annotate rogue5/chase.c @ 179:ca876944b196

Advanced Rogue 7: rename magic users to magicians. Class names with spaces in them confuse anything that parses the logfile. The documentation does refer mostly to magicians.
author John "Elwin" Edwards
date Sat, 22 Aug 2015 10:55:53 -0400
parents f502bf60e6e4
children
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33
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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 4.57 (Berkeley) 02/05/99
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 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 <stdlib.h>
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14 #include <curses.h>
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15 #include "rogue.h"
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16
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17 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */
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18
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19 static coord ch_ret; /* Where chasing takes you */
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20
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21 /*
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22 * runners:
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23 * Make all the running monsters move.
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24 */
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25 void
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26 runners(void)
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27 {
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28 THING *tp;
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29 THING *next;
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30 int wastarget;
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31 coord orig_pos;
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32
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33 for (tp = mlist; tp != NULL; tp = next)
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34 {
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35 /* remember this in case the monster's "next" is changed */
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36 next = next(tp);
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37 if (!on(*tp, ISHELD) && on(*tp, ISRUN))
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38 {
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39 orig_pos = tp->t_pos;
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40 wastarget = on(*tp, ISTARGET);
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41 if (move_monst(tp) == -1)
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42 continue;
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43 if (on(*tp, ISFLY) && dist_cp(&hero, &tp->t_pos) >= 3)
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44 move_monst(tp);
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45 if (wastarget && !ce(orig_pos, tp->t_pos))
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46 {
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47 tp->t_flags &= ~ISTARGET;
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48 to_death = FALSE;
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49 }
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50 }
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51 }
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52 if (has_hit)
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53 {
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54 endmsg();
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55 has_hit = FALSE;
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56 }
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57 }
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58
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59 /*
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60 * move_monst:
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61 * Execute a single turn of running for a monster
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62 */
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63 int
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64 move_monst(THING *tp)
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65 {
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66 if (!on(*tp, ISSLOW) || tp->t_turn)
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67 if (do_chase(tp) == -1)
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68 return(-1);
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69 if (on(*tp, ISHASTE))
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70 if (do_chase(tp) == -1)
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71 return(-1);
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72 tp->t_turn ^= TRUE;
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73 return(0);
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74 }
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75
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76 /*
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77 * relocate:
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78 * Make the monster's new location be the specified one, updating
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79 * all the relevant state.
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80 */
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81 void
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82 relocate(THING *th, const coord *new_loc)
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83 {
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84 struct room *oroom;
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85
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86 if (!ce(*new_loc, th->t_pos))
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87 {
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88 mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch);
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89 th->t_room = roomin(new_loc);
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90 set_oldch(th, new_loc);
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91 oroom = th->t_room;
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92 moat(th->t_pos.y, th->t_pos.x) = NULL;
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93
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94 if (oroom != th->t_room)
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95 th->t_dest = find_dest(th);
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96 th->t_pos = *new_loc;
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97 moat(new_loc->y, new_loc->x) = th;
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98 }
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99 move(new_loc->y, new_loc->x);
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100 if (see_monst(th))
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101 addch(th->t_disguise);
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102 else if (on(player, SEEMONST))
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103 {
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104 standout();
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105 addch(th->t_type);
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106 standend();
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107 }
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108 }
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