view arogue7/weapons.c @ 132:66b0263af424

arogue7: prevent segfaults when backstabbing while empty-handed. The calculation of the backstabbing multiplier checked the current weapon's properties without making sure the current weapon pointer was not NULL.
author John "Elwin" Edwards
date Tue, 12 May 2015 18:57:30 -0400
parents b786053d2f37
children f9ef86cf22b2
line wrap: on
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/*
 * weapons.c - Functions for dealing with problems brought about by weapons
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

/*
 * Functions for dealing with problems brought about by weapons
 *
 */

#include "curses.h"
#include <ctype.h>
#include <string.h>
#include "rogue.h"

boomerang(ydelta, xdelta, item, tp)
int ydelta, xdelta;
register struct linked_list *item;
register struct thing *tp;
{
	register struct object *obj;
	struct thing midpoint;
	coord oldpos;

	obj = OBJPTR(item);
	oldpos = obj->o_pos;

	/*
	 * make it appear to fly at the target
	 */
	do_motion(obj, ydelta, xdelta, tp);
	hit_monster(unc(obj->o_pos), obj, tp);

	/*
	 * Now let's make it fly back to the wielder.  We need to
	 * use midpoint to fool do_motion into thinking the action
	 * starts there.  Do_motion only looks at the t_pos field.
	 */
	midpoint.t_pos = obj->o_pos;	/* Simulate a new start position */
	do_motion(obj, -ydelta, -xdelta, &midpoint);

	obj->o_pos = oldpos;
}

/*
 * do the actual motion on the screen done by an object traveling
 * across the room.  Note that we should not look at any field in
 * tp other than t_pos unless we change boomerang().
 */
do_motion(obj, ydelta, xdelta, tp)
register struct object *obj;
register int ydelta, xdelta;
register struct thing *tp;
{

	/*
	* Come fly with us ...
	*/
	obj->o_pos = tp->t_pos;
	for (; ;) {
		register int ch;
		/*
		* Erase the old one
		*/
		if (!ce(obj->o_pos, tp->t_pos) &&
		    cansee(unc(obj->o_pos)) &&
		    mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
			mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x));
		}
		/*
		* Get the new position
		*/
		obj->o_pos.y += ydelta;
		obj->o_pos.x += xdelta;
		if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
			/*
			* It hasn't hit anything yet, so display it
			* If it alright.
			*/
			if (cansee(unc(obj->o_pos)) &&
			    mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
				mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type);
				draw(cw);
			}
			continue;
		}

		/*
		 * Did we stop because of a monster or the hero?  If we did 
		 * not, we want to move our position back one because we could
		 * not actually make it this far.
		 */
		if (!isalpha(ch) && 
		    !(obj->o_pos.y == hero.y && obj->o_pos.x == hero.x)) {
		        obj->o_pos.y -= ydelta;
		        obj->o_pos.x -= xdelta;
		}

		break;
	}
}


/*
 * fall:
 *	Drop an item someplace around here.
 */

fall(item, pr)
register struct linked_list *item;
bool pr;
{
	register struct object *obj;
	register struct room *rp;
	register int i;
	struct object *tobj;
	struct linked_list *titem;
	coord *fpos;

	obj = OBJPTR(item);
	/*
	 * try to drop the item, look up to 3 squares away for now
	 */
	for (i=1; i<4; i++) {
	    if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL)
		break;
	}

	if (fpos != NULL) {
		if (obj->o_group) { /* try to add groups together */
		    for(titem=lvl_obj; titem!=NULL; titem=next(titem)) {
			tobj = OBJPTR(titem);
			if (tobj->o_group == obj->o_group	&&
			    tobj->o_pos.y == fpos->y		&&
			    tobj->o_pos.x == fpos->x) {
				tobj->o_count += obj->o_count;
				o_discard(item);
				return;
			}
		    }
		}
		mvaddch(fpos->y, fpos->x, obj->o_type);
		obj->o_pos = *fpos;
		if ((rp = roomin(&hero)) != NULL &&
		    lit_room(rp)) {
			light(&hero);
			mvwaddch(cw, hero.y, hero.x, PLAYER);
		}
		attach(lvl_obj, item);
		return;
	}
	if (pr) {
	    msg("The %s vanishes as it hits the ground.",
		weaps[obj->o_which].w_name);		
	}
	o_discard(item);
}


/*
 * Does the missile hit the monster
 */

hit_monster(y, x, obj, tp)
register int y, x;
struct object *obj;
register struct thing *tp;
{
	static coord mp;

	mp.y = y;
	mp.x = x;
	if (tp == &player) {
		/* Make sure there is a monster where it landed */
		if (!isalpha(mvwinch(mw, y, x))) {
			return(FALSE);
		}

		/* Player hits monster */
		return(fight(&mp, obj, TRUE));
	} else {
		if (!ce(mp, hero)) {
		    /* Monster hits monster */
		    return(skirmish(tp, &mp, obj, TRUE));
		}

