Mercurial > hg > early-roguelike
annotate rogue3/misc.c @ 314:2f0eb38da609
Advanced Rogue 7: fix a crash when casting magic missile.
do_zap() dereferenced a struct object pointer while ignoring the result
of a NULL check. XRogue had the same problem, though triggering it was
unlikely, since XRogue does not include a magic missile spell.
Reported by John Harris of @Play.
author | John "Elwin" Edwards |
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date | Thu, 21 Oct 2021 21:00:15 -0400 |
parents | e52a8a7ad4c5 |
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rev | line source |
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0
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1 /* |
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2 * all sorts of miscellaneous routines |
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3 * |
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4 * @(#)misc.c 3.13 (Berkeley) 6/15/81 |
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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 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 "rogue.h" |
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15 #include <ctype.h> |
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16 |
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17 /* |
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18 * tr_name: |
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19 * print the name of a trap |
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20 */ |
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21 |
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22 char * |
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23 tr_name(int ch) |
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24 { |
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25 char *s = ""; |
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26 |
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27 switch (ch) |
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28 { |
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29 case TRAPDOOR: |
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30 s = terse ? "A trapdoor." : "You found a trapdoor."; |
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31 when BEARTRAP: |
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32 s = terse ? "A beartrap." : "You found a beartrap."; |
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33 when SLEEPTRAP: |
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34 s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap."; |
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35 when ARROWTRAP: |
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36 s = terse ? "An arrow trap." : "You found an arrow trap."; |
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37 when TELTRAP: |
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38 s = terse ? "A teleport trap." : "You found a teleport trap."; |
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39 when DARTTRAP: |
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40 s = terse ? "A dart trap." : "You found a poison dart trap."; |
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41 } |
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42 return s; |
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43 } |
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44 |
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45 /* |
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46 * Look: |
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47 * A quick glance all around the player |
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48 */ |
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49 |
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50 void |
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51 look(int wakeup) |
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52 { |
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53 int x, y; |
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54 int ch; |
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55 int oldx, oldy; |
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56 int inpass; |
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57 int passcount = 0; |
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58 struct room *rp; |
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59 int ey, ex; |
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60 |
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61 getyx(cw, oldy, oldx); |
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62 if (oldrp != NULL && (oldrp->r_flags & ISDARK) && off(player, ISBLIND)) |
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63 { |
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64 for (x = oldpos.x - 1; x <= oldpos.x + 1; x++) |
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65 for (y = oldpos.y - 1; y <= oldpos.y + 1; y++) |
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66 if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR) |
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67 mvwaddch(cw, y, x, ' '); |
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68 } |
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69 inpass = ((rp = roomin(&hero)) == NULL); |
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70 ey = hero.y + 1; |
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71 ex = hero.x + 1; |
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72 for (x = hero.x - 1; x <= ex; x++) |
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73 if (x >= 0 && x < COLS) for (y = hero.y - 1; y <= ey; y++) |
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74 { |
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75 if (y <= 0 || y >= LINES - 1) |
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76 continue; |
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77 if (isupper(mvwinch(mw, y, x))) |
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78 { |
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79 struct linked_list *it; |
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80 struct thing *tp; |
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81 |
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82 if (wakeup) |
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83 it = wake_monster(y, x); |
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84 else |
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85 it = find_mons(y, x); |
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86 tp = (struct thing *) ldata(it); |
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87 if ((tp->t_oldch = mvinch(y, x)) == TRAP) |
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88 tp->t_oldch = |
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89 (trap_at(y,x)->tr_flags&ISFOUND) ? TRAP : FLOOR; |
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90 if (tp->t_oldch == FLOOR && (rp != NULL) && (rp->r_flags & ISDARK) |
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91 && off(player, ISBLIND)) |
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92 tp->t_oldch = ' '; |
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93 } |
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94 /* |
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95 * Secret doors show as walls |
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96 */ |
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97 if ((ch = show(y, x)) == SECRETDOOR) |
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98 ch = secretdoor(y, x); |
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99 /* |
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100 * Don't show room walls if he is in a passage |
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101 */ |
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102 if (off(player, ISBLIND)) |
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103 { |
304 | 104 if ((y == hero.y && x == hero.x) |
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105 || (inpass && (ch == '-' || ch == '|'))) |
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