annotate srogue/scrolls.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 3aa87373c908
children 382ff498acdd
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1 /*
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2 * Read a scroll and let it happen
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3 *
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4 * @(#)scrolls.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 <stdlib.h>
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18 #include <string.h>
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19 #include <ctype.h>
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20 #include "rogue.h"
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21 #include "rogue.ext"
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22
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23 /*
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24 * read_scroll:
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25 * Let the hero read a scroll
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26 */
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27 read_scroll()
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28 {
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29 reg struct object *obj;
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30 reg struct linked_list *item;
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31 reg int i, j, wh;
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32 reg char ch, nch;
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33 struct room *rp;
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34 struct linked_list *titem;
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35 char buf[LINLEN];
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36 bool bless, curse;
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37
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38 if ((item = get_item("read", SCROLL)) == NULL)
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39 return;
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40 obj = OBJPTR(item);
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41 if (obj->o_type != SCROLL) {
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42 msg("Nothing to read.");
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43 after = FALSE;
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44 return;
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45 }
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46 msg("As you read the scroll, it vanishes.");
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47 wh = obj->o_which;
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48 bless = o_on(obj, ISBLESS);
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49 curse = o_on(obj, ISCURSED);
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50 del_pack(item); /* Get rid of the thing */
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51
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52 /*
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53 * Calculate the effect it has on the hero
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54 */
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55 switch(wh) {
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56 case S_KNOWALL:
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57 if (!curse) {
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58 idenpack(); /* identify all the pack */
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59 msg("You feel more knowledgable.");
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60 chg_abil(WIS,1,TRUE);
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61 s_know[S_KNOWALL] = TRUE;
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62 }
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63 when S_CONFUSE:
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64 if (!curse) {
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65 /*
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66 * Scroll of monster confusion. Give him that power.
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67 */
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68 msg("Your hands begin to glow red.");
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69 player.t_flags |= CANHUH;
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70 s_know[S_CONFUSE] = TRUE;
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71 }
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72 when S_LIGHT:
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73 rp = player.t_room;
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74 if (!curse) {
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75 if (rp == NULL) {
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76 s_know[S_LIGHT] = TRUE;
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77 msg("The corridor glows and then fades.");
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78 }
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79 else {
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80 if (rf_on(rp,ISDARK)) {
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81 s_know[S_LIGHT] = TRUE;
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82 msg("The room is lit.");
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83 rp->r_flags &= ~ISDARK;
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84 }
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85 light(&hero);
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86 mvwaddch(cw, hero.y, hero.x, PLAYER);
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87 }
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88 }
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89 when S_ARMOR:
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90 if (!curse) {
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91 if (cur_armor != NULL && o_off(cur_armor,ISPROT)) {
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92 s_know[S_ARMOR] = TRUE;
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93 msg("Your armor glows faintly for a moment.");
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94 if (o_on(cur_armor,ISCURSED))
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95 cur_armor->o_ac = armors[cur_armor->o_which].a_class;
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96 else
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97 cur_armor->o_ac--;
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98 resoflg(cur_armor,ISCURSED);
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99 }
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100 }
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101 when S_HOLD:
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102 if (!curse) {
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103 /*
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104 * Hold monster scroll. Stop all monsters within 3 spaces
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