annotate arogue7/effects.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
date Fri, 15 Sep 2017 20:51:10 -0400
parents e1cd27c5464f
children
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1 /*
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2 * effects.c - functions for dealing with appllying effects to monsters
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 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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b786053d2f37 arogue7: add missing header includes.
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15 #include <string.h>
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16 #include "curses.h"
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17 #include "rogue.h"
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18
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19 /*
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20 * effect:
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21 * Check for effects of one thing hitting another thing. Return
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22 * the reason code if the defender is killed. Otherwise return 0.
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23 */
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24 int
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25 effect(struct thing *att, struct thing *def, struct object *weap, bool thrown,
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26 bool see_att, bool see_def)
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27 {
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28 register bool att_player, def_player;
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29 char attname[LINELEN+1], defname[LINELEN+1];
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30
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31 /* See if the attacker or defender is the player */
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32 att_player = (att == &player);
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33 def_player = (def == &player);
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34
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35 /*
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36 * If the player could see the attacker or defender, they can't
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37 * surprise anymore (don't bother checking if they could).
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38 */
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39 if (see_att) turn_off(*att, CANSURPRISE);
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40 if (see_def) turn_off(*def, CANSURPRISE);
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41
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42 /* What are the attacker and defender names? */
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43 if (att_player) strcpy(attname, "you");
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44 else {
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45 if (see_att) strcpy(attname, monster_name(att));
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46 else strcpy(attname, "something");
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47 }
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48
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49 if (def_player) strcpy(defname, "you");
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50 else {
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51 if (see_def) strcpy(defname, monster_name(def));
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52 else strcpy(defname, "something");
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53 }
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54
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55 /*
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56 * See what happens to the attacker first. We can skip this
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57 * whole section, however, if the defender is the player.
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58 * Nothing happens (yet) to anyone just for hitting the player.
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59 */
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60 if (!def_player) {
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61 if (!thrown) { /* Some things require a direct hit. */
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62 /*
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63 * If the attacker hits a rusting monster, The weapon
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64 * may be damaged
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65 */
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66 if (on(*def, CANRUST) && weap &&
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67 weap->o_type != RELIC && (weap->o_flags & ISMETAL) &&
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68 !(weap->o_flags & ISPROT)) {
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69 if ((weap->o_hplus < 1 && weap->o_dplus < 1) ||
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70 roll(1,20) < weap->o_hplus+weap->o_dplus+10) {
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71 if (rnd(100) < 50) weap->o_hplus--;
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72 else weap->o_dplus--;
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73 if (att_player)
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74 msg(terse ? "Your %s weakens!"
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75 : "Your %s appears to be weaker now!",
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76 weaps[weap->o_which].w_name);
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77 }
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78 }
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79 }
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80
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81 /* If the attacker hit something that shrieks, wake the dungeon */
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82 if (on(*def, CANSHRIEK)) {
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83 turn_off(*def, CANSHRIEK);
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84 if (see_def)
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85 msg("%s emits a piercing shriek.", prname(defname, TRUE));
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86 else msg("You hear a piercing shriek.");
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87 aggravate(TRUE, TRUE);
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88 }
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89