annotate xrogue/weapons.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 f54901b9c39b
children 28e22fb35989
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1 /*
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2 weapons.c - Functions for dealing with problems brought about by weapons
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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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 and AT&T
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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 <curses.h>
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20 #include <ctype.h>
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21 #include <string.h>
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22 #include "rogue.h"
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23
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24 void
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25 boomerang(int ydelta, int xdelta, struct linked_list *item, struct thing *tp)
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26 {
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27 register struct object *obj;
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28 struct thing midpoint;
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29 coord oldpos;
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30
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31 obj = OBJPTR(item);
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32 oldpos = obj->o_pos;
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33
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34 /*
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35 * make it appear to fly at the target
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36 */
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37 do_motion(obj, ydelta, xdelta, tp);
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38 hit_monster(unc(obj->o_pos), obj, tp);
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39
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40 /*
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41 * Now let's make it fly back to the wielder. We need to
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42 * use midpoint to fool do_motion into thinking the action
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43 * starts there. Do_motion only looks at the t_pos field.
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44 */
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45 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */
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46 do_motion(obj, -ydelta, -xdelta, &midpoint);
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47
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48 obj->o_pos = oldpos;
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49 }
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50
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51 /*
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52 * do the actual motion on the screen done by an object traveling
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53 * across the room. Note that we should not look at any field in
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54 * tp other than t_pos unless we change boomerang().
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55 */
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56
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57 void
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58 do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp)
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59 {
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60
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61 /*
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62 * Come fly with us ...
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63 */
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64 obj->o_pos = tp->t_pos;
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65 for (;;) {
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66 register int ch;
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67 /*
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68 * Erase the old one
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69 */
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70 if (!ce(obj->o_pos, tp->t_pos) &&
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71 cansee(unc(obj->o_pos)) &&
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72 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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73 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x));
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74 }
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75 /*
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76 * Get the new position
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77 */
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78 obj->o_pos.y += ydelta;
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79 obj->o_pos.x += xdelta;
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80 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
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81 /*
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82 * It hasn't hit anything yet, so display it
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83 * If it alright.
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84 */
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85 if (cansee(unc(obj->o_pos)) &&
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86 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
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87 if (obj->o_type == MISSILE) nofont(cw);
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88 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type);
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89 newfont(cw);
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90 draw(cw);
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