Mercurial > hg > early-roguelike
view rogue5/fight.c @ 140:856017d63519
xrogue: don't segfault when backstabbing while empty-handed.
The code for backstabbing checked the weapon's properties without
making sure it was not NULL.
author | John "Elwin" Edwards |
---|---|
date | Tue, 05 May 2015 12:12:20 -0400 |
parents | f502bf60e6e4 |
children | e7aab31362af |
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/* * 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(); }