Mercurial > hg > early-roguelike
view arogue5/chase.c @ 227:696277507a2e
Rogue V4, V5: disable a cheat granting permanent monster detection.
In these two games, a potion of monster detection turns on the player's
SEEMONST flag. A fuse is set to call turn_see() to turn the flag back
off. But the save and restore functions do not recognize turn_see() and
fail to set the fuse up again.
When restoring, Rogue V4 merely sets the fuse's function to NULL and
leaves it burning. When it goes off, a segfault results. Rogue V5
clears all the fuse's fields, and the player retains the ability to see
all monsters on the level.
The save and restore code can now handle the fuse. The function used is
a new wrapper, turn_see_off(), which should lead to less problems with
daemons being multiple incompatible types.
Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon
and fuse slots when restoring a saved game.
author | John "Elwin" Edwards |
---|---|
date | Sat, 05 Mar 2016 12:10:20 -0500 |
parents | 56e748983fa8 |
children | e52a8a7ad4c5 |
line wrap: on
line source
/* * Code for one object to chase another * * Advanced Rogue * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <stdlib.h> #include <ctype.h> #include <limits.h> #include "curses.h" #include "rogue.h" #define MAXINT INT_MAX #define MININT INT_MIN coord ch_ret; /* Where chasing takes you */ struct linked_list *get_hurl(struct thing *tp); bool straight_shot(int ery, int erx, int eey, int eex, coord *shooting); /* * Canblink checks if the monster can teleport (blink). If so, it will * try to blink the monster next to the player. */ bool can_blink(struct thing *tp) { register int y, x, index=9; coord tryp; /* To hold the coordinates for use in diag_ok */ bool spots[9], found_one=FALSE; /* * First, can the monster even blink? And if so, there is only a 50% * chance that it will do so. And it won't blink if it is running or * held. */ if (off(*tp, CANBLINK) || (on(*tp, ISHELD)) || on(*tp, ISFLEE) || (on(*tp, ISSLOW) && off(*tp, ISHASTE) && !(tp->t_turn)) || tp->t_no_move || (rnd(12) < 6)) return(FALSE); /* Initialize the spots as illegal */ do { spots[--index] = FALSE; } while (index > 0); /* Find a suitable spot next to the player */ for (y=hero.y-1; y<hero.y+2; y++) for (x=hero.x-1; x<hero.x+2; x++, index++) { /* Make sure x coordinate is in range and that we are * not at the player's position */ if (x<0 || x >= COLS || index == 4) continue; /* Is it OK to move there? */ if (step_ok(y, x, NOMONST, tp) && (!isatrap(mvwinch(cw, y, x)) || rnd(10) >= tp->t_stats.s_intel || on(*tp, ISFLY))) { /* OK, we can go here. But don't go there if * monster can't get at player from there */ tryp.y = y; tryp.x = x; if (diag_ok(&tryp, &hero, tp)) { spots[index] = TRUE; found_one = TRUE; } } } /* If we found one, go to it */ if (found_one) { char rch; /* What's really where the creatures moves to */ /* Find a legal spot */ while (spots[index=rnd(9)] == FALSE) continue; /* Get the coordinates */ y = hero.y + (index/3) - 1; x = hero.x + (index % 3) - 1; /* Move the monster from the old space */ mvwaddch(cw, tp->t_pos.y, tp->t_pos.x, tp->t_oldch); /* Move it to the new space */ tp->t_oldch = CCHAR( mvwinch(cw, y, x) ); /* Display the creature if our hero can see it */ if (cansee(y, x) && off(*tp, ISINWALL) && !invisible(tp)) mvwaddch(cw, y, x, tp->t_type); /* Fix the monster window */ mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, ' '); /* Clear old position */ mvwaddch(mw, y, x, tp->t_type); /* Record the new position */ tp->t_pos.y = y; tp->t_pos.x = x; /* If the monster is on a trap, trap it */ rch = CCHAR( mvinch(y, x) ); if (isatrap(rch)) { if (cansee(y, x)) tp->t_oldch = rch; be_trapped(tp, &(tp->t_pos)); } } return(found_one); } /* * Can_shoot determines if the monster (er) has a direct line of shot * at the player (ee). If so, it returns the direction in which to shoot. */ coord * can_shoot(coord *er, coord *ee) { static coord shoot_dir; /* Make sure