Mercurial > hg > early-roguelike
view rogue5/scrolls.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 |
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/* * Read a scroll and let it happen * * @(#)scrolls.c 4.44 (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 <ctype.h> #include "rogue.h" /* * read_scroll: * Read a scroll from the pack and do the appropriate thing */ void read_scroll(void) { THING *obj; PLACE *pp; int y, x; int ch; int i; int discardit = FALSE; struct room *cur_room; THING *orig_obj; coord mp; obj = get_item("read", SCROLL); if (obj == NULL) return; if (obj->o_type != SCROLL) { if (!terse) msg("there is nothing on it to read"); else msg("nothing to read"); return; } /* * Calculate the effect it has on the poor guy. */ if (obj == cur_weapon) cur_weapon = NULL; /* * Get rid of the thing */ discardit = (obj->o_count == 1); leave_pack(obj, FALSE, FALSE); orig_obj = obj; switch (obj->o_which) { case S_CONFUSE: /* * Scroll of monster confusion. Give him that power. */ player.t_flags |= CANHUH; msg("your hands begin to glow %s", pick_color("red")); when S_ARMOR: if (cur_armor != NULL) { cur_armor->o_arm--; cur_armor->o_flags &= ~ISCURSED; msg("your armor glows %s for a moment", pick_color("silver")); } when S_HOLD: /* * Hold monster scroll. Stop all monsters within two spaces * from chasing after the hero. */ ch = 0; for (x = hero.x - 2; x <= hero.x + 2; x++) if (x >= 0 && x < NUMCOLS) for (y = hero.y - 2; y <= hero.y + 2; y++) if (y >= 0 && y <= NUMLINES - 1) if ((obj = moat(y, x)) != NULL && on(*obj, ISRUN)) { obj->t_flags &= ~ISRUN; obj->t_flags |= ISHELD; ch++; } if (ch) { addmsg("the monster"); if (ch > 1) addmsg("s around you"); addmsg(" freeze"); if (ch == 1) addmsg("s"); endmsg(); scr_info[S_HOLD].oi_know = TRUE; } else msg("you feel a strange sense of loss"); when S_SLEEP: /* * Scroll which makes you fall asleep */ scr_info[S_SLEEP].oi_know = TRUE; no_command += rnd(SLEEPTIME) + 4; player.t_flags &= ~ISRUN; msg("you fall asleep"); when S_CREATE: /* * Create a monster: * First look in a circle around him, next try his room * otherwise give up */ i = 0; for (y = hero.y - 1; y <= hero.y + 1; y++) for (x = hero.x - 1; x <= hero.x + 1; x++) /* * Don't put a monster in top of the player. */ if (y == hero.y && x == hero.x) continue; /* * Or anything else nasty * Also avoid a xeroc which is disguised as scroll */ else if (moat(y, x) == NULL && step_ok(ch = winat(y, x))) { if (ch == SCROLL && find_obj(y, x)->o_which == S_SCARE) continue; else if (rnd(++i) == 0) { mp.y = y; mp.x = x; } } if (i == 0) msg("you hear a faint cry of anguish in the distance"); else { obj = new_item(); new_monster(obj, randmonster(FALSE), &mp); } when S_ID_POTION: case S_ID_SCROLL: case S_ID_WEAPON: case S_ID_ARMOR: case S_ID_R_OR_S: { int id_type[S_ID_R_OR_S + 1] = { 0, 0, 0, 0, 0, POTION, SCROLL, WEAPON, ARMOR, R_OR_S }; /* * Identify, let him figure something out */ scr_info[obj->o_which].oi_know = TRUE; msg("this scroll is an %s scroll", scr_info[obj->o_which].oi_name); whatis(TRUE, id_type[obj->o_which]); } when S_MAP: /* * Scroll of magic mapping. */ scr_info[S_MAP].oi_know = TRUE; msg("oh, now this scroll has a map on it"); /* * take all the things we want to keep hidden out of the window */ for (y = 1; y < NUMLINES - 1; y++) for (x = 0; x < NUMCOLS; x++) { pp = INDEX(y, x); switch (ch = pp->p_ch) { case DOOR: case STAIRS: break; case '-': case '|': if (!(pp->p_flags & F_REAL)) { ch = pp->p_ch = DOOR; pp->p_flags |= F_REAL; } break; case ' ': if (pp->p_flags & F_REAL) goto def; pp->p_flags |= F_REAL; ch = pp->p_ch = PASSAGE; /* FALLTHROUGH */ case PASSAGE: pass: if (!(pp->p_flags & F_REAL)) pp->p_ch = PASSAGE; pp->p_flags |= (F_SEEN|F_REAL); ch = PASSAGE; break; case FLOOR: if (pp->p_flags & F_REAL) ch = ' '; else { ch = TRAP; pp->p_ch = TRAP; pp->p_flags |= (F_SEEN|F_REAL); } break; default: def: if (pp->p_flags & F_PASS) goto pass; ch = ' '; break; } if (ch != ' ') { if ((obj = pp->p_monst) != NULL) obj->t_oldch = ch; if (obj == NULL || !on(player, SEEMONST)) mvaddch(y, x, ch); } } when S_FDET: /* * Potion of gold detection */ ch = FALSE; wclear(hw); for (obj = lvl_obj; obj != NULL; obj = next(obj)) if (obj->o_type == FOOD) { ch = TRUE; wmove(hw, obj->o_pos.y, obj->o_pos.x); waddch(hw, FOOD); } if (ch) { scr_info[S_FDET].oi_know = TRUE; show_win("Your nose tingles and you smell food.--More--"); } else msg("your nose tingles"); when S_TELEP: /* * Scroll of teleportation: * Make him dissapear and reappear */ { cur_room = proom; teleport(); if (cur_room != proom) scr_info[S_TELEP].oi_know = TRUE; } when S_ENCH: if (cur_weapon == NULL || cur_weapon->o_type != WEAPON) msg("you feel a strange sense of loss"); else { cur_weapon->o_flags &= ~ISCURSED; if (rnd(2) == 0) cur_weapon->o_hplus++; else cur_weapon->o_dplus++; msg("your %s glows %s for a moment", weap_info[cur_weapon->o_which].oi_name, pick_color("blue")); } when S_SCARE: /* * Reading it is a mistake and produces laughter at her * poor boo boo. */ msg("you hear maniacal laughter in the distance"); when S_REMOVE: uncurse(cur_armor); uncurse(cur_weapon); uncurse(cur_ring[LEFT]); uncurse(cur_ring[RIGHT]); msg(choose_str("you feel in touch with the Universal Onenes", "you feel as if somebody is watching over you")); when S_AGGR: /* * This scroll aggravates all the monsters on the current * level and sets them running towards the hero */ aggravate(); msg("you hear a high pitched humming noise"); when S_PROTECT: if (cur_armor != NULL) { cur_armor->o_flags |= ISPROT; msg("your armor is covered by a shimmering %s shield", pick_color("gold")); } else msg("you feel a strange sense of loss"); #ifdef MASTER otherwise: msg("what a puzzling scroll!"); return; #endif } obj = orig_obj; look(TRUE); /* put the result of the scroll on the screen */ status(); call_it(&scr_info[obj->o_which]); if (discardit) discard(obj); } /* * uncurse: * Uncurse an item */ void uncurse(THING *obj) { if (obj != NULL) obj->o_flags &= ~ISCURSED; }