view xrogue/main.c @ 310:827441d05b3e

Advanced Rogue family: fix some potential buffer overflows. Some code for determining the score file location assumed that PATH_MAX would be less than 1024, which cannot be guaranteed. Advanced Rogue 5 and 7, and XRogue, have had the buffers for the file name enlarged. UltraRogue never called the functions, so the code has been deleted instead.
author John "Elwin" Edwards
date Mon, 03 May 2021 19:05:37 -0400
parents e52a8a7ad4c5
children
line wrap: on
line source

/*
    main.c  -  setup code
    
    XRogue: Expeditions into the Dungeons of Doom
    Copyright (C) 1991 Robert Pietkivitch
    All rights reserved.
    
    Based on "Advanced Rogue"
    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
    All rights reserved.

    Based on "Rogue: Exploring the Dungeons of Doom"
    Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
    All rights reserved.
    
    See the file LICENSE.TXT for full copyright and licensing information.
*/
 
#include <stdlib.h>
#include <string.h>
#include <curses.h>
#include <signal.h>
#include <limits.h>
#include <time.h>

#include "mach_dep.h"
#include "network.h"
#include "rogue.h"

void open_records(void);
bool too_much(void);
bool author(void);
bool playtime(void);
bool betaover(void);

int
main(int argc, char *argv[], char *envp[])
{
    register char *env;

    md_init();

    /*
     * get home and options from environment
     */

    strncpy(home, md_gethomedir(), LINELEN);
    home[LINELEN-1] = '\0';

    /* Get default save file */
    strcpy(file_name, home);
    strcat(file_name, "xrogue.sav");

    /* Get default score file */
#ifdef SCOREFILE
    strncpy(score_file, SCOREFILE, PATH_MAX);
    score_file[PATH_MAX-1] = '\0';
#else
    strcpy(score_file, md_getroguedir());

    if (*score_file)
        strcat(score_file,"/");

    strcat(score_file, "xrogue.scr");
#endif

#ifdef SAVEDIR
    /* Check for common save location */
    if (argc >= 3 && strcmp(argv[1], "-n") == 0)
    {
        strncpy(whoami, argv[2], 79);
        whoami[79] = '\0';
        use_savedir = TRUE;
        if (LINELEN <= snprintf(file_name, LINELEN, "%s/%d-%s.xrsav", SAVEDIR, 
                     md_getuid(), whoami))
        {
            strcpy(file_name, "xrogue.sav");
            use_savedir = FALSE;
        }
    }
#endif

    if ((env = getenv("ROGUEOPTS")) != NULL)
        parse_opts(env);
    
    if (whoami[0] == '\0')
        strucpy(whoami, md_getusername(), strlen(md_getusername()));

    open_records();
    if (!use_savedir)
        md_normaluser();
    /*
     * check for print-score option
     */
    if (argc == 2 && strcmp(argv[1], "-s") == 0)
    {
        waswizard = TRUE;
        score((long)0, SCOREIT, (short)0);
        exit_game(0);
    }

    /*
     * Check for a network update
     */
    if (argc == 2 && strcmp(argv[1], "-u") == 0) {
        int errcheck, errors = 0;
        unsigned long amount;
        short monster;

        /* Read in the amount and monster values to pass to score */
        amount = netread(&errcheck, sizeof(unsigned long), stdin);
        if (errcheck) errors++;

        monster = (short) netread(&errcheck, sizeof(short), stdin);
        if (errcheck) errors++;

        /* Now do the update if there were no errors */
        if (errors) exit_game(0);
        else {
            score((long)amount, UPDATE, (short)monster);
            exit_game(0);
        }
    }

    /*
     * Check to see if he is a wizard
     */
#ifdef WIZARD
    if (argc >= 2 && argv[1][0] == '\0')
        if (strcmp(PASSWD, xcrypt(md_getpass("Wizard's password: "), "mT")) == 0)
        {
            wizard = TRUE;
            argv++;
            argc--;
        }
#endif

    if (betaover())
    {
        printf("Sorry, %s, but the test period of this prerelease version\n",whoami);
        printf("of xrogue is over. Please acquire a new version. Sorry.\n");
        exit_game(0);
    }

