Mercurial > hg > early-roguelike
annotate srogue/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 |
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date | Fri, 11 Mar 2016 19:47:52 -0500 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
rev | line source |
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1 /* |
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2 * Code for one object to chase another |
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3 * |
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4 * @(#)chase.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include <stdlib.h> |
36
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18 #include "rogue.h" |
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19 #include "rogue.ext" |
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20 |
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21 #define FARAWAY 32767 |
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22 #define RDIST(a, b) (DISTANCE((a)->y, (a)->x, (b).y, (b).x)) |
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23 |
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24 int do_chase(struct linked_list *mon); |
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25 int chase(struct thing *tp, struct coord *ee, bool runaway, bool dofight); |
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26 |
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27 struct coord ch_ret; /* Where chasing takes you */ |
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28 |
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29 /* |
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30 * runners: |
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31 * Make all the running monsters move. |
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32 */ |
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33 void |
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34 runners(void) |
36
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35 { |
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36 reg struct thing *tp; |
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37 reg struct linked_list *mon,*nextmon; |
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38 |
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39 for (mon = mlist; mon != NULL; mon = nextmon) { |
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40 tp = THINGPTR(mon); |
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41 nextmon = next(mon); |
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42 if (off(*tp, ISHELD) && on(*tp, ISRUN)) { |
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43 if (tp->t_nomove > 0) |
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44 if (--tp->t_nomove > 0) |
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45 continue; |
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46 if (on(*tp, ISHASTE)) |
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47 if (do_chase(mon) == -1) |
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48 continue; |
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49 if (off(*tp, ISSLOW) || tp->t_turn) |
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50 if (do_chase(mon) == -1) |
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51 continue; |
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52 tp->t_turn ^= TRUE; |
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53 } |
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54 } |
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55 } |
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56 |
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57 |
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58 /* |
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59 * do_chase: |
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60 * Make one thing chase another. |
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61 */ |
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62 int |
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63 do_chase(struct linked_list *mon) |
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64 { |
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65 reg struct thing *th; |
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66 reg struct room *rer, *ree, *rxx; |
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67 reg int mindist, i, dist; |
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68 struct stats *st; |
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69 bool stoprun = FALSE, ondoor = FALSE, link = FALSE; |
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70 char runaway, dofight, wound, sch, ch; |
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71 struct coord this; |
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72 struct trap *trp; |
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73 |
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74 th = THINGPTR(mon); |
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75 wound = th->t_flags & ISWOUND; |
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76 if (wound) |
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77 mindist = 0; |
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78 else |
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79 mindist = FARAWAY; |
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80 runaway = wound; |
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81 dofight = !runaway; |
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82 rer = th->t_room; |
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83 if (th->t_type == 'V') { |
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84 if (rer != NULL && !rf_on(rer, ISDARK)) { |
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85 /* |
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86 * Vampires can't stand the light |
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87 */ |
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88 if (cansee(th->t_pos.y, th->t_pos.x)) |
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89 msg("The vampire vaporizes into thin air !"); |
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90 killed(mon, FALSE); |
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91 return(-1); |
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92 } |
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93 } |
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94 ree = roomin(th->t_dest); /* room of chasee */ |
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95 this = *th->t_dest; |
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96 /* |
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97 * If the object of our desire is in a different |
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98 * room, then run to the door nearest to our goal. |
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99 */ |
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100 if (mvinch(th->t_pos.y, th->t_pos.x) == DOOR) |
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101 ondoor = TRUE; |
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102 rxx = NULL; |
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103 if (rer != NULL || ree != NULL) { |
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104 /* |
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105 * Monster not in room, hero in room. Run to closest door |
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106 * in hero's room if not wounded. Run away if wounded. |
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107 */ |
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108 if (rer == NULL && ree != NULL) { |
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109 if (!wound) |
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110 rxx = ree; |
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111 } |
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112 /* |
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113 * Monster in a room, hero not in room. If on a door, |
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114 * then use closest distance. If not on a door, then |
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115 * run to closest door in monsters room. |
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116 */ |
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117 else if (rer != NULL && ree == NULL) { |
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118 if (!ondoor) { |
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119 rxx = rer; |
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120 if (wound) |
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121 runaway = FALSE; |
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122 } |
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123 } |
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124 /* |
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125 * Both hero and monster in a DIFFERENT room. Set flag to |
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126 * check for links between the monster's and hero's rooms. |
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127 * If no links are found, then the closest door in the |
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128 * monster's room is used. |
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129 */ |
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130 else if (rer != ree) { |
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131 if (!wound) { |
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132 link = TRUE; |
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133 if (ondoor) |
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134 rxx = ree; /* if on door, run to heros room */ |
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135 else |
