Mercurial > hg > early-roguelike
view rogue4/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 | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * All the fighting gets done here * * @(#)fight.c 4.30 (Berkeley) 4/6/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 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" long e_levels[] = { 10L,20L,40L,80L,160L,320L,640L,1280L,2560L,5120L,10240L,20480L, 40920L, 81920L, 163840L, 327680L, 655360L, 1310720L, 2621440L, 0L }; /* * fight: * The player attacks the monster. */ fight(mp, mn, weap, thrown) register coord *mp; char mn; register THING *weap; bool thrown; { register THING *tp; register bool did_hit = TRUE; register const char *mname; /* * Find the monster we want to fight */ #ifdef WIZARD if ((tp = moat(mp->y, mp->x)) == NULL) debug("Fight what @ %d,%d", mp->y, mp->x); #else tp = moat(mp->y, mp->x); #endif /* * Since we are fighting, things are not quiet so no healing takes * place. */ count = 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' && !on(player, ISBLIND)) { tp->t_disguise = 'M'; if (!thrown) return FALSE; msg("wait! That's a mimic!"); } did_hit = FALSE; if (on(player, ISBLIND)) mname = "it"; else mname = monsters[mn-'A'].m_name; if (roll_em(&player, tp, weap, thrown)) { did_hit = FALSE; if (thrown) thunk(weap, mname); else hit(NULL, mname); if (on(player, CANHUH)) { did_hit = TRUE; tp->t_flags |= ISHUH; player.t_flags &= ~CANHUH; msg("your hands stop glowing red"); } if (tp->t_stats.s_hpt <= 0) killed(tp, TRUE); else if (did_hit && !on(player, ISBLIND)) msg("the %s appears confused", mname); did_hit = TRUE; } else if (thrown) bounce(weap, mname); else miss(NULL, mname); return did_hit; } /* * attack: * The monster attacks the player */ attack(mp) register THING *mp; { register const char *mname; /* * Since this is an attack, stop running and any healing that was * going on at the time. */ running = FALSE; count = quiet = 0; if (mp->t_type == 'M' && !on(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, &player, NULL, FALSE)) { if (mp->t_type != 'E') hit(mname, NULL); if (pstats.s_hpt <= 0) death(mp->t_type); /* Bye bye life ... */ if (!on(*mp, ISCANC)) switch (mp->t_type) { case 'R': /* * If a rust monster hits, you lose armor, unless * that armor is leather or there is a magic ring */ if (cur_armor != NULL && cur_armor->o_ac < 9 && cur_armor->o_which != LEATHER) if (ISWEARING(R_SUSTARM)) msg("The rust vanishes instantly"); else { cur_armor->o_ac++; if (!terse) msg("your armor appears to be weaker now. Oh my!"); else msg("your armor weakens"); } when 'E': /* * The gaze of the floating eye hypnotizes you */ if (on(player, ISBLIND)) break; player.t_flags &= ~ISRUN; if (!no_command) { addmsg("you are transfixed"); if (!terse) addmsg(" by the gaze of the floating eye"); endmsg(); } no_command += rnd(2) + 2; 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': case 'V': /* * Wraiths might drain energy levels, and Vampires * can steal max_hp */ if (rnd(100) < (mp->t_type == 'W' ? 15 : 30)) { register int fewer; if (mp->t_type == 'W') { if (pstats.s_exp == 0) death('W'); /* All levels gone */ 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); } else fewer = roll(1, 5); pstats.s_hpt -= fewer; max_hp -= fewer; if (pstats.s_hpt < 1) pstats.s_hpt = 1; if (max_hp < 1) death(mp->t_type); msg("you suddenly feel weaker"); } 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 */ register long lastpurse; lastpurse = purse; purse -= GOLDCALC; if (!save(VS_MAGIC)) purse -= GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC; if (purse < 0) purse = 0; remove_monster(&mp->t_pos, mp, FALSE); mp = NULL; if (purse != lastpurse) msg("your purse feels lighter"); } when 'N': { register THING *obj, *steal; register int nobj; /* * Nymph's steal a magic item, look through the pack * and pick out one we like. */ steal = NULL; for (nobj = 0, obj = pack; obj != NULL; obj = next(obj)) if (obj != cur_armor && obj != cur_weapon && obj != cur_ring[LEFT] && obj != cur_ring[RIGHT] && is_magic(obj) && rnd(++nobj) == 0) steal = obj; if (steal != NULL) { remove_monster(&mp->t_pos, moat(mp->t_pos.y, mp->t_pos.x), FALSE); mp = NULL; inpack--; if (steal->o_count > 1 && steal->o_group == 0) { register int oc; oc = steal->o_count--; steal->o_count = 1; msg("she stole %s!", inv_name(steal, TRUE)); steal->o_count = oc; } else { detach(pack, steal); msg("she stole %s!", inv_name(steal, TRUE)); discard(steal); } } } 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); } if (fight_flush) flush_type(); count = 0; status(); if (mp == NULL) return(-1); else return(0); } /* * swing: * Returns true if the swing hits */ swing(at_lvl, op_arm, wplus) int at_lvl, op_arm, wplus; { register int res = rnd(20); register int need = (20 - at_lvl) - op_arm; return (res + wplus >= need); } /* * check_level: * Check to see if the guy has gone up a level. */ check_level() { register int i, add, olevel; for (i = 0; e_levels[i] != 0; i++) if (e_levels[i] > pstats.s_exp) break; i++; olevel = pstats.s_lvl; pstats.s_lvl = i; if (i > olevel) { add = roll(i - olevel, 10); max_hp += add; if ((pstats.s_hpt += add) > max_hp) pstats.s_hpt = max_hp; msg("welcome to level %d", i); } } /* * roll_em: * Roll several attacks */ roll_em(thatt, thdef, weap, hurl) THING *thatt, *thdef, *weap; bool hurl; { register struct stats *att, *def; register char *cp; register int ndice, nsides, def_arm; register bool did_hit = FALSE; register int hplus; register int dplus; register int damage; att = &thatt->t_stats; def = &thdef->t_stats; if (weap == NULL) { cp = att->s_dmg; dplus = 0; hplus = 0; } else { hplus = (weap == NULL ? 