Mercurial > hg > early-roguelike
view rogue4/init.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 | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * global variable initializaton * * @(#)init.c 4.16 (Berkeley) 3/30/82 * * 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 <curses.h> #include <ctype.h> #include <stdlib.h> #include <string.h> #include "rogue.h" /* * init_player: * Roll up the rogue */ init_player() { register THING *obj; pstats = max_stats; food_left = HUNGERTIME; /* * Give the rogue his weaponry. First a mace. */ obj = new_item(); obj->o_type = WEAPON; obj->o_which = MACE; init_weapon(obj, MACE); obj->o_hplus = 1; obj->o_dplus = 1; obj->o_flags |= ISKNOW; obj->o_count = 1; obj->o_group = 0; add_pack(obj, TRUE); cur_weapon = obj; /* * Now a +1 bow */ obj = new_item(); obj->o_type = WEAPON; obj->o_which = BOW; init_weapon(obj, BOW); obj->o_hplus = 1; obj->o_dplus = 0; obj->o_count = 1; obj->o_group = 0; obj->o_flags |= ISKNOW; add_pack(obj, TRUE); /* * Now some arrows */ obj = new_item(); obj->o_type = WEAPON; obj->o_which = ARROW; init_weapon(obj, ARROW); obj->o_count = rnd(15) + 25; obj->o_hplus = obj->o_dplus = 0; obj->o_flags |= ISKNOW; add_pack(obj, TRUE); /* * And his suit of armor */ obj = new_item(); obj->o_type = ARMOR; obj->o_which = RING_MAIL; obj->o_ac = a_class[RING_MAIL] - 1; obj->o_flags |= ISKNOW; obj->o_count = 1; obj->o_group = 0; cur_armor = obj; add_pack(obj, TRUE); /* * Give him some food too */ obj = new_item(); obj->o_type = FOOD; obj->o_count = 1; obj->o_which = 0; obj->o_group = 0; add_pack(obj, TRUE); } /* * Contains defintions and functions for dealing with things like * potions and scrolls */ const char *rainbow[NCOLORS] = { "amber", "aquamarine", "black", "blue", "brown", "clear", "crimson", "cyan", "ecru", "gold", "green", "grey", "magenta", "orange", "pink", "plaid", "purple", "red", "silver", "tan", "tangerine", "topaz", "turquoise", "vermilion", "violet", "white", "yellow", }; const char *sylls[NSYLLS] = { "a", "ab", "ag", "aks", "ala", "an", "ankh","app", "arg", "arze", "ash", "ban", "bar", "bat", "bek", "bie", "bin", "bit", "bjor", "blu", "bot", "bu", "byt", "comp","con", "cos", "cre", "dalf", "dan", "den", "do", "e", "eep", "el", "eng", "er", "ere", "erk", "esh", "evs", "fa", "fid", "for", "fri", "fu", "gan", "gar", "glen","gop", "gre", "ha", "he", "hyd", "i", "ing", "ion", "ip", "ish", "it", "ite", "iv", "jo", "kho", "kli", "klis","la", "lech", "man", "mar", "me", "mi", "mic", "mik", "mon", "mung","mur", "nej", "nelg","nep", "ner", "nes", "nes", "nih", "nin", "o", "od", "ood", "org", "orn", "ox", "oxy", "pay", "pet", "ple", "plu", "po", "pot", "prok","re", "rea", "rhov","ri", "ro", "rog", "rok", "rol", "sa", "san", "sat", "see", "sef", "seh", "shu", "ski", "sna", "sne", "snik","sno", "so", "sol", "sri", "sta", "sun", "ta", "tab", "tem", "ther","ti", "tox", "trol","tue", "turs","u", "ulk", "um", "un", "uni", "ur", "val", "viv", "vly", "vom", "wah", "wed", "werg","wex", "whon","wun", "xo", "y", "yot", "yu", "zant","zap", "zeb", "zim", "zok", "zon", "zum", }; const STONE stones[NSTONES] = { { "agate", 25}, { "alexandrite", 40}, { "amethyst", 50}, { "carnelian", 40}, { "diamond", 300}, { "emerald", 300}, { "germanium", 225}, { "granite", 5}, { "garnet", 50}, { "jade", 150}, { "kryptonite", 300}, { "lapis lazuli", 50}, { "moonstone", 50}, { "obsidian", 15}, { "onyx", 60}, { "opal", 200}, { "pearl", 220}, { "peridot", 63}, { "ruby", 350}, { "saphire", 285}, { "stibotantalite", 200}, { "tiger eye", 50}, { "topaz", 60}, { "turquoise", 70}, { "taaffeite", 300}, { "zircon", 80}, }; const char *wood[NWOOD] = { "avocado