view rogue5/daemons.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 f502bf60e6e4
children
line wrap: on
line source

/*
 * All the daemon and fuse functions are in here
 *
 * @(#)daemons.c	4.24 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 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 "rogue.h"

/*
 * doctor:
 *	A healing daemon that restors hit points after rest
 */
void
doctor(void)
{
    int lv, ohp;

    lv = pstats.s_lvl;
    ohp = pstats.s_hpt;
    quiet++;
    if (lv < 8)
    {
	if (quiet + (lv << 1) > 20)
	    pstats.s_hpt++;
    }
    else
	if (quiet >= 3)
	    pstats.s_hpt += rnd(lv - 7) + 1;
    if (ISRING(LEFT, R_REGEN))
	pstats.s_hpt++;
    if (ISRING(RIGHT, R_REGEN))
	pstats.s_hpt++;
    if (ohp != pstats.s_hpt)
    {
	if (pstats.s_hpt > max_hp)
	    pstats.s_hpt = max_hp;
	quiet = 0;
    }
}

/*
 * Swander:
 *	Called when it is time to start rolling for wandering monsters
 */
void
swander(void)
{
    start_daemon(rollwand, 0, BEFORE);
}

/*
 * rollwand:
 *	Called to roll to see if a wandering monster starts up
 */

void
rollwand(void)
{

    if (++between >= 4)
    {
	if (roll(1, 6) == 4)
	{
	    wanderer();
	    kill_daemon(rollwand);
	    fuse(swander, 0, WANDERTIME, BEFORE);
	}
	between = 0;
    }
}

/*
 * unconfuse:
 *	Release the poor player from his confusion
 */
void
unconfuse(void)
{
    player.t_flags &= ~ISHUH;
    msg("you feel less %s now", choose_str("trippy", "confused"));
}

/*
 * unsee:
 *	Turn off the ability to see invisible
 */
void
unsee(void)
{
    THING *th;

    for (th = mlist; th != NULL; th = next(th))
	if (on(*th, ISINVIS) && see_monst(th))
	    mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch);
    player.t_flags &= ~CANSEE;
}

/*
 * sight:
 *	He gets his sight back
 */
void
sight(void)
{
    if (on(player, ISBLIND))
    {
	extinguish(sight);
	player.t_flags &= ~ISBLIND;
	if (!(proom->r_flags & ISGONE))
	    enter_room(&hero);
	msg(choose_str("far out!  Everything is all cosmic again",
		       "the veil of darkness lifts"));
    }
}

/*
 * nohaste:
 *	End the hasting
 */
void
nohaste(void)
{
    player.t_flags &= ~ISHASTE;
    msg("you feel yourself slowing down");
}

/*
 * stomach:
 *	Digest the hero's food
 */
void
stomach(void)
{
    int oldfood;
    int orig_hungry = hungry_state;

    if (food_left <= 0)
    {
	if (food_left-- < -STARVETIME)
	    death('s');
	/*
	 * the hero is fainting
	 */
	if (no_command || rnd(5) != 0)
	    return;
	no_command += rnd(8) + 4;
	hungry_state = 3;
	if (!terse)
	    addmsg(choose_str("the munchies overpower your motor capabilities.  ",
			      "you feel too weak from lack of food.  "));
	msg(choose_str("You freak out", "You faint"));
    }
    else
    {
	oldfood = food_left;
	food_left -= ring_eat(LEFT) + ring_eat(RIGHT) + 1 - amulet;

	if (food_left < MORETIME && oldfood >= MORETIME)
	{
	    hungry_state = 2;
	    msg(choose_str("the munchies are interfering with your motor capabilites",
			   "you are starting to feel weak"));
	}
	else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME)
	{
	    hungry_state = 1;
	    if (terse)
		msg(choose_str("getting the munchies", "getting hungry"));
	    else
		msg(choose_str("you are getting the munchies",
			       "you are starting to get hungry"));
	}
    }
    if (hungry_state != orig_hungry) { 
        player.t_flags &= ~ISRUN; 
        running = FALSE; 
        to_death = FALSE; 
        count = 0; 
    } 
}

/*
 * come_down:
 *	Take the hero down off her acid trip.
 */
void
come_down(void)
{
    THING *tp;
    int seemonst;

    if (!on(player, ISHALU))
	return;

    kill_daemon(visuals);
    player.t_flags &= ~ISHALU;

    if (on(player, ISBLIND))
	return;

    /*
     * undo the things
     */
    for (tp = lvl_obj; tp != NULL; tp = next(tp))
	if (cansee(tp->o_pos.y, tp->o_pos.x))
	    mvaddch(tp->o_pos.y, tp->o_pos.x, tp->o_type);

    /*
     * undo the monsters
     */
    seemonst = on(player, SEEMONST);
    for (tp = mlist; tp != NULL; tp = next(tp))
    {
	move(tp->t_pos.y, tp->t_pos.x);
	if (cansee(tp->t_pos.y, tp->t_pos.x))
	    if (!on(*tp, ISINVIS) || on(player, CANSEE))
		addch(tp->t_disguise);
	    else
		addch(chat(tp->t_pos.y, tp->t_pos.x));
	else if (seemonst)
	{
	    standout();
	    addch(tp->t_type);
	    standend();
	}
    }
    msg("Everything looks SO boring now.");
}

/*
 * visuals:
 *	change the characters for the player
 */
void
visuals(void)
{
    THING *tp;
    int seemonst;

    if (!after || (running && jump))
	return;
    /*
     * change the things
     */
    for (tp = lvl_obj; tp != NULL; tp = next(tp))
	if (cansee(tp->o_pos.y, tp->o_pos.x))
	    mvaddch(tp->o_pos.y, tp->o_pos.x, rnd_thing());

    /*
     * change the stairs
     */
    if (!seenstairs && cansee(stairs.y, stairs.x))
	mvaddch(stairs.y, stairs.x, rnd_thing());

    /*
     * change the monsters
     */
    seemonst = on(player, SEEMONST);
    for (tp = mlist; tp != NULL; tp = next(tp))
    {
	move(tp->t_pos.y, tp->t_pos.x);
	if (see_monst(tp))
	{
	    if (tp->t_type == 'X' && tp->t_disguise != 'X')
		addch(rnd_thing());
	    else
		addch(rnd(26) + 'A');
	}
	else if (seemonst)
	{
	    standout();
	    addch(rnd(26) + 'A');
	    standend();
	}
    }
}

/*
 * land:
 *	Land from a levitation potion
 */
void
land(void)
{
    player.t_flags &= ~ISLEVIT;
    msg(choose_str("bummer!  You've hit the ground",
		   "you float gently to the ground"));
}