Mercurial > hg > early-roguelike
annotate arogue5/trader.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 |
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date | Wed, 08 Jan 2014 16:44:16 -0500 |
parents | c49f7927b0fa |
children | 56e748983fa8 |
rev | line source |
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63
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1 /* |
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2 * 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 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 "Super-Rogue" |
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9 * Copyright (C) 1984 Robert D. Kindelberger |
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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 #include "curses.h" |
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16 #include "rogue.h" |
67 | 17 #include <string.h> |
63
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18 |
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19 |
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20 |
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21 |
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22 |
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23 /* |
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24 * buy_it: |
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25 * Buy the item on which the hero stands |
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26 */ |
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27 buy_it() |
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28 { |
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29 reg int wh; |
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30 struct linked_list *item; |
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31 |
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32 if (purse <= 0) { |
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33 msg("You have no money."); |
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34 return; |
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35 } |
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36 if (curprice < 0) { /* if not yet priced */ |
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37 wh = price_it(); |
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38 if (!wh) /* nothing to price */ |
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39 return; |
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40 msg("Do you want to buy it? "); |
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41 do { |
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42 wh = tolower(readchar()); |
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43 if (wh == ESCAPE || wh == 'n') { |
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44 msg(""); |
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45 return; |
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46 } |
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47 } until(wh == 'y'); |
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48 } |
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49 mpos = 0; |
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50 if (curprice > purse) { |
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51 msg("You can't afford to buy that %s !",curpurch); |
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52 return; |
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53 } |
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54 /* |
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55 * See if the hero has done all his transacting |
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56 */ |
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57 if (!open_market()) |
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58 return; |
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59 /* |
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60 * The hero bought the item here |
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61 */ |
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62 item = find_obj(hero.y, hero.x); |
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63 mpos = 0; |
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64 if (add_pack(NULL,TRUE,&item)) { /* try to put it in his pack */ |
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65 purse -= curprice; /* take his money */ |
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66 ++trader; /* another transaction */ |
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67 trans_line(); /* show remaining deals */ |
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68 curprice = -1; /* reset stuff */ |
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69 curpurch[0] = 0; |
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70 whatis (item); /* identify it after purchase */ |
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71 (OBJPTR(item))->o_flags &= ~ISPOST; /* turn off ISPOST */ |
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72 msg("%s", inv_name(OBJPTR(item), TRUE)); |
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73 } |
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74 } |
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75 |
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76 /* |
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77 * do_post: |
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78 * Put a trading post room and stuff on the screen |
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79 */ |
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80 do_post() |
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81 { |
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82 coord tp; |
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83 reg int i; |
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84 reg struct room *rp; |
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85 reg struct object *op; |
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86 reg struct linked_list *ll; |
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87 |
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88 o_free_list(lvl_obj); /* throw old items away */ |
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89 |
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90 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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91 rp->r_flags = ISGONE; /* kill all rooms */ |
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92 |
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93 rp = &rooms[0]; /* point to only room */ |
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94 rp->r_flags = 0; /* this room NOT gone */ |
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95 rp->r_max.x = 40; |
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96 rp->r_max.y = 10; /* 10 * 40 room */ |
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97 rp->r_pos.x = (COLS - rp->r_max.x) / 2; /* center horizontal */ |
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98 rp->r_pos.y = 1; /* 2nd line */ |
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99 draw_room(rp); /* draw the only room */ |
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100 i = roll(4,10); /* 10 to 40 items */ |
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101 for (; i > 0 ; i--) { /* place all the items */ |
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102 ll = new_thing(ALL); /* get something */ |
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103 attach(lvl_obj, ll); |
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104 op = OBJPTR(ll); |