Mercurial > hg > early-roguelike
view srogue/sticks.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 |
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/* * Functions to deal with the various sticks one * might find while wandering around the dungeon. * * @(#)sticks.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 "rogue.h" #include "rogue.ext" /* * fix_stick: * Init a stick for the hero */ fix_stick(cur) struct object *cur; { struct rod *rd; cur->o_type = STICK; cur->o_charges = 4 + rnd(5); strcpy(cur->o_hurldmg, "1d1"); rd = &ws_stuff[cur->o_which]; cur->o_weight = rd->ws_wght; cur->o_vol = rd->ws_vol; if (strcmp(rd->ws_type, "staff") == 0) { strcpy(cur->o_damage, "2d3"); cur->o_charges += rnd(5) + 3; } else { strcpy(cur->o_damage, "1d1"); } switch (cur->o_which) { case WS_HIT: if(rnd(100) < 15) { cur->o_hplus = 9; cur->o_dplus = 9; strcpy(cur->o_damage,"3d8"); } else { cur->o_hplus = 3; cur->o_dplus = 3; strcpy(cur->o_damage,"1d8"); } when WS_LIGHT: cur->o_charges += 7 + rnd(9); } } /* * do_zap: * Zap a stick at something */ do_zap(gotdir) bool gotdir; { reg struct linked_list *item; reg struct object *obj; reg struct thing *tp; reg int y, x, wh; struct room *rp; bool bless, curse; int better = 0; if ((item = get_item("zap with", STICK)) == NULL) return; obj = OBJPTR(item); wh = obj->o_which; bless = o_on(obj, ISBLESS); curse = o_on(obj, ISCURSED); if (obj->o_type != STICK) { msg("You can't zap with that!"); after = FALSE; return; } if (obj->o_charges == 0) { msg("Nothing happens."); return; } if (!gotdir) do { delta.y = rnd(3) - 1; delta.x = rnd(3) - 1; } while (delta.y == 0 && delta.x == 0); rp = player.t_room; if (bless) better = 3; else if (curse) better = -3; switch (wh) { case WS_SAPLIFE: if (!bless) { if (him->s_hpt > 1) him->s_hpt /= 2; /* zap half his hit points */ } when WS_CURE: if (!curse) { ws_know[WS_CURE] = TRUE; heal_self(6, FALSE); unconfuse(FALSE); notslow(FALSE); sight(FALSE); } when WS_PYRO: if (!bless) { msg("The rod explodes !!!"); chg_hpt(-roll(6,6), FALSE, K_ROD); ws_know[WS_PYRO] = TRUE; del_pack(item); /* throw it away */ } when WS_HUNGER: if (!bless) { struct linked_list *ip; struct object *lb; food_left /= 3; if ((ip = pack) != NULL) { lb = OBJPTR(ip); if (lb->o_type == FOOD) { if ((lb->o_count -= roll(1,4)) < 1) del_pack(ip); } } } when WS_PARZ: case WS_MREG: case WS_MDEG: case WS_ANNIH: { struct linked_list *mitem; struct thing *it; reg int i,j; for (i = hero.y - 3; i <= hero.y + 3; i++) { for (j = hero.x - 3; j <= hero.x + 3; j++) { if (!cordok(i, j)) continue; if (isalpha(mvwinch(mw,i,j))) { mitem = find_mons(i, j); if (mitem == NULL) continue; it = THINGPTR(mitem); switch(wh) { case WS_ANNIH: if (!curse) killed(mitem,FALSE); when WS_MREG: if (!bless) it->t_stats.s_hpt *= 2; when WS_MDEG: if (!curse) { it->t_stats.s_hpt /= 2; if (it->t_stats.s_hpt < 2) killed(mitem,FALSE); } when WS_PARZ: if (!curse) { it->t_flags |= ISPARA; it->t_flags &= ~ISRUN; } } } } } } when WS_LIGHT: if (!curse) { ws_know[WS_LIGHT] = TRUE; if (rp == NULL) msg("The corridor glows and then fades."); else { msg("The room is lit."); rp->r_flags &= ~ISDARK; light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); } } when WS_DRAIN: /* * Take away 1/2 of hero's hit points, then take it away * evenly from the monsters in the room (or next to hero * if he is in a passage) */ if (him->s_hpt < 2) { msg("You are too weak to use it."); return; } else if (!curse) { if (rp == NULL) drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1); else drain(rp->r_pos.y, rp->r_pos.y+rp->r_max.y, rp->r_pos.x, rp->r_pos.x+rp->r_max.x); } when WS_POLYM: case WS_TELAWAY: case WS_TELTO: case WS_CANCEL: case WS_MINVIS: { reg char monster, oldch; y = hero.y; x = hero.x; do { y += delta.y; x += delta.x; } while (step_ok(winat(y, x))); if (isalpha(monster = mvwinch(mw, y, x))) { int omonst; if (wh != WS_MINVIS) unhold(monster); item = find_mons(y, x); if (item == NULL) break; tp = THINGPTR(item); omonst = tp->t_indx; if (wh == WS_POLYM && !curse) { detach(mlist, item); discard(item); oldch = tp->t_oldch; delta.y = y; delta.x = x; monster = rnd_mon(FALSE, TRUE); item = new_monster(monster, &delta, FALSE); if (!