Mercurial > hg > early-roguelike
view rogue3/things.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 | 0250220d8cdd |
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/* * Contains functions for dealing with things like * potions and scrolls * * @(#)things.c 3.37 (Berkeley) 6/15/81 * * 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 <ctype.h> #include <string.h> #include "rogue.h" /* * inv_name: * return the name of something as it would appear in an * inventory. */ char * inv_name(struct object *obj, int drop) { char *pb; switch(obj->o_type) { case SCROLL: if (obj->o_count == 1) strcpy(prbuf, "A scroll "); else sprintf(prbuf, "%d scrolls ", obj->o_count); pb = &prbuf[strlen(prbuf)]; if (s_know[obj->o_which]) sprintf(pb, "of %s", s_magic[obj->o_which].mi_name); else if (s_guess[obj->o_which]) sprintf(pb, "called %s", s_guess[obj->o_which]); else sprintf(pb, "titled '%s'", s_names[obj->o_which]); when POTION: if (obj->o_count == 1) strcpy(prbuf, "A potion "); else sprintf(prbuf, "%d potions ", obj->o_count); pb = &prbuf[strlen(prbuf)]; if (p_know[obj->o_which]) sprintf(pb, "of %s(%s)", p_magic[obj->o_which].mi_name, p_colors[obj->o_which]); else if (p_guess[obj->o_which]) sprintf(pb, "called %s(%s)", p_guess[obj->o_which], p_colors[obj->o_which]); else if (obj->o_count == 1) sprintf(prbuf, "A%s %s potion", vowelstr(p_colors[obj->o_which]), p_colors[obj->o_which]); else sprintf(prbuf, "%d %s potions", obj->o_count, p_colors[obj->o_which]); when FOOD: if (obj->o_which == 1) if (obj->o_count == 1) sprintf(prbuf, "A%s %s", vowelstr(fruit), fruit); else sprintf(prbuf, "%d %ss", obj->o_count, fruit); else if (obj->o_count == 1) strcpy(prbuf, "Some food"); else sprintf(prbuf, "%d rations of food", obj->o_count); when WEAPON: if (obj->o_count > 1) sprintf(prbuf, "%d ", obj->o_count); else strcpy(prbuf, "A "); pb = &prbuf[strlen(prbuf)]; if (obj->o_flags & ISKNOW) sprintf(pb, "%s %s", num(obj->o_hplus, obj->o_dplus), w_names[obj->o_which]); else sprintf(pb, "%s", w_names[obj->o_which]); if (obj->o_count > 1) strcat(prbuf, "s"); when ARMOR: if (obj->o_flags & ISKNOW) sprintf(prbuf, "%s %s", num(a_class[obj->o_which] - obj->o_ac, 0), a_names[obj->o_which]); else sprintf(prbuf, "%s", a_names[obj->o_which]); when AMULET: strcpy(prbuf, "The Amulet of Yendor"); when STICK: sprintf(prbuf, "A %s ", ws_type[obj->o_which]); pb = &prbuf[strlen(prbuf)]; if (ws_know[obj->o_which]) sprintf(pb, "of %s%s(%s)", ws_magic[obj->o_which].mi_name, charge_str(obj), ws_made[obj->o_which]); else if (ws_guess[obj->o_which]) sprintf(pb, "called %s(%s)", ws_guess[obj->o_which], ws_made[obj->o_which]); else sprintf(&prbuf[2], "%s %s", ws_made[obj->o_which], ws_type[obj->o_which]); when RING: if (r_know[obj->o_which]) sprintf(prbuf, "A%s ring of %s(%s)", ring_num(obj), r_magic[obj->o_which].mi_name, r_stones[obj->o_which]); else if (r_guess[obj->o_which]) sprintf(prbuf, "A ring called %s(%s)", r_guess[obj->o_which], r_stones[obj->o_which]); else sprintf(prbuf, "A%s %s ring", vowelstr(r_stones[obj->o_which]), r_stones[obj->o_which]); otherwise: debug("Picked up something funny"); sprintf(prbuf, "Something bizarre %s", unctrl(obj->o_type)); } if (obj == cur_armor) strcat(prbuf, " (being worn)"); if (obj == cur_weapon) strcat(prbuf, " (weapon in hand)"); if (obj == cur_ring[LEFT]) strcat(prbuf, " (on left hand)"); else if (obj == cur_ring[RIGHT]) strcat(prbuf, " (on right hand)"); if (drop && isupper(prbuf[0])) prbuf[0] = tolower(prbuf[0]); else if (!drop && islower(*prbuf)) *prbuf = toupper(*prbuf); if (!drop) strcat(prbuf, "."); return prbuf; } /* * money: * Add to characters purse */ void money() { struct room *rp; for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++) if (ce(hero, rp->r_gold)) { if (notify) { if (!terse) addmsg("You found "); msg("%d gold pieces.", rp->r_goldval); } purse += rp->r_goldval; rp->r_goldval = 