Mercurial > hg > early-roguelike
view srogue/init.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 | 3aa87373c908 |
children | 94a0d9dd5ce1 |
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/* * initializate various things * * @(#)init.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <ctype.h> #include <string.h> #include "rogue.h" #include "rogue.ext" char *rainbow[NCOLORS] = { "Red", "Blue", "Green", "Yellow", "Black", "Brown", "Orange", "Pink", "Purple", "Grey", "White", "Silver", "Gold", "Violet", "Clear", "Vermilion", "Ecru", "Turquoise","Magenta", "Amber", "Topaz", "Plaid", "Tan", "Tangerine", "Aquamarine", "Scarlet","Khaki", "Crimson", "Indigo", "Beige", "Lavender", "Saffron", }; char *sylls[NSYLS] = { "a", "ab", "ag", "aks", "ala", "an", "ankh", "app", "arg", "arze", "ash", "ban", "bar", "bat", "bek", "bie", "bin", "bit", "bjor", "blu", "bot", "bu", "byt", "comp", "con", "cos", "cre", "dalf", "dan", "den", "do", "e", "eep", "el", "eng", "er", "ere", "erk", "esh", "evs", "fa", "fid", "for", "fri", "fu", "gan", "gar", "glen", "gop", "gre", "ha", "he", "hyd", "i", "ing", "ion", "ip", "ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech", "man", "mar", "me", "mi", "mic", "mik", "mon", "mung", "mur", "nej", "nelg", "nep", "ner", "nes", "nes", "nih", "nin", "o", "od", "ood", "org", "orn", "ox", "oxy", "pay", "pet", "ple", "plu", "po", "pot","prok","re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", "sa", "san", "sat", "see", "sef", "seh", "shu", "ski", "sna", "sne", "snik", "sno", "so", "sol", "sri", "sta", "sun", "ta", "tab", "tem", "ther", "ti", "tox", "trol", "tue", "turs", "u", "ulk", "um", "un", "uni", "ur", "val", "viv", "vly", "vom", "wah", "wed", "werg", "wex", "whon", "wun", "xo", "y", "yot", "yu", "zant", "zap", "zeb", "zim", "zok", "zon", "zum", }; char *stones[] = { "Agate", "Alexandrite", "Amethyst", "Azurite", "Carnelian", "Chrysoberyl", "Chrysoprase", "Citrine", "Diamond", "Emerald", "Garnet", "Hematite", "Jacinth", "Jade", "Kryptonite", "Lapus lazuli", "Malachite", "Moonstone", "Obsidian", "Olivine", "Onyx", "Opal", "Pearl", "Peridot", "Quartz", "Rhodochrosite","Ruby", "Sapphire", "Sardonyx", "Serpintine", "Spinel", "Tiger eye", "Topaz", "Tourmaline", "Turquoise", }; char *wood[NWOOD] = { "Avocado wood", "Balsa", "Banyan", "Birch", "Cedar", "Cherry", "Cinnibar", "Dogwood", "Driftwood", "Ebony", "Eucalyptus", "Hemlock", "Ironwood", "Mahogany", "Manzanita", "Maple", "Oak", "Pine", "Redwood", "Rosewood", "Teak", "Walnut", "Zebra wood", "Persimmon wood", }; char *metal[NMETAL] = { "Aluminium", "Bone", "Brass", "Bronze", "Copper", "Chromium", "Iron", "Lead", "Magnesium", "Pewter", "Platinum", "Steel", "Tin", "Titanium", "Zinc", }; /* * init_everything: * Set up all important stuff. */ init_everything() { init_player(); /* Roll up the rogue */ init_things(); /* Set up probabilities */ init_names(); /* Set up names of scrolls */ init_colors(); /* Set up colors of potions */ init_stones(); /* Set up stones in rings */ init_materials(); /* Set up materials of wands */ } /* * init_things: * Initialize the probabilities for types of things */ init_things() { struct magic_item *mi; /* * init general things */ for (mi = &things[1]; mi < &things[NUMTHINGS]; mi++) mi->mi_prob += (mi-1)->mi_prob; badcheck("things", things); /* * init armor things */ for (mi = &a_magic[1]; mi < &a_magic[MAXARMORS]; mi++) mi->mi_prob += (mi-1)->mi_prob; badcheck("armor", a_magic); /* * init weapon stuff */ for (mi = &w_magic[1]; mi < &w_magic[MAXWEAPONS]; mi++) mi->mi_prob += (mi-1)->mi_prob; badcheck("weapon", w_magic); } /* * init_colors: * Initialize the potion color scheme for this time */ init_colors() { reg int i, j; reg char *str; bool used[NCOLORS]; for (i = 0; i < NCOLORS; i++) used[i] = FALSE; for (i = 0; i < MAXPOTIONS; i++) { do { j = rnd(NCOLORS); } until (!used[j]); used[j] = TRUE; p_colors[i] = rainbow[j]; p_know[i] = FALSE; p_guess[i] = NULL; if (i > 0) p_magic[i].mi_prob += p_magic[i-1].mi_prob; } badcheck("potions", p_magic); } /* * init_names: * Generate the names of the various scrolls */ init_names() { reg int nsyl; reg char *cp, *sp; reg int i, nwords; for (i = 0; i < MAXSCROLLS; i++) { cp = prbuf; nwords = rnd(3)+1; while(nwords--) { nsyl = rnd(3)+2; while(nsyl--) { sp = sylls[rnd(NSYLS)]; while(*sp) *cp++ = *sp++; } *cp++ = ' '; } *--cp = '\0'; s_names[i] = new(strlen(prbuf)+1); s_know[i] = FALSE; s_guess[i] = NULL; strcpy(s_names[i], prbuf); if (i > 0) s_magic[i].mi_prob += s_magic[i-1].mi_prob; } badcheck("scrolls", s_magic); } /* * init_stones: * Initialize the ring stone setting scheme for this time */ init_stones() { reg int i, j; reg char *str; bool used[NSTONES]; for (i = 0; i < NSTONES; i++) used[i] = FALSE; for (i = 0; i < MAXRINGS; i++) { do { j = rnd(NSTONES); } until (!used[j]); used[j] = TRUE; r_stones[i] = stones[j]; r_know[i] = FALSE; r_guess[i] = NULL; if (i > 0) r_magic[i].mi_prob += r_magic[i-1].mi_prob; } badcheck("rings", r_magic); } /* * init_materials: * Initialize the construction materials for wands and staffs */ init_materials() { int i, j; char *str; struct rod *rd; bool metused[NMETAL], woodused[NWOOD]; for (i = 0; i < NWOOD; i++) woodused[i] = FALSE; for (i = 0; i < NMETAL; i++) metused[i] = FALSE; for (i = 0; i < MAXSTICKS; i++) { rd = &ws_stuff[i]; for (;;) { if (rnd(100) > 50) { j = rnd(NMETAL); if (!metused[j]) { str = metal[j]; rd->ws_type = "wand"; rd->ws_vol = V_WS_WAND; rd->ws_wght = W_WS_WAND; metused[j] = TRUE; break; } } else { j = rnd(NWOOD); if (!woodused[j]) { str = wood[j]; rd->ws_type = "staff"; rd->ws_vol = V_WS_STAFF; rd->ws_wght = W_WS_WAND; woodused[j] = TRUE; break; } } } ws_stuff[i].ws_made = str; ws_know[i] = FALSE; ws_guess[i] = NULL; if (i > 0) ws_magic[i].mi_prob += ws_magic[i-1].mi_prob; } badcheck("sticks", ws_magic); } badcheck(name, magic) char *name; struct magic_item *magic; { struct magic_item *mg; for (mg = magic; mg->mi_name != NULL; mg++) ; if ((mg - 1)->mi_prob == 1000) return; printf("\nBad percentages for %s:\n", name); for (mg = magic; mg->mi_name != NULL; mg++) printf("%4d%% %s\n", mg->mi_prob, mg->mi_name); printf("%s", retstr); fflush(stdout); while (getchar() != '\n') continue; } /* * init_player: * roll up the rogue */ init_player() { player.t_nomove = 0; player.t_nocmd = 0; him = &player.t_stats; him->s_lvl = 1; him->s_exp = 0L; him->s_maxhp = him->s_hpt = pinit(); /* hit points */ him->s_re.a_str = pinit(); /* strength */ him->s_re.a_dex = pinit(); /* dexterity */ him->s_re.a_wis = pinit(); /* wisdom */ him->s_re.a_con = pinit(); /* constitution */ him->s_ef = him->s_re; /* effective = real */ strcpy(him->s_dmg, "1d4"); him->s_arm = NORMAC; him->s_carry = totalenc(); him->s_pack = 0; pack = NULL; /* empty pack so far */ max_stats = *him; } /* * pinit: * Returns the best 3 of 4 on a 6-sided die */ pinit() { int best[4]; reg int i, min, minind, dicetot; for (i = 0 ; i < 4 ; i++) best[i] = roll(1,6); /* populate array */ min = best[0]; /* assume that 1st entry */ minind = 0; /* is the lowest */ for (i = 1 ; i < 4 ; i++) { /* find the lowest */ if (best[i] < min) { /* if < minimum then update */ min = best[i]; minind = i; /* point to lowest value */ } } dicetot = 0; /* start with nothing */ for (i = 0 ; i < 4 ; i++) { if (i != minind) /* if not minimum, then add it */ dicetot += best[i]; } return(dicetot); }