Mercurial > hg > early-roguelike
view rogue4/command.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 | f871cb0539d3 |
children | 1b73a8641b37 |
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/* * Read and execute the user commands * * @(#)command.c 4.31 (Berkeley) 4/6/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <stdlib.h> #include <curses.h> #include <ctype.h> #include <stdlib.h> #include <string.h> #include "rogue.h" char countch, direction, newcount = FALSE; /* * command: * Process the user commands */ command() { register char ch; register int ntimes = 1; /* Number of player moves */ char *unctrol(); if (on(player, ISHASTE)) ntimes++; /* * Let the daemons start up */ do_daemons(BEFORE); do_fuses(BEFORE); while (ntimes--) { /* * these are illegal things for the player to be, so if any are * set, someone's been poking in memeory */ if (on(player, ISSLOW|ISCANC|ISGREED|ISINVIS|ISMEAN|ISREGEN)) auto_save(-1); look(TRUE); if (!running) door_stop = FALSE; status(); lastscore = purse; move(hero.y, hero.x); if (!((running || count) && jump)) refresh(); /* Draw screen */ take = 0; after = TRUE; /* * Read command or continue run */ #ifdef WIZARD if (wizard) noscore = TRUE; #endif if (!no_command) { if (running) ch = runch; else if (count) ch = countch; else { ch = readchar(); if (mpos != 0 && !running) /* Erase message if its there */ msg(""); } } else ch = '.'; if (no_command) { if (--no_command == 0) { msg("you can move again"); } } else { /* * check for prefixes */ if (isdigit(ch)) { count = 0; newcount = TRUE; while (isdigit(ch)) { count = count * 10 + (ch - '0'); ch = readchar(); } countch = ch; /* * turn off count for commands which don't make sense * to repeat */ switch (ch) { case 'h': case 'j': case 'k': case 'l': case 'y': case 'u': case 'b': case 'n': case 'H': case 'J': case 'K': case 'L': case 'Y': case 'U': case 'B': case 'N': case 'q': case 'r': case 's': case 'f': case 't': case 'C': case 'I': case '.': case 'z': #ifdef WIZARD case CTRL('D'): case CTRL('U'): #endif break; default: count = 0; } } switch (ch) { case 'f': if (!on(player, ISBLIND)) { door_stop = TRUE; firstmove = TRUE; } if (count && !newcount) ch = direction; else ch = readchar(); switch (ch) { case 'h': case 'j': case 'k': case 'l': case 'y': case 'u': case 'b': case 'n': ch = toupper(ch); } direction = ch; } newcount = FALSE; /* * execute a command */ if (count && !running) count--; switch (ch) { case '!' : shell(); when 'h' : do_move(0, -1); when 'j' : do_move(1, 0); when 'k' : do_move(-1, 0); when 'l' : do_move(0, 1); when 'y' : do_move(-1, -1); when 'u' : do_move(-1, 1); when 'b' : do_move(1, -1); when 'n' : do_move(1, 1); when 'H' : do_run('h'); when 'J' : do_run('j'); when 'K' : do_run('k'); when 'L' : do_run('l'); when 'Y' : do_run('y'); when 'U' : do_run('u'); when 'B' : do_run('b'); when 'N' : do_run('n'); when 't': if (!get_dir()) after = FALSE; else missile(delta.y, delta.x); when 'Q' : after = FALSE; quit(-1); when 'i' : after = FALSE; inventory(pack, 0); when 'I' : after = FALSE; picky_inven(); when 'd' : drop(); when 'q' : quaff(); when 'r' : read_scroll(); when 'e' : eat(); when 'w' : wield(); when 'W' : wear(); when 'T' : take_off(); when 'P' : ring_on(); when 'R' : ring_off(); when 'o' : option(); after = FALSE; when 'c' : call(); after = FALSE; when '>' : after = FALSE; d_level(); when '<' : after = FALSE; u_level(); when '?' : after = FALSE; help(); when '/' : after = FALSE; identify(); when 's' : search(); when 'z': if (get_dir()) do_zap(); else after = FALSE; when 'D': after = FALSE; discovered(); when CTRL('R') : after = FALSE; msg(huh); when CTRL('L') : after = FALSE; clearok(curscr,TRUE); wrefresh(curscr); when 'v' : after = FALSE; msg("rogue version %s. (mctesq was here)", release); when 'S' : after = FALSE; if (save_game()) { move(LINES-1, 0); clrtoeol(); refresh(); endwin(); printf("See you soon, %s!