Mercurial > hg > early-roguelike
annotate arogue5/rooms.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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1 /* |
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2 * Draw the nine rooms on the screen |
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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" |
67 | 17 #include <stdlib.h> |
63
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18 |
218
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19 void horiz(int cnt); |
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20 void vert(int cnt); |
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21 |
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22 void |
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23 do_rooms(void) |
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24 { |
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25 register int i; |
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26 register struct room *rp; |
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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 int left_out; |
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30 coord top; |
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31 coord bsze; |
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32 coord mp; |
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33 |
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34 /* |
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35 * bsze is the maximum room size |
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36 */ |
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37 bsze.x = COLS/3; |
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38 bsze.y = (LINES-2)/3; |
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39 /* |
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40 * Clear things for a new level |
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41 */ |
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42 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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43 rp->r_flags = 0; |
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44 rp->r_fires = NULL; |
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45 } |
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46 /* |
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47 * Put the gone rooms, if any, on the level |
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48 */ |
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49 left_out = rnd(4); |
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50 for (i = 0; i < left_out; i++) |
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51 rooms[rnd_room()].r_flags |= ISGONE; |
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52 /* |
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53 * dig and populate all the rooms on the level |
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54 */ |
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55 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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56 { |
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57 bool has_gold=FALSE; |
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58 |
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59 /* |
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60 * Find upper left corner of box that this room goes in |
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61 */ |
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62 top.x = (i%3)*bsze.x; |
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63 top.y = i/3*bsze.y + 1; |
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64 if (rp->r_flags & ISGONE) |
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65 { |
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66 /* |
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67 * Place a gone room. Make certain that there is a blank line |
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68 * for passage drawing. |
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69 */ |
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70 do |
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71 { |
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72 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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73 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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74 rp->r_max.x = -COLS; |
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75 rp->r_max.x = -LINES; |
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76 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2); |
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77 continue; |
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78 } |
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79 if (rnd(10) < level-1) |
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80 rp->r_flags |= ISDARK; |
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81 /* |
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82 * Find a place and size for a random room |
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83 */ |
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84 do |
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85 { |
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86 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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87 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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88 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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89 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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90 } until (rp->r_pos.y != 0); |
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91 |
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92 /* Draw the room */ |
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93 draw_room(rp); |
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94 |
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95 /* |
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96 * Put the gold in |
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97 */ |
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98 if (rnd(100) < 50 && level >= cur_max) |
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99 { |
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100 register struct linked_list *item; |
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101 register struct object *cur; |
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102 coord tp; |
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103 |
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