Mercurial > hg > early-roguelike
view arogue5/util.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 | d71e5e1f49cf |
line wrap: on
line source
/* * all sorts of miscellaneous routines * * 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 "rogue.h" #include <ctype.h> #include <string.h> /* * aggravate: * aggravate all the monsters on this level */ void aggravate(void) { register struct linked_list *mi; for (mi = mlist; mi != NULL; mi = next(mi)) runto(THINGPTR(mi), &hero); } /* * cansee: * returns true if the hero can see a certain coordinate. */ bool cansee(int y, int x) { register struct room *rer; register int radius; coord tp; if (on(player, ISBLIND)) return FALSE; tp.y = y; tp.x = x; rer = roomin(&tp); /* How far can we see? */ if (levtype == OUTSIDE) { if (daytime) radius = 36; else if (lit_room(rer)) radius = 9; else radius = 3; } else radius = 3; /* * We can only see if the hero in the same room as * the coordinate and the room is lit or if it is close. */ return ((rer != NULL && levtype != OUTSIDE && (levtype != MAZELEV || /* Maze level needs direct line */ maze_view(tp.y, tp.x)) && rer == roomin(&hero) && lit_room(rer)) || DISTANCE(y, x, hero.y, hero.x) < radius); } /* * check_level: * Check to see if the guy has gone up a level. * * Return points needed to obtain next level. * * These are the beginning experience levels for all players. * All further experience levels are computed by muliplying by 2 * up through MAXDOUBLE. */ #define MAXDOUBLE 14 /* Maximum number of times score is doubled */ static struct { long base; /* What it starts out at for doubling */ long cap; /* The maximum before doubling stops */ } e_levels[4] = { /* You must change MAXDOUBLE if you change the cap figure */ { 90L, 1474560L }, /* Fighter */ { 130L, 2129920L }, /* Magician */ { 110L, 1802240L }, /* cleric */ { 75L, 1228800L } /* Thief */ }; long check_level(bool get_spells) { register int i, j, add = 0; register unsigned long exp; long retval; /* Return value */ int nsides = 0; /* See if we are past the doubling stage */ exp = e_levels[player.t_ctype].cap; if (pstats.s_exp >= exp) { i = pstats.s_exp/exp; /* First get amount above doubling area */ retval = exp + i * exp; /* Compute next higher boundary */ i += MAXDOUBLE; /* Add in the previous doubled levels */ } else { i = 0; exp = e_levels[player.t_ctype].base; while (exp <= pstats.s_exp) { i++; exp <<= 1; } retval = exp; } if (++i > pstats.s_lvl) { switch (player.t_ctype) { case C_FIGHTER: nsides = 10; when C_MAGICIAN: nsides = 4; when C_CLERIC: nsides = 8; when C_THIEF: nsides = 6; } /* Take care of multi-level jumps */ for (j=0; j < (i-pstats.s_lvl); j++) add += max(1, roll(1,nsides) + const_bonus()); max_stats.s_hpt += add; if ((pstats.s_hpt += add) > max_stats.s_hpt) pstats.s_hpt = max_stats.s_hpt; sprintf(outstring,"Welcome, %s, to level %d", cnames[player.t_ctype][min(i-1, 10)], i); msg(outstring); if (get_spells) { pray_time = 0; /* A new round of prayers */ spell_power = 0; /* A new round of spells */ } } pstats.s_lvl = i; return(retval); } /* * Used to modify the playes strength * it keeps track of the highest it has been, just in case */ void chg_str(int amt) { register int ring_str; /* ring strengths */ register struct stats *ptr; /* for speed */ ptr = &pstats; ring_str = ring_value(R_ADDSTR); ptr->s_str -= ring_str; ptr->s_str += amt; if (ptr->s_str > 25) ptr->s_str = 25; if (ptr->s_str > max_stats.s_str) max_stats.s_str = ptr->s_str; ptr->s_str += ring_str; if (ptr->s_str <= 0) death(D_STRENGTH); updpack(TRUE); } /* * this routine computes the players current AC without dex bonus's */ int ac_compute(void) { register int ac; ac = cur_armor != NULL ? cur_armor->o_ac : pstats.s_arm; ac -= ring_value(R_PROTECT); if (cur_misc[WEAR_BRACERS] != NULL) ac -= cur_misc[WEAR_BRACERS]->o_ac; if (cur_misc[WEAR_CLOAK] != NULL) ac -= cur_misc[WEAR_CLOAK]->o_ac; /* If player has the cloak, must be wearing it */ if (cur_relic[EMORI_CLOAK]) ac -= 5; if (ac > 10) ac = 10; return(ac); } /* * this routine computes the players current strength */ int str_compute(void) { if (cur_misc[WEAR_GAUNTLET] != NULL && cur_misc[WEAR_GAUNTLET]->o_which == MM_G_OGRE) { if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED) return (3); else return (18); } else return (pstats.s_str); } /* * this routine computes the players current dexterity */ int dex_compute(void) { if (cur_misc[WEAR_GAUNTLET] != NULL && cur_misc[WEAR_GAUNTLET]->o_which == MM_G_DEXTERITY) { if (cur_misc[WEAR_GAUNTLET]->o_flags & ISCURSED) return (3); else return (18); } else return (pstats.s_dext); } /* * diag_ok: * Check to see if the move is legal if it is diagonal */ bool diag_ok(coord *sp, coord *ep, struct thing *flgptr) { register int numpaths = 0; /* Horizontal and vertical moves are always ok */ if (ep->x == sp->x || ep->y == sp->y) return TRUE; /* Diagonal moves are not allowed if there is a horizontal or * vertical path to the destination */ if (step_ok(ep->y, sp->x, MONSTOK, flgptr)) numpaths++; if (step_ok(sp->y, ep->x, MONSTOK, flgptr)) numpaths++; return(numpaths != 1); } /* * eat: * He wants to eat something, so let him try */ void eat(void) { register struct linked_list *item; if ((item = get_item(pack, "eat", FOOD)) == NULL) return; if ((OBJPTR(item))->o_which == 1) msg("My, that was a yummy %s", fruit); else { if (rnd(100) > 70) { msg("Yuk, this food tastes awful"); /* Do a check for overflow before increasing experience */ if (pstats.s_exp + 1L > pstats.s_exp) pstats.s_exp++; check_level(TRUE); } else msg("Yum, that tasted good"); } if ((food_left += HUNGERTIME + rnd(400) - 200) > STOMACHSIZE) food_left = STOMACHSIZE; del_pack(item); hungry_state = F_OKAY; updpack(TRUE); } /* * pick a random position around the give (y, x) coordinates */ coord * fallpos(coord *pos, bool be_clear, int range) { register int tried, i, j; register char ch; static coord ret; static short masks[] = { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x100 }; /* * Pick a spot at random centered on the position given by 'pos' and * up to 'range' squares away from 'pos' * * If 'be_clear' is TRUE, the spot must be either FLOOR or PASSAGE * inorder to be considered valid * * * Generate a number from 0 to 8, representing the position to pick. * Note that this DOES include the positon 'pos' itself * * If this position is not valid, mark it as 'tried', and pick another. * Whenever a position is picked that has been tried before, * sequentially find the next untried position. This eliminates costly * random number generation */ tried = 0; while( tried != 0x1ff ) { i = rnd(9); while( tried & masks[i] ) i = (i + 1) % 9; tried |= masks[i]; for( j = 1; j <= range; j++ ) { ret.x = pos->x + j*grid[i].x; ret.y = pos->y + j*grid[i].y; if (ret.x == hero.x && ret.y == hero.y) continue; /* skip the hero */ if (ret.x < 0 || ret.x > COLS - 1 || ret.y < 1 || ret.y > LINES - 3) continue; /* off the screen? */ ch = CCHAR( winat(ret.y, ret.x) ); /* * Check to make certain the spot is valid */ switch( ch ) { case FLOOR: case PASSAGE: return( &ret ); case GOLD: case SCROLL: case POTION: case STICK: case RING: case WEAPON: case ARMOR: case MM: case FOOD: if(!be_clear && levtype != POSTLEV) return( &ret ); default: break; } } } return( NULL ); } /* * find_mons: * Find the monster from his corrdinates */ struct linked_list * find_mons(int y, int x) { register struct linked_list *item; register struct thing *th; for (item = mlist; item != NULL; item = next(item)) { th = THINGPTR(item); if (th->t_pos.y == y && th->t_pos.x == x) return item; } return NULL; } /* * find_obj: * find the unclaimed object at y, x */ struct linked_list * find_obj(int y, int x) { register struct linked_list *obj; register struct object *op; for (obj = lvl_obj; obj != NULL; obj = next(obj)) { op = OBJPTR(obj); if (op->o_pos.y == y && op->o_pos.x == x) return obj; } return NULL; } /* * set up the direction co_ordinate for use in varios "prefix" commands */ bool get_dir(void) { register char *prompt; register bool gotit; prompt = terse ? "Direction?" : "Which direction? "; msg(prompt); do { gotit = TRUE; switch (readchar()) { case 'h': case'H': delta.y = 0; delta.x = -1; when 'j': case'J': delta.y = 1; delta.x = 0; when 'k': case'K': delta.y = -1; delta.x = 0; when 'l': case'L': delta.y = 0; delta.x = 1; when 'y': case'Y': delta.y = -1; delta.x = -1; when 'u': case'U': delta.y = -1; delta.x = 1; when 'b': case'B': delta.y = 1; delta.x = -1; when 'n': case'N': delta.y = 1; delta.x = 1; when ESCAPE: return FALSE; otherwise: mpos = 0; msg(prompt); gotit = FALSE; } } until (gotit); if ((on(player, ISHUH) || on(player, ISDANCE)) && rnd(100) > 20) { do { delta = grid[rnd(9)]; } while (delta.y == 0 && delta.x == 0); } mpos = 0; return TRUE; } /* * see if the object is one of the currently used items */ bool is_current(struct object *obj) { if (obj == NULL) return FALSE; if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT_1] || obj == cur_ring[LEFT_2] || obj == cur_ring[LEFT_3] || obj == cur_ring[LEFT_4] || obj == cur_ring[RIGHT_1] || obj == cur_ring[RIGHT_2] || obj == cur_ring[RIGHT_3] || obj == cur_ring[RIGHT_4] || obj == cur_misc[WEAR_BOOTS] || obj == cur_misc[WEAR_JEWEL] || obj == cur_misc[WEAR_BRACERS] || obj == cur_misc[WEAR_CLOAK] || obj == cur_misc[WEAR_GAUNTLET] || obj == cur_misc[WEAR_NECKLACE]) { return TRUE; } /* Is it a "current" relic? */ if (obj->o_type == RELIC) { switch (obj->o_which) { case MUSTY_DAGGER: case EMORI_CLOAK: case HEIL_ANKH: case YENDOR_AMULET: case HRUGGEK_MSTAR: case YEENOGHU_FLAIL: if (cur_relic[obj->o_which]) return TRUE; } } return FALSE; } /* * Look: * A quick glance all around the player * wakeup: Should we wake up monsters * runend: At end of a run -- for mazes */ void look(bool wakeup, bool runend) { register int x, y, radius; register char ch, och; register int oldx, oldy; register bool inpass, horiz, vert, do_light = FALSE, do_blank = FALSE; register int passcount = 0, curfloorcount = 0, nextfloorcount = 0; register struct room *rp; register int ey, ex; inpass = ((rp = roomin(&hero)) == NULL); /* Are we in a passage? */ /* Are we moving vertically or horizontally? */ if (runch == 'h' || runch == 'l') horiz = TRUE; else horiz = FALSE; if (runch == 'j' || runch == 'k') vert = TRUE; else vert = FALSE; /* How far around himself can the player see? */ if (levtype == OUTSIDE) { if (daytime) radius = 6; else if (lit_room(rp)) radius = 3; else radius = 1; } else radius = 1; getyx(cw, oldy, oldx); /* Save current position */ /* Blank out the floor around our last position and check for * moving out of a corridor in a maze. */ if (levtype == OUTSIDE) do_blank = !daytime; else if (oldrp != NULL && !lit_room(oldrp) && off(player, ISBLIND)) do_blank = TRUE; /* Now move around the old position and blank things out */ ey = player.t_oldpos.y + radius; ex = player.t_oldpos.x + radius; for (x = player.t_oldpos.x - radius; x <= ex; x++) if (x >= 0 && x < COLS) for (y = player.t_oldpos.y - radius; y <= ey; y++) { char savech; /* Saves character in monster window */ if (y < 1 || y > LINES - 3) continue; /* See what's there -- ignore monsters, just see what they're on */ savech = CCHAR( mvwinch(mw, y, x) ); waddch(mw, ' '); ch = show(y, x); mvwaddch(mw, y, x, savech); /* Restore monster */ if (do_blank && (y != hero.y || x != hero.x)) switch (ch) { case DOOR: case SECRETDOOR: case PASSAGE: case STAIRS: case TRAPDOOR: case TELTRAP: case BEARTRAP: case SLEEPTRAP: case ARROWTRAP: case DARTTRAP: case MAZETRAP: case POOL: case POST: case '|': case '-': case WALL: /* If there was a monster showing, make it disappear */ if (isalpha(savech)) mvwaddch(cw, y, x, ch); break; when FLOOR: case FOREST: default: mvwaddch(cw, y, x, ' '); } /* Moving out of a corridor? */ if (levtype == MAZELEV && !ce(hero, player.t_oldpos) && !running && !isrock(ch) && /* Not running and not a wall */ ((vert && x != player.t_oldpos.x && y==player.t_oldpos.y) || (horiz && y != player.t_oldpos.y && x==player.t_oldpos.x))) do_light = off(player, ISBLIND); } /* Take care of unlighting a corridor */ if (do_light && lit_room(rp)) light(&player.t_oldpos); /* Are we coming or going between a wall and a corridor in a maze? */ och = show(player.t_oldpos.y, player.t_oldpos.x); ch = show(hero.y, hero.x); if (levtype == MAZELEV && ((isrock(och) && !isrock(ch)) || (isrock(ch) && !isrock(och)))) { do_light = off(player, ISBLIND); /* Light it up if not blind */ /* Unlight what we just saw */ if (do_light && lit_room(&rooms[0])) light(&player.t_oldpos); } /* Look around the player */ ey = hero.y + radius; ex = hero.x + radius; for (x = hero.x - radius; x <= ex; x++) if (x >= 0 && x < COLS) for (y = hero.y - radius; y <= ey; y++) { if (y < 1 || y >= LINES - 2) continue; if (isalpha(mvwinch(mw, y, x))) { register struct linked_list *it; register struct thing *tp; if (wakeup) it = wake_monster(y, x); else it = find_mons(y, x); tp = THINGPTR(it); tp->t_oldch = CCHAR( mvinch(y, x) ); if (isatrap(tp->t_oldch)) { register struct trap *trp = trap_at(y, x); tp->t_oldch = (trp->tr_flags & ISFOUND) ? tp->t_oldch : trp->tr_show; } if (tp->t_oldch == FLOOR && !lit_room(rp) && off(player, ISBLIND)) tp->t_oldch = ' '; } /* * Secret doors show as walls */ if ((ch = show(y, x)) == SECRETDOOR) ch = secretdoor(y, x); /* * Don't show room walls if he is in a passage and * check for maze turns */ if (off(player, ISBLIND)) { if (y == hero.y && x == hero.x || (inpass && (ch == '-' || ch == '|'))) continue; /* Did we come to a crossroads in a maze? */ if (levtype == MAZELEV && (runend || !ce(hero, player.t_oldpos)) && !isrock(ch) && /* Not a wall */ ((vert && x != hero.x && y == hero.y) || (horiz && y != hero.y && x == hero.x))) /* Just came to a turn */ do_light = off(player, ISBLIND); } else if (y != hero.y || x != hero.x) continue; wmove(cw, y, x); waddch(cw, ch); if (door_stop && !firstmove && running) { switch (runch) { case 'h': if (x == hero.x + 1) continue; when 'j': if (y == hero.y - 1) continue; when 'k': if (y == hero.y + 1) continue; when 'l': if (x == hero.x - 1) continue; when 'y': if ((x + y) - (hero.x + hero.y) >= 1) continue; when 'u': if ((y - x) - (hero.y - hero.x) >= 1) continue; when 'n': if ((x + y) - (hero.x + hero.y) <= -1) continue; when 'b': if ((y - x) - (hero.y - hero.x) <= -1) continue; } switch (ch) { case DOOR: if (x == hero.x || y == hero.y) running = FALSE; break; case PASSAGE: if (x == hero.x || y == hero.y) passcount++; break; case FLOOR: /* Stop by new passages in a maze (floor next to us) */ if ((levtype == MAZELEV) && !