Mercurial > hg > early-roguelike
view rogue3/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 |
---|---|
date | Wed, 08 Jan 2014 16:44:16 -0500 |
parents | 527e2150eaf0 |
children | e7aab31362af |
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/* * All the fighting gets done here * * @(#)fight.c 3.28 (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 <stdlib.h> #include "rogue.h" int e_levels[] = { 10,20,40,80,160,320,640,1280,2560,5120,10240,20480, 40920, 81920, 163840, 327680, 655360, 1310720, 2621440, 0 }; /* * fight: * The player attacks the monster. */ int fight(coord *mp, int mn, struct object *weap, int thrown) { struct thing *tp; struct linked_list *item; int did_hit = TRUE; /* * Find the monster we want to fight */ if ((item = find_mons(mp->y, mp->x)) == NULL) { debug("Fight what @ %d,%d", mp->y, mp->x); return(0); } tp = (struct thing *) ldata(item); /* * Since we are fighting, things are not quiet so no healing takes * place. */ quiet = 0; runto(mp, &hero); /* * Let him know it was really a mimic (if it was one). */ if (tp->t_type == 'M' && tp->t_disguise != 'M' && off(player, ISBLIND)) { msg("Wait! That's a mimic!"); tp->t_disguise = 'M'; did_hit = thrown; } if (did_hit) { char *mname; did_hit = FALSE; if (on(player, ISBLIND)) mname = "it"; else mname = monsters[mn-'A'].m_name; if (roll_em(&pstats, &tp->t_stats, weap, thrown)) { did_hit = TRUE; if (thrown) thunk(weap, mname); else hit(NULL, mname); if (on(player, CANHUH)) { msg("Your hands stop glowing red"); msg("The %s appears confused.", mname); tp->t_flags |= ISHUH; player.t_flags &= ~CANHUH; } if (tp->t_stats.s_hpt <= 0) killed(item, TRUE); } else if (thrown) bounce(weap, mname); else miss(NULL, mname); } count = 0; return did_hit; } /* * attack: * The monster attacks the player */ int attack(struct thing *mp) { char *mname; /* * Since this is an attack, stop running and any healing that was * going on at the time. */ running = FALSE; quiet = 0; if (mp->t_type == 'M' && off(player, ISBLIND)) mp->t_disguise = 'M'; if (on(player, ISBLIND)) mname = "it"; else mname = monsters[mp->t_type-'A'].m_name; if (roll_em(&mp->t_stats, &pstats, NULL, FALSE)) { if (mp->t_type != 'E') hit(mname, NULL); if (pstats.s_hpt <= 0) death(mp->t_type); /* Bye bye life ... */ if (off(*mp, ISCANC)) switch (mp->t_type) { case 'R': /* * If a rust monster hits, you lose armor */ if (cur_armor != NULL && cur_armor->o_ac < 9) { if (!terse) msg("Your armor appears to be weaker now. Oh my!"); else msg("Your armor weakens"); cur_armor->o_ac++; } when 'E': /* * The gaze of the floating eye hypnotizes you */ if (on(player, ISBLIND)) break; if (!no_command) { addmsg("You are transfixed"); if (!terse) addmsg(" by the gaze of the floating eye."); endmsg(); } no_command += rnd(2)+2; if (no_command > 100 && food_left <= 0) death('E'); when 'A': /* * Ants have poisonous bites */ if (!save(VS_POISON)) if (!ISWEARING(R_SUSTSTR)) { chg_str(-1); if (!terse) msg("You feel a sting in your arm and now feel weaker"); else msg("A sting has weakened you"); } else if (!terse) msg("A sting momentarily weakens you"); else msg("Sting has no effect"); when 'W': /* * Wraiths might drain energy levels */ if (rnd(100) < 15) { int fewer; if (pstats.s_exp == 0) death('W'); /* All levels gone */ msg("You suddenly feel weaker."); if (--pstats.s_lvl == 0) { pstats.s_exp = 0; pstats.s_lvl = 1; } else pstats.s_exp = e_levels[pstats.s_lvl-1]+1; fewer = roll(1, 10); pstats.s_hpt -= fewer; max_hp -= fewer; if (pstats.s_hpt < 1) pstats.s_hpt = 1; if (max_hp < 1) death('W'); } when 'F': /* * Violet fungi stops the poor guy from moving */ player.t_flags |= ISHELD; sprintf(monsters['F'-'A'].m_stats.s_dmg,"%dd1",++fung_hit); when 'L': { /* * Leperachaun steals some gold */ int lastpurse; lastpurse = purse; purse -= GOLDCALC; if (!save(VS_MAGIC)) purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC; if (purse < 0) purse = 0; if (purse != lastpurse) msg("Your purse feels lighter"); remove_monster(&mp->t_pos, find_mons(mp->t_pos.y, mp->t_pos.x)); mp = NULL; } when 'N': { struct linked_list *list, *steal; struct object *obj; int nobj; /* * Nymph's steal a magic item, look through the