view rogue4/daemons.c @ 83:09db0cf536af

Properly handle invalid room references in savefiles. In all games, rs_write_room_reference() stored -1 for a nonexistent room, but rs_read_room_reference() did not check for out-of-bounds values, leading to pointers to rooms[-1], which sometimes caused crashes. rs_read_room_reference() has now been modified to use NULL instead. Some of the games required further changes to replace NULL with the pointer to the actual room. Others are capable of handling NULL for objects not in any room.
author John "Elwin" Edwards
date Thu, 08 Aug 2013 12:41:35 -0700
parents 9535a08ddc39
children f2951c4e28d9
line wrap: on
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/*
 * All the daemon and fuse functions are in here
 *
 * @(#)daemons.c	4.10 (Berkeley) 4/6/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include <curses.h>
#include "rogue.h"

int between = 0;

/*
 * doctor:
 *	A healing daemon that restors hit points after rest
 */
doctor()
{
    register int lv, ohp;

    lv = pstats.s_lvl;
    ohp = pstats.s_hpt;
    quiet++;
    if (lv < 8)
    {
	if (quiet + (lv << 1) > 20)
	    pstats.s_hpt++;
    }
    else
	if (quiet >= 3)
	    pstats.s_hpt += rnd(lv - 7) + 1;
    if (ISRING(LEFT, R_REGEN))
	pstats.s_hpt++;
    if (ISRING(RIGHT, R_REGEN))
	pstats.s_hpt++;
    if (ohp != pstats.s_hpt)
    {
	if (pstats.s_hpt > max_hp)
	    pstats.s_hpt = max_hp;
	quiet = 0;
    }
}

/*
 * Swander:
 *	Called when it is time to start rolling for wandering monsters
 */
swander()
{
    daemon(rollwand, 0, BEFORE);
}

/*
 * rollwand:
 *	Called to roll to see if a wandering monster starts up
 */
rollwand()
{
    if (++between >= 4)
    {
	if (roll(1, 6) == 4)
	{
	    wanderer();
	    kill_daemon(rollwand);
	    fuse(swander, 0, WANDERTIME, BEFORE);
	}
	between = 0;
    }
}

/*
 * unconfuse:
 *	Release the poor player from his confusion
 */
unconfuse()
{
    player.t_flags &= ~ISHUH;
    msg("you feel less confused now");
}

/*
 * unsee:
 *	Turn off the ability to see invisible
 */
unsee()
{
    register THING *th;

    for (th = mlist; th != NULL; th = next(th))
	if (on(*th, ISINVIS) && see_monst(th))
	{
	    move(th->t_pos.y, th->t_pos.x);
	    addch(th->t_oldch);
	}
    player.t_flags &= ~CANSEE;
}

/*
 * sight:
 *	He gets his sight back
 */
sight()
{
    if (on(player, ISBLIND))
    {
	extinguish(sight);
	player.t_flags &= ~ISBLIND;
	if (!(proom->r_flags & ISGONE))
	    enter_room(&hero);
	msg("the veil of darkness lifts");
    }
}

/*
 * nohaste:
 *	End the hasting
 */
nohaste()
{
    player.t_flags &= ~ISHASTE;
    msg("you feel yourself slowing down");
}

/*
 * stomach:
 *	Digest the hero's food
 */
stomach()
{
    register int oldfood;

    if (food_left <= 0)
    {
	if (food_left-- < -STARVETIME)
	    death('s');
	/*
	 * the hero is fainting
	 */
	if (no_command || rnd(5) != 0)
	    return;
	no_command += rnd(8) + 4;
	player.t_flags &= ~ISRUN;
	running = FALSE;
	count = 0;
	hungry_state = 3;
	if (!terse)
	    addmsg("you feel too weak from lack of food.  ");
	msg("You faint");
    }
    else
    {
	oldfood = food_left;
	food_left -= ring_eat(LEFT) + ring_eat(RIGHT) + 1 - amulet;

	if (food_left < MORETIME && oldfood >= MORETIME)
	{
	    hungry_state = 2;
	    msg("you are starting to feel weak");
	}
	else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME)
	{
	    hungry_state = 1;
	    if (!terse)
		msg("you are starting to get hungry");
	    else
		msg("getting hungry");
	}
    }
}