		/* Monster hits player */
		return(attack(tp, obj, TRUE));
	}
}

/*
 * init_weapon:
 *	Set up the initial goodies for a weapon
 */

init_weapon(weap, type)
register struct object *weap;
char type;
{
	register struct init_weps *iwp;

	iwp = &weaps[type];
	strncpy(weap->o_damage, iwp->w_dam, sizeof(weap->o_damage));
	strncpy(weap->o_hurldmg, iwp->w_hrl, sizeof(weap->o_hurldmg));
	weap->o_launch = iwp->w_launch;
	weap->o_flags = iwp->w_flags;
	weap->o_weight = iwp->w_wght;
	if (weap->o_flags & ISMANY) {
		weap->o_count = rnd(8) + 8;
		weap->o_group = newgrp();
	} else {
		weap->o_count = 1;
	}
}

/*
 * missile:
 *	Fire a missile in a given direction
 */

missile(ydelta, xdelta, item, tp)
int ydelta, xdelta;
register struct linked_list *item;
register struct thing *tp;
{
	register struct object *obj;
	register struct linked_list *nitem;
	char ch;

	/*
	* Get which thing we are hurling
	*/
	if (item == NULL) {
		return;
	}
	obj = OBJPTR(item);
	if (obj->o_type == RELIC && obj->o_which == AXE_AKLAD) {
	    boomerang(ydelta, xdelta, item, tp);
	    return;
	}

	if (!dropcheck(obj)) return;	/* Can we get rid of it? */

	if(!(obj->o_flags & ISMISL)) {
	    while (TRUE) {
		msg(terse ? "Really throw? (y or n): "
			  : "Do you really want to throw %s? (y or n): ",
				inv_name(obj, TRUE));
		mpos = 0;
		ch = readchar();
		if (ch == 'n' || ch == ESCAPE) {
		    after = FALSE;
		    return;
		}
		if (ch == 'y')
		    break;
	    }
	}
	/*
	 * 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(tp->t_pack, item);
		if (tp->t_pack == pack) {
			inpack--;
		}
	} 
	else {
		obj->o_count--;
		nitem = (struct linked_list *) new_item(sizeof *obj);
		obj = OBJPTR(nitem);
		*obj = *(OBJPTR(item));
		obj->o_count = 1;
		item = nitem;
	}
	updpack(FALSE, tp);
	do_motion(obj, ydelta, xdelta, tp);
	/*
	* 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 (!hit_monster(unc(obj->o_pos), obj, tp)) {
		fall(item, TRUE);
	}
	mvwaddch(cw, hero.y, hero.x, PLAYER);
}

/*
 * num:
 *	Figure out the plus number for armor/weapons
 */

char *
num(n1, n2)
register int n1, n2;
{
	static char numbuf[LINELEN];

	if (n1 == 0 && n2 == 0) {
		return "+0";
	}
	if (n2 == 0) {
		sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1);
	} else {
		sprintf(numbuf, "%s%d, %s%d", n1 < 0 ? "" : "+", n1, n2 < 0 ? "" : "+", n2);
	}
	return(numbuf);
}

/*
 * wield:
 *	Pull out a certain weapon
 */

wield()
{
	register struct linked_list *item;
	register struct object *obj, *oweapon;

	/*
	 * It takes 2 movement periods to unwield a weapon and 2 movement
	 * periods to wield a weapon.
	 */
	if (player.t_action != C_WIELD) {
	    player.t_action = C_WIELD;
	    player.t_using = NULL;	/* Make sure this is NULL! */
	    if (cur_weapon != NULL) {
		player.t_no_move = 2 * movement(&player);
		return;
	    }
	}

	if ((oweapon = cur_weapon) != NULL) {
	    /* At this point we have waited at least 2 units */
	    if (!dropcheck(cur_weapon)) {
		    cur_weapon = oweapon;
		    player.t_action = A_NIL;
		    return;
	    }
	    if (terse)
		addmsg("Was ");
	    else
		addmsg("You were ");
	    msg("wielding %s", inv_name(oweapon, TRUE));
	}

	/* We we have something picked out? */
	if (player.t_using == NULL) {
	    /* Now, what does he want to wield? */
	    if ((item = get_item(pack, "wield", WIELDABLE, FALSE, FALSE)) == NULL) {
		    player.t_action = A_NIL;
		    after = FALSE;
		    return;
	    }
	    player.t_using = item;
	    player.t_no_move = 2 * movement(&player);
	    return;
	}

	/* We have waited our time, let's wield the weapon */
	item = player.t_using;
	player.t_using = NULL;
	player.t_action = A_NIL;

	obj = OBJPTR(item);

	if (is_current(obj)) {
		msg("Item in use.");
		after = FALSE;
		return;
	}
	if (player.t_ctype != C_FIGHTER && 
	    player.t_ctype != C_RANGER  &&
	    player.t_ctype != C_PALADIN &&
	    obj->o_type == WEAPON	&&
	   (obj->o_which == TWOSWORD  ||
	    (obj->o_which == BASWORD &&
	     player.t_ctype != C_ASSASIN))) {
		msg("Only fighter types can wield a %s", 
		    weaps[obj->o_which].w_name);
		return;
	}
	if (terse) {
		addmsg("W");
	} else {
		addmsg("You are now w");
	}
	msg("ielding %s", inv_name(obj, TRUE));
	cur_weapon = obj;
}