pack * and pick out one we like. */ steal = NULL; for (nobj = 0, list = pack; list != NULL; list = next(list)) { obj = (struct object *) ldata(list); if (obj != cur_armor && obj != cur_weapon && obj != cur_ring[LEFT] && obj != cur_ring[RIGHT] && /* Nymph bug fix */ is_magic(obj) && rnd(++nobj) == 0) steal = list; } if (steal != NULL) { struct object *sobj; sobj = (struct object *) ldata(steal); remove_monster(&mp->t_pos, find_mons(mp->t_pos.y, mp->t_pos.x)); mp = NULL; if (sobj->o_count > 1 && sobj->o_group == 0) { int oc; oc = sobj->o_count; sobj->o_count = 1; msg("She stole %s!", inv_name(sobj, TRUE)); sobj->o_count = oc - 1; } else { msg("She stole %s!", inv_name(sobj, TRUE)); detach(pack, steal); discard(steal); } inpack--; } } otherwise: break; } } else if (mp->t_type != 'E') { if (mp->t_type == 'F') { pstats.s_hpt -= fung_hit; if (pstats.s_hpt <= 0) death(mp->t_type); /* Bye bye life ... */ } miss(mname, NULL); } /* * Check to see if this is a regenerating monster and let it heal if * it is. */ if ((mp != NULL) && (on(*mp, ISREGEN) && rnd(100) < 33)) mp->t_stats.s_hpt++; if (fight_flush) { flush_type(); /* flush typeahead */ } count = 0; status(); if (mp == NULL) return(-1); else return(0); } /* * swing: * returns true if the swing hits */ int swing(int at_lvl, int op_arm, int wplus) { int res = rnd(20)+1; int need = (21-at_lvl)-op_arm; return (res+wplus >= need); } /* * check_level: * Check to see if the guy has gone up a level. */ void check_level() { int i, add; for (i = 0; e_levels[i] != 0; i++) if (e_levels[i] > pstats.s_exp) break; i++; if (i > pstats.s_lvl) { add = roll(i-pstats.s_lvl,10); max_hp += add; if ((pstats.s_hpt += add) > max_hp) pstats.s_hpt = max_hp; msg("Welcome to level %d", i); } pstats.s_lvl = i; } /* * roll_em: * Roll several attacks */ int roll_em(struct stats *att, struct stats *def, struct object *weap, int hurl) { char *cp; int ndice, nsides, def_arm; int did_hit = FALSE; int prop_hplus, prop_dplus; prop_hplus = prop_dplus = 0; if (weap == NULL) cp = att->s_dmg; else if (hurl) if ((weap->o_flags&ISMISL) && cur_weapon != NULL && cur_weapon->o_which == weap->o_launch) { cp = weap->o_hurldmg; prop_hplus = cur_weapon->o_hplus; prop_dplus = cur_weapon->o_dplus; } else cp = (weap->o_flags&ISMISL ? weap->o_damage : weap->o_hurldmg); else { cp = weap->o_damage; /* * Drain a staff of striking */ if (weap->o_type == STICK && weap->o_which == WS_HIT && weap->o_charges == 0) { strcpy(weap->o_damage,"0d0"); weap->o_hplus = weap->o_dplus = 0; } } for (;;) { int damage; int hplus = prop_hplus + (weap == NULL ? 0 : weap->o_hplus); int dplus = prop_dplus + (weap == NULL ? 0 : weap->o_dplus); if (weap == cur_weapon) { if (ISRING(LEFT, R_ADDDAM)) dplus += cur_ring[LEFT]->o_ac; else if (ISRING(LEFT, R_ADDHIT)) hplus += cur_ring[LEFT]->o_ac; if (ISRING(RIGHT, R_ADDDAM)) dplus += cur_ring[RIGHT]->o_ac; else if (ISRING(RIGHT, R_ADDHIT)) hplus += cur_ring[RIGHT]->o_ac; } ndice = atoi(cp); if ((cp = strchr(cp, 'd')) == NULL) break; nsides = atoi(++cp); if (def == &pstats) { if (cur_armor != NULL) def_arm = cur_armor->o_ac; else def_arm = def->s_arm; if (ISRING(LEFT, R_PROTECT)) def_arm -= cur_ring[LEFT]->o_ac; else if (ISRING(RIGHT, R_PROTECT)) def_arm -= cur_ring[RIGHT]->o_ac; } else def_arm = def->s_arm; if (swing(att->s_lvl, def_arm, hplus+str_plus(&att->s_str))) { int proll; proll = roll(ndice, nsides); if (ndice + nsides > 0 && proll < 1) debug("Damage for %dd%d came out %d.", ndice, nsides, proll); damage = dplus + proll + add_dam(&att->s_str); def->s_hpt -= max(0, damage); did_hit = TRUE; } if ((cp = strchr(cp, '/')) == NULL) break; cp++; } return did_hit; } /* * prname: * The print name of a combatant */ char * prname(who, upper) char *who; int upper; { static char tbuf[80]; *tbuf = '\0'; if (who == 0) strcpy(tbuf, "you"); else if (on(player, ISBLIND)) strcpy(tbuf, "it"); else { strcpy(tbuf, "the "); strcat(tbuf, who); } if (upper) *tbuf = toupper(*tbuf); return tbuf; } /* * hit: * Print a message to indicate a succesful hit */ void hit(char *er, char *ee) { char *s = ""; addmsg(prname(er, TRUE)); if (terse) s = " hit."; else switch (rnd(4)) { case 0: s = " scored an excellent hit on "; when 1: s = " hit "; when 2: s = (er == 0 ? " have injured " : " has injured "); when 3: s = (er == 0 ? " swing and hit " : " swings and hits "); } addmsg(s); if (!terse) addmsg(prname(ee, FALSE)); endmsg(); } /* * miss: * Print a message to indicate a poor swing */ void miss(char *er, char *ee) { char *s = ""; addmsg(prname(er, TRUE)); switch (terse ? 