annotate arogue5/outside.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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63
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1 /*
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2 * functions for dealing with the "outside" level
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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 * See the file LICENSE.TXT for full copyright and licensing information.
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9 */
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10
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11 #include "curses.h"
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12 #include "rogue.h"
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13
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14 extern char rnd_terrain(), get_terrain();
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15
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16 /*
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17 * init_terrain:
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18 * Get the single "outside room" set up correctly
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19 */
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20
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21 void
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22 init_terrain()
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23 {
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24 register struct room *rp;
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25
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26 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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27 rp->r_flags = ISGONE; /* kill all rooms */
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28 rp->r_fires = NULL; /* no fires */
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29 }
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30 rp = &rooms[0]; /* point to only room */
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31 rp->r_flags = ISDARK; /* outside is always dark */
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32 rp->r_pos.x = 0; /* room fills whole screen */
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33 rp->r_pos.y = 1;
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34 rp->r_max.x = COLS;
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35 rp->r_max.y = LINES - 3;
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36 }
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37
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38
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39
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40 void
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41 do_terrain(basey, basex, deltay, deltax, fresh)
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42 int basey, basex, deltay, deltax;
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43 bool fresh;
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44 {
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45 register cury, curx; /* Current y and x positions */
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46
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47 /* Lay out the boundary */
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48 for (cury=1; cury<LINES-2; cury++) { /* Vertical "walls" */
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49 mvaddch(cury, 0, '|');
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50 mvaddch(cury, COLS-1, '|');
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51 }
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52 for (curx=0; curx<COLS; curx++) { /* Horizontal "walls" */
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53 mvaddch(1, curx, '-');
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54 mvaddch(LINES-3, curx, '-');
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55 }
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56
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57 /* If we are not continuing, let's start out with a line of terrain */
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58 if (fresh) {
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59 char ch; /* Next char to add */
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60
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61 /* Move to the starting point (should be (1, 0)) */
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62 move(basey, basex);
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63 curx = basex;
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64
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65 /* Start with some random terrain */
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66 if (basex == 0) {
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67 ch = rnd_terrain();
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68 addch(ch);
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69 }
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70 else ch = CCHAR( mvinch(basey, basex) );
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71
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72 curx += deltax;
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73
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74 /* Fill in the rest of the line */
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75 while (curx > 0 && curx < COLS-1) {
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76 /* Put in the next piece */
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77 ch = get_terrain(ch, '\0', '\0', '\0');
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78 mvaddch(basey, curx, ch);
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79 curx += deltax;
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80 }
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81
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82 basey++; /* Advance to next line */
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83 }
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84
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85 /* Fill in the rest of the lines */
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86 cury = basey;
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87 while (cury > 1 && cury < LINES - 3) {
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88 curx = basex;
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89 while (curx > 0 && curx < COLS-1) {
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90 register char left, top_left, top, top_right;
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91 register int left_pos, top_pos;
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92
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93 /* Get the surrounding terrain */
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94 left_pos = curx - deltax;
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95 top_pos = cury - deltay;
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96
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97 left = CCHAR( mvinch(cury, left_pos) );
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98 top_left = CCHAR( mvinch(top_pos, left_pos) );
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99 top = CCHAR( mvinch(top_pos, curx) );
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100 top_right = CCHAR( mvinch(top_pos, curx + deltax) );
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101
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102 /* Put the piece of terrain on the map */
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103 mvaddch(cury, curx, get_terrain(left, top_left, top, top_right));
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