annotate arogue5/util.c @ 304:e52a8a7ad4c5

Fix many compiler warnings. There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
author John "Elwin" Edwards
date Wed, 14 Apr 2021 18:55:33 -0400
parents d71e5e1f49cf
children
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1 /*
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2 * all sorts of miscellaneous routines
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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 "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 "curses.h"
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16 #include "rogue.h"
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17 #include <ctype.h>
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18 #include <string.h>
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19
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20 /*
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21 * aggravate:
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22 * aggravate all the monsters on this level
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23 */
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24
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25 void
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26 aggravate(void)
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27 {
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28 register struct linked_list *mi;
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29
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30 for (mi = mlist; mi != NULL; mi = next(mi))
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31 runto(THINGPTR(mi), &hero);
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32 }
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33
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34 /*
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35 * cansee:
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36 * returns true if the hero can see a certain coordinate.
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37 */
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38
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39 bool
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40 cansee(int y, int x)
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41 {
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42 register struct room *rer;
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43 register int radius;
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44 coord tp;
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45
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46 if (on(player, ISBLIND))
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47 return FALSE;
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48
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49 tp.y = y;
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50 tp.x = x;
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51 rer = roomin(&tp);
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52
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53 /* How far can we see? */
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54 if (levtype == OUTSIDE) {
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55 if (daytime) radius = 36;
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56 else if (lit_room(rer)) radius = 9;
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57 else radius = 3;
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58 }
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59 else radius = 3;
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60
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61 /*
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62 * We can only see if the hero in the same room as
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63 * the coordinate and the room is lit or if it is close.
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64 */
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65 return ((rer != NULL &&
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66 levtype != OUTSIDE &&
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67 (levtype != MAZELEV || /* Maze level needs direct line */
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68 maze_view(tp.y, tp.x)) &&
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69 rer == roomin(&hero) &&
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70 lit_room(rer)) ||
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71 DISTANCE(y, x, hero.y, hero.x) < radius);
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72 }
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73
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74 /*
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75 * check_level:
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76 * Check to see if the guy has gone up a level.
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77 *
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78 * Return points needed to obtain next level.
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79 *
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80 * These are the beginning experience levels for all players.
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81 * All further experience levels are computed by muliplying by 2
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82 * up through MAXDOUBLE.
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83 */
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84 #define MAXDOUBLE 14 /* Maximum number of times score is doubled */
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85 static struct {
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86 long base; /* What it starts out at for doubling */
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87 long cap; /* The maximum before doubling stops */
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88 } e_levels[4] = {
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89 /* You must change MAXDOUBLE if you change the cap figure */
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90 { 90L, 1474560L }, /* Fighter */
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91 { 130L, 2129920L }, /* Magician */
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92 { 110L, 1802240L }, /* cleric */
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93 { 75L, 1228800L } /* Thief */
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94 };
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95
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96 long
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97 check_level(bool get_spells)
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98 {
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99 register int i, j, add = 0;
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100 register unsigned long exp;
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101 long retval; /* Return value */
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102 int nsides = 0;
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103
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