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136 rxx = rer; /* else to nearest door this room */ |
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137 } |
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138 } |
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139 /* |
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140 * Both hero and monster in same room. If monster is |
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141 * wounded, find the best door to run to. |
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142 */ |
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143 else if (wound) { |
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144 struct coord *ex; |
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145 int poss, mdtd, hdtd, ghdtd, nx, gx = 0, best; |
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146 |
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147 best = ghdtd = -FARAWAY; |
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148 for (nx = 0; nx < ree->r_nexits; nx++) { |
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149 ex = &ree->r_exit[nx]; |
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150 if (mvinch(ex->y, ex->x) == SECRETDOOR) |
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151 continue; |
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152 gx += 1; |
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153 mdtd = abs(th->t_pos.y - ex->y) + abs(th->t_pos.x - ex->x); |
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154 hdtd = abs(hero.y - ex->y) + abs(hero.x - ex->x); |
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155 poss = hdtd - mdtd; /* possible move */ |
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156 if (poss > best) { |
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157 best = poss; |
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158 this = *ex; |
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159 } |
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160 else if (poss == best && hdtd > ghdtd) { |
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161 ghdtd = hdtd; |
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162 best = poss; |
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163 this = *ex; |
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164 } |
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165 } |
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166 runaway = FALSE; /* go for target */ |
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167 if (best < 1) |
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168 dofight = TRUE; /* fight if we must */ |
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169 mdtd = (gx <= 1 && best < 1); |
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170 if (ondoor || mdtd) { |
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171 this = hero; |
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172 runaway = TRUE; |
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173 if (!mdtd) |
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174 dofight = FALSE; |
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175 } |
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176 } |
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177 if (rxx != NULL) { |
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178 for (i = 0; i < rxx->r_nexits; i += 1) { |
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179 dist = RDIST(th->t_dest, rxx->r_exit[i]); |
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180 if (link && rxx->r_ptr[i] == ree) |
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181 dist = -1; |
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182 if ((!wound && dist < mindist) || |
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183 (wound && dist > mindist)) { |
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184 this = rxx->r_exit[i]; |
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185 mindist = dist; |
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186 } |
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187 } |
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188 } |
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189 } |
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190 else if (DISTANCE(hero.y, hero.x, th->t_pos.y, th->t_pos.x) <= 3) |
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191 dofight = TRUE; |
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192 /* |
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193 * this now contains what we want to run to this time |
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194 * so we run to it. If we hit it we either want to |
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195 * fight it or stop running. |
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196 */ |
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197 if (chase(th, &this, runaway, dofight) == FIGHT) { |
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198 return( attack(th) ); |
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199 } |
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200 else if ((th->t_flags & (ISSTUCK | ISPARA))) |
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201 return(0); /* if paralyzed or stuck */ |
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202 if ((trp = trap_at(ch_ret.y, ch_ret.x)) != NULL) { |
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203 ch = be_trapped(&ch_ret, th); |
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204 if (ch == GONER || nlmove) { |
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205 if (ch == GONER) |
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206 remove_monster(&th->t_pos, mon); |
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207 nlmove = FALSE; |
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208 return((ch == GONER) ? -1 : 0); |
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209 } |
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210 } |
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211 if (pl_off(ISBLIND)) |
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212 mvwaddch(cw,th->t_pos.y,th->t_pos.x,th->t_oldch); |
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213 sch = mvwinch(cw, ch_ret.y, ch_ret.x); |
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214 if (rer != NULL && rf_on(rer,ISDARK) && sch == FLOOR && |
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215 DISTANCE(ch_ret.y,ch_ret.x,th->t_pos.y,th->t_pos.x) < 3 && |
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216 pl_off(ISBLIND)) |
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217 th->t_oldch = ' '; |
2128c7dc8a40
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218 else |
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219 th->t_oldch = sch; |
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220 if (cansee(unc(ch_ret)) && off(*th, ISINVIS)) |
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221 mvwaddch(cw, ch_ret.y, ch_ret.x, th->t_type); |
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222 mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' '); |
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223 mvwaddch(mw, ch_ret.y, ch_ret.x, th->t_type); |
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224 th->t_oldpos = th->t_pos; |
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225 th->t_pos = ch_ret; |
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226 th->t_room = roomin(&ch_ret); |
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227 i = 5; |
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228 if (th->t_flags & ISREGEN) |
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229 i = 40; |
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230 st = &th->t_stats; |
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231 if (rnd(100) < i) { |
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232 if (++st->s_hpt > st->s_maxhp) |
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233 st->s_hpt = st->s_maxhp; |
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234 if (!monhurt(th)) |
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235 th->t_flags &= ~ISWOUND; |
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|
236 } |
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237 if (stoprun && ce(th->t_pos, *(th->t_dest))) |
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238 th->t_flags &= ~ISRUN; |
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239 return CHASE; |
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|
240 } |
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241 |
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242 |
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243 /* |
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244 * chase: |
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245 * Find the spot for the chaser to move closer to the |
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246 * chasee. Returns TRUE if we want to keep on chasing |
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247 * later FALSE if we reach the goal. |
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|
248 */ |
217
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249 int |
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250 chase(struct thing *tp, struct coord *ee, bool runaway, bool dofight) |
36
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251 { |
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252 reg int x, y, ch; |
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|
253 reg int dist, thisdist, closest; |
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254 reg struct coord *er = &tp->t_pos; |
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255 struct coord try, closecoord; |
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256 int numsteps, onscare; |
