view arogue5/init.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 56e748983fa8
children 32bc72dcbf4f
line wrap: on
line source

/*
 * global variable initializaton
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include "curses.h"
#include <ctype.h>
#include <string.h>
#include <stdlib.h>
#include "rogue.h"
#include "mach_dep.h"


char *rainbow[NCOLORS] = {

"amber",		"aquamarine",		"beige",
"black",		"blue",			"brown",
"clear",		"crimson",		"ecru",
"gold",			"green",		"grey",
"indigo",		"khaki",		"lavender",
"magenta",		"orange",		"pink",
"plaid",		"purple",		"red",
"silver",		"saffron",		"scarlet",
"tan",			"tangerine", 		"topaz",
"turquoise",		"vermilion",		"violet",
"white",		"yellow",
};

char *sylls[NSYLLS] = {
    "a",   "ab",  "ag",  "aks", "ala", "an",  "ankh","app", "arg", "arze",
    "ash", "ban", "bar", "bat", "bek", "bie", "bin", "bit", "bjor",
    "blu", "bot", "bu",  "byt", "comp","con", "cos", "cre", "dalf",
    "dan", "den", "do",  "e",   "eep", "el",  "eng", "er",  "ere", "erk",
    "esh", "evs", "fa",  "fid", "for", "fri", "fu",  "gan", "gar",
    "glen","gop", "gre", "ha",  "he",  "hyd", "i",   "ing", "ion", "ip",
    "ish", "it",  "ite", "iv",  "jo",  "kho", "kli", "klis","la",  "lech",
    "man", "mar", "me",  "mi",  "mic", "mik", "mon", "mung","mur",
    "nej", "nelg","nep", "ner", "nes", "nes", "nih", "nin", "o",   "od",
    "ood", "org", "orn", "ox",  "oxy", "pay", "pet", "ple", "plu", "po",
    "pot", "prok","re",  "rea", "rhov","ri",  "ro",  "rog", "rok", "rol",
    "sa",  "san", "sat", "see", "sef", "seh", "shu", "ski", "sna",
    "sne", "snik","sno", "so",  "sol", "sri", "sta", "sun", "ta",
    "tab", "tem", "ther","ti",  "tox", "trol","tue", "turs","u",
    "ulk", "um",  "un",  "uni", "ur",  "val", "viv", "vly", "vom", "wah",
    "wed", "werg","wex", "whon","wun", "xo",  "y",   "yot", "yu",
    "zant","zap", "zeb", "zim", "zok", "zon", "zum",
};

char *stones[NSTONES] = {
	"agate",		"alexandrite",		"amethyst",
	"azurite",		"bloodstone",		"cairngorm",
	"carnelian",		"chalcedony",		"chrysoberyl",
	"chrysolite",		"chrysoprase",		"citrine",
	"coral",		"diamond",		"emerald",
	"garnet",		"heliotrope",		"hematite",
	"hyacinth",		"jacinth",		"jade",
	"jargoon",		"jasper",		"kryptonite",
	"lapus lazuli",		"malachite",		"mocca stone",
	"moonstone",		"obsidian",		"olivine",
	"onyx",			"opal",			"pearl",
	"peridot",		"quartz",		"rhodochrosite",
	"rhodolite",		"ruby",			"sapphire",
	"sardonyx",		"serpintine",		"spinel",
	"tiger eye",		"topaz",		"tourmaline",
	"turquoise",		"zircon",
};

char *wood[NWOOD] = {
	"avocado wood",	"balsa",	"banyan",	"birch",
	"cedar",	"cherry",	"cinnibar",	"dogwood",
	"driftwood",	"ebony",	"eucalyptus",	"hemlock",
	"ironwood",	"mahogany",	"manzanita",	"maple",
	"oak",		"pine",		"redwood",	"rosewood",
	"teak",		"walnut",	"zebra wood", 	"persimmon wood",
};

char *metal[NMETAL] = {
	"aluminium",	"bone",		"brass",	"bronze",
	"copper",	"chromium",	"iron",		"lead",
	"magnesium",	"pewter",	"platinum",	"silver",
	"steel",	"tin",		"titanium",	"zinc",
};




