Mercurial > hg > early-roguelike
annotate rogue4/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 |
---|---|
date | Tue, 16 Jun 2015 11:44:49 -0400 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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1 /* |
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2 * Code for one creature to chase another |
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3 * |
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4 * @(#)chase.c 4.25 (Berkeley) 5/5/82 |
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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, 1982 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 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */ |
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17 |
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18 coord ch_ret; /* Where chasing takes you */ |
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19 |
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20 /* |
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21 * runners: |
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22 * Make all the running monsters move. |
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23 */ |
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24 runners() |
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25 { |
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26 register THING *tp; |
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27 register THING *ntp; |
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28 |
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29 for (tp = mlist; tp != NULL; tp = ntp) |
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30 { |
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31 ntp = next(tp); |
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32 if (!on(*tp, ISHELD) && on(*tp, ISRUN)) |
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33 { |
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34 if (!on(*tp, ISSLOW) || tp->t_turn) |
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35 if (do_chase(tp) == -1) |
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36 continue; |
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37 if (on(*tp, ISHASTE)) |
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38 if (do_chase(tp) == -1) |
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39 continue; |
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40 tp->t_turn ^= TRUE; |
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41 } |
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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 * do_chase: |
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47 * Make one thing chase another. |
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48 */ |
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49 do_chase(th) |
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50 register THING *th; |
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51 { |
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52 register struct room *rer, *ree; /* room of chaser, room of chasee */ |
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53 register int mindist = 32767, i, dist; |
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54 register bool stoprun = FALSE; /* TRUE means we are there */ |
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55 register char sch; |
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56 register bool door; |
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57 register THING *obj; |
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58 register struct room *oroom; |
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59 coord this; /* Temporary destination for chaser */ |
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60 |
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61 rer = th->t_room; /* Find room of chaser */ |
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62 if (on(*th, ISGREED) && rer->r_goldval == 0) |
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63 th->t_dest = &hero; /* If gold has been taken, run after hero */ |
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64 if (th->t_dest == &hero) /* Find room of chasee */ |
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65 ree = proom; |
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66 else |
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67 ree = roomin(th->t_dest); |
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68 /* |
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69 * We don't count doors as inside rooms for this routine |
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70 */ |
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71 door = (chat(th->t_pos.y, th->t_pos.x) == DOOR); |
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72 /* |
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73 * If the object of our desire is in a different room, |
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74 * and we are not in a corridor, run to the door nearest to |
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75 * our goal. |
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76 */ |
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77 over: |
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78 if (rer != ree) |
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79 { |
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80 for (i = 0; i < rer->r_nexits; i++) /* loop through doors */ |
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81 { |
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82 dist = DISTANCE(th->t_dest->y, th->t_dest->x, |
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83 rer->r_exit[i].y, rer->r_exit[i].x); |
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84 if (dist < mindist) |
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85 { |
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86 this = rer->r_exit[i]; |
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87 mindist = dist; |
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88 } |
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89 } |
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90 if (door) |
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91 { |
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92 rer = &passages[flat(th->t_pos.y, th->t_pos.x) & F_PNUM]; |
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93 door = FALSE; |
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94 goto over; |
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95 } |
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96 } |
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97 else |
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98 { |
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99 this = *th->t_dest; |
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100 /* |
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101 * For dragons check and see if (a) the hero is on a straight |
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102 * line from it, and (b) that it is within shooting distance, |
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103 * but outside of striking range. |
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104 */ |
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105 if (th->t_type == 'D' && (th->t_pos.y == hero.y || th->t_pos.x == hero.x |
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106 || abs(th->t_pos.y - hero.y) == abs(th->t_pos.x - hero.x)) |
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107 && DISTANCE(th->t_pos.y, th->t_pos.x, hero.y, hero.x) <= BOLT_LENGTH * BOLT_LENGTH |
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108 && !on(*th, ISCANC) && rnd(DRAGONSHOT) == 0) |
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109 { |
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110 delta.y = sign(hero.y - th->t_pos.y); |
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111 delta.x = sign(hero.x - th->t_pos.x); |
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112 fire_bolt(&th->t_pos, &delta, "flame"); |
