Mercurial > hg > early-roguelike
annotate rogue4/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 | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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12
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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 4.25 (Berkeley) 5/5/82 |
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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, 1982 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 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */ |
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17 |
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18 coord ch_ret; /* Where chasing takes you */ |
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19 |
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20 /* |
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21 * runners: |
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22 * Make all the running monsters move. |
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23 */ |
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24 runners() |
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25 { |
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26 register THING *tp; |
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27 register THING *ntp; |
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28 |
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29 for (tp = mlist; tp != NULL; tp = ntp) |
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30 { |
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31 ntp = next(tp); |
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32 if (!on(*tp, ISHELD) && on(*tp, ISRUN)) |
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33 { |
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34 if (!on(*tp, ISSLOW) || tp->t_turn) |
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35 if (do_chase(tp) == -1) |
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36 continue; |
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37 if (on(*tp, ISHASTE)) |
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38 if (do_chase(tp) == -1) |
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39 continue; |
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40 tp->t_turn ^= TRUE; |
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41 } |
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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 * do_chase: |
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47 * Make one thing chase another. |
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48 */ |
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49 do_chase(th) |
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50 register THING *th; |
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51 { |
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52 register struct room *rer, *ree; /* room of chaser, room of chasee */ |
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53 register int mindist = 32767, i, dist; |
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54 register bool stoprun = FALSE; /* TRUE means we are there */ |
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55 register char sch; |
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56 register bool door; |
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57 register THING *obj; |
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58 register struct room *oroom; |
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59 coord this; /* Temporary destination for chaser */ |
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60 |
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61 rer = th->t_room; /* Find room of chaser */ |
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62 if (on(*th, ISGREED) && rer->r_goldval == 0) |
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63 th->t_dest = &hero; /* If gold has been taken, run after hero */ |
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64 if (th->t_dest == &hero) /* Find room of chasee */ |
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65 ree = proom; |
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66 else |
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67 ree = roomin(th->t_dest); |
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68 /* |
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69 * We don't count doors as inside rooms for this routine |
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70 */ |
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71 door = (chat(th->t_pos.y, th->t_pos.x) == DOOR); |
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72 /* |
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73 * If the object of our desire is in a different room, |
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74 * and we are not in a corridor, run to the door nearest to |
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75 * our goal. |
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76 */ |
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77 over: |
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78 if (rer != ree) |
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79 { |
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80 for (i = 0; i < rer->r_nexits; i++) /* loop through doors */ |
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81 { |
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82 dist = DISTANCE(th->t_dest->y, th->t_dest->x, |
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83 rer->r_exit[i].y, rer->r_exit[i].x); |
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84 if (dist < mindist) |
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85 { |
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86 this = rer->r_exit[i]; |
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87 mindist = dist; |
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88 } |
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89 } |
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90 if (door) |
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91 { |
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92 rer = &passages[flat(th->t_pos.y, th->t_pos.x) & F_PNUM]; |
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93 door = FALSE; |
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94 goto over; |
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95 } |
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96 } |
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97 else |
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98 { |
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99 this = *th->t_dest; |
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100 /* |
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101 * For dragons check and see if (a) the hero is on a straight |
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102 * line from it, and (b) that it is within shooting distance, |
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103 * but outside of striking range. |
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104 */ |
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105 if (th->t_type == 'D' && (th->t_pos.y == hero.y || th->t_pos.x == hero.x |