Mercurial > hg > early-roguelike
annotate rogue3/chase.c @ 87:f871cb0539d3
Don't set the player's ISRUN flag.
rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or
holding. This is apparently supposed to indicate that the player can
move again. What it actually does is make it harder for monsters to
hit the player, until the flag is reset.
As this behavior makes little sense and seems like a cheat, it has
been deemed a bug and removed.
author | John "Elwin" Edwards |
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date | Tue, 13 Aug 2013 09:19:56 -0700 |
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 = ' '; |