annotate rogue5/weapons.c @ 140:856017d63519

xrogue: don't segfault when backstabbing while empty-handed. The code for backstabbing checked the weapon's properties without making sure it was not NULL.
author John "Elwin" Edwards
date Tue, 05 May 2015 12:12:20 -0400
parents f502bf60e6e4
children
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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 4.34 (Berkeley) 02/05/99
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 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 <string.h>
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15 #include <ctype.h>
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16 #include "rogue.h"
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17
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18 #define NO_WEAPON -1
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19
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20 static const struct init_weaps {
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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 int 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 { "2x4", "1x3", NO_WEAPON, 0, }, /* Mace */
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27 { "3x4", "1x2", NO_WEAPON, 0, }, /* Long sword */
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28 { "1x1", "1x1", NO_WEAPON, 0, }, /* Bow */
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29 { "1x1", "2x3", BOW, ISMANY|ISMISL, }, /* Arrow */
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30 { "1x6", "1x4", NO_WEAPON, ISMISL|ISMISL, }, /* Dagger */
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31 { "4x4", "1x2", NO_WEAPON, 0, }, /* 2h sword */
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32 { "1x1", "1x3", NO_WEAPON, ISMANY|ISMISL, }, /* Dart */
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33 { "1x2", "2x4", NO_WEAPON, ISMANY|ISMISL, }, /* Shuriken */
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34 { "2x3", "1x6", NO_WEAPON, ISMISL, }, /* Spear */
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35 };
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36
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37 /*
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38 * missile:
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39 * Fire a missile in a given direction
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40 */
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41
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42 void
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43 missile(int ydelta, int xdelta)
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44 {
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45 THING *obj;
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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 obj = leave_pack(obj, TRUE, FALSE);
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55 do_motion(obj, ydelta, xdelta);
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56 /*
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57 * AHA! Here it has hit something. If it is a wall or a door,
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58 * or if it misses (combat) the monster, put it on the floor
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59 */
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60 if (moat(obj->o_pos.y, obj->o_pos.x) == NULL ||
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61 !hit_monster(unc(obj->o_pos), obj))
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62 fall(obj, TRUE);
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63 }
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64
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65 /*
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66 * do_motion:
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67 * Do the actual motion on the screen done by an object traveling
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68 * across the room
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69 */
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70
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71 void
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72 do_motion(THING *obj, int ydelta, int xdelta)
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73 {
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74 int ch;
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75
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76 /*
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77 * Come fly with us ...
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78 */
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79 obj->o_pos = hero;
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80 for (;;)
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81 {
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82 /*
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83 * Erase the old one
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84 */
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85 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && !terse)
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86 {
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87 ch = chat(obj->o_pos.y, obj->o_pos.x);
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88 if (ch == FLOOR && !show_floor())
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89 ch = ' ';
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90 mvaddch(obj->o_pos.y, obj->o_pos.x, ch);
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91 }
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92 /*
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93 * Get the new position
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94 */
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95 obj->o_pos.y += ydelta;
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96 obj->o_pos.x += xdelta;
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97 if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR)
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98 {
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99 /*
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100 * It hasn't hit anything yet, so display it
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101 * If it alright.
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102 */
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103 if (cansee(unc(obj->o_pos)) && !terse)
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104 {
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105 mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type);
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106 refresh();
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