annotate urogue/state.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 08057be02f47
children ebf49a933e51
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1 /*
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2 state.c - Portable Rogue Save State Code
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3
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4 Copyright (C) 1993, 1995 Nicholas J. Kisseberth
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5
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6 Redistribution and use in source and binary forms, with or without
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7 modification, are permitted provided that the following conditions
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8 are met:
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9 1. Redistributions of source code must retain the above copyright
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10 notice, this list of conditions and the following disclaimer.
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11 2. Redistributions in binary form must reproduce the above copyright
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12 notice, this list of conditions and the following disclaimer in the
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13 documentation and/or other materials provided with the distribution.
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14 3. Neither the name(s) of the author(s) nor the names of other contributors
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15 may be used to endorse or promote products derived from this software
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16 without specific prior written permission.
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17
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18 THIS SOFTWARE IS PROVIDED BY THE AUTHOR(S) AND CONTRIBUTORS ``AS IS'' AND
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19 ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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20 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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21 ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR(S) OR CONTRIBUTORS BE LIABLE
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22 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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23 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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24 OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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25 HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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26 LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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27 OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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28 SUCH DAMAGE.
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29 */
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30
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31 /*
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32 Notes
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33
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34 Should move all game variables into one place
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35 Should move save/restore code into save.c or some such
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36 */
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37
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38 #include <assert.h>
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39 #include <stdlib.h>
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40 #include <string.h>
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41 #include "rogue.h"
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42
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43 /*
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44 Variables for global game state.
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45
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46 All variables that need to get saved when saving a game
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47 are defined in this file. Long term goal is to move many
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48 of these variables into a "struct level" data type of some
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49 kind... perhaps not, maybe struct game...
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50
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51 Other global variables that don't need to get saved are
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52 kept in main.c.
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53
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54 Other global variables that don't change during the course
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55 of a game are kept in urogue.c, monsdata.c, data.c.
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56 */
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57
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58 #define _X_ { 0, 0, 0, 0, 0 }
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59
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60 struct delayed_action
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61 d_list[MAXDAEMONS] = /* daemon/fuse list */
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62 {
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63 _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_,
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64 _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_,
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65 _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_,
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66 _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_,
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67 _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_,
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68 _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_,
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69 };
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70
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71 #undef _X_
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72
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73 char *s_names[MAXSCROLLS]; /* Names of the scrolls */
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74 char *p_colors[MAXPOTIONS]; /* Colors of the potions */
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75 char *r_stones[MAXRINGS]; /* Stone settings of the rings */
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76 char *ws_made[MAXSTICKS]; /* What sticks are made of */
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77 char *ws_type[MAXSTICKS]; /* Is it a wand or a staff */
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78
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79 char *guess_items[MAXMAGICTYPES][MAXMAGICITEMS]; /* guess magic is */
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80 int know_items[MAXMAGICTYPES][MAXMAGICITEMS]; /* flag knowlede of magic */
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81 /* object data */
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82
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83 struct trap traps[2 * MAXTRAPS]; /* 2x for special effects */
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84 struct room rooms[MAXROOMS]; /* One for each room -- A level */
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85 struct room *oldrp = NULL; /* Roomin(&player.t_oldpos) */
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86 struct thing player; /* The rogue */
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87 struct linked_list *lvl_obj = NULL; /* Treasure on this level */
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88 struct linked_list *fam_ptr = NULL; /* A ptr to the familiar */
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89 struct linked_list *mlist = NULL; /* Monsters on this level */
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90 struct thing *beast; /* The last beast that attacked */