Mercurial > hg > early-roguelike
annotate rogue4/chase.c @ 239:837044d2c362
Merge the GCC5 and build fix branches.
This fixes all warnings produced by GCC 5, except the ones related to
system functions. Those could be fixed by including the proper headers,
but it would be better to replace the system-dependent code with
functions from mdport.c.
author | John "Elwin" Edwards |
---|---|
date | Fri, 11 Mar 2016 19:47:52 -0500 |
parents | 1b73a8641b37 |
children | e52a8a7ad4c5 |
rev | line source |
---|---|
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 |
215 | 13 #include <stdlib.h> |
12
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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 coord ch_ret; /* Where chasing takes you */ |
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20 |
215 | 21 bool chase(THING *tp, coord *ee); |
22 int do_chase(THING *th); | |
23 coord *find_dest(THING *tp); | |
24 | |
12
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25 /* |
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26 * runners: |
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27 * Make all the running monsters move. |
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28 */ |
215 | 29 void |
30 runners(void) | |
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31 { |
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32 register THING *tp; |
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33 register THING *ntp; |
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34 |
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35 for (tp = mlist; tp != NULL; tp = ntp) |
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36 { |
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37 ntp = next(tp); |
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38 if (!on(*tp, ISHELD) && on(*tp, ISRUN)) |
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39 { |
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40 if (!on(*tp, ISSLOW) || tp->t_turn) |
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41 if (do_chase(tp) == -1) |
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42 continue; |
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43 if (on(*tp, ISHASTE)) |
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44 if (do_chase(tp) == -1) |
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45 continue; |
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46 tp->t_turn ^= TRUE; |
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47 } |
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48 } |
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49 } |
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50 |
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51 /* |
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52 * do_chase: |
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53 * Make one thing chase another. |
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54 */ |
215 | 55 int |
56 do_chase(THING *th) | |
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57 { |
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58 register struct room *rer, *ree; /* room of chaser, room of chasee */ |
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59 register int mindist = 32767, i, dist; |
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60 register bool stoprun = FALSE; /* TRUE means we are there */ |
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61 register char sch; |
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62 register bool door; |
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63 register THING *obj; |
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64 register struct room *oroom; |
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65 coord this; /* Temporary destination for chaser */ |
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66 |
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67 rer = th->t_room; /* Find room of chaser */ |
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68 if (on(*th, ISGREED) && rer->r_goldval == 0) |
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69 th->t_dest = &hero; /* If gold has been taken, run after hero */ |
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70 if (th->t_dest == &hero) /* Find room of chasee */ |
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71 ree = proom; |
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72 else |
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73 ree = roomin(th->t_dest); |
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74 /* |
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75 * We don't count doors as inside rooms for this routine |
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76 */ |
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77 door = (chat(th->t_pos.y, th->t_pos.x) == DOOR); |
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78 /* |
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79 * If the object of our desire is in a different room, |
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80 * and we are not in a corridor, run to the door nearest to |
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81 * our goal. |
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82 */ |
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83 over: |
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84 if (rer != ree) |
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85 { |
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86 for (i = 0; i < rer->r_nexits; i++) /* loop through doors */ |
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87 { |
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88 dist = DISTANCE(th->t_dest->y, th->t_dest->x, |
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89 rer->r_exit[i].y, rer->r_exit[i].x); |
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90 if (dist < mindist) |
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91 { |
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92 this = rer->r_exit[i]; |
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93 mindist = dist; |
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94 } |
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95 } |
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96 if (door) |
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97 { |
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98 rer = &passages[flat(th->t_pos.y, th->t_pos.x) & F_PNUM]; |
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99 door = FALSE; |
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100 goto over; |
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101 } |
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102 } |
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103 else |
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104 { |
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105 this = *th->t_dest; |
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106 /* |
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107 * For dragons check and see if (a) the hero is on a straight |
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108 * line from it, and (b) that it is within shooting distance, |
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109 * but outside of striking range. |
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110 */ |
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111 if (th->t_type == 'D' && (th->t_pos.y == hero.y || th->t_pos.x == hero.x |
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112 || abs(th->t_pos.y - hero.y) == abs(th->t_pos.x - hero.x)) |
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113 && DISTANCE(th->t_pos.y, th->t_pos.x, hero.y, hero.x) <= BOLT_LENGTH * BOLT_LENGTH |
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114 && !on(*th, ISCANC) && rnd(DRAGONSHOT) == 0) |
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115 { |
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116 delta.y = sign(hero.y - th->t_pos.y); |
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117 delta.x = sign(hero.x - th->t_pos.x); |
