Mercurial > hg > early-roguelike
view rogue4/weapons.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 | 0250220d8cdd |
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/* * Functions for dealing with problems brought about by weapons * * @(#)weapons.c 4.14 (Berkeley) 4/6/82 * * 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" #define NONE 100 static struct init_weps { char *iw_dam; /* Damage when wielded */ char *iw_hrl; /* Damage when thrown */ char iw_launch; /* Launching weapon */ int iw_flags; /* Miscellaneous flags */ } init_dam[MAXWEAPONS] = { "2d4", "1d3", NONE, 0, /* Mace */ "3d4", "1d2", NONE, 0, /* Long sword */ "1d1", "1d1", NONE, 0, /* Bow */ "1d1", "2d3", BOW, ISMANY|ISMISL, /* Arrow */ "1d6", "1d4", NONE, ISMISL, /* Dagger */ "4d4", "1d2", NONE, 0, /* 2h sword */ "1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */ "1d1", "1d1", NONE, 0, /* Crossbow */ "1d2", "2d5", CROSSBOW, ISMANY|ISMISL, /* Crossbow bolt */ "2d3", "1d6", NONE, ISMISL, /* Spear */ }; /* * missile: * Fire a missile in a given direction */ void missile(int ydelta, int xdelta) { register THING *obj, *nitem; /* * Get which thing we are hurling */ if ((obj = get_item("throw", WEAPON)) == NULL) return; if (!dropcheck(obj) || is_current(obj)) return; /* * Get rid of the thing. If it is a non-multiple item object, or * if it is the last thing, just drop it. Otherwise, create a new * item with a count of one. */ if (obj->o_count < 2) { detach(pack, obj); inpack--; } else { obj->o_count--; if (obj->o_group == 0) inpack--; nitem = new_item(); *nitem = *obj; nitem->o_count = 1; obj = nitem; } do_motion(obj, ydelta, xdelta); /* * AHA! Here it has hit something. If it is a wall or a door, * or if it misses (combat) the monster, put it on the floor */ if (moat(obj->o_pos.y, obj->o_pos.x) == NULL || !hit_monster(unc(obj->o_pos), obj)) fall(obj, TRUE); } /* * do_motion: * Do the actual motion on the screen done by an object traveling * across the room */ void do_motion(THING *obj, int ydelta, int xdelta) { /* * Come fly with us ... */ obj->o_pos = hero; for (;;) { register int ch; /* * Erase the old one */ if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos))) mvaddch(obj->o_pos.y, obj->o_pos.x, chat(obj->o_pos.y, obj->o_pos.x)); /* * Get the new position */ obj->o_pos.y += ydelta; obj->o_pos.x += xdelta; if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR) { /* * It hasn't hit anything yet, so display it * If it alright. */ if (cansee(unc(obj->o_pos))) { mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); refresh(); } continue; } break; } } /* * fall: * Drop an item someplace around here. */ void fall(THING *obj, bool pr) { static coord fpos; register int index; if (fallpos(&obj->o_pos, &fpos, TRUE)) { index = INDEX(fpos.y, fpos.x); _level[index] = obj->o_type; obj->o_pos = fpos; if (cansee(fpos.y, fpos.x)) { mvaddch(fpos.y, fpos.x, obj->o_type); if (_monst[index] != NULL) _monst[index]->t_oldch = obj->o_type; } attach(lvl_obj, obj); return; } if (pr) msg("the %s vanishes as it hits the ground", /* BUGFIX: Identification trick */ (obj->o_type==WEAPON) ? w_names[obj->o_which] : inv_name(obj,TRUE)); discard(obj); } /* * init_weapon: * Set up the initial goodies for a weapon */ void init_weapon(THING *weap, char type) { register struct init_weps *iwp; iwp = &init_dam[type]; strncpy(weap->o_damage, iwp->iw_dam, 8); strncpy(weap->o_hurldmg, iwp->iw_hrl, 8); weap->o_launch = iwp->iw_launch; weap->o_flags = iwp->iw_flags; if (weap->o_flags & ISMANY) { weap->o_count = rnd(8) + 8; weap->o_group = group++; } else weap->o_count = 1; } /* * hit_monster: * Does the missile hit the monster? */ bool hit_monster(int y, int x, THING *obj) { static coord mp; mp.y = y; mp.x = x; return fight(&mp, moat(y, x)->t_type, obj, TRUE); } /* * num: * Figure out the plus number for armor/weapons */ char * num(int n1, int n2, char type) { static char numbuf[10]; sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); if (type == WEAPON) sprintf(&numbuf[strlen(numbuf)], ",%s%d", n2 < 0 ? "" : "+", n2); return numbuf; } /* * wield: * Pull out a certain weapon */ void wield(void) { register THING *obj, *oweapon; register char *sp; oweapon = cur_weapon; if (!dropcheck(cur_weapon)) { cur_weapon = oweapon; return; } cur_weapon = oweapon; if ((obj = get_item("wield", WEAPON)) == NULL) { bad: after = FALSE; return; } if (obj->o_type == ARMOR) { msg("you can't wield armor"); goto bad; } if (is_current(obj)) goto bad; sp = inv_name(obj, TRUE); cur_weapon = obj; if (!terse) addmsg("you are now "); msg("wielding %s (%c)", sp, pack_char(obj)); } /* * fallpos: * Pick a random position around the give (y, x) coordinates */ bool fallpos(coord *pos, coord *newpos, bool pass) { register int y, x, cnt, ch; cnt = 0; for (y = pos->y - 1; y <= pos->y + 1; y++) for (x = pos->x - 1; x <= pos->x + 1; x++) { /* * check to make certain the spot is empty, if it is, * put the object there, set it in the level list * and re-draw the room if he can see it */ if (y == hero.y && x == hero.x) continue; if (((ch = chat(y, x)) == FLOOR || (pass && ch == PASSAGE)) && rnd(++cnt) == 0) { newpos->y = y; newpos->x = x; } } return (cnt != 0); }