Bound wizard-created Which against its item table (closes #10) #20

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clawbot merged 1 commits from fix/wizard-which-bounds into main 2026-08-09 07:34:54 +02:00
12 changed files with 705 additions and 13 deletions
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43
TODO.md
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@@ -34,6 +34,49 @@ wizard commands).
# Completed Steps
- 2026-08-09 Wizard-create bounds fix (`fix/wizard-which-bounds`, closes #10):
`createObj` stored the raw `0-f` nibble as `Object.Which` with no bounds
check, so wizard mode -> `C` -> `/` -> `f` produced a wand numbered 15 against
a 14-entry table and panicked in `fixStick`. Input outside `0-f` overshoots
much further rather than going negative: `readchar` returns a `byte`, so the
`int(ch-'a') + 10` branch is byte arithmetic and wraps — `'A'` gives 234 and
`'!'` gives 202 — and panicked the same way. C's `create_obj()` was equally
unchecked, but every C consumer was either a `switch` (defined for any value)
or a static-array read past the end (undefined, and survivable in practice),
whereas since refactor step 8 one game is one process, so the Go panic kills
the game with the terminal still in raw mode. Fixed at the two boundaries a
bad `Which` can enter through: `createObj` now rejects an out-of-range choice
with a message built from C's own `type_name()` vocabulary and adds nothing to
the pack (a deliberate, commented divergence, since C had no defined behavior
here to be faithful to), and `Restore` refuses a snapshot describing such an
object (`ErrSaveCorrupt`) instead of loading a game that would explode later.
Behind those, `whichLimit`/`hasValidWhich` back defensive guards at every
dispatch named in the issue: the three effect tables (the new `quaffHandler`,
`readHandler`, and `zapHandler` accessors return no handler rather than
indexing — for wands that is exactly non-`MASTER` C, which matched no case and
still ran `o_charges--`), the `callIt` lore lookups, `identifyType` (whose
table is shorter than the scroll table keying it, though no scroll that can
reach `readIdentify` overshoots it, so that one is defensive rather than a
live bound), `armorClass` for the four `a_class[]` reads, `initWeapon` against
the missing `init_dam[]` row for `WeaponFlame`, `fixStick`'s `ws_type[]` read,
and `inventoryName`, hoisted so one check covers the scroll-title read the
issue listed plus its potion-color, ring-stone, wand-material, weapon and
armor siblings. `objectWorth` got the same hoisted guard, since the
death-screen appraisal reads the identical per-kind tables. No in-range input
changes behavior and no guard consumes a random number — the rejection
precedes every `rnd()` call, verified both by an explicit seed-unchanged test
and by `TestSeedCompatItemTables` staying green untouched. New
`game/wizard_test.go`: the exact reproducer, a rejection sweep over every
indexed kind including both wrapping-input forms, an acceptance sweep proving
valid choices still build the right item, one no-panic test per guarded family
(wand/potion/scroll/armor/weapon), the `fixStick` crash site, the corrupt-save
rejection over the wrapped values and a negative `Which` (a decoded snapshot
is the only source of one, so it is what exercises the `Which >= 0` arm of
`hasValidWhich`), and a check that `whichLimit` still agrees with the table
sizes. Each guard was confirmed load-bearing by reverting it and watching the
test panic. `Next Step` deliberately not rotated: this was out-of-band issue
work.
- 2026-08-09 Stale-docs correction (`docs-staleness`, closes #3): four claims in
`MEMORY.md`/`TODO.md`/`README.md` had gone false and were misdirecting agents
— the reviewer on PR #9 repeated one of them verbatim. Each was re-verified

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@@ -164,6 +164,38 @@ func newObject() *Object {
return &Object{Launch: noWeapon}
}
// whichLimit reports how many entries a kind's per-kind tables hold, so
// Which is a legal index exactly while 0 <= Which < whichLimit(Kind).
// Kinds whose Which is not a table index at all — food (0 ration, 1 the
// fruit), the amulet, gold, and the KindNone an unrecognized glyph maps
// to — report 0, meaning any value is acceptable, which is what C did
// with them too.
