annotate rogue4/sticks.c @ 83:09db0cf536af

Properly handle invalid room references in savefiles. In all games, rs_write_room_reference() stored -1 for a nonexistent room, but rs_read_room_reference() did not check for out-of-bounds values, leading to pointers to rooms[-1], which sometimes caused crashes. rs_read_room_reference() has now been modified to use NULL instead. Some of the games required further changes to replace NULL with the pointer to the actual room. Others are capable of handling NULL for objects not in any room.
author John "Elwin" Edwards
date Thu, 08 Aug 2013 12:41:35 -0700
parents 9535a08ddc39
children 1b73a8641b37
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12
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1 /*
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2 * Functions to implement the various sticks one might find
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3 * while wandering around the dungeon.
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4 *
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5 * @(#)sticks.c 4.22 (Berkeley) 5/19/82
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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9 * All rights reserved.
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10 *
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11 * See the file LICENSE.TXT for full copyright and licensing information.
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12 */
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13
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14 #include <curses.h>
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15 #include <ctype.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 /*
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20 * fix_stick:
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21 * Set up a new stick
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22 */
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23 fix_stick(cur)
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24 register THING *cur;
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25 {
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26 if (strcmp(ws_type[cur->o_which], "staff") == 0)
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27 strcpy(cur->o_damage,"2d3");
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28 else
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29 strcpy(cur->o_damage,"1d1");
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30 strcpy(cur->o_hurldmg,"1d1");
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31
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32 cur->o_charges = 3 + rnd(5);
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33 switch (cur->o_which)
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34 {
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35 case WS_HIT:
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36 cur->o_hplus = 100;
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37 cur->o_dplus = 3;
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38 strcpy(cur->o_damage,"1d8");
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39 when WS_LIGHT:
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40 cur->o_charges = 10 + rnd(10);
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41 }
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42 }
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43
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44 /*
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45 * do_zap:
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46 * Perform a zap with a wand
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47 */
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48 do_zap()
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49 {
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50 register THING *obj, *tp;
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51 register int y, x;
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52 register char *name;
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53
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54 if ((obj = get_item("zap with", STICK)) == NULL)
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55 return;
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56 if (obj->o_type != STICK)
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57 {
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58 after = FALSE;
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59 msg("you can't zap with that!");
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60 return;
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61 }
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62 if (obj->o_charges == 0)
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63 {
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64 msg("nothing happens");
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65 return;
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66 }
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67 switch (obj->o_which)
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68 {
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69 case WS_LIGHT:
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70 /*
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71 * Reddy Kilowat wand. Light up the room
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72 */
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73 ws_know[WS_LIGHT] = TRUE;
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74 if (proom->r_flags & ISGONE)
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75 msg("the corridor glows and then fades");
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76 else
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77 {
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78 proom->r_flags &= ~ISDARK;
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79 /*
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80 * Light the room and put the player back up
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81 */
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82 enter_room(&hero);
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83 addmsg("the room is lit");
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84 if (!terse)
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85 addmsg(" by a shimmering blue light");
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86 endmsg();
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87 }
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88 when WS_DRAIN:
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89 /*
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90 * Take away 1/2 of hero's hit points, then take it away
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91 * evenly from the monsters in the room (or next to hero
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92 * if he is in a passage)
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93 */
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94 if (pstats.s_hpt < 2)
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95 {
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96 msg("you are too weak to use it");
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97 return;
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98 }
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99 else
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100 drain();
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101 when WS_POLYMORPH:
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102 case WS_TELAWAY:
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103 case WS_TELTO:
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104 case WS_CANCEL:
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105 {
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