annotate xrogue/chase.c @ 140:856017d63519

xrogue: don't segfault when backstabbing while empty-handed. The code for backstabbing checked the weapon's properties without making sure it was not NULL.
author John "Elwin" Edwards
date Tue, 05 May 2015 12:12:20 -0400
parents e6179860cb76
children f54901b9c39b
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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 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <ctype.h>
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20 #include <curses.h>
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21 #include <limits.h>
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22 #include "rogue.h"
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23
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24 /*
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25 * Canblink checks if the monster can teleport (blink). If so, it will
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26 * try to blink the monster next to the player.
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27 */
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28
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29 bool
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30 can_blink(tp)
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31 register struct thing *tp;
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32 {
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33 register int y, x, index=9;
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34 coord tryp; /* To hold the coordinates for use in diag_ok */
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35 bool spots[9], found_one=FALSE;
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36
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37 /*
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38 * First, can the monster even blink? And if so, there is only a 50%
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39 * chance that it will do so. And it won't blink if it is running or
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40 * held.
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41 */
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42 if (off(*tp, CANBLINK) || (on(*tp, ISHELD)) ||
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43 on(*tp, ISFLEE) ||
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44 tp->t_action == A_FREEZE ||
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45 (rnd(12) < 6)) return(FALSE);
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46
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47
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48 /* Initialize the spots as illegal */
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49 do {
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50 spots[--index] = FALSE;
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51 } while (index > 0);
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52
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53 /* Find a suitable spot next to the player */
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54 for (y=hero.y-1; y<hero.y+2; y++)
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55 for (x=hero.x-1; x<hero.x+2; x++, index++) {
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56 /* Make sure x coordinate is in range and that we are
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57 * not at the player's position
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58 */
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59 if (x<0 || x >= cols || index == 4) continue;
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60
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61 /* Is it OK to move there? */
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62 if (step_ok(y, x, NOMONST, tp) &&
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63 (!isatrap(mvwinch(cw, y, x)) ||
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64 rnd(10) >= tp->t_stats.s_intel ||
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65 on(*tp, ISFLY))) {
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66 /* OK, we can go here. But don't go there if
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67 * monster can't get at player from there
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68 */
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69 tryp.y = y;
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70 tryp.x = x;
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71 if (diag_ok(&tryp, &hero, tp)) {
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72 spots[index] = TRUE;
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73 found_one = TRUE;
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74 }
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75 }
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76 }
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77
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78 /* If we found one, go to it */
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79 if (found_one) {
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80 unsigned char rch; /* What's really where the creatures moves to */
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81
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82 /* Find a legal spot */
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83 while (spots[index=rnd(9)] == FALSE) continue;
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84
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85 /* Get the coordinates */
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86 y = hero.y + (index/3) - 1;
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87 x = hero.x + (index % 3) - 1;
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88
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89 /* Move the monster from the old space */
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90 mvwaddch(cw, tp->t_pos.y, tp->t_pos.x, tp->t_oldch);
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91
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92 /* Move it to the new space */
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93 tp->t_oldch = mvwinch(cw, y, x);