view rogue5/daemons.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 f502bf60e6e4
children
line wrap: on
line source

/*
 * All the daemon and fuse functions are in here
 *
 * @(#)daemons.c	4.24 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 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 "rogue.h"

/*
 * doctor:
 *	A healing daemon that restors hit points after rest
 */
void
doctor(void)
{
    int lv, ohp;

    lv = pstats.s_lvl;
    ohp = pstats.s_hpt;
    quiet++;
    if (lv < 8)
    {
	if (quiet + (lv << 1) > 20)
	    pstats.s_hpt++;
    }
    else
	if (quiet >= 3)
	    pstats.s_hpt += rnd(lv - 7) + 1;
    if (ISRING(LEFT, R_REGEN))
	pstats.s_hpt++;
    if (ISRING(RIGHT, R_REGEN))
	pstats.s_hpt++;
    if (ohp != pstats.s_hpt)
    {
	if (pstats.s_hpt > max_hp)
	    pstats.s_hpt = max_hp;
	quiet = 0;
    }
}

/*
 * Swander:
 *	Called when it is time to start rolling for wandering monsters
 */
void
swander(void)
{
    start_daemon(rollwand, 0, BEFORE);
}

/*
 * rollwand:
 *	Called to roll to see if a wandering monster starts up
 */

void
rollwand(void)
{

    if (++between >= 4)
    {
	if (roll(1, 6) == 4)
	{
	    wanderer();
	    kill_daemon(rollwand);
	    fuse(swander, 0, WANDERTIME, BEFORE);
	}
	between = 0;
    }
}

/*
 * unconfuse:
 *	Release the poor player from his confusion
 */
void
unconfuse(void)
{
    player.t_flags &= ~ISHUH;
    msg("you feel less %s now", choose_str("trippy", "confused"));
}

/*
 * unsee:
 *	Turn off the ability to see invisible
 */
void
unsee(void)
{
    THING *th;

    for (th = mlist; th != NULL; th = next(th))
	if (on(*th, ISINVIS) && see_monst(th))
	    mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch);
    player.t_flags &= ~CANSEE;
}

/*
 * sight:
 *	He gets his sight back
 */
void
sight(void)
{
    if (on(player, ISBLIND))
    {
	extinguish(sight);
	player.t_flags &= ~ISBLIND;
	if (!(proom->r_flags & ISGONE))
	    enter_room(&hero);
	msg(choose_str("far out!  Everything is all cosmic again",
		       "the veil of darkness lifts"));
    }
}

/*
 * nohaste:
 *	End the hasting
 */
void
nohaste(void)
{
    player.t_flags &= ~ISHASTE;
    msg("you feel yourself slowing down");
}

/*
 * stomach:
 *	Digest the hero's food
 */
void
stomach(void)
{
    int oldfood;
    int orig_hungry = hungry_state;

    if (food_left <= 0)
    {
	if (food_left-- < -STARVETIME)
	    death('s');
	/*
	 * the hero is fainting
	 */
	if (no_command || rnd(5) != 0)
	    return;
	no_command += rnd(8) + 4;
	hungry_state = 3;
	if (!terse)
	    addmsg(choose_str("the munchies overpower your motor capabilities.  ",
			      "you feel too weak from lack of food.  "));
	msg(choose_str("You freak out", "You faint"));
    }
    else
    {
	oldfood = food_left;
	food_left -= ring_eat(LEFT) + ring_eat(RIGHT) + 1 - amulet;

	if (food_left < MORETIME && oldfood >= MORETIME)
	{
	    hungry_state = 2;
	    msg(choose_str("the munchies are interfering with your motor capabilites",
			   "you are starting to feel weak"));
	}
	else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME)
	{
	    hungry_state = 1;
	    if (terse)
		msg(choose_str("getting the munchies", "getting hungry"));
	    else
		msg(choose_str("you are getting the munchies",
			       "you are starting to get hungry"));
	}
    }
    if (hungry_state != orig_hungry) { 
        player.t_flags &= ~ISRUN; 
        running = FALSE; 
        to_death = FALSE; 
        count = 0; 
    } 
}

/*
 * come_down:
 *	Take the hero down off her acid trip.
 */
void
come_down(void)
{
    THING *tp;
    int seemonst;

    if (!on(player, ISHALU))
	return;

    kill_daemon(visuals);
    player.t_flags &= ~ISHALU;

    if (on(player, ISBLIND))
	return;

    /*
     * undo the things
     */
    for (tp = lvl_obj; tp != NULL; tp = next(tp))
	if (cansee(tp->o_pos.y, tp->o_pos.x))
	    mvaddch(tp->o_pos.y, tp->o_pos.x, tp->o_type);

    /*
     * undo the monsters
     */
    seemonst = on(player, SEEMONST);
    for (tp = mlist; tp != NULL; tp = next(tp))
    {
	move(tp->t_pos.y, tp->t_pos.x);
	if (cansee(tp->t_pos.y, tp->t_pos.x))
	    if (!on(*tp, ISINVIS) || on(player, CANSEE))
		addch(tp->t_disguise);
	    else
		addch(chat(tp->t_pos.y, tp->t_pos.x));
	else if (seemonst)
	{
	    standout();
	    addch(tp->t_type);
	    standend();
	}
    }
    msg("Everything looks SO boring now.");
}

/*
 * visuals:
 *	change the characters for the player
 */
void
visuals(void)
{
    THING *tp;
    int seemonst;

    if (!after || (running && jump))
	return;
    /*
     * change the things
     */
    for (tp = lvl_obj; tp != NULL; tp = next(tp))
	if (cansee(tp->o_pos.y, tp->o_pos.x))
	    mvaddch(tp->o_pos.y, tp->o_pos.x, rnd_thing());

    /*
     * change the stairs
     */
    if (!seenstairs && cansee(stairs.y, stairs.x))
	mvaddch(stairs.y, stairs.x, rnd_thing());

    /*
     * change the monsters
     */
    seemonst = on(player, SEEMONST);
    for (tp = mlist; tp != NULL; tp = next(tp))
    {
	move(tp->t_pos.y, tp->t_pos.x);
	if (see_monst(tp))
	{
	    if (tp->t_type == 'X' && tp->t_disguise != 'X')
		addch(rnd_thing());
	    else
		addch(rnd(26) + 'A');
	}
	else if (seemonst)
	{
	    standout();
	    addch(rnd(26) + 'A');
	    standend();
	}
    }
}

/*
 * land:
 *	Land from a levitation potion
 */
void
land(void)
{
    player.t_flags &= ~ISLEVIT;
    msg(choose_str("bummer!  You've hit the ground",
		   "you float gently to the ground"));
}