annotate urogue/maze.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 c495a4f288c6
children
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1 /*
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2 maze.c - functions for dealing with armor
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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 See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include <stdlib.h>
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16 #include "rogue.h"
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17
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18 static char *frontier;
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19 static char *bits;
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20 static int urlines;
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21 static int urcols;
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22
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23 /*
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24 domaze()
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25 Draw the maze on this level.
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26 */
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27
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28 void
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29 do_maze(void)
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30 {
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31 int i, least;
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32 struct room *rp;
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33 struct linked_list *item;
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34 struct object *obj;
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35 struct thing *mp;
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36 int treas;
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37 coord tp;
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38
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39 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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40 {
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41 rp->r_nexits = 0; /* no exits */
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42 rp->r_flags = ISGONE; /* kill all rooms */
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43 rp->r_fires = 0; /* no fires */
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44 }
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45
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46 rp = &rooms[0]; /* point to only room */
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47 rp->r_flags = ISDARK; /* mazes always dark */
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48 rp->r_pos.x = 0; /* room fills whole screen */
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49 rp->r_pos.y = 1;
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50 rp->r_max.x = COLS - 1;
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51 rp->r_max.y = LINES - 3;
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52 draw_maze(); /* put maze into window */
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53
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54 /* add some gold to make it worth looking for */
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55
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56 item = spec_item(GOLD, 0, 0, 0);
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57 obj = OBJPTR(item);
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58 obj->o_count *= (rnd(10) + 5); /* add in one large hunk */
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59
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60 do
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61 {
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62 rnd_pos(rp, &tp);
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63 }
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64 while( mvwinch(stdscr, tp.y, tp.x) != FLOOR);
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65
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66 obj->o_pos = tp;
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67 add_obj(item, tp.y, tp.x);
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68
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69 /* add in some food to make sure he has enough */
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70
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71 item = spec_item(FOOD, 0, 0, 0);
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72 obj = OBJPTR(item);
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73
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74 do
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75 {
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76 rnd_pos(rp, &tp);
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77 }
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78 while( mvwinch(stdscr, tp.y, tp.x) != FLOOR);
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79
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80 obj->o_pos = tp;
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81 add_obj(item, tp.y, tp.x);
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82
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83 if (rnd(100) < 5) /* 5% for treasure maze level */
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84 {
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85 treas = TRUE;
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86 least = 20;
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87 debug("Treasure maze.");
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88 }
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89 else /* normal maze level */
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90 {
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91 least = 1;
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92 treas = FALSE;
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93 }
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94