Mercurial > hg > early-roguelike
annotate rogue4/scrolls.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 * Read a scroll and let it happen |
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3 * |
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4 * @(#)scrolls.c 4.21 (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 * read_scroll: |
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19 * Read a scroll from the pack and do the appropriate thing |
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20 */ |
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21 read_scroll() |
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22 { |
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23 register THING *obj; |
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24 register int y, x; |
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25 register char ch; |
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26 register THING *op; |
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27 register int index; |
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28 register bool discardit = FALSE; |
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29 |
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30 obj = get_item("read", SCROLL); |
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31 if (obj == NULL) |
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32 return; |
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33 if (obj->o_type != SCROLL) |
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34 { |
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35 if (!terse) |
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36 msg("there is nothing on it to read"); |
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37 else |
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38 msg("nothing to read"); |
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39 return; |
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40 } |
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41 msg("as you read the scroll, it vanishes"); |
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42 /* |
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43 * Calculate the effect it has on the poor guy. |
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44 */ |
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45 if (obj == cur_weapon) |
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46 cur_weapon = NULL; |
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47 switch (obj->o_which) |
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48 { |
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49 case S_CONFUSE: |
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50 /* |
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51 * Scroll of monster confusion. Give him that power. |
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52 */ |
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53 player.t_flags |= CANHUH; |
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54 msg("your hands begin to glow red"); |
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55 when S_ARMOR: |
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56 if (cur_armor != NULL) |
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57 { |
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58 cur_armor->o_ac--; |
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59 cur_armor->o_flags &= ~ISCURSED; |
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60 msg("your armor glows faintly for a moment"); |
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61 } |
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62 when S_HOLD: |
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63 /* |
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64 * Hold monster scroll. Stop all monsters within two spaces |
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65 * from chasing after the hero. |
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66 */ |
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67 |
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68 for (x = hero.x - 2; x <= hero.x + 2; x++) |
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69 if (x >= 0 && x < COLS) |
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70 for (y = hero.y - 2; y <= hero.y + 2; y++) |
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71 if (y >= 0 && y <= LINES - 1) |
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72 if ((op = moat(y, x)) != NULL) |
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73 { |
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74 op->t_flags &= ~ISRUN; |
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75 op->t_flags |= ISHELD; |
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76 } |
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77 when S_SLEEP: |
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78 /* |
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79 * Scroll which makes you fall asleep |
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80 */ |
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81 s_know[S_SLEEP] = TRUE; |
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82 no_command += rnd(SLEEPTIME) + 4; |
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83 player.t_flags &= ~ISRUN; |
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84 msg("you fall asleep"); |
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85 when S_CREATE: |
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86 /* |
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87 * Create a monster |
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88 * First look in a circle around him, next try his room |
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89 * otherwise give up |
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90 */ |
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91 { |
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92 register bool appear = 0; |
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93 coord mp; |
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94 |
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95 /* |
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96 * Search for an open place |
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97 */ |
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98 for (y = hero.y - 1; y <= hero.y + 1; y++) |
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99 for (x = hero.x - 1; x <= hero.x + 1; x++) |
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100 { |
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101 /* |
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102 * Don't put a monster in top of the player. |
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103 */ |
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104 if (y == hero.y && x == hero.x) |
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