Mercurial > hg > early-roguelike
annotate rogue4/weapons.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 |
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date | Thu, 08 Aug 2013 12:41:35 -0700 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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 4.14 (Berkeley) 4/6/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 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 <ctype.h> |
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15 #include <string.h> |
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16 #include "rogue.h" |
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17 |
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18 #define NONE 100 |
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19 |
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20 static struct init_weps { |
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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 char 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 "2d4", "1d3", NONE, 0, /* Mace */ |
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27 "3d4", "1d2", NONE, 0, /* Long sword */ |
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28 "1d1", "1d1", NONE, 0, /* Bow */ |
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29 "1d1", "2d3", BOW, ISMANY|ISMISL, /* Arrow */ |
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30 "1d6", "1d4", NONE, ISMISL, /* Dagger */ |
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31 "4d4", "1d2", NONE, 0, /* 2h sword */ |
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32 "1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */ |
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33 "1d1", "1d1", NONE, 0, /* Crossbow */ |
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34 "1d2", "2d5", CROSSBOW, ISMANY|ISMISL, /* Crossbow bolt */ |
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35 "2d3", "1d6", NONE, ISMISL, /* Spear */ |
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36 }; |
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37 |
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38 /* |
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39 * missile: |
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40 * Fire a missile in a given direction |
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41 */ |
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42 missile(ydelta, xdelta) |
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43 int ydelta, xdelta; |
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44 { |
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45 register THING *obj, *nitem; |
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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 /* |
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55 * Get rid of the thing. If it is a non-multiple item object, or |
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56 * if it is the last thing, just drop it. Otherwise, create a new |
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57 * item with a count of one. |
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58 */ |
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59 if (obj->o_count < 2) |
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60 { |
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61 detach(pack, obj); |
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62 inpack--; |
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63 } |
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64 else |
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65 { |
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66 obj->o_count--; |
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67 if (obj->o_group == 0) |
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68 inpack--; |
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69 nitem = new_item(); |
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70 *nitem = *obj; |
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71 nitem->o_count = 1; |
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72 obj = nitem; |
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73 } |
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74 do_motion(obj, ydelta, xdelta); |
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75 /* |
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76 * AHA! Here it has hit something. If it is a wall or a door, |
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77 * or if it misses (combat) the monster, put it on the floor |
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78 */ |
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79 if (moat(obj->o_pos.y, obj->o_pos.x) == NULL |
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80 || !hit_monster(unc(obj->o_pos), obj)) |
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81 fall(obj, TRUE); |
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82 } |
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83 |
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84 /* |
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85 * do_motion: |
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86 * Do the actual motion on the screen done by an object traveling |
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87 * across the room |
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88 */ |
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89 do_motion(obj, ydelta, xdelta) |
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90 register THING *obj; |
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91 register int ydelta, xdelta; |
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92 { |
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93 /* |
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94 * Come fly with us ... |
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95 */ |
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96 obj->o_pos = hero; |
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97 for (;;) |
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98 { |
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99 register int ch; |
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100 |
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101 /* |
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102 * Erase the old one |
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103 */ |
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104 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos))) |