//
// Weapons count one past NumWeaponTypes on purpose: Items.Weapons is
// sized NumWeaponTypes+1 for the WeaponFlame dragon-breath entry, and
// fireBolt really does set Which = WeaponFlame on a live Object. That
// entry has no init_dam[] row, so initWeapon and createObj bound
// themselves by NumWeaponTypes instead.
func whichLimit(kind ObjectKind) int {
//nolint:exhaustive // the remaining kinds do not index a per-kind table
switch kind {
case KindPotion:
return int(NumPotionTypes)
case KindScroll:
return int(NumScrollTypes)
case KindRing:
return int(NumRingTypes)
case KindWand:
return int(NumWandTypes)
case KindArmor:
return int(NumArmorTypes)
case KindWeapon:
return int(NumWeaponTypes) + 1
}
return 0
}
// PotionKind returns Which as a potion kind; valid only for KindPotion.
func (o *Object) PotionKind() PotionKind { return PotionKind(o.Which) }
@@ -182,6 +214,36 @@ func (o *Object) WeaponKind() WeaponKind { return WeaponKind(o.Which) }
// ArmorKind returns Which as an armor kind; valid only for KindArmor.
func (o *Object) ArmorKind() ArmorKind { return ArmorKind(o.Which) }
// hasValidWhich reports whether Which is a legal index into this
// object's per-kind tables. Objects the game builds itself always
// satisfy it; the wizard-create command and a restored save file are the
// only two ways a malformed one can appear, and both reject it (see
// createObj and validateSnapshotObjects).
//
// The Which >= 0 arm is unreachable from the keyboard: createObj derives
// Which with byte arithmetic (int(ch-'a') + 10), which wraps to a large
// positive value rather than going negative. It is kept as
// defense-in-depth for the non-keyboard source — a decoded save file,
// where Which is an int off the wire and can hold anything — and is
// exercised there by TestRestoreRejectsOutOfRangeWhich.
func (o *Object) hasValidWhich() bool {
limit := whichLimit(o.Kind)
return limit == 0 || (o.Which >= 0 && o.Which < limit)
}
// wizardCanCreate reports whether Which names something the wizard-create
// command can actually build. It is hasValidWhich narrowed for weapons:
// WeaponFlame owns a name-table slot but no init_dam[] row, so asking for
// it would leave initWeapon nothing to copy.
func (o *Object) wizardCanCreate() bool {
if o.Kind == KindWeapon {
return o.Which >= 0 && o.Which < int(NumWeaponTypes)
}
return o.hasValidWhich()
}
// attachObj is list.c attach(): push item onto the front of a list.
func attachObj(list *[]*Object, item *Object) {
*list = append([]*Object{item}, *list...)

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@@ -42,13 +42,16 @@ func (g *RogueGame) quaff() {
g.leavePack(obj, false, false)
if h := g.data.quaffHandlers[obj.PotionKind()]; h != nil {
if h := g.data.quaffHandler(obj); h != nil {
h(g, trip)
}
g.status()
// Throw the item away
g.callIt(&g.Items.Potions[obj.Which])
// Throw the item away. A malformed potion has no lore entry to name,
// so it is drunk for no effect and never prompts to be called anything.
if obj.hasValidWhich() {
g.callIt(&g.Items.Potions[obj.Which])
}
}
// The per-potion effect handlers, dispatched through
@@ -265,7 +268,7 @@ func (g *RogueGame) isMagic(o *Object) bool {
//nolint:exhaustive // C-faithful: only the cases C handled (approved 2026-07-07)
switch o.Kind {
case KindArmor:
return o.Flags.Has(Protected) || o.ArmorClass != g.data.aClass[o.Which]
return o.Flags.Has(Protected) || o.ArmorClass != g.data.armorClass(o.Which)
case KindWeapon:
return o.HPlus != 0 || o.DPlus != 0
case KindPotion, KindScroll, KindWand, KindRing, KindAmulet:

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@@ -132,6 +132,13 @@ func (g *RogueGame) totalWinner() {
// objectWorth appraises one pack item on the way out, marking it known
// (the switch of rip.c total_winner).
