Mercurial > hg > early-roguelike
annotate rogue5/fight.c @ 111:7f8f43943b1f
Fix some terribly depressing corruption during restore.
In rogue5/state.c, rs_read_daemons() zeroes out the argument and delay
if the daemon slot is empty. Unfortunately that code ended up on the
wrong side of the brace that closes the for loop, so instead of running
after each daemon, it got run once after the loop exited, when the
index was of course out of bounds.
This tended to manifest, when compiled with -O2, by overwriting hw and
setting it to NULL. When inventory() next ran, hw would be passed to
wgetch(), which returns ERR when it gets a NULL argument. This made
md_readchar() think something was wrong and autosave the game.
Upon investigation, rogue3 was found to commit the same mistake.
rogue4 and srogue don't zero the data. arogue5 already does it
properly.
Someday I am going to run all this through Valgrind. Someday when I
am a kinder person who will not be driven to invoke hordes of trolls
and centaurs upon the original authors.
author | John "Elwin" Edwards |
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date | Wed, 08 Jan 2014 16:44:16 -0500 |
parents | f502bf60e6e4 |
children | e7aab31362af |
rev | line source |
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33
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1 /* |
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2 * All the fighting gets done here |
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3 * |
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4 * @(#)fight.c 4.67 (Berkeley) 09/06/83 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include <stdlib.h> |
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14 #include <curses.h> |
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15 #include <string.h> |
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16 #include <ctype.h> |
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17 #include "rogue.h" |
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18 |
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19 #define EQSTR(a, b) (strcmp(a, b) == 0) |
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20 |
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21 static const char *h_names[] = { /* strings for hitting */ |
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22 " scored an excellent hit on ", |
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23 " hit ", |
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24 " have injured ", |
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25 " swing and hit ", |
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26 " scored an excellent hit on ", |
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27 " hit ", |
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28 " has injured ", |
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29 " swings and hits " |
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30 }; |
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31 |
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32 static const char *m_names[] = { /* strings for missing */ |
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33 " miss", |
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34 " swing and miss", |
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35 " barely miss", |
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36 " don't hit", |
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37 " misses", |
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38 " swings and misses", |
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39 " barely misses", |
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40 " doesn't hit", |
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41 }; |
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42 |
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43 /* |
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44 * adjustments to hit probabilities due to strength |
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45 */ |
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46 static int str_plus[] = { |
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47 -7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, |
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48 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, |
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49 }; |
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50 |
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51 /* |
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52 * adjustments to damage done due to strength |
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53 */ |
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54 static int add_dam[] = { |
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55 -7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, |
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56 3, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6 |
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57 }; |
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58 |
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59 /* |
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60 * fight: |
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61 * The player attacks the monster. |
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62 */ |
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63 int |
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64 fight(const coord *mp, const THING *weap, int thrown) |
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65 { |
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66 THING *tp; |
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67 int did_hit = TRUE; |
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68 const char *mname; |
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69 int ch; |
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70 |
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71 /* |
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72 * Find the monster we want to fight |
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73 */ |
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74 if ((tp = moat(mp->y, mp->x)) == NULL) |
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75 { |
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76 #ifdef MASTER |
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77 debug("Fight what @ %d,%d", mp->y, mp->x); |
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78 #endif |
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79 return FALSE; |
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80 } |
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81 /* |
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82 * Since we are fighting, things are not quiet so no healing takes |
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83 * place. |
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84 */ |
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85 count = 0; |
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86 quiet = 0; |
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87 runto(mp); |
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88 /* |
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89 * Let him know it was really a xeroc (if it was one). |
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90 */ |
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91 ch = '\0'; |
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92 if (tp->t_type == 'X' && tp->t_disguise != 'X' && !on(player, ISBLIND)) |
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93 { |
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94 tp->t_disguise = 'X'; |
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95 if (on(player, ISHALU)) { |
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96 ch = rnd(26) + 'A'; |
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97 mvaddch(tp->t_pos.y, tp->t_pos.x, ch); |
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98 } |
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99 msg(choose_str("heavy! That's a nasty critter!", |
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100 "wait! That's a xeroc!")); |
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101 if (!thrown) |
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102 return FALSE; |
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103 } |
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104 mname = set_mname(tp); |
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105 did_hit = FALSE; |
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106 has_hit = (terse && !to_death); |
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107 if (roll_em(&player, tp, weap, thrown)) |