annotate arogue7/trader.c @ 298:5a94c9b3181e

UltraRogue: clear the next_obj field when removing items from the floor. The next_obj field is a pointer which the top item in a stack uses to keep a list of the other items. When removing an item from the stack, rem_obj() failed to set next_obj to NULL, which can cause items in monster inventory to point to items earlier in the inventory list. That causes infinite co-recursion when saving or restoring.
author John "Elwin" Edwards
date Thu, 08 Feb 2018 20:54:34 -0500
parents f9ef86cf22b2
children ad2570b5b21f
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1 /*
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2 * trader.c - Anything to do with trading posts
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 /*
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16 * Anything to do with trading posts
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17 */
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18
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19 #include <ctype.h>
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20 #include <string.h>
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21 #include "curses.h"
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22 #include "rogue.h"
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23
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24 bool open_market(void);
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25 void trans_line(void);
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26 char *typ_name(struct object *obj);
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27
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28
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29 /*
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30 * buy_it:
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31 * Buy the item on which the hero stands
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32 */
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33 void
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34 buy_it(void)
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35 {
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36 reg int wh;
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37 struct linked_list *item;
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38
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39 if (purse <= 0) {
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40 msg("You have no money.");
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41 return;
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42 }
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43 if (curprice < 0) { /* if not yet priced */
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44 wh = price_it();
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45 if (!wh) /* nothing to price */
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46 return;
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47 msg("Do you want to buy it? ");
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48 do {
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49 wh = tolower(readchar());
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50 if (wh == ESCAPE || wh == 'n') {
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51 msg("");
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52 return;
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53 }
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54 } until(wh == 'y');
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55 }
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56 mpos = 0;
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57 if (curprice > purse) {
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58 msg("You can't afford to buy that %s !",curpurch);
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59 return;
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60 }
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61 /*
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62 * See if the hero has done all his transacting
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63 */
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64 if (!open_market())
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65 return;
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66 /*
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67 * The hero bought the item here
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68 */
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69 item = find_obj(hero.y, hero.x);
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70 mpos = 0;
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71 if (add_pack(NULL, TRUE, &item)) { /* try to put it in his pack */
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72 purse -= curprice; /* take his money */
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73 ++trader; /* another transaction */
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74 trans_line(); /* show remaining deals */
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75 curprice = -1; /* reset stuff */
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76 curpurch[0] = 0;
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77 whatis (item); /* identify it after purchase */
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78 (OBJPTR(item))->o_flags &= ~ISPOST; /* turn off ISPOST */
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79 msg("%s", inv_name(OBJPTR(item), TRUE));
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80 }
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81 }
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82
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83 /*
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84 * do_post:
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85 * Put a trading post room and stuff on the screen
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86 * startup: True if equipping the player at the beginning of the game
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87 */
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88 void
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89 do_post(bool startup)
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