Mercurial > hg > early-roguelike
view rogue3/move.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 | d9e44e18eeec |
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/* * Hero movement commands * * @(#)move.c 3.26 (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 <ctype.h> #include "rogue.h" /* * Used to hold the new hero position */ coord nh; /* * do_run: * Start the hero running */ void do_run(int ch) { running = TRUE; after = FALSE; runch = ch; } /* * do_move: * Check to see that a move is legal. If it is handle the * consequences (fighting, picking up, etc.) */ void do_move(int dy, int dx) { int ch; firstmove = FALSE; if (no_move) { no_move--; msg("You are still stuck in the bear trap"); return; } /* * Do a confused move (maybe) */ if (rnd(100) < 80 && on(player, ISHUH)) nh = *rndmove(&player); else { nh.y = hero.y + dy; nh.x = hero.x + dx; } /* * Check if he tried to move off the screen or make an illegal * diagonal move, and stop him if he did. */ if (nh.x < 0 || nh.x > COLS-1 || nh.y < 0 || nh.y > LINES - 1 || !diag_ok(&hero, &nh)) { after = FALSE; running = FALSE; return; } if (running && ce(hero, nh)) after = running = FALSE; ch = winat(nh.y, nh.x); if (on(player, ISHELD) && ch != 'F') { msg("You are being held"); return; } switch(ch) { case ' ': case '|': case '-': case SECRETDOOR: after = running = FALSE; return; case TRAP: ch = be_trapped(&nh); if (ch == TRAPDOOR || ch == TELTRAP) return; goto move_stuff; case GOLD: case POTION: case SCROLL: case FOOD: case WEAPON: case ARMOR: case RING: case AMULET: case STICK: running = FALSE; take = ch; default: move_stuff: if (ch == PASSAGE && winat(hero.y, hero.x) == DOOR) light(&hero); else if (ch == DOOR) { running = FALSE; if (winat(hero.y, hero.x) == PASSAGE) light(&nh); } else if (ch == STAIRS) running = FALSE; else if (isupper(ch)) { running = FALSE; fight(&nh, ch, cur_weapon, FALSE); return; } ch = winat(hero.y, hero.x); wmove(cw, unc(hero)); waddch(cw, ch); hero = nh; wmove(cw, unc(hero)); waddch(cw, PLAYER); } } /* * Called to illuminate a room. * If it is dark, remove anything that might move. */ void light(coord *cp) { struct room *rp; int j, k; int ch; int rch; struct linked_list *item; if ((rp = roomin(cp)) != NULL && !on(player, ISBLIND)) { for (j = 0; j < rp->r_max.y; j++) { for (k = 0; k < rp->r_max.x; k++) { ch = show(rp->r_pos.y + j, rp->r_pos.x + k); wmove(cw, rp->r_pos.y + j, rp->r_pos.x + k); /* * Figure out how to display a secret door */ if (ch == SECRETDOOR) { if (j == 0 || j == rp->r_max.y - 1) ch = '-'; else ch = '|'; } /* * If the room is a dark room, we might want to remove * monsters and the like from it (since they might * move) */ if (isupper(ch)) { item = wake_monster(rp->r_pos.y+j, rp->r_pos.x+k); if (((struct thing *) ldata(item))->t_oldch == ' ') if (!