view rogue4/rooms.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
line wrap: on
line source

/*
 * Create the layout for the new level
 *
 * @(#)rooms.c	4.16 (Berkeley) 1/12/82
 *
 * 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 <ctype.h>
#include <curses.h>
#include "rogue.h"

#define GOLDGRP 1

/*
 * do_rooms:
 *	Create rooms and corridors with a connectivity graph
 */
do_rooms()
{
    register int i;
    register struct room *rp;
    register THING *tp;
    register int left_out;
    coord top;
    coord bsze;
    coord mp;

    /*
     * bsze is the maximum room size
     */
    bsze.x = COLS/3;
    bsze.y = LINES/3;
    /*
     * Clear things for a new level
     */
    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
	rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
    /*
     * Put the gone rooms, if any, on the level
     */
    left_out = rnd(4);
    for (i = 0; i < left_out; i++)
	rooms[rnd_room()].r_flags |= ISGONE;
    /*
     * dig and populate all the rooms on the level
     */
    for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
    {
	/*
	 * Find upper left corner of box that this room goes in
	 */
	top.x = (i%3)*bsze.x + 1;
	top.y = i/3*bsze.y;
	if (rp->r_flags & ISGONE)
	{
	    /*
	     * Place a gone room.  Make certain that there is a blank line
	     * for passage drawing.
	     */
	    do
	    {
		rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
		rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
		rp->r_max.x = -COLS;
		rp->r_max.x = -LINES;
	    } until (rp->r_pos.y > 0 && rp->r_pos.y < LINES-1);
	    continue;
	}
	if (rnd(10) < level - 1)
	    rp->r_flags |= ISDARK;
	/*
	 * Find a place and size for a random room
	 */
	do
	{
	    rp->r_max.x = rnd(bsze.x - 4) + 4;
	    rp->r_max.y = rnd(bsze.y - 4) + 4;
	    rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
	    rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
	} until (rp->r_pos.y != 0);
	/*
	 * Put the gold in
	 */
	if (rnd(2) == 0 && (!amulet || level >= max_level))
	{
	    register THING *gold;

	    gold = new_item();
	    gold->o_goldval = rp->r_goldval = GOLDCALC;
	    rnd_pos(rp, &rp->r_gold);
	    gold->o_pos = rp->r_gold;
	    gold->o_flags = ISMANY;
	    gold->o_group = GOLDGRP;
	    gold->o_type = GOLD;
	    attach(lvl_obj, gold);
	}
	draw_room(rp);
	/*
	 * Put the monster in
	 */
	if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25))
	{
	    tp = new_item();
	    do
	    {
		rnd_pos(rp, &mp);
	    } until (winat(mp.y, mp.x) == FLOOR);
	    new_monster(tp, randmonster(FALSE), &mp);
	    give_pack(tp);
	}
    }
}

/*
 * draw_room:
 *	Draw a box around a room and lay down the floor
 */
draw_room(rp)
register struct room *rp;
{
    register int y, x;

    vert(rp, rp->r_pos.x);				/* Draw left side */
    vert(rp, rp->r_pos.x + rp->r_max.x - 1);		/* Draw right side */
    horiz(rp, rp->r_pos.y);				/* Draw top */
    horiz(rp, rp->r_pos.y + rp->r_max.y - 1);		/* Draw bottom */
    /*
     * Put the floor down
     */
    for (y = rp->r_pos.y + 1; y < rp->r_pos.y + rp->r_max.y - 1; y++)
	/*strrep(&chat(rp->r_pos.y + 1, j), FLOOR, rp->r_max.y - rp->r_pos.y - 2);*/
	for (x = rp->r_pos.x + 1; x < rp->r_pos.x + rp->r_max.x - 1; x++)
	    chat(y, x) = FLOOR;
    /*
     * Put the gold there
     */
    if (rp->r_goldval)
	chat(rp->r_gold.y, rp->r_gold.x) = GOLD;
}

/*
 * vert:
 *	Draw a vertical line
 */
vert(rp, startx)
register struct room *rp;
register int startx;
{
    register int y;

    for (y = rp->r_pos.y + 1; y <= rp->r_max.y + rp->r_pos.y - 1; y++)
	chat(y, startx) = '|';
}

/*
 * horiz:
 *	Draw a horizontal line
 */
horiz(rp, starty)
register struct room *rp;
int starty;
{
    register int x;

    for (x = rp->r_pos.x; x <= rp->r_pos.x + rp->r_max.x - 1; x++)
	chat(starty, x) = '-';
}

/*
 * rnd_pos:
 *	Pick a random spot in a room
 */
rnd_pos(rp, cp)
register struct room *rp;
register coord *cp;
{
    cp->x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1;
    cp->y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1;
}

/*
 * enter_room:
 *	Code that is executed whenver you appear in a room
 */
enter_room(cp)
register coord *cp;
{
    register struct room *rp;
    register int y, x;
    register THING *tp;

    rp = proom = roomin(cp);
    if (rp->r_flags & ISGONE)
    {
	msg("in a gone room");
	return;
    }
    door_open(rp);
    if (!(rp->r_flags & ISDARK) && !on(player, ISBLIND))
	for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++)
	{
	    move(y, rp->r_pos.x);
	    for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++)
	    {
		tp = moat(y, x);
		if (tp == NULL || !see_monst(tp))
		    addch(chat(y, x));
		else
		    addch(tp->t_disguise);
	    }
	}
}

/*
 * leave_room:
 *	Code for when we exit a room
 */
leave_room(cp)
register coord *cp;
{
    register int y, x;
    register struct room *rp;
    register char floor;
    register char ch;

    rp = proom;
    proom = &passages[flat(cp->y, cp->x) & F_PNUM];
    floor = ((rp->r_flags & ISDARK) && !on(player, ISBLIND)) ? ' ' : FLOOR;
    for (y = rp->r_pos.y + 1; y < rp->r_max.y + rp->r_pos.y - 1; y++)
	for (x = rp->r_pos.x + 1; x < rp->r_max.x + rp->r_pos.x - 1; x++)
	    switch (ch = mvinch(y, x))
	    {
		case ' ':
		case TRAP:
		case STAIRS:
		    break;
		case FLOOR:
		    if (floor == ' ')
			addch(' ');
		    break;
		default:
		    /*
		     * to check for monster, we have to strip out
		     * standout bit
		     */
		    if (isupper(toascii(ch)))
			if (on(player, SEEMONST))
			{
			    standout();
			    addch(ch);
			    standend();
			    break;
			}
			else
                        {
                            THING *tp = moat(y, x);

                            if (tp != NULL)
                                tp->t_oldch = floor;

#ifdef WIZARD
                            else
                                msg("couldn't find monster in leave_room at (%d,%d)", y, x);
#endif
                        }

		    addch(floor);
	    }
    door_open(rp);
}