view rogue3/sticks.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
line wrap: on
line source

/*
 * Functions to implement the various sticks one might find
 * while wandering around the dungeon.
 *
 * @(#)sticks.c	3.14 (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 <string.h>
#include "rogue.h"

void
fix_stick(struct object *cur)
{
    if (strcmp(ws_type[cur->o_which], "staff") == 0)
	strcpy(cur->o_damage,"2d3");
    else
	strcpy(cur->o_damage,"1d1");
    strcpy(cur->o_hurldmg,"1d1");

    cur->o_charges = 3 + rnd(5);
    switch (cur->o_which)
    {
	case WS_HIT:
	    cur->o_hplus = 3;
	    cur->o_dplus = 3;
	    strcpy(cur->o_damage,"1d8");
	when WS_LIGHT:
	    cur->o_charges = 10 + rnd(10);
    }
}

void
do_zap(int gotdir)
{
    struct linked_list *item;
    struct object *obj;
    struct room *rp;
    struct thing *tp;
    int y, x;

    if ((item = get_item("zap with", STICK)) == NULL)
	return;
    obj = (struct object *) ldata(item);
    if (obj->o_type != STICK)
    {
	msg("You can't zap with that!");
	after = FALSE;
	return;
    }
    if (obj->o_charges == 0)
    {
	msg("Nothing happens.");
	return;
    }
    if (!gotdir)
	do {
	    delta.y = rnd(3) - 1;
	    delta.x = rnd(3) - 1;
	} while (delta.y == 0 && delta.x == 0);
    switch (obj->o_which)
    {
	case WS_LIGHT:
	    /*
	     * Reddy Kilowat wand.  Light up the room
	     */
	    ws_know[WS_LIGHT] = TRUE;
	    if ((rp = roomin(&hero)) == NULL)
		msg("The corridor glows and then fades");
	    else
	    {
		addmsg("The room is lit");
		if (!terse)
		    addmsg(" by a shimmering blue light.");
		endmsg();
		rp->r_flags &= ~ISDARK;
		/*
		 * Light the room and put the player back up
		 */
		light(&hero);
		mvwaddch(cw, hero.y, hero.x, PLAYER);
	    }
	when WS_DRAIN:
	    /*
	     * Take away 1/2 of hero's hit points, then take it away
	     * evenly from the monsters in the room (or next to hero
	     * if he is in a passage)
	     */
	    if (pstats.s_hpt < 2)
	    {
		msg("You are too weak to use it.");
		return;
	    }
	    else if ((rp = roomin(&hero)) == NULL)
		drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1);
	    else
		drain(rp->r_pos.y, rp->r_pos.y+rp->r_max.y,
		    rp->r_pos.x, rp->r_pos.x+rp->r_max.x);
	when WS_POLYMORPH:
	case WS_TELAWAY:
	case WS_TELTO:
	case WS_CANCEL:
	{
	    int monster;
	    int oldch;
	    int rm;

	    y = hero.y;
	    x = hero.x;
	    while (step_ok(winat(y, x)))
	    {
		y += delta.y;
		x += delta.x;
	    }
	    if (isupper(monster = mvwinch(mw, y, x)))
	    {
		int omonst = monster;

		if (monster == 'F')
		    player.t_flags &= ~ISHELD;
		item = find_mons(y, x);
		tp = (struct thing *) ldata(item);
		if (obj->o_which == WS_POLYMORPH)
		{
		    detach(mlist, item);
		    oldch = tp->t_oldch;
		    delta.y = y;
		    delta.x = x;
		    new_monster(item, monster = rnd(26) + 'A', &delta);
		    if (!(tp->t_flags & ISRUN))
			runto(&delta, &hero);
		    if (isupper(mvwinch(cw, y, x)))
			mvwaddch(cw, y, x, monster);
		    tp->t_oldch = oldch;
		    ws_know[WS_POLYMORPH] |= (monster != omonst);
		}
		else if (obj->o_which == WS_CANCEL)
		{
		    tp->t_flags |= ISCANC;
		    tp->t_flags &= ~ISINVIS;
		}
		else
		{
		    if (obj->o_which == WS_TELAWAY)
		    {
			do
			{
			    rm = rnd_room();
			    rnd_pos(&rooms[rm], &tp->t_pos);
			} until(winat(tp->t_pos.y, tp->t_pos.x) == FLOOR);
		    }
		    else
		    {
			tp->t_pos.y = hero.y + delta.y;
			tp->t_pos.x = hero.x + delta.x;
		    }
		    if (isupper(mvwinch(cw, y, x)))
			mvwaddch(cw, y, x, tp->t_oldch);
		    tp->t_dest = &hero;
		    tp->t_flags |= ISRUN;
		    mvwaddch(mw, y, x, ' ');
		    mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, monster);
		    if (tp->t_pos.y != y || tp->t_pos.x != x)
			tp->t_oldch = mvwinch(cw, tp->t_pos.y, tp->t_pos.x);
		}
	    }
	}
	when WS_MISSILE:
	{
	    static struct object bolt =
	    {
		'*' , {0, 0}, 0, "", "1d4" , 0, 0, 100, 1, 0, 0, 0
	    };

	    do_motion(&bolt, delta.y, delta.x);
	    if (isupper(mvwinch(mw, bolt.o_pos.y, bolt.o_pos.x))
		&& !save_throw(VS_MAGIC, THINGPTR(find_mons(unc(bolt.o_pos)))))
		    hit_monster(unc(bolt.o_pos), &bolt);
	    else if (terse)
		msg("Missile vanishes");
	    else
		msg("The missile vanishes with a puff of smoke");
	    ws_know[WS_MISSILE] = TRUE;
	}
	when WS_HIT:
	{
	    int ch;

