view rogue4/sticks.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
line wrap: on
line source

/*
 * Functions to implement the various sticks one might find
 * while wandering around the dungeon.
 *
 * @(#)sticks.c	4.22 (Berkeley) 5/19/82
 *
 * 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 <curses.h>
#include <ctype.h>
#include <string.h>
#include "rogue.h"

void drain(void);

/*
 * fix_stick:
 *	Set up a new stick
 */
void
fix_stick(THING *cur)
{
    if (strcmp(ws_type[cur->o_which], "staff") == 0)
	strcpy(cur->o_damage,"2d3");
    else
	strcpy(cur->o_damage,"1d1");
    strcpy(cur->o_hurldmg,"1d1");

    cur->o_charges = 3 + rnd(5);
    switch (cur->o_which)
    {
	case WS_HIT:
	    cur->o_hplus = 100;
	    cur->o_dplus = 3;
	    strcpy(cur->o_damage,"1d8");
	when WS_LIGHT:
	    cur->o_charges = 10 + rnd(10);
    }
}

/*
 * do_zap:
 *	Perform a zap with a wand
 */
void
do_zap(void)
{
    register THING *obj, *tp;
    register int y, x;
    register char *name;

    if ((obj = get_item("zap with", STICK)) == NULL)
	return;
    if (obj->o_type != STICK)
    {
	after = FALSE;
	msg("you can't zap with that!");
	return;
    }
    if (obj->o_charges == 0)
    {
	msg("nothing happens");
	return;
    }
    switch (obj->o_which)
    {
	case WS_LIGHT:
	    /*
	     * Reddy Kilowat wand.  Light up the room
	     */
	    ws_know[WS_LIGHT] = TRUE;
	    if (proom->r_flags & ISGONE)
		msg("the corridor glows and then fades");
	    else
	    {
		proom->r_flags &= ~ISDARK;
		/*
		 * Light the room and put the player back up
		 */
		enter_room(&hero);
		addmsg("the room is lit");
		if (!terse)
		    addmsg(" by a shimmering blue light");
		endmsg();
	    }
	when WS_DRAIN:
	    /*
	     * Take away 1/2 of hero's hit points, then take it away
	     * evenly from the monsters in the room (or next to hero
	     * if he is in a passage)
	     */
	    if (pstats.s_hpt < 2)
	    {
		msg("you are too weak to use it");
		return;
	    }
	    else
		drain();
	when WS_POLYMORPH:
	case WS_TELAWAY:
	case WS_TELTO:
	case WS_CANCEL:
	{
	    register char monster, oldch;
	    register int rm;

	    y = hero.y;
	    x = hero.x;
	    while (step_ok(winat(y, x)))
	    {
		y += delta.y;
		x += delta.x;
	    }
	    if ((tp = moat(y, x)) != NULL)
	    {
		register char omonst;

		omonst = monster = tp->t_type;
		if (monster == 'F')
		    player.t_flags &= ~ISHELD;
		if (obj->o_which == WS_POLYMORPH)
		{
		    register THING *pp;

		    pp = tp->t_pack;
		    detach(mlist, tp);
		    if (see_monst(tp))
			mvaddch(y, x, chat(y, x));
		    oldch = tp->t_oldch;
		    delta.y = y;
		    delta.x = x;
		    new_monster(tp, monster = rnd(26) + 'A', &delta);
		    if (see_monst(tp))
			mvaddch(y, x, monster);
		    tp->t_oldch = oldch;
		    tp->t_pack = pp;
		    ws_know[WS_POLYMORPH] |= (monster != omonst);
		}
		else if (obj->o_which == WS_CANCEL)
		{
		    tp->t_flags |= ISCANC;
		    tp->t_flags &= ~(ISINVIS|CANHUH);
		    tp->t_disguise = tp->t_type;
		}
		else
		{
		    if (isupper(toascii(mvinch(y,x))))
			mvaddch(y, x, tp->t_oldch);
		    if (obj->o_which == WS_TELAWAY)
		    {
			do
			{
			    rm = rnd_room();
			    rnd_pos(&rooms[rm], &tp->t_pos);
			} until (winat(tp->t_pos.y, tp->t_pos.x) == FLOOR);
			tp->t_room = roomin(&tp->t_pos);
			tp->t_oldch = mvinch(tp->t_pos.y, tp->t_pos.x);
			if (see_monst(tp))
			    mvaddch(tp->t_pos.y, tp->t_pos.x, tp->t_disguise);
			else if (on(player, SEEMONST))
			{
			    standout();
			    mvaddch(tp->t_pos.y, tp->t_pos.x, tp->t_disguise);
			    standend();
			}
		    }
		    else
		    {
			tp->t_pos.y = hero.y + delta.y;
			tp->t_pos.x = hero.x + delta.x;
		    