    if (!wizard && !author() && !playtime()) {
        printf("Sorry, %s, but you can't play during working hours.\n", whoami);
        printf("Try again later.\n");
        exit_game(0);
    }
    if (!wizard && !author() && too_much()) {
        printf("Sorry, %s, but the system is too loaded now.\n", whoami);
        printf("Try again later.\n");
        exit_game(0);
    }

    if (use_savedir)
    {
        /* restore() will return TRUE if a new game should be started. */
        if (!restore(file_name, envp))
            exit_game(0);
    }
    if (argc == 2)
        if (!restore(argv[1], envp)) /* Note: restore will never return */
            exit_game(0);

    if (wizard && getenv("SEED") != NULL) {
        seed = atoi(getenv("SEED")); 
    }
    else {
        seed = md_random_seed();
    }
    if (wizard)
        printf("Hello %s, welcome to dungeon #%d\n", whoami, seed);
    else
        printf("Hello %s, just a moment while I dig the dungeon...\n", whoami);
    fflush(stdout);
   
    md_srand(seed);

    init_things();                      /* Set up probabilities of things */
    init_colors();                      /* Set up colors of potions */
    init_stones();                      /* Set up stone settings of rings */
    init_materials();                   /* Set up materials of wands */
    init_names();                       /* Set up names of scrolls */
    init_misc();                        /* Set up miscellaneous magic */
    init_foods();                       /* set up the food table */

    initscr();                          /* Start up cursor package */

    typeahead(-1);          /* turn off 3.2/4.0 curses feature */

    if (COLS < MINCOLS)
    {
        printf("\n\nSorry, %s, but your terminal window has too few columns.\n", whoami);
        printf("Your terminal has %d columns, needs 70.\n",COLS);
        byebye(0);
    }
    if (LINES < MINLINES)
    {
        printf("\n\nSorry, %s, but your terminal window has too few lines.\n", whoami);
        printf("Your terminal has %d lines, needs 22.\n",LINES);
        byebye(0);
    }
    
    cols  = COLS;
    lines = LINES;

    if ( cols % 2 != 0)  cols -=1;          /* must be even for maze code */
    if (lines % 2 != 0) lines -=1;          /* must be even for maze code */

    /*
     * Now that we have cols and lines, we can update our window
     * structure for non-hardware windows.
     */
    setup();
    /*
     * Set up windows
     */
    cw = newwin(lines, cols, 0, 0);
    mw = newwin(lines, cols, 0, 0);
    hw = newwin(lines, cols, 0, 0);
    msgw = newwin(4, cols, 0, 0);
    if (cw == NULL || hw == NULL || mw == NULL || msgw == NULL) {
        exit_game(EXIT_CLS | EXIT_ENDWIN);
    }

    keypad(cw, TRUE);
    keypad(hw, TRUE);

    init_player();                      /* Roll up the rogue */
    waswizard = wizard;

    draw(cw);
    /* A super wizard doesn't have to get equipped */
    /* Check if "" option is TRUE and get environment flag */
    if ((wizard && strcmp(getenv("SUPER"),"YES") == 0) || def_attr == TRUE) {
        level = 1;
        new_level(NORMLEV);
    }
    else 
        new_level(STARTLEV);            /* Draw current level */

    /*
     * Start up daemons and fuses
     */
    start_daemon(doctor, &player, AFTER);
    fuse(swander, NULL, WANDERTIME, AFTER);
    /* Give characters their innate abilities */
    if (player.t_ctype == C_MAGICIAN || player.t_ctype == C_RANGER)
            fuse(spell_recovery, NULL, SPELLTIME, AFTER);
    if (player.t_ctype == C_DRUID    || player.t_ctype == C_MONK)
            fuse(chant_recovery, NULL, SPELLTIME, AFTER);
    if (player.t_ctype == C_CLERIC   || player.t_ctype == C_PALADIN)
            fuse(prayer_recovery, NULL, SPELLTIME, AFTER);
    start_daemon(stomach, NULL, AFTER);
    if (player.t_ctype == C_THIEF    ||
        player.t_ctype == C_ASSASSIN ||
        player.t_ctype == C_MONK)
            start_daemon(trap_look, NULL, AFTER);

    /* Does this character have any special knowledge? */
    switch (player.t_ctype) {
        case C_ASSASSIN:
            /* Assassins automatically recognize poison */
            p_know[P_POISON] = TRUE;
        when C_FIGHTER:
            /* Fighters automatically recognize skill */
            p_know[P_SKILL] = TRUE;
    }

