annotate srogue/misc.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 2128c7dc8a40
children 94a0d9dd5ce1
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36
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1 /*
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2 * all sorts of miscellaneous routines
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3 *
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4 * @(#)misc.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 #include <ctype.h>
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19 #include "rogue.ext"
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20
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21 /*
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22 * waste_time:
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23 * Do nothing but let other things happen
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24 */
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25 waste_time()
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26 {
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27 if (inwhgt) /* if from wghtchk, then done */
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28 return;
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29 do_daemons(BEFORE);
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30 do_daemons(AFTER);
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31 do_fuses();
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32 }
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33
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34 /*
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35 * getindex:
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36 * Convert a type into an index for the things structures
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37 */
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38 getindex(what)
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39 char what;
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40 {
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41 int index = -1;
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42
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43 switch (what) {
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44 case POTION: index = TYP_POTION;
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45 when SCROLL: index = TYP_SCROLL;
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46 when FOOD: index = TYP_FOOD;
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47 when RING: index = TYP_RING;
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48 when AMULET: index = TYP_AMULET;
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49 when ARMOR: index = TYP_ARMOR;
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50 when WEAPON: index = TYP_WEAPON;
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51 when STICK: index = TYP_STICK;
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52 }
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53 return index;
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54 }
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55
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56 /*
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57 * tr_name:
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58 * print the name of a trap
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59 */
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60 char *
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61 tr_name(ch)
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62 char ch;
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63 {
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64 reg char *s;
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65
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66 switch (ch) {
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67 case TRAPDOOR:
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68 s = "A trapdoor.";
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69 when BEARTRAP:
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70 s = "A beartrap.";
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71 when SLEEPTRAP:
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72 s = "A sleeping gas trap.";
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73 when ARROWTRAP:
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74 s = "An arrow trap.";
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75 when TELTRAP:
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76 s = "A teleport trap.";
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77 when DARTTRAP:
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78 s = "A dart trap.";
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79 when POOL:
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80 s = "A magic pool.";
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81 when POST:
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82 s = "A trading post.";
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83 when MAZETRAP:
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84 s = "A maze trap.";
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85 otherwise:
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86 s = "A bottomless pit."; /* shouldn't get here */
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87 }
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88 return s;
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89 }
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90
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91 /*
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92 * Look:
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93 * A quick glance all around the player
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94 */
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95 look(wakeup)
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96 bool wakeup;
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97 {
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98 reg char ch;
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99 reg int oldx, oldy, y, x;
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100 reg struct room *rp;
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101 int ey, ex, oex, oey;
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102 int passcount = 0;
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103 bool inpass, blind;
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104
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105 getyx(cw, oldy, oldx);
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106 oex = player.t_oldpos.x;
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107 oey = player.t_oldpos.y;