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118 fire_bolt(&th->t_pos, &delta, "flame"); |
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119 running = FALSE; |
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120 count = quiet = 0; |
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121 return 0; |
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122 } |
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123 } |
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124 /* |
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125 * This now contains what we want to run to this time |
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126 * so we run to it. If we hit it we either want to fight it |
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127 * or stop running |
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128 */ |
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129 if (!chase(th, &this)) |
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130 { |
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131 if (ce(this, hero)) |
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132 { |
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133 return ( attack(th) ); |
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134 } |
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135 else if (ce(this, *th->t_dest)) |
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136 { |
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137 for (obj = lvl_obj; obj != NULL; obj = next(obj)) |
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138 if (th->t_dest == &obj->o_pos) |
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139 { |
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140 detach(lvl_obj, obj); |
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141 attach(th->t_pack, obj); |
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142 chat(obj->o_pos.y, obj->o_pos.x) = |
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143 (th->t_room->r_flags & ISGONE) ? PASSAGE : FLOOR; |
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144 th->t_dest = find_dest(th); |
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145 break; |
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146 } |
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147 if (th->t_type != 'F') |
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148 stoprun = TRUE; |
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149 } |
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150 } |
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151 else if (th->t_type == 'F') |
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152 return(0); |
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153 mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch); |
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154 if (!ce(ch_ret, th->t_pos)) |
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155 { |
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156 sch = mvinch(ch_ret.y, ch_ret.x); |
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157 if (sch == FLOOR && (th->t_room->r_flags & ISDARK) |
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158 && DISTANCE(th->t_pos.y, th->t_pos.x, hero.y, hero.x) |
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159 && !on(player, ISBLIND)) |
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160 th->t_oldch = ' '; |
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161 else |
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162 th->t_oldch = sch; |
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163 oroom = th->t_room; |
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164 th->t_room = roomin(&ch_ret); |
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165 if (oroom != th->t_room) |
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166 th->t_dest = find_dest(th); |
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167 |
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168 moat(th->t_pos.y, th->t_pos.x) = NULL; |
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169 moat(ch_ret.y, ch_ret.x) = th; |
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170 th->t_pos = ch_ret; |
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171 } |
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172 if (see_monst(th)) |
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173 mvaddch(ch_ret.y, ch_ret.x, th->t_disguise); |
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174 else if (on(player, SEEMONST)) |
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175 { |
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176 standout(); |
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177 mvaddch(ch_ret.y, ch_ret.x, th->t_type); |
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178 standend(); |
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179 } |
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180 /* |
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181 * And stop running if need be |
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182 */ |
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183 if (stoprun && ce(th->t_pos, *(th->t_dest))) |
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184 th->t_flags &= ~ISRUN; |
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185 |
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186 return(0); |
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187 } |
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188 |
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189 /* |
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190 * see_monst: |
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191 * Return TRUE if the hero can see the monster |
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192 */ |
215 | 193 bool |
194 see_monst(THING *mp) | |
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195 { |
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196 if (on(player, ISBLIND)) |
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197 return FALSE; |
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198 if (on(*mp, ISINVIS) && !on(player, CANSEE)) |
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199 return FALSE; |
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200 if (DISTANCE(mp->t_pos.y, mp->t_pos.x, hero.y, hero.x) < LAMPDIST) |
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201 return TRUE; |
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202 if (mp->t_room != proom) |
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203 return FALSE; |
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204 return (!(mp->t_room->r_flags & ISDARK)); |
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205 } |
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206 |
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207 /* |
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208 * runto: |
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209 * Set a mosnter running after something or stop it from running |
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210 * (for when it dies) |
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211 */ |
215 | 212 void |
213 runto(coord *runner, coord *spot) | |
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214 { |
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215 register THING *tp; |
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216 |
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217 /* |
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218 * If we couldn't find him, something is funny |
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219 */ |
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220 #ifdef WIZARD |
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221 if ((tp = moat(runner->y, runner->x)) == NULL) |
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222 msg("couldn't find monster in runto at (%d,%d)", runner->y, runner->x); |
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223 #else |
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224 tp = moat(runner->y, runner->x); |
