view rogue3/misc.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 527e2150eaf0
children e7862a021609
line wrap: on
line source

/*
 * all sorts of miscellaneous routines
 *
 * @(#)misc.c	3.13 (Berkeley) 6/15/81
 *
 * 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"
#include <ctype.h>

/*
 * tr_name:
 *	print the name of a trap
 */

char *
tr_name(int ch)
{
    char *s = "";

    switch (ch)
    {
	case TRAPDOOR:
	    s = terse ? "A trapdoor." : "You found a trapdoor.";
	when BEARTRAP:
	    s = terse ? "A beartrap." : "You found a beartrap.";
	when SLEEPTRAP:
	    s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap.";
	when ARROWTRAP:
	    s = terse ? "An arrow trap." : "You found an arrow trap.";
	when TELTRAP:
	    s = terse ? "A teleport trap." : "You found a teleport trap.";
	when DARTTRAP:
	    s = terse ? "A dart trap." : "You found a poison dart trap.";
    }
    return s;
}

/*
 * Look:
 *	A quick glance all around the player
 */

void
look(int wakeup)
{
    int x, y;
    int ch;
    int oldx, oldy;
    int inpass;
    int passcount = 0;
    struct room *rp;
    int ey, ex;

    getyx(cw, oldy, oldx);
    if (oldrp != NULL && (oldrp->r_flags & ISDARK) && off(player, ISBLIND))
    {
	for (x = oldpos.x - 1; x <= oldpos.x + 1; x++)
	    for (y = oldpos.y - 1; y <= oldpos.y + 1; y++)
		if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR)
		    mvwaddch(cw, y, x, ' ');
    }
    inpass = ((rp = roomin(&hero)) == NULL);
    ey = hero.y + 1;
    ex = hero.x + 1;
    for (x = hero.x - 1; x <= ex; x++)
	if (x >= 0 && x < COLS) for (y = hero.y - 1; y <= ey; y++)
	{
	    if (y <= 0 || y >= LINES - 1)
		continue;
	    if (isupper(mvwinch(mw, y, x)))
	    {
		struct linked_list *it;
		struct thing *tp;

		if (wakeup)
		    it = wake_monster(y, x);
		else
		    it = find_mons(y, x);
		tp = (struct thing *) ldata(it);
		if ((tp->t_oldch = mvinch(y, x)) == TRAP)
		    tp->t_oldch =
			(trap_at(y,x)->tr_flags&ISFOUND) ? TRAP : FLOOR;
		if (tp->t_oldch == FLOOR && (rp != NULL) && (rp->r_flags & ISDARK)
		    && off(player, ISBLIND))
			tp->t_oldch = ' ';
	    }
	    /*
	     * Secret doors show as walls
	     */
	    if ((ch = show(y, x)) == SECRETDOOR)
		ch = secretdoor(y, x);
	    /*
	     * Don't show room walls if he is in a passage
	     */
	    if (off(player, ISBLIND))
	    {
		if (y == hero.y && x == hero.x
		 || (inpass && (ch == '-' || ch == '|')))
			continue;
	    }
	    else if (y != hero.y || x != hero.x)
		continue;
	    wmove(cw, y, x);
	    waddch(cw, ch);
	    if (door_stop && !firstmove && running)
	    {
		switch (runch)
		{
		    case 'h':
			if (x == ex)
			    continue;
		    when 'j':
			if (y == hero.y - 1)
			    continue;
		    when 'k':
			if (y == ey)
			    continue;
		    when 'l':
			if (x == hero.x - 1)
			    continue;
		    when 'y':
			if ((x + y) - (hero.x + hero.y) >= 1)
			    continue;
		    when 'u':
			if ((y - x) - (hero.y - hero.x) >= 1)
			    continue;
		    when 'n':
			if ((x + y) - (hero.x + hero.y) <= -1)
			    continue;
		    when 'b':
			if ((y - x) - (hero.y - hero.x) <= -1)
			    continue;
		}
		switch (ch)
		{
		    case DOOR:
			if (x == hero.x || y == hero.y)
			    running = FALSE;
			break;
		    case PASSAGE:
			if (x == hero.x || y == hero.y)
			    passcount++;
			break;
		    case FLOOR:
		    case '|':
		    case '-':
		    case ' ':
			break;
		    default:
			running = FALSE;
			break;
		}
	    }
	}
    if (door_stop && !firstmove && passcount > 1)
	running = FALSE;
    mvwaddch(cw, hero.y, hero.x, PLAYER);
    wmove(cw, oldy, oldx);
    oldpos = hero;
    oldrp = rp;
}

/*
 * secret_door:
 *	Figure out what a secret door looks like.
 */

int
secretdoor(int y, int x)
{
    int i;
    struct room *rp;
    coord *cpp;
    static coord cp;

    cp.y = y;
    cp.x = x;
    cpp = &cp;
    for (rp = rooms, i = 0; i < MAXROOMS; rp++, i++)
	if (inroom(rp, cpp))
	    if (y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1)
		return('-');
	    else
		return('|');

    return('p');
}

/*
 * find_obj:
 *	find the unclaimed object at y, x
 */

struct linked_list *
find_obj(int y, int x)
{
    struct linked_list *obj;
    struct object *op;

    for (obj = lvl_obj; obj != NULL; obj = next(obj))
    {
	op = (struct object *) ldata(obj);
	if (op->o_pos.y == y && op->o_pos.x == x)
		return obj;
    }
    sprintf(prbuf, "Non-object %d,%d", y, x);
    debug(prbuf);
    return NULL;
}

