view rogue5/pack.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 e5a15b09ce1d
line wrap: on
line source

/*
 * Routines to deal with the pack
 *
 * @(#)pack.c	4.40 (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 <string.h>
#include <curses.h>
#include <ctype.h>
#include "rogue.h"

/*
 * update_mdest:
 *      Called after picking up an object, before discarding it.
 *      If this was the object of something's desire, that monster will
 *      get mad and run at the hero
 */
update_mdest(obj)
register THING *obj;
{
    register THING *mp;

    for (mp = mlist; mp != NULL; mp = next(mp))
        if (mp->t_dest == &obj->o_pos)
     mp->t_dest = &hero;
}

/*
 * add_pack:
 *	Pick up an object and add it to the pack.  If the argument is
 *	non-null use it as the linked_list pointer instead of gettting
 *	it off the ground.
 */

void
add_pack(THING *obj, int silent)
{
    THING *op, *lp;
    int from_floor;
    int discarded = 0;

    from_floor = FALSE;
    if (obj == NULL)
    {
	if ((obj = find_obj(hero.y, hero.x)) == NULL)
	    return;
	from_floor = TRUE;
    }

    /*
     * Check for and deal with scare monster scrolls
     */
    if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
	if (obj->o_flags & ISFOUND)
	{
	    detach(lvl_obj, obj);
	    mvaddch(hero.y, hero.x, floor_ch());
	    chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
            update_mdest(obj);
            discarded = 1;
	    discard(obj);
	    msg("the scroll turns to dust as you pick it up");
	    return;
	}

    if (pack == NULL)
    {
	pack = obj;
	obj->o_packch = pack_char();
	inpack++;
    }
    else
    {
	lp = NULL;
	for (op = pack; op != NULL; op = next(op))
	{
	    if (op->o_type != obj->o_type)
		lp = op;
	    else
	    {
		while (op->o_type == obj->o_type && op->o_which != obj->o_which)
		{
		    lp = op;
		    if (next(op) == NULL)
			break;
		    else
			op = next(op);
		}
		if (op->o_type == obj->o_type && op->o_which == obj->o_which)
		{
		    if (ISMULT(op->o_type))
		    {
			if (!pack_room(from_floor, obj))
			    return;
			op->o_count++;
dump_it:
			update_mdest(obj);
			discard(obj);
			obj = op;
                        discarded = 1;
			lp = NULL;
			goto out;
		    }
		    else if (obj->o_group)
		    {
			lp = op;
			while (op->o_type == obj->o_type
			    && op->o_which == obj->o_which
			    && op->o_group != obj->o_group)
			{
			    lp = op;
			    if (next(op) == NULL)
				break;
			    else
				op = next(op);
			}
			if (op->o_type == obj->o_type
			    && op->o_which == obj->o_which
			    && op->o_group == obj->o_group)
			{
				op->o_count += obj->o_count;
				inpack--;
				if (!pack_room(from_floor, obj))
				    return;
				goto dump_it;
			}
		    }
		    else
			lp = op;
		}
out:
		break;
	    }
	}

	if (lp != NULL)
	{
	    if (!pack_room(from_floor, obj))
		return;
	    else
	    {
		obj->o_packch = pack_char();
		next(obj) = next(lp);
		prev(obj) = lp;
		if (next(lp) != NULL)
		    prev(next(lp)) = obj;
		next(lp) = obj;
	    }
	}
    }

    obj->o_flags |= ISFOUND;

    /*
     * If this was the object of something's desire, that monster will
     * get mad and run at the hero.
     */
    if (!discarded)
        update_mdest(obj);

    if (obj->o_type == AMULET)
	amulet = TRUE;
    /*
     * Notify the user
     */
    if (!silent)
    {
	if (!terse)
	    addmsg("you now have ");
	msg("%s (%c)", inv_name(obj, !terse), obj->o_packch);
    }
}

/*
 * pack_room:
 *	See if there's room in the pack.  If not, print out an
 *	appropriate message
 */
int
pack_room(int from_floor, THING *obj)
{
    if (++inpack > MAXPACK)
    {
	if (!terse)
	    addmsg("there's ");
	addmsg("no room");
	if (!terse)
	    addmsg(" in your pack");
	endmsg();
	if (from_floor)
	    move_msg(obj);
	inpack = MAXPACK;
	return FALSE;
    }

    if (from_floor)
    {
	detach(lvl_obj, obj);
	mvaddch(hero.y, hero.x, floor_ch());
	chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
    }

    return TRUE;
}

/*
 * leave_pack:
 *	take an item out of the pack
 */
THING *
leave_pack(THING *obj, int newobj, int all)
{
    THING *nobj;

    inpack--;
    nobj = obj;
    if (obj->o_count > 1 && !all)
    {
	last_pick = obj;
	obj->o_count--;
	if (obj->o_group)
	    inpack++;
	if (newobj)
	{
	    nobj = new_item();
	    *nobj = *obj;
	    next(nobj) = NULL;
	    prev(nobj) = NULL;
	    nobj->o_count = 1;
	}
    }
    else
    {
	last_pick = NULL;
	pack_used[obj->o_packch - 'a'] = FALSE;
	detach(pack, obj);
    }
    return nobj;
}

/*
 * pack_char:
 *	Return the next unused pack character.
 */
int
pack_char(void)
{
    int *bp;

    for (bp = pack_used; *bp; bp++)
	continue;
    *bp = TRUE;
    return ((int)(bp - pack_used) + 'a');
}

