Mercurial > hg > early-roguelike
view rogue3/newlevel.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 | 527e2150eaf0 |
children |
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/* * new_level: * Dig and draw a new level * * @(#)new_level.c 3.7 (Berkeley) 6/2/81 * * 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 <string.h> void new_level() { int rm, i; int ch = 0; coord stairs; if (level > max_level) max_level = level; wclear(cw); wclear(mw); clear(); status(); /* * Free up the monsters on the last level */ free_list(mlist); do_rooms(); /* Draw rooms */ do_passages(); /* Draw passages */ no_food++; put_things(); /* Place objects (if any) */ /* * Place the staircase down. */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); } until (winat(stairs.y, stairs.x) == FLOOR); addch(STAIRS); /* * Place the traps */ if (rnd(10) < level) { ntraps = rnd(level/4)+1; if (ntraps > MAXTRAPS) ntraps = MAXTRAPS; i = ntraps; while (i--) { do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); } until (winat(stairs.y, stairs.x) == FLOOR); switch(rnd(6)) { case 0: ch = TRAPDOOR; when 1: ch = BEARTRAP; when 2: ch = SLEEPTRAP; when 3: ch = ARROWTRAP; when 4: ch = TELTRAP; when 5: ch = DARTTRAP; } addch(TRAP); traps[i].tr_type = ch; traps[i].tr_flags = 0; traps[i].tr_pos = stairs; } } do { rm = rnd_room(); rnd_pos(&rooms[rm], &hero); } until(winat(hero.y, hero.x) == FLOOR); light(&hero); wmove(cw, hero.y, hero.x); waddch(cw, PLAYER); } /* * Pick a room that is really there */ int rnd_room() { int rm; do { rm = rnd(MAXROOMS); } while (rooms[rm].r_flags & ISGONE); return rm; } /* * put_things: * put potions and scrolls on this level */ void put_things() { int i; struct linked_list *item; struct object *cur; int rm; coord tp; /* * Throw away stuff left on the previous level (if anything) */ free_list(lvl_obj); /* * Once you have found the amulet, the only way to get new stuff is * go down into the dungeon. */ if (amulet && level < max_level) return; /* * Do MAXOBJ attempts to put things on a level */ for (i = 0; i < MAXOBJ; i++) if (rnd(100) < 35) { /* * Pick a new object and link it in the list */ item = new_thing(); attach(lvl_obj, item); cur = (struct object *) ldata(item); /* * Put it somewhere */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (winat(tp.y, tp.x) == FLOOR); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } /* * If he is really deep in the dungeon and he hasn't found the * amulet yet, put it somewhere on the ground */ if (level > 25 && !amulet) { item = new_item(sizeof *cur); attach(lvl_obj, item); cur = (struct object *) ldata(item); cur->o_hplus = cur->o_dplus = 0; strcpy(cur->o_damage, "0d0"); strcpy(cur->o_hurldmg, "0d0"); cur->o_ac = 11; cur->o_type = AMULET; /* * Put it somewhere */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (winat(tp.y, tp.x) == FLOOR); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } }