annotate rogue4/init.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 1b73a8641b37
children
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1 /*
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2 * global variable initializaton
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3 *
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4 * @(#)init.c 4.16 (Berkeley) 3/30/82
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <curses.h>
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14 #include <ctype.h>
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15 #include <stdlib.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 #ifdef WIZARD
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20 void badcheck(char *name, struct magic_item *magic, int bound);
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21 #endif
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22
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23 /*
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24 * init_player:
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25 * Roll up the rogue
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26 */
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27 void
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28 init_player(void)
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29 {
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30 register THING *obj;
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31
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32 pstats = max_stats;
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33 food_left = HUNGERTIME;
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34 /*
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35 * Give the rogue his weaponry. First a mace.
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36 */
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37 obj = new_item();
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38 obj->o_type = WEAPON;
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39 obj->o_which = MACE;
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40 init_weapon(obj, MACE);
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41 obj->o_hplus = 1;
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42 obj->o_dplus = 1;
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43 obj->o_flags |= ISKNOW;
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44 obj->o_count = 1;
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45 obj->o_group = 0;
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46 add_pack(obj, TRUE);
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47 cur_weapon = obj;
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48 /*
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49 * Now a +1 bow
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50 */
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51 obj = new_item();
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52 obj->o_type = WEAPON;
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53 obj->o_which = BOW;
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54 init_weapon(obj, BOW);
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55 obj->o_hplus = 1;
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56 obj->o_dplus = 0;
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57 obj->o_count = 1;
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58 obj->o_group = 0;
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59 obj->o_flags |= ISKNOW;
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60 add_pack(obj, TRUE);
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61 /*
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62 * Now some arrows
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63 */
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64 obj = new_item();
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65 obj->o_type = WEAPON;
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66 obj->o_which = ARROW;
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67 init_weapon(obj, ARROW);
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68 obj->o_count = rnd(15) + 25;
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69 obj->o_hplus = obj->o_dplus = 0;
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70 obj->o_flags |= ISKNOW;
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71 add_pack(obj, TRUE);
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72 /*
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73 * And his suit of armor
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74 */
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75 obj = new_item();
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76 obj->o_type = ARMOR;
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77 obj->o_which = RING_MAIL;
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78 obj->o_ac = a_class[RING_MAIL] - 1;
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79 obj->o_flags |= ISKNOW;
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80 obj->o_count = 1;
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81 obj->o_group = 0;
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82 cur_armor = obj;
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83 add_pack(obj, TRUE);
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84 /*
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85 * Give him some food too
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86 */
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87 obj = new_item();
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88 obj->o_type = FOOD;
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89 obj->o_count = 1;
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90 obj->o_which = 0;
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91 obj->o_group = 0;
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92 add_pack(obj, TRUE);
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93 }
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94
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95 /*
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96 * Contains defintions and functions for dealing with things like
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97 * potions and scrolls
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98 */
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99
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100 const char *rainbow[NCOLORS] = {
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101 "amber",
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102 "aquamarine",
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103 "black",
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104 "blue",