Mercurial > hg > early-roguelike
view arogue7/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 | e1cd27c5464f |
children | d71e5e1f49cf |
line wrap: on
line source
/* * util.c - all sorts of miscellaneous routines * * Advanced Rogue * Copyright (C) 1984, 1985, 1986 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> #ifdef PC7300 #include <track.h> #include <kcodes.h> #include <sys/window.h> extern struct uwdata wdata; #endif /* * all sorts of miscellaneous routines * */ /* * this routine computes the players current AC without dex bonus's */ int ac_compute(bool ignoremetal) { register int ac; ac = pstats.s_arm; /* base armor of "skin" */ if (cur_armor) { if (!ignoremetal || (cur_armor->o_which != LEATHER && cur_armor->o_which != STUDDED_LEATHER && cur_armor->o_which != PADDED_ARMOR)) ac -= (10 - cur_armor->o_ac); } if (player.t_ctype == C_MONK) ac -= pstats.s_lvl * 2 / 3; 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); } /* * aggravate: * aggravate all the monsters on this level */ void aggravate(bool do_uniques, bool do_good) { register struct linked_list *mi; register struct thing *thingptr; for (mi = mlist; mi != NULL; mi = next(mi)) { thingptr = THINGPTR(mi); if (do_good == FALSE && off(*thingptr, ISMEAN)) continue; if (do_uniques || off(*thingptr, ISUNIQUE)) runto(thingptr, &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 certain beginning experience levels for all players. * All further experience levels are computed by muliplying by 2 * up through MAXDOUBLE. Then the cap is added in to compute * further levels */ long check_level(void) { register int i, j, add = 0; register unsigned long exp; long retval; /* Return value */ int nsides; pstats.s_lvl -= pstats.s_lvladj; /* correct for level adjustment */ /* See if we are past the doubling stage */ exp = char_class[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 = char_class[player.t_ctype].start_exp; while (exp <= pstats.s_exp) { i++; exp <<= 1; } retval = exp; } if (++i > pstats.s_lvl) { nsides = char_class[player.t_ctype].hit_pts; for (j=0; j<(i-pstats.s_lvl); j++) /* Take care of multi-level jumps */ 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; msg("Welcome, %s, to level %d", cnames[player.t_ctype][min(i-1, NUM_CNAMES-1)], i); } pstats.s_lvl = i; pstats.s_lvl += pstats.s_lvladj; /* correct for level adjustment */ return(retval); } /* * Used to modify the players 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, &player); } /* * let's confuse the player */ void confus_player(void) { if (off(player, ISCLEAR)) { msg("Wait, what's going on here. Huh? What? Who?"); if (find_slot(unconfuse)) lengthen(unconfuse, HUHDURATION); else fuse(unconfuse, NULL, HUHDURATION, AFTER); turn_on(player, ISHUH); } else msg("You feel dizzy for a moment, but it quickly passes."); } /* * 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); } /* * 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 ); } /* * findmindex: * Find the index into the monster table of a monster given its name. */ int findmindex(char *name) { int which; for (which=1; which<NUMMONST; which++) { if (strcmp(name, monsters[which].m_name) == 0) break; } if (which >= NUMMONST) { debug("couldn't find monster index"); which = 1; } return(which); } /* * find_mons: * Find the monster from his coordinates */ 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; } /* * get coordinates from the player using the cursor keys (or mouse) */ coord get_coordinates(void) { register int which; coord c; #ifdef PC7300 struct umdata startmouse, listenmouse; /* Mouse parameters */ int xmouse, /* x-position of mouse */ ymouse, /* y-position of mouse */ bmouse, /* button value of mouse */ rmouse; /* reason for mouse change */ #endif c = hero; wmove(cw, hero.y, hero.x); draw(cw); #ifdef PC7300 keypad(0, 1); /* Turn on escape sequences */ ioctl(0, WIOCGETMOUSE, &startmouse); /* Get current mouse parameters */ listenmouse = startmouse; /* Make a copy */ listenmouse.um_flags |= MSDOWN; /* Enable detection of button down */ ioctl(0, WIOCSETMOUSE, &listenmouse); /* Make the change */ #endif for (;;) { #ifdef PC7300 which = wgetc(0); #else which = (getchar() & 0177); #endif switch(which) { #ifdef