Mercurial > hg > early-roguelike
annotate rogue3/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 | 527e2150eaf0 |
children | d9e44e18eeec |
rev | line source |
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0
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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 * @(#)chase.c 3.17 (Berkeley) 6/15/81 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include "curses.h" |
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14 #include "rogue.h" |
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15 |
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16 coord ch_ret; /* Where chasing takes you */ |
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17 |
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18 /* |
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19 * runners: |
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20 * Make all the running monsters move. |
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21 */ |
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22 |
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23 void |
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24 runners() |
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25 { |
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26 struct linked_list *item; |
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27 struct thing *tp; |
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28 |
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29 for (item = mlist; item != NULL;) |
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30 { |
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31 tp = (struct thing *) ldata(item); |
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32 item = next(item); |
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33 if (off(*tp, ISHELD) && on(*tp, ISRUN)) |
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34 { |
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35 if (off(*tp, ISSLOW) || tp->t_turn) |
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36 if (do_chase(tp) == -1) |
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37 continue; |
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38 if (on(*tp, ISHASTE)) |
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39 if (do_chase(tp) == -1) |
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40 continue; |
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41 tp->t_turn ^= TRUE; |
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42 } |
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43 } |
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44 } |
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45 |
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46 /* |
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47 * do_chase: |
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48 * Make one thing chase another. |
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49 */ |
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50 |
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51 int |
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52 do_chase(struct thing *th) |
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53 { |
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54 struct room *rer, *ree; /* room of chaser, room of chasee */ |
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55 int mindist = 32767, i, dist; |
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56 int stoprun = FALSE; /* TRUE means we are there */ |
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57 int sch; |
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58 coord this; /* Temporary destination for chaser */ |
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59 |
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60 rer = roomin(&th->t_pos); /* Find room of chaser */ |
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61 ree = roomin(th->t_dest); /* Find room of chasee */ |
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62 /* |
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63 * We don't count doors as inside rooms for this routine |
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64 */ |
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65 if (mvwinch(stdscr, th->t_pos.y, th->t_pos.x) == DOOR) |
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66 rer = NULL; |
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67 this = *th->t_dest; |
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68 /* |
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69 * If the object of our desire is in a different room, |
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70 * than we are and we ar not in a corridor, run to the |
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71 * door nearest to our goal. |
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72 */ |
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73 if (rer != NULL && rer != ree) |
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74 for (i = 0; i < rer->r_nexits; i++) /* loop through doors */ |
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75 { |
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76 dist = DISTANCE(th->t_dest->y, th->t_dest->x, |
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77 rer->r_exit[i].y, rer->r_exit[i].x); |
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78 if (dist < mindist) /* minimize distance */ |
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79 { |
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80 this = rer->r_exit[i]; |
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81 mindist = dist; |
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82 } |
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83 } |
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84 /* |
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85 * this now contains what we want to run to this time |
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86 * so we run to it. If we hit it we either want to fight it |
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87 * or stop running |
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88 */ |
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89 if (!chase(th, &this)) |
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90 { |
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91 if (ce(this, hero)) |
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92 { |
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93 return( attack(th) ); |
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94 } |
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95 else if (th->t_type != 'F') |
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96 stoprun = TRUE; |
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97 } |
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98 else if (th->t_type == 'F') |
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99 return(0); |
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100 mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch); |
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101 sch = mvwinch(cw, ch_ret.y, ch_ret.x); |
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102 if (rer != NULL && (rer->r_flags & ISDARK) && sch == FLOOR |
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103 && DISTANCE(ch_ret.y, ch_ret.x, th->t_pos.y, th->t_pos.x) < 3 |
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104 && off(player, ISBLIND)) |
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105 th->t_oldch = ' '; |