annotate arogue7/chase.c @ 195:beab22b087a1

Advanced Rogue 5: initialize some variables.
author John "Elwin" Edwards
date Tue, 11 Aug 2015 13:13:08 -0400
parents adfa37e67084
children f9ef86cf22b2
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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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 /*
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16 * Code for one object to chase another
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17 *
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18 */
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19
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20 #include <ctype.h>
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21 #include <limits.h>
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22 #include "curses.h"
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23 #include "rogue.h"
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24 #define MAXINT INT_MAX
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25 #define MININT INT_MIN
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26
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27
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28 /*
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29 * Canblink checks if the monster can teleport (blink). If so, it will
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30 * try to blink the monster next to the player.
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31 */
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32
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33 bool
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34 can_blink(tp)
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35 register struct thing *tp;
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36 {
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37 register int y, x, index=9;
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38 coord tryp; /* To hold the coordinates for use in diag_ok */
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39 bool spots[9], found_one=FALSE;
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40
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41 /*
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42 * First, can the monster even blink? And if so, there is only a 50%
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43 * chance that it will do so. And it won't blink if it is running or
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44 * held.
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45 */
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46 if (off(*tp, CANBLINK) || (on(*tp, ISHELD)) ||
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47 on(*tp, ISFLEE) ||
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48 tp->t_action == A_FREEZE ||
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49 (rnd(12) < 6)) return(FALSE);
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50
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51
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52 /* Initialize the spots as illegal */
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53 do {
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54 spots[--index] = FALSE;
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55 } while (index > 0);
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56
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57 /* Find a suitable spot next to the player */
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58 for (y=hero.y-1; y<hero.y+2; y++)
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59 for (x=hero.x-1; x<hero.x+2; x++, index++) {
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60 /* Make sure x coordinate is in range and that we are
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61 * not at the player's position
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62 */
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63 if (x<0 || x >= cols || index == 4) continue;
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64
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65 /* Is it OK to move there? */
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66 if (step_ok(y, x, NOMONST, tp) &&
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67 (!isatrap(mvwinch(cw, y, x)) ||
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68 rnd(10) >= tp->t_stats.s_intel ||
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69 on(*tp, ISFLY))) {
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70 /* OK, we can go here. But don't go there if
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71 * monster can't get at player from there
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72 */
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73 tryp.y = y;
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74 tryp.x = x;
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75 if (diag_ok(&tryp, &hero, tp)) {
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76 spots[index] = TRUE;
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77 found_one = TRUE;
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78 }
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79 }
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80 }
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81
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82 /* If we found one, go to it */
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83 if (found_one) {
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84 char rch; /* What's really where the creatures moves to */
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85
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86 /* Find a legal spot */
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87 while (spots[index=rnd(9)] == FALSE) continue;
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88
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89 /* Get the coordinates */
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90 y = hero.y + (index/3) - 1;
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91 x = hero.x + (index % 3) - 1;
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92
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