view rogue4/init.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 1b73a8641b37
line wrap: on
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/*
 * global variable initializaton
 *
 * @(#)init.c	4.16 (Berkeley) 3/30/82
 *
 * 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 <ctype.h>
#include <stdlib.h>
#include <string.h>
#include "rogue.h"

/*
 * init_player:
 *	Roll up the rogue
 */
init_player()
{
    register THING *obj;

    pstats = max_stats;
    food_left = HUNGERTIME;
    /*
     * Give the rogue his weaponry.  First a mace.
     */
    obj = new_item();
    obj->o_type = WEAPON;
    obj->o_which = MACE;
    init_weapon(obj, MACE);
    obj->o_hplus = 1;
    obj->o_dplus = 1;
    obj->o_flags |= ISKNOW;
    obj->o_count = 1;
    obj->o_group = 0;
    add_pack(obj, TRUE);
    cur_weapon = obj;
    /*
     * Now a +1 bow
     */
    obj = new_item();
    obj->o_type = WEAPON;
    obj->o_which = BOW;
    init_weapon(obj, BOW);
    obj->o_hplus = 1;
    obj->o_dplus = 0;
    obj->o_count = 1;
    obj->o_group = 0;
    obj->o_flags |= ISKNOW;
    add_pack(obj, TRUE);
    /*
     * Now some arrows
     */
    obj = new_item();
    obj->o_type = WEAPON;
    obj->o_which = ARROW;
    init_weapon(obj, ARROW);
    obj->o_count = rnd(15) + 25;
    obj->o_hplus = obj->o_dplus = 0;
    obj->o_flags |= ISKNOW;
    add_pack(obj, TRUE);
    /*
     * And his suit of armor
     */
    obj = new_item();
    obj->o_type = ARMOR;
    obj->o_which = RING_MAIL;
    obj->o_ac = a_class[RING_MAIL] - 1;
    obj->o_flags |= ISKNOW;
    obj->o_count = 1;
    obj->o_group = 0;
    cur_armor = obj;
    add_pack(obj, TRUE);
    /*
     * Give him some food too
     */
    obj = new_item();
    obj->o_type = FOOD;
    obj->o_count = 1;
    obj->o_which = 0;
    obj->o_group = 0;
    add_pack(obj, TRUE);
}

/*
 * Contains defintions and functions for dealing with things like
 * potions and scrolls
 */

const char *rainbow[NCOLORS] = {
    "amber",
    "aquamarine",
    "black",
    "blue",
    "brown",
    "clear",
    "crimson",
    "cyan",
    "ecru",
    "gold",
    "green",
    "grey",
    "magenta",
    "orange",
    "pink",
    "plaid",
    "purple",
    "red",
    "silver",
    "tan",
    "tangerine",
    "topaz",
    "turquoise",
    "vermilion",
    "violet",
    "white",
    "yellow",
};

const char *sylls[NSYLLS] = {
    "a",   "ab",  "ag",  "aks", "ala", "an",  "ankh","app", "arg", "arze",
    "ash", "ban", "bar", "bat", "bek", "bie", "bin", "bit", "bjor",
    "blu", "bot", "bu",  "byt", "comp","con", "cos", "cre", "dalf",
    "dan", "den", "do",  "e",   "eep", "el",  "eng", "er",  "ere", "erk",
    "esh", "evs", "fa",  "fid", "for", "fri", "fu",  "gan", "gar",
    "glen","gop", "gre", "ha",  "he",  "hyd", "i",   "ing", "ion", "ip",
    "ish", "it",  "ite", "iv",  "jo",  "kho", "kli", "klis","la",  "lech",
    "man", "mar", "me",  "mi",  "mic", "mik", "mon", "mung","mur",
    "nej", "nelg","nep", "ner", "nes", "nes", "nih", "nin", "o",   "od",
    "ood", "org", "orn", "ox",  "oxy", "pay", "pet", "ple", "plu", "po",
    "pot", "prok","re",  "rea", "rhov","ri",  "ro",  "rog", "rok", "rol",
    "sa",  "san", "sat", "see", "sef", "seh", "shu", "ski", "sna",
    "sne", "snik","sno", "so",  "sol", "sri", "sta", "sun", "ta",
    "tab", "tem", "ther","ti",  "tox", "trol","tue", "turs","u",
    "ulk", "um",  "un",  "uni", "ur",  "val", "viv", "vly", "vom", "wah",
    "wed", "werg","wex", "whon","wun", "xo",  "y",   "yot", "yu",
    "zant","zap", "zeb", "zim", "zok", "zon", "zum",
};

const STONE stones[NSTONES] = {
    { "agate",		 25},
    { "alexandrite",	 40},
    { "amethyst",	 50},
    { "carnelian",	 40},
    { "diamond",	300},
    { "emerald",	300},
    { "germanium",	225},
    { "granite",	  5},
    { "garnet",		 50},
    { "jade",		150},
    { "kryptonite",	300},
    { "lapis lazuli",	 50},
    { "moonstone",	 50},
    { "obsidian",	 15},
    { "onyx",		 60},
    { "opal",		200},
    { "pearl",		220},
    { "peridot",	 63},
    { "ruby",		350},
    { "saphire",	285},
    { "stibotantalite",	200},
    { "tiger eye",	 50},
    { "topaz",		 60},
    { "turquoise",	 70},
    { "taaffeite",	300},
    { "zircon",	 	 80},
};

const char *wood[NWOOD] = {
    "avocado wood",
    "balsa",
    "bamboo",
    "banyan",
    "birch",
    "cedar",
    "cherry",
    "cinnibar",
    "cypress",
    "dogwood",
    "driftwood",
    "ebony",
    "elm",
    "eucalyptus",
    "fall",
    "hemlock",
    "holly",
    "ironwood",
    "kukui wood",
    "mahogany",
    "manzanita",
    "maple",
    "oaken",
    "persimmon wood",
    "pecan",
    "pine",
    "poplar",
    "redwood",
    "rosewood",
    "spruce",
    "teak",
    "walnut",
    "zebrawood",
};

const char *metal[NMETAL] = {
    "aluminum",
    "beryllium",
    "bone",
    "brass",
    "bronze",
    "copper",
    "electrum",
    "gold",
    "iron",
    "lead",
    "magnesium",
    "mercury",
    "nickel",
    "pewter",
    "platinum",
    "steel",
    "silver",
    "silicon",
    "tin",
    "titanium",
    "tungsten",
    "zinc",
};

