Favorite fruit */
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64 char huh[LINLEN]; /* The last message printed */
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65 char file_name[LINLEN]; /* Save file name */
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66 char scorefile[LINLEN]; /* place for scorefile */
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67 char home[LINLEN]; /* User's home directory */
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68 char outbuf[BUFSIZ]; /* Output buffer for stdout */
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69
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70 char *s_guess[MAXSCROLLS]; /* his guess at what scroll is */
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71 char *p_guess[MAXPOTIONS]; /* his guess at what potion is */
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72 char *r_guess[MAXRINGS]; /* his guess at what ring is */
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73 char *ws_guess[MAXSTICKS]; /* his guess at what wand is */
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74
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75 bool isfight = FALSE; /* true if player is fighting */
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76 bool nlmove = FALSE; /* true when transported to new level */
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77 bool inpool = FALSE; /* true if hero standing in pool */
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78 bool inwhgt = FALSE; /* true if from wghtchk() */
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79 bool running = FALSE; /* True if player is running */
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80 bool playing = TRUE; /* True until he quits */
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81 bool wizard = FALSE; /* True if he is a wizard */
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82 bool after = TRUE; /* True if we want after daemons */
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83 bool door_stop = FALSE; /* Stop run when we pass a door */
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84 bool firstmove = FALSE; /* First move after door_stop */
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85 bool waswizard = FALSE; /* Was a wizard sometime */
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86 bool amulet = FALSE; /* He found the amulet */
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87 bool in_shell = FALSE; /* True if executing a shell */
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88 bool nochange = FALSE; /* true if last stat same as now */
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89 bool use_savedir = FALSE; /* true if using system savefiles */
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90
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91 bool s_know[MAXSCROLLS]; /* Does he know about a scroll */
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92 bool p_know[MAXPOTIONS]; /* Does he know about a potion */
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93 bool r_know[MAXRINGS]; /* Does he know about a ring */
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94 bool ws_know[MAXSTICKS]; /* Does he know about a stick */
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95
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96 char spacemsg[] = { "-- Press space to continue --" };
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97 char morestr[] = { "-- More --" };
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98 char retstr[] = { "[Press return to continue]" };
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99 char wizstr[] = { "Wizards Password: " };
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100 char illegal[] = { "Illegal command '%s'." };
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101 char callit[] = { "Call it: " };
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