Mercurial > hg > early-roguelike
view rogue3/potions.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 |
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/* * @(#)potions.c 3.1 3.1 5/7/81 * Function(s) for dealing with potions * * 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 <stdlib.h> #include <string.h> #include "rogue.h" void quaff() { struct object *obj; struct linked_list *item, *titem; struct thing *th; char buf[80]; item = get_item("quaff", POTION); /* * Make certain that it is somethings that we want to drink */ if (item == NULL) return; obj = (struct object *) ldata(item); if (obj->o_type != POTION) { if (!terse) msg("Yuk! Why would you want to drink that?"); else msg("That's undrinkable"); return; } if (obj == cur_weapon) cur_weapon = NULL; /* * Calculate the effect it has on the poor guy. */ switch(obj->o_which) { case P_CONFUSE: if (off(player, ISHUH)) msg("Wait, what's going on here. Huh? What? Who?"); if (on(player, ISHUH)) lengthen(unconfuse, rnd(8)+HUHDURATION); else fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER); player.t_flags |= ISHUH; p_know[P_CONFUSE] = TRUE; when P_POISON: if (!ISWEARING(R_SUSTSTR)) { chg_str(-(rnd(3)+1)); msg("You feel very sick now."); } else msg("You feel momentarily sick"); p_know[P_POISON] = TRUE; when P_HEALING: if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp) pstats.s_hpt = ++max_hp; msg("You begin to feel better."); sight(); p_know[P_HEALING] = TRUE; when P_STRENGTH: msg("You feel stronger, now. What bulging muscles!"); chg_str(1); p_know[P_STRENGTH] = TRUE; when P_MFIND: /* * Potion of monster detection, if there are monters, detect them */ if (mlist != NULL) { wclear(hw); overwrite(mw, hw); show_win(hw, "You begin to sense the presence of monsters.--More--"); p_know[P_MFIND] = TRUE; } else msg("You have a strange feeling for a moment, then it passes."); when P_TFIND: /* * Potion of magic detection. Show the potions and scrolls */ if (lvl_obj != NULL) { struct linked_list *mobj; struct object *tp; int show; show = FALSE; wclear(hw); for (mobj = lvl_obj; mobj != NULL; mobj = next(mobj)) { tp = (struct object *) ldata(mobj); if (is_magic(tp)) { show = TRUE; mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC); } p_know[P_TFIND] = TRUE; } for (titem = mlist; titem != NULL; titem = next(titem)) { struct linked_list *pitem; th = (struct thing *) ldata(titem); for (pitem = th->t_pack; pitem != NULL; pitem = next(pitem)) { if (is_magic(OBJPTR(pitem))) { show = TRUE; mvwaddch(hw, th->t_pos.y, th->t_pos.x, MAGIC); } p_know[P_TFIND] = TRUE; } } if (show) { show_win(hw, "You sense the presence of magic on this level.--More--"); break; } } msg("You have a strange feeling for a moment, then it passes."); when P_PARALYZE: msg("You can't move."); no_command = HOLDTIME; p_know[P_PARALYZE] = TRUE; when P_SEEINVIS: msg("This potion tastes like %s juice.", fruit); if (off(player, CANSEE)) { player.t_flags |= CANSEE; fuse(unsee, 0, SEEDURATION, AFTER); light(&hero); } sight(); when P_RAISE: msg("You suddenly feel much more skillful"); p_know[P_RAISE] = TRUE; raise_level(); when P_XHEAL: if ((pstats.s_hpt += roll(pstats.s_lvl, 8)) > max_hp) pstats.s_hpt = ++max_hp; msg("You begin to feel much better."); p_know[P_XHEAL] = TRUE; sight(); when P_HASTE: add_haste(TRUE); msg("You feel yourself moving much faster."); p_know[P_HASTE] = TRUE; when P_RESTORE: msg("Hey, this tastes great. It make you feel warm all over."); 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)) pstats.s_str = max_stats.s_str; when P_BLIND: msg("A cloak of darkness falls around you."); if (off(player, ISBLIND)) { player.t_flags |= ISBLIND; fuse(sight, 0, SEEDURATION, AFTER); look(FALSE); } p_know[P_BLIND] = TRUE; when P_NOP: msg("This potion tastes extremely dull."); otherwise: msg("What an odd tasting potion!"); return; } status(); if (p_know[obj->o_which] && p_guess[obj->o_which]) { free(p_guess[obj->o_which]); p_guess[obj->o_which] = NULL; } else if (!p_know[obj->o_which] && askme && p_guess[obj->o_which] == NULL) { msg(terse ? "Call it: " : "What do you want to call it? "); if (get_str(buf, cw) == NORM) { p_guess[obj->o_which] = malloc((unsigned int) strlen(buf) + 1); if (p_guess[obj->o_which] != NULL) strcpy(p_guess[obj->o_which], buf); } } /* * Throw the item away */ inpack--; if (obj->o_count > 1) obj->o_count--; else { detach(pack, item); discard(item); } }