annotate srogue/armor.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 94a0d9dd5ce1
children e52a8a7ad4c5
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1 /*
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2 * This file contains misc functions for dealing with armor
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3 *
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4 * @(#)armor.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include "rogue.h"
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18 #include "rogue.ext"
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19
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20 /*
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21 * wear:
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22 * The player wants to wear something, so let the hero try
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23 */
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24 void
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25 wear(void)
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26 {
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27 reg struct linked_list *item;
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28 reg struct object *obj;
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29
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30 if (cur_armor != NULL) {
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31 msg("You are already wearing some.");
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32 after = FALSE;
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33 return;
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34 }
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35 if ((item = get_item("wear", ARMOR)) == NULL)
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36 return;
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37 obj = OBJPTR(item);
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38 if (obj->o_type != ARMOR) {
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39 msg("You can't wear that.");
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40 return;
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41 }
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42 waste_time();
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43 msg("Wearing %s.", a_magic[obj->o_which].mi_name);
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44 cur_armor = obj;
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45 setoflg(obj,ISKNOW);
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46 nochange = FALSE;
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47 }
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48
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49
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50 /*
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51 * take_off:
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52 * Get the armor off of the players back
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53 */
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54 void
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55 take_off(void)
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56 {
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57 reg struct object *obj;
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58
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59 if ((obj = cur_armor) == NULL) {
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60 msg("Not wearing any armor.");
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61 return;
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62 }
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63 if (!dropcheck(cur_armor))
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64 return;
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65 cur_armor = NULL;
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66 msg("Was wearing %c) %s",pack_char(obj),inv_name(obj,TRUE));
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67 nochange = FALSE;
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68 }
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69
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70 /*
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71 * initarmor:
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72 * Initialize some armor.
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73 */
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74 void
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75 initarmor(struct object *obj, int what)
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76 {
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77 struct init_armor *iwa;
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78 struct magic_item *mi;
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79
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80 obj->o_type = ARMOR;
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81 obj->o_which = what;
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82 iwa = &armors[what];
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83 mi = &a_magic[what];
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84 obj->o_vol = iwa->a_vol;
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85 obj->o_ac = iwa->a_class;
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86 obj->o_weight = iwa->a_wght;
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87 obj->o_typname = things[TYP_ARMOR].mi_name;
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88 }
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89
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90 /*
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91 * hurt_armor:
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92 * Returns TRUE if armor is damaged
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93 */
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94 bool
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95 hurt_armor(struct object *obj)
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96 {
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97 reg int type, ac;
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98
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99 if (obj != NULL) {
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100 if (o_on(obj, ISPROT) || (o_on(obj, ISBLESS) && rnd(100) < 10))
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101 return FALSE;
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102 ac = obj->o_ac;
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103 type = obj->o_which;
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