Mercurial > hg > early-roguelike
annotate arogue5/move.c @ 280:70aa5808c782
Fix potential segfaults at restore related to ctime().
In some games, restore() passes the result of ctime() to mvprintw() or
some other variadic message-formatting function. If ctime() has not
been declared properly, its return type is inferred to be int instead
of char *. This does not cause a warning because the compiler does not
know the correct type of variadic arguments.
On platforms where ints and pointers are not the same size, this can,
probably depending on alignment, result in a segfault that is not easy
to trace.
Including time.h fixes the problem. Some games manually declared
ctime() and avoided the bug. These declarations have also been
replaced with the include.
author | John "Elwin" Edwards |
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date | Fri, 15 Sep 2017 20:51:10 -0400 |
parents | 56e748983fa8 |
children | e52a8a7ad4c5 |
rev | line source |
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63
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1 /* |
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2 * Hero movement commands |
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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 "Super-Rogue" |
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9 * Copyright (C) 1984 Robert D. Kindelberger |
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10 * All rights reserved. |
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11 * |
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12 * Based on "Rogue: Exploring the Dungeons of Doom" |
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13 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 * All rights reserved. |
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15 * |
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16 * See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include "curses.h" |
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20 #include <ctype.h> |
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21 #include "rogue.h" |
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22 |
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23 /* |
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24 * Used to hold the new hero position |
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25 */ |
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26 |
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27 static coord nh; |
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28 |
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29 static const char Moves[3][3] = { |
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30 { 'y', 'k', 'u' }, |
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31 { 'h', '\0', 'l' }, |
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32 { 'b', 'j', 'n' } |
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33 }; |
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34 |
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35 /* |
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36 * be_trapped: |
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37 * The guy stepped on a trap.... Make him pay. |
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38 */ |
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39 |
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40 char |
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41 be_trapped(struct thing *th, coord *tc) |
63
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42 { |
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43 register struct trap *tp; |
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44 register char ch; |
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45 register const char *mname = NULL; |
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46 register bool is_player = (th == &player), |
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47 can_see; |
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48 register struct linked_list *mitem = NULL; |
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49 |
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50 |
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51 /* Can the player see the creature? */ |
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52 can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th))); |
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53 |
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54 tp = trap_at(tc->y, tc->x); |
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55 /* |
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56 * if he's wearing boots of elvenkind, he won't set off the trap |
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57 * unless its a magic pool (they're not really traps) |
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58 */ |
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59 if (is_player && |
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60 cur_misc[WEAR_BOOTS] != NULL && |
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61 cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS && |
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62 tp->tr_type != POOL) |
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63 return '\0'; |
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64 |
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65 /* |
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66 * if the creature is flying then it won't set off the trap |
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67 */ |
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68 if (on(*th, ISFLY)) |
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69 return '\0'; |
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70 |
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71 tp->tr_flags |= ISFOUND; |
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72 |
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73 if (!is_player) { |
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74 mitem = find_mons(th->t_pos.y, th->t_pos.x); |
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75 mname = monsters[th->t_index].m_name; |
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76 } |
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77 else { |
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78 count = running = FALSE; |
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79 mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type); |
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80 } |
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81 switch (ch = tp->tr_type) { |
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82 case TRAPDOOR: |
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83 if (is_player) { |
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84 level++; |
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85 pstats.s_hpt -= roll(1, 10); |
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86 if (pstats.s_hpt <= 0) death(D_FALL); |
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87 new_level(NORMLEV); |
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88 msg("You fell into a trap!"); |
63
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89 } |
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90 else { |
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91 if (can_see) msg("The %s fell into a trap!", mname); |
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92 |
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93 /* See if the fall killed the monster */ |
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94 if ((th->t_stats.s_hpt -= roll(1, 10)) <= 0) { |
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95 killed(mitem, FALSE, FALSE); |
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96 } |
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97 else { /* Just move monster to next level */ |
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98 check_residue(th); |
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99 |
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100 /* Erase the monster from the old position */ |
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101 if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x))) |
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102 mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch); |
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103 mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' '); |
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