comparison rogue4/chase.c @ 215:1b73a8641b37

rogue4: fix most GCC5 warnings. Converting all function definitions to ANSI style accounts for most of the change. This has exposed other problems, such as daemons not actually being their stated type, that will require more careful solutions.
author John "Elwin" Edwards
date Wed, 27 Jan 2016 19:41:05 -0500
parents 9535a08ddc39
children e52a8a7ad4c5
comparison
equal deleted inserted replaced
214:e5a15b09ce1d 215:1b73a8641b37
8 * All rights reserved. 8 * All rights reserved.
9 * 9 *
10 * See the file LICENSE.TXT for full copyright and licensing information. 10 * See the file LICENSE.TXT for full copyright and licensing information.
11 */ 11 */
12 12
13 #include <stdlib.h>
13 #include <curses.h> 14 #include <curses.h>
14 #include "rogue.h" 15 #include "rogue.h"
15 16
16 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */ 17 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */
17 18
18 coord ch_ret; /* Where chasing takes you */ 19 coord ch_ret; /* Where chasing takes you */
19 20
21 bool chase(THING *tp, coord *ee);
22 int do_chase(THING *th);
23 coord *find_dest(THING *tp);
24
20 /* 25 /*
21 * runners: 26 * runners:
22 * Make all the running monsters move. 27 * Make all the running monsters move.
23 */ 28 */
24 runners() 29 void
30 runners(void)
25 { 31 {
26 register THING *tp; 32 register THING *tp;
27 register THING *ntp; 33 register THING *ntp;
28 34
29 for (tp = mlist; tp != NULL; tp = ntp) 35 for (tp = mlist; tp != NULL; tp = ntp)
44 50
45 /* 51 /*
46 * do_chase: 52 * do_chase:
47 * Make one thing chase another. 53 * Make one thing chase another.
48 */ 54 */
49 do_chase(th) 55 int
50 register THING *th; 56 do_chase(THING *th)
51 { 57 {
52 register struct room *rer, *ree; /* room of chaser, room of chasee */ 58 register struct room *rer, *ree; /* room of chaser, room of chasee */
53 register int mindist = 32767, i, dist; 59 register int mindist = 32767, i, dist;
54 register bool stoprun = FALSE; /* TRUE means we are there */ 60 register bool stoprun = FALSE; /* TRUE means we are there */
55 register char sch; 61 register char sch;
182 188
183 /* 189 /*
184 * see_monst: 190 * see_monst:
185 * Return TRUE if the hero can see the monster 191 * Return TRUE if the hero can see the monster
186 */ 192 */
187 see_monst(mp) 193 bool
188 register THING *mp; 194 see_monst(THING *mp)
189 { 195 {
190 if (on(player, ISBLIND)) 196 if (on(player, ISBLIND))
191 return FALSE; 197 return FALSE;
192 if (on(*mp, ISINVIS) && !on(player, CANSEE)) 198 if (on(*mp, ISINVIS) && !on(player, CANSEE))
193 return FALSE; 199 return FALSE;
201 /* 207 /*
202 * runto: 208 * runto:
203 * Set a mosnter running after something or stop it from running 209 * Set a mosnter running after something or stop it from running
204 * (for when it dies) 210 * (for when it dies)
205 */ 211 */
206 runto(runner, spot) 212 void
207 register coord *runner; 213 runto(coord *runner, coord *spot)
208 coord *spot;
209 { 214 {
210 register THING *tp; 215 register THING *tp;
211 216
212 /* 217 /*
213 * If we couldn't find him, something is funny 218 * If we couldn't find him, something is funny
232 * chase: 237 * chase:
233 * Find the spot for the chaser(er) to move closer to the 238 * Find the spot for the chaser(er) to move closer to the
234 * chasee(ee). Returns TRUE if we want to keep on chasing later 239 * chasee(ee). Returns TRUE if we want to keep on chasing later
235 * FALSE if we reach the goal. 240 * FALSE if we reach the goal.
236 */ 241 */
237 chase(tp, ee) 242 bool
238 THING *tp; 243 chase(THING *tp, coord *ee)
239 coord *ee;
240 { 244 {
241 register int x, y; 245 register int x, y;
242 register int dist, thisdist; 246 register int dist, thisdist;
243 register THING *obj; 247 register THING *obj;
244 register coord *er = &tp->t_pos; 248 register coord *er = &tp->t_pos;
337 * roomin: 341 * roomin:
338 * Find what room some coordinates are in. NULL means they aren't 342 * Find what room some coordinates are in. NULL means they aren't
339 * in any room. 343 * in any room.
340 */ 344 */
341 struct room * 345 struct room *
342 roomin(cp) 346 roomin(coord *cp)
343 register coord *cp;
344 { 347 {
345 register struct room *rp; 348 register struct room *rp;
346 register char *fp; 349 register char *fp;
347 350
348 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) 351 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
358 361
359 /* 362 /*
360 * diag_ok: 363 * diag_ok:
361 * Check to see if the move is legal if it is diagonal 364 * Check to see if the move is legal if it is diagonal
362 */ 365 */
363 diag_ok(sp, ep) 366 bool
364 register coord *sp, *ep; 367 diag_ok(coord *sp, coord *ep)
365 { 368 {
366 if (ep->x == sp->x || ep->y == sp->y) 369 if (ep->x == sp->x || ep->y == sp->y)
367 return TRUE; 370 return TRUE;
368 return (step_ok(chat(ep->y, sp->x)) && step_ok(chat(sp->y, ep->x))); 371 return (step_ok(chat(ep->y, sp->x)) && step_ok(chat(sp->y, ep->x)));
369 } 372 }
370 373
371 /* 374 /*
372 * cansee: 375 * cansee:
373 * Returns true if the hero can see a certain coordinate. 376 * Returns true if the hero can see a certain coordinate.
374 */ 377 */
375 cansee(y, x) 378 bool
376 register int y, x; 379 cansee(int y, int x)
377 { 380 {
378 register struct room *rer; 381 register struct room *rer;
379 coord tp; 382 coord tp;
380 383
381 if (on(player, ISBLIND)) 384 if (on(player, ISBLIND))
394 /* 397 /*
395 * find_dest: 398 * find_dest:
396 * find the proper destination for the monster 399 * find the proper destination for the monster
397 */ 400 */
398 coord * 401 coord *
399 find_dest(tp) 402 find_dest(THING *tp)
400 register THING *tp;
401 { 403 {
402 register THING *obj; 404 register THING *obj;
403 register int prob; 405 register int prob;
404 register struct room *rp; 406 register struct room *rp;
405 407