Mercurial > hg > early-roguelike
annotate rogue4/fight.c @ 96:9fb343307b6b
Fix some 'test' failures when running 'make install'.
When shell variables are unexpectedly empty, 'test' gets the wrong
number of arguments and becomes unhappy. Logical AND should not be
done with 'test EXPR1 -a EXPR2' in such cases, because 'test' logic
does not short-circuit. Replace with 'test EXPR1 && test EXPR2'.
Shell logic does short-circuit, and if the first test invocation
fails, the second will never occur, and will never encounter missing
arguments.
author | John "Elwin" Edwards |
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date | Tue, 27 Aug 2013 22:54:28 -0700 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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 4.30 (Berkeley) 4/6/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 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 <curses.h> |
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14 #include <ctype.h> |
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15 #include <string.h> |
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16 #include "rogue.h" |
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17 |
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18 long e_levels[] = { |
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19 10L,20L,40L,80L,160L,320L,640L,1280L,2560L,5120L,10240L,20480L, |
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20 40920L, 81920L, 163840L, 327680L, 655360L, 1310720L, 2621440L, 0L |
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21 }; |
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22 |
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23 /* |
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24 * fight: |
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25 * The player attacks the monster. |
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26 */ |
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27 fight(mp, mn, weap, thrown) |
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28 register coord *mp; |
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29 char mn; |
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30 register THING *weap; |
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31 bool thrown; |
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32 { |
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33 register THING *tp; |
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34 register bool did_hit = TRUE; |
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35 register const char *mname; |
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36 |
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37 /* |
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38 * Find the monster we want to fight |
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39 */ |
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40 #ifdef WIZARD |
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41 if ((tp = moat(mp->y, mp->x)) == NULL) |
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42 debug("Fight what @ %d,%d", mp->y, mp->x); |
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43 #else |
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44 tp = moat(mp->y, mp->x); |
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45 #endif |
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46 /* |
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47 * Since we are fighting, things are not quiet so no healing takes |
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48 * place. |
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49 */ |
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50 count = quiet = 0; |
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51 runto(mp, &hero); |
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52 /* |
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53 * Let him know it was really a mimic (if it was one). |
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54 */ |
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55 if (tp->t_type == 'M' && tp->t_disguise != 'M' && !on(player, ISBLIND)) |
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56 { |
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57 tp->t_disguise = 'M'; |
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58 if (!thrown) |
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59 return FALSE; |
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60 msg("wait! That's a mimic!"); |
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61 } |
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62 did_hit = FALSE; |
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63 if (on(player, ISBLIND)) |
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64 mname = "it"; |
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65 else |
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66 mname = monsters[mn-'A'].m_name; |
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67 if (roll_em(&player, tp, weap, thrown)) |
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68 { |
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69 did_hit = FALSE; |
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70 if (thrown) |
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71 thunk(weap, mname); |
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72 else |
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73 hit(NULL, mname); |
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74 if (on(player, CANHUH)) |
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75 { |
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76 did_hit = TRUE; |
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77 tp->t_flags |= ISHUH; |
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78 player.t_flags &= ~CANHUH; |
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79 msg("your hands stop glowing red"); |
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80 } |
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81 if (tp->t_stats.s_hpt <= 0) |
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82 killed(tp, TRUE); |
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83 else if (did_hit && !on(player, ISBLIND)) |
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84 msg("the %s appears confused", mname); |
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85 did_hit = TRUE; |
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86 } |
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87 else |
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88 if (thrown) |
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89 bounce(weap, mname); |
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90 else |
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91 miss(NULL, mname); |
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92 return did_hit; |
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93 } |
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94 |
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95 /* |
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96 * attack: |
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97 * The monster attacks the player |
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98 */ |
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99 attack(mp) |
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100 register THING *mp; |
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101 { |
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102 register const char *mname; |
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103 |
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104 /* |
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105 * Since this is an attack, stop running and any healing that was |