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225 #endif |
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226 /* |
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227 * Start the beastie running |
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228 */ |
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229 if (tp == NULL) |
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230 return; |
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231 tp->t_flags |= ISRUN; |
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232 tp->t_flags &= ~ISHELD; |
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233 tp->t_dest = find_dest(tp); |
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234 } |
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235 |
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236 /* |
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237 * chase: |
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238 * Find the spot for the chaser(er) to move closer to the |
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239 * chasee(ee). Returns TRUE if we want to keep on chasing later |
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240 * FALSE if we reach the goal. |
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241 */ |
215 | 242 bool |
243 chase(THING *tp, coord *ee) | |
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244 { |
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245 register int x, y; |
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246 register int dist, thisdist; |
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247 register THING *obj; |
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248 register coord *er = &tp->t_pos; |
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249 register char ch; |
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250 register int plcnt = 1; |
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251 |
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252 /* |
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253 * If the thing is confused, let it move randomly. Invisible |
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254 * Stalkers are slightly confused all of the time, and bats are |
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255 * quite confused all the time |
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256 */ |
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257 if ((on(*tp, ISHUH) && rnd(5) != 0) || (tp->t_type == 'I' && rnd(5) == 0) |
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258 || (tp->t_type == 'B' && rnd(2) == 0)) |
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259 { |
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260 /* |
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261 * get a valid random move |
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262 */ |
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263 ch_ret = *rndmove(tp); |
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264 dist = DISTANCE(ch_ret.y, ch_ret.x, ee->y, ee->x); |
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265 /* |
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266 * Small chance that it will become un-confused |
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267 */ |
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268 if (rnd(20) == 0) |
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269 tp->t_flags &= ~ISHUH; |
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270 } |
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271 /* |
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272 * Otherwise, find the empty spot next to the chaser that is |
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273 * closest to the chasee. |
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274 */ |
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275 else |
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276 { |
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277 register int ey, ex; |
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278 /* |
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279 * This will eventually hold where we move to get closer |
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280 * If we can't find an empty spot, we stay where we are. |
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281 */ |
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282 dist = DISTANCE(er->y, er->x, ee->y, ee->x); |
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283 ch_ret = *er; |
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284 |
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285 ey = er->y + 1; |
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286 ex = er->x + 1; |
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287 for (x = er->x - 1; x <= ex; x++) |
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288 for (y = er->y - 1; y <= ey; y++) |
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289 { |
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290 coord tryp; |
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291 |
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292 tryp.x = x; |
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293 tryp.y = y; |
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294 if (!diag_ok(er, &tryp)) |
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295 continue; |
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296 ch = winat(y, x); |
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297 if (step_ok(ch)) |
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298 { |
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299 /* |
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300 * If it is a scroll, it might be a scare monster scroll |
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301 * so we need to look it up to see what type it is. |
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302 */ |
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303 if (ch == SCROLL) |
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304 { |
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305 for (obj = lvl_obj; obj != NULL; obj = next(obj)) |
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306 { |
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307 if (y == obj->o_pos.y && x == obj->o_pos.x) |
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308 break; |
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309 } |
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310 if (obj != NULL && obj->o_which == S_SCARE) |
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311 continue; |
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312 } |
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313 /* |
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314 * It can also be a Mimic, which we shouldn't step on |
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315 */ |
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316 if ((obj = moat(y, x)) != NULL && obj->t_type == 'M') |
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317 continue; |
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318 /* |
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319 * If we didn't find any scrolls at this place or it |
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320 * wasn't a scare scroll, then this place counts |
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321 */ |
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322 thisdist = DISTANCE(y, x, ee->y, ee->x); |
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323 if (thisdist < dist) |
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324 { |
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325 plcnt = 1; |
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326 ch_ret = tryp; |
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327 dist = thisdist; |
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328 } |
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329 else if (thisdist == dist && rnd(++plcnt) == 0) |
