view arogue5/new_level.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 0ed67132cf10
children 56e748983fa8
line wrap: on
line source

/*
 * new_level: Dig and draw a new level
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 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"
#define TERRASAVE 3

new_level(ltype)
LEVTYPE	ltype;		/* designates type of level to create */
{
    register int rm = 0, i, cnt;
    register char ch;
    register struct linked_list *item;
    register struct thing *tp;
    register struct object *obj;
    int waslit = 0;	/* Was the previous outside level lit? */
    int starty = 0, startx = 0, deltay = 0, deltax = 0;
    bool fresh=TRUE, vert = 0, top;
    struct room *rp;
    struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
    coord stairs = { 0, 0 };

    if (wizard) {
	msg("Turns: %d", turns);	/* Number of turns for last level */
	mpos = 0;
    }

    /* Start player off right */
    turn_off(player, ISHELD);
    turn_off(player, ISFLEE);
    extinguish(suffocate);
    hold_count = 0;
    trap_tries = 0;

    /* Are we just entering a dungeon?  If so, how big is it? */
    if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10  + rnd(11);

    if (level > max_level)
	max_level = level;

    /* Are we starting a new outside level? */
    if (ltype == OUTSIDE) {
	register int i, j;

	/* Save some information prior to clearing the screen */
	if (level == -1 || mvinch(hero.y, hero.x)  == '-') vert = TRUE;
	else vert = FALSE;

	if (level == -1) {
	    fresh = TRUE;
	    starty = 2;
	    startx = 1;
	    deltay = deltax = 1;
	    level = 0;	/* Restore the level */
	}
	else {	/* Copy several lines of the terrain to the other end */
	    char cch;	/* Copy character */

	    /* Was the area dark (not magically lit)? */
	    if (!(rooms[0].r_flags & ISDARK)) waslit = 1;

	    fresh = FALSE;
	    if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE;
	    else top = FALSE;
	    for (i=0; i<TERRASAVE; i++) {
		if (vert)
		    for (j=1; j<COLS-1; j++) {
			if (top) {
			    cch = CCHAR( mvinch(i+2, j) );
			    mvaddch(LINES-6+i, j, cch);
			}
			else {
			    cch = CCHAR( mvinch(LINES-4-i, j) );
			    mvaddch(4-i, j, cch);
			}
		    }
		else
		    for (j=2; j<LINES-3; j++) {
			if (top) {
			    cch = CCHAR( mvinch(j, i+1) );
			    mvaddch(j, COLS-4+i, cch);
			}
			else {
			    cch = CCHAR( mvinch(j, COLS-2-i) );
			    mvaddch(j, 3-i, cch);
			}
		    }
	    }

	    if (vert) {
		startx = deltax = 1;
		if (top) {
		    starty = LINES-4-TERRASAVE;
		    deltay = -1;
		}
		else {
		    starty = TERRASAVE + 2;
		    deltay = 1;
		}
	    }
	    else {
		starty = 2;
		deltay = 1;
		if (top) {
		    startx = COLS-2-TERRASAVE;
		    deltax = -1;
		}
		else {
		    deltax = 1;
		    startx = TERRASAVE + 1;
		}
	    }

	    /* Check if any monsters should be saved */
	    for (item = mlist; item != NULL; item = nitem) {
		nitem = next(item);
		tp = THINGPTR(item);
		if (vert) {
		    if (top) {
			if (tp->t_pos.y < TERRASAVE + 2)
			    tp->t_pos.y += LINES - 5 - TERRASAVE;
			else continue;
		    }
		    else {
			if (tp->t_pos.y > LINES - 4 - TERRASAVE)
			    tp->t_pos.y += 5 + TERRASAVE - LINES;
			else continue;
		    }
		}
		else {
		    if (top) {
			if (tp->t_pos.x < TERRASAVE + 1)
			    tp->t_pos.x += COLS - 2 - TERRASAVE;
			else continue;
		    }
		    else {
			if (tp->t_pos.x > COLS - 2 - TERRASAVE)
			    tp->t_pos.x += 2 + TERRASAVE - COLS;
			else continue;
		    }
		}
		detach(mlist, item);
		attach(savmonst, item);
	    }

