annotate arogue7/actions.c @ 228:b67b99f6c92b

Daemons and fuses now return void. Functions for starting and stopping daemons and fuses now expect the type 'void (*func)()'. Only a few functions in XRogue needed to be modified to fit. Determining the type of the argument is left for a later date. Building with GCC5 should now produce less than 200 lines of warnings per game.
author John "Elwin" Edwards
date Sat, 05 Mar 2016 20:49:37 -0500
parents f9ef86cf22b2
children
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1 /*
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2 * actions.c - functions for dealing with monster actions
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include <ctype.h>
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16 #include <limits.h>
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17 #include "curses.h"
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18 #include "rogue.h"
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19 #define MAXINT INT_MAX
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20 #define MININT INT_MIN
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21
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22 void m_breathe(struct thing *tp);
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23 void m_select(struct thing *th, bool flee);
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24 void m_sonic(struct thing *tp);
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25 void m_spell(struct thing *tp);
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26 void m_summon(struct thing *tp);
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27 bool m_use_it(struct thing *tp, bool flee, struct room *rer, struct room *ree);
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28 bool m_use_pack(struct thing *monster, coord *monst_pos, coord *defend_pos,
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29 int dist, coord *shoot_dir);
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30
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31 /*
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32 * Did we disrupt a spell?
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33 */
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34 void
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35 dsrpt_monster(struct thing *tp, bool always, bool see_him)
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36 {
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37 switch (tp->t_action) {
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38 case A_SUMMON:
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39 case A_MISSILE:
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40 case A_SLOW:
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41 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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42 tp->t_no_move = movement(tp);
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43 tp->t_using = NULL;/* Just to be on the safe side */
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44 turn_on(*tp, WASDISRUPTED);
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45 if (see_him)
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46 msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE));
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47 /*
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48 * maybe choose something else to do next time since player
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49 * is disrupting us
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50 */
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51 tp->t_summon *= 2;
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52 tp->t_cast /= 2;
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53 return;
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54 }
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55
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56 /* We may want to disrupt other actions, too */
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57 if (always) {
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58 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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59 tp->t_no_move = movement(tp);
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60 tp->t_using = NULL;/* Just to be on the safe side */
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61 }
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62 }
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63
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64 void
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65 dsrpt_player(void)
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66 {
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67 int which, action;
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68 struct linked_list *item;
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69 struct object *obj;
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70
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71 action = player.t_action;
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72 which = player.t_selection;
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73
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74 switch (action) {
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75 case C_CAST: /* Did we disrupt a spell? */
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76 case C_PRAY:
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77 case C_CHANT:
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78 {
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79 msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer");
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80
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81 /* Charge him anyway */
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82 if (action == C_CAST)
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83 spell_power += magic_spells[which].s_cost;
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84 else if (action == C_PRAY)
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85 pray_time += cleric_spells[which].s_cost;
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86 else if (action == C_CHANT)
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87 chant_time += druid_spells[which].s_cost;
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88 }
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89 when C_COUNT: /* counting of gold? */