Mercurial > hg > early-roguelike
view rogue4/rooms.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 | 1b73a8641b37 |
children | e52a8a7ad4c5 |
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line source
/* * Create the layout for the new level * * @(#)rooms.c 4.16 (Berkeley) 1/12/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <ctype.h> #include <curses.h> #include "rogue.h" #define GOLDGRP 1 void draw_room(struct room *rp); void vert(struct room *rp, int startx); void horiz(struct room *rp, int starty); /* * do_rooms: * Create rooms and corridors with a connectivity graph */ void do_rooms(void) { register int i; register struct room *rp; register THING *tp; register int left_out; coord top; coord bsze; coord mp; /* * bsze is the maximum room size */ bsze.x = COLS/3; bsze.y = LINES/3; /* * Clear things for a new level */ for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) rp->r_goldval = rp->r_nexits = rp->r_flags = 0; /* * Put the gone rooms, if any, on the level */ left_out = rnd(4); for (i = 0; i < left_out; i++) rooms[rnd_room()].r_flags |= ISGONE; /* * dig and populate all the rooms on the level */ for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) { /* * Find upper left corner of box that this room goes in */ top.x = (i%3)*bsze.x + 1; top.y = i/3*bsze.y; if (rp->r_flags & ISGONE) { /* * Place a gone room. Make certain that there is a blank line * for passage drawing. */ do { rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; rp->r_max.x = -COLS; rp->r_max.x = -LINES; } until (rp->r_pos.y > 0 && rp->r_pos.y < LINES-1); continue; } if (rnd(10) < level - 1) rp->r_flags |= ISDARK; /* * Find a place and size for a random room */ do { rp->r_max.x = rnd(bsze.x - 4) + 4; rp->r_max.y = rnd(bsze.y - 4) + 4; rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); } until (rp->r_pos.y != 0); /* * Put the gold in */ if (rnd(2) == 0 && (!amulet || level >= max_level)) { register THING *gold; gold = new_item(); gold->o_goldval = rp->r_goldval = GOLDCALC; rnd_pos(rp, &rp->r_gold); gold->o_pos = rp->r_gold; gold->o_flags = ISMANY; gold->o_group = GOLDGRP; gold->o_type = GOLD; attach(lvl_obj, gold); } draw_room(rp); /* * Put the monster in */ if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25)) { tp = new_item(); do { rnd_pos(rp, &mp); } until (winat(mp.y, mp.x) == FLOOR); new_monster(tp, randmonster(FALSE), &mp); give_pack(tp); } } } /* * draw_room: * Draw a box around a room and lay down the floor */ void draw_room(struct room *rp) { register int y, x; vert(rp, rp->r_pos.x); /* Draw left side */ vert(rp, rp->r_pos.x + rp->r_max.x - 1); /* Draw right side */ horiz(rp, rp->r_pos.y); /* Draw top */ horiz(rp, rp->r_pos.y + rp->r_max.y - 1); /* Draw bottom */ /* * Put the floor down */ for (y = rp->r_pos.y + 1; y < rp->r_pos.y + rp->r_max.y - 1; y++) /*strrep(&chat(rp->r_pos.y + 1, j), FLOOR, rp->r_max.y - rp->r_pos.y - 2);*/ for (x = rp->r_pos.x + 1; x < rp->r_pos.x + rp->r_max.x - 1; x++) chat(y, x) = FLOOR; /* * Put the gold there */ if (rp->r_goldval) chat(rp->r_gold.y, rp->r_gold.x) = GOLD; } /* * vert: * Draw a vertical line */ void vert(struct room *rp, int startx) { register int y; for (y = rp->r_pos.y + 1; y <= rp->r_max.y + rp->r_pos.y - 1; y++) chat(y, startx) = '|'; } /* * horiz: * Draw a horizontal line */ void horiz(struct room *rp, int starty) { register int x; for (x = rp->r_pos.x; x <= rp->r_pos.x + rp->r_max.x - 1; x++) chat(starty, x) = '-'; } /* * rnd_pos: * Pick a random spot in a room */ void rnd_pos(struct room *rp, coord *cp) { cp->x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1; cp->y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1; } /* * enter_room: * Code that is executed whenver you appear in a room */ void enter_room(coord *cp) { register struct room *rp; register int y, x; register THING *tp; rp = proom = roomin(cp); if (rp->r_flags & ISGONE) { msg("in a gone room"); return; } door_open(rp); if (!(rp->r_flags & ISDARK) && !on(player, ISBLIND)) for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++) { move(y, rp->r_pos.x); for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++) { tp = moat(y, x); if (tp == NULL || !see_monst(tp)) addch(chat(y, x)); else addch(tp->t_disguise); } } } /* * leave_room: * Code for when we exit a room */ void leave_room(coord *cp) { register int y, x; register struct room *rp; register char floor; register char ch; rp = proom; proom = &passages[flat(cp->y, cp->x) & F_PNUM]; floor = ((rp->r_flags & ISDARK) && !on(player, ISBLIND)) ? ' ' : FLOOR; for (y = rp->r_pos.y + 1; y < rp->r_max.y + rp->r_pos.y - 1; y++) for (x = rp->r_pos.x + 1; x < rp->r_max.x + rp->r_pos.x - 1; x++) switch (ch = mvinch(y, x)) { case ' ': case TRAP: case STAIRS: break; case FLOOR: if (floor == ' ') addch(' '); break; default: /* * to check for monster, we have to strip out * standout bit */ if (isupper(toascii(ch))) if (on(player, SEEMONST)) { standout(); addch(ch); standend(); break; } else { THING *tp = moat(y, x); if (tp != NULL) tp->t_oldch = floor; #ifdef WIZARD else msg("couldn't find monster in leave_room at (%d,%d)", y, x); #endif } addch(floor); } door_open(rp); }