Mercurial > hg > early-roguelike
view srogue/passages.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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/* * Draw the connecting passages * * @(#)passages.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 <stdlib.h> #include "rogue.h" #include "rogue.ext" void conn(int r1, int r2); void door(struct room *rm, struct coord *cp); /* * do_passages: * Draw all the passages on a level. */ void do_passages(void) { reg struct rdes *r1, *r2 = NULL; reg int i, j; reg int roomcount; static struct rdes { bool conn[MAXROOMS]; /* possible to connect to room i */ bool isconn[MAXROOMS]; /* connection was made to room i */ bool ingraph; /* this room in graph already? */ } rdes[MAXROOMS] = { {{ 0, 1, 0, 1, 0, 0, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, {{ 1, 0, 1, 0, 1, 0, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, {{ 0, 1, 0, 0, 0, 1, 0, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, {{ 1, 0, 0, 0, 1, 0, 1, 0, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, {{ 0, 1, 0, 1, 0, 1, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, {{ 0, 0, 1, 0, 1, 0, 0, 0, 1 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, {{ 0, 0, 0, 1, 0, 0, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, {{ 0, 0, 0, 0, 1, 0, 1, 0, 1 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, {{ 0, 0, 0, 0, 0, 1, 0, 1, 0 },{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0 }, }; /* * reinitialize room graph description */ for (r1 = rdes; r1 < &rdes[MAXROOMS]; r1++) { for (j = 0; j < MAXROOMS; j++) r1->isconn[j] = FALSE; r1->ingraph = FALSE; } /* * starting with one room, connect it to a random adjacent room and * then pick a new room to start with. */ roomcount = 1; r1 = &rdes[rnd(MAXROOMS)]; r1->ingraph = TRUE; do { /* * find a room to connect with */ j = 0; for (i = 0; i < MAXROOMS; i++) if (r1->conn[i] && !rdes[i].ingraph && rnd(++j) == 0) r2 = &rdes[i]; /* * if no adjacent rooms are outside the graph, pick a new room * to look from */ if (j == 0) { do { r1 = &rdes[rnd(MAXROOMS)]; } until (r1->ingraph); } /* * otherwise, connect new room to the graph, and draw a tunnel * to it */ else { r2->ingraph = TRUE; i = r1 - rdes; j = r2 - rdes; conn(i, j); r1->isconn[j] = TRUE; r2->isconn[i] = TRUE; roomcount++; } } while (roomcount < MAXROOMS); /* * attempt to add passages to the graph a random number of times so * that there isn't just one unique passage through it. */ for (roomcount = rnd(5); roomcount > 0; roomcount--) { r1 = &rdes[rnd(MAXROOMS)]; /* a random room to look from */ /* * find an adjacent room not already connected */ j = 0; for (i = 0; i < MAXROOMS; i++) if (r1->conn[i] && !r1->isconn[i] && rnd(++j) == 0) r2 = &rdes[i]; /* * if there is one, connect it and look for the next added * passage */ if (j != 0) { i = r1 - rdes; j = r2 - rdes; conn(i, j); r1->isconn[j] = TRUE; r2->isconn[i] = TRUE; } } } /* * conn: * Cconnect two rooms. */ void conn(int r1, int r2) { reg struct room *rpf, *rpt = NULL; reg char rmt, direc; reg int distance, turn_spot, turn_distance, rm; struct coord curr, turn_delta, spos, epos; if (r1 < r2) { rm = r1; if (r1 + 1 == r2) direc = 'r'; else direc = 'd'; } else { rm = r2; if (r2 + 1 == r1) direc = 'r'; else direc = 'd'; } rpf = &rooms[rm]; /* * Set up the movement variables, in two cases: * first drawing one down. */ if (direc == 'd') { rmt = rm + 3; /* room # of dest */ rpt = &rooms[rmt]; /* room pointer of dest */ delta.x = 0; /* direction of move */ delta.y = 1; spos.x = rpf->r_pos.x; /* start of move */ spos.y = rpf->r_pos.y; epos.x = rpt->r_pos.x; /* end of move */ epos.y = rpt->r_pos.y; if (!rf_on(rpf,ISGONE)) { /* if not gone pick door pos */ spos.x += rnd(rpf->r_max.x-2)+1; spos.y += rpf->r_max.y-1; } if (!rf_on(rpt,ISGONE)) epos.x += rnd(rpt->r_max.x-2)+1; distance = abs(spos.y - epos.y) - 1; /* distance to move */ turn_delta.y = 0; /* direction to turn */ turn_delta.x = (spos.x < epos.x ? 1 : -1); turn_distance = abs(spos.x - epos.x); /* how far to turn */ turn_spot = rnd(distance-1) + 1; /* where turn starts */ } else if (direc == 'r') { /* setup for moving right */ rmt = rm + 1; rpt = &rooms[rmt]; delta.x = 1; delta.y = 0; spos.x = rpf->r_pos.x; spos.y = rpf->r_pos.y; epos.x = rpt->r_pos.x; epos.y = rpt->r_pos.y; if (!rf_on(rpf,ISGONE)) { spos.x += rpf->r_max.x-1; spos.y += rnd(rpf->r_max.y-2)+1; } if (!rf_on(rpt,ISGONE)) epos.y += rnd(rpt->r_max.y-2)+1; distance = abs(spos.x - epos.x) - 1; turn_delta.y = (spos.y < epos.y ? 1 : -1); turn_delta.x = 0; turn_distance = abs(spos.y - epos.y); turn_spot = rnd(distance-1) + 1; } else { msg("Error in connection tables."); } /* * Draw in the doors on either side of the passage * or just put #'s if the rooms are gone. Set up * pointers to the connected room. */ rpf->r_ptr[rpf->r_nexits] = rpt; if (rf_on(rpf,ISGONE)) { cmov(spos); addch('#'); /* gone "from" room */ } else door(rpf, &spos); /* add the door */ rpt->r_ptr[rpt->r_nexits] = rpf; if (rf_on(rpt,ISGONE)) { cmov(epos); addch('#'); /* gone "to" room */ } else door(rpt, &epos); /* add door */ /* * Get ready to move... */ curr.x = spos.x; curr.y = spos.y; while(distance > 0) { /* * Move to new position */ curr.x += delta.x; curr.y += delta.y; /* * Check if we are at the turn place, if so do the turn */ if (distance == turn_spot && turn_distance > 0) { while(turn_distance-- > 0) { cmov(curr); addch(PASSAGE); curr.x += turn_delta.x; curr.y += turn_delta.y; } } /* * Continue digging along */ cmov(curr); addch(PASSAGE); distance--; } curr.x += delta.x; curr.y += delta.y; if (!ce(curr, epos)) { msg("Warning, connectivity problem on this level."); } } /* * Add a door or possibly a secret door * also enters the door in the exits array of the room. */ void door(struct room *rm, struct coord *cp) { cmov(*cp); addch(rnd(10) < level - 1 && rnd(100) < 20 ? SECRETDOOR : DOOR); rm->r_exit[rm->r_nexits++] = *cp; } /* * add_pass: * add the passages to the current window (wizard command) */ void add_pass(void) { reg int y, x, ch; for (y = 1; y < LINES - 3; y++) for (x = 0; x < COLS; x++) if ((ch = mvinch(y, x)) == PASSAGE || ch == DOOR || ch == SECRETDOOR) mvwaddch(cw, y, x, ch); }