Mercurial > hg > early-roguelike
view srogue/potions.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 | e7862a021609 |
children |
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/* * Functions for dealing with potions * * @(#)potions.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 <string.h> #include "rogue.h" #include "rogue.ext" /* * quaff: * Let the hero drink a potion */ void quaff(void) { reg struct object *obj; reg struct linked_list *item, *titem; reg struct thing *th; reg int wh; char buf[LINLEN]; bool bless, curse; /* * Make certain that it is somethings that we want to drink */ if ((item = get_item("quaff", POTION)) == NULL) return; obj = OBJPTR(item); if (obj->o_type != POTION) { msg("That's undrinkable!"); after = FALSE; return; } wh = obj->o_which; bless = o_on(obj, ISBLESS); curse = o_on(obj, ISCURSED); del_pack(item); /* get rid of it */ /* * Calculate the effect it has on the poor guy. */ switch(wh) { case P_CONFUSE: if (!bless) { if (pl_on(ISINVINC)) msg("You remain level-headed."); else { chg_abil(WIS,-1,TRUE); /* confuse his mind */ if (pl_off(ISHUH)) { msg("Wait, what's going on here. Huh? What? Who?"); if (pl_on(ISHUH)) lengthen(unconfuse,rnd(8)+HUHDURATION); else fuse(unconfuse,TRUE,rnd(8)+HUHDURATION); player.t_flags |= ISHUH; } } p_know[P_CONFUSE] = TRUE; } when P_POISON: if (!bless) { if (pl_off(ISINVINC) && !iswearing(R_SUSTSTR) && !iswearing(R_SUSAB)) { chg_abil(CON,-1,TRUE); chg_abil(STR,-(rnd(3)+1),TRUE); msg("You feel very sick now."); } else msg("You feel momentarily sick."); p_know[P_POISON] = TRUE; } when P_HEALING: if (!curse) { heal_self(4, TRUE); msg("You begin to feel better."); if (!iswearing(R_SLOW)) notslow(FALSE); sight(FALSE); p_know[P_HEALING] = TRUE; } when P_STRENGTH: if (!curse) { msg("You feel stronger, now. What bulging muscles!"); chg_abil(STR,1,TRUE); p_know[P_STRENGTH] = TRUE; } when P_MFIND: /* * Potion of monster detection - find all monsters */ if (mlist != NULL && !curse) { dispmons(); mpos = 0; msg("You begin to sense the presence of monsters--More--"); p_know[P_MFIND] = TRUE; wait_for(cw,' '); msg(""); /* clear line */ } else msg("You have a strange feeling for a moment, then it passes."); when P_TFIND: /* * Potion of magic detection. Show the potions and scrolls */ if (lvl_obj != NULL && !curse) { struct linked_list *mobj; struct object *tp; bool show; show = FALSE; wclear(hw); for (mobj = lvl_obj; mobj != NULL; mobj = next(mobj)) { tp = OBJPTR(mobj); if (is_magic(tp)) { show = TRUE; mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC); } } for(titem = mlist; titem != NULL; titem = next(titem)) { reg struct linked_list *pitem; th = THINGPTR(titem); for(pitem=th->t_pack;pitem!=NULL;pitem=next(pitem)) { if (is_magic(ldata(pitem))) { show = TRUE; mvwaddch(hw,th->t_pos.y, th->t_pos.x, MAGIC); } } } if (show) { msg("You begin to sense the presence of magic."); overlay(hw,cw); p_know[P_TFIND] = TRUE; break; } } msg("You have a strange feeling for a moment, then it passes."); when P_PARALYZE: if (!bless) { if (pl_on(ISINVINC)) msg("You feel numb for a moment."); else { msg("You can't move."); player.t_nocmd = HOLDTIME; } p_know[P_PARALYZE] = TRUE; } when