wood", "balsa", "bamboo", "banyan", "birch", "cedar", "cherry", "cinnibar", "cypress", "dogwood", "driftwood", "ebony", "elm", "eucalyptus", "fall", "hemlock", "holly", "ironwood", "kukui wood", "mahogany", "manzanita", "maple", "oaken", "persimmon wood", "pecan", "pine", "poplar", "redwood", "rosewood", "spruce", "teak", "walnut", "zebrawood", }; const char *metal[NMETAL] = { "aluminum", "beryllium", "bone", "brass", "bronze", "copper", "electrum", "gold", "iron", "lead", "magnesium", "mercury", "nickel", "pewter", "platinum", "steel", "silver", "silicon", "tin", "titanium", "tungsten", "zinc", }; /* * init_things * Initialize the probabilities for types of things */ init_things() { register struct magic_item *mp; for (mp = &things[1]; mp <= &things[NUMTHINGS-1]; mp++) mp->mi_prob += (mp-1)->mi_prob; #ifdef WIZARD badcheck("things", things, NUMTHINGS); #endif } /* * init_colors: * Initialize the potion color scheme for this time */ init_colors() { register int i, j; bool used[NCOLORS]; for (i = 0; i < NCOLORS; i++) used[i] = FALSE; for (i = 0; i < MAXPOTIONS; i++) { do j = rnd(NCOLORS); until (!used[j]); used[j] = TRUE; p_colors[i] = rainbow[j]; p_know[i] = FALSE; p_guess[i] = NULL; if (i > 0) p_magic[i].mi_prob += p_magic[i-1].mi_prob; } #ifdef WIZARD badcheck("potions", p_magic, MAXPOTIONS); #endif } /* * init_names: * Generate the names of the various scrolls */ #define MAXNAME 40 /* Max number of characters in a name */ init_names() { register int nsyl; register char *cp; const char *sp; register int i, nwords; for (i = 0; i < MAXSCROLLS; i++) { cp = prbuf; nwords = rnd(4) + 2; while (nwords--) { nsyl = rnd(3) + 1; while (nsyl--) { sp = sylls[rnd((sizeof sylls) / (sizeof (char *)))]; if (&cp[strlen(sp)] > &prbuf[MAXNAME]) break; while (*sp) *cp++ = *sp++; } *cp++ = ' '; } *--cp = '\0'; s_names[i] = (char *) malloc((unsigned) strlen(prbuf)+1); s_know[i] = FALSE; s_guess[i] = NULL; strcpy(s_names[i], prbuf); if (i > 0) s_magic[i].mi_prob += s_magic[i-1].mi_prob; } #ifdef WIZARD badcheck("scrolls", s_magic, MAXSCROLLS); #endif } /* * init_stones: * Initialize the ring stone setting scheme for this time */ init_stones() { register int i, j; bool used[NSTONES]; for (i = 0; i < NSTONES; i++) used[i] = FALSE; for (i = 0; i < MAXRINGS; i++) { do j = rnd(NSTONES); until (!used[j]); used[j] = TRUE; r_stones[i] = stones[j].st_name; r_know[i] = FALSE; r_guess[i] = NULL; if (i > 0) r_magic[i].mi_prob += r_magic[i-1].mi_prob; r_magic[i].mi_worth += stones[j].st_value; } #ifdef WIZARD badcheck("rings", r_magic, MAXRINGS); #endif } /* * init_materials: * Initialize the construction materials for wands and staffs */ init_materials() { register int i, j; register const char *str; bool metused[NMETAL], woodused[NWOOD]; for (i = 0; i < NWOOD; i++) woodused[i] = FALSE; for (i = 0; i < NMETAL; i++) metused[i] = FALSE; for (i = 0; i < MAXSTICKS; i++) { for (;;) if (rnd(2) == 0) { j = rnd(NMETAL); if (!metused[j]) { ws_type[i] = "wand"; str = metal[j]; metused[j] = TRUE; break; } } else { j = rnd(NWOOD); if (!woodused[j]) { ws_type[i] = "staff"; str = wood[j]; woodused[j] = TRUE; break; } } ws_made[i] = str; ws_know[i] = FALSE; ws_guess[i] = NULL; if (i > 0) ws_magic[i].mi_prob += ws_magic[i-1].mi_prob; } #ifdef WIZARD badcheck("sticks", ws_magic, MAXSTICKS); #endif } #ifdef WIZARD /* * badcheck: * Check to see if a series of probabilities sums to 100 */ badcheck(name, magic, bound) char *name; register struct magic_item *magic; register int bound; { register struct magic_item *end; if (magic[bound - 1].mi_prob == 100) return; printf("\nBad percentages for %s:\n", name); for (end = &magic[bound]; magic < end; magic++) printf("%3d%% %s\n", magic->mi_prob, magic->mi_name); printf("[hit RETURN to continue]"); fflush(stdout); while (getchar() != '\n') continue; } #endif