(tp->t_flags & ISRUN)) runto(&delta, &hero); if (isalpha(mvwinch(cw, y, x))) mvwaddch(cw, y, x, monsters[monster].m_show); tp->t_oldch = oldch; ws_know[WS_POLYM] |= (monster != omonst); } else if (wh == WS_MINVIS && !bless) { tp->t_flags |= ISINVIS; mvwaddch(cw,y,x,tp->t_oldch); /* hide em */ runto(&tp->t_pos, &hero); } else if (wh == WS_CANCEL && !curse) { tp->t_flags |= ISCANC; tp->t_flags &= ~ISINVIS; } else { if (wh == WS_TELAWAY) { if (curse) break; tp->t_pos = *rnd_pos(&rooms[rnd_room()]); } else { /* WS_TELTO */ if (bless) break; tp->t_pos.y = hero.y + delta.y; tp->t_pos.x = hero.x + delta.x; } if (isalpha(mvwinch(cw, y, x))) mvwaddch(cw, y, x, tp->t_oldch); tp->t_dest = &hero; tp->t_flags |= ISRUN; mvwaddch(mw, y, x, ' '); mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, monster); tp->t_oldch = mvwinch(cw,tp->t_pos.y,tp->t_pos.x); } } } when WS_MISSILE: { struct coord *whe; static struct object bolt = { {0, 0}, "", "6d6", "", '*', 0, 0, 1000, 0, 0, 0, 0, 0, 0, }; if (curse) strcpy(bolt.o_hurldmg,"3d3"); else if (bless) strcpy(bolt.o_hurldmg,"9d9"); ws_know[WS_MISSILE] = TRUE; do_motion(&bolt, delta.y, delta.x); whe = &bolt.o_pos; if (isalpha(mvwinch(mw, whe->y, whe->x))) { struct linked_list *it; runto(whe, &hero); it = find_mons(whe->y, whe->x); if (it != NULL) { if (!save_throw(VS_MAGIC + better, THINGPTR(it))) { hit_monster(whe, &bolt); break; } } } msg("Missle vanishes."); } when WS_NOP: msg("Your %s flickers momentarily and then fades", ws_stuff[wh].ws_type); when WS_HIT: { char ch; delta.y += hero.y; delta.x += hero.x; ch = winat(delta.y, delta.x); if (curse) { /* decrease for cursed */ strcpy(obj->o_damage,"1d1"); obj->o_hplus = obj->o_dplus = 0; } else if (bless) { /* increase for blessed */ strcpy(obj->o_damage,"5d8"); obj->o_hplus = obj->o_dplus = 12; } if (isalpha(ch)) fight(&delta, obj, FALSE); } when WS_HASTE_M: case WS_CONFMON: case WS_SLOW_M: case WS_MOREMON: { reg int m1,m2; struct coord mp; struct linked_list *titem; y = hero.y; x = hero.x; do { y += delta.y; x += delta.x; } while (step_ok(winat(y, x))); if (isalpha(mvwinch(mw, y, x))) { item = find_mons(y, x); if (item == NULL) break; tp = THINGPTR(item); if (wh == WS_HASTE_M && !bless) { /* haste it */ if (on(*tp, ISSLOW)) tp->t_flags &= ~ISSLOW; else tp->t_flags |= ISHASTE; } else if (wh == WS_CONFMON && !curse) { /* confuse it */ tp->t_flags |= ISHUH; if (pl_on(ISHELD) && tp->t_type == 'd') player.t_flags &= ~ISHELD; } else if (wh == WS_SLOW_M && !curse) { /* slow it */ if (on(*tp, ISHASTE)) tp->t_flags &= ~ISHASTE; else tp->t_flags |= ISSLOW; tp->t_turn = TRUE; } else if (!bless) { /* WS_MOREMON: multiply it */ char ch; struct thing *th; for (m1 = tp->t_pos.x-1; m1 <= tp->t_pos.x+1; m1++) { for(m2 = tp->t_pos.y-1; m2 <= tp->t_pos.y+1; m2++) { if (hero.x == m1 && hero.y == m2) continue; ch = winat(m2,m1); if (step_ok(ch)) { mp.x = m1; /* create it */ mp.y = m2; titem = new_monster(tp->t_indx, &mp, FALSE); th = THINGPTR(titem); th->t_flags |= ISMEAN; runto(&mp, &hero); } } } } delta.y = y; delta.x = x; runto(&delta, &hero); } } when WS_ELECT: case WS_FIRE: case WS_COLD: { reg char dirch, ch, *name; reg bool bounced, used; int