Mercurial > hg > early-roguelike
view rogue5/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 |
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/* * Special wizard commands (some of which are also non-wizard commands * under strange circumstances) * * @(#)wizard.c 4.30 (Berkeley) 02/05/99 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <stdlib.h> #include <curses.h> #include <string.h> #include <ctype.h> #include "rogue.h" /* * whatis: * What a certin object is */ void whatis(int insist, int type) { THING *obj; if (pack == NULL) { msg("you don't have anything in your pack to identify"); return; } for (;;) { obj = get_item("identify", type); if (insist) { if (n_objs == 0) return; else if (obj == NULL) msg("you must identify something"); else if (type && obj->o_type != type && !(type == R_OR_S && (obj->o_type == RING || obj->o_type == STICK)) ) msg("you must identify a %s", type_name(type)); else break; } else break; } if (obj == NULL) return; switch (obj->o_type) { case SCROLL: set_know(obj, scr_info); when POTION: set_know(obj, pot_info); when STICK: set_know(obj, ws_info); when WEAPON: case ARMOR: obj->o_flags |= ISKNOW; when RING: set_know(obj, ring_info); } msg(inv_name(obj, FALSE)); } /* * set_know: * Set things up when we really know what a thing is */ void set_know(THING *obj, struct obj_info *info) { char **guess; info[obj->o_which].oi_know = TRUE; obj->o_flags |= ISKNOW; guess = &info[obj->o_which].oi_guess; if (*guess) { free(*guess); *guess = NULL; } } /* * type_name: * Return a pointer to the name of the type */ const char * type_name(int type) { struct h_list *hp; struct h_list tlist[] = { {POTION, "potion", FALSE}, {SCROLL, "scroll", FALSE}, {FOOD, "food", FALSE}, {R_OR_S, "ring, wand or staff", FALSE}, {RING, "ring", FALSE}, {STICK, "wand or staff", FALSE}, {WEAPON, "weapon", FALSE}, {ARMOR, "suit of armor", FALSE}, }; for (hp = tlist; hp->h_ch; hp++) if (type == hp->h_ch) return hp->h_desc; /* NOTREACHED */ return(0); } #ifdef MASTER /* * create_obj: * wizard command for getting anything he wants */ void create_obj(void) { THING *obj; int 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_arm = a_class[obj->o_which]; if (bless == '-') obj->o_arm += rnd(3)+1; if (bless == '+') obj->o_arm -= 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_arm = (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 */ void teleport(void) { coord c; mvaddch(hero.y, hero.x, floor_at()); find_floor(NULL, &c, FALSE, TRUE); if (roomin(&c) != 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 Flytrap */ if (on(player, ISHELD)) { THING *mp; player.t_flags &= ~ISHELD; vf_hit = 0; for (mp = mlist; mp != NULL; mp = next(mp)) { if (mp->t_type == 'F') strcpy(mp->t_stats.s_dmg, "0x0"); } } no_move = 0; count = 0; running = FALSE; flush_type(); } #ifdef MASTER /* * passwd: * See if user knows password */ int passwd(void) { char *sp; int c; static char buf[MAXSTR]; 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++ = (char) c; if (sp == buf) return FALSE; *sp = '\0'; return (strcmp(PASSWD, md_crypt(buf, "mT")) == 0); } /* * show_map: * Print out the map for the wizard */ void show_map(void) { int y, x, real; wclear(hw); for (y = 1; y < NUMLINES - 1; y++) for (x = 0; x < NUMCOLS; x++) { real = flat(y, x) & F_REAL; if (!real) wstandout(hw); wmove(hw, y, x); waddch(hw, chat(y, x)); if (!(real & F_REAL)) wstandend(hw); } show_win("---More (level map)---"); } #endif