func (g *RogueGame) objectWorth(obj *Object) int {
// Same defense as inventoryName: most arms below appraise from a
// per-kind table at obj.Which, so a malformed item is worth nothing
// rather than a panic on the way to the scoreboard.
if !obj.hasValidWhich() {
return 0
}
it := &g.Items
worth := 0
@@ -146,7 +153,7 @@ func (g *RogueGame) objectWorth(obj *Object) int {
case KindArmor:
worth = it.Armors[obj.Which].Worth
worth += (9 - obj.ArmorClass) * 100
worth += 10 * (g.data.aClass[obj.Which] - obj.ArmorClass)
worth += 10 * (g.data.armorClass(obj.Which) - obj.ArmorClass)
obj.Flags.Set(Known)
case KindScroll:
worth = loreWorth(&it.Scrolls[obj.Which], obj.Count)

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@@ -680,6 +680,37 @@ func (g *RogueGame) AutoSave() {
// ErrSaveOutOfDate reports a save file from an incompatible version.
var ErrSaveOutOfDate = errors.New("sorry, saved game is out of date")
// ErrSaveCorrupt reports a save file whose contents are structurally
// impossible for a game this code could have written.
var ErrSaveCorrupt = errors.New("sorry, saved game is corrupt")
// validateSnapshotObjects rejects a snapshot carrying an item whose Which
// would index past the end of its kind's tables. The file is written by
// this program, so such a value can only come from corruption or
// tampering; refusing it at the door is what keeps a malformed object
// from reaching the effect tables in doZap, quaff, and readScroll, where
// the wizard-create bug (issue #10) used to put one.
func validateSnapshotObjects(st *SaveState) error {
lists := make([][]Object, 0, 2+len(st.Monsters))
lists = append(lists, st.Objects, st.Player.Body.Pack)
for i := range st.Monsters {
lists = append(lists, st.Monsters[i].Pack)
}
for _, list := range lists {
for i := range list {
obj := &list[i]
if !obj.hasValidWhich() {
return fmt.Errorf("%w: %s has out-of-range which %d",
ErrSaveCorrupt, obj.Kind, obj.Which)
}
}
}
return nil
}
// Restore restores a saved game from a file (save.c restore). The file is
// deleted, as in C, to defeat restarting from the same save.
func Restore(path string, params Params) (*RogueGame, error) {
@@ -702,6 +733,11 @@ func Restore(path string, params Params) (*RogueGame, error) {
return nil, ErrSaveOutOfDate
}
valErr := validateSnapshotObjects(&st)
if valErr != nil {
return nil, valErr
}
g := &RogueGame{
data: newGameData(),
Rng: &Rng{},

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@@ -29,14 +29,17 @@ func (g *RogueGame) readScroll() {
// Get rid of the thing
g.leavePack(obj, false, false)
if h := g.data.readHandlers[obj.ScrollKind()]; h != nil {
if h := g.data.readHandler(obj); h != nil {
h(g, obj)
}
g.look(true) // put the result of the scroll on the screen
g.status()
g.callIt(&g.Items.Scrolls[obj.Which])
// A malformed scroll has no lore entry to name (see quaff).
if obj.hasValidWhich() {
g.callIt(&g.Items.Scrolls[obj.Which])
}
}
// The per-scroll effect handlers, dispatched through
@@ -166,10 +169,15 @@ func (g *RogueGame) createMonsterSpot() (Coord, bool) {
}
func (g *RogueGame) readIdentify(obj *Object) {
// Identify, let him figure something out
// Identify, let him figure something out. idType is shorter than the
// scroll table keying it (it stops after the last identify scroll),
// so the filter lookup carries its own bound. That bound is not
// reachable today: readHandlers registers readIdentify only for the
// identify scrolls, all of which sit inside idType. It is kept as
// defense-in-depth against a future table resize.