		        if (tp->t_pos.y != y || tp->t_pos.x != x)
			    tp->t_oldch = mvinch(tp->t_pos.y, tp->t_pos.x);
		    }
		    moat(y, x) = NULL;
		    moat(tp->t_pos.y, tp->t_pos.x) = tp;
		    if (tp->t_type == 'F')
			player.t_flags &= ~ISHELD;
		}
		tp->t_dest = &hero;
		tp->t_flags |= ISRUN;
	    }
	}
	when WS_MISSILE:
	{
	    THING bolt;

	    ws_know[WS_MISSILE] = TRUE;
	    bolt.o_type = '*';
	    strcpy(bolt.o_hurldmg,"1d4");
	    bolt.o_hplus = 100;
	    bolt.o_dplus = 1;
	    bolt.o_flags = ISMISL;
	    if (cur_weapon != NULL)
		bolt.o_launch = cur_weapon->o_which;
	    do_motion(&bolt, delta.y, delta.x);
	    if ((tp = moat(bolt.o_pos.y, bolt.o_pos.x)) != NULL && !save_throw(VS_MAGIC, tp))
		    hit_monster(unc(bolt.o_pos), &bolt);
	    else if (terse)
		msg("missle vanishes");
	    else
		msg("the missle vanishes with a puff of smoke");
	}
	when WS_HIT:
	    delta.y += hero.y;
	    delta.x += hero.x;
	    if ((tp = moat(delta.y, delta.x)) != NULL)
	    {
		if (rnd(20) == 0)
		{
		    strcpy(obj->o_damage,"3d8");
		    obj->o_dplus = 9;
		}
		else
		{
		    strcpy(obj->o_damage,"1d8");
		    obj->o_dplus = 3;
		}
		fight(&delta, tp->t_type, obj, FALSE);
	    }
	when WS_HASTE_M:
	case WS_SLOW_M:
	    y = hero.y;
	    x = hero.x;
	    while (step_ok(winat(y, x)))
	    {
		y += delta.y;
		x += delta.x;
	    }
	    if ((tp = moat(y, x)) != NULL)
	    {
		if (obj->o_which == WS_HASTE_M)
		{
		    if (on(*tp, ISSLOW))
			tp->t_flags &= ~ISSLOW;
		    else
			tp->t_flags |= ISHASTE;
		}
		else
		{
		    if (on(*tp, ISHASTE))
			tp->t_flags &= ~ISHASTE;
		    else
			tp->t_flags |= ISSLOW;
		    tp->t_turn = TRUE;
		}
		delta.y = y;
		delta.x = x;
		runto(&delta, &hero);
	    }
	when WS_ELECT:
	case WS_FIRE:
	case WS_COLD:
	    if (obj->o_which == WS_ELECT)
		name = "bolt";
	    else if (obj->o_which == WS_FIRE)
		name = "flame";
	    else
		name = "ice";
	    fire_bolt(&hero, &delta, name);
	    ws_know[obj->o_which] = TRUE;
	when WS_NOP:
	otherwise:
	    msg("what a bizarre schtick!");
    }
    obj->o_charges--;
}

/*
 * drain:
 *	Do drain hit points from player shtick
 */
void
drain(void)
{
    register THING *mp;
    register int cnt;
    register struct room *corp;
    register THING **dp;
    register bool inpass;
    static THING *drainee[40];

    /*
     * First cnt how many things we need to spread the hit points among
     */
    cnt = 0;
    if (chat(hero.y, hero.x) == DOOR)
	corp = &passages[flat(hero.y, hero.x) & F_PNUM];
    else
	corp = NULL;
    inpass = (proom->r_flags & ISGONE);
    dp = drainee;
    for (mp = mlist; mp != NULL; mp = next(mp))
	if (mp->t_room == proom || mp->t_room == corp ||
	    (inpass && chat(mp->t_pos.y, mp->t_pos.x) == DOOR &&
	    &passages[flat(mp->t_pos.y, mp->t_pos.x) & F_PNUM] == proom))
		*dp++ = mp;
    if ((cnt = dp - drainee) == 0)
    {
	msg("you have a tingling feeling");
	return;
    }
    *dp = NULL;
    pstats.s_hpt /= 2;
    cnt = pstats.s_hpt / cnt;
    /*
     * Now zot all of the monsters
     */
    for (dp = drainee; *dp; dp++)
    {
	mp = *dp;
	if ((mp->t_stats.s_hpt -= cnt) <= 0)
	    killed(mp, see_monst(mp));
	else
	    runto(&mp->t_pos, &hero);
    }
}

