Mercurial > hg > early-roguelike
annotate urogue/chase.c @ 263:08057be02f47
UltraRogue: make scorefile location configurable.
author | John "Elwin" Edwards |
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date | Wed, 15 Feb 2017 20:38:12 -0500 |
parents | c495a4f288c6 |
children | 0250220d8cdd |
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1 /* |
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2 chase.c - Code for one creature to chase another |
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3 |
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom |
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <stdlib.h> |
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20 #include <ctype.h> |
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21 #include <limits.h> |
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22 #include "rogue.h" |
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23 |
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24 /* |
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25 do_chase() |
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26 Make one thing chase another. |
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27 */ |
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28 |
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29 void |
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30 do_chase(struct thing *th, int flee) |
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31 { |
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32 struct room *rer; /* room of chaser */ |
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33 struct room *ree; /* room of chasee */ |
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34 struct room *old_room; /* old room of monster */ |
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35 struct room *new_room; /* new room of monster */ |
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36 |
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37 int i, mindist = INT_MAX, maxdist = INT_MIN, dist = INT_MIN; |
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38 |
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39 int last_door = -1; /* Door we just came from */ |
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40 int stoprun = FALSE; /* TRUE means we are there */ |
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41 int rundoor; /* TRUE means run to a door */ |
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42 int hit_bad = FALSE; /* TRUE means hit bad monster */ |
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43 int mon_attack; /* TRUE means find a monster to hit */ |
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44 |
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45 char sch; |
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46 struct linked_list *item; |
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47 coord this; /* Temporary destination for chaser */ |
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48 |
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49 if (!th->t_ischasing) |
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50 return; |
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51 |
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52 /* Make sure the monster can move */ |
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53 |
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54 if (th->t_no_move != 0) |
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55 { |
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56 th->t_no_move--; |
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57 return; |
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58 } |
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59 |
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60 /* |
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61 * Bad monsters check for a good monster to hit, friendly monsters |
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62 * check for a bad monster to hit. |
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63 */ |
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64 |
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65 mon_attack = FALSE; |
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66 |
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67 if (good_monster(*th)) |
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68 { |
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69 hit_bad = TRUE; |
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70 mon_attack = TRUE; |
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71 } |
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72 else if (on(*th, ISMEAN)) |
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73 { |
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74 hit_bad = FALSE; |
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75 mon_attack = TRUE; |
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76 } |
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77 |
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78 if (mon_attack) |
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79 { |
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80 struct linked_list *mon_to_hit; |
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81 |
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82 mon_to_hit = f_mons_a(th->t_pos.y, th->t_pos.x, hit_bad); |
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83 |
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84 if (mon_to_hit) |
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85 { |
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86 mon_mon_attack(th, mon_to_hit, pick_weap(th), NOTHROWN); |
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87 return; |
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88 } |
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89 } |
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90 |
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91 /* no nearby monster to hit */ |
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92 |
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93 rer = roomin(th->t_pos); /* Find room of chaser */ |
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