Mercurial > hg > early-roguelike
annotate xrogue/command.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 | 32bc72dcbf4f |
children | c03d0b87211c |
rev | line source |
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133
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1 /* |
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2 command.c - Read and execute the user commands |
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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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19 #include <curses.h> |
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20 #include <ctype.h> |
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21 #include <signal.h> |
135 | 22 #include <stdlib.h> |
23 #include <string.h> | |
133
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24 #include "mach_dep.h" |
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25 #include "rogue.h" |
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26 |
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27 void display(void); |
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28 void d_level(void); |
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29 void u_level(void); |
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30 void shell(void); |
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31 void nameit(void); |
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32 void namemonst(void); |
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33 void count_gold(void); |
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34 |
133
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35 /* |
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36 * command: |
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37 * Process the user commands |
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38 */ |
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39 |
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40 void |
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41 command(void) |
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42 { |
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43 unsigned int ch; |
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44 struct linked_list *item; |
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45 unsigned int countch = 0, direction = 0, newcount = FALSE; |
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46 int segment = 1; |
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47 int monst_limit, monst_current; |
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48 |
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49 monst_limit = monst_current = 1; |
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50 while (playing) { |
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51 /* |
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52 * Let the daemons start up, but only do them once a round |
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53 * (round = 10 segments). |
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54 */ |
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55 if (segment >= 10) { |
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56 do_daemons(BEFORE); |
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57 do_fuses(BEFORE); |
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58 } |
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59 |
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60 after = TRUE; |
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61 do { |
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62 /* One more tick of the clock. */ |
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63 if (segment >= 10 && after && (++turns % DAYLENGTH) == 0) { |
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64 daytime ^= TRUE; |
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65 if (levtype == OUTSIDE) { |
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66 if (daytime) msg("A bright star flares above the horizon."); |
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67 else msg("The bright star travels beyond the horizon."); |
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68 } |
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69 light(&hero); |
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70 } |
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71 |
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72 /* |
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73 * Don't bother with these updates unless the player's going |
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74 * to do something. |
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75 */ |
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76 if (player.t_action == A_NIL && player.t_no_move <= 1) { |
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77 look(after, FALSE); |
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78 lastscore = purse; |
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79 wmove(cw, hero.y, hero.x); |
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80 if (!((running || count) && jump)) { |
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81 status(FALSE); |
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82 } |
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83 } |
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84 |
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85 /* Draw the screen */ |
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86 if (!((running || count) && jump)) { |
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87 wmove(cw, hero.y, hero.x); |
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88 draw(cw); |
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89 } |
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90 |
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