Mercurial > hg > early-roguelike
annotate arogue5/rooms.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 |
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date | Sun, 02 Aug 2015 12:14:47 -0400 |
parents | c49f7927b0fa |
children | 56e748983fa8 |
rev | line source |
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63
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1 /* |
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2 * Draw the nine rooms on the screen |
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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 "rogue.h" |
67 | 17 #include <stdlib.h> |
63
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18 |
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19 do_rooms() |
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20 { |
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21 register int i; |
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22 register struct room *rp; |
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23 register struct linked_list *item; |
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24 register struct thing *tp; |
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25 register int left_out; |
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26 coord top; |
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27 coord bsze; |
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28 coord mp; |
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29 |
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30 /* |
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31 * bsze is the maximum room size |
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32 */ |
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33 bsze.x = COLS/3; |
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34 bsze.y = (LINES-2)/3; |
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35 /* |
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36 * Clear things for a new level |
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37 */ |
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38 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) { |
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39 rp->r_flags = 0; |
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40 rp->r_fires = NULL; |
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41 } |
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42 /* |
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43 * Put the gone rooms, if any, on the level |
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44 */ |
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45 left_out = rnd(4); |
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46 for (i = 0; i < left_out; i++) |
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47 rooms[rnd_room()].r_flags |= ISGONE; |
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48 /* |
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49 * dig and populate all the rooms on the level |
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50 */ |
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51 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) |
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52 { |
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53 bool has_gold=FALSE; |
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54 |
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55 /* |
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56 * Find upper left corner of box that this room goes in |
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57 */ |
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58 top.x = (i%3)*bsze.x; |
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59 top.y = i/3*bsze.y + 1; |
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60 if (rp->r_flags & ISGONE) |
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61 { |
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62 /* |
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63 * Place a gone room. Make certain that there is a blank line |
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64 * for passage drawing. |
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65 */ |
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66 do |
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67 { |
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68 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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69 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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70 rp->r_max.x = -COLS; |
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71 rp->r_max.x = -LINES; |
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72 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2); |
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73 continue; |
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74 } |
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75 if (rnd(10) < level-1) |
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76 rp->r_flags |= ISDARK; |
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77 /* |
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78 * Find a place and size for a random room |
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79 */ |
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80 do |
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81 { |
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82 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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83 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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84 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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85 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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86 } until (rp->r_pos.y != 0); |
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87 |
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88 /* Draw the room */ |
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89 draw_room(rp); |
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90 |
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91 /* |
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92 * Put the gold in |
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93 */ |
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94 if (rnd(100) < 50 && level >= cur_max) |
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95 { |
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96 register struct linked_list *item; |
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97 register struct object *cur; |
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98 coord tp; |
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99 |
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100 has_gold = TRUE; /* This room has gold in it */ |
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101 |
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102 item = spec_item(GOLD, NULL, NULL, NULL); |
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103 cur = OBJPTR(item); |
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104 |
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