/*
 * make sure all the percentages specified in the tables add up to the
 * right amounts
 */
void
badcheck(char *name, struct magic_item *magic, int bound)
{
    register struct magic_item *end;

    if (magic[bound - 1].mi_prob == 1000)
	return;
    printf("\nBad percentages for %s:\n", name);
    for (end = &magic[bound] ; magic < end ; magic++)
	printf("%4d%% %s\n", magic->mi_prob, magic->mi_name);
    printf(retstr);
    fflush(stdout);
    while (getchar() != '\n')
	continue;
}

/*
 * init_colors:
 *	Initialize the potion color scheme for this time
 */

void
init_colors(void)
{
    register int i, j;
    bool used[NCOLORS];

    for(i = 0; i < NCOLORS; i++)
        used[i] = FALSE;

    for (i = 0 ; i < MAXPOTIONS ; i++)
    {
	do
	    j = rnd(NCOLORS);
        until (!used[j]);
        used[j] = TRUE;
	p_colors[i] = rainbow[j];
	p_know[i] = FALSE;
	p_guess[i] = NULL;
	if (i > 0)
		p_magic[i].mi_prob += p_magic[i-1].mi_prob;
    }
    badcheck("potions", p_magic, MAXPOTIONS);
}

/*
 * init_materials:
 *	Initialize the construction materials for wands and staffs
 */

void
init_materials(void)
{
    register int i, j;
    register char *str;
    bool metused[NMETAL], woodused[NWOOD];

    for(i = 0; i < NWOOD; i++)
        woodused[i] = FALSE;

    for(i = 0; i < NMETAL; i++)
        metused[i] = FALSE;

    for (i = 0 ; i < MAXSTICKS ; i++)
    {
        for (;;)
	    if (rnd(100) > 50)
	    { 
                j = rnd(NMETAL);

                if (!metused[j])
                {
                    ws_type[i] = "wand";
                    str = metal[j];
                    metused[j] = TRUE;
                    break;
                }
            }
            else
            {
                j = rnd(NWOOD);

                if (!woodused[j])
                {
                    ws_type[i] = "staff";
                    str = wood[j];
                    woodused[j] = TRUE;
                    break;
                }
            }

        ws_made[i] = str;
	ws_know[i] = FALSE;
	ws_guess[i] = NULL;
	if (i > 0)
		ws_magic[i].mi_prob += ws_magic[i-1].mi_prob;
    }
    badcheck("sticks", ws_magic, MAXSTICKS);
}

/*
 * do any initialization for miscellaneous magic
 */

void
init_misc(void)
{
    register int i;

    for (i=0; i < MAXMM; i++) {
	m_know[i] = FALSE;
	m_guess[i] = NULL;
	if (i > 0)
	    m_magic[i].mi_prob += m_magic[i-1].mi_prob;
    }

    badcheck("miscellaneous magic", m_magic, MAXMM);
}


/*
 * init_names:
 *	Generate the names of the various scrolls
 */

void
init_names(void)
{
    register int nsyl;
    register char *cp, *sp;
    register int i, nwords;

    for (i = 0 ; i < MAXSCROLLS ; i++)
    {
	cp = prbuf;
	nwords = rnd(COLS/20) + 1 + (COLS > 40 ? 1 : 0);
	while(nwords--)
	{
	    nsyl = rnd(3)+1;
	    while(nsyl--)
	    {
		sp = sylls[rnd((sizeof sylls) / (sizeof (char *)))];
		while(*sp)
		    *cp++ = *sp++;
	    }
	    *cp++ = ' ';
	}
	*--cp = '\0';
	s_names[i] = (char *) new(strlen(prbuf)+1);
	s_know[i] = FALSE;
	s_guess[i] = NULL;
	strcpy(s_names[i], prbuf);
	if (i > 0)
		s_magic[i].mi_prob += s_magic[i-1].mi_prob;
    }
    badcheck("scrolls", s_magic, MAXSCROLLS);
}

