annotate arogue5/player.c @ 254:e940e6c00751

Add some braces to a loop in parse_opts(). A for loop had no braces around its body, which was a single if-else statement. In Advanced Rogue 5, another statement had been added, accidentally removing the if-else from the loop. This could have resulted in an out-of-bounds access to the options array. In the other games, the added braces are only for clarity.
author John "Elwin" Edwards
date Fri, 10 Feb 2017 09:02:58 -0500
parents 56e748983fa8
children e52a8a7ad4c5
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1 /*
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2 * This file contains functions for dealing with special player abilities
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * See the file LICENSE.TXT for full copyright and licensing information.
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9 */
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10
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11 #include "curses.h"
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12 #include "rogue.h"
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13
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14
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15 /*
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16 * affect:
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17 * cleric affecting undead
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18 */
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19
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20 void
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21 affect(void)
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22 {
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23 register struct linked_list *item;
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24 register struct thing *tp;
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25 register const char *mname;
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26 bool see;
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27 coord new_pos;
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28
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29 if (player.t_ctype != C_CLERIC && cur_relic[HEIL_ANKH] == 0) {
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30 msg("Only clerics can affect undead.");
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31 return;
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32 }
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33
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34 new_pos.y = hero.y + delta.y;
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35 new_pos.x = hero.x + delta.x;
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36
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37 if (cansee(new_pos.y, new_pos.x)) see = TRUE;
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38 else see = FALSE;
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39
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40 /* Anything there? */
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41 if (new_pos.y < 0 || new_pos.y > LINES-3 ||
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42 new_pos.x < 0 || new_pos.x > COLS-1 ||
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43 mvwinch(mw, new_pos.y, new_pos.x) == ' ') {
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44 msg("Nothing to affect.");
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45 return;
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46 }
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47
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48 if ((item = find_mons(new_pos.y, new_pos.x)) == NULL) {
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49 debug("Affect what @ %d,%d?", new_pos.y, new_pos.x);
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50 return;
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51 }
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52 tp = THINGPTR(item);
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53 mname = monsters[tp->t_index].m_name;
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54
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55 if (on(player, ISINVIS) && off(*tp, CANSEE)) {
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56 sprintf(outstring,"%s%s cannot see you", see ? "The " : "It",
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57 see ? mname : "");
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58 msg(outstring);
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59 return;
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60 }
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61
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62 if (off(*tp, TURNABLE) || on(*tp, WASTURNED))
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63 goto annoy;
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64 turn_off(*tp, TURNABLE);
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65
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66 /* Can cleric kill it? */
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67 if (pstats.s_lvl >= 3 * tp->t_stats.s_lvl) {
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68 unsigned long test; /* For overflow check */
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69
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70 sprintf(outstring,"You have destroyed %s%s.", see ? "the " : "it", see ? mname : "");
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71 msg(outstring);
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72 test = pstats.s_exp + tp->t_stats.s_exp;
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73
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74 /* Be sure there is no overflow before increasing experience */
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75 if (test > pstats.s_exp) pstats.s_exp = test;
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76 killed(item, FALSE, TRUE);
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77 check_level(TRUE);
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78 return;
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79 }
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80
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81 /* Can cleric turn it? */
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82 if (rnd(100) + 1 >
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83 (100 * ((2 * tp->t_stats.s_lvl) - pstats.s_lvl)) / pstats.s_lvl) {
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84 unsigned long test; /* Overflow test */
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85
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86 /* Make the monster flee */
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87 turn_on(*tp, WASTURNED); /* No more fleeing after this */
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88 turn_on(*tp, ISFLEE);
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89 runto(tp, &hero);
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90
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91 /* Let player know */
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92 sprintf(outstring,"You have turned %s%s.", see ? "the " : "it", see ? mname : "");
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93 msg(outstring);
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94
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95 /* get points for turning monster -- but check overflow first */
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96 test = pstats.s_exp + tp->t_stats.s_exp/2;
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97 if (test > pstats.s_exp) pstats.s_exp = test;
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98 check_level(TRUE);
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99
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100 /* If monster was suffocating, stop it */
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101 if (on(*tp, DIDSUFFOCATE)) {
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102 turn_off(*tp, DIDSUFFOCATE);
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103 extinguish(suffocate);
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