Mercurial > hg > early-roguelike
view srogue/misc.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 |
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/* * all sorts of miscellaneous routines * * @(#)misc.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 "rogue.h" #include <ctype.h> #include "rogue.ext" /* * waste_time: * Do nothing but let other things happen */ void waste_time(void) { if (inwhgt) /* if from wghtchk, then done */ return; do_daemons(BEFORE); do_daemons(AFTER); do_fuses(); } /* * getindex: * Convert a type into an index for the things structures */ int getindex(char what) { int index = -1; switch (what) { case POTION: index = TYP_POTION; when SCROLL: index = TYP_SCROLL; when FOOD: index = TYP_FOOD; when RING: index = TYP_RING; when AMULET: index = TYP_AMULET; when ARMOR: index = TYP_ARMOR; when WEAPON: index = TYP_WEAPON; when STICK: index = TYP_STICK; } return index; } /* * tr_name: * print the name of a trap */ char * tr_name(char ch) { reg char *s; switch (ch) { case TRAPDOOR: s = "A trapdoor."; when BEARTRAP: s = "A beartrap."; when SLEEPTRAP: s = "A sleeping gas trap."; when ARROWTRAP: s = "An arrow trap."; when TELTRAP: s = "A teleport trap."; when DARTTRAP: s = "A dart trap."; when POOL: s = "A magic pool."; when POST: s = "A trading post."; when MAZETRAP: s = "A maze trap."; otherwise: s = "A bottomless pit."; /* shouldn't get here */ } return s; } /* * Look: * A quick glance all around the player */ void look(bool wakeup) { reg char ch; reg int oldx, oldy, y, x; reg struct room *rp; int ey, ex, oex, oey; int passcount = 0; bool inpass, blind; getyx(cw, oldy, oldx); oex = player.t_oldpos.x; oey = player.t_oldpos.y; blind = pl_on(ISBLIND); if ((oldrp != NULL && rf_on(oldrp,ISDARK)) || blind) { for (x = oex - 1; x <= oex + 1; x += 1) for (y = oey - 1; y <= oey + 1; y += 1) if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR) mvwaddch(cw, y, x, ' '); } rp = player.t_room; inpass = (rp == NULL); /* TRUE when not in a room */ ey = hero.y + 1; ex = hero.x + 1; for (x = hero.x - 1; x <= ex; x += 1) { if (x >= 0 && x <= COLS - 1) { for (y = hero.y - 1; y <= ey; y += 1) { if (y <= 0 || y >= LINES - 2) continue; if (isalpha(mvwinch(mw, y, x))) { reg struct linked_list *it; reg struct thing *tp; if (wakeup || (!inpass && rf_on(rp, ISTREAS))) it = wake_monster(y, x); else it = find_mons(y, x); if (it == NULL) /* lost monster */ mvaddch(y, x, FLOOR); else { tp = THINGPTR(it); if (isatrap(tp->t_oldch = mvinch(y, x))) { struct trap *trp; if ((trp = trap_at(y,x)) == NULL) break; if (trp->tr_flags & ISFOUND) tp->t_oldch = trp->tr_type; else tp->t_oldch = FLOOR; } if (tp->t_oldch == FLOOR && rf_on(rp,ISDARK)) if (!blind) tp->t_oldch = ' '; } } /* * Secret doors show as walls */ if ((ch = show(y, x)) == SECRETDOOR) { if (inpass || y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1) ch = '-'; else ch = '|'; } /* * Don't show room walls if he is in a passage */ if (!blind) { if ((y == hero.y && x == hero.x) || (inpass && (ch == '-' || ch == '|'))) continue; } else ch = ' '; wmove(cw, y, x); waddch(cw, ch); if (door_stop && !firstmove && running) { switch (runch) { case 'h': if (x == ex) continue; when 'j': if (y == hero.y - 1) continue; when 'k': if (y == ey) continue; when 'l': if (x == hero.x - 1) continue; when 'y': if ((x + y) - (hero.x + hero.y) >= 1) continue; when 'u': if ((y - x) - (hero.y - hero.x) >= 1) continue; when 'n': if ((x + y) - (hero.x + hero.y) <= -1) continue; when 'b': if ((y - x) - (hero.y - hero.x) <= -1) continue; } switch (ch) { case DOOR: if (x == hero.x || y == hero.y) running = FALSE; break; case PASSAGE: if (x == hero.x || y == hero.y) passcount += 1; break; case FLOOR: case '|': case '-': case ' ': break; default: running = FALSE; break; } } } } } if (door_stop && !firstmove && passcount > 1) running = FALSE; mvwaddch(cw, hero.y, hero.x, PLAYER); wmove(cw, oldy, oldx); player.t_oldpos = hero; oldrp = rp; } /* * find_obj: * find the unclaimed object at y, x */ struct linked_list * find_obj(int y, int x) { reg struct linked_list *obj; reg struct object *op; for (obj = lvl_obj; obj != NULL; obj = next(obj)) { op = OBJPTR(obj); if (op->o_pos.y == y && op->o_pos.x == x) return obj; } return NULL; } /* * eat: * Let the hero eat some food. */ void eat(void) { reg struct linked_list *item; reg struct object *obj; reg int goodfood, cursed; if ((item = get_item("eat", FOOD)) == NULL) return; obj = OBJPTR(item); if (obj->o_type != FOOD) { msg("That's Inedible!"); after = FALSE; return; } cursed = 1; if (o_on(obj, ISCURSED)) cursed += 1; else if (o_on(obj, ISBLESS)) cursed -= 1; if (obj->o_which == FRUITFOOD) { msg("My, that was a yummy %s.", fruit); goodfood = 100; } else { if (rnd(100) > 80 || o_on(obj, ISCURSED)) { msg("Yuk, this food tastes like ARA."); goodfood = 300; him->s_exp += 1; check_level(); } else { msg("Yum, that tasted good."); goodfood = 200; } } goodfood *= cursed; if ((food_left += HUNGERTIME + rnd(400) - goodfood) > STOMACHSIZE) food_left = STOMACHSIZE; hungry_state = F_OKAY; updpack(); /* update pack */ if (obj == cur_weapon) cur_weapon = NULL; del_pack(item); /* get rid of the food */ } /* * aggravate: * aggravate all the monsters on this level */ void aggravate(void) { reg struct linked_list *mi; for (mi = mlist; mi != NULL; mi = next(mi)) runto(&(THINGPTR(mi))->t_pos, &hero); } /* * vowelstr: * If string starts with a vowel, return "n" for an "an" */ char * vowelstr(char *str) { switch (tolower(*str)) { case 'a': case 'e': case 'i': case 'o': case 'u': return "n"; default: return ""; } } /* * is_current: * See if the object is one of the currently used items */ bool is_current(struct object *obj) { if (obj == NULL) return FALSE; if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT] || obj == cur_ring[RIGHT]) { msg("Already in use."); return TRUE; } return FALSE; } /* * get_dir: * Set up the direction coordinates */ bool get_dir(void) { reg char *prompt; reg bool gotit; prompt = "Direction: "; do { gotit = TRUE; switch (readchar()) { case 'h': case'H': delta.y = 0; delta.x = -1; when 'j': case'J': delta.y = 1; delta.x = 0; when 'k': case'K': delta.y = -1; delta.x = 0; when 'l': case'L': delta.y = 0; delta.x = 1; when 'y': case'Y': delta.y = -1; delta.x = -1; when 'u': case'U': delta.y = -1; delta.x = 1; when 'b': case'B': delta.y = 1; delta.x = -1; when 'n': case'N': delta.y = 1; delta.x = 1; when ESCAPE: return FALSE; otherwise: mpos = 0; msg(prompt); gotit = FALSE; } } until (gotit); if (pl_on(ISHUH) && rnd(100) > 80) { do { delta.y = rnd(3) - 1; delta.x = rnd(3) - 1; } while (delta.y == 0 && delta.x == 0); } mpos = 0; return TRUE; } /* * initfood: * Set up stuff for a food-type object */ void initfood(struct object *what) { what->o_type = FOOD; what->o_group = NORMFOOD; if (rnd(100) < 15) what->o_group = FRUITFOOD; what->o_which = what->o_group; what->o_count = 1 + extras(); what->o_flags = ISKNOW; what->o_weight = things[TYP_FOOD].mi_wght; what->o_typname = things[TYP_FOOD].mi_name; what->o_hplus = what->o_dplus = 0; what->o_vol = itemvol(what); }