Mercurial > hg > early-roguelike
annotate arogue5/new_level.c @ 313:2f75940cc544
Advanced Rogue 7: fix a string literal overwrite.
pick_spell() attempted to capitalize type by overwriting the first
character, changing it back later. All calls of pick_spell passed a
string literal as type, and string literals should be considered
immutable.
This has been fixed by using a separate variable for the capitalized
first character. XRogue already has a similar fix.
Reported by John Harris of @Play.
author | John "Elwin" Edwards |
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date | Tue, 19 Oct 2021 20:39:00 -0400 |
parents | 56e748983fa8 |
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63
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1 /* |
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2 * new_level: Dig and draw a new level |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include "curses.h" |
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16 #include "rogue.h" |
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17 #define TERRASAVE 3 |
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18 |
218
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19 void put_things(LEVTYPE ltype); |
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20 |
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21 /* ltype designates type of level to create */ |
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22 void |
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23 new_level(LEVTYPE ltype) |
63
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24 { |
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25 register int rm = 0, i, cnt; |
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26 register char ch; |
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27 register struct linked_list *item; |
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28 register struct thing *tp; |
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29 register struct object *obj; |
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30 int waslit = 0; /* Was the previous outside level lit? */ |
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31 int starty = 0, startx = 0, deltay = 0, deltax = 0; |
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32 bool fresh=TRUE, vert = 0, top; |
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33 struct room *rp; |
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34 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL; |
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35 coord stairs = { 0, 0 }; |
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36 |
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37 if (wizard) { |
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38 msg("Turns: %d", turns); /* Number of turns for last level */ |
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39 mpos = 0; |
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40 } |
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41 |
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42 /* Start player off right */ |
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43 turn_off(player, ISHELD); |
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44 turn_off(player, ISFLEE); |
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45 extinguish(suffocate); |
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46 hold_count = 0; |
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47 trap_tries = 0; |
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48 |
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49 /* Are we just entering a dungeon? If so, how big is it? */ |
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50 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11); |
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51 |
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52 if (level > max_level) |
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53 max_level = level; |
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54 |
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55 /* Are we starting a new outside level? */ |
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56 if (ltype == OUTSIDE) { |
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57 register int i, j; |
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58 |
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59 /* Save some information prior to clearing the screen */ |
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60 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE; |
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61 else vert = FALSE; |
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62 |
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63 if (level == -1) { |
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64 fresh = TRUE; |
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65 starty = 2; |
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66 startx = 1; |
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67 deltay = deltax = 1; |
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68 level = 0; /* Restore the level */ |
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69 } |
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70 else { /* Copy several lines of the terrain to the other end */ |
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71 char cch; /* Copy character */ |
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72 |
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73 /* Was the area dark (not magically lit)? */ |
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74 if (!(rooms[0].r_flags & ISDARK)) waslit = 1; |
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75 |
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76 fresh = FALSE; |
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77 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE; |
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78 else top = FALSE; |
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79 for (i=0; i<TERRASAVE; i++) { |
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80 if (vert) |
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81 for (j=1; j<COLS-1; j++) { |
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82 if (top) { |
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83 cch = CCHAR( mvinch(i+2, j) ); |
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84 mvaddch(LINES-6+i, j, cch); |
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85 } |
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86 else { |
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87 cch = CCHAR( mvinch(LINES-4-i, j) ); |
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88 mvaddch(4-i, j, cch); |
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89 } |
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90 } |
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91 else |
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92 for (j=2; j<LINES-3; j++) { |
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93 if (top) { |
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94 cch = CCHAR( mvinch(j, i+1) ); |
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95 mvaddch(j, COLS-4+i, cch); |
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96 } |
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97 else { |
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98 cch = CCHAR( mvinch(j, COLS-2-i) ); |
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99 mvaddch(j, 3-i, cch); |
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100 } |
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101 } |
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