Mercurial > hg > early-roguelike
view rogue4/weapons.c @ 83:09db0cf536af
Properly handle invalid room references in savefiles.
In all games, rs_write_room_reference() stored -1 for a nonexistent
room, but rs_read_room_reference() did not check for out-of-bounds
values, leading to pointers to rooms[-1], which sometimes caused
crashes. rs_read_room_reference() has now been modified to use NULL
instead.
Some of the games required further changes to replace NULL with the
pointer to the actual room. Others are capable of handling NULL for
objects not in any room.
author | John "Elwin" Edwards |
---|---|
date | Thu, 08 Aug 2013 12:41:35 -0700 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * Functions for dealing with problems brought about by weapons * * @(#)weapons.c 4.14 (Berkeley) 4/6/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <curses.h> #include <ctype.h> #include <string.h> #include "rogue.h" #define NONE 100 static struct init_weps { char *iw_dam; /* Damage when wielded */ char *iw_hrl; /* Damage when thrown */ char iw_launch; /* Launching weapon */ int iw_flags; /* Miscellaneous flags */ } init_dam[MAXWEAPONS] = { "2d4", "1d3", NONE, 0, /* Mace */ "3d4", "1d2", NONE, 0, /* Long sword */ "1d1", "1d1", NONE, 0, /* Bow */ "1d1", "2d3", BOW, ISMANY|ISMISL, /* Arrow */ "1d6", "1d4", NONE, ISMISL, /* Dagger */ "4d4", "1d2", NONE, 0, /* 2h sword */ "1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */ "1d1", "1d1", NONE, 0, /* Crossbow */ "1d2", "2d5", CROSSBOW, ISMANY|ISMISL, /* Crossbow bolt */ "2d3", "1d6", NONE, ISMISL, /* Spear */ }; /* * missile: * Fire a missile in a given direction */ missile(ydelta, xdelta) int ydelta, xdelta; { register THING *obj, *nitem; /* * Get which thing we are hurling */ if ((obj = get_item("throw", WEAPON)) == NULL) return; if (!dropcheck(obj) || is_current(obj)) return; /* * Get rid of the thing. If it is a non-multiple item object, or * if it is the last thing, just drop it. Otherwise, create a new * item with a count of one. */ if (obj->o_count < 2) { detach(pack, obj); inpack--; } else { obj->o_count--; if (obj->o_group == 0) inpack--; nitem = new_item(); *nitem = *obj; nitem->o_count = 1; obj = nitem; } do_motion(obj, ydelta, xdelta); /* * AHA! Here it has hit something. If it is a wall or a door, * or if it misses (combat) the monster, put it on the floor */ if (moat(obj->o_pos.y, obj->o_pos.x) == NULL || !hit_monster(unc(obj->o_pos), obj)) fall(obj, TRUE); } /* * do_motion: * Do the actual motion on the screen done by an object traveling * across the room */ do_motion(obj, ydelta, xdelta) register THING *obj; register int ydelta, xdelta; { /* * Come fly with us ... */ obj->o_pos = hero; for (;;) { register int ch; /* * Erase the old one */ if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos))) mvaddch(obj->o_pos.y, obj->o_pos.x, chat(obj->o_pos.y, obj->o_pos.x)); /* * Get the new position */ obj->o_pos.y += ydelta; obj->o_pos.x += xdelta; if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR) { /* * It hasn't hit anything yet, so display it * If it alright. */ if (cansee(unc(obj->o_pos))) { mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); refresh(); } continue; } break; } } /* * fall: * Drop an item someplace around here. */ fall(obj, pr) register THING *obj; register bool pr; { static coord fpos; register int index; if (fallpos(&obj->o_pos, &fpos, TRUE)) { index = INDEX(fpos.y, fpos.x); _level[index] = obj->o_type; obj->o_pos = fpos; if (cansee(fpos.y, fpos.x)) { mvaddch(fpos.y, fpos.x, obj->o_type); if (_monst[index] != NULL) _monst[index]->t_oldch = obj->o_type; } attach(lvl_obj, obj); return; } if (pr) msg("the %s vanishes as it hits the ground", /* BUGFIX: Identification trick */ (obj->o_type==WEAPON) ? w_names[obj->o_which] : inv_name(obj,TRUE)); discard(obj); } /* * init_weapon: * Set up the initial goodies for a weapon */ init_weapon(weap, type) register THING *weap; char type; { register struct init_weps *iwp; iwp = &init_dam[type]; strncpy(weap->o_damage, iwp->iw_dam, 8); strncpy(weap->o_hurldmg, iwp->iw_hrl, 8); weap->o_launch = iwp->iw_launch; weap->o_flags = iwp->iw_flags; if (weap->o_flags & ISMANY) { weap->o_count = rnd(8) + 8; weap->o_group = group++; } else weap->o_count = 1; } /* * hit_monster: * Does the missile hit the monster? */ hit_monster(y, x, obj) register int y, x; THING *obj; { static coord mp; mp.y = y; mp.x = x; return fight(&mp, moat(y, x)->t_type, obj, TRUE); } /* * num: * Figure out the plus number for armor/weapons */ char * num(n1, n2, type) register int n1, n2; register char type; { static char numbuf[10]; sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); if (type == WEAPON) sprintf(&numbuf[strlen(numbuf)], ",%s%d", n2 < 0 ? "" : "+", n2); return numbuf; } /* * wield: * Pull out a certain weapon */ wield() { register THING *obj, *oweapon; register char *sp; oweapon = cur_weapon; if (!dropcheck(cur_weapon)) { cur_weapon = oweapon; return; } cur_weapon = oweapon; if ((obj = get_item("wield", WEAPON)) == NULL) { bad: after = FALSE; return; } if (obj->o_type == ARMOR) { msg("you can't wield armor"); goto bad; } if (is_current(obj)) goto bad; sp = inv_name(obj, TRUE); cur_weapon = obj; if (!terse) addmsg("you are now "); msg("wielding %s (%c)", sp, pack_char(obj)); } /* * fallpos: * Pick a random position around the give (y, x) coordinates */ fallpos(pos, newpos, pass) register coord *pos, *newpos; register bool pass; { register int y, x, cnt, ch; cnt = 0; for (y = pos->y - 1; y <= pos->y + 1; y++) for (x = pos->x - 1; x <= pos->x + 1; x++) { /* * check to make certain the spot is empty, if it is, * put the object there, set it in the level list * and re-draw the room if he can see it */ if (y == hero.y && x == hero.x) continue; if (((ch = chat(y, x)) == FLOOR || (pass && ch == PASSAGE)) && rnd(++cnt) == 0) { newpos->y = y; newpos->x = x; } } return (cnt != 0); }