0 : rnd(4)) { case 0: s = (er == 0 ? " miss" : " misses"); when 1: s = (er == 0 ? " swing and miss" : " swings and misses"); when 2: s = (er == 0 ? " barely miss" : " barely misses"); when 3: s = (er == 0 ? " don't hit" : " doesn't hit"); } addmsg(s); if (!terse) addmsg(" %s", prname(ee, FALSE)); endmsg(); } /* * save_throw: * See if a creature save against something */ int save_throw(int which, struct thing *tp) { int need; need = 14 + which - tp->t_stats.s_lvl / 2; return (roll(1, 20) >= need); } /* * save: * See if he saves against various nasty things */ int save(int which) { return save_throw(which, &player); } /* * str_plus: * compute bonus/penalties for strength on the "to hit" roll */ int str_plus(str_t *str) { if (str->st_str == 18) { if (str->st_add == 100) return 3; if (str->st_add > 50) return 2; } if (str->st_str >= 17) return 1; if (str->st_str > 6) return 0; return str->st_str - 7; } /* * add_dam: * compute additional damage done for exceptionally high or low strength */ int add_dam(str_t *str) { if (str->st_str == 18) { if (str->st_add == 100) return 6; if (str->st_add > 90) return 5; if (str->st_add > 75) return 4; if (str->st_add != 0) return 3; return 2; } if (str->st_str > 15) return 1; if (str->st_str > 6) return 0; return str->st_str - 7; } /* * raise_level: * The guy just magically went up a level. */ void raise_level() { pstats.s_exp = e_levels[pstats.s_lvl-1] + 1L; check_level(); } /* * thunk: * A missile hits a monster */ void thunk(struct object *weap, char *mname) { if (weap->o_type == WEAPON) msg("The %s hits the %s", w_names[weap->o_which], mname); else msg("You hit the %s.", mname); } /* * bounce: * A missile misses a monster */ void bounce(struct object *weap, char *mname) { if (weap->o_type == WEAPON) msg("The %s misses the %s", w_names[weap->o_which], mname); else msg("You missed the %s.", mname); } /* * remove a monster from the screen */ void remove_monster(coord *mp, struct linked_list *item) { mvwaddch(mw, mp->y, mp->x, ' '); mvwaddch(cw, mp->y, mp->x, ((struct thing *) ldata(item))->t_oldch); detach(mlist, item); discard(item); } /* * is_magic: * Returns true if an object radiates magic */ int is_magic(struct object *obj) { switch (obj->o_type) { case ARMOR: return obj->o_ac != a_class[obj->o_which]; when WEAPON: return obj->o_hplus != 0 || obj->o_dplus != 0; when POTION: case SCROLL: case STICK: case RING: case AMULET: return TRUE; } return FALSE; } /* * killed: * Called to put a monster to death */ void killed(struct linked_list *item, int pr) { struct thing *tp; struct linked_list *pitem, *nexti; tp = (struct thing *) ldata(item); if (pr) { addmsg(terse ? "Defeated " : "You have defeated "); if (on(player, ISBLIND)) msg("it."); else { if (!terse) addmsg("the "); msg("%s.", monsters[tp->t_type-'A'].m_name); } } pstats.s_exp += tp->t_stats.s_exp; /* * Do adjustments if he went up a level */ check_level(); /* * If the monster was a violet fungi, un-hold him */ switch (tp->t_type) { case 'F': player.t_flags &= ~ISHELD; fung_hit = 0; strcpy(monsters['F'-'A'].m_stats.s_dmg, "000d0"); when 'L': { struct room *rp; if ((rp = roomin(&tp->t_pos)) == NULL) break; if (rp->r_goldval != 0 || fallpos(&tp->t_pos,&rp->r_gold,FALSE)) { rp->r_goldval += GOLDCALC; if (save(VS_MAGIC)) rp->r_goldval += GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC; mvwaddch(stdscr, rp->r_gold.y, rp->r_gold.x, GOLD); if (!(rp->r_flags & ISDARK)) { light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); } } } } /* * Empty the monsters pack */ pitem = tp->t_pack; while (pitem != NULL) { struct object *obj; nexti = next(tp->t_pack); obj = (struct object *) ldata(pitem); obj->o_pos = tp->t_pos; detach(tp->t_pack, pitem); fall(pitem, FALSE); pitem = nexti; } /* * Get rid of the monster. */ remove_monster(&tp->t_pos, item); }