annotate xrogue/wear.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 ce0cf824c192
children cadff8f047a1
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1 /*
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2 wear.c - functions for dealing with armor
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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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ce0cf824c192 xrogue: add missing includes.
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19 #include <stdlib.h>
133
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20 #include <curses.h>
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21 #include "rogue.h"
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22
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23 /*
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24 * take_off:
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25 * Get the armor off of the players back
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26 */
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27
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28 take_off()
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29 {
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30 register struct object *obj;
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31 register struct linked_list *item;
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32
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33 /* It takes time to take things off */
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34 if (player.t_action != C_TAKEOFF) {
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35 /* What does player want to take off? */
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36 if ((item = get_item(pack, "take off", REMOVABLE, FALSE, FALSE))==NULL)
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37 return;
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38
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39 obj = OBJPTR(item);
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40 if (!is_current(obj)) {
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41 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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42 return;
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43 }
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44
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45 player.t_using = item; /* Remember what it is */
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46 player.t_action = C_TAKEOFF; /* We are taking something off */
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47
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48 /* Cursed items take almost no time */
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49 if (obj->o_flags & ISCURSED) player.t_no_move = movement(&player);
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50 else player.t_no_move = dress_units(item) * movement(&player);
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51 return;
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52 }
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53
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54 /* We have waited our time, let's take off our item */
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55 item = player.t_using;
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56 player.t_using = NULL;
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57 player.t_action = A_NIL;
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58
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59 obj = OBJPTR(item);
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60 if (!is_current(obj)) { /* Just to be on the safe side */
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61 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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62 return;
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63 }
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64
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65 /* Can the player remove the item? */
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66 if (!dropcheck(obj)) return;
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67 updpack(TRUE, &player);
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68
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69 msg("Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
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70 }
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71
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72 /*
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73 * wear:
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74 * The player wants to wear something, so let him/her put it on.
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75 */
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76
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77 wear()
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78 {
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79 register struct linked_list *item;
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80 register struct object *obj;
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81 register int i;
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82
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83 /* It takes time to put things on */
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84 if (player.t_action != C_WEAR) {
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85 /* What does player want to wear? */
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86 if ((item = get_item(pack, "wear", WEARABLE, FALSE, FALSE)) == NULL)
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87 return;
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88
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89 obj = OBJPTR(item);
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90
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91 switch (obj->o_type) {
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92 case ARMOR:
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93 if (cur_armor != NULL) {
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