Mercurial > hg > early-roguelike
annotate arogue7/chase.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 | adfa37e67084 |
children | f9ef86cf22b2 |
rev | line source |
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1 /* |
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2 * chase.c - Code for one object to chase another |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 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 /* |
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16 * Code for one object to chase another |
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17 * |
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18 */ |
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19 |
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20 #include <ctype.h> |
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21 #include <limits.h> |
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22 #include "curses.h" |
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23 #include "rogue.h" |
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24 #define MAXINT INT_MAX |
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25 #define MININT INT_MIN |
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26 |
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27 |
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28 /* |
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29 * Canblink checks if the monster can teleport (blink). If so, it will |
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30 * try to blink the monster next to the player. |
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31 */ |
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32 |
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33 bool |
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34 can_blink(tp) |
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35 register struct thing *tp; |
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36 { |
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37 register int y, x, index=9; |
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38 coord tryp; /* To hold the coordinates for use in diag_ok */ |
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39 bool spots[9], found_one=FALSE; |
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40 |
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41 /* |
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42 * First, can the monster even blink? And if so, there is only a 50% |
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43 * chance that it will do so. And it won't blink if it is running or |
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44 * held. |
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45 */ |
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46 if (off(*tp, CANBLINK) || (on(*tp, ISHELD)) || |
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47 on(*tp, ISFLEE) || |
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48 tp->t_action == A_FREEZE || |
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49 (rnd(12) < 6)) return(FALSE); |
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50 |
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51 |
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52 /* Initialize the spots as illegal */ |
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53 do { |
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54 spots[--index] = FALSE; |
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55 } while (index > 0); |
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56 |
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57 /* Find a suitable spot next to the player */ |
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58 for (y=hero.y-1; y<hero.y+2; y++) |
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59 for (x=hero.x-1; x<hero.x+2; x++, index++) { |
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60 /* Make sure x coordinate is in range and that we are |
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61 * not at the player's position |
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62 */ |
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63 if (x<0 || x >= cols || index == 4) continue; |
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64 |
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65 /* Is it OK to move there? */ |
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66 if (step_ok(y, x, NOMONST, tp) && |
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67 (!isatrap(mvwinch(cw, y, x)) || |
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68 rnd(10) >= tp->t_stats.s_intel || |
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69 on(*tp, ISFLY))) { |
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70 /* OK, we can go here. But don't go there if |
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71 * monster can't get at player from there |
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72 */ |
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73 tryp.y = y; |
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74 tryp.x = x; |
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75 if (diag_ok(&tryp, &hero, tp)) { |
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76 spots[index] = TRUE; |
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77 found_one = TRUE; |
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78 } |
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79 } |
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80 } |
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81 |
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82 /* If we found one, go to it */ |
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83 if (found_one) { |
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84 char rch; /* What's really where the creatures moves to */ |
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85 |
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86 /* Find a legal spot */ |
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87 while (spots[index=rnd(9)] == FALSE) continue; |
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88 |
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89 /* Get the coordinates */ |
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90 y = hero.y + (index/3) - 1; |
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91 x = hero.x + (index % 3) - 1; |
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