g.Items.Scrolls[obj.Which].Know = true
g.msg("this scroll is an %s scroll", g.Items.Scrolls[obj.Which].Name)
g.whatis(true, g.data.idType[obj.ScrollKind()])
g.whatis(true, g.data.identifyType(obj.ScrollKind()))
}
func (g *RogueGame) readMagicMapping(*Object) {

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@@ -31,7 +31,11 @@ func (g *RogueGame) doZap() {
return
}
if h := g.data.zapHandlers[obj.WandKind()]; h != nil {
// A malformed Which yields no handler, which is exactly what C did in a
// non-MASTER build: its do_zap switch matched no case, fell out, and
// still ran o_charges--. (The MASTER-only "what a bizarre schtick!"
// message for that arm is issue #13, not this bounds fix.)
if h := g.data.zapHandler(obj); h != nil {
if !h(g, obj) {
return // the zap aborted; no charge is used
}
@@ -502,7 +506,11 @@ func (g *RogueGame) boltStrikesHero(start Coord, name string, fromHero bool) boo
// fixStick sets up a new wand or staff (sticks.c fix_stick).
func (g *RogueGame) fixStick(cur *Object) {
if g.Items.WandType[cur.Which] == staffName {
// ws_type[] is indexed by Which; a malformed one is treated as a wand,
// which is the branch the C string compare would take against any
// value that is not literally "staff". The charge switch below already
// funnels everything but WandLight into its default arm.
if cur.hasValidWhich() && g.Items.WandType[cur.Which] == staffName {
cur.Damage = dice("2x3")
} else {
cur.Damage = dice("1x1")

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@@ -859,6 +859,69 @@ func newGameData() *gameData {
}
}
// The three effect-table lookups below are the guarded form of a raw
// index into quaffHandlers/readHandlers/zapHandlers. An object whose
// Which is out of range for its kind reports no handler rather than
// panicking, which lands on the same do-nothing behavior C's switches
// had when no case matched.
// quaffHandler returns the potion effect for obj, or nil when obj is not
// a potion the table knows about.
func (d *gameData) quaffHandler(obj *Object) func(g *RogueGame, trip bool) {
if !obj.hasValidWhich() {
return nil
}
return d.quaffHandlers[obj.PotionKind()]
}
// readHandler returns the scroll effect for obj, or nil when obj is not
// a scroll the table knows about.
func (d *gameData) readHandler(obj *Object) func(g *RogueGame, obj *Object) {
if !obj.hasValidWhich() {
return nil
}
return d.readHandlers[obj.ScrollKind()]
}
// zapHandler returns the wand effect for obj, or nil when obj is not a
// wand the table knows about.
func (d *gameData) zapHandler(obj *Object) func(g *RogueGame, obj *Object) bool {
if !obj.hasValidWhich() {
return nil
}
return d.zapHandlers[obj.WandKind()]
}
// identifyType reads extern.c's identify-scroll to item-kind map,
// returning KindNone for any scroll past the last identify scroll (the
// table is shorter than the scroll table it is keyed by). No scroll that
// can reach readIdentify is past that end, so the guard is defensive
// rather than a live bound; it exists so a future table resize cannot
// turn the lookup into a panic.
func (d *gameData) identifyType(kind ScrollKind) ObjectKind {
if kind < 0 || int(kind) >= len(d.idType) {
return KindNone
}
return d.idType[kind]
}
// armorClass reads extern.c a_class[] for an armor object's Which,
// returning 0 when Which is out of range. Only a malformed object can
// hit that arm — createObj and Restore both reject one — but a bounds
// check here is what keeps a bad index from panicking the process
// instead of merely naming a suit of armor oddly.
func (d *gameData) armorClass(which int) int {
if which < 0 || which >= int(NumArmorTypes) {
return 0
}
return d.aClass[which]
}
// Version strings (vers.c). The encstr/statlist XOR keys are not ported:
// the Go save format does not use them.