we are chasing the player */ if (!ce((*ee), hero)) return(NULL); /* * They must be in the same room or very close (at door) */ if (roomin(er) != roomin(&hero) && DISTANCE(er->y,er->x,ee->y,ee->x) > 1) return(NULL); /* Do we have a straight shot? */ if (!straight_shot(er->y, er->x, ee->y, ee->x, &shoot_dir)) return(NULL); else return(&shoot_dir); } /* * chase: * Find the spot for the chaser(er) to move closer to the * chasee(ee). Returns TRUE if we want to keep on chasing later * FALSE if we reach the goal. */ /* flee: True if destination (ee) is player and monster is running * away or the player is in a wall and the monster can't get to it */ bool chase(struct thing *tp, coord *ee, bool flee, bool *mdead) { int damage, dist, thisdist, monst_dist = MAXINT; struct linked_list *weapon; register coord *er = &tp->t_pos; coord *shoot_dir; char ch, mch; bool next_player = FALSE; if (mdead != NULL) *mdead = 0; /* * set the distance from the chas(er) to the chas(ee) here and then * we won't have to reset it unless the chas(er) moves (instead of shoots) */ dist = DISTANCE(er->y, er->x, ee->y, ee->x); /* * If the thing is confused or it can't see the player, * let it move randomly. */ if ((on(*tp, ISHUH) && rnd(10) < 8) || (on(player, ISINVIS) && off(*tp, CANSEE))) { /* Player is invisible */ /* * get a valid random move */ ch_ret = *rndmove(tp); dist = DISTANCE(ch_ret.y, ch_ret.x, ee->y, ee->x); /* * check to see if random move takes creature away from player * if it does then turn off ISHELD */ if (dist > 2) { if (on(*tp, DIDHOLD)) { turn_off(*tp, DIDHOLD); turn_on(*tp, CANHOLD); if (--hold_count == 0) turn_off(player, ISHELD); } /* If monster was suffocating, stop it */ if (on(*tp, DIDSUFFOCATE)) { turn_off(*tp, DIDSUFFOCATE); turn_on(*tp, CANSUFFOCATE); extinguish(suffocate); } } } /* If we can breathe, we may do so */ else if (on(*tp, CANBREATHE) && (dist < BOLT_LENGTH*BOLT_LENGTH) && (shoot_dir = can_shoot(er, ee)) && !on(player, ISINWALL) && (rnd(100) < 75)) { register char *breath = NULL; damage = tp->t_stats.s_hpt; /* Will it breathe at random */ if (on(*tp, CANBRANDOM)) { /* Turn off random breath */ turn_off(*tp, CANBRANDOM); /* Select type of breath */ switch (rnd(10)) { case 0: breath = "acid"; turn_on(*tp, NOACID); when 1: breath = "flame"; turn_on(*tp, NOFIRE); when 2: breath = "lightning bolt"; turn_on(*tp, NOBOLT); when 3: breath = "chlorine gas"; turn_on(*tp, NOGAS); when 4: breath = "ice"; turn_on(*tp, NOCOLD); when 5: breath = "nerve gas"; turn_on(*tp, NOPARALYZE); when 6: breath = "sleeping gas"; turn_on(*tp, NOSLEEP); when 7: breath = "slow gas"; turn_on(*tp, NOSLOW); when 8: breath = "confusion gas"; turn_on(*tp, ISCLEAR); when 9: breath = "fear gas"; turn_on(*tp, NOFEAR); } } /* Or can it breathe acid? */ else if (on(*tp, CANBACID)) { turn_off(*tp, CANBACID); breath = "acid"; } /* Or can it breathe fire */ else if (on(*tp, CANBFIRE)) { turn_off(*tp, CANBFIRE); breath = "flame"; } /* Or can it breathe electricity? */ else if (on(*tp, CANBBOLT)) { turn_off(*tp, CANBBOLT); breath = "lightning bolt"; } /* Or can it breathe gas? */ else if (on(*tp, CANBGAS)) { turn_off(*tp, CANBGAS); breath = "chlorine gas"; } /* Or can it breathe ice? */ else if (on(*tp, CANBICE)) { turn_off(*tp, CANBICE); breath = "ice"; } else if (on(*tp, CANBPGAS)) { turn_off(*tp, CANBPGAS); breath = "nerve gas"; } /* can it breathe sleeping gas */ else if (on(*tp, CANBSGAS)) { turn_off(*tp, CANBSGAS); breath = "sleeping gas"; } /* can it breathe slow gas */ else if (on(*tp, CANBSLGAS)) { turn_off(*tp, CANBSLGAS); breath = "slow gas"; } /* can it breathe confusion gas */ else if (on(*tp, CANBCGAS)) { turn_off(*tp, CANBCGAS); breath = "confusion gas"; } /* can it breathe fear gas */ else { turn_off(*tp, CANBFGAS); breath = "fear gas"; } /* Now breathe -- sets "monst_dead" if it kills someone */ *mdead = shoot_bolt( tp, *er, *shoot_dir, FALSE, tp->t_index, breath, damage); ch_ret = *er; running = FALSE; if (*mdead) return(TRUE); } /* We may shoot missiles if we can */ else if (on(*tp, CANMISSILE) && (shoot_dir = can_shoot(er, ee)) && !on(player, ISINWALL) && (rnd(100) < 75)) { static struct object missile = { MISSILE, {0, 0}, "", 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1 }; sprintf(missile.o_hurldmg, "%dd4", tp->t_stats.s_lvl); do_motion(&missile, shoot_dir->y, shoot_dir->x, tp); hit_monster(unc(missile.o_pos), &missile, tp); turn_off(*tp, CANMISSILE); ch_ret = *er; running = FALSE; } /* We may use a sonic blast if we can */ else if (on(*tp, CANSONIC) && (dist < BOLT_LENGTH*2) && (shoot_dir = can_shoot(er, ee)) && !on(player, ISINWALL) && (rnd(100) < 50)) { static struct object blast = { MISSILE, {0, 0}, "", 0, "", "150" , NULL, 0, 0, 0, 0 }; turn_off(*tp, CANSONIC); do_motion(&blast, shoot_dir->y, shoot_dir->x, tp); damage = 150; if (save(VS_BREATH, &player, -3)) damage /= 2; msg ("The %s's sonic blast hits you", monsters[tp->t_index].m_name); if ((pstats.s_hpt -= damage) <= 0) death(tp->t_index); ch_ret = *er; running = FALSE; } /* * If we have a special magic item, we might use it. We will restrict * this options to uniques with relics for now. */ else if (on(*tp, ISUNIQUE) && m_use_item(tp, er, ee)) { ch_ret = *er; running = FALSE; } /* * If we can shoot or throw something, we might do so. * If next to player, then 80% prob will fight. */ else if(on(*tp, CANSHOOT) && (shoot_dir = can_shoot(er, ee)) && !on(player, ISINWALL) && (dist > 3 || (rnd(100) > 80)) && (weapon = get_hurl(tp))) { missile(shoot_dir->y, shoot_dir->x, weapon, tp); ch_ret = *er; } /* * Otherwise, find the empty spot next to the chaser that is * closest to the chasee. */ else { register int ey, ex, x, y; register struct room *rer, *ree; int dist_to_old = MININT; /* Dist from goal to old position */ /* Get rooms */ rer = roomin(er); /* Room the chasER (monster) is in */ ree = roomin(ee); /* Room the chasEE is in */ /* * This will eventually hold where we move to get closer * If we can't find an empty spot, we stay where we are. */ dist = flee ? 0 : MAXINT; ch_ret = *er; /* Are we at our goal already? */ if (!flee && ce(ch_ret, *ee)) return(FALSE); ey = er->y + 1; ex = er->x + 1; /* Check all possible moves */ for (x = er->x - 1; x <= ex; x++) { if (x < 0 || x >= COLS) /* Don't try off the board */ continue; for (y = er->y - 1; y <= ey; y++) { coord tryp; if ((y < 1) || (y >= LINES - 2)) /* Don't try off the board */ continue; /* Don't try the player if not going after the player */ if ((flee || !ce(hero, *ee)) && x == hero.x && y == hero.y) { next_player = TRUE; continue; } tryp.x = x; tryp.y = y; /* Is there a monster on this spot closer to our goal? * Don't look in our spot or where we were. */ if (!ce(tryp, *er) && !ce(tryp, tp->t_oldpos) && isalpha(mch = CCHAR( mvwinch(mw, y, x) ) )) { int test_dist; test_dist = DISTANCE(y, x, ee->y, ee->x); if (test_dist <= 25 && /* Let's be fairly close */ test_dist < monst_dist) { /* Could we really move there? */ mvwaddch(mw, y, x, ' '); /* Temporarily blank monst */ if (diag_ok(er, &tryp, tp)) monst_dist = test_dist; mvwaddch(mw, y, x, mch); /* Restore monster */ } } /* Can we move onto the spot? */ if (!diag_ok(er, &tryp, tp)) continue; ch = CCHAR( mvwinch(cw, y, x) ); /* Screen character */ /* Stepping on player is NOT okay if we are fleeing */ if (step_ok(y, x, NOMONST, tp) && (off(*tp, ISFLEE) || ch != PLAYER)) { /* * If it is a trap, an intelligent monster may not * step on it (unless our hero is on top!) */ if ((isatrap(ch)) && (rnd(10) < tp->t_stats.s_intel) && (!on(*tp, ISFLY)) && (y != hero.y || x != hero.x)) continue; /* * OK -- this place counts */ thisdist = DISTANCE(y, x, ee->y, ee->x); /* Adjust distance if we are being shot at */ if (tp->t_wasshot && tp->t_stats.s_intel > 5 && ce(hero, *ee)) { /* Move out of line of sight */ if (straight_shot(tryp.y, tryp.x, ee->y, ee->x, NULL)) { if (flee) thisdist -= SHOTPENALTY; else thisdist += SHOTPENALTY; } /* But do