annotate rogue4/chase.c @ 165:2d94c32a709e

arogue7: comment out a problematic message. This line causes a segfault on x64. I suspect one of the char* arguments to msg() is being corrupted. But gdb doesn't make it easy to debug variadic functions, and the crash doesn't occur when running under valgrind. So the message is being removed until I can discover the root of the problem.
author John "Elwin" Edwards
date Fri, 26 Jun 2015 11:32:37 -0400
parents 9535a08ddc39
children 1b73a8641b37
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12
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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
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13 #include <curses.h>
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14 #include "rogue.h"
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15
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16 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */
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17
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18 coord ch_ret; /* Where chasing takes you */
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19
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20 /*
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21 * runners:
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22 * Make all the running monsters move.
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23 */
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24 runners()
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25 {
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26 register THING *tp;
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27 register THING *ntp;
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28
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29 for (tp = mlist; tp != NULL; tp = ntp)
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30 {
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31 ntp = next(tp);
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32 if (!on(*tp, ISHELD) && on(*tp, ISRUN))
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33 {
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34 if (!on(*tp, ISSLOW) || tp->t_turn)
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35 if (do_chase(tp) == -1)
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36 continue;
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37 if (on(*tp, ISHASTE))
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38 if (do_chase(tp) == -1)
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39 continue;
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40 tp->t_turn ^= TRUE;
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41 }
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42 }
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43 }
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44
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45 /*
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46 * do_chase:
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47 * Make one thing chase another.
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48 */
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49 do_chase(th)
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50 register THING *th;
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51 {
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52 register struct room *rer, *ree; /* room of chaser, room of chasee */
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53 register int mindist = 32767, i, dist;
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54 register bool stoprun = FALSE; /* TRUE means we are there */
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55 register char sch;
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56 register bool door;
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57 register THING *obj;
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58 register struct room *oroom;
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59 coord this; /* Temporary destination for chaser */
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60
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61 rer = th->t_room; /* Find room of chaser */
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62 if (on(*th, ISGREED) && rer->r_goldval == 0)
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63 th->t_dest = &hero; /* If gold has been taken, run after hero */
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64 if (th->t_dest == &hero) /* Find room of chasee */
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65 ree = proom;
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66 else
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67 ree = roomin(th->t_dest);
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68 /*
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69 * We don't count doors as inside rooms for this routine
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70 */
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71 door = (chat(th->t_pos.y, th->t_pos.x) == DOOR);
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72 /*
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73 * If the object of our desire is in a different room,
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74 * and we are not in a corridor, run to the door nearest to
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75 * our goal.
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76 */
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77 over:
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78 if (rer != ree)
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79 {
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80 for (i = 0; i < rer->r_nexits; i++) /* loop through doors */
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81 {
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82 dist = DISTANCE(th->t_dest->y, th->t_dest->x,
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83 rer->r_exit[i].y, rer->r_exit[i].x);
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84 if (dist < mindist)
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85 {
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86 this = rer->r_exit[i];
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87 mindist = dist;
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88 }
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89 }
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90 if (door)
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91 {
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92 rer = &passages[flat(th->t_pos.y, th->t_pos.x) & F_PNUM];
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93 door = FALSE;
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94 goto over;
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95 }
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96 }
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97 else
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98 {
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99 this = *th->t_dest;
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100 /*
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101 * For dragons check and see if (a) the hero is on a straight
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102 * line from it, and (b) that it is within shooting distance,
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103 * but outside of striking range.
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104 */
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105 if (th->t_type == 'D' && (th->t_pos.y == hero.y || th->t_pos.x == hero.x