annotate xrogue/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 f54901b9c39b
children e52a8a7ad4c5
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1 /*
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2 move.c - Hero movement commands
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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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>
220
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21 #include <string.h>
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22 #include "rogue.h"
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23
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24 /*
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25 * Used to hold the new hero position
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26 */
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27
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28 coord move_nh;
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29
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30 static char Moves[3][3] = {
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31 { 'y', 'k', 'u' },
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32 { 'h', '.', 'l' },
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33 { 'b', 'j', 'n' }
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34 };
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35
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36 /*
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37 * be_trapped:
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38 * The guy stepped on a trap.... Make him pay.
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39 */
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40
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41 char
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42 be_trapped(struct thing *th, coord *tc)
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43 {
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44 register struct trap *tp;
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45 register char ch, *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 register struct thing *mp;
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50
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51
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52 /* Can the player see the creature? */
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53 can_see = cansee(tc->y, tc->x);
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54 can_see &= (is_player || !invisible(th));
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55
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56 tp = trap_at(tc->y, tc->x);
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57 /*
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58 * if he's wearing boots of elvenkind, he won't set off the trap
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59 * unless its a magic pool (they're not really traps)
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60 */
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61 if (is_player &&
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62 cur_misc[WEAR_BOOTS] != NULL &&
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63 cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS &&
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64 tp->tr_type != POOL)
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65 return '\0';
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66
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67 /*
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68 * if the creature is flying then it won't set off the trap
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69 */
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70 if (on(*th, ISFLY))
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71 return '\0';
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72
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73 tp->tr_flags |= ISFOUND;
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74
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75 if (!is_player) {
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76 mitem = find_mons(th->t_pos.y, th->t_pos.x);
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77 mname = monster_name(th);
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78 }
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79 else {
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80 count = running = FALSE;
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81 mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type);
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82 }
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83 switch (ch = tp->tr_type) {
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84 case TRAPDOOR:
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85 if (is_player) {
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86 level++;
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87 pstats.s_hpt -= roll(1, 10);
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88 if (pstats.s_hpt < 1) {
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89 pstats.s_hpt = -1;
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90 death(D_FALL);
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91 }
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92 wclear(cw);
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93 wclear(mw);