Mercurial > hg > early-roguelike
annotate rogue4/fight.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 | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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1 /* |
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2 * All the fighting gets done here |
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3 * |
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4 * @(#)fight.c 4.30 (Berkeley) 4/6/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include <curses.h> |
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14 #include <ctype.h> |
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15 #include <string.h> |
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16 #include "rogue.h" |
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17 |
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18 long e_levels[] = { |
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19 10L,20L,40L,80L,160L,320L,640L,1280L,2560L,5120L,10240L,20480L, |
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20 40920L, 81920L, 163840L, 327680L, 655360L, 1310720L, 2621440L, 0L |
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21 }; |
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22 |
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23 /* |
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24 * fight: |
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25 * The player attacks the monster. |
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26 */ |
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27 fight(mp, mn, weap, thrown) |
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28 register coord *mp; |
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29 char mn; |
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30 register THING *weap; |
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31 bool thrown; |
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32 { |
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33 register THING *tp; |
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34 register bool did_hit = TRUE; |
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35 register const char *mname; |
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36 |
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37 /* |
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38 * Find the monster we want to fight |
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39 */ |
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40 #ifdef WIZARD |
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41 if ((tp = moat(mp->y, mp->x)) == NULL) |
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42 debug("Fight what @ %d,%d", mp->y, mp->x); |
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43 #else |
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44 tp = moat(mp->y, mp->x); |
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45 #endif |
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46 /* |
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47 * Since we are fighting, things are not quiet so no healing takes |
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48 * place. |
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49 */ |
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50 count = quiet = 0; |
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51 runto(mp, &hero); |
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52 /* |
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53 * Let him know it was really a mimic (if it was one). |
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54 */ |
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55 if (tp->t_type == 'M' && tp->t_disguise != 'M' && !on(player, ISBLIND)) |
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56 { |
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57 tp->t_disguise = 'M'; |
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58 if (!thrown) |
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59 return FALSE; |
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60 msg("wait! That's a mimic!"); |
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61 } |
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62 did_hit = FALSE; |
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63 if (on(player, ISBLIND)) |
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64 mname = "it"; |
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65 else |
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66 mname = monsters[mn-'A'].m_name; |
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67 if (roll_em(&player, tp, weap, thrown)) |
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68 { |
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69 did_hit = FALSE; |
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70 if (thrown) |
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71 thunk(weap, mname); |
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72 else |
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73 hit(NULL, mname); |
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74 if (on(player, CANHUH)) |
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75 { |
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76 did_hit = TRUE; |
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77 tp->t_flags |= ISHUH; |
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78 player.t_flags &= ~CANHUH; |
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79 msg("your hands stop glowing red"); |
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80 } |
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81 if (tp->t_stats.s_hpt <= 0) |
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82 killed(tp, TRUE); |
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83 else if (did_hit && !on(player, ISBLIND)) |
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84 msg("the %s appears confused", mname); |
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85 did_hit = TRUE; |
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86 } |
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87 else |
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88 if (thrown) |
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89 bounce(weap, mname); |
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90 else |
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91 miss(NULL, mname); |
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92 return did_hit; |
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93 } |
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94 |
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95 /* |
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96 * attack: |
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97 * The monster attacks the player |
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98 */ |
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99 attack(mp) |
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100 register THING *mp; |
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101 { |
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102 register const char *mname; |
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103 |
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104 /* |
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105 * Since this is an attack, stop running and any healing that was |
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