be more consistent with coordinates
This commit is contained in:
48
src/hack.c
48
src/hack.c
@@ -7,11 +7,11 @@
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/* #define DEBUG */ /* uncomment for debugging */
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static boolean could_move_onto_boulder(int, int);
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static boolean could_move_onto_boulder(coordxy, coordxy);
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static int moverock(void);
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static void dosinkfall(void);
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static boolean findtravelpath(int);
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static boolean trapmove(int, int, struct trap *);
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static boolean trapmove(coordxy, coordxy, struct trap *);
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static void check_buried_zombies(coordxy, coordxy);
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static schar u_simple_floortyp(coordxy, coordxy);
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static boolean swim_move_danger(coordxy, coordxy);
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@@ -30,11 +30,11 @@ static boolean move_out_of_bounds(coordxy, coordxy);
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static boolean carrying_too_much(void);
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static boolean escape_from_sticky_mon(coordxy, coordxy);
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static void domove_core(void);
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static void maybe_smudge_engr(int, int, int, int);
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static void maybe_smudge_engr(coordxy, coordxy, coordxy, coordxy);
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static struct monst *monstinroom(struct permonst *, int);
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static void move_update(boolean);
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static int pickup_checks(void);
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static boolean doorless_door(int, int);
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static boolean doorless_door(coordxy, coordxy);
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static void maybe_wail(void);
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#define IS_SHOP(x) (g.rooms[x].rtype >= SHOPBASE)
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@@ -77,7 +77,7 @@ obj_to_any(struct obj *obj)
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}
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boolean
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revive_nasty(int x, int y, const char *msg)
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revive_nasty(coordxy x, coordxy y, const char *msg)
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{
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register struct obj *otmp, *otmp2;
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struct monst *mtmp;
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@@ -116,7 +116,7 @@ revive_nasty(int x, int y, const char *msg)
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/* can hero move onto a spot containing one or more boulders?
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used for m<dir> and travel and during boulder push failure */
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static boolean
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could_move_onto_boulder(int sx, int sy)
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could_move_onto_boulder(coordxy sx, coordxy sy)
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{
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/* can if able to phaze through rock (must be poly'd, so not riding) */
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if (Passes_walls)
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@@ -853,10 +853,10 @@ invocation_pos(coordxy x, coordxy y)
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* mode is one of DO_MOVE, TEST_MOVE, TEST_TRAV, or TEST_TRAP
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*/
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boolean
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test_move(int ux, int uy, int dx, int dy, int mode)
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test_move(coordxy ux, coordxy uy, coordxy dx, coordxy dy, int mode)
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{
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int x = ux + dx;
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int y = uy + dy;
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coordxy x = ux + dx;
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coordxy y = uy + dy;
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register struct rm *tmpr = &levl[x][y];
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struct rm *ust;
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@@ -1156,15 +1156,15 @@ findtravelpath(int mode)
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for (i = 0; i < n; i++) {
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int dir;
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int x = travelstepx[set][i];
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int y = travelstepy[set][i];
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coordxy x = travelstepx[set][i];
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coordxy y = travelstepy[set][i];
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/* no diagonal movement for grid bugs */
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int dirmax = NODIAG(u.umonnum) ? 4 : N_DIRS;
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boolean alreadyrepeated = FALSE;
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for (dir = 0; dir < dirmax; ++dir) {
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int nx = x + xdir[dirs_ord[dir]];
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int ny = y + ydir[dirs_ord[dir]];
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coordxy nx = x + xdir[dirs_ord[dir]];
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coordxy ny = y + ydir[dirs_ord[dir]];
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/*
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* When guessing and trying to travel as close as possible
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@@ -1355,7 +1355,7 @@ findtravelpath(int mode)
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}
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boolean
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is_valid_travelpt(int x, int y)
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is_valid_travelpt(coordxy x, coordxy y)
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{
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int tx = u.tx;
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int ty = u.ty;
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@@ -1380,7 +1380,7 @@ is_valid_travelpt(int x, int y)
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(all failures and most successful escapes leave hero at original spot) */
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static boolean
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trapmove(
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int x, int y, /* targetted destination, <u.ux+u.dx,u.uy+u.dy> */
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coordxy x, coordxy y, /* targetted destination, <u.ux+u.dx,u.uy+u.dy> */
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struct trap *desttrap) /* nonnull if another trap at <x,y> */
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{
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boolean anchored = FALSE;
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@@ -2103,7 +2103,7 @@ move_out_of_bounds(coordxy x, coordxy y)
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return domove_fight_empty(x, y);
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if (flags.mention_walls) {
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int dx = u.dx, dy = u.dy;
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coordxy dx = u.dx, dy = u.dy;
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if (dx && dy) { /* diagonal */
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/* only as far as possible diagonally if in very
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@@ -2205,7 +2205,7 @@ escape_from_sticky_mon(coordxy x, coordxy y)
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void
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domove(void)
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{
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int ux1 = u.ux, uy1 = u.uy;
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coordxy ux1 = u.ux, uy1 = u.uy;
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g.domove_succeeded = 0L;
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domove_core();
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@@ -2493,7 +2493,7 @@ runmode_delay_output(void)
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}
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static void
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maybe_smudge_engr(int x1, int y1, int x2, int y2)
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maybe_smudge_engr(coordxy x1, coordxy y1, coordxy x2, coordxy y2)
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{
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struct engr *ep;
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@@ -2918,7 +2918,7 @@ in_rooms(register coordxy x, register coordxy y, register int typewanted)
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/* is (x,y) in a town? */
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boolean
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in_town(register int x, register int y)
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in_town(coordxy x, coordxy y)
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{
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s_level *slev = Is_special(&u.uz);
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register struct mkroom *sroom;
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@@ -3240,8 +3240,8 @@ dopickup(void)
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void
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lookaround(void)
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{
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register int x, y;
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int i, x0 = 0, y0 = 0, m0 = 1, i0 = 9;
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register coordxy x, y;
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coordxy i, x0 = 0, y0 = 0, m0 = 1, i0 = 9;
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int corrct = 0, noturn = 0;
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struct monst *mtmp;
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@@ -3398,7 +3398,7 @@ lookaround(void)
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/* check for a doorway which lacks its door (NODOOR or BROKEN) */
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static boolean
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doorless_door(int x, int y)
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doorless_door(coordxy x, coordxy y)
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{
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struct rm *lev_p = &levl[x][y];
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@@ -3414,7 +3414,7 @@ doorless_door(int x, int y)
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/* used by drown() to check whether hero can crawl from water to <x,y>;
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also used by findtravelpath() when destination is one step away */
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boolean
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crawl_destination(int x, int y)
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crawl_destination(coordxy x, coordxy y)
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{
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/* is location ok in general? */
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if (!goodpos(x, y, &g.youmonst, 0))
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@@ -3443,7 +3443,7 @@ crawl_destination(int x, int y)
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int
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monster_nearby(void)
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{
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register int x, y;
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register coordxy x, y;
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register struct monst *mtmp;
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/* Also see the similar check in dochugw() in monmove.c */
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