Mercurial > hg > early-roguelike
view rogue5/init.c @ 298:5a94c9b3181e
UltraRogue: clear the next_obj field when removing items from the floor.
The next_obj field is a pointer which the top item in a stack uses to
keep a list of the other items. When removing an item from the stack,
rem_obj() failed to set next_obj to NULL, which can cause items in
monster inventory to point to items earlier in the inventory list.
That causes infinite co-recursion when saving or restoring.
author | John "Elwin" Edwards |
---|---|
date | Thu, 08 Feb 2018 20:54:34 -0500 |
parents | f502bf60e6e4 |
children |
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/* * global variable initializaton * * @(#)init.c 4.31 (Berkeley) 02/05/99 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <stdlib.h> #include <curses.h> #include <ctype.h> #include <string.h> #include "rogue.h" /* * init_player: * Roll her up */ void init_player(void) { THING *obj; pstats = max_stats; food_left = HUNGERTIME; /* * Give him some food */ obj = new_item(); obj->o_type = FOOD; obj->o_count = 1; add_pack(obj, TRUE); /* * And his suit of armor */ obj = new_item(); obj->o_type = ARMOR; obj->o_which = RING_MAIL; obj->o_arm = a_class[RING_MAIL] - 1; obj->o_flags |= ISKNOW; obj->o_count = 1; cur_armor = obj; add_pack(obj, TRUE); /* * Give him his weaponry. First a mace. */ obj = new_item(); init_weapon(obj, MACE); obj->o_hplus = 1; obj->o_dplus = 1; obj->o_flags |= ISKNOW; add_pack(obj, TRUE); cur_weapon = obj; /* * Now a +1 bow */ obj = new_item(); init_weapon(obj, BOW); obj->o_hplus = 1; obj->o_flags |= ISKNOW; add_pack(obj, TRUE); /* * Now some arrows */ obj = new_item(); init_weapon(obj, ARROW); obj->o_count = rnd(15) + 25; obj->o_flags |= ISKNOW; add_pack(obj, TRUE); } /* * Contains defintions and functions for dealing with things like * potions and scrolls */ const char *rainbow[] = { "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", }; #define NCOLORS (sizeof rainbow / sizeof (char *)) static const char *sylls[] = { "a", "ab", "ag", "aks", "ala", "an", "app", "arg", "arze", "ash", "bek", "bie", "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", "fri", "fu", "gan", "gar", "glen", "gop", "gre", "ha", "hyd", "i", "ing", "ip", "ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech", "mar", "me", "mi", "mic", "mik", "mon", "mung", "mur", "nej", "nelg", "nep", "ner", "nes", "nes", "nih", "nin", "o", "od", "ood", "org", "orn", "ox", "oxy", "pay", "ple", "plu", "po", "pot", "prok", "re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", "sa", "san", "sat", "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", "zeb", "zim", "zok", "zon", "zum", }; const STONE stones[] = { { "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}, { "sapphire", 285}, { "stibotantalite", 200}, { "tiger eye", 50}, { "topaz", 60}, { "turquoise", 70}, { "taaffeite", 300}, { "zircon", 80}, }; #define NSTONES (sizeof stones / sizeof (STONE)) const char *wood[] = { "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", }; #define NWOOD (sizeof wood / sizeof (char *)) const char *metal[] = { "aluminum", "beryllium", "bone", "brass", "bronze", "copper", "electrum", "gold", "iron", "lead", "magnesium", "mercury", "nickel", "pewter", "platinum", "steel", "silver", "silicon", "tin", "titanium", "tungsten", "zinc", }; #define NMETAL (sizeof metal / sizeof (char *)) int cNWOOD = NWOOD; int cNMETAL = NMETAL; int cNSTONES = NSTONES; int cNCOLORS = NCOLORS; /* * init_colors: * Initialize the potion color scheme for this time */ void init_colors(void) { int i, j; int 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]; } } /* * init_names: * Generate the names of the various scrolls */ #define MAXNAME 40 /* Max number of characters in a name */ void init_names(void) { int nsyl; const char *sp; char *cp; int i, nwords; for (i = 0; i < MAXSCROLLS; i++) { cp = prbuf; nwords = rnd(3) + 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] = malloc(strlen(prbuf)+1); if (s_names[i] != NULL) strcpy(s_names[i], prbuf); } } /* * init_stones: * Initialize the ring stone setting scheme for this time */ void init_stones(void) { int used[NSTONES]; int i, j; 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; ring_info[i].oi_worth += stones[j].st_value; } } /* * init_materials: * Initialize the construction materials for wands and staffs */ void init_materials(void) { int i, j; const char *str; int metused[NMETAL]; int used[NWOOD]; for (i = 0; i < NWOOD; i++) used[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 (!used[j]) { ws_type[i] = "staff"; str = wood[j]; used[j] = TRUE; break; } } ws_made[i] = str; } } #ifdef MASTER # define NT NUMTHINGS, "things" # define MP MAXPOTIONS, "potions" # define MS MAXSCROLLS, "scrolls" # define MR MAXRINGS, "rings" # define MWS MAXSTICKS, "sticks" # define MW MAXWEAPONS, "weapons" # define MA MAXARMORS, "armor" #else # define NT NUMTHINGS # define MP MAXPOTIONS # define MS MAXSCROLLS # define MR MAXRINGS # define MWS MAXSTICKS # define MW MAXWEAPONS # define MA MAXARMORS #endif /* * sumprobs: * Sum up the probabilities for items appearing */ void sumprobs(struct obj_info *info, int bound #ifdef MASTER , char *name #endif ) { #ifdef MASTER struct obj_info *start = info; #endif struct obj_info *endp; endp = info + bound; while (++info < endp) info->oi_prob += (info - 1)->oi_prob; #ifdef MASTER badcheck(name, start, bound); #endif } /* * init_probs: * Initialize the probabilities for the various items */ void init_probs(void) { sumprobs(things, NT); sumprobs(pot_info, MP); sumprobs(scr_info, MS); sumprobs(ring_info, MR); sumprobs(ws_info, MWS); sumprobs(weap_info, MW); sumprobs(arm_info, MA); } #ifdef MASTER /* * badcheck: * Check to see if a series of probabilities sums to 100 */ void badcheck(const char *name, const struct obj_info *info, int bound) { const struct obj_info *end; if (info[bound - 1].oi_prob == 100) return; printf("\nBad percentages for %s (bound = %d):\n", name, bound); for (end = &info[bound]; info < end; info++) printf("%3d%% %s\n", info->oi_prob, info->oi_name); printf("[hit RETURN to continue]"); fflush(stdout); while (getchar() != '\n') continue; } #endif /* * pick_color: * If he is halucinating, pick a random color name and return it, * otherwise return the given color. */ const char * pick_color(const char *col) { return (on(player, ISHALU) ? rainbow[rnd(NCOLORS)] : col); }