Mercurial > hg > early-roguelike
view rogue5/weapons.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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/* * Functions for dealing with problems brought about by weapons * * @(#)weapons.c 4.34 (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 <string.h> #include <ctype.h> #include "rogue.h" #define NO_WEAPON -1 static const struct init_weaps { char *iw_dam; /* Damage when wielded */ char *iw_hrl; /* Damage when thrown */ int iw_launch; /* Launching weapon */ int iw_flags; /* Miscellaneous flags */ } init_dam[MAXWEAPONS] = { { "2x4", "1x3", NO_WEAPON, 0, }, /* Mace */ { "3x4", "1x2", NO_WEAPON, 0, }, /* Long sword */ { "1x1", "1x1", NO_WEAPON, 0, }, /* Bow */ { "1x1", "2x3", BOW, ISMANY|ISMISL, }, /* Arrow */ { "1x6", "1x4", NO_WEAPON, ISMISL|ISMISL, }, /* Dagger */ { "4x4", "1x2", NO_WEAPON, 0, }, /* 2h sword */ { "1x1", "1x3", NO_WEAPON, ISMANY|ISMISL, }, /* Dart */ { "1x2", "2x4", NO_WEAPON, ISMANY|ISMISL, }, /* Shuriken */ { "2x3", "1x6", NO_WEAPON, ISMISL, }, /* Spear */ }; /* * missile: * Fire a missile in a given direction */ void missile(int ydelta, int xdelta) { THING *obj; /* * Get which thing we are hurling */ if ((obj = get_item("throw", WEAPON)) == NULL) return; if (!dropcheck(obj) || is_current(obj)) return; obj = leave_pack(obj, TRUE, FALSE); do_motion(obj, ydelta, xdelta); /* * AHA! Here it has hit something. If it is a wall or a door, * or if it misses (combat) the monster, put it on the floor */ if (moat(obj->o_pos.y, obj->o_pos.x) == NULL || !hit_monster(unc(obj->o_pos), obj)) fall(obj, TRUE); } /* * do_motion: * Do the actual motion on the screen done by an object traveling * across the room */ void do_motion(THING *obj, int ydelta, int xdelta) { int ch; /* * Come fly with us ... */ obj->o_pos = hero; for (;;) { /* * Erase the old one */ if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && !terse) { ch = chat(obj->o_pos.y, obj->o_pos.x); if (ch == FLOOR && !show_floor()) ch = ' '; mvaddch(obj->o_pos.y, obj->o_pos.x, ch); } /* * Get the new position */ obj->o_pos.y += ydelta; obj->o_pos.x += xdelta; if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR) { /* * It hasn't hit anything yet, so display it * If it alright. */ if (cansee(unc(obj->o_pos)) && !terse) { mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); refresh(); } continue; } break; } } /* * fall: * Drop an item someplace around here. */ void fall(THING *obj, int pr) { PLACE *pp; coord fpos; if (fallpos(&obj->o_pos, &fpos)) { pp = INDEX(fpos.y, fpos.x); pp->p_ch = obj->o_type; obj->o_pos = fpos; if (cansee(fpos.y, fpos.x)) { if (pp->p_monst != NULL) pp->p_monst->t_oldch = obj->o_type; else mvaddch(fpos.y, fpos.x, obj->o_type); } attach(lvl_obj, obj); return; } if (pr) { if (has_hit) { endmsg(); has_hit = FALSE; } msg("the %s vanishes as it hits the ground", weap_info[obj->o_which].oi_name); } discard(obj); } /* * init_weapon: * Set up the initial goodies for a weapon */ void init_weapon(THING *weap, int which) { const struct init_weaps *iwp; weap->o_type = WEAPON; weap->o_which = which; iwp = &init_dam[which]; strncpy(weap->o_damage, iwp->iw_dam, sizeof(weap->o_damage)); strncpy(weap->o_hurldmg,iwp->iw_hrl, sizeof(weap->o_hurldmg)); weap->o_launch = iwp->iw_launch; weap->o_flags = iwp->iw_flags; weap->o_hplus = 0; weap->o_dplus = 0; if (which == DAGGER) { weap->o_count = rnd(4) + 2; weap->o_group = group++; } else if (weap->o_flags & ISMANY) { weap->o_count = rnd(8) + 8; weap->o_group = group++; } else { weap->o_count = 1; weap->o_group = 0; } } /* * hit_monster: * Does the missile hit the monster? */ int hit_monster(int y, int x, const THING *obj) { coord mp; mp.y = y; mp.x = x; return fight(&mp, obj, TRUE); } /* * num: * Figure out the plus number for armor/weapons */ const char * num(int n1, int n2, int type) { static char numbuf[10]; sprintf(numbuf, n1 < 0 ? "%d" : "+%d", n1); if (type == WEAPON) sprintf(&numbuf[strlen(numbuf)], n2 < 0 ? ",%d" : ",+%d", n2); return numbuf; } /* * wield: * Pull out a certain weapon */ void wield(void) { THING *obj, *oweapon; char *sp; oweapon = cur_weapon; if (!dropcheck(cur_weapon)) { cur_weapon = oweapon; return; } cur_weapon = oweapon; if ((obj = get_item("wield", WEAPON)) == NULL) { bad: after = FALSE; return; } if (obj->o_type == ARMOR) { msg("you can't wield armor"); goto bad; } if (is_current(obj)) goto bad; sp = inv_name(obj, TRUE); cur_weapon = obj; if (!terse) addmsg("you are now "); msg("wielding %s (%c)", sp, obj->o_packch); } /* * fallpos: * Pick a random position around the give (y, x) coordinates */ int fallpos(const coord *pos, coord *newpos) { int y, x, cnt, ch; cnt = 0; for (y = pos->y - 1; y <= pos->y + 1; y++) for (x = pos->x - 1; x <= pos->x + 1; x++) { /* * check to make certain the spot is empty, if it is, * put the object there, set it in the level list * and re-draw the room if he can see it */ if (y == hero.y && x == hero.x) continue; if (((ch = chat(y, x)) == FLOOR || ch == PASSAGE) && rnd(++cnt) == 0) { newpos->y = y; newpos->x = x; } } return (cnt != 0); }