annotate arogue7/new_level.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 f9ef86cf22b2
children
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1 /*
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2 * new_level.c - 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, 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 #include "curses.h"
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16 #include "rogue.h"
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17 #define TERRASAVE 3
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18
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19 void put_things(LEVTYPE ltype);
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20
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21 /*
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22 * new_level:
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23 * Dig and draw a new level
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24 * ltype: designates type of level to create
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25 */
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26
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27 void
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28 new_level(LEVTYPE ltype)
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29 {
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30 register int rm, i, cnt;
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31 register char ch;
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32 register struct linked_list *item;
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33 register struct thing *tp;
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34 register struct object *obj;
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35 int waslit = 0; /* Was the previous outside level lit? */
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36 int starty, startx, deltay, deltax;
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37 bool fresh=TRUE, vert, top;
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38 struct room *rp;
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39 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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40 coord stairs;
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41
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42 if (wizard) {
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43 msg("Turns: %d", turns); /* Number of turns for last level */
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44 mpos = 0;
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45 }
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46
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47 /* Start player off right */
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48 turn_off(player, ISHELD);
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49 turn_off(player, ISFLEE);
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50 extinguish(suffocate);
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51 hold_count = 0;
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52 trap_tries = 0;
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53
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54 /* Are we just entering a dungeon? If so, how big is it? */
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55 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11);
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56
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57 if (level > max_level)
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58 max_level = level;
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59
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60 /* Are we starting a new outside level? */
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61 if (ltype == OUTSIDE) {
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62 register int i, j;
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63
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64 /* Save some information prior to clearing the screen */
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65 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE;
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66 else vert = FALSE;
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67
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68 if (level == -1) {
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69 fresh = TRUE;
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70 starty = 2;
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71 startx = 1;
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72 deltay = deltax = 1;
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73 level = 0; /* Restore the level */
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74 }
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75 else { /* Copy several lines of the terrain to the other end */
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76 char cch; /* Copy character */
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77
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78 /* Was the area dark (not magically lit)? */
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79 if (!(rooms[0].r_flags & ISDARK)) waslit = 1;
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80
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81 fresh = FALSE;
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82 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE;
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83 else top = FALSE;
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84 for (i=0; i<TERRASAVE; i++) {
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85 if (vert)
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86 for (j=1; j<cols-1; j++) {
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87 if (top) {
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88 cch = CCHAR( mvinch(i+2, j) );
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89 mvaddch(lines-6+i, j, cch);