Mercurial > hg > early-roguelike
view arogue5/outside.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 |
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/* * functions for dealing with the "outside" level * * Advanced Rogue * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "curses.h" #include "rogue.h" extern char rnd_terrain(), get_terrain(); /* * init_terrain: * Get the single "outside room" set up correctly */ void init_terrain() { register struct room *rp; for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { rp->r_flags = ISGONE; /* kill all rooms */ rp->r_fires = NULL; /* no fires */ } rp = &rooms[0]; /* point to only room */ rp->r_flags = ISDARK; /* outside is always dark */ rp->r_pos.x = 0; /* room fills whole screen */ rp->r_pos.y = 1; rp->r_max.x = COLS; rp->r_max.y = LINES - 3; } void do_terrain(basey, basex, deltay, deltax, fresh) int basey, basex, deltay, deltax; bool fresh; { register cury, curx; /* Current y and x positions */ /* Lay out the boundary */ for (cury=1; cury<LINES-2; cury++) { /* Vertical "walls" */ mvaddch(cury, 0, '|'); mvaddch(cury, COLS-1, '|'); } for (curx=0; curx<COLS; curx++) { /* Horizontal "walls" */ mvaddch(1, curx, '-'); mvaddch(LINES-3, curx, '-'); } /* If we are not continuing, let's start out with a line of terrain */ if (fresh) { char ch; /* Next char to add */ /* Move to the starting point (should be (1, 0)) */ move(basey, basex); curx = basex; /* Start with some random terrain */ if (basex == 0) { ch = rnd_terrain(); addch(ch); } else ch = CCHAR( mvinch(basey, basex) ); curx += deltax; /* Fill in the rest of the line */ while (curx > 0 && curx < COLS-1) { /* Put in the next piece */ ch = get_terrain(ch, '\0', '\0', '\0'); mvaddch(basey, curx, ch); curx += deltax; } basey++; /* Advance to next line */ } /* Fill in the rest of the lines */ cury = basey; while (cury > 1 && cury < LINES - 3) { curx = basex; while (curx > 0 && curx < COLS-1) { register char left, top_left, top, top_right; register int left_pos, top_pos; /* Get the surrounding terrain */ left_pos = curx - deltax; top_pos = cury - deltay; left = CCHAR( mvinch(cury, left_pos) ); top_left = CCHAR( mvinch(top_pos, left_pos) ); top = CCHAR( mvinch(top_pos, curx) ); top_right = CCHAR( mvinch(top_pos, curx + deltax) ); /* Put the piece of terrain on the map */ mvaddch(cury, curx, get_terrain(left, top_left, top, top_right)); /* Get the next x coordinate */ curx += deltax; } /* Get the next y coordinate */ cury += deltay; } genmonsters(5, (bool) 0); } /* * do_paths: * draw at least a single path-way through the terrain */ /* * rnd_terrain: * return a weighted, random type of outside terrain */ char rnd_terrain() { int chance = rnd(100); /* Forest is most likely */ if (chance < 60) return(FOREST); /* Next comes meadow */ if (chance < 90) return(FLOOR); /* Then comes lakes */ if (chance < 97) return(POOL); /* Finally, mountains */ return(WALL); } /* * get_terrain: * return a terrain weighted by what is surrounding */ char get_terrain(one, two, three, four) char one, two, three, four; { register int i; int forest = 0, mountain = 0, lake = 0, meadow = 0, total = 0; char surrounding[4]; surrounding[0] = one; surrounding[1] = two; surrounding[2] = three; surrounding[3] = four; for (i=0; i<4; i++) switch (surrounding[i]) { case FOREST: forest++; total++; when WALL: mountain++; total++; when POOL: lake++; total++; when FLOOR: meadow++; total++; } /* Should we continue mountain? */ if (rnd(total+1) < mountain) return(WALL); /* Should we continue lakes? */ if (rnd(total+1) < lake) return(POOL); /* Should we continue meadow? */ if (rnd(total+1) < meadow) return(FLOOR); /* Should we continue forest? */ if (rnd(total+2) < forest) return(FOREST); /* Return something random */ return(rnd_terrain()); } /* * lake_check: * Determine if the player would drown */ void lake_check(place) coord *place; { NOOP(place); }