annotate srogue/disply.c @ 217:94a0d9dd5ce1

Super-Rogue: convert to ANSI-style function declarations. This fixes most of the build warnings.
author John "Elwin" Edwards
date Sun, 31 Jan 2016 13:45:07 -0500
parents 2128c7dc8a40
children e52a8a7ad4c5
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1 /*
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2 * various display routines and flag checking functions
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3 *
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4 * @(#)disply.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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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 "rogue.h"
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14 #include <ctype.h>
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15 #include "rogue.ext"
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16
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17 /*
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18 * displevl:
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19 * Display detailed level for wizard and scroll
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20 */
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21 void
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22 displevl(void)
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23 {
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24 reg char ch, mch;
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25 reg int i,j;
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26 reg struct room *rp;
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27
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28 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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29 rp->r_flags &= ~ISDARK;
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30
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31 for (i = 0; i < LINES - 2; i++) {
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32 for (j = 0; j < COLS - 1; j++) {
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33 ch = mvinch(i,j);
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34 if (isatrap(ch)) {
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35 struct trap *what;
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36
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37 what = trap_at(i, j);
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38 if (what != NULL)
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39 what->tr_flags |= ISFOUND;
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40 }
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41 else if (ch == SECRETDOOR) {
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42 ch = DOOR;
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43 mvaddch(i, j, ch);
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44 }
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45 else if (illeg_ch(ch)) {
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46 ch = FLOOR;
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47 mvaddch(i, j, ch);
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48 }
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49 if (mvwinch(mw, i, j) != ' ') {
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50 struct linked_list *what;
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51 struct thing *it;
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52
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53 what = find_mons(i, j);
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54 if (what == NULL) {
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55 ch = FLOOR;
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56 mvaddch(i, j, ch);
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57 }
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58 else {
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59 it = THINGPTR(what);
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60 it->t_oldch = ch;
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61 }
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62 }
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63 mch = mvwinch(cw, i, j);
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64 if (isalpha(mch))
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65 ch = mch;
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66 mvwaddch(cw, i, j, ch);
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67 }
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68 }
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69 nochange = FALSE; /* display status again */
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70 draw(cw);
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71 }
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72
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73 /*
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74 * dispmons:
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75 * Show monsters for wizard and potion
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76 */
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77 void
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78 dispmons(void)
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79 {
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80 reg int ch, y, x;
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81 reg struct thing *it;
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82 reg struct linked_list *item;
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83
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84 for (item = mlist; item != NULL; item = next(item)) {
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85 it = THINGPTR(item);
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86 y = it->t_pos.y;
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87 x = it->t_pos.x;
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88 mvwaddch(cw, y, x, it->t_type);
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89 it->t_flags |= ISFOUND;
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90 if (it->t_type == 'M') /* if a mimic */
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91 it->t_disguise = 'M'; /* give it away */
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92 }
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93 draw(cw);
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94 }
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95
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96 /*
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97 * winat:
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98 * Get whatever character is at a location on the screen
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99 */
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100 char
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101 winat(int y, int x)
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102 {
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103 reg char ch;
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104
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105 if (mvwinch(mw,y,x) == ' ')
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106 ch = mvinch(y, x); /* non-monsters */
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107 else
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108 ch = winch(mw); /* monsters */
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109 return ch;
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110 }
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111
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112 /*
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113 * cordok:
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114 * Returns TRUE if coordinate is on usable screen
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115 */
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116 bool
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117 cordok(int y, int x)
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118 {
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119 if (x < 0 || y < 0 || x >= COLS || y >= LINES - 1)
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120 return FALSE;
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121 return TRUE;
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122 }
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123
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124 /*
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125 * pl_on:
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126 * Returns TRUE if the player's flag is set
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127 */
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128 bool
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129 pl_on(long what)
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130 {
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131 return (player.t_flags & what);
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132 }
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133
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134
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135 /*
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136 * pl_off:
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137 * Returns TRUE when player's flag is reset
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138 */
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139 bool
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140 pl_off(long what)
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141 {
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142 return (!(player.t_flags & what));
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143 }
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144
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145
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146 /*
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147 * o_on:
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148 * Returns TRUE in the objects flag is set
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149 */
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150 bool
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151 o_on(struct object *what, long bit)
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152 {
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153 reg int flag;
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154
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155 flag = FALSE;
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156 if (what != NULL)
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157 flag = (what->o_flags & bit);
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158 return flag;
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159 }
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160
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161
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162 /*
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163 * o_off:
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164 * Returns TRUE is the objects flag is reset
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165 */
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166 bool
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167 o_off(struct object *what, long bit)
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168 {
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169 reg int flag;
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170
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171 flag = FALSE;
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172 if (what != NULL)
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173 flag = !(what->o_flags & bit);
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174 return flag;
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175 }
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176
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177
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178 /*
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179 * setoflg:
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180 * Set the specified flag for the object
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181 */
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182 void
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183 setoflg(struct object *what, long bit)
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184 {
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185 what->o_flags |= bit;
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186 }
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187
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188
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189 /*
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190 * resoflg:
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191 * Reset the specified flag for the object
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192 */
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193 void
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194 resoflg(struct object *what, long bit)
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195 {
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196 what->o_flags &= ~bit;
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197 }