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annotate xrogue/util.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 | ce0cf824c192 |
children | f54901b9c39b |
rev | line source |
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133
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1 /* |
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2 util.c - all sorts of miscellaneous routines |
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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> |
135 | 21 #include <string.h> |
133
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22 #include "rogue.h" |
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23 |
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24 /* |
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25 * this routine computes the players current AC without dex bonus's |
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26 */ |
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27 |
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28 int |
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29 ac_compute(ignoremetal) |
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30 bool ignoremetal; |
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31 { |
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32 register int ac; |
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33 |
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34 ac = pstats.s_arm; /* base armor of "skin" */ |
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35 if (cur_armor) { |
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36 if (!ignoremetal || |
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37 (cur_armor->o_which != LEATHER && |
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38 cur_armor->o_which != STUDDED_LEATHER && |
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39 cur_armor->o_which != PADDED_ARMOR)) |
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40 ac -= (10 - cur_armor->o_ac); |
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41 } |
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42 if (player.t_ctype == C_MONK) |
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43 ac -= pstats.s_lvl * 3 / 5; |
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44 ac -= ring_value(R_PROTECT); |
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45 if (cur_misc[WEAR_BRACERS] != NULL) |
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46 ac -= cur_misc[WEAR_BRACERS]->o_ac; |
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47 if (cur_misc[WEAR_CLOAK] != NULL) |
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48 ac -= cur_misc[WEAR_CLOAK]->o_ac; |
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49 |
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50 /* If player has the cloak, must be wearing it */ |
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51 if (cur_relic[EMORI_CLOAK]) ac -= 15; |
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52 |
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53 if (ac > 25) |
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54 ac = 25; |
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55 return(ac); |
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56 } |
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57 |
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58 /* |
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59 * aggravate: |
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60 * aggravate all the monsters on this level |
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61 */ |
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62 |
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63 aggravate(do_uniques, do_good) |
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64 bool do_uniques, do_good; |
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65 { |
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66 register struct linked_list *mi; |
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67 register struct thing *thingptr; |
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68 |
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69 for (mi = mlist; mi != NULL; mi = next(mi)) { |
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70 thingptr = THINGPTR(mi); |
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71 if (do_good == FALSE && off(*thingptr, ISMEAN)) continue; |
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72 if (do_uniques || off(*thingptr, ISUNIQUE)) runto(thingptr, &hero); |
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73 } |
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74 } |
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75 |
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76 /* |
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77 * cansee: |
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78 * returns true if the hero can see a certain coordinate. |
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79 */ |
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80 |
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81 cansee(y, x) |
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82 register int y, x; |
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83 { |
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84 register struct room *rer; |
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85 register int radius; |
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86 coord tp; |
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87 |
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88 if (on(player, ISBLIND)) |
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89 return FALSE; |
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90 |
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91 tp.y = y; |
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92 tp.x = x; |
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93 rer = roomin(&tp); |