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330 { |
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331 ch_ret = tryp; |
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332 dist = thisdist; |
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333 } |
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334 } |
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335 } |
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336 } |
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337 return (dist != 0 && !ce(ch_ret, hero)); |
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338 } |
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339 |
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340 /* |
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341 * roomin: |
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342 * Find what room some coordinates are in. NULL means they aren't |
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343 * in any room. |
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344 */ |
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345 struct room * |
215 | 346 roomin(coord *cp) |
12
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347 { |
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348 register struct room *rp; |
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349 register char *fp; |
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350 |
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351 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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352 if (cp->x < rp->r_pos.x + rp->r_max.x && rp->r_pos.x <= cp->x |
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353 && cp->y < rp->r_pos.y + rp->r_max.y && rp->r_pos.y <= cp->y) |
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354 return rp; |
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355 fp = &flat(cp->y, cp->x); |
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356 if (*fp & F_PASS) |
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357 return &passages[*fp & F_PNUM]; |
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358 msg("in some bizarre place (%d, %d)", unc(*cp)); |
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359 return NULL; |
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360 } |
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361 |
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362 /* |
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363 * diag_ok: |
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364 * Check to see if the move is legal if it is diagonal |
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365 */ |
215 | 366 bool |
367 diag_ok(coord *sp, coord *ep) | |
12
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368 { |
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369 if (ep->x == sp->x || ep->y == sp->y) |
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370 return TRUE; |
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371 return (step_ok(chat(ep->y, sp->x)) && step_ok(chat(sp->y, ep->x))); |
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372 } |
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373 |
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374 /* |
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375 * cansee: |
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376 * Returns true if the hero can see a certain coordinate. |
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377 */ |
215 | 378 bool |
379 cansee(int y, int x) | |
12
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380 { |
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381 register struct room *rer; |
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382 coord tp; |
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383 |
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384 if (on(player, ISBLIND)) |
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385 return FALSE; |
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386 if (DISTANCE(y, x, hero.y, hero.x) < LAMPDIST) |
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387 return TRUE; |
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388 /* |
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389 * We can only see if the hero in the same room as |
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390 * the coordinate and the room is lit or if it is close. |
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391 */ |
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392 tp.y = y; |
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393 tp.x = x; |
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394 return ((rer = roomin(&tp)) == proom && !(rer->r_flags & ISDARK)); |
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395 } |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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396 |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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397 /* |
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398 * find_dest: |
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399 * find the proper destination for the monster |
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400 */ |
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401 coord * |
215 | 402 find_dest(THING *tp) |
12
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403 { |
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404 register THING *obj; |
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405 register int prob; |
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406 register struct room *rp; |
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407 |
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408 if ((prob = monsters[tp->t_type - 'A'].m_carry) <= 0 || tp->t_room == proom |
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409 || see_monst(tp)) |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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410 return &hero; |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
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411 rp = tp->t_room; |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
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412 for (obj = lvl_obj; obj != NULL; obj = next(obj)) |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
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413 { |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
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changeset
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414 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
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415 continue; |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
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416 if (roomin(&obj->o_pos) == rp && rnd(100) < prob) |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
|
417 { |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
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418 for (tp = mlist; tp != NULL; tp = next(tp)) |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
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419 if (tp->t_dest == &obj->o_pos) |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
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420 break; |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
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421 if (tp == NULL) |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
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422 return &obj->o_pos; |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
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423 } |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
|
424 } |
9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
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425 return &hero; |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
edwarj4
parents:
diff
changeset
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426 } |