/*
 * init_player:
 *	roll up the rogue
 */

void
init_player(void)
{
    int stat_total, ch = 0, wpt = 0, i, j;
    struct linked_list *weap_item, *armor_item, *food_item;
    struct object *obj;
    char *class;

    weap_item = armor_item = NULL;

    if (char_type == -1) {
	/* See what type character will be */
	wclear(hw);
	touchwin(hw);
	mvwaddstr(hw,2,0,"[1] Fighter\n[2] Magician\n[3] Cleric\n[4] Thief");
	mvwaddstr(hw, 0, 0, "What character class do you desire? ");
	draw(hw);
	char_type = (wgetch(hw) - '0');
	while (char_type < 1 || char_type > 4) {
	    mvwaddstr(hw,0,0,"Please enter a character type between 1 and 4: ");
	    draw(hw);
	    char_type = (wgetch(hw) - '0');
	}
	char_type--;
    }
    player.t_ctype = char_type;
    player.t_quiet = 0;
    pack = NULL;

#ifdef WIZARD
    /* 
     * allow me to describe a super character 
     */
    if (wizard && md_getuid() == AUTHOR && strcmp(getenv("SUPER"),"YES") == 0) {
	    pstats.s_str = 25;
	    pstats.s_intel = 25;
	    pstats.s_wisdom = 25;
	    pstats.s_dext = 25;
	    pstats.s_const = 25;
	    pstats.s_charisma = 25;
	    pstats.s_exp = 7500000L;
	    pstats.s_lvl = 20;
	    pstats.s_hpt = 500;
	    pstats.s_carry = totalenc();
	    strcpy(pstats.s_dmg,"3d4");
	    if (player.t_ctype == C_FIGHTER)
		weap_item = spec_item(WEAPON, TWOSWORD, 5, 5);
	    else
		weap_item = spec_item(WEAPON, SWORD, 5, 5);
	    obj = OBJPTR(weap_item);
	    obj->o_flags |= ISKNOW;
	    add_pack(weap_item, TRUE, NULL);
	    cur_weapon = obj;
	    j = PLATE_ARMOR;
	    if (player.t_ctype == C_THIEF)
		j = STUDDED_LEATHER;
	    armor_item = spec_item(ARMOR, j, 10, 0);
	    obj = OBJPTR(armor_item);
	    obj->o_flags |= (ISKNOW | ISPROT);
	    obj->o_weight = armors[j].a_wght;
	    add_pack(armor_item, TRUE, NULL);
	    cur_armor = obj;
	    purse += 10000;
    }
    else 
#endif

    {
	wclear(hw);
	do {
	    if (armor_item != NULL) {
		o_discard(armor_item);
		armor_item = NULL;
	    }
	    if (weap_item != NULL) {
		o_discard(weap_item);
		weap_item = NULL;
	    }
	    pstats.s_lvl = 1;
	    pstats.s_exp = 0L;
	    pstats.s_hpt = 12 + rnd(10);
	    pstats.s_str = 7 + rnd(5);
	    pstats.s_intel = 7 + rnd(5);
	    pstats.s_wisdom = 7 + rnd(5);
	    pstats.s_dext = 7 + rnd(5);
	    pstats.s_const = 14 + rnd(5);
	    pstats.s_charisma = 7 + rnd(5);

	    /* Now for the special ability */
	    switch (char_type) {
		case C_FIGHTER:  pstats.s_str	= (rnd(10) == 7) ? 18 : 16;
		when C_MAGICIAN: pstats.s_intel	= (rnd(10) == 7) ? 18 : 16;
		when C_CLERIC:   pstats.s_wisdom= (rnd(10) == 7) ? 18 : 16;
		when C_THIEF:    pstats.s_dext	= (rnd(10) == 7) ? 18 : 16;
	    }
	    strcpy(pstats.s_dmg,"1d4");
	    stat_total =pstats.s_str  + pstats.s_intel + pstats.s_wisdom +
			pstats.s_dext + pstats.s_const;
	    /*
	     * since the player can re-roll stats at will, keep the maximum
	     * to some reasonable limit
	     */
	    if (stat_total > MAXSTATS)
		pstats.s_const -= (stat_total - MAXSTATS);
	    pstats.s_carry = totalenc();