(hero.y == y && hero.x == x)) { if (vert) { /* Moving vertically */ /* We have a passage on our row */ if (y == hero.y) curfloorcount++; /* Some passage on the next row */ else if (y != player.t_oldpos.y) nextfloorcount++; } else { /* Moving horizontally */ /* We have a passage on our column */ if (x == hero.x) curfloorcount++; /* Some passage in the next column */ else if (x != player.t_oldpos.x) nextfloorcount++; } } case '|': case '-': case ' ': break; default: running = FALSE; break; } } } /* Have we passed a side passage, with multiple choices? */ if (curfloorcount > 0 && nextfloorcount > 0) running = FALSE; else if (door_stop && !firstmove && passcount > 1) running = FALSE; /* Do we have to light up the area (just stepped into a new corridor)? */ if (do_light && !running && lit_room(rp)) light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); wmove(cw, oldy, oldx); if (!ce(player.t_oldpos, hero)) { player.t_oldpos = hero; /* Don't change if we didn't move */ oldrp = rp; } } /* * raise_level: * The guy just magically went up a level. */ void raise_level(bool get_spells) { unsigned long test; /* Next level -- be sure it is not an overflow */ test = check_level(FALSE); /* Get next boundary */ /* Be sure it is higher than what we have no -- else overflow */ if (test > pstats.s_exp) pstats.s_exp = test; check_level(get_spells); } /* * saving throw matrix for character saving throws * this table is indexed by char type and saving throw type */ static int st_matrix[5][5] = { /* Poison, Petrify, wand, Breath, Magic */ { 14, 15, 16, 16, 17 }, { 14, 13, 11, 15, 12 }, { 10, 13, 14, 16, 15 }, { 13, 12, 14, 16, 15 }, { 14, 15, 16, 16, 17 } }; /* * save: * See if a creature saves against something * which: which type of save * who: who is saving * adj: saving throw adjustment */ bool save(int which, struct thing *who, int adj) { register int need, level; level = who->t_stats.s_lvl; need = st_matrix[who->t_ctype][which]; switch (who->t_ctype) { case C_FIGHTER: need -= (level-1) / 2; when C_MAGICIAN: need -= 2 * (level-1) / 5; when C_CLERIC: need -= (level-1) / 3; when C_THIEF: need -= 2 * (level-1) / 4; when C_MONSTER: need -= level / 2; } /* * add in pluses against poison for execeptional constitution */ if (which == VS_POISON && who->t_stats.s_const > 18) need -= (who->t_stats.s_const - 17) / 2; /* * does the player have a ring of protection on? */ if (who == &player) need -= (min(ring_value(R_PROTECT),3)); /* no more than +3 bonus */ /* * does the player have a cloak of protection on? */ if (who == &player && cur_misc[WEAR_CLOAK]) need -= (min(cur_misc[WEAR_CLOAK]->o_ac,3)); /* no more than +3 bonus */ need -= adj; debug("need a %d to save", need); return (roll(1, 20) >= need); } /* * secret_door: * Figure out what a secret door looks like. */ char secretdoor(int y, int x) { register int i; register struct room *rp; register coord *cpp; static coord cp; cp.y = y; cp.x = x; cpp = &cp; for (rp = rooms, i = 0; i < MAXROOMS; rp++, i++) if (inroom(rp, cpp)) if (y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1) return('-'); else return('|'); return('p'); } /* * copy string using unctrl for things */ void strucpy(char *s1, char *s2, int len) { register char *sp; while (len--) { strcpy(s1, (sp = unctrl(*s2))); s1 += strlen(sp); s2++; } *s1 = '\0'; } /* * tr_name: * print the name of a trap */ char * tr_name(char ch) { register char *s = NULL; switch (ch) { case TRAPDOOR: s = terse ? "A trapdoor." : "You found a trapdoor."; when BEARTRAP: s = terse ? "A beartrap." : "You found a beartrap."; when SLEEPTRAP: s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap."; when ARROWTRAP: s = terse ? "An arrow trap." : "You found an arrow trap."; when TELTRAP: s = terse ? "A teleport trap." : "You found a teleport trap."; when DARTTRAP: s = terse ? "A dart trap." : "You found a poison dart trap."; when POOL: s = terse ? "A shimmering pool." : "You found a shimmering pool"; when MAZETRAP: s = terse ? "A maze entrance." : "You found a maze entrance"; } return s; } /* * for printfs: if string starts with a vowel, return "n" for an "an" */ char * vowelstr(char *str) { switch (*str) { case 'a': case 'e':