0 : weap->o_hplus); 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; } if (hurl) if ((weap->o_flags&ISMISL) && cur_weapon != NULL && cur_weapon->o_which == weap->o_launch) { cp = weap->o_hurldmg; hplus += cur_weapon->o_hplus; dplus += cur_weapon->o_dplus; } else cp = 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"); cp = weap->o_damage; weap->o_hplus = weap->o_dplus = 0; weap->o_charges = 0; } } } /* * If the creature being attacked is not running (alseep or held) * then the attacker gets a plus four bonus to hit. */ if (!on(*thdef, ISRUN)) hplus += 4; def_arm = def->s_arm; if (def == &pstats) { if (cur_armor != NULL) def_arm = cur_armor->o_ac; if (ISRING(LEFT, R_PROTECT)) def_arm -= cur_ring[LEFT]->o_ac; if (ISRING(RIGHT, R_PROTECT)) def_arm -= cur_ring[RIGHT]->o_ac; } for (;;) { ndice = atoi(cp); if ((cp = strchr(cp, 'd')) == NULL) break; nsides = atoi(++cp); if (swing(att->s_lvl, def_arm, hplus + str_plus(att->s_str))) { register int proll; proll = roll(ndice, nsides); #ifdef WIZARD if (ndice + nsides > 0 && proll < 1) debug("Damage for %dd%d came out %d, dplus = %d, add_dam = %d, def_arm = %d", ndice, nsides, proll, dplus, add_dam(att->s_str), def_arm); #endif 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) register char *who; bool upper; { static char tbuf[MAXSTR]; *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 */ hit(er, ee) register char *er, *ee; { register 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 */ miss(er, ee) register char *er, *ee; { register 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 */ save_throw(which, tp) int which; THING *tp; { register 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 */ save(which) register int which; { if (which == VS_MAGIC) { if (ISRING(LEFT, R_PROTECT)) which -= cur_ring[LEFT]->o_ac; if (ISRING(RIGHT, R_PROTECT)) which -= cur_ring[RIGHT]->o_ac; } return save_throw(which, &player); } /* * str_plus: * Compute bonus/penalties for strength on the "to hit" roll */ str_plus(str) register str_t str; { if (str == 31) return 3; if (str > 20) return 2; if (str > 16) return 1; if (str > 6) return 0; return str - 7; } /* * add_dam: * Compute additional damage done for exceptionally high or low strength */ add_dam(str) register str_t str; { if (str == 31) return 6; if (str > 21) return 5; if (str == 21) return 4; if (str > 18) return 3; if (str == 18) return 2; if (str > 15) return 1; if (str > 6) return 0; return str - 7; } /* * raise_level: * The guy just magically went up a level. */ raise_level() { pstats.s_exp = e_levels[pstats.s_lvl-1] + 1L; check_level(); } /* * thunk: * A missile hits a monster */ thunk(weap, mname) register THING *weap; register const char *mname; { if (weap->o_type == WEAPON) addmsg("the %s hits ", w_names[weap->o_which]); else addmsg("you hit "); if (on(player, ISBLIND)) msg("it"); else msg("the %s", mname); } /* * bounce: * A missile misses a monster */ bounce(weap, mname) register THING *weap; register const char *mname; { if (weap->o_type == WEAPON) addmsg("the %s misses ", w_names[weap->o_which]); else addmsg("you missed "); if (on(player, ISBLIND)) msg("it"); else msg("the %s", mname); } /* * remove: * Remove a monster from the screen */ remove_monster(mp, tp, waskill) register coord *mp; register THING *tp; bool waskill; { register THING *obj, *nexti; for (obj = tp->t_pack; obj != NULL; obj = nexti) { nexti = next(obj); obj->o_pos = tp->t_pos; detach(tp->t_pack, obj); if (waskill) fall(obj, FALSE); else discard(obj); } moat(mp->y, mp->x) = NULL; mvaddch(mp->y, mp->x, tp->t_oldch); detach(mlist, tp); discard(tp); } /* * is_magic: * Returns true if an object radiates magic */ is_magic(obj) register THING *obj; { switch (obj->o_type) { case ARMOR: return obj->o_ac != a_class[obj->o_which]; case WEAPON: return obj->o_hplus != 0 || obj->o_dplus != 0; case POTION: case SCROLL: case STICK: case RING: case AMULET: return TRUE; } return FALSE; } /* * killed: * Called to put a monster to death */ killed(tp, pr) register THING *tp; bool pr; { pstats.s_exp += tp->t_stats.s_exp; /* * 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': { register THING *gold; if (fallpos(&tp->t_pos, &tp->t_room->r_gold, TRUE)) { gold = new_item(); gold->o_type = GOLD; gold->o_goldval = GOLDCALC; if (save(VS_MAGIC)) gold->o_goldval += GOLDCALC + GOLDCALC + GOLDCALC + GOLDCALC; attach(tp->t_pack, gold); } } } /* * Get rid of the monster. */ if (pr) { if (!terse) addmsg("you have "); addmsg("defeated "); if (on(player, ISBLIND)) msg("it"); else { if (!terse) addmsg("the "); msg("%s", monsters[tp->t_type-'A'].m_name); } } remove_monster(&tp->t_pos, tp, TRUE); /* * Do adjustments if he went up a level */ check_level(); }