Mercurial > hg > early-roguelike
annotate srogue/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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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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 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include <ctype.h> |
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18 #include "rogue.h" |
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19 #include "rogue.ext" |
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20 |
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21 |
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22 /* |
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23 * fight: |
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24 * The player attacks the monster. |
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25 */ |
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26 fight(mp, weap, thrown) |
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27 struct coord *mp; |
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28 struct object *weap; |
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29 bool thrown; |
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30 { |
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31 |
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32 reg struct thing *tp; |
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33 reg struct stats *st; |
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34 reg struct linked_list *item; |
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35 bool did_hit = TRUE; |
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36 |
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37 if (pl_on(ISETHER)) /* cant fight when ethereal */ |
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38 return 0; |
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39 |
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40 if ((item = find_mons(mp->y, mp->x)) == NULL) { |
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41 mvaddch(mp->y, mp->x, FLOOR); |
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42 mvwaddch(mw, mp->y, mp->x, ' '); |
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43 look(FALSE); |
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44 msg("That monster must have been an illusion."); |
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45 return 0; |
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46 } |
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47 tp = THINGPTR(item); |
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48 st = &tp->t_stats; |
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49 /* |
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50 * Since we are fighting, things are not quiet so |
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51 * no healing takes place. |
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52 */ |
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53 quiet = 0; |
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54 isfight = TRUE; |
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55 runto(mp, &hero); |
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56 /* |
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57 * Let him know it was really a mimic (if it was one). |
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58 */ |
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59 if(tp->t_type == 'M' && tp->t_disguise != 'M' && pl_off(ISBLIND)) { |
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60 msg("Wait! That's a mimic!"); |
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61 tp->t_disguise = 'M'; |
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62 did_hit = thrown; |
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63 } |
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64 if (did_hit) { |
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65 reg char *mname; |
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66 |
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67 did_hit = FALSE; |
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68 if (pl_on(ISBLIND)) |
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69 mname = "it"; |
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70 else |
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71 mname = monsters[tp->t_indx].m_name; |
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72 /* |
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73 * If the hero can see the invisibles, then |
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74 * make it easier to hit. |
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75 */ |
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76 if (pl_on(CANSEE) && on(*tp, ISINVIS) && off(*tp, WASHIT)) { |
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77 tp->t_flags |= WASHIT; |
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78 st->s_arm += 3; |
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79 } |
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80 if (roll_em(him, st, weap, thrown)) { |
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81 did_hit = TRUE; |
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82 if (thrown) |
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83 thunk(weap, mname); |
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84 else |
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85 hit(NULL); |
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86 if (pl_on(CANHUH)) { |
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87 msg("Your hands stop glowing red"); |
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88 msg("The %s appears confused.", mname); |
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89 tp->t_flags |= ISHUH; |
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90 player.t_flags &= ~CANHUH; |
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91 /* |
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92 * If our hero was stuck by a bone devil, |
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93 * release him now because the devil is |
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94 * confused. |
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95 */ |
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96 if (pl_on(ISHELD)) |
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97 unhold(tp->t_type); |
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98 } |
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99 if (st->s_hpt <= 0) |
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100 killed(item, TRUE); |
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101 else if (monhurt(tp) && off(*tp, ISWOUND)) { |
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102 if (levtype != MAZELEV && tp->t_room != NULL && |
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103 !rf_on(tp->t_room, ISTREAS)) { |
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104 tp->t_flags |= ISWOUND; |
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105 msg("You wounded %s.",prname(mname,FALSE)); |
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106 unhold(tp->t_type); |