Mercurial > hg > early-roguelike
annotate rogue3/chase.c @ 167:a0a57cf42810
ARogue family: don't hide messages caused by moving to a new level.
new_level() redraws the whole screen, including the message line, so if
msg() has just been called, the message will likely not last long
enough to be noticed. These cases have been changed so that msg() is
called after new_level().
If a fall through a trapdoor is fatal, "You fall into a trap!" is no
longer printed, but the tombstone should make things clear.
author | John "Elwin" Edwards |
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date | Mon, 29 Jun 2015 20:37:32 -0400 |
parents | 527e2150eaf0 |
children | d9e44e18eeec |
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 3.17 (Berkeley) 6/15/81 |
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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 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 coord ch_ret; /* Where chasing takes you */ |
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17 |
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18 /* |
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19 * runners: |
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20 * Make all the running monsters move. |
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21 */ |
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22 |
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23 void |
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24 runners() |
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25 { |
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26 struct linked_list *item; |
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27 struct thing *tp; |
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28 |
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29 for (item = mlist; item != NULL;) |
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30 { |
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31 tp = (struct thing *) ldata(item); |
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32 item = next(item); |
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33 if (off(*tp, ISHELD) && on(*tp, ISRUN)) |
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34 { |
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35 if (off(*tp, ISSLOW) || tp->t_turn) |
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36 if (do_chase(tp) == -1) |
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37 continue; |
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38 if (on(*tp, ISHASTE)) |
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39 if (do_chase(tp) == -1) |
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40 continue; |
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41 tp->t_turn ^= TRUE; |
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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 /* |
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47 * do_chase: |
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48 * Make one thing chase another. |
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49 */ |
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50 |
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51 int |
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52 do_chase(struct thing *th) |
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53 { |
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54 struct room *rer, *ree; /* room of chaser, room of chasee */ |
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55 int mindist = 32767, i, dist; |
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56 int stoprun = FALSE; /* TRUE means we are there */ |
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57 int sch; |
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58 coord this; /* Temporary destination for chaser */ |
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59 |
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60 rer = roomin(&th->t_pos); /* Find room of chaser */ |
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61 ree = roomin(th->t_dest); /* Find room of chasee */ |
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62 /* |
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63 * We don't count doors as inside rooms for this routine |
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64 */ |
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65 if (mvwinch(stdscr, th->t_pos.y, th->t_pos.x) == DOOR) |
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66 rer = NULL; |
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67 this = *th->t_dest; |
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68 /* |
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69 * If the object of our desire is in a different room, |
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70 * than we are and we ar not in a corridor, run to the |
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71 * door nearest to our goal. |
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72 */ |
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73 if (rer != NULL && rer != ree) |
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74 for (i = 0; i < rer->r_nexits; i++) /* loop through doors */ |
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75 { |
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76 dist = DISTANCE(th->t_dest->y, th->t_dest->x, |
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77 rer->r_exit[i].y, rer->r_exit[i].x); |
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78 if (dist < mindist) /* minimize distance */ |
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79 { |
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80 this = rer->r_exit[i]; |
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81 mindist = dist; |
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82 } |
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83 } |
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84 /* |
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85 * this now contains what we want to run to this time |
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86 * so we run to it. If we hit it we either want to fight it |
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87 * or stop running |
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88 */ |
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89 if (!chase(th, &this)) |
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90 { |
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91 if (ce(this, hero)) |
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92 { |
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93 return( attack(th) ); |
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94 } |
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95 else if (th->t_type != 'F') |
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96 stoprun = TRUE; |
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97 } |
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98 else if (th->t_type == 'F') |
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99 return(0); |
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100 mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch); |
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101 sch = mvwinch(cw, ch_ret.y, ch_ret.x); |
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102 if (rer != NULL && (rer->r_flags & ISDARK) && sch == FLOOR |
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103 && DISTANCE(ch_ret.y, ch_ret.x, th->t_pos.y, th->t_pos.x) < 3 |
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104 && off(player, ISBLIND)) |
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105 th->t_oldch = ' '; |