	    /* Check if any treasure should be saved */
	    for (item = lvl_obj; item != NULL; item = nitem) {
		nitem = next(item);
		obj = OBJPTR(item);
		if (vert) {
		    if (top) {
			if (obj->o_pos.y < TERRASAVE + 2)
			    obj->o_pos.y += LINES - 5 - TERRASAVE;
			else continue;
		    }
		    else {
			if (obj->o_pos.y > LINES - 4 - TERRASAVE)
			    obj->o_pos.y += 5 + TERRASAVE - LINES;
			else continue;
		    }
		}
		else {
		    if (top) {
			if (obj->o_pos.x < TERRASAVE + 1)
			    obj->o_pos.x += COLS - 2 - TERRASAVE;
			else continue;
		    }
		    else {
			if (obj->o_pos.x > COLS - 2 - TERRASAVE)
			    obj->o_pos.x += 2 + TERRASAVE - COLS;
			else continue;
		    }
		}
		detach(lvl_obj, item);
		attach(savitems, item);
	    }
	}
    }


    wclear(cw);
    wclear(mw);
    if (fresh) clear();
    /*
     * check to see if he missed a UNIQUE, If he did then put it back
     * in the monster table for next time
     */
    for (item = mlist; item != NULL; item = next(item)) {
	tp = THINGPTR(item);
	if (on(*tp, ISUNIQUE)) 
	    monsters[tp->t_index].m_normal = TRUE;
    }
    /*
     * Free up the monsters on the last level
     */
    t_free_list(monst_dead);
    t_free_list(mlist);
    o_free_list(lvl_obj);		/* Free up previous objects (if any) */
    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
	t_free_list(rp->r_exit);	/* Free up the exit lists */

    levtype = ltype;
    foods_this_level = 0;		/* food for hero this level */
    if (ltype == POSTLEV) {
	do_post();			/* do post stuff */
    }
    else if (ltype == MAZELEV) {
	do_maze();
	no_food++;
	put_things(ltype);		/* Place objects (if any) */
    }
    else if (ltype == OUTSIDE) {
	init_terrain();
	do_terrain(starty, startx, deltay, deltax, (bool) (fresh || !vert));
	no_food++;
	put_things(ltype);

	/* Should we magically light this area? */
	if (waslit) rooms[0].r_flags &= ~ISDARK;
    }
    else {
	do_rooms();			/* Draw rooms */
	do_passages();			/* Draw passages */
	no_food++;
	put_things(ltype);		/* Place objects (if any) */
    }
    /*
     * Place the staircase down.  Only a small chance for an outside stairway.
     */
    if (ltype != OUTSIDE || roll(1, 4) == 4) {
	cnt = 0;
	do {
	    rm = rnd_room();
	    rnd_pos(&rooms[rm], &stairs);
	} until (mvinch(stairs.y, stairs.x) == FLOOR || cnt++ > 5000);
	addch(STAIRS);
    }
    /*
     * maybe add a trading post 
     */
    if (level > 5 && rnd(11) == 7 && ltype == NORMLEV) {
	cnt = 0;
	do {
	    rm = rnd_room();
	    if (rooms[rm].r_flags & ISTREAS)
		continue;
	    rnd_pos(&rooms[rm], &stairs);
	} until (winat(stairs.y, stairs.x) == FLOOR || cnt++ > 5000);
	addch(POST);
    }
    if (ltype != POSTLEV) {	/* Add monsters that fell through */
	nitem = tlist;
	while (nitem != NULL) {
	    item = nitem;
	    nitem = next(item); /* because detach and attach mess up ptrs */
	    tp = THINGPTR(item);
	    cnt = 0;
	    do {
		rm = rnd_room();
		rnd_pos(&rooms[rm], &tp->t_pos);
	    } until (cnt++ > 5000 || winat(tp->t_pos.y, tp->t_pos.x) == FLOOR);
	    mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type);
	    tp->t_oldch = CCHAR( mvwinch(cw, tp->t_pos.y, tp->t_pos.x) );

	    /*
	     * If it has a fire, mark it
	     */
	    if (on(*tp, HASFIRE)) {
		register struct linked_list *fire_item;

		fire_item = creat_item();
		ldata(fire_item) = (char *) tp;
		attach(rooms[rm].r_fires, fire_item);
		rooms[rm].r_flags |= HASFIRE;
	    }
	    turn_off(*tp, ISELSEWHERE);
	    detach(tlist, item);
	    attach(mlist, item);
	}
    }

    /* Restore any saved monsters */
    for (item = savmonst; item != NULL; item = nitem) {
	nitem = next(item);
	tp = THINGPTR(item);
	mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, tp->t_type);
	tp->t_oldch = CCHAR( mvwinch(cw, tp->t_pos.y, tp->t_pos.x) );

