annotate arogue5/fight.c @ 176:db1c9a21a7c3

srogue: prevent overflowing the score file name. If SCOREFILE is not defined, roguehome() is called to find a directory for the score file. It copies up to PATH_MAX-20 bytes from an environment variable to a static buffer. Later these are strcpy()'d to scorefile, which is of size LINLEN. Unfortunately LINLEN is 80 and PATH_MAX is at least 256. On Linux, it happens to be 4096. I haven't yet managed to crash or exploit it, but there are surely no beneficial consequences, so roguehome() has been modified to check the length, and the string it returns is also checked in main().
author John "Elwin" Edwards
date Sun, 02 Aug 2015 12:14:47 -0400
parents 0ed67132cf10
children 56e748983fa8
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1 /*
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2 * All the fighting gets done here
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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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 "curses.h"
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16 #include <ctype.h>
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17 #include <string.h>
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18 #include "rogue.h"
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19
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20 #define CONF_DAMAGE -1
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21 #define PARAL_DAMAGE -2
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22 #define DEST_DAMAGE -3
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23
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24 static const struct matrix att_mat[5] = {
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25 /* Base Max_lvl, Factor, Offset, Range */
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26 { 10, 25, 2, 1, 2 },
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27 { 9, 18, 2, 1, 5 },
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28 { 10, 19, 2, 1, 3 },
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29 { 10, 21, 2, 1, 4 },
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30 { 7, 25, 1, 0, 2 }
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31 };
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32
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33 /*
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34 * fight:
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35 * The player attacks the monster.
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36 */
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37
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38 fight(mp, weap, thrown)
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39 register coord *mp;
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40 struct object *weap;
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41 bool thrown;
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42 {
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43 register struct thing *tp;
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44 register struct linked_list *item;
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45 register bool did_hit = TRUE;
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46 bool back_stab = FALSE;
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47
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48 /*
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49 * Find the monster we want to fight
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50 */
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51 if ((item = find_mons(mp->y, mp->x)) == NULL) {
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52 return(FALSE); /* must have killed him already */
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53 }
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54 tp = THINGPTR(item);
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55 /*
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56 * Since we are fighting, things are not quiet so no healing takes
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57 * place.
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58 */
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59 player.t_quiet = 0;
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60 tp->t_quiet = 0;
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61
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62 /*
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63 * if its in the wall, we can't hit it
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64 */
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65 if (on(*tp, ISINWALL) && off(player, CANINWALL))
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66 return(FALSE);
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67
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68 /*
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69 * Let him know it was really a mimic (if it was one).
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70 */
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71 if (on(*tp, ISDISGUISE) && (tp->t_type != tp->t_disguise) &&
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72 off(player, ISBLIND))
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73 {
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74 msg("Wait! That's a %s!", monsters[tp->t_index].m_name);
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75 turn_off(*tp, ISDISGUISE);
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76 did_hit = thrown;
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77 }
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78 if (on(*tp, CANSURPRISE) && off(player, ISBLIND) && !ISWEARING(R_ALERT)) {
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79 msg("Wait! There's a %s!", monsters[tp->t_index].m_name);
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80 turn_off(*tp, CANSURPRISE);
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81 did_hit = thrown;
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82 }
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83 /*
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84 * if he's a thief and the creature is asleep then he gets a chance
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85 * for a backstab
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86 */
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87 if (player.t_ctype == C_THIEF &&
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88 (!on(*tp, ISRUN) || on(*tp, ISHELD) || tp->t_no_move > 0)&&
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89 !on(*tp, NOSTAB))
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90 back_stab = TRUE;
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91
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92 runto(tp, &hero);
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93
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94 if (did_hit)
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95 {
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96 register const char *mname;
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97
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98 did_hit = FALSE;
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99 mname = (on(player, ISBLIND)) ? "it" : monsters[tp->t_index].m_name;
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100 if (!can_blink(tp) &&
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101 ( ((weap != NULL) && (weap->o_type == RELIC)) ||
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102 ((off(*tp, MAGICHIT) || ((weap != NULL) && (weap->o_hplus > 0 || weap->o_dplus > 0)) ) &&
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103 (off(*tp, BMAGICHIT) || ((weap != NULL) && (weap->o_hplus > 1 || weap->o_dplus > 1)) ) &&
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104 (off(*tp, CMAGICHIT) || ((weap != NULL) && (weap->o_hplus > 2 || weap->o_dplus > 2)) ) ) )
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