annotate xrogue/actions.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
date Tue, 05 May 2015 12:12:20 -0400
parents e6179860cb76
children f54901b9c39b
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1 /*
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2 actions.c - functions for dealing with monster actions
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <ctype.h>
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20 #include <curses.h>
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21 #include <limits.h>
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22 #include "rogue.h"
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23
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24 int mf_count = 0; /* move_free counter - see actions.c(m_act()) */
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25 int mf_jmpcnt = 0; /* move_free counter for # of jumps */
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26
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27 /*
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28 * Did we disrupt a spell?
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29 */
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30 dsrpt_monster(tp, always, see_him)
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31 register struct thing *tp;
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32 bool always, see_him;
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33 {
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34 switch (tp->t_action) {
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35 case A_SUMMON:
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36 case A_MISSILE:
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37 case A_SLOW:
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38 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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39 tp->t_no_move = movement(tp);
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40 tp->t_using = NULL; /* Just to be on the safe side */
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41 turn_on(*tp, WASDISRUPTED);
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42 if (see_him)
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43 msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE));
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44 /*
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45 * maybe choose something else to do next time since player
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46 * is disrupting us
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47 */
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48 tp->t_summon *= 2;
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49 tp->t_cast /= 2;
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50 return;
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51 }
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52
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53 /* We may want to disrupt other actions, too */
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54 if (always) {
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55 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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56 tp->t_no_move = movement(tp);
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57 tp->t_using = NULL;/* Just to be on the safe side */
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58 }
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59 }
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60
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61 dsrpt_player()
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62 {
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63 int which, action;
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64 struct linked_list *item;
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65 struct object *obj;
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66
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67 action = player.t_action;
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68 which = player.t_selection;
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69
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70 switch (action) {
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71 case C_CAST: /* Did we disrupt a spell? */
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72 case C_PRAY:
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73 case C_CHANT:
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74 {
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75 msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer");
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76
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77 /* Charge him 1/4 anyway */
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78 if (action == C_CAST)
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79 spell_power += magic_spells[which].s_cost / 4;
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80 else if (action == C_PRAY)
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81 pray_time += cleric_spells[which].s_cost / 4;
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82 else if (action == C_CHANT)
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83 chant_time += druid_spells[which].s_cost / 4;
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84 }
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85 when C_COUNT: /* counting of gold? */
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86 {
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87 if (purse > 0) {
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88 msg("Your gold goes flying everywhere!");
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89 do {
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90 item = spec_item(GOLD, NULL, NULL, NULL);
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91 obj = OBJPTR(item);
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92 obj->o_count = min(purse, rnd(20)+1);
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