/*
 * eat:
 *	She wants to eat something, so let her try
 */

void
eat()
{
    struct linked_list *item;
    struct object *obj;

    if ((item = get_item("eat", FOOD)) == NULL)
	return;
    obj = (struct object *) ldata(item);
    if (obj->o_type != FOOD)
    {
	if (!terse)
	    msg("Ugh, you would get ill if you ate that.");
	else
	    msg("That's Inedible!");
	return;
    }
    inpack--;
    if (obj->o_which == 1)
	msg("My, that was a yummy %s", fruit);
    else
	if (rnd(100) > 70)
	{
	    msg("Yuk, this food tastes awful");
	    pstats.s_exp++;
	    check_level();
	}
	else
	    msg("Yum, that tasted good");
    if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE)
	food_left = STOMACHSIZE;
    hungry_state = 0;
    if (obj == cur_weapon)
	cur_weapon = NULL;
    if (--obj->o_count < 1)
    {
	detach(pack, item);
	discard(item);
    }
}

/*
 * Used to modify the playes strength
 * it keeps track of the highest it has been, just in case
 */

void
chg_str(int amt)
{
    if (amt == 0)
	return;
    if (amt > 0)
    {
	while (amt--)
	{
	    if (pstats.s_str.st_str < 18)
		pstats.s_str.st_str++;
	    else if (pstats.s_str.st_add == 0)
		pstats.s_str.st_add = rnd(50) + 1;
	    else if (pstats.s_str.st_add <= 50)
		pstats.s_str.st_add = 51 + rnd(24);
	    else if (pstats.s_str.st_add <= 75)
		pstats.s_str.st_add = 76 + rnd(14);
	    else if (pstats.s_str.st_add <= 90)
		pstats.s_str.st_add = 91;
	    else if (pstats.s_str.st_add < 100)
		pstats.s_str.st_add++;
	}
	if (pstats.s_str.st_str > max_stats.s_str.st_str ||
	    (pstats.s_str.st_str == 18 &&
	     pstats.s_str.st_add > max_stats.s_str.st_add))
		max_stats.s_str = pstats.s_str;
    }
    else
    {
	while (amt++)
	{
	    if (pstats.s_str.st_str < 18 || pstats.s_str.st_add == 0)
		pstats.s_str.st_str--;
	    else if (pstats.s_str.st_add < 51)
		pstats.s_str.st_add = 0;
	    else if (pstats.s_str.st_add < 76)
		pstats.s_str.st_add = 1 + rnd(50);
	    else if (pstats.s_str.st_add < 91)
		pstats.s_str.st_add = 51 + rnd(25);
	    else if (pstats.s_str.st_add < 100)
		pstats.s_str.st_add = 76 + rnd(14);
	    else
		pstats.s_str.st_add = 91 + rnd(8);
	}
	if (pstats.s_str.st_str < 3)
	    pstats.s_str.st_str = 3;
    }
}

/*
 * add_haste:
 *	add a haste to the player
 */

void
add_haste(int potion)
{
    if (on(player, ISHASTE))
    {
	msg("You faint from exhaustion.");
	no_command += rnd(8);
	extinguish(nohaste);
    }
    else
    {
	player.t_flags |= ISHASTE;
	if (potion)
	    fuse(nohaste, 0, rnd(4)+4, AFTER);
    }
}

/*
 * aggravate:
 *	aggravate all the monsters on this level
 */

void
aggravate()
{
    struct linked_list *mi;

    for (mi = mlist; mi != NULL; mi = next(mi))
	runto(&((struct thing *) ldata(mi))->t_pos, &hero);
}

/*
 * for printfs: if string starts with a vowel, return "n" for an "an"
 */
char *
vowelstr(char *str)
{
    switch (*str)
    {
	case 'a':
	case 'e':
	case 'i':
	case 'o':
	case 'u':
	    return "n";
	default:
	    return "";
    }
}

/* 
 * see if the object is one of the currently used items
 */
int
is_current(struct object *obj)
{
    if (obj == NULL)
	return FALSE;
    if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT]
	|| obj == cur_ring[RIGHT])
    {
	msg(terse ? "In use." : "That's already in use.");
	return TRUE;
    }
    return FALSE;
}

/*
 * set up the direction co_ordinate for use in varios "prefix" commands
 */
int
get_dir()
{
    char *prompt;
    int gotit;

    if (!terse)
	msg(prompt = "Which direction? ");
    else
	prompt = "Direction: ";
    do
    {
	gotit = TRUE;
	switch (readchar(cw))
	{
	    case 'h': case'H': delta.y =  0; delta.x = -1;
	    when 'j': case'J': delta.y =  1; delta.x =  0;
	    when 'k': case'K': delta.y = -1; delta.x =  0;
	    when 'l': case'L': delta.y =  0; delta.x =  1;
	    when 'y': case'Y': delta.y = -1; delta.x = -1;
	    when 'u': case'U': delta.y = -1; delta.x =  1;
	    when 'b': case'B': delta.y =  1; delta.x = -1;
	    when 'n': case'N': delta.y =  1; delta.x =  1;
	    when ESCAPE: return FALSE;
	    otherwise:
		mpos = 0;
		msg(prompt);
		gotit = FALSE;
	}
    } until (gotit);
    if (on(player, ISHUH) && rnd(100) > 80)
	do
	{
	    delta.y = rnd(3) - 1;
	    delta.x = rnd(3) - 1;
	} while (delta.y == 0 && delta.x == 0);
    mpos = 0;
    return TRUE;
}