Mercurial > hg > early-roguelike
annotate arogue5/chase.c @ 235:2dcf10d45d5b
Rogue V4: add two more function declarations.
Though it was called with different numbers of arguments, add_line()
does not need to be a variadic function. Making the second argument
mandatory is a better solution.
author | John "Elwin" Edwards |
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date | Mon, 07 Mar 2016 19:26:08 -0500 |
parents | 56e748983fa8 |
children | e52a8a7ad4c5 |
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 <stdlib.h> |
63
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16 #include <ctype.h> |
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17 #include <limits.h> |
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18 #include "curses.h" |
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19 #include "rogue.h" |
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20 #define MAXINT INT_MAX |
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21 #define MININT INT_MIN |
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22 |
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23 coord ch_ret; /* Where chasing takes you */ |
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24 |
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25 struct linked_list *get_hurl(struct thing *tp); |
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26 bool straight_shot(int ery, int erx, int eey, int eex, coord *shooting); |
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27 |
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28 |
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29 /* |
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30 * Canblink checks if the monster can teleport (blink). If so, it will |
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31 * try to blink the monster next to the player. |
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32 */ |
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33 |
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34 bool |
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35 can_blink(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)) |