/*
 * init_things
 *	Initialize the probabilities for types of things
 */
init_things()
{
    register struct magic_item *mp;

    for (mp = &things[1]; mp <= &things[NUMTHINGS-1]; mp++)
	mp->mi_prob += (mp-1)->mi_prob;
#ifdef WIZARD
    badcheck("things", things, NUMTHINGS);
#endif
}

/*
 * init_colors:
 *	Initialize the potion color scheme for this time
 */
init_colors()
{
    register int i, j;
    bool used[NCOLORS];

    for (i = 0; i < NCOLORS; i++)
	used[i] = FALSE;
    for (i = 0; i < MAXPOTIONS; i++)
    {
	do
	    j = rnd(NCOLORS);
	until (!used[j]);
	used[j] = TRUE;
	p_colors[i] = rainbow[j];
	p_know[i] = FALSE;
	p_guess[i] = NULL;
	if (i > 0)
	    p_magic[i].mi_prob += p_magic[i-1].mi_prob;
    }
#ifdef WIZARD
    badcheck("potions", p_magic, MAXPOTIONS);
#endif
}

/*
 * init_names:
 *	Generate the names of the various scrolls
 */
#define MAXNAME	40	/* Max number of characters in a name */

init_names()
{
    register int nsyl;
    register char *cp;
    const char *sp;
    register int i, nwords;

    for (i = 0; i < MAXSCROLLS; i++)
    {
	cp = prbuf;
	nwords = rnd(4) + 2;
	while (nwords--)
	{
	    nsyl = rnd(3) + 1;
	    while (nsyl--)
	    {
		sp = sylls[rnd((sizeof sylls) / (sizeof (char *)))];
		if (&cp[strlen(sp)] > &prbuf[MAXNAME])
			break;
		while (*sp)
		    *cp++ = *sp++;
	    }
	    *cp++ = ' ';
	}
	*--cp = '\0';
	s_names[i] = (char *) malloc((unsigned) strlen(prbuf)+1);
	s_know[i] = FALSE;
	s_guess[i] = NULL;
	strcpy(s_names[i], prbuf);
	if (i > 0)
	    s_magic[i].mi_prob += s_magic[i-1].mi_prob;
    }
#ifdef WIZARD
    badcheck("scrolls", s_magic, MAXSCROLLS);
#endif
}

/*
 * init_stones:
 *	Initialize the ring stone setting scheme for this time
 */
init_stones()
{
    register int i, j;
    bool used[NSTONES];

    for (i = 0; i < NSTONES; i++)
	used[i] = FALSE;
    for (i = 0; i < MAXRINGS; i++)
    {
	do
	    j = rnd(NSTONES);
	until (!used[j]);
	used[j] = TRUE;
	r_stones[i] = stones[j].st_name;
	r_know[i] = FALSE;
	r_guess[i] = NULL;
	if (i > 0)
	    r_magic[i].mi_prob += r_magic[i-1].mi_prob;
	r_magic[i].mi_worth += stones[j].st_value;
    }
#ifdef WIZARD
    badcheck("rings", r_magic, MAXRINGS);
#endif
}

/*
 * init_materials:
 *	Initialize the construction materials for wands and staffs
 */
init_materials()
{
    register int i, j;
    register const char *str;
    bool metused[NMETAL], woodused[NWOOD];

    for (i = 0; i < NWOOD; i++)
	woodused[i] = FALSE;
    for (i = 0; i < NMETAL; i++)
	metused[i] = FALSE;
    for (i = 0; i < MAXSTICKS; i++)
    {
	for (;;)
	    if (rnd(2) == 0)
	    {
		j = rnd(NMETAL);
		if (!metused[j])
		{
		    ws_type[i] = "wand";
		    str = metal[j];
		    metused[j] = TRUE;
		    break;
		}
	    }
	    else
	    {
		j = rnd(NWOOD);
		if (!woodused[j])
		{
		    ws_type[i] = "staff";
		    str = wood[j];
		    woodused[j] = TRUE;
		    break;
		}
	    }
	ws_made[i] = str;
	ws_know[i] = FALSE;
	ws_guess[i] = NULL;
	if (i > 0)
	    ws_magic[i].mi_prob += ws_magic[i-1].mi_prob;
    }
#ifdef WIZARD
    badcheck("sticks", ws_magic, MAXSTICKS);
#endif
}

#ifdef WIZARD
/*
 * badcheck:
 *	Check to see if a series of probabilities sums to 100
 */
badcheck(name, magic, bound)
char *name;
register struct magic_item *magic;
register int bound;
{
    register struct magic_item *end;

    if (magic[bound - 1].mi_prob == 100)
	return;
    printf("\nBad percentages for %s:\n", name);
    for (end = &magic[bound]; magic < end; magic++)
	printf("%3d%% %s\n", magic->mi_prob, magic->mi_name);
    printf("[hit RETURN to continue]");
    fflush(stdout);
    while (getchar() != '\n')
	continue;
}
#endif