view srogue/init.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 94a0d9dd5ce1
children e52a8a7ad4c5
line wrap: on
line source

/*
 * initializate various things
 *
 * @(#)init.c	9.0	(rdk)	 7/17/84
 *
 * Super-Rogue
 * Copyright (C) 1984 Robert D. Kindelberger
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 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 <string.h>
#include "rogue.h"
#include "rogue.ext"

int pinit(void);
void badcheck(char *name, struct magic_item *magic);

char *rainbow[NCOLORS] = {
	"Red",		"Blue",		"Green",	"Yellow",
	"Black",	"Brown",	"Orange",	"Pink",
	"Purple",	"Grey",		"White",	"Silver",
	"Gold",		"Violet",	"Clear",	"Vermilion",
	"Ecru",		"Turquoise","Magenta",	"Amber",
	"Topaz",	"Plaid",	"Tan",		"Tangerine",
	"Aquamarine", "Scarlet","Khaki",	"Crimson",
	"Indigo",	"Beige",	"Lavender",	"Saffron",
};

char *sylls[NSYLS] = {
	"a", "ab", "ag", "aks", "ala", "an", "ankh", "app", "arg", "arze",
	"ash", "ban", "bar", "bat", "bek", "bie", "bin", "bit", "bjor",
	"blu", "bot", "bu", "byt", "comp", "con", "cos", "cre", "dalf",
	"dan", "den", "do", "e", "eep", "el", "eng", "er", "ere", "erk",
	"esh", "evs", "fa", "fid", "for", "fri", "fu", "gan", "gar",
	"glen", "gop", "gre", "ha", "he", "hyd", "i", "ing", "ion", "ip",
	"ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech",
	"man", "mar", "me", "mi", "mic", "mik", "mon", "mung", "mur",
	"nej", "nelg", "nep", "ner", "nes", "nes", "nih", "nin", "o", "od",
	"ood", "org", "orn", "ox", "oxy", "pay", "pet", "ple", "plu", "po",
	"pot","prok","re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol",
	"sa", "san", "sat", "see", "sef", "seh", "shu", "ski", "sna",
	"sne", "snik", "sno", "so", "sol", "sri", "sta", "sun", "ta",
	"tab", "tem", "ther", "ti", "tox", "trol", "tue", "turs", "u",
	"ulk", "um", "un", "uni", "ur", "val", "viv", "vly", "vom", "wah",
	"wed", "werg", "wex", "whon", "wun", "xo", "y", "yot", "yu",
	"zant", "zap", "zeb", "zim", "zok", "zon", "zum",
};

char *stones[] = {
	"Agate",		"Alexandrite",	"Amethyst",
	"Azurite",		"Carnelian",	"Chrysoberyl",
	"Chrysoprase",	"Citrine",		"Diamond",
	"Emerald",		"Garnet",		"Hematite",
	"Jacinth",		"Jade",			"Kryptonite",
	"Lapus lazuli",	"Malachite",	"Moonstone",
	"Obsidian",		"Olivine",		"Onyx",
	"Opal",			"Pearl",		"Peridot",
	"Quartz",		"Rhodochrosite","Ruby",
	"Sapphire",		"Sardonyx",		"Serpintine",
	"Spinel",		"Tiger eye",	"Topaz",
	"Tourmaline",	"Turquoise",
};

char *wood[NWOOD] = {
	"Avocado wood",	"Balsa",	"Banyan",		"Birch",
	"Cedar",		"Cherry",	"Cinnibar",		"Dogwood",
	"Driftwood",	"Ebony",	"Eucalyptus",	"Hemlock",
	"Ironwood",		"Mahogany",	"Manzanita",	"Maple",
	"Oak",			"Pine",		"Redwood",		"Rosewood",
	"Teak",			"Walnut",	"Zebra wood", 	"Persimmon wood",
};

char *metal[NMETAL] = {
	"Aluminium",	"Bone",		"Brass",	"Bronze",
	"Copper",		"Chromium",	"Iron",		"Lead",
	"Magnesium",	"Pewter",	"Platinum",	"Steel",
	"Tin",			"Titanium",	"Zinc",
};

/*
 * init_things:
 *	Initialize the probabilities for types of things
 */
void
init_things(void)
{
	struct magic_item *mi;
	
	/*
	 * init general things
	 */
	for (mi = &things[1]; mi < &things[NUMTHINGS]; mi++)
		mi->mi_prob += (mi-1)->mi_prob;
	badcheck("things", things);
	/*
	 * init armor things
	 */
	for (mi = &a_magic[1]; mi < &a_magic[MAXARMORS]; mi++)
		mi->mi_prob += (mi-1)->mi_prob;
	badcheck("armor", a_magic);
	/*
	 * init weapon stuff
	 */
	for (mi = &w_magic[1]; mi < &w_magic[MAXWEAPONS]; mi++)
		mi->mi_prob += (mi-1)->mi_prob;
	badcheck("weapon", w_magic);
}


/*
 * init_colors:
 *	Initialize the potion color scheme for this time
 */
void
init_colors(void)
{
	reg int i, j;
	reg char *str;
	bool used[NCOLORS];

	for (i = 0; i < NCOLORS; i++)
		used[i] = FALSE;
	for (i = 0; i < MAXPOTIONS; i++) {
		do {
			j = rnd(NCOLORS);
		} until (!used[j]);
		used[j] = TRUE;
		p_colors[i] = rainbow[j];
		p_know[i] = FALSE;
		p_guess[i] = NULL;
		if (i > 0)
			p_magic[i].mi_prob += p_magic[i-1].mi_prob;
	}
	badcheck("potions", p_magic);
}


