annotate rogue4/misc.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 0990adf580ee
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1 /*
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2 * All sorts of miscellaneous routines
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3 *
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4 * @(#)misc.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 <stdlib.h>
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14 #include <curses.h>
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15 #include <ctype.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 /*
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20 * tr_name:
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21 * Print the name of a trap
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22 */
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23 char *
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24 tr_name(char type)
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25 {
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26 switch (type)
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27 {
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28 case T_DOOR:
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29 return terse ? "a trapdoor" : "you found a trapdoor";
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30 case T_BEAR:
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31 return terse ? "a beartrap" : "you found a beartrap";
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32 case T_SLEEP:
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33 return terse ? "a sleeping gas trap":"you found a sleeping gas trap";
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34 case T_ARROW:
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35 return terse ? "an arrow trap" : "you found an arrow trap";
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36 case T_TELEP:
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37 return terse ? "a teleport trap" : "you found a teleport trap";
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38 case T_DART:
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39 return terse ? "a dart trap" : "you found a poison dart trap";
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40 }
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41 msg("wierd trap: %d", type);
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42 return NULL;
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43 }
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44
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45 /*
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46 * look:
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47 * A quick glance all around the player
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48 */
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49 void
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50 look(bool wakeup)
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51 {
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52 register int x, y;
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53 register unsigned char ch;
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54 register int index;
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55 register THING *tp;
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56 register struct room *rp;
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57 register int ey, ex;
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58 register int passcount = 0;
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59 register char pfl, *fp, pch;
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60 register int sy, sx, sumhero = 0, diffhero = 0;
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61 register int oldx, oldy;
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62
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63 getyx(stdscr, oldy, oldx);
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64 rp = proom;
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65 if (!ce(oldpos, hero))
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66 {
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67 if ((oldrp->r_flags & (ISGONE|ISDARK)) == ISDARK && !on(player,ISBLIND))
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68 {
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69 ey = oldpos.y + 1;
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70 ex = oldpos.x + 1;
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71 sy = oldpos.y - 1;
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72 for (x = oldpos.x - 1; x <= ex; x++)
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73 for (y = sy; y <= ey; y++)
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74 {
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75 if (y == hero.y && x == hero.x)
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76 continue;
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77 move(y, x);
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78 if (inch() == FLOOR)
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79 addch(' ');
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80 }
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81 }
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82 oldpos = hero;
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83 oldrp = rp;
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84 }
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85 ey = hero.y + 1;
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86 ex = hero.x + 1;
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87 sx = hero.x - 1;
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88 sy = hero.y - 1;
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89 if (door_stop && !firstmove && running)
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90 {
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91 sumhero = hero.y + hero.x;
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92 diffhero = hero.y - hero.x;
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93 }
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94 index = INDEX(hero.y, hero.x);
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95 pfl = _flags[index];
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96 pch = _level[index];
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97 for (y = sy; y <= ey; y++)
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98 if (y > 0 && y < LINES - 1) for (x = sx; x <= ex; x++)
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99 {
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100 if (x <= 0 || x >= COLS)
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101 continue;
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102 if (!on(player, ISBLIND))
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103 {
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104 if (y == hero.y && x == hero.x)
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