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113 running = FALSE; |
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114 count = quiet = 0; |
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115 return 0; |
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116 } |
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117 } |
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118 /* |
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119 * This now contains what we want to run to this time |
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120 * so we run to it. If we hit it we either want to fight it |
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121 * or stop running |
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122 */ |
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123 if (!chase(th, &this)) |
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124 { |
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125 if (ce(this, hero)) |
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126 { |
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127 return ( attack(th) ); |
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128 } |
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129 else if (ce(this, *th->t_dest)) |
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130 { |
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131 for (obj = lvl_obj; obj != NULL; obj = next(obj)) |
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132 if (th->t_dest == &obj->o_pos) |
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133 { |
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134 detach(lvl_obj, obj); |
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135 attach(th->t_pack, obj); |
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136 chat(obj->o_pos.y, obj->o_pos.x) = |
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137 (th->t_room->r_flags & ISGONE) ? PASSAGE : FLOOR; |
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138 th->t_dest = find_dest(th); |
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139 break; |
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140 } |
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141 if (th->t_type != 'F') |
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142 stoprun = TRUE; |
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143 } |
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144 } |
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145 else if (th->t_type == 'F') |
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146 return(0); |
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147 mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch); |
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148 if (!ce(ch_ret, th->t_pos)) |
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149 { |
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150 sch = mvinch(ch_ret.y, ch_ret.x); |
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151 if (sch == FLOOR && (th->t_room->r_flags & ISDARK) |
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152 && DISTANCE(th->t_pos.y, th->t_pos.x, hero.y, hero.x) |
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153 && !on(player, ISBLIND)) |
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154 th->t_oldch = ' '; |
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155 else |
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156 th->t_oldch = sch; |
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157 oroom = th->t_room; |
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158 th->t_room = roomin(&ch_ret); |
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159 if (oroom != th->t_room) |
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160 th->t_dest = find_dest(th); |
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161 |
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162 moat(th->t_pos.y, th->t_pos.x) = NULL; |
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163 moat(ch_ret.y, ch_ret.x) = th; |
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164 th->t_pos = ch_ret; |
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165 } |
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166 if (see_monst(th)) |
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167 mvaddch(ch_ret.y, ch_ret.x, th->t_disguise); |
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168 else if (on(player, SEEMONST)) |
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169 { |
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170 standout(); |
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171 mvaddch(ch_ret.y, ch_ret.x, th->t_type); |
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172 standend(); |
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173 } |
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174 /* |
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175 * And stop running if need be |
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176 */ |
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177 if (stoprun && ce(th->t_pos, *(th->t_dest))) |
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178 th->t_flags &= ~ISRUN; |
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179 |
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180 return(0); |
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181 } |
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182 |
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183 /* |
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184 * see_monst: |
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185 * Return TRUE if the hero can see the monster |
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186 */ |
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187 see_monst(mp) |
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188 register THING *mp; |
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189 { |
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190 if (on(player, ISBLIND)) |
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191 return FALSE; |
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192 if (on(*mp, ISINVIS) && !on(player, CANSEE)) |
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193 return FALSE; |
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194 if (DISTANCE(mp->t_pos.y, mp->t_pos.x, hero.y, hero.x) < LAMPDIST) |
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195 return TRUE; |
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196 if (mp->t_room != proom) |
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197 return FALSE; |
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198 return (!(mp->t_room->r_flags & ISDARK)); |
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199 } |
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200 |
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201 /* |
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202 * runto: |
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203 * Set a mosnter running after something or stop it from running |
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204 * (for when it dies) |
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205 */ |
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206 runto(runner, spot) |
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207 register coord *runner; |
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208 coord *spot; |
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209 { |
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210 register THING *tp; |
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211 |
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212 /* |
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213 * If we couldn't find him, something is funny |
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214 */ |
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215 #ifdef WIZARD |
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216 if ((tp = moat(runner->y, runner->x)) == NULL) |
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217 msg("couldn't find monster in runto at (%d,%d)", runner->y, runner->x); |
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218 #else |
