Mercurial > hg > early-roguelike
annotate arogue7/chase.c @ 215:1b73a8641b37
rogue4: fix most GCC5 warnings.
Converting all function definitions to ANSI style accounts for most of
the change. This has exposed other problems, such as daemons not
actually being their stated type, that will require more careful
solutions.
author | John "Elwin" Edwards |
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date | Wed, 27 Jan 2016 19:41:05 -0500 |
parents | adfa37e67084 |
children | f9ef86cf22b2 |
rev | line source |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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1 /* |
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2 * chase.c - Code for one object to chase another |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 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 /* |
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16 * Code for one object to chase another |
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17 * |
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18 */ |
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19 |
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20 #include <ctype.h> |
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21 #include <limits.h> |
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22 #include "curses.h" |
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23 #include "rogue.h" |
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24 #define MAXINT INT_MAX |
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25 #define MININT INT_MIN |
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26 |
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27 |
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28 /* |
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29 * Canblink checks if the monster can teleport (blink). If so, it will |
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30 * try to blink the monster next to the player. |
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31 */ |
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32 |
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33 bool |
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34 can_blink(tp) |
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35 register struct thing *tp; |
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36 { |
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37 register int y, x, index=9; |
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38 coord tryp; /* To hold the coordinates for use in diag_ok */ |
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39 bool spots[9], found_one=FALSE; |
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40 |
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41 /* |
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42 * First, can the monster even blink? And if so, there is only a 50% |
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43 * chance that it will do so. And it won't blink if it is running or |
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44 * held. |
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45 */ |
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46 if (off(*tp, CANBLINK) || (on(*tp, ISHELD)) || |
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47 on(*tp, ISFLEE) || |
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48 tp->t_action == A_FREEZE || |
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49 (rnd(12) < 6)) return(FALSE); |
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50 |
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51 |
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52 /* Initialize the spots as illegal */ |
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53 do { |
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54 spots[--index] = FALSE; |
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55 } while (index > 0); |
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56 |
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57 /* Find a suitable spot next to the player */ |
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58 for (y=hero.y-1; y<hero.y+2; y++) |
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59 for (x=hero.x-1; x<hero.x+2; x++, index++) { |
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60 /* Make sure x coordinate is in range and that we are |
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61 * not at the player's position |
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62 */ |
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63 if (x<0 || x >= cols || index == 4) continue; |
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64 |
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65 /* Is it OK to move there? */ |
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66 if (step_ok(y, x, NOMONST, tp) && |
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67 (!isatrap(mvwinch(cw, y, x)) || |
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68 rnd(10) >= tp->t_stats.s_intel || |
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69 on(*tp, ISFLY))) { |
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70 /* OK, we can go here. But don't go there if |
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71 * monster can't get at player from there |
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72 */ |
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73 tryp.y = y; |
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74 tryp.x = x; |
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75 if (diag_ok(&tryp, &hero, tp)) { |
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76 spots[index] = TRUE; |
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77 found_one = TRUE; |
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78 } |
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79 } |
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80 } |
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81 |
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82 /* If we found one, go to it */ |
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83 if (found_one) { |
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84 char rch; /* What's really where the creatures moves to */ |
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85 |
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86 /* Find a legal spot */ |
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87 while (spots[index=rnd(9)] == FALSE) continue; |
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88 |
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89 /* Get the coordinates */ |
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90 y = hero.y + (index/3) - 1; |
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91 x = hero.x + (index % 3) - 1; |
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92 |