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.
This commit is contained in:
nethack.allison
2002-11-17 18:43:45 +00:00
parent 330bdb7d1a
commit abd3df2871
5 changed files with 53 additions and 25 deletions

View File

@@ -306,6 +306,8 @@ all objects carried by a monster who's hit by a polymorph zap are protected
sparkle option for display effects was ignored on explosions
level teleport while on a sleeping steed caused panic and possible crash
breaking wand of digging causing a shopkeeper to fall left unpaid items unpaid
use get_adjacent_loc() rather than getdir() directly for some things where
you want to ensure valid adjacent coordinates are returned
Platform- and/or Interface-Specific Fixes

View File

@@ -172,6 +172,7 @@ E int FDECL(movecmd, (CHAR_P));
E int FDECL(getdir, (const char *));
E void NDECL(confdir);
E int FDECL(isok, (int,int));
E int FDECL(get_adjacent_loc, (const char *, const char *, XCHAR_P, XCHAR_P, coord *));
E const char *FDECL(click_to_cmd, (int,int,int));
E char NDECL(readchar);
#ifdef WIZARD

View File

@@ -400,7 +400,7 @@ STATIC_OVL void
use_leash(obj)
struct obj *obj;
{
register int x, y;
coord cc;
register struct monst *mtmp;
int spotmon;
@@ -409,12 +409,9 @@ struct obj *obj;
return;
}
if(!getdir((char *)0)) return;
if(!get_adjacent_loc((char *)0, (char *)0, u.ux, u.uy, &cc)) return;
x = u.ux + u.dx;
y = u.uy + u.dy;
if((x == u.ux) && (y == u.uy)) {
if((cc.x == u.ux) && (cc.y == u.uy)) {
#ifdef STEED
if (u.usteed && u.dz > 0) {
mtmp = u.usteed;
@@ -426,7 +423,7 @@ struct obj *obj;
return;
}
if(!(mtmp = m_at(x, y))) {
if(!(mtmp = m_at(cc.x, cc.y))) {
There("is no creature there.");
return;
}

View File

@@ -1958,6 +1958,38 @@ char sym;
return !u.dz;
}
/*
* uses getdir() but unlike getdir() it specifically
* produces coordinates using the direction from getdir()
* and verifies that those coordinates are ok.
*
* If the call to getdir() returns 0, Never_mind is displayed.
* If the resulting coordinates are not okay, emsg is displayed.
*
* Returns non-zero if coordinates in cc are valid.
*/
int get_adjacent_loc(prompt,emsg,x,y,cc)
const char *prompt, *emsg;
xchar x,y;
coord *cc;
{
xchar new_x, new_y;
if (!getdir(prompt)) {
pline(Never_mind);
return 0;
}
new_x = x + u.dx;
new_y = y + u.dy;
if (cc && isok(new_x,new_y)) {
cc->x = new_x;
cc->y = new_y;
} else {
if (emsg) pline(emsg);
return 0;
}
return 1;
}
int
getdir(s)
const char *s;

View File

@@ -1402,12 +1402,12 @@ int x, y;
}
int
doloot() /* loot a container on the floor. */
doloot() /* loot a container on the floor or loot saddle from mon. */
{
register struct obj *cobj, *nobj;
register int c = -1;
int timepassed = 0;
int x,y;
coord cc;
boolean underfoot = TRUE;
const char *dont_find_anything = "don't find anything";
struct monst *mtmp;
@@ -1423,15 +1423,15 @@ doloot() /* loot a container on the floor. */
You("have no hands!"); /* not `body_part(HAND)' */
return 0;
}
x = u.ux; y = u.uy;
cc.x = u.ux; cc.y = u.uy;
lootcont:
if (container_at(x, y, FALSE)) {
if (container_at(cc.x, cc.y, FALSE)) {
boolean any = FALSE;
if (!able_to_loot(x, y)) return 0;
for (cobj = level.objects[x][y]; cobj; cobj = nobj) {
if (!able_to_loot(cc.x, cc.y)) return 0;
for (cobj = level.objects[cc.x][cc.y]; cobj; cobj = nobj) {
nobj = cobj->nexthere;
if (Is_container(cobj)) {
@@ -1520,32 +1520,28 @@ gotit:
pline("Ok, now there is loot here.");
}
}
} else if (IS_GRAVE(levl[x][y].typ)) {
} else if (IS_GRAVE(levl[cc.x][cc.y].typ)) {
You("need to dig up the grave to effectively loot it...");
}
/*
* 3.3.1 introduced directional looting for some things.
*/
if (c != 'y' && mon_beside(u.ux, u.uy)) {
if (!getdir("Loot in what direction?")) {
pline(Never_mind);
return(0);
}
x = u.ux + u.dx;
y = u.uy + u.dy;
if (x == u.ux && y == u.uy) {
if (!get_adjacent_loc("Loot in what direction?", "Invalid loot location",
u.ux, u.uy, &cc)) return 0;
if (cc.x == u.ux && cc.y == u.uy) {
underfoot = TRUE;
if (container_at(x, y, FALSE))
if (container_at(cc.x, cc.y, FALSE))
goto lootcont;
} else
underfoot = FALSE;
if (u.dz < 0) {
You("%s to loot on the %s.", dont_find_anything,
ceiling(x, y));
ceiling(cc.x, cc.y));
timepassed = 1;
return timepassed;
}
mtmp = m_at(x, y);
mtmp = m_at(cc.x, cc.y);
if (mtmp) timepassed = loot_mon(mtmp, &prev_inquiry, &prev_loot);
/* Preserve pre-3.3.1 behaviour for containers.
@@ -1553,7 +1549,7 @@ gotit:
* from one square away to change that in the future.
*/
if (!underfoot) {
if (container_at(x, y, FALSE)) {
if (container_at(cc.x, cc.y, FALSE)) {
if (mtmp) {
You_cant("loot anything %sthere with %s in the way.",
prev_inquiry ? "else " : "", mon_nam(mtmp));