annotate rogue4/pack.c @ 310:827441d05b3e

Advanced Rogue family: fix some potential buffer overflows. Some code for determining the score file location assumed that PATH_MAX would be less than 1024, which cannot be guaranteed. Advanced Rogue 5 and 7, and XRogue, have had the buffers for the file name enlarged. UltraRogue never called the functions, so the code has been deleted instead.
author John "Elwin" Edwards
date Mon, 03 May 2021 19:05:37 -0400
parents e52a8a7ad4c5
children
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1 /*
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2 * Routines to deal with the pack
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3 *
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4 * @(#)pack.c 4.15 (Berkeley) 4/6/82
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <curses.h>
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14 #include <ctype.h>
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15 #include "rogue.h"
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16
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17 void money(int value);
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18
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19 /*
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20 * update_mdest:
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21 * Called after picking up an object, before discarding it.
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22 * If this was the object of something's desire, that monster will
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23 * get mad and run at the hero
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24 */
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25 void
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26 update_mdest(THING *obj)
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27 {
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28 register THING *mp;
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29
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30 for (mp = mlist; mp != NULL; mp = next(mp))
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31 if (mp->t_dest == &obj->o_pos)
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32 mp->t_dest = &hero;
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33 }
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34
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35 /*
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36 * add_pack:
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37 * Pick up an object and add it to the pack. If the argument is
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38 * non-null use it as the linked_list pointer instead of gettting
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39 * it off the ground.
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40 */
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41 void
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42 add_pack(THING *obj, bool silent)
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43 {
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44 register THING *op, *lp = NULL;
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45 register bool exact, from_floor;
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46 register char floor;
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47 int discarded = 0;
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48
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49 if (obj == NULL)
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50 {
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51 from_floor = TRUE;
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52 if ((obj = find_obj(hero.y, hero.x)) == NULL)
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53 return;
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54 }
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55 else
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56 from_floor = FALSE;
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57 /*
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58 * Link it into the pack. Search the pack for a object of similar type
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59 * if there isn't one, stuff it at the beginning, if there is, look for one
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60 * that is exactly the same and just increment the count if there is.
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61 * it that. Food is always put at the beginning for ease of access, but
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62 * is not ordered so that you can't tell good food from bad. First check
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63 * to see if there is something in thr same group and if there is then
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64 * increment the count.
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65 */
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66 /* floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; */
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67 if (proom) floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR;
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68 else floor = FLOOR;
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69 if (obj->o_group)
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70 {
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71 for (op = pack; op != NULL; op = next(op))
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72 {
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73 if (op->o_group == obj->o_group)
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74 {
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75 /*
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76 * Put it in the pack and notify the user
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77 */
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78 op->o_count++;
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79 if (from_floor)
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80 {
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81 detach(lvl_obj, obj);
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82 mvaddch(hero.y, hero.x, floor);
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83 chat(hero.y, hero.x) = floor;
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84 }
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85 update_mdest(obj);
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86 discard(obj);
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87 obj = op;
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88 discarded = 1;
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89 goto picked_up;
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90 }
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91 }
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92 }
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93 /*
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94 * Check if there is room
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95 */
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96 if (inpack == MAXPACK-1)
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97 {
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98 msg("you can't carry anything else");
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99 return;
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100 }
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101 /*
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102 * Check for and deal with scare monster scrolls
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103 */
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104 if (obj->o_type == SCROLL && obj->o_which == S_SCARE)