Mercurial > hg > early-roguelike
annotate xrogue/outside.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 | f54901b9c39b |
children | e52a8a7ad4c5 |
rev | line source |
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133
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1 /* |
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2 outside.c - functions for dealing with the "outside" level |
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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 See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include <curses.h> |
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16 #include "rogue.h" |
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17 |
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18 char rnd_terrain(void); |
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19 char get_terrain(char one, char two, char three, char four); |
133
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20 |
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21 /* |
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22 * init_terrain: |
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23 * Get the single "outside room" set up correctly |
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24 */ |
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25 |
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26 void |
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27 init_terrain(void) |
133
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28 { |
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29 register struct room *rp; |
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30 |
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31 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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32 rp->r_flags = ISGONE; /* kill all rooms */ |
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33 rp->r_fires = NULL; /* no fires */ |
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34 } |
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35 rp = &rooms[0]; /* point to only room */ |
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36 rp->r_flags = ISDARK; /* outside is always dark */ |
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37 rp->r_pos.x = 0; /* room fills whole screen */ |
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38 rp->r_pos.y = 1; |
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39 rp->r_max.x = cols; |
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40 rp->r_max.y = lines - 3; |
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41 } |
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42 |
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43 void |
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44 do_terrain(int basey, int basex, int deltay, int deltax, bool fresh) |
133
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45 { |
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46 register int cury, curx; /* Current y and x positions */ |
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47 |
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48 /* Lay out the boundary */ |
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49 for (cury=1; cury<lines-2; cury++) { /* Vertical "walls" */ |
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50 mvaddch(cury, 0, VERTWALL); |
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51 mvaddch(cury, cols-1, VERTWALL); |
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52 } |
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53 for (curx=0; curx<cols; curx++) { /* Horizontal "walls" */ |
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54 mvaddch(1, curx, HORZWALL); |
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55 mvaddch(lines-3, curx, HORZWALL); |
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56 } |
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57 |
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58 /* If we are not continuing, let's start out with a line of terrain */ |
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59 if (fresh) { |
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60 char ch; /* Next char to add */ |
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61 |
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62 /* Move to the starting point (should be (1, 0)) */ |
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63 move(basey, basex); |
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64 curx = basex; |
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65 |
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66 /* Start with some random terrain */ |
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67 if (basex == 0) { |
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68 ch = rnd_terrain(); |
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69 addch(ch); |
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70 } |
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71 else ch = mvinch(basey, basex); |
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72 |
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73 curx += deltax; |
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74 |
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75 /* Fill in the rest of the line */ |
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76 while (curx > 0 && curx < cols-1) { |
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77 /* Put in the next piece */ |
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78 ch = get_terrain(ch, '\0', '\0', '\0'); |
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79 mvaddch(basey, curx, ch); |
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80 curx += deltax; |
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81 } |
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82 |
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83 basey++; /* Advance to next line */ |
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84 } |
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85 |
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86 /* Fill in the rest of the lines */ |
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87 cury = basey; |
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88 while (cury > 1 && cury < lines - 3) { |
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89 curx = basex; |
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90 while (curx > 0 && curx < cols-1) { |
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