P_SEEINVIS: if (!curse) { int invlen = roll(40,20); msg("This potion tastes like %s juice.", fruit); if (pl_off(CANSEE)) { player.t_flags |= CANSEE; fuse(unsee, TRUE, invlen); light(&hero); } else lengthen(unsee, invlen); sight(FALSE); } when P_RAISE: if (!curse) { msg("You suddenly feel much more skillful."); p_know[P_RAISE] = TRUE; chg_abil(DEX,1,TRUE); chg_abil(WIS,1,TRUE); chg_abil(CON,1,TRUE); raise_level(); } when P_XHEAL: if (!curse) { heal_self(8, TRUE); if (rnd(100) < 50) chg_abil(CON,1,TRUE); msg("You begin to feel much better."); p_know[P_XHEAL] = TRUE; if (!iswearing(R_SLOW)) notslow(FALSE); unconfuse(FALSE); extinguish(unconfuse); sight(FALSE); } when P_HASTE: if (!curse) { add_haste(TRUE); p_know[P_HASTE] = TRUE; } when P_INVINC: if (!curse) { int time = rnd(400) + 350; msg("You feel invincible."); if (player.t_flags & ISINVINC) lengthen(notinvinc,time); else fuse(notinvinc,TRUE,time); player.t_flags |= ISINVINC; p_know[P_INVINC] = TRUE; } when P_SMART: if (!curse) { msg("You feel more perceptive."); p_know[P_SMART] = TRUE; chg_abil(WIS,1,TRUE); } when P_RESTORE: if (!curse) { msg("Hey, this tastes great. You feel warm all over."); him->s_re = max_stats.s_re; him->s_ef = max_stats.s_re; ringabil(); /* add in rings */ updpack(); /* update weight */ p_know[P_RESTORE] = TRUE; extinguish(rchg_str); /* kill restore in from ulodyte */ } when P_BLIND: if (!bless) { if (pl_on(ISINVINC)) msg("The light dims for a moment."); else { chg_abil(WIS,-1,TRUE); msg("A cloak of darkness falls around you."); if (pl_off(ISBLIND)) { player.t_flags |= ISBLIND; fuse(sight, TRUE, rnd(400) + 450); light(&hero); } } p_know[P_BLIND] = TRUE; } when P_ETH: if (!curse) { int ethlen = roll(40,20); msg("You feel more vaporous."); if (pl_on(ISETHER)) lengthen(noteth,ethlen); else fuse(noteth,TRUE,ethlen); player.t_flags |= ISETHER; p_know[P_ETH] = TRUE; } when P_NOP: msg("This potion tastes extremely dull."); when P_DEX: if (!curse) { chg_abil(DEX,1,TRUE); /* increase dexterity */ p_know[P_DEX] = TRUE; msg("You feel much more agile."); } when P_REGEN: if (!curse) { int reglen = rnd(450) + 450; if (pl_on(ISREGEN)) lengthen(notregen, reglen); else fuse(notregen, TRUE, reglen); player.t_flags |= ISREGEN; msg("You feel yourself improved."); p_know[P_REGEN] = TRUE; } when P_DECREP: case P_SUPHERO: { int howmuch = rnd(3) + 1; if (wh == P_DECREP) { if (!bless) { if (iswearing(R_SUSAB) || pl_on(ISINVINC)) { msg("You feel momentarily woozy."); howmuch = 0; } else { msg("You feel crippled."); howmuch = -howmuch; if (!iswearing(R_SUSTSTR)) chg_abil(STR,howmuch,TRUE); } } else howmuch = 0; } else { /* potion of superhero */ if (curse) howmuch = 0; msg("You feel invigorated."); chg_abil(STR,howmuch,TRUE); } chg_abil(CON,howmuch,TRUE); chg_abil(DEX,howmuch,TRUE); chg_abil(WIS,howmuch,TRUE); /* change abilities */ p_know[wh] = TRUE; } otherwise: msg("What an odd tasting potion!"); return; } nochange = FALSE; if (p_know[wh] && p_guess[wh]) { free(p_guess[wh]); p_guess[wh] = NULL; } else if(!p_know[wh] && p_guess[wh] == NULL) { strcpy(buf, p_colors[wh]); msg(callit); if (get_str(buf, cw) == NORM) { p_guess[wh] = new(strlen(buf) + 1); strcpy(p_guess[wh], buf); } } }