Files
rgoue/game/object.go
sneak af3050b187 fix: bound wizard-created Which against its item table (closes #10)
createObj stored the raw 0-f nibble as Object.Which with no bounds
check, so wizard mode -> C -> / -> f made 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, giving 234
for 'A' and 202 for '!', and panicked the same way. C's create_obj()
was equally unchecked, but its consumers were either switches (defined
for any value) or static-array reads past the end (undefined, and
survivable in practice). Since one game is now one process, the Go
panic kills the game outright and leaves the terminal in raw mode.

Reject at the two boundaries a bad Which can enter through. createObj
now refuses an out-of-range choice with a message drawn from C's own
type_name() vocabulary and adds nothing to the pack, a deliberate
divergence recorded in a comment because C had no defined behavior here
to be faithful to. Restore refuses a snapshot describing such an object
(ErrSaveCorrupt) rather than loading a game that would explode later. A
decoded snapshot is also the only source of a genuinely negative Which,
Which being a plain int off the wire, so it is what the Which >= 0 arm
of hasValidWhich defends against.

Behind those, whichLimit/hasValidWhich back defensive guards at every
dispatch the issue names: the quaffHandler/readHandler/zapHandler
accessors return no handler instead of indexing (for wands that is
exactly what non-MASTER C did, matching no case and still running
o_charges--), the callIt lore lookups, identifyType, armorClass for the
a_class[] reads, initWeapon against the missing init_dam[] row for
WeaponFlame, fixStick's ws_type[] read, and inventoryName and
objectWorth, hoisted so one check each covers the whole family of
per-kind name and appraisal tables. identifyType's bound is defensive
rather than live: readHandlers registers readIdentify only for the
identify scrolls, all of which sit inside the shorter idType table.

No in-range input changes behavior and no guard consumes a random
number: the rejection precedes every rnd() call. TestSeedCompatItemTables
stays green untouched.

New game/wizard_test.go covers the exact reproducer, a rejection sweep
over every indexed kind including the wrapped values from input outside
0-f, an acceptance sweep proving valid choices still build the right
item, one no-panic test per guarded family, the fixStick crash site, the
corrupt-save rejection over both the wrapped values and a negative
Which, and a check that whichLimit still agrees with the table sizes.
Each guard was confirmed load-bearing by reverting it and watching the
test fail.

TODO.md records the step; Next Step is deliberately left alone, since
this arrived out of band via an issue.
2026-08-09 05:24:40 +00:00

262 lines
7.8 KiB
Go

package game
// ObjectKind is the category of an item. In C this was the o_type byte,
// which doubled as the character drawn on the map; the port separates the
// category (ObjectKind) from its display character (Glyph).
type ObjectKind int
// Item categories.
const (
KindNone ObjectKind = iota
KindPotion
KindScroll
KindFood
KindWeapon
KindArmor
KindRing
KindWand // a "stick": wand or staff
KindAmulet
KindGold
)
// Prompt-filter pseudo-kinds for item selection (rogue.h CALLABLE and
// R_OR_S): they never appear on an Object, only as getItem filters.
const (
KindCallable ObjectKind = -1
KindRingOrStick ObjectKind = -2
)
// Category words shared by ObjectKind.String, the discovery list, and the
// ident table. (The bare identifiers Potion, Scroll, Ring, Gold are the
// glyph byte constants.)
const (
potionName = "potion"
scrollName = "scroll"
ringName = "ring"
goldName = "gold"
)
// Glyph returns the map/display character for this kind of object.
func (k ObjectKind) Glyph() byte {
//nolint:exhaustive // C-faithful: only the cases C handled (approved 2026-07-07)
switch k {
case KindPotion:
return Potion
case KindScroll:
return Scroll
case KindFood:
return Food
case KindWeapon:
return Weapon
case KindArmor:
return Armor
case KindRing:
return Ring
case KindWand:
return Stick
case KindAmulet:
return Amulet
case KindGold:
return Gold
}
return ' '
}
// String names the category the way the C type_name() did.
func (k ObjectKind) String() string {
//nolint:exhaustive // C-faithful: only the cases C handled (approved 2026-07-07)
switch k {
case KindPotion:
return potionName
case KindScroll:
return scrollName
case KindFood:
return "food"
case KindWeapon:
return "weapon"
case KindArmor:
return "suit of armor"
case KindRing:
return ringName
default:
return k.stringRest()
}
}
// objectKindForGlyph is the reverse of Glyph: what category of item does a
// map character denote. Returns KindNone for non-item characters.
func objectKindForGlyph(ch byte) ObjectKind {
switch ch {
case Potion:
return KindPotion
case Scroll:
return KindScroll
case Food:
return KindFood
case Weapon:
return KindWeapon
case Armor:
return KindArmor
case Ring:
return KindRing
case Stick:
return KindWand
case Amulet:
return KindAmulet
case Gold:
return KindGold
}
return KindNone
}
// MergesInPack reports whether picking up another of this kind merges into
// an existing pack entry's count (rogue.h ISMULT).
func (k ObjectKind) MergesInPack() bool {
return k == KindPotion || k == KindScroll || k == KindFood
}
// stringRest names the remaining kinds, including the ring-or-stick
// prompt pseudo-kind (the tail of the C type_name switch).
func (k ObjectKind) stringRest() string {
//nolint:exhaustive // C-faithful: only the cases C handled (approved 2026-07-07)
switch k {
case KindWand:
return "wand or staff"
case KindAmulet:
return "amulet"
case KindGold:
return goldName
case KindRingOrStick:
return "ring, wand or staff"
}
return "bizarre thing"
}
// Object is the _o arm of the C THING union: anything that can lie on the
// floor or ride in a pack.
type Object struct {
Kind ObjectKind // what kind of object it is (o_type)
Pos Coord // where it lives on the screen
Text string // what it says if you read it
Launch WeaponKind // what you need to launch it (noWeapon if none)
PackCh byte // what character it is in the pack
Damage DiceSpec // damage if used like sword
HurlDmg DiceSpec // damage if thrown
Count int // count for plural objects
Which int // which object of a type it is (index for the Kind's table)
HPlus int // plusses to hit
DPlus int // plusses to damage
ArmorClass int // armor protection (armor only)
Charges int // charges remaining (wands and staffs only)
GoldValue int // worth (gold piles only)
Bonus int // magic bonus (rings only: protection, add strength, ...)
Flags ObjFlags
Group int // group number for this object
Label string // label for object
}
// newObject is list.c new_item() for objects: a zeroed Object with the
// same non-zero defaults the C code relies on.
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) }
// ScrollKind returns Which as a scroll kind; valid only for KindScroll.
func (o *Object) ScrollKind() ScrollKind { return ScrollKind(o.Which) }
// RingKind returns Which as a ring kind; valid only for KindRing.
func (o *Object) RingKind() RingKind { return RingKind(o.Which) }
// WandKind returns Which as a wand kind; valid only for KindWand.
func (o *Object) WandKind() WandKind { return WandKind(o.Which) }
// WeaponKind returns Which as a weapon kind; valid only for KindWeapon.
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...)
}
// detachObj is list.c detach(): remove item (by identity) from a list.
func detachObj(list *[]*Object, item *Object) {
for i, o := range *list {
if o == item {
*list = append((*list)[:i], (*list)[i+1:]...)
return
}
}
}