Mercurial > hg > early-roguelike
annotate rogue4/chase.c @ 184:7c059ec2a2c7
Merge Super-Rogue fixes into the MSVC testing branch.
author | John "Elwin" Edwards |
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date | Sun, 02 Aug 2015 12:25:44 -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 |