Mercurial > hg > early-roguelike
annotate urogue/chase.c @ 315:ad2570b5b21f
Advanced Rogue 5, 7: fix some trading post messages.
When attempting to buy an unaffordable object, messages were often of
the form "You can't afford that a scroll of hold monster !", because
the object description (stored in curpurch) was the same text used in
inventory displays.
This has been worked around by inspecting the contents of curpurch and
using different message templates.
author | John "Elwin" Edwards |
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date | Sun, 24 Oct 2021 20:26:21 -0400 |
parents | 0250220d8cdd |
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1 /* |
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2 chase.c - Code for one creature to chase another |
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3 |
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom |
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong |
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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 |
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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 <stdlib.h> |
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20 #include <ctype.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 do_chase() |
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26 Make one thing chase another. |
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27 */ |
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28 |
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29 void |
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30 do_chase(struct thing *th, int flee) |
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31 { |
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32 struct room *rer; /* room of chaser */ |
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33 struct room *ree; /* room of chasee */ |
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34 struct room *old_room; /* old room of monster */ |
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35 struct room *new_room; /* new room of monster */ |
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36 |
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37 int i, mindist = INT_MAX, maxdist = INT_MIN, dist = INT_MIN; |
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38 |
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39 int last_door = -1; /* Door we just came from */ |
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40 int stoprun = FALSE; /* TRUE means we are there */ |
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41 int rundoor; /* TRUE means run to a door */ |
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42 int hit_bad = FALSE; /* TRUE means hit bad monster */ |
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43 int mon_attack; /* TRUE means find a monster to hit */ |
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44 |
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45 char sch; |
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46 struct linked_list *item; |
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47 coord this; /* Temporary destination for chaser */ |
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48 |
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49 if (!th->t_ischasing) |
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50 return; |
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51 |
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52 /* Make sure the monster can move */ |
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53 |
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54 if (th->t_no_move != 0) |
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55 { |
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56 th->t_no_move--; |
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57 return; |
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58 } |
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59 |
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60 /* |
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61 * Bad monsters check for a good monster to hit, friendly monsters |
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62 * check for a bad monster to hit. |
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63 */ |
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64 |
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65 mon_attack = FALSE; |
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66 |
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67 if (good_monster(*th)) |
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68 { |
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69 hit_bad = TRUE; |
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70 mon_attack = TRUE; |
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71 } |
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72 else if (on(*th, ISMEAN)) |
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73 { |
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74 hit_bad = FALSE; |
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75 mon_attack = TRUE; |
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76 } |
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77 |
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78 if (mon_attack) |
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79 { |
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80 struct linked_list *mon_to_hit; |
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81 |
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82 mon_to_hit = f_mons_a(th->t_pos.y, th->t_pos.x, hit_bad); |
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83 |
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84 if (mon_to_hit) |
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85 { |
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86 mon_mon_attack(th, mon_to_hit, pick_weap(th), NOTHROWN); |
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87 return; |
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88 } |
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89 } |
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90 |
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91 /* no nearby monster to hit */ |
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92 |
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93 rer = roomin(th->t_pos); /* Find room of chaser */ |
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