Mercurial > hg > early-roguelike
view 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 |
---|---|
date | Wed, 08 Jan 2014 16:44:16 -0500 |
parents | f502bf60e6e4 |
children | e7aab31362af |
line wrap: on
line source
/* * All the fighting gets done here * * @(#)fight.c 4.67 (Berkeley) 09/06/83 * * 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" #define EQSTR(a, b) (strcmp(a, b) == 0) static const char *h_names[] = { /* strings for hitting */ " scored an excellent hit on ", " hit ", " have injured ", " swing and hit ", " scored an excellent hit on ", " hit ", " has injured ", " swings and hits " }; static const char *m_names[] = { /* strings for missing */ " miss", " swing and miss", " barely miss", " don't hit", " misses", " swings and misses", " barely misses", " doesn't hit", }; /* * adjustments to hit probabilities due to strength */ static int str_plus[] = { -7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, }; /* * adjustments to damage done due to strength */ static int add_dam[] = { -7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6 }; /* * fight: * The player attacks the monster. */ int fight(const coord *mp, const THING *weap, int thrown) { THING *tp; int did_hit = TRUE; const char *mname; int ch; /* * Find the monster we want to fight */ if ((tp = moat(mp->y, mp->x)) == NULL) { #ifdef MASTER debug("Fight what @ %d,%d", mp->y, mp->x); #endif return FALSE; } /* * Since we are fighting, things are not quiet so no healing takes * place. */ count = 0; quiet = 0; runto(mp); /* * Let him know it was really a xeroc (if it was one). */ ch = '\0'; if (tp->t_type == 'X' && tp->t_disguise != 'X' && !on(player, ISBLIND)) { tp->t_disguise = 'X'; if (on(player, ISHALU)) { ch = rnd(26) + 'A'; mvaddch(tp->t_pos.y, tp->t_pos.x, ch); } msg(choose_str("heavy! That's a nasty critter!", "wait! That's a xeroc!")); if (!thrown) return FALSE; } mname = set_mname(tp); did_hit = FALSE; has_hit = (terse && !to_death); if (roll_em(&player, tp, weap, thrown)) { did_hit = FALSE; if (thrown) thunk(weap, mname, terse); else hit(NULL, mname, terse); if (on(player, CANHUH)) { did_hit = TRUE; tp->t_flags |= ISHUH; player.t_flags &= ~CANHUH; endmsg(); has_hit = FALSE; msg("your hands stop glowing %s", pick_color("red")); } if (tp->t_stats.s_hpt <= 0) killed(tp, TRUE); else if (did_hit && !on(player, ISBLIND)) msg("%s appears confused", mname); did_hit = TRUE; } else if (thrown) bounce(weap, mname, terse); else miss(NULL, mname, terse); return did_hit; } /* * attack: * The monster attacks the player */ int attack(THING *mp) { const char *mname; int oldhp; /* * Since this is an attack, stop running and any healing that was * going on at the time. */ running = FALSE; count = 0; quiet = 0; if (to_death && !on(*mp, ISTARGET)) { to_death = FALSE; kamikaze = FALSE; } if (mp->t_type == 'X' && mp->t_disguise != 'X' && !on(player, ISBLIND)) { mp->t_disguise = 'X'; if (on(player, ISHALU)) mvaddch(mp->t_pos.y, mp->t_pos.x, rnd(26) + 'A'); } mname = set_mname(mp); oldhp = pstats.s_hpt; if (roll_em(mp, &player, NULL, FALSE)) { if (mp->t_type != 'I') { if (has_hit) addmsg(". "); hit(mname, NULL, FALSE); } else if (has_hit) endmsg(); has_hit = FALSE; if (pstats.s_hpt <= 0) death(mp->t_type); /* Bye bye life ... */ else if (!kamikaze) { oldhp -= pstats.s_hpt; if (oldhp > max_hit) max_hit = oldhp; if (pstats.s_hpt <= max_hit) to_death = FALSE; } if (!on(*mp, ISCANC)) switch (mp->t_type) { case 'A': /* * If an aquator hits, you can lose armor class. */ rust_armor(cur_armor); when 'I': /* * The ice monster freezes you */ player.t_flags &= ~ISRUN; if (!no_command) { addmsg("you are frozen"); if (!terse) addmsg(" by the %s", mname); endmsg(); } no_command += rnd(2) + 2; if (no_command > BORE_LEVEL) death('h'); when 'R': /* * Rattlesnakes have poisonous bites */ if (!save(VS_POISON)) { if (!ISWEARING(R_SUSTSTR)) { chg_str(-1); if (!terse) msg("you feel a bite in your leg and now feel weaker"); else msg("a bite has weakened you"); } else if (!to_death) { if (!terse) msg("a bite momentarily weakens you"); else msg("bite 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)) { 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, 3); pstats.s_hpt -= fewer; max_hp -= fewer; if (pstats.s_hpt <= 0) pstats.s_hpt = 1; if (max_hp <= 0) death(mp->t_type); msg("you suddenly feel weaker"); } when 'F': /* * Venus Flytrap stops the poor guy from moving */ player.t_flags |= ISHELD; sprintf(monsters['F'-'A'].m_stats.s_dmg,"%dx1", ++vf_hit); if (--pstats.s_hpt <= 0) death('F'); 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; remove_mon(&mp->t_pos, mp, FALSE); mp=NULL; if (purse != lastpurse) msg("your purse feels lighter"); } when 'N': { THING *obj, *steal; 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_mon(&mp->t_pos, moat(mp->t_pos.y, mp->t_pos.x), FALSE); mp=NULL; steal = leave_pack(steal, TRUE, FALSE); msg("she stole %s!", inv_name(steal, TRUE)); discard(steal); } } otherwise: break; } } else if (mp->t_type != 'I') { if (has_hit) { addmsg(". "); has_hit = FALSE; } if (mp->t_type == 'F') { pstats.s_hpt -= vf_hit; if (pstats.s_hpt <= 0) death(mp->t_type); /* Bye bye life ... */ } miss(mname, NULL, FALSE); } if (fight_flush && !to_death) flush_type(); count = 0; status(); if (mp == NULL) return(-1); else return(0); } /* * set_mname: * return the monster name for the given monster */ const char * set_mname(const THING *tp) { int ch; const char *mname; static char tbuf[MAXSTR] = { 't', 'h', 'e', ' ' }; if (!see_monst(tp) && !on(player, SEEMONST)) return (terse ? "it" : "something"); else if (on(player, ISHALU)) { move(tp->t_pos.y, tp->t_pos.x); ch = toascii(CCHAR(inch())); if (!isupper(ch)) ch = rnd(26); else ch -= 'A'; mname = monsters[ch].m_name; } else mname = monsters[tp->t_type - 'A'].m_name; strcpy(&tbuf[4], mname); return tbuf; } /* * swing: * Returns true if the swing hits */ int swing(int at_lvl, int op_arm, int wplus) { int res = rnd(20); int need = (20 - at_lvl) - op_arm; return (res + wplus >= need); } /* * roll_em: * Roll several attacks */ int roll_em(const THING *thatt, THING *thdef, const THING *weap, int hurl) { const struct stats *att; struct stats *def; const char *cp; int ndice, nsides, def_arm; int did_hit = FALSE; int hplus; int dplus; 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_arm; else if (ISRING(LEFT, R_ADDHIT)) hplus += cur_ring[LEFT]->o_arm; if (ISRING(RIGHT, R_ADDDAM)) dplus += cur_ring[RIGHT]->o_arm; else if (ISRING(RIGHT, R_ADDHIT)) hplus += cur_ring[RIGHT]->o_arm; } cp = weap->o_damage; 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 if (weap->o_launch < 0) cp = weap->o_hurldmg; } } /* * 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_arm; if (ISRING(LEFT, R_PROTECT)) def_arm -= cur_ring[LEFT]->o_arm; if (ISRING(RIGHT, R_PROTECT)) def_arm -= cur_ring[RIGHT]->o_arm; } while(cp != NULL && *cp != '\0') { ndice = atoi(cp); if ((cp = strchr(cp, 'x')) == NULL) break; nsides = atoi(++cp); if (swing(att->s_lvl, def_arm, hplus + str_plus[att->s_str])) { int proll; proll = roll(ndice, nsides); #ifdef MASTER if (ndice + nsides > 0 && proll <= 0) debug("Damage for %dx%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(const char *mname, int upper) { static char tbuf[MAXSTR]; *tbuf = '\0'; if (mname == 0) strcpy(tbuf, "you"); else strcpy(tbuf, mname); if (upper) *tbuf = (char) toupper(*tbuf); return tbuf; } /* * thunk: * A missile hits a monster */ void thunk(const THING *weap, const char *mname, int noend) { if (to_death) return; if (weap->o_type == WEAPON) addmsg("the %s hits ", weap_info[weap->o_which].oi_name); else addmsg("you hit "); addmsg("%s", mname); if (!noend) endmsg(); } /* * hit: * Print a message to indicate a succesful hit */ void hit(const char *er, const char *ee, int noend) { int i; const char *s; if (to_death) return; addmsg(prname(er, TRUE)); if (terse) s = " hit"; else { i = rnd(4); if (er != NULL) i += 4; s = h_names[i]; } addmsg(s); if (!terse) addmsg(prname(ee, FALSE)); if (!noend) endmsg(); } /* * miss: * Print a message to indicate a poor swing */ void miss(const char *er, const char *ee, int noend) { int i; if (to_death) return; addmsg(prname(er, TRUE)); if (terse) i = 0; else i = rnd(4); if (er != NULL) i += 4; addmsg(m_names[i]); if (!terse) addmsg(" %s", prname(ee, FALSE)); if (!noend) endmsg(); } /* * bounce: * A missile misses a monster */ void bounce(const THING *weap, const char *mname, int noend) { if (to_death) return; if (weap->o_type == WEAPON) addmsg("the %s misses ", weap_info[weap->o_which].oi_name); else addmsg("you missed "); addmsg(mname); if (!noend) endmsg(); } /* * remove_mon: * Remove a monster from the screen */ void remove_mon(const coord *mp, THING *tp, int waskill) { 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); if (on(*tp, ISTARGET)) { kamikaze = FALSE; to_death = FALSE; if (fight_flush) flush_type(); } discard(tp); } /* * killed: * Called to put a monster to death */ void killed(THING *tp, int pr) { const char *mname; pstats.s_exp += tp->t_stats.s_exp; /* * If the monster was a venus flytrap, un-hold him */ switch (tp->t_type) { case 'F': player.t_flags &= ~ISHELD; vf_hit = 0; strcpy(monsters['F'-'A'].m_stats.s_dmg, "000x0"); when 'L': { THING *gold; if (fallpos(&tp->t_pos, &tp->t_room->r_gold) && level >= max_level) { 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. */ mname = set_mname(tp); remove_mon(&tp->t_pos, tp, TRUE); if (pr) { if (has_hit) { addmsg(". Defeated "); has_hit = FALSE; } else { if (!terse) addmsg("you have "); addmsg("defeated "); } msg(mname); } /* * Do adjustments if he went up a level */ check_level(); if (fight_flush) flush_type(); }