Mercurial > hg > early-roguelike
annotate rogue4/monsters.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 * File with various monster functions in it |
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3 * |
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4 * @(#)monsters.c 4.24 (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 <string.h> |
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15 #include <ctype.h> |
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16 #include "rogue.h" |
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17 |
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18 /* |
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19 * List of monsters in rough order of vorpalness |
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20 * |
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21 * NOTE: This not initialized using strings so that xstr doesn't set up |
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22 * the string not to be saved. Otherwise genocide is lost through |
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23 * saving a game. |
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24 */ |
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25 char lvl_mons[] = { |
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26 'K', 'J', 'B', 'S', 'H', 'E', 'A', 'O', 'Z', 'G', 'L', 'C', 'R', |
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27 'Q', 'N', 'Y', 'T', 'W', 'F', 'I', 'X', 'U', 'M', 'V', 'P', 'D', |
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28 '\0' |
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29 }; |
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30 |
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31 char wand_mons[] = { |
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32 'K', 'J', 'B', 'S', 'H', ' ', 'A', 'O', 'Z', 'G', ' ', 'C', 'R', |
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33 'Q', ' ', 'Y', 'T', 'W', ' ', 'I', 'X', 'U', ' ', 'V', 'P', ' ', |
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34 '\0' |
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35 }; |
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36 |
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37 /* |
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38 * randmonster: |
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39 * Pick a monster to show up. The lower the level, |
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40 * the meaner the monster. |
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41 */ |
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42 randmonster(wander) |
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43 bool wander; |
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44 { |
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45 register int d; |
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46 register char *mons; |
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47 |
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48 mons = wander ? wand_mons : lvl_mons; |
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49 do |
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50 { |
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51 d = level + (rnd(10) - 5); |
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52 if (d < 1) |
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53 d = rnd(5) + 1; |
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54 if (d > 26) |
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55 d = rnd(5) + 22; |
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56 } while (mons[--d] == ' '); |
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57 return mons[d]; |
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58 } |
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59 |
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60 /* |
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61 * new_monster: |
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62 * Pick a new monster and add it to the list |
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63 */ |
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64 new_monster(tp, type, cp) |
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65 register THING *tp; |
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66 char type; |
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67 register coord *cp; |
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68 { |
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69 register struct monster *mp; |
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70 register int lev_add; |
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71 |
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72 if ((lev_add = level - AMULETLEVEL) < 0) |
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73 lev_add = 0; |
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74 attach(mlist, tp); |
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75 tp->t_type = type; |
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76 tp->t_disguise = type; |
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77 tp->t_pos = *cp; |
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78 tp->t_oldch = mvinch(cp->y, cp->x); |
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79 tp->t_room = roomin(cp); |
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80 moat(cp->y, cp->x) = tp; |
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81 mp = &monsters[tp->t_type-'A']; |
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82 tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add; |
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83 tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8); |
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84 tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add; |
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85 strncpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg,16); |
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86 tp->t_stats.s_str = mp->m_stats.s_str; |
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87 tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp); |
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88 tp->t_flags = mp->m_flags; |
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89 tp->t_turn = TRUE; |
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90 tp->t_pack = NULL; |
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91 if (ISWEARING(R_AGGR)) |
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92 runto(cp, &hero); |
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93 if (type == 'M') |
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94 switch (rnd(level > 25 ? 9 : 8)) |
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95 { |
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96 case 0: tp->t_disguise = GOLD; |
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97 when 1: tp->t_disguise = POTION; |
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98 when 2: tp->t_disguise = SCROLL; |
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99 when 3: tp->t_disguise = STAIRS; |
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100 when 4: tp->t_disguise = WEAPON; |
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101 when 5: tp->t_disguise = ARMOR; |
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102 when 6: tp->t_disguise = RING; |
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103 when 7: tp->t_disguise = STICK; |
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