Files
rgoue/game/weapons.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

236 lines
5.3 KiB
Go

//nolint:mnd // C-faithful literals; names hurt C-greppability (approved 2026-07-07)
package game
import "fmt"
// weapons.c — functions for dealing with problems brought about by weapons.
const noWeapon WeaponKind = -1
// missile fires a missile in a given direction (weapons.c missile).
func (g *RogueGame) missile(ydelta, xdelta int) {
// Get which thing we are hurling
obj, ok := g.promptPackItem("throw", KindWeapon)
if !ok {
return
}
if !g.dropCheck(obj) || g.isCurrent(obj) {
return
}
obj = g.leavePack(obj, true, false)
g.doMotion(obj, ydelta, xdelta)
// AHA! Here it has hit something. If it is a wall or a door, or if
// it misses (combat) the monster, put it on the floor
if g.Level.MonsterAt(obj.Pos.Y, obj.Pos.X) == nil ||
!g.hitMonster(obj.Pos, obj) {
g.fall(obj, true)
}
}
// doMotion does the actual motion on the screen done by an object
// traveling across the room (weapons.c do_motion).
func (g *RogueGame) doMotion(obj *Object, ydelta, xdelta int) {
p := &g.Player
// Come fly with us ...
obj.Pos = p.Pos
for {
g.eraseFlight(obj, p.Pos)
// Get the new position
obj.Pos.Y += ydelta
obj.Pos.X += xdelta
ch := g.Level.VisibleChar(obj.Pos.Y, obj.Pos.X)
if !stepOk(ch) || ch == Door {
break
}
// It hasn't hit anything yet, so display it if it's alright.
if g.canSee(obj.Pos.Y, obj.Pos.X) && !g.Options.Terse {
g.mvaddch(obj.Pos.Y, obj.Pos.X, obj.Kind.Glyph())
g.refresh()
}
}
}
// eraseFlight erases a flying object from its current square, unless it
// still sits on the hero (the erase step of weapons.c do_motion).
func (g *RogueGame) eraseFlight(obj *Object, heroPos Coord) {
if obj.Pos == heroPos || !g.canSee(obj.Pos.Y, obj.Pos.X) || g.Options.Terse {
return
}
ch := g.Level.Char(obj.Pos.Y, obj.Pos.X)
if ch == Floor && !g.showFloor() {
ch = ' '
}
g.mvaddch(obj.Pos.Y, obj.Pos.X, ch)
}
// fall drops an item someplace around here (weapons.c fall).
func (g *RogueGame) fall(obj *Object, pr bool) {
if fpos, ok := g.fallpos(obj.Pos); ok {
pp := g.Level.At(fpos.Y, fpos.X)
pp.Ch = obj.Kind.Glyph()
obj.Pos = fpos
if g.canSee(fpos.Y, fpos.X) {
if pp.Monst != nil {
pp.Monst.OldCh = obj.Kind.Glyph()
} else {
g.mvaddch(fpos.Y, fpos.X, obj.Kind.Glyph())
}
}
g.Level.AddObject(obj)
return
}
if pr {
if g.HasHit {
g.endmsg()
g.HasHit = false
}
g.msg("the %s vanishes as it hits the ground",
g.Items.Weapons[obj.Which].Name)
}
}
// hitMonster checks if the missile hits the monster (weapons.c
// hit_monster).
func (g *RogueGame) hitMonster(mp Coord, obj *Object) bool {
return g.fight(mp, obj, true)
}
// wield pulls out a certain weapon (weapons.c wield).
func (g *RogueGame) wield() {
p := &g.Player
oweapon := p.CurWeapon
if !g.dropCheck(p.CurWeapon) {
p.CurWeapon = oweapon
return
}
p.CurWeapon = oweapon
obj, ok := g.promptPackItem("wield", KindWeapon)
if !ok {
g.After = false
return
}
if obj.Kind == KindArmor {
g.msg("you can't wield armor")
g.After = false
return
}
if g.isCurrent(obj) {
g.After = false
return
}
sp := g.inventoryName(obj, true)
p.CurWeapon = obj
if !g.Options.Terse {
g.addmsgf("you are now ")
}
g.msg("wielding %s (%c)", sp, obj.PackCh)
}
// weaponSetup is one row of the weapons.c init_dam[] table (see
// gameData.initWeaps).
type weaponSetup struct {
dam DiceSpec // damage when wielded
hrl DiceSpec // damage when thrown
launch WeaponKind // launching weapon
flags ObjFlags
}
// 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)
weap.Damage = iwp.dam
weap.HurlDmg = iwp.hrl
weap.Launch = iwp.launch
weap.Flags = iwp.flags
weap.HPlus = 0
weap.DPlus = 0
switch {
case which == WeaponDagger:
weap.Count = g.rnd(4) + 2
weap.Group = g.Items.Group
g.Items.Group++
case weap.Flags.Has(Stackable):
weap.Count = g.rnd(8) + 8
weap.Group = g.Items.Group
g.Items.Group++
default:
weap.Count = 1
weap.Group = 0
}
}
// num formats a hit/damage or armor bonus string (weapons.c num).
func num(n1, n2 int, typ byte) string {
out := fmt.Sprintf("%+d", n1)
if typ == Weapon {
out += fmt.Sprintf(",%+d", n2)
}
return out
}
// fallpos picks a random empty position around (pos) for a dropped item
// (weapons.c fallpos).
func (g *RogueGame) fallpos(pos Coord) (Coord, bool) {
var newpos Coord
cnt := 0
for y := pos.Y - 1; y <= pos.Y+1; y++ {
for x := pos.X - 1; x <= pos.X+1; x++ {
// check to make certain the spot is empty, if it is, put the
// object there, set it in the level list and re-draw the room
// if he can see it
if (y == g.Player.Pos.Y && x == g.Player.Pos.X) ||
y < 0 || x < 0 {
continue
}
ch := g.Level.Char(y, x)
if ch == Floor || ch == Passage {
if cnt++; g.rnd(cnt) == 0 {
newpos.Y = y
newpos.X = x
}
}
}
}
return newpos, cnt != 0
}