Mercurial > hg > early-roguelike
view srogue/things.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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/* * Contains functions for dealing with things like * potions and scrolls * * @(#)things.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" /* * inv_name: * Return the name of something as it would appear in an inventory. */ char * inv_name(obj, drop) struct object *obj; bool drop; { reg char *pb, *tn, *pl; reg int wh, knowit; char nm[3], *inm, *q; wh = obj->o_which; knowit = FALSE; if (obj->o_count > 1) pl = "s"; else pl = ""; if (obj->o_count > 1) sprintf(nm, "%d", obj->o_count); else strcpy(nm, "A"); tn = obj->o_typname; q = ""; switch(obj->o_type) { case SCROLL: sprintf(prbuf, "%s %s%s ", nm, tn, pl); pb = &prbuf[strlen(prbuf)]; if (s_know[wh] || o_on(obj,ISPOST)) { knowit = TRUE; sprintf(pb, "of %s", s_magic[wh].mi_name); } else if (s_guess[wh]) sprintf(pb, "called %s", s_guess[wh]); else sprintf(pb, "titled '%s'", s_names[wh]); when POTION: sprintf(prbuf, "%s %s%s ", nm, tn, pl); pb = &prbuf[strlen(prbuf)]; if (p_know[wh] || o_on(obj, ISPOST)) { sprintf(pb, "of %s", p_magic[wh].mi_name); knowit = TRUE; if (p_know[wh]) { pb = &prbuf[strlen(prbuf)]; sprintf(pb,"(%s)",p_colors[wh]); } } else if (p_guess[wh]) sprintf(pb,"called %s(%s)", p_guess[wh],p_colors[wh]); else if (obj->o_count == 1) sprintf(prbuf,"%s%s %s %s%s", nm, vowelstr(p_colors[wh]), p_colors[wh], tn, pl); else sprintf(prbuf,"%s %s %s%s", nm, p_colors[wh], tn, pl); when FOOD: if (wh == 1) { if (obj->o_count == 1) q = vowelstr(fruit); sprintf(prbuf, "%s%s %s%s", nm, q, fruit, pl); } else { if (obj->o_count == 1) sprintf(prbuf, "Some %s", tn); else sprintf(prbuf, "%s rations of %s", nm, tn); } knowit = TRUE; when WEAPON: inm = w_magic[wh].mi_name; strcpy(prbuf, nm); if (obj->o_count == 1) q = vowelstr(inm); pb = &prbuf[strlen(prbuf)]; if (o_on(obj,ISKNOW | ISPOST)) { knowit = TRUE; sprintf(pb, " %s %s", num(obj->o_hplus, obj->o_dplus), inm); } else sprintf(pb, "%s %s", q, inm); strcat(prbuf, pl); when ARMOR: inm = a_magic[wh].mi_name; if (o_on(obj,ISKNOW | ISPOST)) { knowit = TRUE; sprintf(prbuf, "%s %s",num(armors[wh].a_class - obj->o_ac, 0), inm); } else sprintf(prbuf, "%s", inm); when AMULET: strcpy(prbuf, "The Amulet of Yendor"); when STICK: { struct rod *rd; rd = &ws_stuff[wh]; sprintf(prbuf, "A %s ", rd->ws_type); pb = &prbuf[strlen(prbuf)]; if (ws_know[wh] || o_on(obj, ISPOST)) { knowit = TRUE; sprintf(pb,"of %s%s",ws_magic[wh].mi_name,charge_str(obj)); if (ws_know[wh]) { pb = &prbuf[strlen(prbuf)]; sprintf(pb,"(%s)",rd->ws_made); } } else if (ws_guess[wh]) sprintf(pb, "called %s(%s)", ws_guess[wh], rd->ws_made); else sprintf(prbuf, "A%s %s %s", vowelstr(rd->ws_made), rd->ws_made, rd->ws_type); } when RING: if (r_know[wh] || o_on(obj, ISPOST)) { knowit = TRUE; sprintf(prbuf, "A%s %s of %s", ring_num(obj), tn, r_magic[wh].mi_name); if (r_know[wh]) { pb = &prbuf[strlen(prbuf)]; sprintf(pb,"(%s)", r_stones[wh]); } } else if (r_guess[wh]) sprintf(prbuf,"A %s called %s(%s)",tn, r_guess[wh], r_stones[wh]); else sprintf(prbuf,"A%s %s %s",vowelstr(r_stones[wh]), r_stones[wh], tn); otherwise: sprintf(prbuf,"Something bizarre %s", unctrl(obj->o_type)); } if (obj == cur_armor) strcat(prbuf, " (being worn)"); if (obj == cur_weapon) strcat(prbuf, " (weapon in hand)"); if (obj == cur_ring[LEFT]) strcat(prbuf, " (on left hand)"); else if (obj == cur_ring[RIGHT]) strcat(prbuf, " (on right hand)"); if (drop && isupper(prbuf[0])) prbuf[0] = tolower(prbuf[0]); else if (!drop && islower(*prbuf)) *prbuf = toupper(*prbuf); if (o_on(obj, ISPROT)) strcat(prbuf, " [!]"); if (o_on(obj, ISPOST)) strcat(prbuf, " [$]"); if (knowit) { if (o_on(obj, ISCURSED)) strcat(prbuf, " [-]"); else if (o_on(obj, ISBLESS)) strcat(prbuf, " [+]"); } if (!drop) strcat(prbuf, "."); return prbuf; } /* * money: * Add to characters purse */ money() { reg struct room *rp; reg struct linked_list *item; reg struct thing *tp; rp = player.t_room; if (rp != NULL && ce(hero, rp->r_gold)) { msg("%d gold pieces.", rp->r_goldval); purse += rp->r_goldval; rp->r_goldval = 0; cmov(rp->r_gold); addch(FLOOR); /* * once gold is taken, all monsters will chase him */ for (item = mlist; item != NULL; item = next(item)) { tp = THINGPTR(item); if (rnd(100) < 70 && tp->t_room == rp && !iswearing(R_STEALTH) && ((tp->t_flags & (ISMEAN | ISGREED)) || rnd(1000) < 20)) runto(&tp->t_pos, &hero); } } else msg("That gold must have been counterfeit."); } /* * drop: * put something down */ drop(item) struct linked_list *item; { reg char ch; reg struct linked_list *ll, *nll; reg struct object *op; if (item == NULL) { ch = mvinch(hero.y, hero.x); if (ch != FLOOR && ch != PASSAGE && ch != POOL) { msg("There is something there already."); after = FALSE; return SOMTHERE; } if ((ll = get_item("drop", 0)) == NULL) return FALSE; } else { ll = item; } op = OBJPTR(ll); if (!dropcheck(op)) return CANTDROP; /* * Take it out of the pack */ if (op->o_count >= 2 && op->o_type != WEAPON) { nll = new_item(sizeof *op); op->o_count--; op->o_vol = itemvol(op); op = OBJPTR(nll); *op = *(OBJPTR(ll)); op->o_count = 1; op->o_vol = itemvol(op); ll = nll; } else { detach(pack, ll); } if (ch == POOL) { msg("%s sinks out of sight.",inv_name(op, TRUE)); discard(ll); } else { /* put on dungeon floor */ if (levtype == POSTLEV) { op->o_pos = hero; /* same place as hero */ fall(ll,FALSE); if (item == NULL) /* if item wasn't sold */ msg("Thanks for your donation to the Fiend's flea market."); } else { attach(lvl_obj, ll); mvaddch(hero.y, hero.x, op->o_type); op->o_pos = hero; msg("Dropped %s", inv_name(op, TRUE)); } } updpack(); /* new pack weight */ return TRUE; } /* * dropcheck: * Do special checks for dropping or unweilding|unwearing|unringing */ dropcheck(op) struct object *op; { if (op == NULL) return TRUE; if (levtype == POSTLEV) { if (o_on(op,ISCURSED) && o_on(op,ISKNOW)) { msg("The trader does not accept shoddy merchandise."); return FALSE; } else { cur_null(op); /* update cur_weapon, etc */ return