\n", whoami); exit(0); } when '.' : ; /* Rest command */ when ' ' : after = FALSE; /* "Legal" illegal command */ when '^' : after = FALSE; if (get_dir()) { delta.y += hero.y; delta.x += hero.x; if (chat(delta.y, delta.x) != TRAP) msg("no trap there"); else msg(tr_name(flat(delta.y, delta.x) & F_TMASK)); } #ifdef WIZARD when CTRL('P') : after = FALSE; if (wizard) { wizard = FALSE; turn_see(TRUE); msg("not wizard any more"); } else { if (wizard = passwd()) { noscore = TRUE; turn_see(FALSE); msg("you are suddenly as smart as Ken Arnold in dungeon #%d", dnum); } else msg("sorry"); } #endif when ESCAPE : /* Escape */ door_stop = FALSE; count = 0; after = FALSE; otherwise : after = FALSE; #ifdef WIZARD if (wizard) switch (ch) { case '@' : msg("@ %d,%d", hero.y, hero.x); when 'C' : create_obj(); when CTRL('I') : inventory(lvl_obj, 0); when CTRL('W') : whatis(FALSE); when CTRL('D') : level++; new_level(); when CTRL('U') : if (level > 1) level--; new_level(); when CTRL('F') : show_map(); when CTRL('T') : teleport(); when CTRL('E') : msg("food left: %d", food_left); when CTRL('A') : msg("%d things in your pack", inpack); when CTRL('K') : add_pass(); when CTRL('X') : turn_see(on(player, SEEMONST)); when CTRL('N') : { register THING *item; if ((item = get_item("charge", STICK)) != NULL) item->o_charges = 10000; } when CTRL('H') : { register int i; register THING *obj; for (i = 0; i < 9; i++) raise_level(); /* * Give the rogue a sword (+1,+1) */ obj = new_item(); obj->o_type = WEAPON; obj->o_which = TWOSWORD; init_weapon(obj, SWORD); obj->o_hplus = 1; obj->o_dplus = 1; obj->o_count = 1; obj->o_group = 0; add_pack(obj, TRUE); cur_weapon = obj; /* * And his suit of armor */ obj = new_item(); obj->o_type = ARMOR; obj->o_which = PLATE_MAIL; obj->o_ac = -5; obj->o_flags |= ISKNOW; obj->o_count = 1; obj->o_group = 0; cur_armor = obj; add_pack(obj, TRUE); } otherwise : illcom(ch); } else #endif illcom(ch); } /* * turn off flags if no longer needed */ if (!running) door_stop = FALSE; } /* * If he ran into something to take, let him pick it up. */ if (take != 0) pick_up(take); if (!running) door_stop = FALSE; if (!after) ntimes++; } do_daemons(AFTER); do_fuses(AFTER); if (ISRING(LEFT, R_SEARCH)) search(); else if (ISRING(LEFT, R_TELEPORT) && rnd(50) == 0) teleport(); if (ISRING(RIGHT, R_SEARCH)) search(); else if (ISRING(RIGHT, R_TELEPORT) && rnd(50) == 0) teleport(); } /* * illcom: * What to do with an illegal command */ illcom(ch) char ch; { save_msg = FALSE; count = 0; msg("illegal command '%s'", unctrol(ch)); save_msg = TRUE; } /* * search: * Player gropes about him to find hidden things. */ search() { register int y, x; register char *fp; register int ey, ex; if (on(player, ISBLIND)) return; ey = hero.y + 1; ex = hero.x + 1; for (y = hero.y - 1; y <= ey; y++) for (x = hero.x - 1; x <= ex; x++) { if (y == hero.y && x == hero.x) continue; fp = &flat(y, x); if (!