Mercurial > hg > early-roguelike
annotate urogue/rooms.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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256
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1 /* |
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2 rooms.c - Draw the nine rooms on the screen |
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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) 1985, 1986, 1992, 1993, 1995 Herb Chong |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <stdlib.h> |
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20 #include "rogue.h" |
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21 |
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22 void |
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23 do_rooms(void) |
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24 { |
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25 int i; |
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26 struct room *rp; |
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27 struct linked_list *item; |
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28 struct thing *tp; |
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29 int left_out; |
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30 coord top; |
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31 coord bsze; |
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32 coord mp; |
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33 |
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34 /* bsze is the maximum room size */ |
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35 |
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36 bsze.x = COLS / 3; |
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37 bsze.y = (LINES - 2) / 3; |
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38 |
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39 /* Clear things for a new level */ |
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40 |
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41 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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42 rp->r_nexits = rp->r_flags = rp->r_fires = 0; |
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43 |
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44 /* Put the gone rooms, if any, on the level */ |
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45 |
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46 left_out = rnd(3); |
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47 |
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48 for (i = 0; i < left_out; i++) |
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49 rooms[rnd_room()].r_flags |= ISGONE; |
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50 |
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51 /* dig and populate all the rooms on the level */ |
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52 |
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53 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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54 { |
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55 int has_gold = FALSE; |
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56 |
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57 /* Find upper left corner of box that this room goes in */ |
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58 |
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59 top.x = (i % 3) * bsze.x; |
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60 top.y = i / 3 * bsze.y + 1; |
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61 |
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62 if (rp->r_flags & ISGONE) |
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63 { |
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64 /* |
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65 * Place a gone room. Make certain that there is a |
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66 * blank line for passage drawing. |
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67 */ |
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68 |
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69 do |
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70 { |
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71 rp->r_pos.x = top.x + rnd(bsze.x - 2) + 1; |
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72 rp->r_pos.y = top.y + rnd(bsze.y - 2) + 1; |
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73 rp->r_max.x = -COLS; |
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74 rp->r_max.x = -LINES; |
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75 } |
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76 while (rp->r_pos.y < 1 || rp->r_pos.y > LINES - 3); |
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77 |
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78 continue; |
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79 } |
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80 |
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81 if (rnd(40) < level - 5) |
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82 rp->r_flags |= ISDARK; |
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83 |
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84 /* Find a place and size for a random room */ |
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85 |
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86 do |
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87 { |
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88 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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89 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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90 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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91 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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92 } |
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93 |