Mercurial > hg > early-roguelike
view srogue/disply.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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
line wrap: on
line source
/* * various display routines and flag checking functions * * @(#)disply.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "rogue.h" #include <ctype.h> #include "rogue.ext" /* * displevl: * Display detailed level for wizard and scroll */ displevl() { reg char ch, mch; reg int i,j; reg struct room *rp; for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) rp->r_flags &= ~ISDARK; for (i = 0; i < LINES - 2; i++) { for (j = 0; j < COLS - 1; j++) { ch = mvinch(i,j); if (isatrap(ch)) { struct trap *what; what = trap_at(i, j); if (what != NULL) what->tr_flags |= ISFOUND; } else if (ch == SECRETDOOR) { ch = DOOR; mvaddch(i, j, ch); } else if (illeg_ch(ch)) { ch = FLOOR; mvaddch(i, j, ch); } if (mvwinch(mw, i, j) != ' ') { struct linked_list *what; struct thing *it; what = find_mons(i, j); if (what == NULL) { ch = FLOOR; mvaddch(i, j, ch); } else { it = THINGPTR(what); it->t_oldch = ch; } } mch = mvwinch(cw, i, j); if (isalpha(mch)) ch = mch; mvwaddch(cw, i, j, ch); } } nochange = FALSE; /* display status again */ draw(cw); } /* * dispmons: * Show monsters for wizard and potion */ dispmons() { reg int ch, y, x; reg struct thing *it; reg struct linked_list *item; for (item = mlist; item != NULL; item = next(item)) { it = THINGPTR(item); y = it->t_pos.y; x = it->t_pos.x; mvwaddch(cw, y, x, it->t_type); it->t_flags |= ISFOUND; if (it->t_type == 'M') /* if a mimic */ it->t_disguise = 'M'; /* give it away */ } draw(cw); } /* * winat: * Get whatever character is at a location on the screen */ winat(y, x) int x, y; { reg char ch; if (mvwinch(mw,y,x) == ' ') ch = mvinch(y, x); /* non-monsters */ else ch = winch(mw); /* monsters */ return ch; } /* * cordok: * Returns TRUE if coordinate is on usable screen */ cordok(y, x) int y, x; { if (x < 0 || y < 0 || x >= COLS || y >= LINES - 1) return FALSE; return TRUE; } /* * pl_on: * Returns TRUE if the player's flag is set */ pl_on(what) long what; { return (player.t_flags & what); } /* * pl_off: * Returns TRUE when player's flag is reset */ pl_off(what) long what; { return (!(player.t_flags & what)); } /* * o_on: * Returns TRUE in the objects flag is set */ o_on(what,bit) struct object *what; long bit; { reg int flag; flag = FALSE; if (what != NULL) flag = (what->o_flags & bit); return flag; } /* * o_off: * Returns TRUE is the objects flag is reset */ o_off(what,bit) struct object *what; long bit; { reg int flag; flag = FALSE; if (what != NULL) flag = !(what->o_flags & bit); return flag; } /* * setoflg: * Set the specified flag for the object */ setoflg(what,bit) struct object *what; long bit; { what->o_flags |= bit; } /* * resoflg: * Reset the specified flag for the object */ resoflg(what,bit) struct object *what; long bit; { what->o_flags &= ~bit; }