annotate srogue/pack.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 7f5f5f1ba09c
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36
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1 /*
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2 * Routines to deal with the pack
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3 *
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4 * @(#)pack.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 <ctype.h>
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18 #include "rogue.h"
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19 #include "rogue.ext"
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20
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21 /*
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22 * add_pack:
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23 * Pick up an object and add it to the pack. If the argument
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24 * is non-null use it as the linked_list pointer instead of
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25 * getting it off the ground.
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26 */
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27 add_pack(item, silent)
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28 struct linked_list *item;
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29 bool silent;
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30 {
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31 reg struct linked_list *ip, *lp;
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32 reg struct object *obj, *op;
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33 bool from_floor;
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34 char delchar;
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35
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36 if (player.t_room == NULL)
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37 delchar = PASSAGE;
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38 else
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39 delchar = FLOOR;
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40 if (item == NULL) {
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41 from_floor = TRUE;
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42 if ((item = find_obj(hero.y, hero.x)) == NULL) {
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43 mpos = 0;
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44 msg("That object must have been an illusion.");
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45 mvaddch(hero.y, hero.x, delchar);
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46 return FALSE;
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47 }
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48 /*
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49 * Check for scare monster scrolls
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50 */
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51 obj = OBJPTR(item);
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52 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) {
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53 if (o_on(obj,ISFOUND)) {
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54 msg("The scroll turns to dust as you pick it up.");
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55 detach(lvl_obj, item);
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56 discard(item);
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57 mvaddch(hero.y, hero.x, delchar);
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58 return FALSE;
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59 }
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60 }
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61 }
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62 else
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63 from_floor = FALSE;
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64 obj = OBJPTR(item);
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65 /*
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66 * See if this guy can carry any more weight
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67 */
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68 if (itemweight(obj) + him->s_pack > him->s_carry) {
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69 msg("You can't carry that %s.", obj->o_typname);
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70 return FALSE;
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71 }
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72 /*
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73 * Check if there is room
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74 */
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75 if (packvol + obj->o_vol > V_PACK) {
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76 msg("That %s won't fit in your pack.", obj->o_typname);
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77 return FALSE;
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78 }
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79 if (from_floor) {
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80 detach(lvl_obj, item);
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81 mvaddch(hero.y, hero.x, delchar);
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82 }
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83 item->l_prev = NULL;
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84 item->l_next = NULL;
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85 setoflg(obj, ISFOUND);
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86 /*
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87 * start looking thru pack to find the start of items
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88 * with the same type.
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89 */
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90 lp = pack;
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91 for (ip = pack; ip != NULL; ip = next(ip)) {
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92 op = OBJPTR(ip);
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93 /*
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94 * If we find a matching type then quit.
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95 */
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96 if (op->o_type == obj->o_type)
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97 break;
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98 if (next(ip) != NULL)
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99 lp = next(lp); /* update "previous" entry */
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100 }
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101 /*
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102 * If the pack was empty, just stick the item in it.
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103 */
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104 if (pack == NULL) {
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105 pack = item;
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106 item->l_prev = NULL;