Mercurial > hg > early-roguelike
annotate rogue5/weapons.c @ 140:856017d63519
xrogue: don't segfault when backstabbing while empty-handed.
The code for backstabbing checked the weapon's properties without
making sure it was not NULL.
author | John "Elwin" Edwards |
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date | Tue, 05 May 2015 12:12:20 -0400 |
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rev | line source |
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33
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1 /* |
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2 * Functions for dealing with problems brought about by weapons |
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3 * |
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4 * @(#)weapons.c 4.34 (Berkeley) 02/05/99 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman |
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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 <curses.h> |
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14 #include <string.h> |
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15 #include <ctype.h> |
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16 #include "rogue.h" |
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17 |
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18 #define NO_WEAPON -1 |
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19 |
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20 static const struct init_weaps { |
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21 char *iw_dam; /* Damage when wielded */ |
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22 char *iw_hrl; /* Damage when thrown */ |
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23 int iw_launch; /* Launching weapon */ |
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24 int iw_flags; /* Miscellaneous flags */ |
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25 } init_dam[MAXWEAPONS] = { |
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26 { "2x4", "1x3", NO_WEAPON, 0, }, /* Mace */ |
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27 { "3x4", "1x2", NO_WEAPON, 0, }, /* Long sword */ |
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28 { "1x1", "1x1", NO_WEAPON, 0, }, /* Bow */ |
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29 { "1x1", "2x3", BOW, ISMANY|ISMISL, }, /* Arrow */ |
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30 { "1x6", "1x4", NO_WEAPON, ISMISL|ISMISL, }, /* Dagger */ |
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31 { "4x4", "1x2", NO_WEAPON, 0, }, /* 2h sword */ |
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32 { "1x1", "1x3", NO_WEAPON, ISMANY|ISMISL, }, /* Dart */ |
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33 { "1x2", "2x4", NO_WEAPON, ISMANY|ISMISL, }, /* Shuriken */ |
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34 { "2x3", "1x6", NO_WEAPON, ISMISL, }, /* Spear */ |
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35 }; |
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36 |
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37 /* |
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38 * missile: |
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39 * Fire a missile in a given direction |
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40 */ |
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41 |
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42 void |
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43 missile(int ydelta, int xdelta) |
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44 { |
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45 THING *obj; |
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46 |
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47 /* |
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48 * Get which thing we are hurling |
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49 */ |
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50 if ((obj = get_item("throw", WEAPON)) == NULL) |
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51 return; |
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52 if (!dropcheck(obj) || is_current(obj)) |
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53 return; |
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54 obj = leave_pack(obj, TRUE, FALSE); |
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55 do_motion(obj, ydelta, xdelta); |
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56 /* |
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57 * AHA! Here it has hit something. If it is a wall or a door, |
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58 * or if it misses (combat) the monster, put it on the floor |
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59 */ |
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60 if (moat(obj->o_pos.y, obj->o_pos.x) == NULL || |
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61 !hit_monster(unc(obj->o_pos), obj)) |
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62 fall(obj, TRUE); |
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63 } |
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64 |
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65 /* |
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66 * do_motion: |
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67 * Do the actual motion on the screen done by an object traveling |
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68 * across the room |
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69 */ |
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70 |
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71 void |
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72 do_motion(THING *obj, int ydelta, int xdelta) |
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73 { |
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74 int ch; |
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75 |
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76 /* |
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77 * Come fly with us ... |
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78 */ |
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79 obj->o_pos = hero; |
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80 for (;;) |
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81 { |
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82 /* |
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83 * Erase the old one |
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84 */ |
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85 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && !terse) |
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86 { |
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87 ch = chat(obj->o_pos.y, obj->o_pos.x); |
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88 if (ch == FLOOR && !show_floor()) |
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89 ch = ' '; |
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90 mvaddch(obj->o_pos.y, obj->o_pos.x, ch); |
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91 } |
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92 /* |
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93 * Get the new position |
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94 */ |
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95 obj->o_pos.y += ydelta; |
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96 obj->o_pos.x += xdelta; |
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97 if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR) |
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98 { |
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99 /* |
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100 * It hasn't hit anything yet, so display it |
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101 * If it alright. |
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102 */ |
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103 if (cansee(unc(obj->o_pos)) && !terse) |
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104 { |
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105 mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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106 refresh(); |
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