Mercurial > hg > early-roguelike
annotate arogue7/new_level.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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125
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1 /* |
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2 * new_level.c - Dig and draw a new level |
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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 #include "curses.h" |
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16 #include "rogue.h" |
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17 #define TERRASAVE 3 |
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18 |
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19 /* |
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20 * new_level: |
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21 * Dig and draw a new level |
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22 * |
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23 */ |
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24 |
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25 new_level(ltype) |
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26 LEVTYPE ltype; /* designates type of level to create */ |
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27 { |
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28 register int rm, i, cnt; |
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29 register char ch; |
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30 register struct linked_list *item; |
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31 register struct thing *tp; |
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32 register struct object *obj; |
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33 int waslit = 0; /* Was the previous outside level lit? */ |
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34 int starty, startx, deltay, deltax; |
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35 bool fresh=TRUE, vert, top; |
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36 struct room *rp; |
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37 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL; |
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38 coord stairs; |
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39 |
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40 if (wizard) { |
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41 msg("Turns: %d", turns); /* Number of turns for last level */ |
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42 mpos = 0; |
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43 } |
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44 |
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45 /* Start player off right */ |
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46 turn_off(player, ISHELD); |
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47 turn_off(player, ISFLEE); |
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48 extinguish(suffocate); |
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49 hold_count = 0; |
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50 trap_tries = 0; |
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51 |
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52 /* Are we just entering a dungeon? If so, how big is it? */ |
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53 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11); |
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54 |
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55 if (level > max_level) |
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56 max_level = level; |
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57 |
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58 /* Are we starting a new outside level? */ |
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59 if (ltype == OUTSIDE) { |
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60 register int i, j; |
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61 |
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62 /* Save some information prior to clearing the screen */ |
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63 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE; |
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64 else vert = FALSE; |
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65 |
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66 if (level == -1) { |
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67 fresh = TRUE; |
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68 starty = 2; |
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69 startx = 1; |
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70 deltay = deltax = 1; |
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71 level = 0; /* Restore the level */ |
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72 } |
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73 else { /* Copy several lines of the terrain to the other end */ |
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74 char cch; /* Copy character */ |
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75 |
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76 /* Was the area dark (not magically lit)? */ |
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77 if (!(rooms[0].r_flags & ISDARK)) waslit = 1; |
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78 |
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79 fresh = FALSE; |
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80 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE; |
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81 else top = FALSE; |
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82 for (i=0; i<TERRASAVE; i++) { |
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83 if (vert) |
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84 for (j=1; j<cols-1; j++) { |
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85 if (top) { |
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86 cch = CCHAR( mvinch(i+2, j) ); |
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87 mvaddch(lines-6+i, j, cch); |
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88 } |
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89 else { |
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90 cch = CCHAR( mvinch(lines-4-i, j) ); |
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