annotate srogue/monsters.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 7bdac632ab9d
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36
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1 /*
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2 * File with various monster functions in it
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3 *
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4 * @(#)monsters.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 * rnd_mon:
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23 * Pick a monster to show up. The lower the level,
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24 * the meaner the monster.
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25 */
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26 rnd_mon(wander,baddie)
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27 bool wander;
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28 bool baddie; /* TRUE when from a polymorph stick */
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29 {
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30 reg int i, ok, cnt;
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31
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32 cnt = 0;
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33 if (levcount == 0) /* if only asmodeus possible */
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34 return(MAXMONS);
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35 if (baddie) {
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36 while (1) {
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37 i = rnd(MAXMONS); /* pick ANY monster */
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38 if (monsters[i].m_lev.l_lev < 0) /* skip genocided ones */
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39 continue;
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40 return i;
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41 }
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42 }
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43 ok = FALSE;
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44 do {
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45 /*
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46 * get a random monster from this range
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47 */
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48 i = rnd(levcount);
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49 /*
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50 * Only create a wandering monster if we want one
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51 * (or the count is exceeded)
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52 */
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53 if (!wander || mtlev[i]->m_lev.d_wand || ++cnt > 500)
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54 ok = TRUE;
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55 } while(!ok);
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56 return (midx(mtlev[i]->m_show));
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57 }
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58
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59 /*
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60 * lev_mon:
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61 * This gets all monsters possible on this level
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62 */
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63 lev_mon()
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64 {
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65 reg int i;
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66 reg struct monster *mm;
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67
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68 levcount = 0;
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69 for (i = 0; i < MAXMONS; i++) {
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70 mm = &monsters[i];
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71 if (mm->m_lev.h_lev >= level && mm->m_lev.l_lev <= level) {
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72 mtlev[levcount] = mm;
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73 if (++levcount >= MONRANGE)
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74 break;
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75 }
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76 }
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77 if (levcount == 0) /* if no monsters are possible */
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78 mtlev[0] = &monsters[MAXMONS]; /* then asmodeus 'A' */
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79 }
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80
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81 /*
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82 * new_monster:
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83 * Pick a new monster and add it to the list
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84 */
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85 struct linked_list *
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86 new_monster(type, cp, treas)
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87 struct coord *cp;
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88 bool treas;
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89 char type;
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90 {
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91 reg struct linked_list *item;
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92 reg struct thing *tp;
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93 reg struct monster *mp;
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94 reg struct stats *st;
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95 float killexp; /* experience gotten for killing him */
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96
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97 item = new_item(sizeof(struct thing));
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98 attach(mlist, item);
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99 tp = THINGPTR(item);
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100 st = &tp->t_stats;
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101 mp = &monsters[type]; /* point to this monsters structure */
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102 tp->t_type = mp->m_show;
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103 tp->t_indx = type;
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104 tp->t_pos = *cp;
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105 tp->t_room = roomin(cp);