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annotate urogue/ident.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 | c495a4f288c6 |
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1 /* |
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2 ident.c - routines to associate an identifier with an object |
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3 |
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom |
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5 Copyright (C) 1986, 1991, 1993, 1995 Herb Chong |
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6 All rights reserved. |
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7 |
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8 See the file LICENSE.TXT for full copyright and licensing information. |
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9 */ |
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10 |
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11 /* |
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12 * ident |
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13 * |
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14 * This file contains routines to associate an identifier with an object. The |
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15 * identifiers are organized by type. Once an identifier is attached to an |
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16 * object, it remains with that object until the object is removed from the |
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17 * game. The identifiers are small integers, and they are assigned merely by |
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18 * counting objects of the same type. Allocation picks the next available |
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19 * integer. |
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20 * |
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21 * It is required that the linked list be sorted within types so that gaps can |
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22 * easily be detected. |
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23 */ |
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24 |
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25 #include "rogue.h" |
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26 |
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27 /* |
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28 * Index of 0 is invalid (unused state) |
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29 */ |
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30 |
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31 char print_letters[] = " abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ"; |
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32 linked_list *ident_list = NULL; /* master list of all items */ |
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33 |
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34 /* |
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35 get_ident() |
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36 |
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37 Gets the identifier for the given object. If an identifier exists, it is |
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38 returned. If not, one is allocated and returned to the user. The |
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39 identifier remains constant as long as the object is in the game. |
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40 */ |
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41 |
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42 int |
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43 get_ident(struct object *obj_p) |
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44 { |
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45 int obj_type = obj_p->o_type; |
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46 linked_list *list_p; /* pointer into ident_list */ |
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47 int new_id = 1; /* in case we have to allocate */ |
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48 struct object *tmp_obj_p; |
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49 struct linked_list *new_place_p = NULL; |
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50 |
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51 if (identifier(obj_p) != 0) |
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52 return (identifier(obj_p)); |
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53 |
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54 /* no identifier - must allocate one */ |
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55 |
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56 for (list_p = ident_list; list_p != NULL; list_p = next(list_p)) |
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57 { |
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58 tmp_obj_p = OBJPTR(list_p); |
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59 |
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60 if (tmp_obj_p->o_type == obj_type) |
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61 { |
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62 if (identifier(tmp_obj_p) == new_id) |
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63 { |
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64 /* if this id is taken, try next */ |
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65 new_place_p = list_p; |
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66 new_id++; |
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67 } |
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68 } |
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69 } |
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70 |
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71 /* |
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72 * If we get here, the object is not in the list, and we need to add |
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73 * it. The proper id is in new_id, and the place to put it is right |
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74 * after new_place_p. |
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75 */ |
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76 |
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77 list_p = new_list(); |
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78 _attach_after(&ident_list, new_place_p, list_p); |
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79 identifier(obj_p) = new_id; |
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80 list_p->data.obj = obj_p; |
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81 return(new_id); |
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82 } |
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83 |
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84 /* |
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85 free_ident() |
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86 |
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87 Frees up an identifier by removing the list entry that contains that item. |
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88 If the item isn't found, nothing is done. |
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89 */ |
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90 |
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91 void |
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92 free_ident(struct object *obj_p) |
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