PC7300 case Home: c.x = 0; c.y = 1; when Beg: c.x = 0; when End: c.x = cols - 1; when Mouse: case ESCAPE: case Cancl: case s_Cancl: if (which == Mouse) { if (wreadmouse(0,&xmouse,&ymouse,&bmouse,&rmouse) != 0 || (rmouse & MSDOWN) == 0) break; c.y = ymouse / wdata.uw_vs; c.x = xmouse / wdata.uw_hs; c.y = max(c.y, 1); c.y = min(c.y, lines - 3); c.x = max(c.x, 0); c.x = min(c.x, cols - 1); } else c = hero; wmove(cw, c.y, c.x); draw(cw); case '\n': case '\c': keypad(0, 0); /* Turn off escape interpretation */ ioctl(0, WIOCSETMOUSE, &startmouse); /* No mouse tracking */ return(c); when 'h': case 'H': case Back: case s_Back: c.x--; when 'j': case 'J': case Down: case RollDn: c.y++; when 'k': case 'K': case Up: case RollUp: c.y--; when 'l': case 'L': case Forward: case s_Forward: c.x++; when 'y': case 'Y': case Prev: c.x--; c.y--; when 'u': case 'U': case Next: c.x++; c.y--; when 'b': case 'B': case s_Prev: c.x--; c.y++; when 'n': case 'N': case s_Next: c.x++; c.y++; when '*': msg("Select location via mouse, or"); msg("Use cursor keys,h,j,k,l,y,u,b,or n, then hit return."); #else case ESCAPE: c = hero; wmove(cw, c.y, c.x); draw(cw); case '\n': case '\r': return(c); when 'h': case 'H': c.x--; when 'j': case 'J': c.y++; when 'k': case 'K': c.y--; when 'l': case 'L': c.x++; when 'y': case 'Y': c.x--; c.y--; when 'u': case 'U': c.x++; c.y--; when 'b': case 'B': c.x--; c.y++; when 'n': case 'N': c.x++; c.y++; when '*': msg("Use h,j,k,l,y,u,b,n to position cursor, then hit return."); #endif } c.y = max(c.y, 1); c.y = min(c.y, lines - 3); c.x = max(c.x, 0); c.x = min(c.x, cols - 1); wmove(cw, c.y, c.x); draw(cw); } } /* * set up the direction co_ordinate for use in various "prefix" commands */ bool get_dir(coord *direction) { register char *prompt; register bool gotit; int x,y; prompt = terse ? "Direction?" : "Which direction? "; msg(prompt); do { gotit = TRUE; switch (md_readchar(msgw)) { case 'h': case'H': direction->y = 0; direction->x = -1; when 'j': case'J': direction->y = 1; direction->x = 0; when 'k': case'K': direction->y = -1; direction->x = 0; when 'l': case'L': direction->y = 0; direction->x = 1; when 'y': case'Y': direction->y = -1; direction->x = -1; when 'u': case'U': direction->y = -1; direction->x = 1; when 'b': case'B': direction->y = 1; direction->x = -1; when 'n': case'N': direction->y = 1; direction->x = 1; case 0: when 3: quit(0); return(FALSE); when ESCAPE: return (FALSE); otherwise: mpos = 0; msg(prompt); gotit = FALSE; } } until (gotit); if ((on(player, ISHUH) || on(player, ISDANCE)) && rnd(100) > 20) { do { *direction = grid[rnd(9)]; } while (direction->y == 0 && direction->x == 0); } else if (on(player, ISFLEE)) { y = hero.y; x = hero.x; while (shoot_ok(winat(y, x))) { y += direction->y; x += direction->x; } if (isalpha(mvwinch(mw, y, x))) { if (y == player.t_dest->y && x == player.t_dest->x) { mpos = 0; msg("You are too frightened to!"); return(FALSE); } } } 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 STONEBONES_AMULET: case HRUGGEK_MSTAR: case AXE_AKLAD: case YEENOGHU_FLAIL: case SURTUR_RING: 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++) { struct linked_list *it; coord here; /* Current <x,y> coordinate */ char savech; /* Saves character in monster window */ bool in_room; /* Are we in a room? */ 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 we have a monster that we can't see anymore, make sure * that we can note that fact. */ if (isalpha(savech) && (y < hero.y - radius || y > hero.y + radius || x < hero.x - radius || x > hero.x + radius)) { /* Find the monster */ it = find_mons(y, x); } else it = NULL; /* Are we in a room? */ here.y = y; here.x = x; in_room = (roomin(&here) != NULL); if ((do_blank || !in_room) && (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); /* * If we found it (we should!), set it to * the right character! */ if (it) (THINGPTR(it))->t_oldch = ch; } break; when FLOOR: case FOREST: default: mvwaddch(cw, y, x, in_room ? ' ' : PASSAGE); /* If we found a monster, set it to darkness! */ if (it) (THINGPTR(it))->t_oldch = CCHAR( mvwinch(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); if (it) { 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++;