Mercurial > hg > early-roguelike
annotate rogue4/pack.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 * Routines to deal with the pack |
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3 * |
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4 * @(#)pack.c 4.15 (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 "rogue.h" |
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16 |
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17 /* |
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18 * update_mdest: |
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19 * Called after picking up an object, before discarding it. |
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20 * If this was the object of something's desire, that monster will |
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21 * get mad and run at the hero |
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22 */ |
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23 update_mdest(obj) |
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24 register THING *obj; |
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25 { |
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26 register THING *mp; |
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27 |
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28 for (mp = mlist; mp != NULL; mp = next(mp)) |
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29 if (mp->t_dest == &obj->o_pos) |
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30 mp->t_dest = &hero; |
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31 } |
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32 |
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33 /* |
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34 * add_pack: |
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35 * Pick up an object and add it to the pack. If the argument is |
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36 * non-null use it as the linked_list pointer instead of gettting |
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37 * it off the ground. |
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38 */ |
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39 add_pack(obj, silent) |
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40 register THING *obj; |
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41 bool silent; |
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42 { |
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43 register THING *op, *lp = NULL; |
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44 register bool exact, from_floor; |
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45 register char floor; |
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46 int discarded = 0; |
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47 |
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48 if (obj == NULL) |
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49 { |
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50 from_floor = TRUE; |
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51 if ((obj = find_obj(hero.y, hero.x)) == NULL) |
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52 return; |
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53 } |
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54 else |
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55 from_floor = FALSE; |
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56 /* |
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57 * Link it into the pack. Search the pack for a object of similar type |
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58 * if there isn't one, stuff it at the beginning, if there is, look for one |
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59 * that is exactly the same and just increment the count if there is. |
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60 * it that. Food is always put at the beginning for ease of access, but |
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61 * is not ordered so that you can't tell good food from bad. First check |
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62 * to see if there is something in thr same group and if there is then |
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63 * increment the count. |
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64 */ |
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65 /* floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; */ |
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66 if (proom) floor = (proom->r_flags & ISGONE) ? PASSAGE : FLOOR; |
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67 else floor = FLOOR; |
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68 if (obj->o_group) |
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69 { |
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70 for (op = pack; op != NULL; op = next(op)) |
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71 { |
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72 if (op->o_group == obj->o_group) |
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73 { |
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74 /* |
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75 * Put it in the pack and notify the user |
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76 */ |
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77 op->o_count++; |
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78 if (from_floor) |
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79 { |
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80 detach(lvl_obj, obj); |
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81 mvaddch(hero.y, hero.x, floor); |
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82 chat(hero.y, hero.x) = floor; |
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83 } |
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84 update_mdest(obj); |
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85 discard(obj); |
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86 obj = op; |
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87 discarded = 1; |
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88 goto picked_up; |
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89 } |
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90 } |
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91 } |
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92 /* |
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93 * Check if there is room |
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94 */ |
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95 if (inpack == MAXPACK-1) |
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96 { |
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97 msg("you can't carry anything else"); |
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98 return; |
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99 } |
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100 /* |
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101 * Check for and deal with scare monster scrolls |
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102 */ |
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103 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) |
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104 if (obj->o_flags & ISFOUND) |
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105 { |
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