const (

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@@ -13,6 +13,16 @@ import (
func (g *RogueGame) inventoryName(obj *Object, drop bool) string {
var pb strings.Builder
// Every arm below reaches into a per-kind name table at obj.Which:
// the potion colors, ring stones, wand material/type, scroll titles,
// and the weapon and armor name tables. An object with an out-of-range
// Which cannot reach here (createObj and Restore both reject one), but
// if one ever did, naming it must not take the process down — so it
// falls back to the bare category name from C's type_name() vocabulary.
if !obj.hasValidWhich() {
return obj.Kind.String()
}
which := obj.Which
it := &g.Items
@@ -112,7 +122,7 @@ func (g *RogueGame) nameArmor(pb *strings.Builder, obj *Object) {
sp := g.Items.Armors[obj.Which].Name
if obj.Flags.Has(Known) {
fmt.Fprintf(pb, "%s %s [",
num(g.data.aClass[obj.Which]-obj.ArmorClass, 0, Armor), sp)
num(g.data.armorClass(obj.Which)-obj.ArmorClass, 0, Armor), sp)
if !g.Options.Terse {
pb.WriteString("protection ")

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@@ -159,6 +159,15 @@ type weaponSetup struct {
// initWeapon sets up a new weapon (weapons.c init_weapon).
func (g *RogueGame) initWeapon(weap *Object, which WeaponKind) {
// init_dam[] has a row only for the real weapons: WeaponFlame (dragon
// breath) and anything past it have none. createObj rejects such a
// choice before calling here, so this arm is unreachable in practice;
// it exists so a malformed kind leaves the weapon untouched instead of
// panicking on the table read.
if which < 0 || int(which) >= int(NumWeaponTypes) {
return
}
iwp := &g.data.initWeaps[which]
weap.Kind = KindWeapon
weap.Which = int(which)

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@@ -26,6 +26,23 @@ func (g *RogueGame) createObj() {
obj.Count = 1
g.Msgs.Mpos = 0
// Deliberate divergence from 5.4.4: C stored this nibble unchecked, so
// 'a'-'f' indexed straight past the ends of the per-kind static
// tables. Input outside '0'-'9' and 'a'-'f' overshoots much further:
// readchar returns a byte, so ch-'a' above is byte arithmetic and
// wraps instead of going negative ('A' gives 234, '!' gives 202).
// Reading past a static array was undefined behavior C happened to
// survive by picking up adjacent memory; in Go it is a panic that
// kills the process with the terminal still in raw mode. C had no
// defined behavior here to be faithful to, so the choice is rejected
// outright rather than emulating a garbage read. The check precedes
// every rnd() call below, so the RNG sequence is untouched either way.
if !obj.wizardCanCreate() {
g.msg("there is no such %s", obj.Kind)
return
}
//nolint:exhaustive // C-faithful: only the cases C handled (approved 2026-07-07)
switch obj.Kind {
case KindWeapon, KindArmor:
@@ -71,7 +88,7 @@ func (g *RogueGame) createWeaponArmor(obj *Object) {
return
}
obj.ArmorClass = g.data.aClass[obj.Which]
obj.ArmorClass = g.data.armorClass(obj.Which)
if bless == '-' {
obj.ArmorClass += g.rnd(3) + 1
}

426
game/wizard_test.go Normal file
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@@ -0,0 +1,426 @@
//nolint:testpackage // white-box tests reach unexported state (approved 2026-07-07)
package game
import (
"encoding/gob"
"errors"
"os"
"path/filepath"
"testing"
)
// mustNotPanic runs fn and turns a panic into an ordinary test failure.
