Mercurial > hg > early-roguelike
view arogue7/chase.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 |
|---|---|
| date | Sun, 02 Aug 2015 12:14:47 -0400 |
| parents | adfa37e67084 |
| children | f9ef86cf22b2 |
line wrap: on
line source
/* * chase.c - Code for one object to chase another * * Advanced Rogue * Copyright (C) 1984, 1985, 1986 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. */ /* * Code for one object to chase another * */ #include <ctype.h> #include <limits.h> #include "curses.h" #include "rogue.h" #define MAXINT INT_MAX #define MININT INT_MIN /* * Canblink checks if the monster can teleport (blink). If so, it will * try to blink the monster next to the player. */ bool can_blink(tp) register struct thing *tp; { register int y, x, index=9; coord tryp; /* To hold the coordinates for use in diag_ok */ bool spots[9], found_one=FALSE; /* * First, can the monster even blink? And if so, there is only a 50% * chance that it will do so. And it won't blink if it is running or * held. */ if (off(*tp, CANBLINK) || (on(*tp, ISHELD)) || on(*tp, ISFLEE) || tp->t_action == A_FREEZE || (rnd(12) < 6)) return(FALSE); /* Initialize the spots as illegal */ do { spots[--index] = FALSE; } while (index > 0); /* Find a suitable spot next to the player */ for (y=hero.y-1; y<hero.y+2; y++) for (x=hero.x-1; x<hero.x+2; x++, index++) { /* Make sure x coordinate is in range and that we are * not at the player's position */ if (x<0 || x >= cols || index == 4) continue; /* Is it OK to move there? */ if (step_ok(y, x, NOMONST, tp) && (!isatrap(mvwinch(cw, y, x)) || rnd(10) >= tp->t_stats.s_intel || on(*tp, ISFLY))) { /* OK, we can go here. But don't go there if * monster can't get at player from there */ tryp.y = y; tryp.x = x; if (diag_ok(&tryp, &hero, tp)) { spots[index] = TRUE; found_one = TRUE; } } } /* If we found one, go to it */ if (found_one) { char rch; /* What's really where the creatures moves to */ /* Find a legal spot */ while (spots[index=rnd(9)] == FALSE) continue; /* Get the coordinates */ y = hero.y + (index/3) - 1; x = hero.x + (index % 3) - 1; /* Move the monster from the old space */ mvwaddch(cw, tp->t_pos.y, tp->t_pos.x, tp->t_oldch); /* Move it to the new space */ tp->t_oldch = CCHAR( mvwinch(cw, y, x) ); /* Display the creature if our hero can see it */ if (cansee(y, x) && off(*tp, ISINWALL) && !invisible(tp)) mvwaddch(cw, y, x, tp->t_type); /* Fix the monster window */ mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, ' '); /* Clear old position */ mvwaddch(mw, y, x, tp->t_type); /* Record the new position */ tp->t_pos.y = y; tp->t_pos.x = x; /* If the monster is on a trap, trap it */ rch = CCHAR( mvinch(y, x) ); if (isatrap(rch)) { if (cansee(y, x)) tp->t_oldch = rch; be_trapped(tp, &(tp->t_pos)); } } return(found_one); } /* * Can_shoot determines if the monster (er) has a direct line of shot * at the prey (ee). If so, it returns the direction in which to shoot. */ coord * can_shoot(er, ee) register coord *er, *ee; { static coord shoot_dir; /* * They must be in the same room or very close (at door) */ if (roomin(er) != roomin(ee) && DISTANCE(er->y,er->x,ee->y,ee->x) > 1) return(NULL); /* Do we have a straight shot? */ if (!straight_shot(er->y, er->x, ee->y, ee->x, &shoot_dir)) return(NULL); else return(&shoot_dir); } /* * chase: * Find the spot for the chaser(er) to move closer to the * chasee(ee). Rer is the room of the chaser, and ree is the * room of the creature being chased (chasee). */ chase(tp, ee, rer, ree, flee) register struct thing *tp; register coord *ee; register struct room *rer, *ree; bool flee; /* True if destination (ee) is player and monster is running away * or the player is in a wall and the monster can't get to it */ { int dist, thisdist, monst_dist = MAXINT; register coord *er = &tp->t_pos; struct thing *prey; /* What we are chasing */ coord ch_ret; /* Where chasing takes you */ char ch, mch; bool next_player = FALSE; /* * set the distance from the chas(er) to the chas(ee) here and then * we won't have to reset it unless the chas(er) moves (instead of shoots) */ dist = DISTANCE(er->y, er->x, ee->y, ee->x); /* * See if our destination is a monster or player. If so, make "prey" point * to it. */ if (ce(hero, *ee)) prey = &player; /* Is it the player? */ else if (tp->t_dest && ce(*(tp->t_dest), *ee)) { /* Is it a monster? */ struct linked_list *item; /* What is the monster we're chasing? */ item = find_mons(ee->y, ee->x); if (item != NULL) prey = THINGPTR(item); else prey = NULL; } else prey = NULL; /* We will use at least one movement period */ tp->t_no_move = movement(tp); if (on(*tp, ISFLY)) /* If the creature is flying, speed it up */ tp->t_no_move /= 2; /* * If the thing is confused or it can't see the player, * let it move randomly. */ if ((on(*tp, ISHUH) && rnd(10) < 8) || (prey && on(*prey, ISINVIS) && off(*tp, CANSEE))) { /* invisible prey */ /* * get a valid random move */ tp->t_newpos = *rndmove(tp); dist = DISTANCE(tp->t_newpos.y, tp->t_newpos.x, ee->y, ee->x); } /* * Otherwise, find the empty spot next to the chaser that is * closest to the chasee. */ else { register int ey, ex, x, y; int dist_to_old = MININT; /* Dist from goal to old position */ /* * This will eventually hold where we move to get closer * If we can't find an empty spot, we stay where we are. */ dist = flee ? 