annotate xrogue/actions.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 f54901b9c39b
children e52a8a7ad4c5
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1 /*
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2 actions.c - functions for dealing with monster actions
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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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 and AT&T
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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 <ctype.h>
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20 #include <curses.h>
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21 #include <limits.h>
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22 #include "rogue.h"
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23
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24 int mf_count = 0; /* move_free counter - see actions.c(m_act()) */
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25 int mf_jmpcnt = 0; /* move_free counter for # of jumps */
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26
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27 void m_breathe(struct thing *tp);
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28 void m_select(struct thing *th, bool flee);
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29 void m_sonic(struct thing *tp);
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30 void m_spell(struct thing *tp);
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31 void m_summon(struct thing *tp);
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32 bool m_use_it(struct thing *tp, bool flee, struct room *rer, struct room *ree);
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33 bool m_use_pack(struct thing *monster, coord *defend_pos, int dist,
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34 coord *shoot_dir);
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35
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36 /*
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37 * Did we disrupt a spell?
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38 */
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39 void
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40 dsrpt_monster(struct thing *tp, bool always, bool see_him)
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41 {
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42 switch (tp->t_action) {
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43 case A_SUMMON:
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44 case A_MISSILE:
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45 case A_SLOW:
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46 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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47 tp->t_no_move = movement(tp);
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48 tp->t_using = NULL; /* Just to be on the safe side */
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49 turn_on(*tp, WASDISRUPTED);
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50 if (see_him)
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51 msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE));
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52 /*
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53 * maybe choose something else to do next time since player
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54 * is disrupting us
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55 */
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56 tp->t_summon *= 2;
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57 tp->t_cast /= 2;
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58 return;
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59 }
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60
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61 /* We may want to disrupt other actions, too */
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62 if (always) {
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63 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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64 tp->t_no_move = movement(tp);
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65 tp->t_using = NULL;/* Just to be on the safe side */
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66 }
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67 }
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68
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69 void
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70 dsrpt_player(void)
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71 {
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72 int which, action;
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73 struct linked_list *item;
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74 struct object *obj;
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75
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76 action = player.t_action;
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77 which = player.t_selection;
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78
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79 switch (action) {
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80 case C_CAST: /* Did we disrupt a spell? */
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81 case C_PRAY:
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82 case C_CHANT:
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83 {
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84 msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer");
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85
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86 /* Charge him 1/4 anyway */
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87 if (action == C_CAST)
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88 spell_power += magic_spells[which].s_cost / 4;
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89 else if (action == C_PRAY)
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