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219 tp = moat(runner->y, runner->x); |
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220 #endif |
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221 /* |
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222 * Start the beastie running |
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223 */ |
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224 if (tp == NULL) |
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225 return; |
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226 tp->t_flags |= ISRUN; |
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227 tp->t_flags &= ~ISHELD; |
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228 tp->t_dest = find_dest(tp); |
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229 } |
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230 |
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231 /* |
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232 * chase: |
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233 * Find the spot for the chaser(er) to move closer to the |
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234 * chasee(ee). Returns TRUE if we want to keep on chasing later |
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235 * FALSE if we reach the goal. |
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236 */ |
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237 chase(tp, ee) |
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238 THING *tp; |
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239 coord *ee; |
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240 { |
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241 register int x, y; |
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242 register int dist, thisdist; |
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243 register THING *obj; |
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244 register coord *er = &tp->t_pos; |
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245 register char ch; |
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246 register int plcnt = 1; |
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247 |
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248 /* |
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249 * If the thing is confused, let it move randomly. Invisible |
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250 * Stalkers are slightly confused all of the time, and bats are |
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251 * quite confused all the time |
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252 */ |
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253 if ((on(*tp, ISHUH) && rnd(5) != 0) || (tp->t_type == 'I' && rnd(5) == 0) |
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254 || (tp->t_type == 'B' && rnd(2) == 0)) |
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255 { |
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256 /* |
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257 * get a valid random move |
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258 */ |
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259 ch_ret = *rndmove(tp); |
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260 dist = DISTANCE(ch_ret.y, ch_ret.x, ee->y, ee->x); |
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261 /* |
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262 * Small chance that it will become un-confused |
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263 */ |
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264 if (rnd(20) == 0) |
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265 tp->t_flags &= ~ISHUH; |
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266 } |
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267 /* |
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268 * Otherwise, find the empty spot next to the chaser that is |
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269 * closest to the chasee. |
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270 */ |
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271 else |
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272 { |
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273 register int ey, ex; |
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274 /* |
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275 * This will eventually hold where we move to get closer |
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276 * If we can't find an empty spot, we stay where we are. |
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277 */ |
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278 dist = DISTANCE(er->y, er->x, ee->y, ee->x); |
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279 ch_ret = *er; |
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280 |
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281 ey = er->y + 1; |
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282 ex = er->x + 1; |
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283 for (x = er->x - 1; x <= ex; x++) |
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284 for (y = er->y - 1; y <= ey; y++) |
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285 { |
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286 coord tryp; |
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287 |
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288 tryp.x = x; |
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289 tryp.y = y; |
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290 if (!diag_ok(er, &tryp)) |
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291 continue; |
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292 ch = winat(y, x); |
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293 if (step_ok(ch)) |
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294 { |
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295 /* |
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296 * If it is a scroll, it might be a scare monster scroll |
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297 * so we need to look it up to see what type it is. |
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298 */ |
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299 if (ch == SCROLL) |
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300 { |
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301 for (obj = lvl_obj; obj != NULL; obj = next(obj)) |
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302 { |
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303 if (y == obj->o_pos.y && x == obj->o_pos.x) |
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304 break; |
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305 } |
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306 if (obj != NULL && obj->o_which == S_SCARE) |
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307 continue; |
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308 } |
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309 /* |
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310 * It can also be a Mimic, which we shouldn't step on |
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311 */ |
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312 if ((obj = moat(y, x)) != NULL && obj->t_type == 'M') |
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313 continue; |
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314 /* |
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315 * If we didn't find any scrolls at this place or it |
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316 * wasn't a scare scroll, then this place counts |
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317 */ |
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318 thisdist = DISTANCE(y, x, ee->y, ee->x); |
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319 if (thisdist < dist) |
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320 { |
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321 plcnt = 1; |
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322 ch_ret = tryp; |
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323 dist = thisdist; |
