annotate rogue4/chase.c @ 69:88dc6813e36a

arogue5: update the score list before prompting to exit.
author elwin
date Sat, 11 Aug 2012 20:58:24 +0000
parents 9535a08ddc39
children 1b73a8641b37
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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
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106 || abs(th->t_pos.y - hero.y) == abs(th->t_pos.x - hero.x))