Mercurial > hg > early-roguelike
view rogue5/wizard.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 | e7aab31362af |
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/* * Special wizard commands (some of which are also non-wizard commands * under strange circumstances) * * @(#)wizard.c 4.30 (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 <stdlib.h> #include <curses.h> #include <string.h> #include <ctype.h> #include "rogue.h" /* * whatis: * What a certin object is */ void whatis(int insist, int type) { THING *obj; if (pack == NULL) { msg("you don't have anything in your pack to identify"); return; } for (;;) { obj = get_item("identify", type); if (insist) { if (n_objs == 0) return; else if (obj == NULL) msg("you must identify something"); else if (type && obj->o_type != type && !(type == R_OR_S && (obj->o_type == RING || obj->o_type == STICK)) ) msg("you must identify a %s", type_name(type)); else break; } else break; } if (obj == NULL) return; switch (obj->o_type) { case SCROLL: set_know(obj, scr_info); when POTION: set_know(obj, pot_info); when STICK: set_know(obj, ws_info); when WEAPON: case ARMOR: obj->o_flags |= ISKNOW; when RING: set_know(obj, ring_info); } msg(inv_name(obj, FALSE)); } /* * set_know: * Set things up when we really know what a thing is */ void set_know(THING *obj, struct obj_info *info) { char **guess; info[obj->o_which].oi_know = TRUE; obj->o_flags |= ISKNOW; guess = &info[obj->o_which].oi_guess; if (*guess) { free(*guess); *guess = NULL; } } /* * type_name: * Return a pointer to the name of the type */ const char * type_name(int type) { struct h_list *hp; struct h_list tlist[] = { {POTION, "potion", FALSE}, {SCROLL, "scroll", FALSE}, {FOOD, "food", FALSE}, {R_OR_S, "ring, wand or staff", FALSE}, {RING, "ring", FALSE}, {STICK, "wand or staff", FALSE}, {WEAPON, "weapon", FALSE}, {ARMOR, "suit of armor", FALSE}, }; for (hp = tlist; hp->h_ch; hp++) if (type == hp->h_ch) return hp->h_desc; /* NOTREACHED */ return(0); } #ifdef MASTER /* * create_obj: * wizard command for getting anything he wants */ void create_obj(void) { THING *obj; int ch, bless; obj = new_item(); msg("type of item: "); obj->o_type = readchar(); mpos = 0; msg("which %c do you want? (0-f)", obj->o_type); obj->o_which = (isdigit((ch = readchar())) ? ch - '0' : ch - 'a' + 10); obj->o_group = 0; obj->o_count = 1; mpos = 0; if (obj->o_type == WEAPON || obj->o_type == ARMOR) { msg("blessing? (+,-,n)"); bless = readchar(); mpos = 0; if (bless == '-') obj->o_flags |= ISCURSED; if (obj->o_type == WEAPON) { init_weapon(obj, obj->o_which); if (bless == '-') obj->o_hplus -= rnd(3)+1; if (bless == '+') obj->o_hplus += rnd(3)+1; } else { obj->o_arm = a_class[obj->o_which]; if (bless == '-') obj->o_arm += rnd(3)+1; if (bless == '+') obj->o_arm -= rnd(3)+1; } } else if (obj->o_type == RING) switch (obj->o_which) { case R_PROTECT: case R_ADDSTR: case R_ADDHIT: case R_ADDDAM: msg("blessing? (+,-,n)"); bless = readchar(); mpos = 0; if (bless == '-') obj->o_flags |= ISCURSED; obj->o_arm = (bless == '-' ? -1 : rnd(2) + 1); when R_AGGR: case R_TELEPORT: obj->o_flags |= ISCURSED; } else if (obj->o_type == STICK) fix_stick(obj); else if (obj->o_type == GOLD) { msg("how much?"); get_num(&obj->o_goldval, stdscr); } add_pack(obj, FALSE); } #endif /* * telport: * Bamf the hero someplace else */ void teleport(void) { coord c; mvaddch(hero.y, hero.x, floor_at()); find_floor(NULL, &c, FALSE, TRUE); if (roomin(&c) != proom) { leave_room(&hero); hero = c; enter_room(&hero); } else { hero = c; look(TRUE); } mvaddch(hero.y, hero.x, PLAYER); /* * turn off ISHELD in case teleportation was done while fighting * a Flytrap */ if (on(player, ISHELD)) { player.t_flags &= ~ISHELD; vf_hit = 0; strcpy(monsters['F'-'A'].m_stats.s_dmg, "000x0"); } no_move = 0; count = 0; running = FALSE; flush_type(); } #ifdef MASTER /* * passwd: * See if user knows password */ int passwd(void) { char *sp; int c; static char buf[MAXSTR]; msg("wizard's Password:"); mpos = 0; sp = buf; while ((c = readchar()) != '\n' && c != '\r' && c != ESCAPE) if (c == md_killchar()) sp = buf; else if (c == md_erasechar() && sp > buf) sp--; else *sp++ = (char) c; if (sp == buf) return FALSE; *sp = '\0'; return (strcmp(PASSWD, md_crypt(buf, "mT")) == 0); } /* * show_map: * Print out the map for the wizard */ void show_map(void) { int y, x, real; wclear(hw); for (y = 1; y < NUMLINES - 1; y++) for (x = 0; x < NUMCOLS; x++) { real = flat(y, x) & F_REAL; if (!real) wstandout(hw); wmove(hw, y, x); waddch(hw, chat(y, x)); if (!(real & F_REAL)) wstandend(hw); } show_win("---More (level map)---"); } #endif