annotate srogue/monsters.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 28e22fb35989
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1 /*
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2 * File with various monster functions in it
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3 *
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4 * @(#)monsters.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include <string.h>
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18 #include "rogue.h"
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19 #include <ctype.h>
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20 #include "rogue.ext"
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21
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22 /*
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23 * rnd_mon:
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24 * Pick a monster to show up. The lower the level,
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25 * the meaner the monster.
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26 */
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27 char
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28 rnd_mon(bool wander, bool baddie)
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29 {
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30 /* baddie; TRUE when from a polymorph stick */
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31 reg int i, ok, cnt;
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32
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33 cnt = 0;
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34 if (levcount == 0) /* if only asmodeus possible */
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35 return(MAXMONS);
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36 if (baddie) {
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37 while (1) {
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38 i = rnd(MAXMONS); /* pick ANY monster */
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39 if (monsters[i].m_lev.l_lev < 0) /* skip genocided ones */
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40 continue;
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41 return i;
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42 }
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43 }
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44 ok = FALSE;
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45 do {
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46 /*
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47 * get a random monster from this range
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48 */
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49 i = rnd(levcount);
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50 /*
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51 * Only create a wandering monster if we want one
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52 * (or the count is exceeded)
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53 */
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54 if (!wander || mtlev[i]->m_lev.d_wand || ++cnt > 500)
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55 ok = TRUE;
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56 } while(!ok);
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57 return (midx(mtlev[i]->m_show));
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58 }
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59
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60 /*
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61 * lev_mon:
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62 * This gets all monsters possible on this level
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63 */
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64 void
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65 lev_mon(void)
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66 {
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67 reg int i;
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68 reg struct monster *mm;
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69
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70 levcount = 0;
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71 for (i = 0; i < MAXMONS; i++) {
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72 mm = &monsters[i];
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73 if (mm->m_lev.h_lev >= level && mm->m_lev.l_lev <= level) {
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74 mtlev[levcount] = mm;
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75 if (++levcount >= MONRANGE)
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76 break;
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77 }
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78 }
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79 if (levcount == 0) /* if no monsters are possible */
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80 mtlev[0] = &monsters[MAXMONS]; /* then asmodeus 'A' */
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81 }
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82
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83 /*
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84 * new_monster:
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85 * Pick a new monster and add it to the list
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86 */
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87 struct linked_list *
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88 new_monster(char type, struct coord *cp, bool treas)
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89 {
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90 reg struct linked_list *item;
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91 reg struct thing *tp;
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92 reg struct monster *mp;
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93 reg struct stats *st;
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94 float killexp; /* experience gotten for killing him */
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95
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96 item = new_item(sizeof(struct thing));
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97 attach(mlist, item);
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98 tp = THINGPTR(item);
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99 st = &tp->t_stats;
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100 mp = &monsters[type]; /* point to this monsters structure */
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101 tp->t_type = mp->m_show;
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102 tp->t_indx = type;