	    delta.y += hero.y;
	    delta.x += hero.x;
	    ch = winat(delta.y, delta.x);
	    if (isupper(ch))
	    {
		if (rnd(20) == 0)
		{
		    strcpy(obj->o_damage,"3d8");
		    obj->o_dplus = 9;
		}
		else
		{
		    strcpy(obj->o_damage,"1d8");
		    obj->o_dplus = 3;
		}
		fight(&delta, ch, obj, FALSE);
	    }
	}
	when WS_HASTE_M:
	case WS_SLOW_M:
	    y = hero.y;
	    x = hero.x;
	    while (step_ok(winat(y, x)))
	    {
		y += delta.y;
		x += delta.x;
	    }
	    if (isupper(mvwinch(mw, y, x)))
	    {
		item = find_mons(y, x);
		tp = (struct thing *) ldata(item);
		if (obj->o_which == WS_HASTE_M)
		{
		    if (on(*tp, ISSLOW))
			tp->t_flags &= ~ISSLOW;
		    else
			tp->t_flags |= ISHASTE;
		}
		else
		{
		    if (on(*tp, ISHASTE))
			tp->t_flags &= ~ISHASTE;
		    else
			tp->t_flags |= ISSLOW;
		    tp->t_turn = TRUE;
		}
		delta.y = y;
		delta.x = x;
		runto(&delta, &hero);
	    }
	when WS_ELECT:
	case WS_FIRE:
	case WS_COLD:
	{
	    int dirch;
	    char *name;
	    int ch;
	    int bounced, used;
	    coord pos;
	    coord spotpos[BOLT_LENGTH];
	    static struct object bolt =
	    {
		'*' , {0, 0}, 0, "", "6d6" , 0, 0, 100, 0, 0, 0 ,0
	    };


	    switch (delta.y + delta.x)
	    {
		case 0: dirch = '/';
		when 1: case -1: dirch = (delta.y == 0 ? '-' : '|');
		when 2: case -2: dirch = '\\';
	    }
	    pos = hero;
	    bounced = FALSE;
	    used = FALSE;
	    if (obj->o_which == WS_ELECT)
		name = "bolt";
	    else if (obj->o_which == WS_FIRE)
		name = "flame";
	    else
		name = "ice";
	    for (y = 0; y < BOLT_LENGTH && !used; y++)
	    {
		ch = winat(pos.y, pos.x);
		spotpos[y] = pos;
		switch (ch)
		{
		    case DOOR:
		    case SECRETDOOR:
		    case '|':
		    case '-':
		    case ' ':
			bounced = TRUE;
			delta.y = -delta.y;
			delta.x = -delta.x;
			y--;
			msg("The bolt bounces");
			break;
		    default:
			if (!bounced && isupper(ch))
			{
			    if (!save_throw(VS_MAGIC, THINGPTR(find_mons(unc(pos)))))
			    {
				bolt.o_pos = pos;
				hit_monster(unc(pos), &bolt);
				used = TRUE;
			    }
			    else if (ch != 'M' || show(pos.y, pos.x) == 'M')
			    {
				if (terse)
				    msg("%s misses", name);
				else
				    msg("The %s whizzes past the %s", name, monsters[ch-'A'].m_name);
				runto(&pos, &hero);
			    }
			}
			else if (bounced && pos.y == hero.y && pos.x == hero.x)
			{
			    bounced = FALSE;
			    if (!save(VS_MAGIC))
			    {
				if (terse)
				    msg("The %s hits", name);
				else
				    msg("You are hit by the %s", name);
				if ((pstats.s_hpt -= roll(6, 6)) <= 0)
				    death('b');
				used = TRUE;
			    }
			    else
				msg("The %s whizzes by you", name);
			}
			mvwaddch(cw, pos.y, pos.x, dirch);
			draw(cw);
		}
		pos.y += delta.y;
		pos.x += delta.x;
	    }
	    for (x = 0; x < y; x++)
		mvwaddch(cw, spotpos[x].y, spotpos[x].x, show(spotpos[x].y, spotpos[x].x));
	    ws_know[obj->o_which] = TRUE;
	}
	when WS_NOP:
	otherwise:
	    msg("What a bizarre schtick!");
    }
    obj->o_charges--;
}

/*
 * drain:
 *	Do drain hit points from player shtick
 */

void
drain(int ymin, int ymax, int xmin, int xmax)
{
    int i, j, cnt;
    struct thing *ick;
    struct linked_list *item;

    /*
     * First count how many things we need to spread the hit points among
     */
    cnt = 0;
    for (i = ymin; i <= ymax; i++)
	for (j = xmin; j <= xmax; j++)
	    if (isupper(mvwinch(mw, i, j)))
		cnt++;
    if (cnt == 0)
    {
	msg("You have a tingling feeling");
	return;
    }
    cnt = pstats.s_hpt / cnt;
    pstats.s_hpt /= 2;
    /*
     * Now zot all of the monsters
     */
    for (i = ymin; i <= ymax; i++)
	for (j = xmin; j <= xmax; j++)
	    if (isupper(mvwinch(mw, i, j)) &&
	        ((item = find_mons(i, j)) != NULL))
	    {
		ick = (struct thing *) ldata(item);
		if ((ick->t_stats.s_hpt -= cnt) < 1)
		    killed(item, cansee(i, j) && !on(*ick, ISINVIS));
	    }
}

/*
 * charge a wand for wizards.
 */
char *
charge_str(struct object *obj)
{
    static char buf[20];

    if (!(obj->o_flags & ISKNOW))
	buf[0] = '\0';
    else if (terse)
	sprintf(buf, " [%d]", obj->o_charges);
    else
	sprintf(buf, " [%d charges]", obj->o_charges);
    return buf;
}