view rogue4/wizard.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 e7aab31362af
children
line wrap: on
line source


/*
 * Special wizard commands (some of which are also non-wizard commands
 * under strange circumstances)
 *
 * @(#)wizard.c	4.14 (Berkeley) 1/26/82
 */

#include <curses.h>
#include <ctype.h>
#include <stdlib.h>
#include <string.h>
#include "rogue.h"

/*
 * whatis:
 *	What a certin object is
 */
void
whatis(bool insist)
{
    register THING *obj;

    if (pack == NULL)
    {
	msg("You don't have anything in your pack to identify");
	return;
    }

    for (;;)
	if ((obj = get_item("identify", 0)) == NULL && insist)
	    msg("You must identify something");
	else
	    break;

    if (!insist && obj == NULL)
	return;

    switch (obj->o_type)
    {
        case SCROLL:
	    s_know[obj->o_which] = TRUE;
	    if (s_guess[obj->o_which])
	    {
		free(s_guess[obj->o_which]);
		s_guess[obj->o_which] = NULL;
	    }
        when POTION:
	    p_know[obj->o_which] = TRUE;
	    if (p_guess[obj->o_which])
	    {
		free(p_guess[obj->o_which]);
		p_guess[obj->o_which] = NULL;
	    }
	when STICK:
	    ws_know[obj->o_which] = TRUE;
	    obj->o_flags |= ISKNOW;
	    if (ws_guess[obj->o_which])
	    {
		free(ws_guess[obj->o_which]);
		ws_guess[obj->o_which] = NULL;
	    }
        when WEAPON:
        case ARMOR:
	    obj->o_flags |= ISKNOW;
        when RING:
	    r_know[obj->o_which] = TRUE;
	    obj->o_flags |= ISKNOW;
	    if (r_guess[obj->o_which])
	    {
		free(r_guess[obj->o_which]);
		r_guess[obj->o_which] = NULL;
	    }
    }
    msg(inv_name(obj, FALSE));
}

#ifdef WIZARD
/*
 * create_obj:
 *	Wizard command for getting anything he wants
 */
void
create_obj(void)
{
    register THING *obj;
    register char ch, bless;

    obj = new_item();
    msg("type of item: ");
    obj->o_type = readchar();
    mpos = 0;
    msg("which %c do you want? (0-f)", obj->o_type);
    obj->o_which = (isdigit((ch = readchar())) ? ch - '0' : ch - 'a' + 10);
    obj->o_group = 0;
    obj->o_count = 1;
    mpos = 0;
    if (obj->o_type == WEAPON || obj->o_type == ARMOR)
    {
	msg("blessing? (+,-,n)");
	bless = readchar();
	mpos = 0;
	if (bless == '-')
	    obj->o_flags |= ISCURSED;
	if (obj->o_type == WEAPON)
	{
	    init_weapon(obj, obj->o_which);
	    if (bless == '-')
		obj->o_hplus -= rnd(3)+1;
	    if (bless == '+')
		obj->o_hplus += rnd(3)+1;
	}
	else
	{
	    obj->o_ac = a_class[obj->o_which];
	    if (bless == '-')
		obj->o_ac += rnd(3)+1;
	    if (bless == '+')
		obj->o_ac -= rnd(3)+1;
	}
    }
    else if (obj->o_type == RING)
	switch (obj->o_which)
	{
	    case R_PROTECT:
	    case R_ADDSTR:
	    case R_ADDHIT:
	    case R_ADDDAM:
		msg("blessing? (+,-,n)");
		bless = readchar();
		mpos = 0;
		if (bless == '-')
		    obj->o_flags |= ISCURSED;
		obj->o_ac = (bless == '-' ? -1 : rnd(2) + 1);
	    when R_AGGR:
	    case R_TELEPORT:
		obj->o_flags |= ISCURSED;
	}
    else if (obj->o_type == STICK)
	fix_stick(obj);
    else if (obj->o_type == GOLD)
    {
	msg("how much?");
	get_num(&obj->o_goldval, stdscr);
    }
    add_pack(obj, FALSE);
}
#endif

/*
 * telport:
 *	Bamf the hero someplace else
 */
int
teleport(void)
{
    register int rm;
    coord c;

    mvaddch(hero.y, hero.x, chat(hero.y, hero.x));
    do
    {
	rm = rnd_room();
	rnd_pos(&rooms[rm], &c);
    } until (step_ok(winat(c.y, c.x)));
    if (&rooms[rm] != proom)
    {
	leave_room(&hero);
	hero = c;
	enter_room(&hero);
    }
    else
    {
	hero = c;
	look(TRUE);
    }
    mvaddch(hero.y, hero.x, PLAYER);
    /*
     * turn off ISHELD in case teleportation was done while fighting
     * a Fungi
     */
    if (on(player, ISHELD)) {
	THING *mon;

	player.t_flags &= ~ISHELD;
	fung_hit = 0;
	for (mon = mlist; mon != NULL; mon = next(mon)) {
	    if (mon->t_type == 'F')
		strcpy(mon->t_stats.s_dmg, "0d0");
	}
    }
    no_move = 0;
    count = 0;
    running = FALSE;
    flush_type();
    return rm;
}

#ifdef WIZARD
/*
 * passwd:
 *	See if user knows password
 */
bool
passwd(void)
{
    register char *sp, c;
    char buf[MAXSTR], *xcrypt();

    msg("wizard's Password:");
    mpos = 0;
    sp = buf;
    while ((c = readchar()) != '\n' && c != '\r' && c != ESCAPE)
	if (c == md_killchar())
	    sp = buf;
	else if (c == md_erasechar() && sp > buf)
	    sp--;
	else
	    *sp++ = c;
    if (sp == buf)
	return FALSE;
    *sp = '\0';
    return (strcmp(PASSWD, xcrypt(buf, "mT")) == 0);
}

/*
 * show_map:
 *	Print out the map for the wizard
 */
void
show_map(void)
{
    register int y, x, real;

    wclear(hw);
    for (y = 1; y < LINES - 1; y++)
	for (x = 0; x < COLS; x++)
	{
	    if (!(real = flat(y, x) & F_REAL))
		wstandout(hw);
	    wmove(hw, y, x);
	    waddch(hw, chat(y, x));
	    if (!real)
		wstandend(hw);
	}
    show_win(hw, "---More (level map)---");
}
#endif