annotate urogue/chase.c @ 281:4a3f4729257c

Merge the urogue and bugfix branches.
author John "Elwin" Edwards
date Fri, 15 Sep 2017 21:16:28 -0400
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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