(*fp & F_REAL)) switch (chat(y, x)) { case '|': case '-': if (rnd(5) != 0) break; chat(y, x) = DOOR; *fp |= F_REAL; count = running = FALSE; break; case FLOOR: if (rnd(2) != 0) break; chat(y, x) = TRAP; *fp |= F_REAL; count = running = FALSE; msg("%s", tr_name(*fp & F_TMASK)); break; } } } /* * help: * Give single character help, or the whole mess if he wants it */ help() { register const struct h_list *strp = helpstr; register char helpch; register int cnt; msg("character you want help for (* for all): "); helpch = readchar(); mpos = 0; /* * If its not a *, print the right help string * or an error if he typed a funny character. */ if (helpch != '*') { move(0, 0); while (strp->h_ch) { if (strp->h_ch == helpch) { msg("%s%s", unctrol(strp->h_ch), strp->h_desc); break; } strp++; } if (strp->h_ch != helpch) msg("unknown character '%s'", unctrol(helpch)); return; } /* * Here we print help for everything. * Then wait before we return to command mode */ wclear(hw); cnt = 0; while (strp->h_ch) { mvwaddstr(hw, cnt % 23, cnt > 22 ? 40 : 0, unctrol(strp->h_ch)); waddstr(hw, strp->h_desc); cnt++; strp++; } wmove(hw, LINES-1, 0); wprintw(hw, "--Press space to continue--"); wrefresh(hw); w_wait_for(hw,' '); wmove(stdscr, 0, 0); wclrtoeol(stdscr); touchwin(stdscr); clearok(stdscr, TRUE); refresh(); } /* * identify: * Tell the player what a certain thing is. */ identify() { register char ch; register const char *str; msg("what do you want identified? "); ch = readchar(); mpos = 0; if (ch == ESCAPE) { msg(""); return; } if (isupper(ch)) str = monsters[ch-'A'].m_name; else switch (ch) { case '|': case '-': str = "wall of a room"; when GOLD: str = "gold"; when STAIRS : str = "a staircase"; when DOOR: str = "door"; when FLOOR: str = "room floor"; when PLAYER: str = "you"; when PASSAGE: str = "passage"; when TRAP: str = "trap"; when POTION: str = "potion"; when SCROLL: str = "scroll"; when FOOD: str = "food"; when WEAPON: str = "weapon"; when ' ' : str = "solid rock"; when ARMOR: str = "armor"; when AMULET: str = "the Amulet of Yendor"; when RING: str = "ring"; when STICK: str = "wand or staff"; otherwise: str = "unknown character"; } msg("'%s': %s", unctrol(ch), str); } /* * d_level: * He wants to go down a level */ d_level() { if (chat(hero.y, hero.x) != STAIRS) msg("I see no way down"); else { level++; new_level(); } } /* * u_level: * He wants to go up a level */ u_level() { if (chat(hero.y, hero.x) == STAIRS) if (amulet) { level--; if (level == 0) total_winner(); new_level(); msg("you feel a wrenching sensation in your gut"); } else msg("your way is magically blocked"); else msg("I see no way up"); } /* * call: * Allow a user to call a potion, scroll, or ring something */ call() { register THING *obj; register char **guess; const char *elsewise; register bool *know; obj = get_item("call", CALLABLE); /* * Make certain that it is somethings that we want to wear */ if (obj == NULL) return; switch (obj->o_type) { case RING: guess = r_guess; know = r_know; elsewise = (r_guess[obj->o_which] != NULL ? r_guess[obj->o_which] : r_stones[obj->o_which]); when POTION: guess = p_guess; know = p_know; elsewise = (p_guess[obj->o_which] != NULL ? p_guess[obj->o_which] : p_colors[obj->o_which]); when SCROLL: guess = s_guess; know = s_know; elsewise = (s_guess[obj->o_which] != NULL ? s_guess[obj->o_which] : s_names[obj->o_which]); when STICK: guess = ws_guess; know = ws_know; elsewise = (ws_guess[obj->o_which] != NULL ? ws_guess[obj->o_which] : ws_made[obj->o_which]); otherwise: msg("you can't call that anything"); return; } if (know[obj->o_which]) { msg("that has already been identified"); return; } if (!terse) addmsg("Was "); msg("called \"%s\"", elsewise); if (terse) msg("call it: "); else msg("what do you want to call it? "); if (guess[obj->o_which] != NULL) free(guess[obj->o_which]); strcpy(prbuf, elsewise); if (get_str(prbuf, stdscr) == NORM) { guess[obj->o_which] = malloc((unsigned int) strlen(prbuf) + 1); strcpy(guess[obj->o_which], prbuf); } }