get_adjacent_loc()
use get_adjacent_loc() rather than getdir() directly for some things where you want to ensure valid adjacent coordinates are returned <email deleted> wrote: >>> [...] >>> I've noticed that the loot adjacent spot code doesn't have any >>> isok(x,y) test, so will risk crashing if used at the edge of >>> the screen (whether deliberately, or accidentally due to being >>> confused or stunned when picking the direction). >> Would this not be a problem elsewhere, such as use_leash() too? > Yes, that looks like the same risk. getdir() doesn't validate > that the <u.ux+u.dx, u.uy,u.dy> is safe and neither does m_at(), > so their callers need to. > > I did manage to provoke a crash with #loot on the plane of earth, > although an accidental case would be a lot less likely to happen.
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@@ -306,6 +306,8 @@ all objects carried by a monster who's hit by a polymorph zap are protected
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sparkle option for display effects was ignored on explosions
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level teleport while on a sleeping steed caused panic and possible crash
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breaking wand of digging causing a shopkeeper to fall left unpaid items unpaid
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use get_adjacent_loc() rather than getdir() directly for some things where
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you want to ensure valid adjacent coordinates are returned
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Platform- and/or Interface-Specific Fixes
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@@ -172,6 +172,7 @@ E int FDECL(movecmd, (CHAR_P));
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E int FDECL(getdir, (const char *));
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E void NDECL(confdir);
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E int FDECL(isok, (int,int));
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E int FDECL(get_adjacent_loc, (const char *, const char *, XCHAR_P, XCHAR_P, coord *));
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E const char *FDECL(click_to_cmd, (int,int,int));
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E char NDECL(readchar);
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#ifdef WIZARD
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11
src/apply.c
11
src/apply.c
@@ -400,7 +400,7 @@ STATIC_OVL void
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use_leash(obj)
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struct obj *obj;
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{
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register int x, y;
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coord cc;
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register struct monst *mtmp;
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int spotmon;
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@@ -409,12 +409,9 @@ struct obj *obj;
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return;
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}
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if(!getdir((char *)0)) return;
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if(!get_adjacent_loc((char *)0, (char *)0, u.ux, u.uy, &cc)) return;
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x = u.ux + u.dx;
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y = u.uy + u.dy;
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if((x == u.ux) && (y == u.uy)) {
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if((cc.x == u.ux) && (cc.y == u.uy)) {
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#ifdef STEED
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if (u.usteed && u.dz > 0) {
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mtmp = u.usteed;
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@@ -426,7 +423,7 @@ struct obj *obj;
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return;
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}
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if(!(mtmp = m_at(x, y))) {
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if(!(mtmp = m_at(cc.x, cc.y))) {
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There("is no creature there.");
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return;
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}
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32
src/cmd.c
32
src/cmd.c
@@ -1958,6 +1958,38 @@ char sym;
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return !u.dz;
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}
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/*
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* uses getdir() but unlike getdir() it specifically
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* produces coordinates using the direction from getdir()
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* and verifies that those coordinates are ok.
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*
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* If the call to getdir() returns 0, Never_mind is displayed.
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* If the resulting coordinates are not okay, emsg is displayed.
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*
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* Returns non-zero if coordinates in cc are valid.
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*/
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int get_adjacent_loc(prompt,emsg,x,y,cc)
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const char *prompt, *emsg;
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xchar x,y;
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coord *cc;
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{
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xchar new_x, new_y;
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if (!getdir(prompt)) {
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pline(Never_mind);
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return 0;
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}
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new_x = x + u.dx;
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new_y = y + u.dy;
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if (cc && isok(new_x,new_y)) {
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cc->x = new_x;
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cc->y = new_y;
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} else {
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if (emsg) pline(emsg);
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return 0;
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}
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return 1;
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}
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int
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getdir(s)
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const char *s;
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32
src/pickup.c
32
src/pickup.c
@@ -1402,12 +1402,12 @@ int x, y;
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}
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int
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doloot() /* loot a container on the floor. */
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doloot() /* loot a container on the floor or loot saddle from mon. */
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{
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register struct obj *cobj, *nobj;
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register int c = -1;
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int timepassed = 0;
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int x,y;
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coord cc;
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boolean underfoot = TRUE;
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const char *dont_find_anything = "don't find anything";
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struct monst *mtmp;
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@@ -1423,15 +1423,15 @@ doloot() /* loot a container on the floor. */
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You("have no hands!"); /* not `body_part(HAND)' */
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return 0;
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}
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x = u.ux; y = u.uy;
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cc.x = u.ux; cc.y = u.uy;
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lootcont:
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if (container_at(x, y, FALSE)) {
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if (container_at(cc.x, cc.y, FALSE)) {
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boolean any = FALSE;
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if (!able_to_loot(x, y)) return 0;
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for (cobj = level.objects[x][y]; cobj; cobj = nobj) {
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if (!able_to_loot(cc.x, cc.y)) return 0;
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for (cobj = level.objects[cc.x][cc.y]; cobj; cobj = nobj) {
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nobj = cobj->nexthere;
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if (Is_container(cobj)) {
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@@ -1520,32 +1520,28 @@ gotit:
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pline("Ok, now there is loot here.");
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}
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}
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} else if (IS_GRAVE(levl[x][y].typ)) {
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} else if (IS_GRAVE(levl[cc.x][cc.y].typ)) {
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You("need to dig up the grave to effectively loot it...");
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}
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/*
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* 3.3.1 introduced directional looting for some things.
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*/
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if (c != 'y' && mon_beside(u.ux, u.uy)) {
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if (!getdir("Loot in what direction?")) {
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pline(Never_mind);
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return(0);
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}
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x = u.ux + u.dx;
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y = u.uy + u.dy;
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if (x == u.ux && y == u.uy) {
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if (!get_adjacent_loc("Loot in what direction?", "Invalid loot location",
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u.ux, u.uy, &cc)) return 0;
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if (cc.x == u.ux && cc.y == u.uy) {
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underfoot = TRUE;
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if (container_at(x, y, FALSE))
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if (container_at(cc.x, cc.y, FALSE))
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goto lootcont;
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} else
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underfoot = FALSE;
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if (u.dz < 0) {
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You("%s to loot on the %s.", dont_find_anything,
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ceiling(x, y));
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ceiling(cc.x, cc.y));
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timepassed = 1;
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return timepassed;
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}
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mtmp = m_at(x, y);
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mtmp = m_at(cc.x, cc.y);
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if (mtmp) timepassed = loot_mon(mtmp, &prev_inquiry, &prev_loot);
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/* Preserve pre-3.3.1 behaviour for containers.
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@@ -1553,7 +1549,7 @@ gotit:
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* from one square away to change that in the future.
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*/
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if (!underfoot) {
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if (container_at(x, y, FALSE)) {
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if (container_at(cc.x, cc.y, FALSE)) {
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if (mtmp) {
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You_cant("loot anything %sthere with %s in the way.",
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prev_inquiry ? "else " : "", mon_nam(mtmp));
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