Mercurial > hg > early-roguelike
annotate rogue5/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 | f502bf60e6e4 |
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rev | line source |
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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 } |