TRUE; } } if (op != cur_armor && op != cur_weapon && op != cur_ring[LEFT] && op != cur_ring[RIGHT]) return TRUE; if (o_on(op,ISCURSED)) { msg("You can't. It appears to be cursed."); return FALSE; } if (op == cur_weapon) cur_weapon = NULL; else if (op == cur_armor) { waste_time(); cur_armor = NULL; } else if (op == cur_ring[LEFT] || op == cur_ring[RIGHT]) toss_ring(op); return TRUE; } /* * new_thing: * Return a new thing */ struct linked_list * new_thing(treas, type, which) int type, which; bool treas; { struct linked_list *item; struct magic_item *mi; struct object *cur; int chance, whi; item = new_item(sizeof *cur); cur = OBJPTR(item); basic_init(cur); if (type == DONTCARE) { if (++no_food > 4 && !treas) whi = TYP_FOOD; else whi = pick_one(things); } else { whi = getindex(type); } mi = thnginfo[whi].mf_magic; if (which == DONTCARE) { which = 0; if (mi != NULL) which = pick_one(mi); } cur->o_typname = things[whi].mi_name; cur->o_weight = things[whi].mi_wght; switch (whi) { case TYP_AMULET: cur->o_type = AMULET; cur->o_hplus = 500; strcpy(cur->o_hurldmg,"80d8"); /* if thrown, WOW!!! */ cur->o_vol = itemvol(cur); when TYP_POTION: cur->o_type = POTION; cur->o_which = which; cur->o_count += extras(); cur->o_vol = itemvol(cur); when TYP_SCROLL: cur->o_type = SCROLL; cur->o_which = which; cur->o_count += extras(); cur->o_vol = itemvol(cur); when TYP_FOOD: no_food = 0; initfood(cur); when TYP_WEAPON: cur->o_which = which; init_weapon(cur, which); if ((chance = rnd(100)) < 10) { setoflg(cur,ISCURSED); cur->o_hplus -= rnd(3)+1; cur->o_dplus -= rnd(3)+1; } else if (chance < 15) { cur->o_hplus += rnd(3)+1; cur->o_dplus += rnd(3)+1; } when TYP_ARMOR: cur->o_which = which; initarmor(cur, which); if ((chance = rnd(100)) < 20) { setoflg(cur,ISCURSED); cur->o_ac += rnd(3)+1; } else if (chance < 30) cur->o_ac -= rnd(3)+1; when TYP_RING: cur->o_which = which; init_ring(cur, FALSE); when TYP_STICK: default: cur->o_which = which; fix_stick(cur); } return item; } /* * basic_init: * Set all params of an object to the basic values. */ basic_init(cur) struct object *cur; { cur->o_ac = 11; cur->o_count = 1; cur->o_launch = 0; cur->o_typname = NULL; cur->o_group = newgrp(); cur->o_weight = cur->o_vol = 0; cur->o_hplus = cur->o_dplus = 0; strcpy(cur->o_damage,"0d0"); strcpy(cur->o_hurldmg,"0d0"); cur->o_flags = cur->o_type = cur->o_which = 0; } /* * extras: * Return the number of extra items to be created */ extras() { reg int i; i = rnd(100); if (i < 4) /* 4% for 2 more */ return 2; else if (i < 11) /* 7% for 1 more */ return 1; else /* otherwise no more */ return 0; } /* * pick_one: * Pick an item out of a list of nitems possible magic items */ pick_one(mag) struct magic_item *mag; { reg struct magic_item *start; reg int i; start = mag; for (i = rnd(1000); mag->mi_name != NULL; mag++) { if (i < mag->mi_prob) break; if (mag->mi_name == NULL) { if (author() || wizard) { for (mag = start; mag->mi_name != NULL; mag++) msg("%s: %d%%", mag->mi_name, mag->mi_prob); } mag = start; } } return mag - start; }