(rp->r_flags & ISDARK)) ((struct thing *) ldata(item))->t_oldch = mvwinch(stdscr, rp->r_pos.y+j, rp->r_pos.x+k); } if (rp->r_flags & ISDARK) { rch = mvwinch(cw, rp->r_pos.y+j, rp->r_pos.x+k); switch (rch) { case DOOR: case STAIRS: case TRAP: case '|': case '-': case ' ': ch = rch; when FLOOR: ch = (on(player, ISBLIND) ? FLOOR : ' '); otherwise: ch = ' '; } } mvwaddch(cw, rp->r_pos.y+j, rp->r_pos.x+k, ch); } } } } /* * show: * returns what a certain thing will display as to the un-initiated */ int show(int y, int x) { int ch = winat(y, x); struct linked_list *it; struct thing *tp; if (ch == TRAP) return (trap_at(y, x)->tr_flags & ISFOUND) ? TRAP : FLOOR; else if (ch == 'M' || ch == 'I') { if ((it = find_mons(y, x)) == NULL) fatal("Can't find monster in show"); tp = (struct thing *) ldata(it); if (ch == 'M') ch = tp->t_disguise; /* * Hide invisible monsters */ else if (off(player, CANSEE)) ch = mvwinch(stdscr, y, x); } return ch; } /* * be_trapped: * The guy stepped on a trap.... Make him pay. */ int be_trapped(coord *tc) { struct trap *tp; int ch; tp = trap_at(tc->y, tc->x); count = running = FALSE; mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, TRAP); tp->tr_flags |= ISFOUND; switch (ch = tp->tr_type) { case TRAPDOOR: level++; new_level(); msg("You fell into a trap!"); when BEARTRAP: no_move += BEARTIME; msg("You are caught in a bear trap"); when SLEEPTRAP: no_command += SLEEPTIME; msg("A strange white mist envelops you and you fall asleep"); when ARROWTRAP: if (swing(pstats.s_lvl-1, pstats.s_arm, 1)) { msg("Oh no! An arrow shot you"); if ((pstats.s_hpt -= roll(1, 6)) <= 0) { msg("The arrow killed you."); death('a'); } } else { struct linked_list *item; struct object *arrow; msg("An arrow shoots past you."); item = new_item(sizeof *arrow); arrow = (struct object *) ldata(item); arrow->o_type = WEAPON; arrow->o_which = ARROW; init_weapon(arrow, ARROW); arrow->o_count = 1; arrow->o_pos = hero; arrow->o_hplus = arrow->o_dplus = 0; /* "arrow bug" FIX */ fall(item, FALSE); } when TELTRAP: teleport(); when DARTTRAP: if (swing(pstats.s_lvl+1, pstats.s_arm, 1)) { msg("A small dart just hit you in the shoulder"); if ((pstats.s_hpt -= roll(1, 4)) <= 0) { msg("The dart killed you."); death('d'); } if (!ISWEARING(R_SUSTSTR)) chg_str(-1); } else msg("A small dart whizzes by your ear and vanishes."); } flush_type(); /* flush typeahead */ return(ch); } /* * trap_at: * find the trap at (y,x) on screen. */ struct trap * trap_at(int y, int x) { struct trap *tp, *ep; ep = &traps[ntraps]; for (tp = traps; tp < ep; tp++) if (tp->tr_pos.y == y && tp->tr_pos.x == x) break; if (tp == ep) { sprintf(prbuf, "Trap at %d,%d not in array", y, x); fatal(prbuf); } return tp; } /* * rndmove: * move in a random direction if the monster/person is confused */ coord * rndmove(struct thing *who) { int x, y; int ch; int ex, ey, nopen = 0; struct linked_list *item; struct object *obj; static coord ret; /* what we will be returning */ static coord dest; ret = who->t_pos; /* * Now go through the spaces surrounding the player and * set that place in the array to true if the space can be * moved into */ ey = ret.y + 1; ex = ret.x + 1; for (y = who->t_pos.y - 1; y <= ey; y++) if (y >= 0 && y < LINES) for (x = who->t_pos.x - 1; x <= ex; x++) { if (x < 0 || x >= COLS) continue; ch = winat(y, x); if (step_ok(ch)) { dest.y = y; dest.x = x; if (!diag_ok(&who->t_pos, &dest)) continue; if (ch == SCROLL) { item = NULL; for (item = lvl_obj; item != NULL; item = next(item)) { obj = (struct object *) ldata(item); if (y == obj->o_pos.y && x == obj->o_pos.x) break; } if (item != NULL && obj->o_which == S_SCARE) continue; } if (rnd(++nopen) == 0) ret = dest; } } return &ret; }