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324 } |
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325 else if (thisdist == dist && rnd(++plcnt) == 0) |
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326 { |
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327 ch_ret = tryp; |
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328 dist = thisdist; |
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329 } |
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330 } |
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331 } |
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332 } |
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333 return (dist != 0 && !ce(ch_ret, hero)); |
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334 } |
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335 |
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336 /* |
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337 * roomin: |
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338 * Find what room some coordinates are in. NULL means they aren't |
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339 * in any room. |
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340 */ |
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341 struct room * |
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342 roomin(cp) |
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343 register coord *cp; |
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344 { |
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345 register struct room *rp; |
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346 register char *fp; |
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347 |
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348 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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349 if (cp->x < rp->r_pos.x + rp->r_max.x && rp->r_pos.x <= cp->x |
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350 && cp->y < rp->r_pos.y + rp->r_max.y && rp->r_pos.y <= cp->y) |
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351 return rp; |
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352 fp = &flat(cp->y, cp->x); |
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353 if (*fp & F_PASS) |
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354 return &passages[*fp & F_PNUM]; |
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355 msg("in some bizarre place (%d, %d)", unc(*cp)); |
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356 return NULL; |
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357 } |
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358 |
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359 /* |
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360 * diag_ok: |
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361 * Check to see if the move is legal if it is diagonal |
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362 */ |
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363 diag_ok(sp, ep) |
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364 register coord *sp, *ep; |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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365 { |
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366 if (ep->x == sp->x || ep->y == sp->y) |
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367 return TRUE; |
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368 return (step_ok(chat(ep->y, sp->x)) && step_ok(chat(sp->y, ep->x))); |
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369 } |
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370 |
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371 /* |
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372 * cansee: |
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373 * Returns true if the hero can see a certain coordinate. |
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374 */ |
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375 cansee(y, x) |
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376 register int y, x; |
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377 { |
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378 register struct room *rer; |
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379 coord tp; |
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380 |
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381 if (on(player, ISBLIND)) |
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382 return FALSE; |
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383 if (DISTANCE(y, x, hero.y, hero.x) < LAMPDIST) |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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384 return TRUE; |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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|
385 /* |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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386 * We can only see if the hero in the same room as |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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387 * the coordinate and the room is lit or if it is close. |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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388 */ |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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389 tp.y = y; |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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390 tp.x = x; |
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391 return ((rer = roomin(&tp)) == proom && !(rer->r_flags & ISDARK)); |
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392 } |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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393 |
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394 /* |
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395 * find_dest: |
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396 * find the proper destination for the monster |
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397 */ |
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398 coord * |
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399 find_dest(tp) |
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400 register THING *tp; |
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401 { |
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402 register THING *obj; |
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403 register int prob; |
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404 register struct room *rp; |
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405 |
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406 if ((prob = monsters[tp->t_type - 'A'].m_carry) <= 0 || tp->t_room == proom |
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407 || see_monst(tp)) |
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408 return &hero; |
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409 rp = tp->t_room; |
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410 for (obj = lvl_obj; obj != NULL; obj = next(obj)) |
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411 { |
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412 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) |
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413 continue; |
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414 if (roomin(&obj->o_pos) == rp && rnd(100) < prob) |
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415 { |
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416 for (tp = mlist; tp != NULL; tp = next(tp)) |
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417 if (tp->t_dest == &obj->o_pos) |
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418 break; |
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419 if (tp == NULL) |
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420 return &obj->o_pos; |
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421 } |
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422 } |
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423 return &hero; |
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424 } |