Mercurial > hg > early-roguelike
view srogue/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 | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
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/* * Mostly wizard commands. Sometimes used by players. * * @(#)wizard.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 <ctype.h> #include <string.h> #include "rogue.h" #include "rogue.ext" /* * whatis: * What a certain object is */ void whatis(struct linked_list *what) { reg struct object *obj; reg struct linked_list *item; reg int wh; if (what == NULL) { /* we need to ask */ if ((item = get_item("identify", 0)) == NULL) return; } else /* no need to ask */ item = what; obj = OBJPTR(item); setoflg(obj, ISKNOW); wh = obj->o_which; switch (obj->o_type) { case SCROLL: s_know[wh] = TRUE; if (s_guess[wh]) { free(s_guess[wh]); s_guess[wh] = NULL; } when POTION: p_know[wh] = TRUE; if (p_guess[wh]) { free(p_guess[wh]); p_guess[wh] = NULL; } when STICK: ws_know[wh] = TRUE; if (ws_guess[wh]) { free(ws_guess[wh]); ws_guess[wh] = NULL; } when RING: r_know[wh] = TRUE; if (r_guess[wh]) { free(r_guess[wh]); r_guess[wh] = NULL; } } if (what == NULL) msg(inv_name(obj, FALSE)); } /* * create_obj: * Create any object for wizard or scroll (almost) */ void create_obj(bool fscr) { reg struct linked_list *item; reg struct object *obj; reg int wh, ch, otype; char newitem, newtype, msz, *oname; struct magic_info *mf; bool nogood = TRUE, inhw = FALSE; if (fscr) msg(" "); else if (wizard) { msg("Create what?%s: ", starlist); ch = readchar(); mpos = 0; if (ch == ESCAPE) return; else if (ch != '*') nogood = FALSE; } if (nogood) { inhw = TRUE; wclear(hw); wprintw(hw,"Item\tKey\n\n"); for (otype = 0; otype < NUMTHINGS; otype++) { if (otype != TYP_AMULET || wizard) { mf = &thnginfo[otype]; wprintw(hw,"%s\t %c\n",things[otype].mi_name,mf->mf_show); } } if (wizard) waddstr(hw,"monster\t (A-z)"); wprintw(hw,"\n\nWhat do you want to create? "); draw(hw); do { ch = readchar(); if (ch == ESCAPE) { after = FALSE; restscr(cw); return; } switch (ch) { case RING: case STICK: case POTION: case SCROLL: case ARMOR: case WEAPON: case FOOD: case AMULET: nogood = FALSE; break; default: if (isalpha(ch)) nogood = FALSE; } } while (nogood); } if (isalpha(ch)) { if (inhw) restscr(cw); makemons(ch); /* make monster & be done with it */ return; } otype = getindex(ch); if (otype == -1 || (otype == AMULET && !wizard)) { if (inhw) restscr(cw); mpos = 0; msg("You can't create that !!"); return; } newitem = ch; mf = &thnginfo[otype]; oname = things[otype].mi_name; msz = mf->mf_max; nogood = TRUE; if (msz == 1) { /* if only one type of item */ ch = 'a'; nogood = FALSE; } else if (!fscr && wizard) { if (!inhw) { msg("Which %s?%s: ", oname, starlist); ch = readchar(); if (ch == ESCAPE) return; if (ch != '*') nogood = FALSE; } } if (nogood) { struct magic_item *wmi; int ii; mpos = 0; inhw = TRUE; switch(newitem) { case POTION: wmi = &p_magic[0]; when SCROLL: wmi = &s_magic[0]; when RING: wmi = &r_magic[0]; when STICK: wmi = &ws_magic[0]; when WEAPON: wmi = &w_magic[0]; otherwise: wmi = &a_magic[0]; } wclear(hw); for (ii = 0 ; ii < msz ; ii++) { mvwaddch(hw,ii % 13,ii > 12 ? COLS/2 : 0, ii + 'a'); waddstr(hw,") "); waddstr(hw,wmi->mi_name); wmi++; } sprintf(prbuf,"Which %s? ", oname); mvwaddstr(hw,LINES - 1, 0, prbuf); draw(hw); do { ch = readchar(); if (ch == ESCAPE) { restscr(cw); msg(""); return; } } while (!isalpha(ch)); } if (inhw) /* restore screen if need be */ restscr(cw); newtype = tolower(ch) - 'a'; if (newtype < 0 || newtype >= msz) { /* if an illegal value */ mpos = 0; after = FALSE; if (inhw) restscr(cw); msg("There is no such %s", oname); return; } mpos = 0; item = new_thing(FALSE, newitem, newtype); obj = OBJPTR(item); wh = obj->o_type; if (wh == WEAPON || wh == ARMOR || wh == RING) { if (fscr) /* users get +3 to -3 */ ch = rnd(7) - 3; else { /* wizard gets to choose */ if (wh == RING) init_ring(obj, TRUE); else ch = getbless(); } if (wh == WEAPON) obj->o_hplus = obj->o_dplus = ch; else if (wh == ARMOR) obj->o_ac = armors[obj->o_which].a_class - ch; if (ch < 0) setoflg(obj, ISCURSED); else resoflg(obj, ISCURSED); } /* Don't let scrolls of aquirement give multiple scrolls of * aquirement, or you will be able to scum for ANYTHING. */ if (!wizard && wh == SCROLL && obj->o_which == S_MAKEIT) obj->o_count = 1; mpos = 0; if (fscr) whatis(item); /* identify for aquirement scroll */ wh = add_pack(item, FALSE); if (wh == FALSE) /* won't fit in pack */ discard(item); } /* * getbless: * Get a blessing for a wizards object */ int getbless(void) { int bless; msg("Blessing: "); prbuf[0] = '\0'; bless = get_str(prbuf, cw); if (bless == NORM) bless = atoi(prbuf); else bless = 0; return bless; } /* * makemons: * Make a monster */ bool makemons(int what) { reg int x, y, oktomake = FALSE, appear = 1; struct coord mp; oktomake = FALSE; for (x = hero.x - 1 ; x <= hero.x + 1 ; x++) { for (y = hero.y - 1 ; y <= hero.y + 1 ; y++) { if (x != hero.x || y != hero.y) { if (step_ok(winat(y, x)) && rnd(++appear) == 0) { mp.x = x; mp.y = y; oktomake = TRUE; break; } } } } if (oktomake) { new_monster(midx(what), &mp, FALSE); look(FALSE); } return oktomake; } /* * telport: * Bamf the thing someplace else */ int teleport(struct coord spot, struct thing *th) { reg int rm, y, x; struct coord oldspot; struct room *rp; bool ishero; ishero = (th == &player); oldspot = th->t_pos; y = th->t_pos.y; x = th->t_pos.x; mvwaddch(cw, y, x, th->t_oldch); if (!ishero) mvwaddch(mw, y, x, ' '); rp = roomin(&spot); if (spot.y < 0 || !step_ok(winat(spot.y, spot.x))) { rp = &rooms[rnd_room()]; th->t_pos = *rnd_pos(rp); } else th->t_pos = spot; rm = rp - &rooms[0]; th->t_room = rp; th->t_oldch = mvwinch(cw, th->t_pos.y, th->t_pos.x); if (ishero) light(&oldspot); th->t_nomove = 0; if (ishero) { light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); /* * turn off ISHELD in case teleportation was done * while fighting a Fungi or Bone Devil. */ if (pl_on(ISHELD)) unhold('F'); count = 0; running = FALSE; flushinp(); /* flush typeahead */ nochange = FALSE; } else mvwaddch(mw, th->t_pos.y, th->t_pos.x, th->t_type); return rm; } /* * passwd: * See if user knows password */ bool passwd(void) { reg char *sp, c; bool passok; char buf[LINLEN], *xcrypt(); msg(wizstr); mpos = 0; sp = buf; while ((c = getchar()) != '\n' && c != '\r' && c != ESCAPE) if (c == md_killchar()) sp = buf; else if (c == md_erasechar() && sp > buf) sp--; else *sp++ = c; if (sp == buf) passok = FALSE; else { *sp = '\0'; passok = (strcmp(PASSWD, xcrypt(buf, "mT")) == 0); } return passok; }