view urogue/rooms.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 c495a4f288c6
children
line wrap: on
line source

/*
    rooms.c - Draw the nine rooms on the screen
   
    UltraRogue: The Ultimate Adventure in the Dungeons of Doom
    Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
    All rights reserved.

    Based on "Advanced Rogue"
    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
    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"

void
do_rooms(void)
{
    int i;
    struct room *rp;
    struct linked_list  *item;
    struct thing    *tp;
    int left_out;
    coord   top;
    coord   bsze;
    coord   mp;

    /* bsze is the maximum room size */

    bsze.x = COLS / 3;
    bsze.y = (LINES - 2) / 3;

    /* Clear things for a new level */

    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
        rp->r_nexits = rp->r_flags = rp->r_fires = 0;

    /* Put the gone rooms, if any, on the level */

    left_out = rnd(3);

    for (i = 0; i < left_out; i++)
        rooms[rnd_room()].r_flags |= ISGONE;

    /* dig and populate all the rooms on the level */

    for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
    {
        int has_gold = FALSE;

        /* Find upper left corner of box that this room goes in */

        top.x = (i % 3) * bsze.x;
        top.y = i / 3 * bsze.y + 1;

        if (rp->r_flags & ISGONE)
        {
            /*
             * Place a gone room.  Make certain that there is a
             * blank line for passage drawing.
             */

            do
            {
                rp->r_pos.x = top.x + rnd(bsze.x - 2) + 1;
                rp->r_pos.y = top.y + rnd(bsze.y - 2) + 1;
                rp->r_max.x = -COLS;
                rp->r_max.x = -LINES;
            }
            while (rp->r_pos.y < 1 || rp->r_pos.y > LINES - 3);

            continue;
        }

        if (rnd(40) < level - 5)
            rp->r_flags |= ISDARK;

        /* Find a place and size for a random room */

        do
        {
            rp->r_max.x = rnd(bsze.x - 4) + 4;
            rp->r_max.y = rnd(bsze.y - 4) + 4;
            rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
            rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
        }
        while (rp->r_pos.y == 0);

        /* Draw the room */

        draw_room(rp);

        /* Put the gold in */

        if (rnd(10) < 3 && (!has_artifact || level >= max_level))
        {
            struct linked_list *itm;
            struct object   *cur;
            coord   tpos;

            has_gold = TRUE;    /* This room has gold in it */

            itm = spec_item(GOLD, 0, 0, 0);
            cur = OBJPTR(itm);

            /* Put it somewhere */

            rnd_pos(rp, &tpos);
            cur->o_pos = tpos;

            /* Put the gold into the level list of items */

            add_obj(itm, tpos.y, tpos.x);

            if (roomin(tpos) != rp)
            {
                endwin();
                abort();
            }
        }

        /* Put the monster in */

        if (rnd(100) < (has_gold ? 80 : 40))
        {
            int   which;
            int n, cnt;

            item = new_item(sizeof *tp);
            tp = THINGPTR(item);

            do
                rnd_pos(rp, &mp);
            while (mvwinch(stdscr, mp.y, mp.x) != FLOOR);

            which = randmonster(NOWANDER, NOGRAB);
            new_monster(item, which, &mp, NOMAXSTATS);

            /* See if we want to give it a treasure to carry around. */

            if (rnd(100) < monsters[tp->t_index].m_carry)
                attach(tp->t_pack, new_thing());

            /* If it has a fire, mark it */

            if (on(*tp, HASFIRE))
            {
                rp->r_flags |= HASFIRE;
                rp->r_fires++;
            }

            /* If it carries gold, give it some */

            if (on(*tp, CARRYGOLD))
            {
                struct object   *cur;

                item = spec_item(GOLD, 0, 0, 0);
                cur = OBJPTR(item);
                cur->o_count = GOLDCALC + GOLDCALC + GOLDCALC;
                cur->o_pos = tp->t_pos;
                attach(tp->t_pack, item);
            }

            n = rnd(7);

            if (on(*tp, ISSWARM) && n < 5)
                cnt = roll(2, 4);
            else if (on(*tp, ISFLOCK) && n < 5)
                cnt = roll(1, 4);
            else
                cnt = 0;

            for (n = 1; n <= cnt; n++)
            {
                coord   pos;

                if (place_mons(mp.y, mp.x, &pos)!= FALSE)
                {
                    struct linked_list  *nitem;

                    nitem = new_item(sizeof(struct thing));
                    new_monster(nitem, which, &pos, NOMAXSTATS);

                    /* If the monster is on a trap, trap it */

                    if (isatrap(mvinch(pos.y, pos.x)))
                        be_trapped(THINGPTR(nitem), mp);

                    if (on(*tp, ISFRIENDLY))
                        turn_on(*(THINGPTR(nitem)), ISFRIENDLY);
                    else
                        turn_off(*(THINGPTR(nitem)), ISFRIENDLY);
                }
            }

            if (cnt > 0)
            {
                int boost = rnd(3) + 1;

                if (on(*tp, LOWCAST) || on(*tp, MEDCAST) || on(*tp, HIGHCAST))
                    turn_on(*tp, CANCAST);

                tp->t_stats.s_hpt += 3 * boost;
                tp->t_stats.s_arm -= 2 * boost;
                tp->t_stats.s_lvl += 2 * boost;
                tp->t_stats.s_str += 2 * boost;
                tp->t_stats.s_intel += 2 * boost;
                tp->t_stats.s_exp += 4 * boost * monsters[which].m_add_exp;
            }
        }
    }
}

/*
    draw_room()
        Draw a box around a room
*/

void
draw_room(struct room *rp)
{
    int j, k;

    move(rp->r_pos.y, rp->r_pos.x + 1);
    vert(rp->r_max.y - 2);  /* Draw left side */
    move(rp->r_pos.y + rp->r_max.y - 1, rp->r_pos.x);
    horiz(rp->r_max.x); /* Draw bottom */
    move(rp->r_pos.y, rp->r_pos.x);
    horiz(rp->r_max.x); /* Draw top */
    vert(rp->r_max.y - 2);  /* Draw right side */

    /* Put the floor down */

    for (j = 1; j < rp->r_max.y - 1; j++)
    {
        move(rp->r_pos.y + j, rp->r_pos.x + 1);

        for (k = 1; k < rp->r_max.x - 1; k++)
            addch(FLOOR);
    }
}

/*
    horiz()
        draw a horizontal line
*/

void
horiz(int cnt)
{
    while(cnt--)
        addch('-');
}

/*
    vert()
        draw a vertical line
*/

void
vert(int cnt)
{
    int x, y;

    getyx(stdscr, y, x);

    x--;

    while(cnt--)
    {
        move(++y, x);
        addch('|');
    }
}

/*
    rnd_pos()
        pick a random spot in a room
*/

void
rnd_pos(struct room *rp, coord *cp)
{
    cp->x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1;
    cp->y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1;
}

/*
    rnd_room()
        Pick a room that is really there
*/

int
rnd_room(void)
{
    int rm;

    if (levtype != NORMLEV)
        rm = 0;
    else
        do
        {
            rm = rnd(MAXROOMS);
        }
        while (rooms[rm].r_flags & ISGONE);

    return(rm);
}