annotate srogue/sticks.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 * Functions to deal with the various sticks one
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3 * might find while wandering around the dungeon.
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4 *
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5 * @(#)sticks.c 9.0 (rdk) 7/17/84
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6 *
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7 * Super-Rogue
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8 * Copyright (C) 1984 Robert D. Kindelberger
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9 * All rights reserved.
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10 *
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11 * Based on "Rogue: Exploring the Dungeons of Doom"
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12 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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13 * All rights reserved.
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14 *
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15 * See the file LICENSE.TXT for full copyright and licensing information.
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16 */
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17
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18 #include <ctype.h>
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19 #include "rogue.h"
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20 #include "rogue.ext"
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21
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22 /*
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23 * fix_stick:
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24 * Init a stick for the hero
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25 */
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26 fix_stick(cur)
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27 struct object *cur;
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28 {
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29 struct rod *rd;
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30
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31 cur->o_type = STICK;
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32 cur->o_charges = 4 + rnd(5);
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33 strcpy(cur->o_hurldmg, "1d1");
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34 rd = &ws_stuff[cur->o_which];
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35 cur->o_weight = rd->ws_wght;
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36 cur->o_vol = rd->ws_vol;
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37 if (strcmp(rd->ws_type, "staff") == 0) {
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38 strcpy(cur->o_damage, "2d3");
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39 cur->o_charges += rnd(5) + 3;
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40 }
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41 else {
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42 strcpy(cur->o_damage, "1d1");
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43 }
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44 switch (cur->o_which) {
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45 case WS_HIT:
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46 if(rnd(100) < 15) {
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47 cur->o_hplus = 9;
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48 cur->o_dplus = 9;
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49 strcpy(cur->o_damage,"3d8");
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50 }
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51 else {
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52 cur->o_hplus = 3;
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53 cur->o_dplus = 3;
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54 strcpy(cur->o_damage,"1d8");
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55 }
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56 when WS_LIGHT:
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57 cur->o_charges += 7 + rnd(9);
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58 }
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59 }
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60
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61 /*
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62 * do_zap:
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63 * Zap a stick at something
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64 */
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65 do_zap(gotdir)
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66 bool gotdir;
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67 {
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68 reg struct linked_list *item;
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69 reg struct object *obj;
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70 reg struct thing *tp;
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71 reg int y, x, wh;
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72 struct room *rp;
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73 bool bless, curse;
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74 int better = 0;
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75
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76 if ((item = get_item("zap with", STICK)) == NULL)
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77 return;
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78 obj = OBJPTR(item);
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79 wh = obj->o_which;
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80 bless = o_on(obj, ISBLESS);
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81 curse = o_on(obj, ISCURSED);
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82 if (obj->o_type != STICK) {
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83 msg("You can't zap with that!");
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84 after = FALSE;
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85 return;
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86 }
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87 if (obj->o_charges == 0) {
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88 msg("Nothing happens.");
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89 return;
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90 }
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91 if (!gotdir)
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92 do {
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93 delta.y = rnd(3) - 1;
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94 delta.x = rnd(3) - 1;
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95 } while (delta.y == 0 && delta.x == 0);
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96 rp = player.t_room;
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97 if (bless)
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98 better = 3;
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99 else if (curse)
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100 better = -3;
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101 switch (wh) {
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102 case WS_SAPLIFE:
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103 if (!bless) {
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104 if (him->s_hpt > 1)
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105 him->s_hpt /= 2; /* zap half his hit points */
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