annotate urogue/chase.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 0250220d8cdd
children
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1 /*
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2 chase.c - Code for one creature to chase another
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3
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <stdlib.h>
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20 #include <ctype.h>
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21 #include <limits.h>
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22 #include "rogue.h"
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23
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24 /*
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25 do_chase()
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26 Make one thing chase another.
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27 */
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28
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29 void
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30 do_chase(struct thing *th, int flee)
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31 {
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32 struct room *rer; /* room of chaser */
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33 struct room *ree; /* room of chasee */
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34 struct room *old_room; /* old room of monster */
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35 struct room *new_room; /* new room of monster */
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36
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37 int i, mindist = INT_MAX, maxdist = INT_MIN, dist = INT_MIN;
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38
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39 int last_door = -1; /* Door we just came from */
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40 int stoprun = FALSE; /* TRUE means we are there */
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41 int rundoor; /* TRUE means run to a door */
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42 int hit_bad = FALSE; /* TRUE means hit bad monster */
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43 int mon_attack; /* TRUE means find a monster to hit */
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44
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45 char sch;
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46 struct linked_list *item;
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47 coord this; /* Temporary destination for chaser */
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48
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49 if (!th->t_ischasing)
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50 return;
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51
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52 /* Make sure the monster can move */
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53
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54 if (th->t_no_move != 0)
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55 {
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56 th->t_no_move--;
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57 return;
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58 }
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59
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60 /*
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61 * Bad monsters check for a good monster to hit, friendly monsters
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62 * check for a bad monster to hit.
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63 */
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64
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65 mon_attack = FALSE;
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66
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67 if (good_monster(*th))
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68 {
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69 hit_bad = TRUE;
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70 mon_attack = TRUE;
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71 }
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72 else if (on(*th, ISMEAN))
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73 {
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74 hit_bad = FALSE;
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75 mon_attack = TRUE;
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76 }
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77
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78 if (mon_attack)
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79 {
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80 struct linked_list *mon_to_hit;
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81
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82 mon_to_hit = f_mons_a(th->t_pos.y, th->t_pos.x, hit_bad);
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83
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84 if (mon_to_hit)
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85 {
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86 mon_mon_attack(th, mon_to_hit, pick_weap(th), NOTHROWN);
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87 return;
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88 }
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89 }
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90
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91 /* no nearby monster to hit */
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92
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93 rer = roomin(th->t_pos); /* Find room of chaser */
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