annotate xrogue/wear.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
date Thu, 21 Oct 2021 21:00:15 -0400
parents 7c1cb43f346e
children
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1 /*
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2 wear.c - functions for dealing with armor
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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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ce0cf824c192 xrogue: add missing includes.
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19 #include <stdlib.h>
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20 #include <curses.h>
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21 #include "rogue.h"
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22
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23 int dress_units(struct linked_list *item);
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24
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25 /*
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26 * take_off:
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27 * Get the armor off of the players back
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28 */
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29
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30 void
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31 take_off(void)
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32 {
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33 register struct object *obj;
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34 register struct linked_list *item;
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35
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36 /* It takes time to take things off */
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37 if (player.t_action != C_TAKEOFF) {
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38 /* What does player want to take off? */
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39 if ((item = get_item(pack, "take off", REMOVABLE, FALSE, FALSE))==NULL)
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40 return;
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41
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42 obj = OBJPTR(item);
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43 if (!is_current(obj)) {
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44 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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45 return;
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46 }
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47
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48 player.t_using = item; /* Remember what it is */
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49 player.t_action = C_TAKEOFF; /* We are taking something off */
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50
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51 /* Cursed items take almost no time */
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52 if (obj->o_flags & ISCURSED) player.t_no_move = movement(&player);
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53 else player.t_no_move = dress_units(item) * movement(&player);
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54 return;
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55 }
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56
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57 /* We have waited our time, let's take off our item */
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58 item = player.t_using;
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59 player.t_using = NULL;
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60 player.t_action = A_NIL;
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61
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62 obj = OBJPTR(item);
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63 if (!is_current(obj)) { /* Just to be on the safe side */
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64 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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65 return;
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66 }
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67
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68 /* Can the player remove the item? */
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69 if (!dropcheck(obj)) return;
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70 updpack(TRUE, &player);
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71
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72 msg("Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
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73 }
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74
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75 /*
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76 * wear:
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77 * The player wants to wear something, so let him/her put it on.
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78 */
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79
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80 void
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81 wear(void)
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82 {
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83 register struct linked_list *item;
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84 register struct object *obj;
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85 register int i;
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86
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87 /* It takes time to put things on */
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88 if (player.t_action != C_WEAR) {
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89 /* What does player want to wear? */
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90 if ((item = get_item(pack, "wear", WEARABLE, FALSE, FALSE)) == NULL)
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91 return;
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