Mercurial > hg > early-roguelike
annotate arogue7/effects.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 | b786053d2f37 |
children | f9ef86cf22b2 |
rev | line source |
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125
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1 /* |
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2 * effects.c - functions for dealing with appllying effects to monsters |
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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 |
126 | 15 #include <string.h> |
125
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16 #include "curses.h" |
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17 #include "rogue.h" |
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18 |
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19 /* |
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20 * effect: |
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21 * Check for effects of one thing hitting another thing. Return |
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22 * the reason code if the defender is killed. Otherwise return 0. |
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23 */ |
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24 effect(att, def, weap, thrown, see_att, see_def) |
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25 register struct thing *att, *def; |
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26 struct object *weap; |
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27 bool thrown; |
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28 register bool see_att, see_def; |
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29 { |
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30 register bool att_player, def_player; |
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31 char attname[LINELEN+1], defname[LINELEN+1]; |
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32 |
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33 /* See if the attacker or defender is the player */ |
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34 att_player = (att == &player); |
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35 def_player = (def == &player); |
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36 |
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37 /* |
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38 * If the player could see the attacker or defender, they can't |
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39 * surprise anymore (don't bother checking if they could). |
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40 */ |
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41 if (see_att) turn_off(*att, CANSURPRISE); |
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42 if (see_def) turn_off(*def, CANSURPRISE); |
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43 |
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44 /* What are the attacker and defender names? */ |
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45 if (att_player) strcpy(attname, "you"); |
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46 else { |
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47 if (see_att) strcpy(attname, monster_name(att)); |
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48 else strcpy(attname, "something"); |
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49 } |
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50 |
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51 if (def_player) strcpy(defname, "you"); |
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52 else { |
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53 if (see_def) strcpy(defname, monster_name(def)); |
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54 else strcpy(defname, "something"); |
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55 } |
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56 |
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57 /* |
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58 * See what happens to the attacker first. We can skip this |
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59 * whole section, however, if the defender is the player. |
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60 * Nothing happens (yet) to anyone just for hitting the player. |
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61 */ |
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62 if (!def_player) { |
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63 if (!thrown) { /* Some things require a direct hit. */ |
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64 /* |
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65 * If the attacker hits a rusting monster, The weapon |
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66 * may be damaged |
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67 */ |
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68 if (on(*def, CANRUST) && weap && |
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69 weap->o_type != RELIC && (weap->o_flags & ISMETAL) && |
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70 !(weap->o_flags & ISPROT)) { |
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71 if ((weap->o_hplus < 1 && weap->o_dplus < 1) || |
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72 roll(1,20) < weap->o_hplus+weap->o_dplus+10) { |
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73 if (rnd(100) < 50) weap->o_hplus--; |
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74 else weap->o_dplus--; |
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75 if (att_player) |
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76 msg(terse ? "Your %s weakens!" |
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77 : "Your %s appears to be weaker now!", |
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78 weaps[weap->o_which].w_name); |
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79 } |
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80 } |
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81 } |
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82 |
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83 /* If the attacker hit something that shrieks, wake the dungeon */ |
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84 if (on(*def, CANSHRIEK)) { |
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85 turn_off(*def, CANSHRIEK); |
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86 if (see_def) |
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87 msg("%s emits a piercing shriek.", prname(defname, TRUE)); |
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88 else msg("You hear a piercing shriek."); |
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89 aggravate(TRUE, TRUE); |
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