annotate srogue/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
date Wed, 08 Jan 2014 16:44:16 -0500
parents 2128c7dc8a40
children 94a0d9dd5ce1
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36
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1 /*
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2 * Anything to do with trading posts & mazes
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3 *
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4 * @(#)trader.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <stdlib.h>
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14 #include "rogue.h"
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15 #include "rogue.ext"
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16
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17 #define NOTPRICED -1
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18
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19 /*
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20 * do_post:
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21 * Put a trading post room and stuff on the screen
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22 */
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23 do_post()
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24 {
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25 struct coord tp;
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26 reg int i;
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27 reg struct room *rp;
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28 reg struct object *op;
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29 reg struct linked_list *ll;
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30
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31 free_list(lvl_obj); /* throw old items away */
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32
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33 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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34 rp->r_goldval = 0; /* no gold */
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35 rp->r_nexits = 0; /* no exits */
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36 rp->r_flags = ISGONE; /* kill all rooms */
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37 }
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38 rp = &rooms[0]; /* point to only room */
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39 rp->r_flags = 0; /* this room NOT gone */
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40 rp->r_max.x = 40;
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41 rp->r_max.y = 10; /* 10 * 40 room */
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42 rp->r_pos.x = (COLS - rp->r_max.x) / 2; /* center horizontal */
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43 rp->r_pos.y = 1; /* 2nd line */
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44 draw_room(rp); /* draw the only room */
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45 i = roll(4,10); /* 10 to 40 items */
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46 for (; i > 0 ; i--) { /* place all the items */
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47 ll = new_thing(FALSE, ANYTHING); /* get something */
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48 attach(lvl_obj, ll);
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49 op = OBJPTR(ll);
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50 setoflg(op, ISPOST); /* object in trading post */
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51 tp = *rnd_pos(rp);
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52 op->o_pos = tp;
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53 mvaddch(tp.y,tp.x,op->o_type);
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54 }
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55 trader = 0;
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56 wmove(cw,12,0);
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57 waddstr(cw,"Welcome to Friendly Fiend's Flea Market\n\r");
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58 waddstr(cw,"=======================================\n\r");
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59 waddstr(cw,"$: Prices object that you stand upon.\n\r");
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60 waddstr(cw,"#: Buys the object that you stand upon.\n\r");
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61 waddstr(cw,"%: Trades in something in your pack for gold.\n\r");
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62 trans_line();
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63 }
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64
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65 /*
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66 * price_it:
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67 * Price the object that the hero stands on
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68 */
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69 price_it()
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70 {
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71 static char *bargain[] = {
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72 "great bargain",
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73 "quality product",
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74 "exceptional find",
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75 };
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76 reg struct linked_list *item;
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77 reg struct object *obj;
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78 reg int worth;
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79
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80 if (!open_market()) /* after buying hours */
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81 return FALSE;
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82 if ((item = find_obj(hero.y,hero.x)) == NULL)
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83 return FALSE;
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84 obj = OBJPTR(item);
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85 if (curprice == NOTPRICED) {
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86 worth = get_worth(obj);
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87 worth += 50 - rnd(100);
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88 if (worth < 25)
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89 worth = 25;
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90 worth *= 3; /* slightly expensive */
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91 curprice = worth; /* save price */
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92 strcpy(curpurch, obj->o_typname); /* save item */
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93 }
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94 msg("That %s is a %s for only %d pieces of gold", curpurch,
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95 bargain[rnd(3)], curprice);
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96 return TRUE;
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97 }
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98
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99 /*
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100 * buy_it:
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101 * Buy the item on which the hero stands
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102 */
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103 buy_it()
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104 {
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105 reg int wh;