annotate xrogue/fight.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 e1cd27c5464f
children e52a8a7ad4c5
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1 /*
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2 fight.c - All the fighting gets done here
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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 <curses.h>
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20 #include <ctype.h>
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21 #include <string.h>
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22 #include <stdlib.h>
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23 #include "rogue.h"
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24
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25 #define CONF_DAMAGE -1
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26 #define PARAL_DAMAGE -2
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27 #define DEST_DAMAGE -3
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28 #define DRAIN_DAMAGE -4
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29
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30 bool roll_em(struct thing *att_er, struct thing *def_er, struct object *weap,
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31 bool hurl, struct object *cur_weapon, bool back_stab);
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32 void hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
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33 bool back_stab, bool thrown, bool short_msg);
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34 void miss(struct object *weapon, bool see_att, bool see_def, char *er, char *ee,
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35 bool thrown, bool short_msg);
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36 int add_dam(short str);
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37 int hung_dam(void);
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38
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39 int killed_chance = 0; /* cumulative chance for goodies to loose it */
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40
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41 /*
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42 * returns true if player has a any chance to hit the monster
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43 */
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45 bool
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46 player_can_hit(struct thing *tp, struct object *weap)
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47 {
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48 if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT))
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49 return(TRUE);
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50 if (weap && weap->o_type == RELIC)
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51 return(TRUE);
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52 if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2))
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53 return(TRUE);
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54 if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1))
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55 return(TRUE);
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56 if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0))
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57 return(TRUE);
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58 if (player.t_ctype == C_MONK) {
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59 if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15)
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60 return(TRUE);
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61 if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10)
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62 return(TRUE);
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63 if (on(*tp, MAGICHIT) && pstats.s_lvl > 5)
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64 return(TRUE);
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65 }
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66 return(FALSE);
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67 }
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68
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69 /*
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70 * fight:
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71 * The player attacks the monster.
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72 */
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73
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74 bool
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75 fight(coord *mp, struct object *weap, bool thrown)
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76 {
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77 register struct thing *tp;
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78 register struct linked_list *item;
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79 register bool did_hit = TRUE;
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80 bool see_def, back_stab = FALSE;
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81 register char *mname;
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82
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83 /*
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84 * Find the monster we want to fight
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85 */
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86 if ((item = find_mons(mp->y, mp->x)) == NULL) {
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87 return(FALSE); /* must have killed him already */
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88 }
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89 tp = THINGPTR(item);
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