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257 |
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258 /* |
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259 * If the thing is confused, let it move randomly. |
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260 */ |
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261 ch = CHASE; |
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262 onscare = FALSE; |
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263 if (on(*tp, ISHUH)) { |
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264 ch_ret = *rndmove(tp); |
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265 dist = DISTANCE(hero.y, hero.x, ch_ret.y, ch_ret.x); |
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266 if (rnd(1000) < 5) |
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267 tp->t_flags &= ~ISHUH; |
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268 if (dist == 0) |
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269 ch = FIGHT; |
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270 } |
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271 else { |
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272 /* |
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273 * Otherwise, find the the best spot to run to |
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274 * in order to get to your goal. |
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275 */ |
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276 numsteps = 0; |
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277 if (runaway) |
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278 closest = 0; |
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279 else |
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280 closest = FARAWAY; |
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281 ch_ret = *er; |
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282 closecoord = tp->t_oldpos; |
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283 for (y = er->y - 1; y <= er->y + 1; y += 1) { |
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284 for (x = er->x - 1; x <= er->x + 1; x += 1) { |
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285 if (!cordok(y, x)) |
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286 continue; |
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287 try.x = x; |
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288 try.y = y; |
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289 if (!diag_ok(er, &try)) |
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290 continue; |
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291 ch = winat(y, x); |
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292 if (step_ok(ch)) { |
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293 struct trap *trp; |
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294 |
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295 if (isatrap(ch)) { |
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296 trp = trap_at(y, x); |
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297 if (trp != NULL && off(*tp, ISHUH)) { |
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298 /* |
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299 * Dont run over found traps unless |
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300 * the hero is standing on it. If confused, |
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301 * then he can run into them. |
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302 */ |
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303 if (trp->tr_flags & ISFOUND) { |
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304 if (trp->tr_type == POOL && rnd(100) < 80) |
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305 continue; |
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306 else if (y != hero.y || x != hero.x) |
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307 continue; |
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308 } |
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309 } |
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310 } |
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311 /* |
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312 * Check for scare monster scrolls. |
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313 */ |
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314 if (ch == SCROLL) { |
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315 struct linked_list *item; |
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316 |
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317 item = find_obj(y, x); |
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318 if (item != NULL) |
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319 if ((OBJPTR(item))->o_which == S_SCARE) { |
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320 if (ce(hero, try)) |
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321 onscare = TRUE; |
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322 continue; |
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323 } |
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324 } |
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325 /* |
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326 * Vampires will not run into a lit room. |
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327 */ |
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328 if (tp->t_type == 'V') { |
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329 struct room *lr; |
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330 |
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331 lr = roomin(&try); |
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|
332 if (lr != NULL && !rf_on(lr, ISDARK)) |
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|
333 continue; |
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|
334 } |
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|
335 /* |
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336 * This is a valid place to step |
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|
337 */ |
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338 if (y == hero.y && x == hero.x) { |
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339 if (dofight) { |
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340 ch_ret = try; /* if fighting */ |
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341 return FIGHT; /* hit hero */ |
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diff
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|
342 } |
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|
343 else |
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|
344 continue; |
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|
345 } |
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346 thisdist = DISTANCE(y, x, ee->y, ee->x); |
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347 if (thisdist <= 0) { |
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348 ch_ret = try; /* got here but */ |
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349 return CHASE; /* dont fight */ |
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|
350 } |
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351 numsteps += 1; |
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352 if ((!runaway && thisdist < closest) || |
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|
353 (runaway && thisdist > closest)) { |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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354 /* |
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355 * dont count the monsters last position as |
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|
356 * the closest spot, unless running away and |
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357 * in the same room. |
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|
358 */ |
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|
359 if (!ce(try, tp->t_oldpos) || (runaway |
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360 && player.t_room == tp->t_room |
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361 && tp->t_room != NULL)) { |
2128c7dc8a40
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362 closest = thisdist; |
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elwin
parents:
diff
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|
363 closecoord = try; |
2128c7dc8a40
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elwin
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diff
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|
364 } |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
elwin
parents:
diff
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|
365 } |
2128c7dc8a40
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elwin
parents:
diff
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|
366 } |
2128c7dc8a40
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elwin
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diff
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|
367 } |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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diff
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|
368 } |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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|
369 /* |
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|
370 * If dead end, then go back from whence you came. |
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371 * Otherwise, pick the closest of the remaining spots. |
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|
372 */ |
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|
373 if (numsteps > 0) /* move to best spot */ |
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374 ch_ret = closecoord; |
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elwin
