annotate rogue4/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
date Fri, 15 Sep 2017 20:51:10 -0400
parents 1b73a8641b37
children
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1 /*
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2 * Hero movement commands
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3 *
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4 * @(#)move.c 4.24 (Berkeley) 5/12/82
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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 "rogue.h"
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16
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17 void turnref(void);
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18 char be_trapped(coord *tc);
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19
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20 /*
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21 * Used to hold the new hero position
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22 */
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23
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24 coord nh;
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25
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26 /*
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27 * do_run:
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28 * Start the hero running
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29 */
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30 void
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31 do_run(char ch)
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32 {
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33 running = TRUE;
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34 after = FALSE;
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35 runch = ch;
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36 }
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37
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38 /*
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39 * do_move:
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40 * Check to see that a move is legal. If it is handle the
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41 * consequences (fighting, picking up, etc.)
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42 */
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43 void
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44 do_move(int dy, int dx)
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45 {
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46 register char ch, fl;
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47
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48 firstmove = FALSE;
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49 if (no_move)
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50 {
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51 no_move--;
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52 msg("you are still stuck in the bear trap");
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53 return;
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54 }
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55 /*
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56 * Do a confused move (maybe)
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57 */
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58 if (on(player, ISHUH) && rnd(5) != 0)
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59 {
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60 nh = *rndmove(&player);
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61 if (ce(nh, hero))
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62 {
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63 after = FALSE;
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64 running = FALSE;
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65 return;
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66 }
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67 }
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68 else
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69 {
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70 over:
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71 nh.y = hero.y + dy;
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72 nh.x = hero.x + dx;
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73 }
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74
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75 /*
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76 * Check if he tried to move off the screen or make an illegal
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77 * diagonal move, and stop him if he did.
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78 */
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79 if (nh.x < 0 || nh.x > COLS-1 || nh.y < 1 || nh.y > LINES - 2)
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80 goto hit_bound;
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81 if (!diag_ok(&hero, &nh))
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82 {
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83 after = FALSE;
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84 running = FALSE;
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85 return;
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86 }
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87 if (running && ce(hero, nh))
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88 after = running = FALSE;
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89 fl = flat(nh.y, nh.x);
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90 ch = winat(nh.y, nh.x);
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91 if (!(fl & F_REAL) && ch == FLOOR)
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92 {
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93 chat(nh.y, nh.x) = ch = TRAP;
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94 flat(nh.y, nh.x) |= F_REAL;
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95 }
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96 else
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97 if (on(player, ISHELD) && ch != 'F')
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98 {
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99 msg("you are being held");
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100 return;
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101 }
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102 switch (ch)
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103 {
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104 case ' ':
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