Mercurial > hg > early-roguelike
annotate arogue7/chase.c @ 164:49af2fd0bb0c
Move some autotools files to where configure can find them.
rogue5 uses config.guess and config.sub to find the canonical system
names. The configure script expects them to be in the same directory
as install-sh. So they have been relocated to the top level.
This is a quick and dirty fix. The eventual plan is to relocate them
to /dev/null.
I also suspect they should be used to set HOST, not TARGET. Rogue is
not a cross-compiler.
author | John "Elwin" Edwards |
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date | Tue, 16 Jun 2015 11:44:49 -0400 |
parents | adfa37e67084 |
children | f9ef86cf22b2 |
rev | line source |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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1 /* |
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2 * chase.c - 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, 1986 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 /* |
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16 * Code for one object to chase another |
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17 * |
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18 */ |
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19 |
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20 #include <ctype.h> |
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21 #include <limits.h> |
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22 #include "curses.h" |
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23 #include "rogue.h" |
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24 #define MAXINT INT_MAX |
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25 #define MININT INT_MIN |
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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 tp->t_action == A_FREEZE || |
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49 (rnd(12) < 6)) return(FALSE); |
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50 |
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51 |
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52 /* Initialize the spots as illegal */ |
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53 do { |
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54 spots[--index] = FALSE; |
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55 } while (index > 0); |
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56 |
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57 /* Find a suitable spot next to the player */ |
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58 for (y=hero.y-1; y<hero.y+2; y++) |
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59 for (x=hero.x-1; x<hero.x+2; x++, index++) { |
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60 /* Make sure x coordinate is in range and that we are |
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61 * not at the player's position |
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62 */ |
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63 if (x<0 || x >= cols || index == 4) continue; |
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64 |
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65 /* Is it OK to move there? */ |
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66 if (step_ok(y, x, NOMONST, tp) && |
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67 (!isatrap(mvwinch(cw, y, x)) || |
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68 rnd(10) >= tp->t_stats.s_intel || |
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69 on(*tp, ISFLY))) { |
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70 /* OK, we can go here. But don't go there if |
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71 * monster can't get at player from there |
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72 */ |
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73 tryp.y = y; |
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74 tryp.x = x; |
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75 if (diag_ok(&tryp, &hero, tp)) { |
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76 spots[index] = TRUE; |
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77 found_one = TRUE; |
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78 } |
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79 } |
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80 } |
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81 |
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82 /* If we found one, go to it */ |
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83 if (found_one) { |
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84 char rch; /* What's really where the creatures moves to */ |
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85 |
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86 /* Find a legal spot */ |
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87 while (spots[index=rnd(9)] == FALSE) continue; |
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88 |
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89 /* Get the coordinates */ |
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90 y = hero.y + (index/3) - 1; |
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91 x = hero.x + (index % 3) - 1; |
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