/*
 * inventory:
 *	List what is in the pack.  Return TRUE if there is something of
 *	the given type.
 */
int
inventory(const THING *list, int type)
{
    static char inv_temp[MAXSTR];

    n_objs = 0;
    for (; list != NULL; list = next(list))
    {
	if (type && type != list->o_type && !(type == CALLABLE &&
	    list->o_type != FOOD && list->o_type != AMULET) &&
	    !(type == R_OR_S && (list->o_type == RING || list->o_type == STICK)))
		continue;
	n_objs++;
#ifdef MASTER
	if (!list->o_packch)
	    strcpy(inv_temp, "%s");
	else
#endif
	    sprintf(inv_temp, "%c) %%s", list->o_packch);
	msg_esc = TRUE;
	if (add_line(inv_temp, inv_name(list, FALSE)) == ESCAPE)
	{
	    msg_esc = FALSE;
	    msg("");
	    return TRUE;
	}
	msg_esc = FALSE;
    }
    if (n_objs == 0)
    {
	if (terse)
	    msg(type == 0 ? "empty handed" :
			    "nothing appropriate");
	else
	    msg(type == 0 ? "you are empty handed" :
			    "you don't have anything appropriate");
	return FALSE;
    }
    end_line();
    return TRUE;
}

/*
 * pick_up:
 *	Add something to characters pack.
 */

void
pick_up(int ch)
{
    THING *obj;

    if (on(player, ISLEVIT))
	return;

    obj = find_obj(hero.y, hero.x);
    if (move_on)
	move_msg(obj);
    else
	switch (ch)
	{
	    case GOLD:
		if (obj == NULL)
		    return;
		money(obj->o_goldval);
		detach(lvl_obj, obj);
		update_mdest(obj);
		discard(obj);
		proom->r_goldval = 0;
		break;
	    default:
#ifdef MASTER
		debug("Where did you pick a '%s' up???", unctrl(ch));
#endif
	    case ARMOR:
	    case POTION:
	    case FOOD:
	    case WEAPON:
	    case SCROLL:	
	    case AMULET:
	    case RING:
	    case STICK:
		add_pack(NULL, FALSE);
		break;
	}
}

/*
 * move_msg:
 *	Print out the message if you are just moving onto an object
 */

void
move_msg(const THING *obj)
{
    if (!terse)
	addmsg("you ");
    msg("moved onto %s", inv_name(obj, TRUE));
}

/*
 * picky_inven:
 *	Allow player to inventory a single item
 */

void
picky_inven(void)
{
    THING *obj;
    int mch;

    if (pack == NULL)
	msg("you aren't carrying anything");
    else if (next(pack) == NULL)
	msg("a) %s", inv_name(pack, FALSE));
    else
    {
	msg(terse ? "item: " : "which item do you wish to inventory: ");
	mpos = 0;
	if ((mch = readchar()) == ESCAPE)
	{
	    msg("");
	    return;
	}
	for (obj = pack; obj != NULL; obj = next(obj))
	    if (mch == obj->o_packch)
	    {
		msg("%c) %s", mch, inv_name(obj, FALSE));
		return;
	    }
	msg("'%s' not in pack", unctrl(mch));
    }
}

/*
 * get_item:
 *	Pick something out of a pack for a purpose
 */
THING *
get_item(const char *purpose, int type)
{
    THING *obj;
    int ch;

    if (pack == NULL)
	msg("you aren't carrying anything");
    else if (again)
	if (last_pick)
	    return last_pick;
	else
	    msg("you ran out");
    else
    {
	for (;;)
	{
	    if (!terse)
		addmsg("which object do you want to ");
	    addmsg(purpose);
	    if (terse)
		addmsg(" what");
	    msg("? (* for list): ");
	    ch = readchar();
	    mpos = 0;
	    /*
	     * Give the poor player a chance to abort the command
	     */
	    if (ch == ESCAPE)
	    {
		reset_last();
		after = FALSE;
		msg("");
		return NULL;
	    }
	    n_objs = 1;		/* normal case: person types one char */
	    if (ch == '*')
	    {
		mpos = 0;
		if (inventory(pack, type) == 0)
		{
		    after = FALSE;
		    return NULL;
		}
		continue;
	    }
	    for (obj = pack; obj != NULL; obj = next(obj))
		if (obj->o_packch == ch)
		    break;
	    if (obj == NULL)
	    {
		msg("'%s' is not a valid item",unctrl(ch));
		continue;
	    }
	    else {
		msg("");
		return obj;
	    }
	}
    }
    return NULL;
}

/*
 * money:
 *	Add or subtract gold from the pack
 */

void
money(int value)
{
    purse += value;
    mvaddch(hero.y, hero.x, floor_ch());
    chat(hero.y, hero.x) = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
    if (value > 0)
    {
	if (!terse)
	    addmsg("you found ");
	msg("%d gold pieces", value);
    }
}

/*
 * floor_ch:
 *	Return the appropriate floor character for her room
 */
int
floor_ch(void)
{
    if (proom->r_flags & ISGONE)
	return PASSAGE;
    return (show_floor() ? FLOOR : ' ');
}

/*
 * floor_at:
 *	Return the character at hero's position, taking see_floor
 *	into account
 */
int
floor_at(void)
{
    int ch;

    ch = chat(hero.y, hero.x);
    if (ch == FLOOR)
	ch = floor_ch();
    return ch;
}

/*
 * reset_last:
 *	Reset the last command when the current one is aborted
 */

void
reset_last(void)
{
    last_comm = l_last_comm;
    last_dir = l_last_dir;
    last_pick = l_last_pick;
}