Mercurial > hg > early-roguelike
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 |
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/* * 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; }