// The bug these tests cover (issue #10) panicked out of an array index,
// and an unrecovered panic would take the whole test binary down instead
// of reporting which dispatch regressed.
func mustNotPanic(t *testing.T, what string, fn func()) {
t.Helper()
defer func() {
if r := recover(); r != nil {
t.Errorf("%s panicked: %v", what, r)
}
}()
fn()
}
// TestCreateObjWandFReproducer is the exact reported crash: wizard mode,
// C, '/' for a wand, 'f' for which. 'f' is nibble 15 and there are only
// NumWandTypes (14) wands, so fixStick used to index two past the end of
// ws_type[] and panic.
func TestCreateObjWandFReproducer(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
g.Wizard = true
before := len(g.Player.Pack)
setInput(t, g, '/', 'f')
mustNotPanic(t, "createObj with wand 'f'", g.createObj)
if len(g.Player.Pack) != before {
t.Errorf("out-of-range wand was added to the pack: %d items, want %d",
len(g.Player.Pack), before)
}
}
// TestCreateObjRejectsOutOfRangeWhich sweeps the rejection across every
// kind whose Which is a table index, including input outside '0'-'f'.
// isDigit is false for such input, so it takes the letter branch, where
// ch-'a' is byte arithmetic and wraps rather than going negative: 'A'
// (65) gives int(224)+10 == 234 and '!' (33) gives int(192)+10 == 202.
// Those far-past-the-end values, not negative ones, are what the guard
// has to catch on the keyboard path.
func TestCreateObjRejectsOutOfRangeWhich(t *testing.T) {
t.Parallel()
cases := []struct {
name string
typ byte
which byte
}{
{"wand f is past NumWandTypes", Stick, 'f'},
{"potion f is past NumPotionTypes", Potion, 'f'},
{"ring f is past NumRingTypes", Ring, 'f'},
// NumScrollTypes is 18, past the 'f' the prompt tops out at, so a
// scroll can only be driven out of range by input that wraps.
{"scroll 'A' wraps to 234", Scroll, 'A'},
{"armor 9 is past NumArmorTypes", Armor, '9'},
{"weapon 9 is the flame pseudo-weapon", Weapon, '9'},
{"wand 'A' wraps to 234", Stick, 'A'},
{"wand '!' wraps to 202", Stick, '!'},
{"armor 'A' wraps to 234", Armor, 'A'},
{"weapon '!' wraps to 202", Weapon, '!'},
}
for _, tc := range cases {
t.Run(tc.name, func(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
g.Wizard = true
before := len(g.Player.Pack)
setInput(t, g, tc.typ, tc.which)
mustNotPanic(t, tc.name, g.createObj)
if len(g.Player.Pack) != before {
t.Errorf("pack grew to %d items, want %d: a rejected item was created",
len(g.Player.Pack), before)
}
})
}
}
// TestCreateObjAcceptsValidWhich pins the other half of the contract: the
// bounds check must not touch any in-range choice.
func TestCreateObjAcceptsValidWhich(t *testing.T) {
t.Parallel()
cases := []struct {
name string
typ byte
which byte
kind ObjectKind
want int
}{
{"wand of light", Stick, '0', KindWand, int(WandLight)},
{"potion 0", Potion, '0', KindPotion, int(PotionConfusion)},
{"scroll 9", Scroll, '9', KindScroll, int(ScrollIdentifyRingOrStick)},
{"ring d, the last ring", Ring, 'd', KindRing, int(NumRingTypes) - 1},
{"armor 7, the last armor", Armor, '7', KindArmor, int(NumArmorTypes) - 1},
{"weapon 8, the last real weapon", Weapon, '8', KindWeapon, int(WeaponSpear)},
}
for _, tc := range cases {
t.Run(tc.name, func(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
g.Wizard = true
before := make(map[*Object]bool, len(g.Player.Pack))
for _, o := range g.Player.Pack {
before[o] = true
}
// The armor and weapon arms read one more character for the
// blessing prompt; 'n' means neither cursed nor blessed.
setInput(t, g, tc.typ, tc.which, 'n')
g.createObj()
if len(g.Player.Pack) != len(before)+1 {
t.Fatalf("pack has %d items, want %d: valid item not created",
len(g.Player.Pack), len(before)+1)
}
// addPack files the new item in kind order, so find it by
// identity rather than assuming it landed at the end.
var made *Object
for _, o := range g.Player.Pack {
if !before[o] {
made = o
}
}
if made.Kind != tc.kind || made.Which != tc.want {
t.Errorf("created %v which %d, want %v which %d",
made.Kind, made.Which, tc.kind, tc.want)
}
})
}
}
// TestCreateObjKeepsRNGSequence proves the guard costs no RNG draws: a
// rejected creation must leave the generator exactly where it was, or
// every later roll in the game would shift.