/*
 * fire_bolt:
 *	Fire a bolt in a given direction from a specific starting place
 */
void
fire_bolt(coord *start, coord *dir, char *name)
{
    register char dirch, ch;
    register THING *tp;
    register bool hit_hero, used, changed;
    register int i, j;
    coord pos;
    coord spotpos[BOLT_LENGTH];
    THING bolt;

    bolt.o_type = WEAPON;
    bolt.o_which = FLAME;
    strcpy(bolt.o_hurldmg,"6d6");
    bolt.o_hplus = 100;
    bolt.o_dplus = 0;
    bolt.o_flags = 0;
    w_names[FLAME] = name;
    switch (dir->y + dir->x)
    {
	case 0: dirch = '/';
	when 1: case -1: dirch = (dir->y == 0 ? '-' : '|');
	when 2: case -2: dirch = '\\';
    }
    pos = *start;
    hit_hero = (start != &hero);
    used = FALSE;
    changed = FALSE;
    for (i = 0; i < BOLT_LENGTH && !used; i++)
    {
	pos.y += dir->y;
	pos.x += dir->x;
	ch = winat(pos.y, pos.x);
	spotpos[i] = pos;
	switch (ch)
	{
	    case DOOR:
		/*
 		 * this code is necessary if the hero is on a door
 		 * and he fires at the wall the door is in, it would
 		 * otherwise loop infinitely
 		 * It is also needed if a dragon flames at the hero.
 		 * If the hero is at a door, the dragon flame would bounce
 		 * and could kill other monsters inadvertly.
 		 */
 		if (ce(hero, pos))
 		    goto def;
 		/* FALLTHROUGH */

	    case '|':
	    case '-':
	    case ' ':
		if (!changed)
		    hit_hero = !hit_hero;
		changed = FALSE;
		dir->y = -dir->y;
		dir->x = -dir->x;
		i--;
		msg("the %s bounces", name);
		break;
	    default:
def:
		if (!hit_hero && (tp = moat(pos.y, pos.x)) != NULL)
		{
		    hit_hero = TRUE;
		    changed = !changed;
		    tp->t_oldch = chat(pos.y, pos.x);
		    if (!save_throw(VS_MAGIC, tp))
		    {
			bolt.o_pos = pos;
			used = TRUE;
			if (tp->t_type == 'D' && strcmp(name, "flame") == 0)
			{
			    addmsg("the flame bounces");
			    if (!terse)
				msg("off the dragon");
			    endmsg();
			}
			else
			    hit_monster(unc(pos), &bolt);
		    }
		    else if (ch != 'M' || tp->t_disguise == 'M')
		    {
			if (start == &hero)
			    runto(&pos, &hero);
			if (terse)
			    msg("%s misses", name);
			else
			    msg("the %s whizzes past the %s", name, monsters[ch-'A'].m_name);
		    }
		}
		else if (hit_hero && ce(pos, hero))
		{
		    hit_hero = FALSE;
		    changed = !changed;
		    if (!save(VS_MAGIC))
		    {
			if ((pstats.s_hpt -= roll(6, 6)) <= 0)
			    if (start == &hero)
				death('b');
			    else
				death(moat(start->y, start->x)->t_type);
			used = TRUE;
			if (terse)
			    msg("the %s hits", name);
			else
			    msg("you are hit by the %s", name);
		    }
		    else
			msg("the %s whizzes by you", name);
		}
		mvaddch(pos.y, pos.x, dirch);
		refresh();
	}
    }
    for (j = 0; j < i; j++)
	mvaddch(spotpos[j].y, spotpos[j].x, chat(spotpos[j].y, spotpos[j].x));
}

/*
 * charge_str:
 *	Return an appropriate string for a wand charge
 */
char *
charge_str(THING *obj)
{
    static char buf[20];

    if (!(obj->o_flags & ISKNOW))
	buf[0] = '\0';
    else if (terse)
	sprintf(buf, " [%d]", obj->o_charges);
    else
	sprintf(buf, " [%d charges]", obj->o_charges);
    return buf;
}