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