annotate arogue5/move.c @ 234:c10fe421b8fb

Fix various overlooked causes of warnings. GCC5 now produces under 300 lines of warnings, but the remaining ones will require more complex solutions.
author John "Elwin" Edwards
date Sun, 06 Mar 2016 21:02:59 -0500
parents 56e748983fa8
children e52a8a7ad4c5
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1 /*
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2 * Hero movement commands
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 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 "Super-Rogue"
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9 * Copyright (C) 1984 Robert D. Kindelberger
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10 * All rights reserved.
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11 *
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12 * Based on "Rogue: Exploring the Dungeons of Doom"
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13 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 * All rights reserved.
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15 *
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16 * See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include "curses.h"
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20 #include <ctype.h>
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21 #include "rogue.h"
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22
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23 /*
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24 * Used to hold the new hero position
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25 */
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26
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27 static coord nh;
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28
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29 static const char Moves[3][3] = {
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30 { 'y', 'k', 'u' },
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31 { 'h', '\0', 'l' },
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32 { 'b', 'j', 'n' }
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33 };
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34
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35 /*
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36 * be_trapped:
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37 * The guy stepped on a trap.... Make him pay.
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38 */
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39
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40 char
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41 be_trapped(struct thing *th, coord *tc)
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42 {
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43 register struct trap *tp;
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44 register char ch;
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45 register const char *mname = NULL;
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46 register bool is_player = (th == &player),
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47 can_see;
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48 register struct linked_list *mitem = NULL;
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49
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50
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51 /* Can the player see the creature? */
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52 can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th)));
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53
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54 tp = trap_at(tc->y, tc->x);
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55 /*
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56 * if he's wearing boots of elvenkind, he won't set off the trap
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57 * unless its a magic pool (they're not really traps)
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58 */
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59 if (is_player &&
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60 cur_misc[WEAR_BOOTS] != NULL &&
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61 cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS &&
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62 tp->tr_type != POOL)
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63 return '\0';
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64
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65 /*
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66 * if the creature is flying then it won't set off the trap
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67 */
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68 if (on(*th, ISFLY))
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69 return '\0';
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70
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71 tp->tr_flags |= ISFOUND;
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72
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73 if (!is_player) {
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74 mitem = find_mons(th->t_pos.y, th->t_pos.x);
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75 mname = monsters[th->t_index].m_name;
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76 }
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77 else {
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78 count = running = FALSE;
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79 mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type);
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80 }
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81 switch (ch = tp->tr_type) {
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82 case TRAPDOOR:
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83 if (is_player) {
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84 level++;
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85 pstats.s_hpt -= roll(1, 10);
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86 if (pstats.s_hpt <= 0) death(D_FALL);
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87 new_level(NORMLEV);
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88 msg("You fell into a trap!");
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89 }
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90 else {
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91 if (can_see) msg("The %s fell into a trap!", mname);
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92
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93 /* See if the fall killed the monster */
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94 if ((th->t_stats.s_hpt -= roll(1, 10)) <= 0) {
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95 killed(mitem, FALSE, FALSE);
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96 }
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97 else { /* Just move monster to next level */
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98 check_residue(th);
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99
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100 /* Erase the monster from the old position */
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101 if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
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102 mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
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103 mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
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104 turn_on(*th, ISELSEWHERE);
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