	/*
	 * If it has a fire, mark it
	 */
	if (on(*tp, HASFIRE)) {
	    register struct linked_list *fire_item;

	    fire_item = creat_item();
	    ldata(fire_item) = (char *) tp;
	    attach(rooms[rm].r_fires, fire_item);
	    rooms[rm].r_flags |= HASFIRE;
	}

	detach(savmonst, item);
	attach(mlist, item);
    }

    /* Restore any saved objects */
    for(item = savitems; item != NULL; item = nitem) {
	nitem = next(item);
	obj = OBJPTR(item);
	mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type);
	detach(savitems, item);
	attach(lvl_obj, item);
    }


    /*
     * Place the traps (except for trading post)
     */
    ntraps = 0;	/* No traps yet */
    if (levtype == NORMLEV) {
	if (rnd(10) < vlevel) {
	    ntraps = rnd(vlevel/4)+1;
	    if (ntraps > MAXTRAPS)
		ntraps = MAXTRAPS;
	    i = ntraps;
	    while (i--)
	    {
		cnt = 0;
		do {
		    rm = rnd_room();
		    if (rooms[rm].r_flags & ISTREAS)
			continue;
		    rnd_pos(&rooms[rm], &stairs);
		} until (winat(stairs.y, stairs.x) == FLOOR || cnt++ > 5000);

		traps[i].tr_flags = 0;

		/* If we are at the bottom, we can't set a trap door */
		if (level >= nfloors) ch = (char) rnd(7) + 1;
		else ch = (char) rnd(8);

		switch((int) ch) {
		    case 0: ch = TRAPDOOR;
		    when 1: ch = BEARTRAP;
		    when 2: ch = SLEEPTRAP;
		    when 3: ch = ARROWTRAP;
		    when 4: ch = TELTRAP;
		    when 5: ch = DARTTRAP;
		    when 6: ch = POOL;
			    traps[i].tr_flags = ISFOUND;
		    when 7: ch = MAZETRAP;
		}
		addch(ch);
		traps[i].tr_type = ch;
		traps[i].tr_show = FLOOR;
		traps[i].tr_pos = stairs;
	    }
	}
    }
    if (fresh) {	/* A whole new picture */
	cnt = 0;
	do {
	    rm = rnd_room();
	    if (rooms[rm].r_flags & ISTREAS)
		continue;
	    rnd_pos(&rooms[rm], &hero);
	} until(	cnt++ > 5000 ||
		    (winat(hero.y, hero.x) == FLOOR &&
		     DISTANCE(hero.y, hero.x, stairs.y, stairs.x) > 16));
    }
    else {		/* We're extending into an adjacent outside plane */
	rm = 0;
	if (vert) {
	    if (hero.y == 1) hero.y = LINES - 3 - TERRASAVE; /* Top to bottom */
	    else hero.y = TERRASAVE + 1;	/* Bottom to top */
	}
	else {
	    if (hero.x == 0) hero.x = COLS - 1 - TERRASAVE; /* Right to left */
	    else hero.x = TERRASAVE;	/* Left to right */
	}
    }
    oldrp = &rooms[rm];		/* Set the current room */
    player.t_oldpos = player.t_pos;	/* Set the current position */
    if (ISWEARING(R_AGGR) || 
	(cur_misc[WEAR_JEWEL] != NULL && 
	 cur_misc[WEAR_JEWEL]->o_which == MM_JEWEL))
	aggravate();
    light(&hero);
    wmove(cw, hero.y, hero.x);
    waddch(cw, PLAYER);

    if (level > cur_max)
	cur_max = level;

    status(TRUE);
}

/*
 * Pick a room that is really there
 */

rnd_room()
{
    register int rm;

    if (levtype != NORMLEV)
	rm = 0;
    else do
	{
	    rm = rnd(MAXROOMS);
	} while (rooms[rm].r_flags & ISGONE);
    return rm;
}

/*
 * put_things:
 *	put potions and scrolls on this level
 */

put_things(ltype)
LEVTYPE	ltype;		/* designates type of level to create */
{
    register int i, rm, cnt;
    register struct object *cur;
    register struct linked_list *item, *exitptr;
    bool got_unique = FALSE;
    int length, width;
    coord tp, *exit;

    /*
     * The only way to get new stuff is to go down into the dungeon.
     */
    if (level <= cur_max)
	return;

