annotate srogue/weapons.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 for dealing with weapons
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3 *
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4 * @(#)weapons.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 * missile:
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23 * Fire a missile in a given direction
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24 */
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25 missile(ydelta, xdelta)
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26 int ydelta, xdelta;
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27 {
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28 reg struct object *obj, *nowwield;
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29 reg struct linked_list *item, *nitem;
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30
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31 /*
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32 * Get which thing we are hurling
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33 */
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34 nowwield = cur_weapon; /* must save current weap */
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35 if ((item = get_item("throw", WEAPON)) == NULL)
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36 return;
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37 obj = OBJPTR(item);
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38 if (!dropcheck(obj) || is_current(obj))
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39 return;
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40 if (obj == nowwield || obj->o_type != WEAPON) {
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41 reg int c;
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42
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43 msg("Do you want to throw that %s? (y or n)",obj->o_typname);
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44 do {
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45 c = readchar();
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46 if (isupper(c))
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47 c = tolower(c);
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48 if (c == ESCAPE || c == 'n') {
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49 msg("");
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50 cur_weapon = nowwield;
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51 after = FALSE; /* ooops, a mistake */
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52 return;
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53 }
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54 } while (c != 'y'); /* keep looking for good ans */
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55 }
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56 /*
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57 * Get rid of the thing. If it is a non-multiple item object, or
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58 * if it is the last thing, just drop it. Otherwise, create a new
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59 * item with a count of one.
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60 */
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61 if (obj->o_count < 2) {
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62 detach(pack, item);
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63 }
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64 else {
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65 obj->o_count--;
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66 obj->o_vol = itemvol(obj);
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67 nitem = new_item(sizeof *obj);
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68 obj = OBJPTR(nitem);
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69 *obj = *(OBJPTR(item));
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70 obj->o_count = 1;
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71 obj->o_vol = itemvol(obj);
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72 item = nitem;
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73 }
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74 updpack(); /* new pack weight */
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75 do_motion(obj, ydelta, xdelta);
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76 if (!isalpha(mvwinch(mw, obj->o_pos.y, obj->o_pos.x))
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77 || !hit_monster(&obj->o_pos, obj))
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78 fall(item, TRUE);
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79 mvwaddch(cw, hero.y, hero.x, PLAYER);
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80 }
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81
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82 /*
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83 * do the actual motion on the screen done by an object traveling
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84 * across the room
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85 */
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86 do_motion(obj, ydelta, xdelta)
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87 struct object *obj;
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88 int ydelta, xdelta;
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89 {
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90 reg int ch, y, x;
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91
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92 obj->o_pos = hero;
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93 while (1) {
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94 y = obj->o_pos.y;
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95 x = obj->o_pos.x;
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96 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) &&
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97 mvwinch(cw, y, x) != ' ')
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98 mvwaddch(cw, y, x, show(y, x));
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99 /*
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100 * Get the new position
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101 */
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102 obj->o_pos.y += ydelta;
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103 obj->o_pos.x += xdelta;
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104 y = obj->o_pos.y;
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105