Mercurial > hg > early-roguelike
annotate arogue7/fight.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 | e1cd27c5464f |
children | e52a8a7ad4c5 |
rev | line source |
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1 /* |
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2 * fight.c - All the fighting gets done here |
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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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15 /* |
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16 * All the fighting gets done here |
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17 * |
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18 */ |
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19 |
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20 #include "curses.h" |
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21 #include <ctype.h> |
126 | 22 #include <string.h> |
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23 #include <stdlib.h> |
125
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24 #include "rogue.h" |
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25 |
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26 bool roll_em(struct thing *att_er, struct thing *def_er, struct object *weap, |
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27 bool hurl, struct object *cur_weapon, bool back_stab); |
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28 void hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee, |
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29 bool back_stab, bool thrown, bool short_msg); |
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30 void miss(struct object *weapon, bool see_att, bool see_def, char *er, char *ee, |
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31 bool thrown, bool short_msg); |
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32 int add_dam(short str); |
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33 int hung_dam(void); |
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34 |
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35 #define CONF_DAMAGE -1 |
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36 #define PARAL_DAMAGE -2 |
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37 #define DEST_DAMAGE -3 |
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38 #define DRAIN_DAMAGE -4 |
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39 |
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40 /* |
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41 * returns true if player has a any chance to hit the monster |
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42 */ |
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43 bool |
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44 player_can_hit(struct thing *tp, struct object *weap) |
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45 { |
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46 if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT)) |
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47 return(TRUE); |
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48 if (weap && weap->o_type == RELIC) |
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49 return(TRUE); |
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50 if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2)) |
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51 return(TRUE); |
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52 if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1)) |
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53 return(TRUE); |
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54 if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0)) |
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55 return(TRUE); |
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56 if (player.t_ctype == C_MONK) { |
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57 if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15) |
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58 return(TRUE); |
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59 if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10) |
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60 return(TRUE); |
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61 if (on(*tp, MAGICHIT) && pstats.s_lvl > 5) |
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62 return(TRUE); |
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63 } |
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64 return(FALSE); |
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65 } |
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66 |
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67 /* |
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68 * fight: |
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69 * The player attacks the monster. |
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70 */ |
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71 |
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72 bool |
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73 fight(coord *mp, struct object *weap, bool thrown) |
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74 { |
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75 register struct thing *tp; |
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76 register struct linked_list *item; |
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77 register bool did_hit = TRUE; |
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78 bool see_def, back_stab = FALSE; |
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79 register char *mname; |
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80 |
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81 /* |
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82 * Find the monster we want to fight |
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83 */ |
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84 if ((item = find_mons(mp->y, mp->x)) == NULL) { |
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85 return(FALSE); /* must have killed him already */ |
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86 } |
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87 tp = THINGPTR(item); |
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88 |
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