Mercurial > hg > early-roguelike
annotate srogue/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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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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 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include "rogue.ext" |
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19 |
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20 #define FARAWAY 32767 |
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21 #define RDIST(a, b) (DISTANCE((a)->y, (a)->x, (b).y, (b).x)) |
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22 |
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23 struct coord ch_ret; /* Where chasing takes you */ |
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24 |
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25 /* |
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26 * runners: |
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27 * Make all the running monsters move. |
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28 */ |
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29 runners() |
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30 { |
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31 reg struct thing *tp; |
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32 reg struct linked_list *mon,*nextmon; |
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33 |
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34 for (mon = mlist; mon != NULL; mon = nextmon) { |
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35 tp = THINGPTR(mon); |
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36 nextmon = next(mon); |
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37 if (off(*tp, ISHELD) && on(*tp, ISRUN)) { |
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38 if (tp->t_nomove > 0) |
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39 if (--tp->t_nomove > 0) |
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40 continue; |
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41 if (on(*tp, ISHASTE)) |
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42 if (do_chase(mon) == -1) |
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43 continue; |
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44 if (off(*tp, ISSLOW) || tp->t_turn) |
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45 if (do_chase(mon) == -1) |
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46 continue; |
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47 tp->t_turn ^= TRUE; |
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48 } |
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49 } |
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50 } |
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51 |
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52 |
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53 /* |
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54 * do_chase: |
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55 * Make one thing chase another. |
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56 */ |
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57 do_chase(mon) |
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58 struct linked_list *mon; |
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59 { |
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60 reg struct thing *th; |
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61 reg struct room *rer, *ree, *rxx; |
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62 reg int mindist, i, dist; |
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63 struct stats *st; |
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64 bool stoprun = FALSE, ondoor = FALSE, link = FALSE; |
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65 char runaway, dofight, wound, sch, ch; |
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66 struct coord this; |
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67 struct trap *trp; |
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68 |
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69 th = THINGPTR(mon); |
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70 wound = th->t_flags & ISWOUND; |
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71 if (wound) |
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72 mindist = 0; |
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73 else |
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74 mindist = FARAWAY; |
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75 runaway = wound; |
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76 dofight = !runaway; |
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77 rer = th->t_room; |
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78 if (th->t_type == 'V') { |
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79 if (rer != NULL && !rf_on(rer, ISDARK)) { |
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80 /* |
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81 * Vampires can't stand the light |
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82 */ |
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83 if (cansee(th->t_pos.y, th->t_pos.x)) |
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84 msg("The vampire vaporizes into thin air !"); |
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85 killed(mon, FALSE); |
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86 return(-1); |
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87 } |
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88 } |
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89 ree = roomin(th->t_dest); /* room of chasee */ |
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90 this = *th->t_dest; |
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91 /* |
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92 * If the object of our desire is in a different |
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93 * room, then run to the door nearest to our goal. |
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94 */ |
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95 if (mvinch(th->t_pos.y, th->t_pos.x) == DOOR) |
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96 ondoor = TRUE; |
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97 rxx = NULL; |
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98 if (rer != NULL || ree != NULL) { |
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99 /* |
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100 * Monster not in room, hero in room. Run to closest door |
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101 * in hero's room if not wounded. Run away if wounded. |
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102 */ |
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103 if (rer == NULL && ree != NULL) { |
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104 if (!wound) |
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105 rxx = ree; |
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106 } |
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