annotate rogue3/chase.c @ 175:10c273a62228

srogue: remove md_droppriv() and md_resetpriv(). These partial privilege-dropping functions are no longer needed.
author John "Elwin" Edwards
date Sat, 01 Aug 2015 16:31:03 -0400
parents 527e2150eaf0
children d9e44e18eeec
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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 = ' ';
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