func TestCreateObjKeepsRNGSequence(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
g.Wizard = true
before := g.Rng.Seed
setInput(t, g, Stick, 'f')
g.createObj()
if g.Rng.Seed != before {
t.Errorf("rejected creation consumed RNG: seed %d, want %d",
g.Rng.Seed, before)
}
}
// malformed builds an object of the given kind whose Which sits one past
// the end of that kind's table — the state the wizard bug used to leave
// behind, and the state a corrupt save file could still describe.
func malformed(kind ObjectKind) *Object {
obj := newObject()
obj.Kind = kind
obj.Which = whichLimit(kind)
obj.Count = 1
return obj
}
// TestZapMalformedWandDoesNotPanic covers the sticks.go dispatch. C's
// non-MASTER do_zap matched no case and still ran o_charges--, so the
// charge must be spent even though nothing happens.
func TestZapMalformedWandDoesNotPanic(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
wand := malformed(KindWand)
wand.Charges = 3
ch := give(g, wand)
setInput(t, g, ch)
mustNotPanic(t, "doZap on a malformed wand", g.doZap)
if wand.Charges != 2 {
t.Errorf("charges = %d after zapping, want 2", wand.Charges)
}
}
// TestQuaffMalformedPotionDoesNotPanic covers the potions.go dispatch and
// the callIt lookup that follows it.
func TestQuaffMalformedPotionDoesNotPanic(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
before := len(g.Player.Pack)
ch := give(g, malformed(KindPotion))
setInput(t, g, ch)
mustNotPanic(t, "quaff of a malformed potion", g.quaff)
if len(g.Player.Pack) != before {
t.Errorf("pack has %d items, want %d: the potion was not consumed",
len(g.Player.Pack), before)
}
}
// TestReadMalformedScrollDoesNotPanic covers the scrolls.go dispatch and
// its callIt lookup.
func TestReadMalformedScrollDoesNotPanic(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
before := len(g.Player.Pack)
ch := give(g, malformed(KindScroll))
setInput(t, g, ch)
mustNotPanic(t, "readScroll of a malformed scroll", g.readScroll)
if len(g.Player.Pack) != before {
t.Errorf("pack has %d items, want %d: the scroll was not consumed",
len(g.Player.Pack), before)
}
}
// TestMalformedArmorDoesNotPanic covers the a_class[] reads: pricing at
// death, the identified-armor name, and the detect-magic test.
func TestMalformedArmorDoesNotPanic(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
armor := malformed(KindArmor)
armor.Flags.Set(Known)
mustNotPanic(t, "naming a malformed suit of armor", func() {
if got := g.inventoryName(armor, false); got != armor.Kind.String() {
t.Errorf("inventoryName = %q, want %q", got, armor.Kind.String())
}
})
mustNotPanic(t, "isMagic on a malformed suit of armor", func() {
g.isMagic(armor)
})
mustNotPanic(t, "appraising a malformed suit of armor", func() {
if worth := g.objectWorth(armor); worth != 0 {
t.Errorf("objectWorth = %d, want 0", worth)
}
})
if got := g.data.armorClass(armor.Which); got != 0 {
t.Errorf("armorClass(%d) = %d, want 0", armor.Which, got)
}
}
// TestMalformedWeaponDoesNotPanic covers the init_dam[] read. WeaponFlame
// is the first kind with no table row, so initWeapon must leave the
// object alone rather than index past the end.
func TestMalformedWeaponDoesNotPanic(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
weap := newObject()
mustNotPanic(t, "initWeapon with the flame pseudo-weapon", func() {
g.initWeapon(weap, WeaponFlame)
})
mustNotPanic(t, "initWeapon with a negative weapon kind", func() {
g.initWeapon(weap, WeaponKind(-1))
})
if weap.Kind != KindNone {
t.Errorf("weapon was initialized from a missing table row: kind %v",
weap.Kind)
}
}
// TestFixStickMalformedWhichDoesNotPanic covers the ws_type[] read that
// the reported reproducer actually crashed on.