0; cmov(rp->r_gold); addch(FLOOR); return; } msg("That gold must have been counterfeit"); } /* * drop: * put something down */ void drop() { int ch; struct linked_list *obj, *nobj; struct object *op; ch = mvwinch(stdscr, hero.y, hero.x); if (ch != FLOOR && ch != PASSAGE) { msg("There is something there already"); return; } if ((obj = get_item("drop", 0)) == NULL) return; op = (struct object *) ldata(obj); if (!dropcheck(op)) return; /* * Take it out of the pack */ if (op->o_count >= 2 && op->o_type != WEAPON) { nobj = new_item(sizeof *op); op->o_count--; op = (struct object *) ldata(nobj); *op = *((struct object *) ldata(obj)); op->o_count = 1; obj = nobj; if (op->o_group != 0) inpack++; } else detach(pack, obj); inpack--; /* * Link it into the level object list */ attach(lvl_obj, obj); mvaddch(hero.y, hero.x, op->o_type); op->o_pos = hero; msg("Dropped %s", inv_name(op, TRUE)); } /* * do special checks for dropping or unweilding|unwearing|unringing */ int dropcheck(struct object *op) { str_t save_max; if (op == NULL) return TRUE; if (op != cur_armor && op != cur_weapon && op != cur_ring[LEFT] && op != cur_ring[RIGHT]) return TRUE; if (op->o_flags & ISCURSED) { msg("You can't. It appears to be cursed."); return FALSE; } if (op == cur_weapon) cur_weapon = NULL; else if (op == cur_armor) { waste_time(); cur_armor = NULL; } else if (op == cur_ring[LEFT] || op == cur_ring[RIGHT]) { switch (op->o_which) { case R_ADDSTR: save_max = max_stats.s_str; chg_str(-op->o_ac); max_stats.s_str = save_max; break; case R_SEEINVIS: player.t_flags &= ~CANSEE; extinguish(unsee); light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); break; } cur_ring[op == cur_ring[LEFT] ? LEFT : RIGHT] = NULL; } return TRUE; } /* * return a new thing */ struct linked_list * new_thing() { struct linked_list *item; struct object *cur; int j, k; item = new_item(sizeof *cur); 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_count = 1; cur->o_group = 0; cur->o_flags = 0; /* * Decide what kind of object it will be * If we haven't had food for a while, let it be food. */ switch (no_food > 3 ? 2 : pick_one(things, NUMTHINGS)) { case 0: cur->o_type = POTION; cur->o_which = pick_one(p_magic, MAXPOTIONS); when 1: cur->o_type = SCROLL; cur->o_which = pick_one(s_magic, MAXSCROLLS); when 2: no_food = 0; cur->o_type = FOOD; if (rnd(100) > 10) cur->o_which = 0; else cur->o_which = 1; when 3: cur->o_type = WEAPON; cur->o_which = rnd(MAXWEAPONS); init_weapon(cur, cur->o_which); if ((k = rnd(100)) < 10) { cur->o_flags |= ISCURSED; cur->o_hplus -= rnd(3)+1; } else if (k < 15) cur->o_hplus += rnd(3)+1; when 4: cur->o_type = ARMOR; for (j = 0, k = rnd(100); j < MAXARMORS; j++) if (k < a_chances[j]) break; if (j == MAXARMORS) { debug("Picked a bad armor %d", k); j = 0; } cur->o_which = j; cur->o_ac = a_class[j]; if ((k = rnd(100)) < 20) { cur->o_flags |= ISCURSED; cur->o_ac += rnd(3)+1; } else if (k < 28) cur->o_ac -= rnd(3)+1; when 5: cur->o_type = RING; cur->o_which = pick_one(r_magic, MAXRINGS); switch (cur->o_which) { case R_ADDSTR: case R_PROTECT: case R_ADDHIT: case R_ADDDAM: if ((cur->o_ac = rnd(3)) == 0) { cur->o_ac = -1; cur->o_flags |= ISCURSED; } when R_AGGR: case R_TELEPORT: cur->o_flags |= ISCURSED; } when 6: cur->o_type = STICK; cur->o_which = pick_one(ws_magic, MAXSTICKS); fix_stick(cur); otherwise: debug("Picked a bad kind of object"); wait_for(stdscr, ' '); } return item; } /* * pick an item out of a list of nitems possible magic items */ int pick_one(struct magic_item *magic, int nitems) { struct magic_item *end; int i; struct magic_item *start; start = magic; for (end = &magic[nitems], i = rnd(100); magic < end; magic++) if (i < magic->mi_prob) break; if (magic == end) { if (wizard) { msg("bad pick_one: %d from %d items", i, nitems); for (magic = start; magic < end; magic++) msg("%s: %d%%", magic->mi_name, magic->mi_prob); } magic = start; } return (int) (magic - start); }