From 31717fe2276b0cb53a733116b2ac43557f66fa53 Mon Sep 17 00:00:00 2001 From: PatR Date: Sun, 10 Dec 2023 03:21:52 -0800 Subject: [PATCH] fix github issue #1170 - trapped without a trap Issue reported by mkuoppal: drum of earthquake triggers a sanity check warning which the fuzzer escalated to panic. Analysis by entrez. If a pit gets created next to a pool or moat or lava, liquid might flow there and replace the pit. But the drum of earthquake code assumed that the pit was still there. If there was a monster there and it wasn't levitating or flying and it wasn't killed by the liquid, it got marked as trapped even though the pit was gone. 'sanity_check' noticed. With difficulty I was able to reproduce the impossible warning before the fix, but the are a bunch of random factors at play. After the fix I can't reproduce it again, but that's not a guarantee that it's actually fixed. The analysis seems correct though and the fix is based on dealing with that. Closes #1170 --- doc/fixes3-7-0.txt | 5 +++++ src/dig.c | 25 +++++++++++++++++++------ src/music.c | 13 ++++++++----- 3 files changed, 32 insertions(+), 11 deletions(-) diff --git a/doc/fixes3-7-0.txt b/doc/fixes3-7-0.txt index 7e5d658d3..eb8fa876b 100644 --- a/doc/fixes3-7-0.txt +++ b/doc/fixes3-7-0.txt @@ -1323,6 +1323,11 @@ change [master] mind flayer, the Wizard, and the riders to bright magenta walking into a shopkeeper tries to pay the bill show billed items in a menu when paying with non-traditional menustyle prioritize paying shopkeeper next to you even if multiple are detected +avoid impossible "trapped without a trap (fmon)" from 'sanity_check' when a + drum of earthquake made a pit at a monster's spot and pit creation + caused adjacent pool/moat/lava to flood that spot; if a non-floater, + non-flyer monster survived that it got marked as trapped even though + flooding deleted the trap Fixes to 3.7.0-x General Problems Exposed Via git Repository diff --git a/src/dig.c b/src/dig.c index 17fba710a..a6a1f98f5 100644 --- a/src/dig.c +++ b/src/dig.c @@ -1,4 +1,4 @@ -/* NetHack 3.7 dig.c $NHDT-Date: 1596498156 2020/08/03 23:42:36 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.142 $ */ +/* NetHack 3.7 dig.c $NHDT-Date: 1702206282 2023/12/10 11:04:42 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.204 $ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /*-Copyright (c) Michael Allison, 2012. */ /* NetHack may be freely redistributed. See license for details. */ @@ -747,19 +747,32 @@ digactualhole(coordxy x, coordxy y, struct monst *madeby, int ttyp) DISABLE_WARNING_FORMAT_NONLITERAL /* - * Called from dighole(), but also from do_break_wand() - * in apply.c. + * Called from dighole(); also from do_break_wand() in apply.c + * and do_earthquake() in music.c. */ void -liquid_flow(coordxy x, coordxy y, schar typ, struct trap *ttmp, - const char *fillmsg) +liquid_flow( + coordxy x, coordxy y, + schar typ, + struct trap *ttmp, + const char *fillmsg) { struct obj *objchain; struct monst *mon; boolean u_spot = u_at(x, y); + /* caller should have changed levl[x][y].typ to POOL, MOAT, or LAVA */ + if (!is_pool_or_lava(x, y)) { + if (iflags.sanity_check) { + impossible("Insane liquid_flow(%d,%d,%s,%s).", x, y, + ttmp ? trapname(ttmp->ttyp, TRUE) : "no trap", + fillmsg ? fillmsg : "no mesg"); + } + return; + } + if (ttmp) - (void) delfloortrap(ttmp); + (void) delfloortrap(ttmp); /* will untrap monster is one is here */ /* if any objects were frozen here, they're released now */ unearth_objs(x, y); diff --git a/src/music.c b/src/music.c index 2703f2f0a..a1f4b6086 100644 --- a/src/music.c +++ b/src/music.c @@ -1,4 +1,4 @@ -/* NetHack 3.7 music.c $NHDT-Date: 1646688067 2022/03/07 21:21:07 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.77 $ */ +/* NetHack 3.7 music.c $NHDT-Date: 1702206294 2023/12/10 11:04:54 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.101 $ */ /* Copyright (c) 1989 by Jean-Christophe Collet */ /* NetHack may be freely redistributed. See license for details. */ @@ -337,8 +337,11 @@ do_earthquake(int force) wand of digging if you alter this sequence. */ filltype = fillholetyp(x, y, FALSE); if (filltype != ROOM) { - levl[x][y].typ = filltype; /* flags set via doormask */ + set_levltyp(x, y, filltype); /* levl[x][y] = filltype; */ liquid_flow(x, y, filltype, chasm, (char *) 0); + /* liquid_flow() deletes trap, might kill mtmp */ + if ((chasm = t_at(x, y)) == NULL) + break; /* from switch, not loop */ } mtmp = m_at(x, y); /* (redundant?) */ @@ -353,8 +356,8 @@ do_earthquake(int force) break; /* from switch, not loop */ } - /* We have to check whether monsters or player - falls in a chasm... */ + /* We have to check whether monsters or hero falls into a + new pit.... Note: if we get here, chasm is non-Null. */ if (mtmp) { if (!is_flyer(mtmp->data) && !is_clinger(mtmp->data)) { boolean m_already_trapped = mtmp->mtrapped; @@ -427,7 +430,7 @@ do_earthquake(int force) exercise(A_DEX, TRUE); else selftouch((Upolyd && (slithy(gy.youmonst.data) - || nolimbs(gy.youmonst.data))) + || nolimbs(gy.youmonst.data))) ? "Shaken, you" : "Falling down, you"); }