    /* Choose an initial quest item */
    if (!wizard) {
    if (def_attr == FALSE)
        quest_item = rnd(MAXRELIC);
    }
    mpos = 0;
    draw(cw);
    msg("You have been quested to retrieve the %s....",
         rel_magic[quest_item].mi_name);
    mpos = 0;
    playit();
}

/*
 * endit:
 *      Exit the program abnormally.
 */

void
endit(int sig)
{
	NOOP(sig);
    fatal("Ok, if you want to exit that badly, I'll have to allow it\n");
}

/*
 * fatal:
 *      Exit the program, printing a message.
 */

void
fatal(char *s)
{
    clear();
    move(lines-2, 0);
    printw("%s", s);
    draw(stdscr);
    printf("\n");       /* So the curser doesn't stop at the end of the line */
    exit_game(EXIT_ENDWIN);
}

/*
 * rnd:
 *      Pick a very random number.
 */

int
rnd(int range)
{
    return( md_rand(range) );
}

/*
 * roll:
 *      roll a number of dice
 */

int
roll(int number, int sides)
{
    register int dtotal = 0;

    while(number--)
        dtotal += rnd(sides)+1;
    return dtotal;
}

void
setup(void)
{
	md_setup();
}

/*
 * playit:
 *      The main loop of the program.  Loop until the game is over,
 * refreshing things and looking at the proper times.
 */

void
playit(void)
{
    register char *opts;

    /*
     * parse environment declaration of options
     */
    if ((opts = getenv("ROGUEOPTS")) != NULL)
        parse_opts(opts);

    player.t_oldpos = hero;
    oldrp = roomin(&hero);
    after = TRUE;
    command();                  /* Command execution */
    endit(-1);
}

/*
 * see if the system is being used too much for this game
 */

bool
too_much(void)
{
    /* we no longer do load checking or user counts */
    return(FALSE);
}

/*
 * author:
 *      See if a user is an author of the program
 */

bool
author(void)
{
        switch (md_getuid()) {
                case 0: /* always OK for root to play */
                        return TRUE;
                default:
                        return FALSE;
        }
}

/*
 * playtime:
 *      Returns TRUE when it is a good time to play rogue
 */

bool
playtime(void)
{
        /* we no longer do playtime checking */

        return TRUE;
}

/*
 * betaover:
 *      Returns TRUE if the test period of this version of the game is over
 */

bool
betaover(void)
{
     return(FALSE);
}


void
exit_game(int flag)
{
    int i;

    if (flag & EXIT_CLS)  /* Clear Screen    */
    {
        wclear(cw);
        draw(cw);
    }

    if (flag & EXIT_ENDWIN)  /* Shutdown Curses */
    {
        keypad(cw,FALSE);
        keypad(hw,FALSE);
        delwin(cw);
        delwin(mw);
        delwin(hw);
        delwin(msgw);
        if (!isendwin())
            endwin();
    }
    o_free_list(player.t_pack);
    t_free_list(mlist);
    t_free_list(rlist);
    t_free_list(tlist);
    o_free_list(lvl_obj);               /* Free up previous objects (if any) */
    for (i = 0; i < MAXROOMS; i++)
    {
        r_free_list(rooms[i].r_exit);        /* Free up the exit lists */ 
        _r_free_fire_list(&rooms[i].r_fires);
    }

    for(i=0; i<MAXSCROLLS; i++)
    {
        if (s_names[i] != NULL)
            free( s_names[i] );
        if (s_guess[i] != NULL)
            free( s_guess[i] );
    }

    for(i=0; i<MAXPOTIONS; i++)
    {
        if (p_guess[i] != NULL)
            free( p_guess[i] );
    }

    for(i=0; i<MAXRINGS; i++)
    {
        if (r_guess[i] != NULL)
            free( r_guess[i] );
    }

    for(i=0; i<MAXSTICKS; i++)
    {
        if (ws_guess[i] != NULL)
            free( ws_guess[i] );
    }

    exit(0);
}

void
open_records(void)
{
    if (scorefi == NULL)
        scorefi = fopen(score_file, "rb+");
    if (scorefi == NULL)
        scorefi = fopen(score_file, "wb+");
    /* If opening fails, that will be handled when trying to write. */
#ifdef LOGFILE
    if (logfile == NULL)
        logfile = fopen(LOGFILE, "a");
#endif
    return;
}