Mercurial > hg > early-roguelike
view rogue3/things.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 | 527e2150eaf0 |
children | 0250220d8cdd |
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/* * Contains functions for dealing with things like * potions and scrolls * * @(#)things.c 3.37 (Berkeley) 6/15/81 * * 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 "curses.h" #include <ctype.h> #include <string.h> #include "rogue.h" /* * inv_name: * return the name of something as it would appear in an * inventory. */ char * inv_name(struct object *obj, int drop) { char *pb; switch(obj->o_type) { case SCROLL: if (obj->o_count == 1) strcpy(prbuf, "A scroll "); else sprintf(prbuf, "%d scrolls ", obj->o_count); pb = &prbuf[strlen(prbuf)]; if (s_know[obj->o_which]) sprintf(pb, "of %s", s_magic[obj->o_which].mi_name); else if (s_guess[obj->o_which]) sprintf(pb, "called %s", s_guess[obj->o_which]); else sprintf(pb, "titled '%s'", s_names[obj->o_which]); when POTION: if (obj->o_count == 1) strcpy(prbuf, "A potion "); else sprintf(prbuf, "%d potions ", obj->o_count); pb = &prbuf[strlen(prbuf)]; if (p_know[obj->o_which]) sprintf(pb, "of %s(%s)", p_magic[obj->o_which].mi_name, p_colors[obj->o_which]); else if (p_guess[obj->o_which]) sprintf(pb, "called %s(%s)", p_guess[obj->o_which], p_colors[obj->o_which]); else if (obj->o_count == 1) sprintf(prbuf, "A%s %s potion", vowelstr(p_colors[obj->o_which]), p_colors[obj->o_which]); else sprintf(prbuf, "%d %s potions", obj->o_count, p_colors[obj->o_which]); when FOOD: if (obj->o_which == 1) if (obj->o_count == 1) sprintf(prbuf, "A%s %s", vowelstr(fruit), fruit); else sprintf(prbuf, "%d %ss", obj->o_count, fruit); else if (obj->o_count == 1) strcpy(prbuf, "Some food"); else sprintf(prbuf, "%d rations of food", obj->o_count); when WEAPON: if (obj->o_count > 1) sprintf(prbuf, "%d ", obj->o_count); else strcpy(prbuf, "A "); pb = &prbuf[strlen(prbuf)]; if (obj->o_flags & ISKNOW) sprintf(pb, "%s %s", num(obj->o_hplus, obj->o_dplus), w_names[obj->o_which]); else sprintf(pb, "%s", w_names[obj->o_which]); if (obj->o_count > 1) strcat(prbuf, "s"); when ARMOR: if (obj->o_flags & ISKNOW) sprintf(prbuf, "%s %s", num(a_class[obj->o_which] - obj->o_ac, 0), a_names[obj->o_which]); else sprintf(prbuf, "%s", a_names[obj->o_which]); when AMULET: strcpy(prbuf, "The Amulet of Yendor"); when STICK: sprintf(prbuf, "A %s ", ws_type[obj->o_which]); pb = &prbuf[strlen(prbuf)]; if (ws_know[obj->o_which]) sprintf(pb, "of %s%s(%s)", ws_magic[obj->o_which].mi_name, charge_str(obj), ws_made[obj->o_which]); else if (ws_guess[obj->o_which]) sprintf(pb, "called %s(%s)", ws_guess[obj->o_which], ws_made[obj->o_which]); else sprintf(&prbuf[2], "%s %s", ws_made[obj->o_which], ws_type[obj->o_which]); when RING: if (r_know[obj->o_which]) sprintf(prbuf, "A%s ring of %s(%s)", ring_num(obj), r_magic[obj->o_which].mi_name, r_stones[obj->o_which]); else if (r_guess[obj->o_which]) sprintf(prbuf, "A ring called %s(%s)", r_guess[obj->o_which], r_stones[obj->o_which]); else sprintf(prbuf, "A%s %s ring", vowelstr(r_stones[obj->o_which]), r_stones[obj->o_which]); otherwise: debug("Picked up something funny"); sprintf(prbuf, "Something bizarre %s", unctrl(obj->o_type)); } if (obj == cur_armor) strcat(prbuf, " (being worn)"); if (obj == cur_weapon) strcat(prbuf, " (weapon in hand)"); if (obj == cur_ring[LEFT]) strcat(prbuf, " (on left hand)"); else if (obj == cur_ring[RIGHT]) strcat(prbuf, " (on right hand)"); if (drop && isupper(prbuf[0])) prbuf[0] = tolower(prbuf[0]); else if (!drop && islower(*prbuf)) *prbuf = toupper(*prbuf); if (!drop) strcat(prbuf, "."); return prbuf; } /* * money: * Add to characters purse */ void money() { struct room *rp; for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++) if (ce(hero, rp->r_gold)) { if (notify) { if (!terse) addmsg("You found "); msg("%d gold pieces.", rp->r_goldval); } purse += rp->r_goldval; rp->r_goldval = 0; cmov(rp->r_gold); addch(FLOOR); return; } msg("That