annotate arogue7/trader.c @ 132:66b0263af424

arogue7: prevent segfaults when backstabbing while empty-handed. The calculation of the backstabbing multiplier checked the current weapon's properties without making sure the current weapon pointer was not NULL.
author John "Elwin" Edwards
date Tue, 12 May 2015 18:57:30 -0400
parents adfa37e67084
children f9ef86cf22b2
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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 "curses.h"
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20 #include "rogue.h"
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21
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22
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23
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24
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25
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26 /*
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27 * buy_it:
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28 * Buy the item on which the hero stands
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29 */
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30 buy_it()
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31 {
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32 reg int wh;
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33 struct linked_list *item;
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34
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35 if (purse <= 0) {
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36 msg("You have no money.");
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37 return;
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38 }
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39 if (curprice < 0) { /* if not yet priced */
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40 wh = price_it();
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41 if (!wh) /* nothing to price */
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42 return;
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43 msg("Do you want to buy it? ");
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44 do {
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45 wh = tolower(readchar());
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46 if (wh == ESCAPE || wh == 'n') {
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47 msg("");
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48 return;
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49 }
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50 } until(wh == 'y');
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51 }
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52 mpos = 0;
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53 if (curprice > purse) {
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54 msg("You can't afford to buy that %s !",curpurch);
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55 return;
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56 }
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57 /*
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58 * See if the hero has done all his transacting
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59 */
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60 if (!open_market())
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61 return;
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62 /*
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63 * The hero bought the item here
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64 */
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65 item = find_obj(hero.y, hero.x);
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66 mpos = 0;
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67 if (add_pack(NULL, TRUE, &item)) { /* try to put it in his pack */
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68 purse -= curprice; /* take his money */
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69 ++trader; /* another transaction */
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70 trans_line(); /* show remaining deals */
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71 curprice = -1; /* reset stuff */
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72 curpurch[0] = 0;
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73 whatis (item); /* identify it after purchase */
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74 (OBJPTR(item))->o_flags &= ~ISPOST; /* turn off ISPOST */
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75 msg("%s", inv_name(OBJPTR(item), TRUE));
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76 }
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77 }
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78
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79 /*
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80 * do_post:
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81 * Put a trading post room and stuff on the screen
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82 */
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83 do_post(startup)
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84 bool startup; /* True if equipping the player at the beginning of the game */
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85 {
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86 coord tp;
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87 reg int i, j, k;
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88 reg struct room *rp;
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89 reg struct object *op;
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90 reg struct linked_list *ll;
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91
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92 o_free_list(lvl_obj); /* throw old items away */