    /* 
     * There is a chance that there is a treasure room on this level 
     * Increasing chance after level 9 
     */
    if (ltype != MAZELEV && rnd(HARDER) < level - 8) {	
	register  j;
	register struct room *rp;

	/* Count the number of free spaces */
	i = 0;	/* 0 tries */
	do {
	    rp = &rooms[rnd_room()];
	    width = rp->r_max.y - 2;
	    length = rp->r_max.x - 2;
	} until ((width*length >= MAXTREAS) || (i++ > MAXROOMS*4));

	/* Mark the room as a treasure room */
	rp->r_flags |= ISTREAS;

	/* Make all the doors secret doors */
	for (exitptr = rp->r_exit; exitptr; exitptr = next(exitptr)) {
	    exit = DOORPTR(exitptr);
	    move(exit->y, exit->x);
	    addch(SECRETDOOR);
	}

	/*
	 * check to see if there are any monsters in room already
	 */
	for (item = mlist; item != NULL; item = next(item)) {
	    register struct thing *tp;

	    tp = THINGPTR(item);
	    if (rp == roomin(&tp->t_pos)) {
		turn_on(*tp, ISMEAN);
		if (off(*tp, CANINWALL)) {
		    tp->t_dest = &hero;
		    turn_on(*tp, ISRUN);
		}
		if (on(*tp, ISUNIQUE))
		    got_unique = TRUE;

		/* If it is a mimic, undisguise it */
		if (on(*tp, ISDISGUISE)) 
		    turn_off(*tp, ISDISGUISE);
	    }
	}


	/* Put in the monsters and treasures */
	for (j=1; j<rp->r_max.y-1; j++)
	    for (i=1; i<rp->r_max.x-1; i++) {
		coord trp;

		trp.y = rp->r_pos.y+j;
		trp.x = rp->r_pos.x+i;

		/* Monsters */
		if ((rnd(100) < (MAXTREAS*100)/(width*length)) &&
		    (mvwinch(mw, rp->r_pos.y+j, rp->r_pos.x+i) == ' ')) {
		    register struct thing *tp;

		    /* Make a monster */
		    item = new_item(sizeof *tp);
		    tp = THINGPTR(item);

		    /* 
		     * Put it there and aggravate it (unless it can escape) 
		     * only put one UNIQUE per treasure room at most
		     */
		    if (got_unique)
			new_monster(item,randmonster(FALSE, TRUE),&trp,TRUE);
		    else 
			new_monster(item,randmonster(FALSE, FALSE),&trp,TRUE);
		    if (on(*tp, ISUNIQUE)) {
			got_unique = TRUE;
			carry_obj(tp, monsters[tp->t_index].m_carry);
		    }
		    turn_on(*tp, ISMEAN);
		    if (off(*tp, CANINWALL)) {
			tp->t_dest = &hero;
			turn_on(*tp, ISRUN);
		    }

		    /* If it is a mimic, undisguise it */
		    if (on(*tp, ISDISGUISE)) 
			turn_off(*tp, ISDISGUISE);

		    if (on(*tp, HASFIRE)) {
			register struct linked_list *fire_item;

			fire_item = creat_item();
			ldata(fire_item) = (char *) tp;
			attach(rp->r_fires, fire_item);
			rp->r_flags |= HASFIRE;
		    }
		}

		/* Treasures */
		if ((rnd(100) < (MAXTREAS*100)/(width*length)) &&
		    (mvinch(rp->r_pos.y+j, rp->r_pos.x+i) == FLOOR)) {
		    item = new_thing(ALL);
		    attach(lvl_obj, item);
		    cur = OBJPTR(item);
	
		    mvaddch(trp.y, trp.x, cur->o_type);
		    cur->o_pos = trp;
		}
	    }
    }

    /*
     * Do MAXOBJ attempts to put things on a level
     */
    for (i = 0; i < MAXOBJ; i++)
	if (rnd(100) < 45) {
	    /*
	     * Pick a new object and link it in the list
	     */
	    item = new_thing(ALL);
	    attach(lvl_obj, item);
	    cur = OBJPTR(item);
	    /*
	     * Put it somewhere
	     */
	    cnt = 0;
	    do {
		rm = rnd_room();
		rnd_pos(&rooms[rm], &tp);
	    } until (winat(tp.y, tp.x) == FLOOR || cnt++ > 500);
	    mvaddch(tp.y, tp.x, cur->o_type);
	    cur->o_pos = tp;
	}
}