0 : MAXINT; ch_ret = *er; /* Are we at our goal already? */ if (!flee && ce(ch_ret, *ee)) { turn_off(*tp, ISRUN); /* So stop running! */ return; } ey = er->y + 1; ex = er->x + 1; /* Check all possible moves */ for (x = er->x - 1; x <= ex; x++) { if (x < 0 || x >= cols) /* Don't try off the board */ continue; for (y = er->y - 1; y <= ey; y++) { coord tryp; if ((y < 1) || (y >= lines - 2)) /* Don't try off the board */ continue; /* Don't try the player if not going after the player */ if ((flee || !ce(hero, *ee) || on(*tp, ISFRIENDLY)) && x == hero.x && y == hero.y) { next_player = TRUE; continue; } tryp.x = x; tryp.y = y; /* Is there a monster on this spot closer to our goal? * Don't look in our spot or where we were. */ if (!ce(tryp, *er) && !ce(tryp, tp->t_oldpos) && isalpha(mch = CCHAR( mvwinch(mw, y, x) ) )) { int test_dist; test_dist = DISTANCE(y, x, ee->y, ee->x); if (test_dist <= 25 && /* Let's be fairly close */ test_dist < monst_dist) { /* Could we really move there? */ mvwaddch(mw, y, x, ' '); /* Temporarily blank monst */ if (diag_ok(er, &tryp, tp)) monst_dist = test_dist; mvwaddch(mw, y, x, mch); /* Restore monster */ } } /* Can we move onto the spot? */ if (!diag_ok(er, &tryp, tp)) continue; ch = CCHAR( mvwinch(cw, y, x) ); /* Screen character */ /* * Stepping on player is NOT okay if we are fleeing. * If we are friendly to the player and there is a monster * in the way that is not of our race, it is okay to move * there. */ if (step_ok(y, x, FIGHTOK, tp) && (off(*tp, ISFLEE) || ch != PLAYER)) { /* * If it is a trap, an intelligent monster may not * step on it (unless our hero is on top!) */ if ((isatrap(ch)) && (rnd(10) < tp->t_stats.s_intel) && (!on(*tp, ISFLY)) && (y != hero.y || x != hero.x)) continue; /* * OK -- this place counts */ thisdist = DISTANCE(y, x, ee->y, ee->x); /* Adjust distance if we are being shot at */ if (tp->t_wasshot && tp->t_stats.s_intel > 5 && prey != NULL) { /* Move out of line of sight */ if (straight_shot(tryp.y, tryp.x, ee->y, ee->x, NULL)) { if (flee) thisdist -= SHOTPENALTY; else thisdist += SHOTPENALTY; } /* But do we want to leave the room? */ else if (rer && rer == ree && ch == DOOR) thisdist += DOORPENALTY; } /* Don't move to the last position if we can help it * (unless out prey just moved there) */ if (ce(tryp, tp->t_oldpos) && (flee || !ce(tryp, hero))) dist_to_old = thisdist; else if ((flee && (thisdist > dist)) || (!flee && (thisdist < dist))) { ch_ret = tryp; dist = thisdist; } } } } /* If we aren't trying to get the player, but he is in our way, * hit him (unless we have been turned or are friendly). next_player * being TRUE -> we are next to the player but don't want to hit him. * * If we are friendly to the player, following him, and standing next * to him, we will try to help him out in battle. */ if (next_player && off(*tp, WASTURNED)) { if (off(*tp, ISFRIENDLY) && ((flee && ce(ch_ret, *er)) || (!flee && DISTANCE(er->y, er->x, ee->y, ee->x) < dist)) && step_ok(tp->t_dest->y, tp->t_dest->x, NOMONST, tp)) { /* Okay to hit player */ debug("Switching to hero."); tp->t_newpos = hero; tp->t_action = A_MOVE; return; } else if (on(*tp, ISFRIENDLY) && !flee && ce(*ee, hero)) { /* * Look all around the player. If there is a fightable * creature next to both of us, hit it. Otherwise, if * there is a fightable creature next to the player, try * to move next to it. */ dist = MAXINT; for (x = hero.x - 1; x <= hero.x + 1; x++) { if (x < 0 || x >= cols) /* Don't try off the board */ continue; for (y = hero.y - 1; y <= hero.y + 1; y++) { if ((y < 1) || (y >= lines - 2)) /* Stay on the board */ continue; /* Is there a fightable monster here? */ if (isalpha(mvwinch(mw, y, x)) && step_ok(y, x, FIGHTOK, tp) && off(*tp, ISSTONE)) { thisdist = DISTANCE(er->y, er->x, y, x); if (thisdist < dist) { dist = thisdist; ch_ret.y = y; ch_ret.x = x; } } } } /* Are we next to a bad guy? */ if (dist <= 2) { /* Get him! */ tp->t_newpos = ch_ret; tp->t_action = A_MOVE; } /* Try to move to the bad guy */ else if (dist < MAXINT) chase(tp, &ch_ret, roomin(&tp->t_pos), roomin(&ch_ret), FALSE); else tp->t_action = A_NIL; return; } }