func TestFixStickMalformedWhichDoesNotPanic(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
wand := malformed(KindWand)
mustNotPanic(t, "fixStick on a malformed wand", func() {
g.fixStick(wand)
})
if wand.Damage.String() != "1x1" {
t.Errorf("damage = %q, want the wand damage %q",
wand.Damage.String(), "1x1")
}
}
// TestRestoreRejectsOutOfRangeWhich is the save-file half of the fix: a
// malformed object must not be able to sneak past the keyboard guard by
// arriving in a snapshot.
//
// A decoded save is also the only place a *negative* Which can come
// from. On the keyboard path createObj's ch-'a' is byte arithmetic and
// wraps, so 'A' and '!' land at 234 and 202; Which is a plain int in the
// gob stream, so a tampered file can carry any value at all. Both shapes
// are covered here, and the negative case is what exercises the
// Which >= 0 arm of hasValidWhich.
func TestRestoreRejectsOutOfRangeWhich(t *testing.T) {
t.Parallel()
cases := []struct {
name string
which int
}{
{"one past the wand table", int(NumWandTypes)},
{"the value 'A' wraps to on the keyboard path", 234},
{"the value '!' wraps to on the keyboard path", 202},
{"negative, reachable only from a tampered file", -1},
}
for _, tc := range cases {
t.Run(tc.name, func(t *testing.T) {
t.Parallel()
g := mkGame(t, 11)
st := g.snapshot()
if len(st.Player.Body.Pack) == 0 {
t.Fatal("starting pack is empty; nothing to corrupt")
}
st.Player.Body.Pack[0].Kind = KindWand
st.Player.Body.Pack[0].Which = tc.which
path := filepath.Join(t.TempDir(), "rogue.save")
writeSnapshot(t, path, st)
_, restoreErr := Restore(path, Params{Term: &testTerm{}})
if !errors.Is(restoreErr, ErrSaveCorrupt) {
t.Errorf("Restore error = %v, want ErrSaveCorrupt", restoreErr)
}
_, statErr := os.Stat(path)
if statErr != nil {
t.Error("a rejected save file was deleted; it should be left alone")
}
})
}
}
// writeSnapshot gob-encodes a snapshot to path the way saveFile does.
func writeSnapshot(t *testing.T, path string, st *SaveState) {
t.Helper()
f, err := os.Create(path) //nolint:gosec // G304: test temp path
if err != nil {
t.Fatal(err)
}
encErr := gob.NewEncoder(f).Encode(st)
if encErr != nil {
t.Fatal(encErr)
}
closeErr := f.Close()
if closeErr != nil {
t.Fatal(closeErr)
}
}
// TestWhichLimitCoversEveryIndexedTable pins the bounds table itself
// against the per-kind arrays it has to agree with.
func TestWhichLimitCoversEveryIndexedTable(t *testing.T) {
t.Parallel()
// len() of an array field is a compile-time constant, so the zero
// value is enough to read the table sizes off.
var it ItemLore
cases := []struct {
kind ObjectKind
size int
}{
{KindPotion, len(it.Potions)},
{KindScroll, len(it.Scrolls)},
{KindRing, len(it.Rings)},
{KindWand, len(it.Sticks)},
{KindArmor, len(it.Armors)},
{KindWeapon, len(it.Weapons)},
}
for _, tc := range cases {
if got := whichLimit(tc.kind); got != tc.size {
t.Errorf("whichLimit(%v) = %d, want the table size %d",
tc.kind, got, tc.size)
}
}
// Kinds whose Which is not a table index accept anything, as in C.
for _, kind := range []ObjectKind{KindFood, KindAmulet, KindGold, KindNone} {
obj := &Object{Kind: kind, Which: 99}
if !obj.hasValidWhich() {
t.Errorf("%v should not be bounds-checked on Which", kind)
}
}
}