boingcnt, boltlen; struct coord pos; struct coord spotpos[BOLT_LENGTH * 2]; static struct object bolt = { {0, 0}, "", "6d6", "", '*', 0, 0, 1000, 0, 0, 0, 0, 0, 0, }; boltlen = BOLT_LENGTH; if (curse) { strcpy(bolt.o_hurldmg,"3d3"); boltlen -= 3; } else if (bless) { strcpy(bolt.o_hurldmg,"9d9"); boltlen += 3; } switch (delta.y + delta.x) { case 0: dirch = '/'; when 1: case -1: dirch = (delta.y == 0 ? '-' : '|'); when 2: case -2: dirch = '\\'; } pos = hero; bounced = FALSE; boingcnt = 0; used = FALSE; if (wh == WS_ELECT) name = "bolt"; else if (wh == WS_FIRE) name = "flame"; else name = "ice"; for (y = 0; y < boltlen && !used; y++) { ch = winat(pos.y, pos.x); spotpos[y] = pos; switch (ch) { case SECRETDOOR: case '|': case '-': case ' ': bounced = TRUE; if (++boingcnt > 6) used = TRUE; /* only so many bounces */ delta.y = -delta.y; delta.x = -delta.x; y--; msg("The bolt bounces"); break; default: if (isalpha(ch)) { struct linked_list *it; it = find_mons(pos.y, pos.x); runto(&pos, &hero); if (it != NULL) { if (!save_throw(VS_MAGIC+better,THINGPTR(it))) { bolt.o_pos = pos; hit_monster(&pos, &bolt); used = TRUE; } else if(ch != 'M' || show(pos.y,pos.x)=='M') { msg("%s misses", name); } } } else if(bounced && pos.y==hero.y && pos.x==hero.x) { bounced = FALSE; if (!save(VS_MAGIC + better)) { msg("The %s hits you.", name); chg_hpt(-roll(6, 6),FALSE,K_BOLT); used = TRUE; } else msg("The %s whizzes by you.", name); } mvwaddch(cw, pos.y, pos.x, dirch); draw(cw); } pos.y += delta.y; pos.x += delta.x; } for (x = 0; x < y; x++) mvwaddch(cw, spotpos[x].y, spotpos[x].x, show(spotpos[x].y, spotpos[x].x)); ws_know[wh] = TRUE; } when WS_ANTIM: { reg int m1, m2, x1, y1; struct linked_list *ll; struct thing *lt; int ch, radius; y1 = hero.y; x1 = hero.x; do { y1 += delta.y; x1 += delta.x; ch = winat(y1, x1); } while (ch == PASSAGE || ch == FLOOR); if (curse) radius = 2; else if (bless) radius = 0; else radius = 1; for (m1 = x1 - radius; m1 <= x1 + radius; m1++) { for (m2 = y1 - radius; m2 <= y1 + radius; m2++) { if (!cordok(m2, m1)) continue; ch = winat(m2, m1); if (m1 == hero.x && m2 == hero.y) continue; if (ch == ' ') continue; ll = find_obj(m2,m1); if (ll != NULL) { detach(lvl_obj,ll); discard(ll); } ll = find_mons(m2,m1); if (ll != NULL) { lt = THINGPTR(ll); him->s_exp += lt->t_stats.s_exp; unhold(lt->t_type); /* * throw away anything that the monster * was carrying in its pack */ free_list(lt->t_pack); detach(mlist,ll); discard(ll); mvwaddch(mw,m2,m1,' '); } mvaddch(m2,m1,' '); mvwaddch(cw,m2,m1,' '); } } touchwin(cw); touchwin(mw); check_level(); } otherwise: msg("What a bizarre schtick!"); } obj->o_charges--; } /* * drain: * Do drain hit points from player stick */ drain(ymin, ymax, xmin, xmax) int ymin, ymax, xmin, xmax; { reg int i, j, cnt; reg struct thing *ick; reg struct linked_list *item; /* * First count how many things we need to spread the hit points among */ cnt = 0; for (i = ymin; i <= ymax; i++) for (j = xmin; j <= xmax; j++) if (isalpha(mvwinch(mw, i, j))) cnt++; if (cnt == 0) { msg("You have a tingling feeling."); return; } cnt = him->s_hpt / cnt; him->s_hpt /= 2; /* * Now zot all of the monsters */ for (i = ymin; i <= ymax; i++) { for (j = xmin; j <= xmax; j++) { if(isalpha(mvwinch(mw, i, j))) { item = find_mons(i, j); if (item == NULL) continue; ick = THINGPTR(item); if ((ick->t_stats.s_hpt -= cnt) < 1) killed(item,cansee(i,j) && !(ick->t_flags & ISINVIS)); } } } } /* * charge_str: * Return number of charges left in a stick */ char * charge_str(obj) struct object *obj; { static char buf[20]; buf[0] = '\0'; if (o_on(obj,ISKNOW) || o_on(obj,ISPOST)) sprintf(buf, " [%d]", obj->o_charges); return buf; }