Mercurial > hg > early-roguelike
annotate xrogue/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 | 856017d63519 |
children | f54901b9c39b |
rev | line source |
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133
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1 /* |
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2 fight.c - All the fighting gets done here |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <curses.h> |
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20 #include <ctype.h> |
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21 #include <string.h> |
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22 #include "rogue.h" |
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23 |
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24 #define CONF_DAMAGE -1 |
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25 #define PARAL_DAMAGE -2 |
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26 #define DEST_DAMAGE -3 |
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27 #define DRAIN_DAMAGE -4 |
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28 |
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29 int killed_chance = 0; /* cumulative chance for goodies to loose it */ |
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30 |
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31 /* |
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32 * returns true if player has a any chance to hit the monster |
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33 */ |
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34 |
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35 player_can_hit(tp, weap) |
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36 register struct thing *tp; |
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37 register struct object *weap; |
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38 { |
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39 if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT)) |
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40 return(TRUE); |
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41 if (weap && weap->o_type == RELIC) |
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42 return(TRUE); |
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43 if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2)) |
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44 return(TRUE); |
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45 if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1)) |
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46 return(TRUE); |
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47 if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0)) |
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48 return(TRUE); |
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49 if (player.t_ctype == C_MONK) { |
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50 if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15) |
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51 return(TRUE); |
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52 if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10) |
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53 return(TRUE); |
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54 if (on(*tp, MAGICHIT) && pstats.s_lvl > 5) |
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55 return(TRUE); |
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56 } |
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57 return(FALSE); |
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58 } |
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59 |
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60 /* |
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61 * fight: |
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62 * The player attacks the monster. |
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63 */ |
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64 |
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65 fight(mp, weap, thrown) |
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66 register coord *mp; |
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67 struct object *weap; |
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68 bool thrown; |
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69 { |
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70 register struct thing *tp; |
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71 register struct linked_list *item; |
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72 register bool did_hit = TRUE; |
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73 bool see_def, back_stab = FALSE; |
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74 register char *mname; |
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75 |
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76 /* |
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77 * Find the monster we want to fight |
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78 */ |
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79 if ((item = find_mons(mp->y, mp->x)) == NULL) { |
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80 return(FALSE); /* must have killed him already */ |
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81 } |
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82 tp = THINGPTR(item); |
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83 |
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84 /* |
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85 * Since we are fighting, things are not quiet so no healing takes |
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86 * place. The -1 also tells us that we are in a fight. |
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87 */ |
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88 player.t_quiet = -1; |
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89 tp->t_quiet = -1; |
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90 |
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91 see_def = ((off(*tp, ISINVIS) || on(player, CANSEE)) && |
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92 (off(*tp, ISSHADOW) || on(player, CANSEE)) && |
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