annotate rogue5/chase.c @ 291:5b6855d5d089

Fix a portability issue with md_hasclreol(). Some games' implementation of md_hasclreol() poked around in ncurses internals, which does not work for some ncurses build configuration. Most games did not actually call md_hasclreol(), so it was removed. There is a standard terminfo function which can retrieve the value of the clr_eol capability, so this was used for rogue5.
author John "Elwin" Edwards
date Wed, 27 Dec 2017 10:26:06 -0500
parents f502bf60e6e4
children
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33
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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 4.57 (Berkeley) 02/05/99
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 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 <stdlib.h>
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14 #include <curses.h>
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15 #include "rogue.h"
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16
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17 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */
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18
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19 static coord ch_ret; /* Where chasing takes you */
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20
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21 /*
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22 * runners:
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23 * Make all the running monsters move.
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24 */
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25 void
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26 runners(void)
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27 {
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28 THING *tp;
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29 THING *next;
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30 int wastarget;
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31 coord orig_pos;
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32
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33 for (tp = mlist; tp != NULL; tp = next)
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34 {
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35 /* remember this in case the monster's "next" is changed */
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36 next = next(tp);
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37 if (!on(*tp, ISHELD) && on(*tp, ISRUN))
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38 {
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39 orig_pos = tp->t_pos;
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40 wastarget = on(*tp, ISTARGET);
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41 if (move_monst(tp) == -1)
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42 continue;
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43 if (on(*tp, ISFLY) && dist_cp(&hero, &tp->t_pos) >= 3)
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44 move_monst(tp);
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45 if (wastarget && !ce(orig_pos, tp->t_pos))
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46 {
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47 tp->t_flags &= ~ISTARGET;
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48 to_death = FALSE;
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49 }
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50 }
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51 }
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52 if (has_hit)
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53 {
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54 endmsg();
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55 has_hit = FALSE;
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56 }
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57 }
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58
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59 /*
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60 * move_monst:
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61 * Execute a single turn of running for a monster
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62 */
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63 int
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64 move_monst(THING *tp)
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65 {
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66 if (!on(*tp, ISSLOW) || tp->t_turn)
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67 if (do_chase(tp) == -1)
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68 return(-1);
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69 if (on(*tp, ISHASTE))
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70 if (do_chase(tp) == -1)
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71 return(-1);
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72 tp->t_turn ^= TRUE;
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73 return(0);
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74 }
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75
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76 /*
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77 * relocate:
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78 * Make the monster's new location be the specified one, updating
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79 * all the relevant state.
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80 */
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81 void
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82 relocate(THING *th, const coord *new_loc)
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83 {
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84 struct room *oroom;
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85
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86 if (!ce(*new_loc, th->t_pos))
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87 {
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88 mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch);
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89 th->t_room = roomin(new_loc);
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90 set_oldch(th, new_loc);
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91 oroom = th->t_room;
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92 moat(th->t_pos.y, th->t_pos.x) = NULL;
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93
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94 if (oroom != th->t_room)
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95 th->t_dest = find_dest(th);
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96 th->t_pos = *new_loc;
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97 moat(new_loc->y, new_loc->x) = th;
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98 }
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99 move(new_loc->y, new_loc->x);
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100 if (see_monst(th))
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101 addch(th->t_disguise);
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102 else if (on(player, SEEMONST))
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103 {
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104 standout();
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105 addch(th->t_type);
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106 standend();
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107 }
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108 }