Mercurial > hg > early-roguelike
annotate rogue4/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 |
---|---|
date | Wed, 27 Jan 2016 19:41:05 -0500 |
parents | 9535a08ddc39 |
children | e52a8a7ad4c5 |
rev | line source |
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1 /* |
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2 * Code for one creature to chase another |
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3 * |
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4 * @(#)chase.c 4.25 (Berkeley) 5/5/82 |
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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 |
215 | 13 #include <stdlib.h> |
12
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14 #include <curses.h> |
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15 #include "rogue.h" |
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16 |
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17 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */ |
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18 |
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19 coord ch_ret; /* Where chasing takes you */ |
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20 |
215 | 21 bool chase(THING *tp, coord *ee); |
22 int do_chase(THING *th); | |
23 coord *find_dest(THING *tp); | |
24 | |
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25 /* |
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26 * runners: |
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27 * Make all the running monsters move. |
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28 */ |
215 | 29 void |
30 runners(void) | |
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31 { |
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32 register THING *tp; |
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33 register THING *ntp; |
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34 |
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35 for (tp = mlist; tp != NULL; tp = ntp) |
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36 { |
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37 ntp = next(tp); |
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38 if (!on(*tp, ISHELD) && on(*tp, ISRUN)) |
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39 { |
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40 if (!on(*tp, ISSLOW) || tp->t_turn) |
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41 if (do_chase(tp) == -1) |
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42 continue; |
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43 if (on(*tp, ISHASTE)) |
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44 if (do_chase(tp) == -1) |
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45 continue; |
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46 tp->t_turn ^= TRUE; |
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47 } |
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48 } |
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49 } |
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50 |
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51 /* |
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52 * do_chase: |
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53 * Make one thing chase another. |
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54 */ |
215 | 55 int |
56 do_chase(THING *th) | |
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57 { |
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58 register struct room *rer, *ree; /* room of chaser, room of chasee */ |
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59 register int mindist = 32767, i, dist; |
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60 register bool stoprun = FALSE; /* TRUE means we are there */ |
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61 register char sch; |
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62 register bool door; |
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63 register THING *obj; |
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64 register struct room *oroom; |
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65 coord this; /* Temporary destination for chaser */ |
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66 |
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67 rer = th->t_room; /* Find room of chaser */ |
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68 if (on(*th, ISGREED) && rer->r_goldval == 0) |
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69 th->t_dest = &hero; /* If gold has been taken, run after hero */ |
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70 if (th->t_dest == &hero) /* Find room of chasee */ |
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71 ree = proom; |
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72 else |
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73 ree = roomin(th->t_dest); |
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74 /* |
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75 * We don't count doors as inside rooms for this routine |
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76 */ |
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77 door = (chat(th->t_pos.y, th->t_pos.x) == DOOR); |
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78 /* |
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79 * If the object of our desire is in a different room, |
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80 * and we are not in a corridor, run to the door nearest to |
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81 * our goal. |
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82 */ |
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83 over: |
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84 if (rer != ree) |
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85 { |
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86 for (i = 0; i < rer->r_nexits; i++) /* loop through doors */ |
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87 { |
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88 dist = DISTANCE(th->t_dest->y, th->t_dest->x, |
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89 rer->r_exit[i].y, rer->r_exit[i].x); |
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90 if (dist < mindist) |
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91 { |
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92 this = rer->r_exit[i]; |
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93 mindist = dist; |
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94 } |
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95 } |
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96 if (door) |
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97 { |
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98 rer = &passages[flat(th->t_pos.y, th->t_pos.x) & F_PNUM]; |
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99 door = FALSE; |
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100 goto over; |
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101 } |
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102 } |