Mercurial > hg > early-roguelike
annotate arogue5/fight.c @ 254:e940e6c00751
Add some braces to a loop in parse_opts().
A for loop had no braces around its body, which was a single if-else
statement. In Advanced Rogue 5, another statement had been added,
accidentally removing the if-else from the loop. This could have
resulted in an out-of-bounds access to the options array.
In the other games, the added braces are only for clarity.
author | John "Elwin" Edwards |
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date | Fri, 10 Feb 2017 09:02:58 -0500 |
parents | 0990adf580ee |
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63
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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 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 #include "curses.h" |
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16 #include <stdlib.h> |
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17 #include <ctype.h> |
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18 #include <string.h> |
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19 #include "rogue.h" |
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20 |
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21 bool roll_em(struct thing *att_er, struct thing *def_er, struct object *weap, |
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22 bool hurl, struct object *cur_weapon, bool back_stab); |
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23 void hit(struct object *weapon, struct thing *tp, const char *er, |
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24 const char *ee, bool back_stab); |
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25 void miss(struct object *weapon, struct thing *tp, const char *er, |
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26 const char *ee); |
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27 int dext_plus(int dexterity); |
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28 int str_plus(short str); |
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29 int add_dam(short str); |
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30 int hung_dam(void); |
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31 void thunk(struct object *weap, struct thing *tp, const char *mname); |
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32 void m_thunk(struct object *weap, struct thing *tp, const char *mname); |
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33 void bounce(struct object *weap, struct thing *tp, const char *mname); |
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34 void m_bounce(struct object *weap, struct thing *tp, const char *mname); |
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35 struct object *wield_weap(struct object *thrown, struct thing *mp); |
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36 void explode(struct thing *tp); |
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37 |
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38 #define CONF_DAMAGE -1 |
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39 #define PARAL_DAMAGE -2 |
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40 #define DEST_DAMAGE -3 |
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41 |
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42 static const struct matrix att_mat[5] = { |
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43 /* Base Max_lvl, Factor, Offset, Range */ |
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44 { 10, 25, 2, 1, 2 }, |
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45 { 9, 18, 2, 1, 5 }, |
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46 { 10, 19, 2, 1, 3 }, |
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47 { 10, 21, 2, 1, 4 }, |
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48 { 7, 25, 1, 0, 2 } |
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49 }; |
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50 |
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51 /* |
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52 * fight: |
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53 * The player attacks the monster. |
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54 */ |
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55 |
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56 bool |
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57 fight(coord *mp, struct object *weap, bool thrown) |
63
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58 { |
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59 register struct thing *tp; |
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60 register struct linked_list *item; |
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61 register bool did_hit = TRUE; |
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62 bool back_stab = FALSE; |
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63 |
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64 /* |
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65 * Find the monster we want to fight |
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66 */ |
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67 if ((item = find_mons(mp->y, mp->x)) == NULL) { |
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68 return(FALSE); /* must have killed him already */ |
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69 } |
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70 tp = THINGPTR(item); |
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71 /* |
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72 * Since we are fighting, things are not quiet so no healing takes |
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73 * place. |
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74 */ |
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75 player.t_quiet = 0; |
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76 tp->t_quiet = 0; |
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77 |
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78 /* |
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79 * if its in the wall, we can't hit it |
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80 */ |
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81 if (on(*tp, ISINWALL) && off(player, CANINWALL)) |
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82 return(FALSE); |
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83 |
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84 /* |
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85 * Let him know it was really a mimic (if it was one). |
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86 */ |
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87 if (on(*tp, ISDISGUISE) && (tp->t_type != tp->t_disguise) && |
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88 off(player, ISBLIND)) |
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89 { |
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90 msg("Wait! That's a %s!", monsters[tp->t_index].m_name); |
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91 turn_off(*tp, ISDISGUISE); |
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92 did_hit = thrown; |
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93 } |
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94 if (on(*tp, CANSURPRISE) && off(player, ISBLIND) && !ISWEARING(R_ALERT)) { |
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95 msg("Wait! There's a %s!", monsters[tp->t_index].m_name); |
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96 turn_off(*tp, CANSURPRISE); |
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97 did_hit = thrown; |
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98 } |
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