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375 else { /* nowhere to go */ |
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parents:
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376 if (DISTANCE(tp->t_pos.y, tp->t_pos.x, hero.y, hero.x) < 2) |
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377 if (!onscare) |
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|
378 ch_ret = hero; |
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|
379 } |
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elwin
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|
380 if (ce(hero, ch_ret)) |
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381 ch = FIGHT; |
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|
382 } |
2128c7dc8a40
Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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|
383 return ch; |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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|
384 } |
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elwin
parents:
diff
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|
385 |
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parents:
diff
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|
386 |
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387 /* |
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388 * runto: |
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389 * Set a monster running after something |
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390 */ |
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391 void |
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392 runto(struct coord *runner, struct coord *spot) |
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393 { |
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394 reg struct linked_list *item; |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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395 reg struct thing *tp; |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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396 |
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397 if ((item = find_mons(runner->y, runner->x)) == NULL) |
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398 return; |
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399 tp = THINGPTR(item); |
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400 if (tp->t_flags & ISPARA) |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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401 return; |
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402 tp->t_dest = spot; |
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403 tp->t_flags |= ISRUN; |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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404 tp->t_flags &= ~ISHELD; |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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405 } |
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406 |
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407 |
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408 /* |
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409 * roomin: |
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410 * Find what room some coordinates are in. |
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411 * NULL means they aren't in any room. |
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412 */ |
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413 struct room * |
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414 roomin(struct coord *cp) |
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415 { |
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416 reg struct room *rp; |
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417 |
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418 if (cordok(cp->y, cp->x)) { |
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419 for (rp = rooms; rp < &rooms[MAXROOMS]; rp += 1) |
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420 if (inroom(rp, cp)) |
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421 return rp; |
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422 } |
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423 return NULL; |
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424 } |
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425 |
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426 |
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427 /* |
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428 * find_mons: |
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429 * Find the monster from his coordinates |
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430 */ |
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431 struct linked_list * |
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432 find_mons(int y, int x) |
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433 { |
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434 reg struct linked_list *item; |
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435 reg struct thing *th; |
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436 |
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437 for (item = mlist; item != NULL; item = next(item)) { |
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438 th = THINGPTR(item); |
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439 if (th->t_pos.y == y && th->t_pos.x == x) |
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440 return item; |
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441 } |
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442 return NULL; |
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443 } |
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444 |
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445 |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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446 /* |
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447 * diag_ok: |
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448 * Check to see if the move is legal if it is diagonal |
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449 */ |
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450 bool |
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451 diag_ok(struct coord *sp, struct coord *ep) |
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452 { |
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453 if (ep->x == sp->x || ep->y == sp->y) |
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454 return TRUE; |
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455 if (step_ok(mvinch(ep->y,sp->x)) && step_ok(mvinch(sp->y,ep->x))) |
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456 return TRUE; |
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457 return FALSE; |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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458 } |
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|
459 |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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|
460 |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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|
461 /* |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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|
462 * cansee: |
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463 * returns true if the hero can see a certain coordinate. |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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464 */ |
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465 bool |
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466 cansee(int y, int x) |
36
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|
467 { |
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|
468 reg struct room *rer; |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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469 struct coord tp; |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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|
470 |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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|
471 if (pl_on(ISBLIND)) |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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472 return FALSE; |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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diff
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|
473 /* |
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474 * We can only see if the hero in the same room as |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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475 * the coordinate and the room is lit or if it is close. |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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476 */ |
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|
477 if (DISTANCE(y, x, hero.y, hero.x) < 3) |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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478 return TRUE; |
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|
479 tp.y = y; |
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480 tp.x = x; |
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481 rer = roomin(&tp); |
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482 if (rer != NULL && levtype != MAZELEV) |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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483 if (rer == player.t_room && !rf_on(rer,ISDARK)) |
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484 return TRUE; |
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diff
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485 return FALSE; |
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486 } |