/*
 * init_names:
 *	Generate the names of the various scrolls
 */
void
init_names(void)
{
	reg int nsyl;
	reg char *cp, *sp;
	reg int i, nwords;

	for (i = 0; i < MAXSCROLLS; i++) {
		cp = prbuf;
		nwords = rnd(3)+1;
		while(nwords--)	{
			nsyl = rnd(3)+2;
			while(nsyl--) {
				sp = sylls[rnd(NSYLS)];
				while(*sp)
					*cp++ = *sp++;
			}
			*cp++ = ' ';
		}
		*--cp = '\0';
		s_names[i] = new(strlen(prbuf)+1);
		s_know[i] = FALSE;
		s_guess[i] = NULL;
		strcpy(s_names[i], prbuf);
		if (i > 0)
			s_magic[i].mi_prob += s_magic[i-1].mi_prob;
	}
	badcheck("scrolls", s_magic);
}

/*
 * init_stones:
 *	Initialize the ring stone setting scheme for this time
 */

void
init_stones(void)
{
	reg int i, j;
	reg char *str;
	bool used[NSTONES];

	for (i = 0; i < NSTONES; i++)
		used[i] = FALSE;

	for (i = 0; i < MAXRINGS; i++) {
		do {
			j = rnd(NSTONES);
		} until (!used[j]);
		used[j] = TRUE;
		r_stones[i] = stones[j];
		r_know[i] = FALSE;
		r_guess[i] = NULL;
		if (i > 0)
			r_magic[i].mi_prob += r_magic[i-1].mi_prob;
	}
	badcheck("rings", r_magic);
}

/*
 * init_materials:
 *	Initialize the construction materials for wands and staffs
 */

void
init_materials(void)
{
	int i, j;
	char *str;
	struct rod *rd;
	bool metused[NMETAL], woodused[NWOOD];

	for (i = 0; i < NWOOD; i++)
		woodused[i] = FALSE;
	for (i = 0; i < NMETAL; i++)
		metused[i] = FALSE;

	for (i = 0; i < MAXSTICKS; i++) {
		rd = &ws_stuff[i];
		for (;;)  {
			if (rnd(100) > 50) {
				j = rnd(NMETAL);
				if (!metused[j]) {
					str = metal[j];
					rd->ws_type = "wand";
					rd->ws_vol = V_WS_WAND;
					rd->ws_wght = W_WS_WAND;
					metused[j] = TRUE;
					break;
				}
			}
			else {
				j = rnd(NWOOD);
				if (!woodused[j]) {
					str = wood[j];
					rd->ws_type = "staff";
					rd->ws_vol = V_WS_STAFF;
					rd->ws_wght = W_WS_WAND;
					woodused[j] = TRUE;
					break;
				}
			}
		} 
		ws_stuff[i].ws_made = str;
		ws_know[i] = FALSE;
		ws_guess[i] = NULL;
		if (i > 0)
			ws_magic[i].mi_prob += ws_magic[i-1].mi_prob;
	}
	badcheck("sticks", ws_magic);
}

void
badcheck(char *name, struct magic_item *magic)
{
	struct magic_item *mg;

	for (mg = magic; mg->mi_name != NULL; mg++)
		;
	if ((mg - 1)->mi_prob == 1000)
		return;
	printf("\nBad percentages for %s:\n", name);
	for (mg = magic; mg->mi_name != NULL; mg++)
		printf("%4d%% %s\n", mg->mi_prob, mg->mi_name);
	printf("%s", retstr);
	fflush(stdout);
	while (getchar() != '\n')
		continue;
}


/*
 * init_player:
 *	roll up the rogue
 */

void
init_player(void)
{
	player.t_nomove = 0;
	player.t_nocmd = 0;
	him = &player.t_stats;
	him->s_lvl = 1;
	him->s_exp = 0L;
	him->s_maxhp = him->s_hpt = pinit();		/* hit points */
	him->s_re.a_str = pinit();		/* strength */
	him->s_re.a_dex = pinit();		/* dexterity */
	him->s_re.a_wis = pinit();		/* wisdom */
	him->s_re.a_con = pinit();		/* constitution */
	him->s_ef = him->s_re;			/* effective = real */
	strcpy(him->s_dmg, "1d4");
	him->s_arm = NORMAC;
	him->s_carry = totalenc();
	him->s_pack = 0;
	pack = NULL;				/* empty pack so far */
	max_stats = *him;
}


/*
 * pinit:
 *	Returns the best 3 of 4 on a 6-sided die
 */
int
pinit(void)
{
	int best[4];
	reg int i, min, minind, dicetot;

	for (i = 0 ; i < 4 ; i++)
		best[i] = roll(1,6);	/* populate array */
	min = best[0];				/* assume that 1st entry */
	minind = 0;					/* is the lowest */
	for (i = 1 ; i < 4 ; i++) {	/* find the lowest */
		if (best[i] < min) {	/* if < minimum then update */
			min = best[i];
			minind = i;			/* point to lowest value */
		}
	}
	dicetot = 0;				/* start with nothing */
	for (i = 0 ; i < 4 ; i++) {
		if (i != minind)		/* if not minimum, then add it */
			dicetot += best[i];
	}
	return(dicetot);
}

/*
 * init_everything:
 *	Set up all important stuff.
 */
void
init_everything(void)
{
	init_player();			/* Roll up the rogue */
	init_things();			/* Set up probabilities */
	init_names();			/* Set up names of scrolls */
	init_colors();			/* Set up colors of potions */
	init_stones();			/* Set up stones in rings */
	init_materials();		/* Set up materials of wands */
}