Mercurial > hg > early-roguelike
annotate arogue5/chase.c @ 170:0298a68cc179
Advanced Rogue family: fix messages from some scrolls.
When scrolls of magic mapping or gold detection were read, their
characteristic messages were displayed before overwriting the whole
screen to show the newly discovered information. They are now shown
after updating the screen, so they will be visible.
author | John "Elwin" Edwards |
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date | Thu, 02 Jul 2015 08:04:16 -0400 |
parents | 0ed67132cf10 |
children | 56e748983fa8 |
rev | line source |
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1 /* |
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2 * Code for one object to chase another |
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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 <ctype.h> |
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16 #include <limits.h> |
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17 #include "curses.h" |
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18 #include "rogue.h" |
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19 #define MAXINT INT_MAX |
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20 #define MININT INT_MIN |
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21 |
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22 coord ch_ret; /* Where chasing takes you */ |
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23 |
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24 |
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25 |
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26 |
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27 |
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28 /* |
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29 * Canblink checks if the monster can teleport (blink). If so, it will |
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30 * try to blink the monster next to the player. |
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31 */ |
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32 |
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33 bool |
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34 can_blink(tp) |
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35 register struct thing *tp; |
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36 { |
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37 register int y, x, index=9; |
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38 coord tryp; /* To hold the coordinates for use in diag_ok */ |
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39 bool spots[9], found_one=FALSE; |
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40 |
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41 /* |
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42 * First, can the monster even blink? And if so, there is only a 50% |
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43 * chance that it will do so. And it won't blink if it is running or |
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44 * held. |
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45 */ |
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46 if (off(*tp, CANBLINK) || (on(*tp, ISHELD)) || |
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47 on(*tp, ISFLEE) || |
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48 (on(*tp, ISSLOW) && off(*tp, ISHASTE) && !(tp->t_turn)) || |
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49 tp->t_no_move || |
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50 (rnd(12) < 6)) return(FALSE); |
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51 |
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52 |
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53 /* Initialize the spots as illegal */ |
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54 do { |
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55 spots[--index] = FALSE; |
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56 } while (index > 0); |
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57 |
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58 /* Find a suitable spot next to the player */ |
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59 for (y=hero.y-1; y<hero.y+2; y++) |
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60 for (x=hero.x-1; x<hero.x+2; x++, index++) { |
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61 /* Make sure x coordinate is in range and that we are |
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62 * not at the player's position |
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63 */ |
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64 if (x<0 || x >= COLS || index == 4) continue; |
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65 |
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66 /* Is it OK to move there? */ |
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67 if (step_ok(y, x, NOMONST, tp) && |
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68 (!isatrap(mvwinch(cw, y, x)) || |
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69 rnd(10) >= tp->t_stats.s_intel || |
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70 on(*tp, ISFLY))) { |
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71 /* OK, we can go here. But don't go there if |
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72 * monster can't get at player from there |
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73 */ |
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74 tryp.y = y; |
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75 tryp.x = x; |
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76 if (diag_ok(&tryp, &hero, tp)) { |
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77 spots[index] = TRUE; |
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78 found_one = TRUE; |
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79 } |
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80 } |
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81 } |
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82 |
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83 /* If we found one, go to it */ |
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84 if (found_one) { |
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85 char rch; /* What's really where the creatures moves to */ |
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86 |
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87 /* Find a legal spot */ |
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88 while (spots[index=rnd(9)] == FALSE) continue; |
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89 |
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90 /* Get the coordinates */ |
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91 y = hero.y + (index/3) - 1; |
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92 x = hero.x + (index % 3) - 1; |
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93 |
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94 /* Move the monster from the old space */ |
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95 mvwaddch(cw, tp->t_pos.y, tp->t_pos.x, tp->t_oldch); |
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96 |
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97 /* Move it to the new space */ |
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98 tp->t_oldch = CCHAR( mvwinch(cw, y, x) ); |
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99 |
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100 /* Display the creature if our hero can see it */ |
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101 if (cansee(y, x) && |
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102 off(*tp, ISINWALL) && |
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103 !invisible(tp)) |
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104 mvwaddch(cw, y, x, tp->t_type); |
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105 |