Mercurial > hg > early-roguelike
annotate arogue7/chase.c @ 221:71cb5b647f2b
Rogue V5: remove troublesome automatic platform detection.
configure.ac used AC_CANONICAL_SYSTEM to guess the GNU system
description triplets. The target description was substituted into the
Makefile and formatted into the filename for the binary distribution
tarball. But 'target' is only intended for cross-compilers. 'host_os'
might have been a better choice.
The tarball filename can still be changed manually, by running make with
an argument of 'DESTSYS=systemname'.
Cross-compiling may be more difficult now, but I am not certain that it
worked properly previously, and due to pending autoconf changes, it was
likely to break anyway.
The top-level config.guess and config.sub are no longer needed, but they
may reappear if better support for cross-compilation is added.
author | John "Elwin" Edwards |
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date | Fri, 12 Feb 2016 14:25:47 -0500 |
parents | adfa37e67084 |
children | f9ef86cf22b2 |
rev | line source |
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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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