gold must have been counterfeit"); } /* * drop: * put something down */ void drop() { int ch; struct linked_list *obj, *nobj; struct object *op; ch = mvwinch(stdscr, hero.y, hero.x); if (ch != FLOOR && ch != PASSAGE) { msg("There is something there already"); return; } if ((obj = get_item("drop", 0)) == NULL) return; op = (struct object *) ldata(obj); if (!dropcheck(op)) return; /* * Take it out of the pack */ if (op->o_count >= 2 && op->o_type != WEAPON) { nobj = new_item(sizeof *op); op->o_count--; op = (struct object *) ldata(nobj); *op = *((struct object *) ldata(obj)); op->o_count = 1; obj = nobj; if (op->o_group != 0) inpack++; } else detach(pack, obj); inpack--; /* * Link it into the level object list */ attach(lvl_obj, obj); mvaddch(hero.y, hero.x, op->o_type); op->o_pos = hero; msg("Dropped %s", inv_name(op, TRUE)); } /* * do special checks for dropping or unweilding|unwearing|unringing */ int dropcheck(struct object *op) { str_t save_max; if (op == NULL) return TRUE; if (op != cur_armor && op != cur_weapon && op != cur_ring[LEFT] && op != cur_ring[RIGHT]) return TRUE; if (op->o_flags & ISCURSED) { msg("You can't. It appears to be cursed."); return FALSE; } if (op == cur_weapon) cur_weapon = NULL; else if (op == cur_armor) { waste_time(); cur_armor = NULL; } else if (op == cur_ring[LEFT] || op == cur_ring[RIGHT]) { switch (op->o_which) { case R_ADDSTR: save_max = max_stats.s_str; chg_str(-op->o_ac); max_stats.s_str = save_max; break; case R_SEEINVIS: player.t_flags &= ~CANSEE; extinguish(unsee); light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); break; } cur_ring[op == cur_ring[LEFT] ? LEFT : RIGHT] = NULL; } return TRUE; } /* * return a new thing */ struct linked_list * new_thing() { struct linked_list *item; struct object *cur; int j, k; item = new_item(sizeof *cur); cur = (struct object *) ldata(item); cur->o_hplus = cur->o_dplus = 0; strcpy(cur->o_damage,"0d0"); strcpy(cur->o_hurldmg,"0d0"); cur->o_ac = 11; cur->o_count = 1; cur->o_group = 0; cur->o_flags = 0; /* * Decide what kind of object it will be * If we haven't had food for a while, let it be food. */ switch (no_food > 3 ? 2 : pick_one(things, NUMTHINGS)) { case 0: cur->o_type = POTION; cur->o_which = pick_one(p_magic, MAXPOTIONS); when 1: cur->o_type = SCROLL; cur->o_which = pick_one(s_magic, MAXSCROLLS); when 2: no_food = 0; cur->o_type = FOOD; if (rnd(100) > 10) cur->o_which = 0; else cur->o_which = 1; when 3: cur->o_type = WEAPON; cur->o_which = rnd(MAXWEAPONS); init_weapon(cur, cur->o_which); if ((k = rnd(100)) < 10) { cur->o_flags |= ISCURSED; cur->o_hplus -= rnd(3)+1; } else if (k < 15) cur->o_hplus += rnd(3)+1; when 4: cur->o_type = ARMOR; for (j = 0, k = rnd(100); j < MAXARMORS; j++) if (k < a_chances[j]) break; if (j == MAXARMORS) { debug("Picked a bad armor %d", k); j = 0; } cur->o_which = j; cur->o_ac = a_class[j]; if ((k = rnd(100)) < 20) { cur->o_flags |= ISCURSED; cur->o_ac += rnd(3)+1; } else if (k < 28) cur->o_ac -= rnd(3)+1; when 5: cur->o_type = RING; cur->o_which = pick_one(r_magic, MAXRINGS); switch (cur->o_which) { case R_ADDSTR: case R_PROTECT: case R_ADDHIT: case R_ADDDAM: if ((cur->o_ac = rnd(3)) == 0) { cur->o_ac = -1; cur->o_flags |= ISCURSED; } when R_AGGR: case R_TELEPORT: cur->o_flags |= ISCURSED; } when 6: cur->o_type = STICK; cur->o_which = pick_one(ws_magic, MAXSTICKS); fix_stick(cur); otherwise: debug("Picked a bad kind of object"); wait_for(stdscr, ' '); } return item; } /* * pick an item out of a list of nitems possible magic items */ int pick_one(struct magic_item *magic, int nitems) { struct magic_item *end; int i; struct magic_item *start; start = magic; for (end = &magic[nitems], i = rnd(100); magic < end; magic++) if (i < magic->mi_prob) break; if (magic == end) { if (wizard) { msg("bad pick_one: %d from %d items", i, nitems); for (magic = start; magic < end; magic++) msg("%s: %d%%", magic->mi_name, magic->mi_prob); } magic = start; } return (int) (magic - start); }