view arogue7/eat.c @ 132:66b0263af424

arogue7: prevent segfaults when backstabbing while empty-handed. The calculation of the backstabbing multiplier checked the current weapon's properties without making sure the current weapon pointer was not NULL.
author John "Elwin" Edwards
date Tue, 12 May 2015 18:57:30 -0400
parents adfa37e67084
children f9ef86cf22b2
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/*
 * eat.c  -  Functions for dealing with digestion
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include "curses.h"
#include "rogue.h"

/*
 * eat:
 *	He wants to eat something, so let him try
 */

eat()
{
    register struct linked_list *item;
    int which;
    unsigned long temp;

    if (player.t_action != C_EAT) {
	if ((item = get_item(pack, "eat", FOOD, FALSE, FALSE)) == NULL)
	    return;

	player.t_using = item;	/* Remember what it is */
	player.t_action = C_EAT;	/* We are eating */
	which = (OBJPTR(item))->o_which;
	player.t_no_move = max(foods[which].mi_food/100, 1) * movement(&player);
	return;
    }

    /* We have waited our time, let's eat the food */
    item = player.t_using;
    player.t_using = NULL;
    player.t_action = A_NIL;

    which = (OBJPTR(item))->o_which;
    if ((food_left += foods[which].mi_food) > STOMACHSIZE)
	food_left = STOMACHSIZE;
    del_pack(item);
    if (hungry_state == F_SATIATED && food_left == STOMACHSIZE && rnd(4) == 1) {
	pstats.s_hpt = 0;
	msg ("You choke on all that food and die! -- More --");
	wait_for(' ');
	death(D_FOOD_CHOKE);
    }
    if (food_left >= STOMACHSIZE-MORETIME) {
	hungry_state = F_SATIATED;
	msg ("You have trouble getting all that food down.");
	msg ("Your stomach feels like its about to burst!");
    }
    else {
	hungry_state = F_OKAY;
	switch (rnd(3)) {
	case 0: msg("My, that was a yummy %s", foods[which].mi_name);
	when 1: msg("Mmmm, that was a tasty %s", foods[which].mi_name);
	when 2: msg("Wow, that was a scrumptious %s", foods[which].mi_name);
	}
    }
    updpack(TRUE, &player);
    switch(which) {
    case E_WHORTLEBERRY:
	add_abil[A_INTELLIGENCE](1);

    when E_SWEETSOP:
	add_abil[A_DEXTERITY](1);

    when E_SOURSOP:
	add_abil[A_STRENGTH](1);

    when E_SAPODILLA:
	add_abil[A_WISDOM](1);

    when E_RAMBUTAN:
	add_abil[A_CONSTITUTION](1);

    when E_PEACH:
	add_abil[A_CHARISMA](1);

    when E_STRAWBERRY:
	temp = pstats.s_exp/100;
	pstats.s_exp += temp;
	if (temp > 0)
	    msg("You feel slightly more experienced now");
	check_level();

    when E_PITANGA:
	max_stats.s_hpt++;
	pstats.s_hpt++;
	if (terse)
	    msg("You feel a bit tougher now");
	else
	    msg("You feel a bit tougher now. Go get 'em!");
    
    when E_HAGBERRY:
	pstats.s_arm--;
	msg("Your skin feels more resilient now");

    when E_DEWBERRY:
	if (chant_time > 0) {
	    chant_time -= 50;
	    if (chant_time < 0)
		chant_time = 0;
	    msg("You feel you have more chant ability");
	}
	if (pray_time > 0) {
	    pray_time -= 50;
	    if (pray_time < 0)
		pray_time = 0;
	    msg("You feel you have more prayer ability");
	}
	if (spell_power > 0) {
	    spell_power -= 50;
	    if (spell_power < 0)
		spell_power = 0;
	    msg("You feel you have more spell casting ability");
	}

    otherwise: /* all the foods don't have to do something */
	break;
    }
}