annotate rogue5/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 f502bf60e6e4
children
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33
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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 4.57 (Berkeley) 02/05/99
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 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 "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 static coord ch_ret; /* Where chasing takes you */
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20
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21 /*
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22 * runners:
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23 * Make all the running monsters move.
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24 */
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25 void
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26 runners(void)
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27 {
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28 THING *tp;
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29 THING *next;
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30 int wastarget;
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31 coord orig_pos;
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32
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33 for (tp = mlist; tp != NULL; tp = next)
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34 {
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35 /* remember this in case the monster's "next" is changed */
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36 next = next(tp);
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37 if (!on(*tp, ISHELD) && on(*tp, ISRUN))
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38 {
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39 orig_pos = tp->t_pos;
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40 wastarget = on(*tp, ISTARGET);
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41 if (move_monst(tp) == -1)
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42 continue;
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43 if (on(*tp, ISFLY) && dist_cp(&hero, &tp->t_pos) >= 3)
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44 move_monst(tp);
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45 if (wastarget && !ce(orig_pos, tp->t_pos))
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46 {
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47 tp->t_flags &= ~ISTARGET;
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48 to_death = FALSE;
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49 }
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50 }
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51 }
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52 if (has_hit)
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53 {
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54 endmsg();
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55 has_hit = FALSE;
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56 }
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57 }
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58
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59 /*
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60 * move_monst:
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61 * Execute a single turn of running for a monster
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62 */
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63 int
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64 move_monst(THING *tp)
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65 {
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66 if (!on(*tp, ISSLOW) || tp->t_turn)
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67 if (do_chase(tp) == -1)
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68 return(-1);
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69 if (on(*tp, ISHASTE))
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70 if (do_chase(tp) == -1)
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71 return(-1);
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72 tp->t_turn ^= TRUE;
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73 return(0);
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74 }
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75
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76 /*
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77 * relocate:
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78 * Make the monster's new location be the specified one, updating
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79 * all the relevant state.
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80 */
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81 void
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82 relocate(THING *th, const coord *new_loc)
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83 {
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84 struct room *oroom;
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85
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86 if (!ce(*new_loc, th->t_pos))
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87 {
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88 mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch);
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89 th->t_room = roomin(new_loc);
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90 set_oldch(th, new_loc);
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91 oroom = th->t_room;
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92 moat(th->t_pos.y, th->t_pos.x) = NULL;
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93
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94 if (oroom != th->t_room)
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95 th->t_dest = find_dest(th);
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96 th->t_pos = *new_loc;
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97 moat(new_loc->y, new_loc->x) = th;
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98 }
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99 move(new_loc->y, new_loc->x);
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100 if (see_monst(th))
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101 addch(th->t_disguise);
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102 else if (on(player, SEEMONST))
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103 {
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104 standout();
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105 addch(th->t_type);
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106 standend();
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107 }
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108 }