	    /*
	     * Give the rogue his weaponry.  
	     */
	    do {
		i = rnd(8);	/* number of acceptable weapons */
		switch(i) {
		    case 0: ch = 25; wpt = MACE;
		    when 1: ch = 25; wpt = SWORD;
		    when 2: ch = 20; wpt = BATTLEAXE;
		    when 3: ch = 20; wpt = TRIDENT;
		    when 4: ch = 20; wpt = SPETUM;
		    when 5: ch = 20; wpt = BARDICHE;
		    when 6: ch = 15; wpt = PIKE;
		    when 7: ch = 20; wpt = HALBERD;
		}
	    } while(rnd(100) > ch);
	    if (player.t_ctype == C_FIGHTER)
		wpt = TWOSWORD;
	    weap_item = spec_item(WEAPON, wpt, rnd(2), rnd(2)+1);
	    obj = OBJPTR(weap_item);
	    obj->o_flags |= ISKNOW;
	    /*
	     * And his suit of armor.......
	     * Thieves can only wear leather armor
	     * fighters get better armor on an average
	     */
	    if (player.t_ctype == C_THIEF)
		j = STUDDED_LEATHER;
	    else {
		if (player.t_ctype == C_FIGHTER)
		    i = 50 + rnd(50);
		else
		    i = rnd(100);
		j = 0;
		while (armors[j].a_prob < i)
		    j++;
	    }
	    armor_item = spec_item(ARMOR, j, 0, 0);
	    obj = OBJPTR(armor_item);
	    obj->o_flags |= ISKNOW;
	    obj->o_weight = armors[j].a_wght;
	    switch(player.t_ctype) {
		case C_FIGHTER:	class = "fighter";
		when C_MAGICIAN:class = "magic user";
		when C_CLERIC:	class = "cleric";
		when C_THIEF:	class = "thief";
		otherwise:	class = "unknown";
	    }
	    wmove(hw, 2, 0);
	    wprintw(hw, "You have rolled a %s with the following attributes:",class);
	    wmove(hw,4,0);
	    wprintw(hw, "    Int: %2d", pstats.s_intel);
	    wprintw(hw, "    Str: %2d", pstats.s_str);
	    wprintw(hw, "    Wis: %2d", pstats.s_wisdom); 
	    wprintw(hw, "    Dex: %2d", pstats.s_dext);
	    wprintw(hw, "  Const: %2d", pstats.s_const);
	    wclrtoeol(hw);
	    wmove(hw, 6, 0);
	    wprintw(hw, "     Hp: %2d", pstats.s_hpt);
	    wclrtoeol(hw);
	    mvwaddstr(hw, 8, 5, inv_name(OBJPTR(weap_item), FALSE));
	    wclrtoeol(hw);
	    mvwaddstr(hw, 9, 5, inv_name(OBJPTR(armor_item), FALSE));
	    wclrtoeol(hw);
	    mvwaddstr(hw,0,0,"Would you like to re-roll the character? ");
	    draw(hw);
	} while(wgetch(hw) == 'y');

	obj = OBJPTR(weap_item);
	add_pack(weap_item, TRUE, NULL);
	cur_weapon = obj;
	obj = OBJPTR(armor_item);
	add_pack(armor_item, TRUE, NULL);
	cur_armor = obj;
    }
    /*
     * Give him some food
     */
    food_item = spec_item(FOOD, 0, 0, 0);
    obj = OBJPTR(food_item);
    obj->o_weight = things[TYP_FOOD].mi_wght;
    add_pack(food_item, TRUE, NULL);
    pstats.s_arm = 10;
    max_stats = pstats;
}






/*
 * init_stones:
 *	Initialize the ring stone setting scheme for this time
 */

void
init_stones(void)
{
    register int i, j;
    bool used[NSTONES];

    for (i = 0; i < NSTONES; i++)
        used[i] = FALSE;

    for (i = 0 ; i < MAXRINGS ; i++)
    {
	do
            j = rnd(NSTONES);
        until (!used[j]);

        used[j] = TRUE;
	r_stones[i] = stones[j];
	r_know[i] = FALSE;
	r_guess[i] = NULL;
	if (i > 0)
		r_magic[i].mi_prob += r_magic[i-1].mi_prob;
    }
    badcheck("rings", r_magic, MAXRINGS);
}

/*
 * init_things
 *	Initialize the probabilities for types of things
 */
void
init_things(void)
{
    register struct magic_item *mp;

    for (mp = &things[1] ; mp < &things[NUMTHINGS] ; mp++)
	mp->mi_prob += (mp-1)->mi_prob;
    badcheck("things", things, NUMTHINGS);
}