we want to leave the room? */ else if (rer && rer == ree && ch == DOOR) thisdist += DOORPENALTY; } /* Don't move to the last position if we can help it * (unless out prey just moved there) */ if (ce(tryp, tp->t_oldpos) && (flee || !ce(tryp, hero))) dist_to_old = thisdist; else if ((flee && (thisdist > dist)) || (!flee && (thisdist < dist))) { ch_ret = tryp; dist = thisdist; } } } } /* If we aren't trying to get the player, but he is in our way, * hit him (unless we have been turned) */ if (next_player && off(*tp, WASTURNED) && ((flee && ce(ch_ret, *er)) || (!flee && DISTANCE(er->y, er->x, ee->y, ee->x) < dist)) && step_ok(tp->t_dest->y, tp->t_dest->x, NOMONST, tp)) { /* Okay to hit player */ ch_ret = hero; return(FALSE); } /* If we can't get closer to the player (if that's our goal) * because other monsters are in the way, just stay put */ if (!flee && ce(hero, *ee) && monst_dist < MAXINT && DISTANCE(er->y, er->x, hero.y, hero.x) < dist) ch_ret = *er; /* Do we want to go back to the last position? */ else if (dist_to_old != MININT && /* It is possible to move back */ ((flee && dist == 0) || /* No other possible moves */ (!flee && dist == MAXINT))) { /* Do we move back or just stay put (default)? */ dist = DISTANCE(er->y, er->x, ee->y, ee->x); /* Current distance */ if (!flee || (flee && (dist_to_old > dist))) ch_ret = tp->t_oldpos; } } /* May actually hit here from a confused move */ return(!ce(ch_ret, hero)); } /* * do_chase: * Make one thing chase another. */ /* flee: True if running away or player is inaccessible in wall */ void do_chase(struct thing *th, bool flee) { register struct room *rer, *ree, /* room of chaser, room of chasee */ *orig_rer, /* Original room of chaser */ *new_room; /* new room of monster */ int dist = MININT; int mindist = MAXINT, maxdist = MININT; bool stoprun = FALSE, /* TRUE means we are there */ rundoor; /* TRUE means run to a door */ bool mdead = 0; char rch, sch; coord *last_door=0, /* Door we just came from */ this; /* Temporary destination for chaser */ /* Make sure the monster can move */ if (th->t_no_move != 0) { th->t_no_move--; return; } rer = roomin(&th->t_pos); /* Find room of chaser */ ree = roomin(th->t_dest); /* Find room of chasee */ orig_rer = rer; /* Original room of chaser (including doors) */ /* * We don't count monsters on doors as inside rooms for this routine */ if ((sch = CCHAR( mvwinch(stdscr, th->t_pos.y, th->t_pos.x) )) == DOOR || sch == PASSAGE) { rer = NULL; } this = *th->t_dest; /* * If we are not in a corridor and not a Xorn, then if we are running * after the player, we run to a door if he is not in the same room. * If we are fleeing, we run to a door if he IS in the same room. * Note: We don't bother with doors in mazes. */ if (levtype != MAZELEV && rer != NULL && off(*th, CANINWALL)) { if (flee) rundoor = (rer == ree); else rundoor = (rer != ree); } else rundoor = FALSE; if (rundoor) { register struct linked_list *exitptr; /* For looping through exits */ coord *exit; /* A particular door */ int exity, exitx; /* Door's coordinates */ char dch='\0'; /* Door character */ if (th->t_doorgoal) dch = CCHAR( mvwinch(stdscr, th->t_doorgoal->y, th->t_doorgoal->x) ); /* Do we have a valid goal? */ if ((dch == PASSAGE || dch == DOOR) && /* A real door */ (!flee || !ce(*th->t_doorgoal, hero))) { /* Player should not * be at door if we are * running away */ this = *th->t_doorgoal; dist = 0; /* Indicate that we have our door */ } /* Go through all the doors */ else for (exitptr = rer->r_exit; exitptr; exitptr = next(exitptr)) { exit = DOORPTR(exitptr); exity = exit->y; exitx = exit->x; /* Make sure it is a real door */ dch = CCHAR( mvwinch(stdscr, exity, exitx) ); if (dch == PASSAGE || dch == DOOR) { /* Don't count a door if we are fleeing from the player and * he is standing on it */ if (flee && ce(*exit, hero)) continue; /* Were we just on this door? */ if (ce(*exit, th->t_oldpos)) last_door = exit; else { dist = DISTANCE(th->t_dest->y, th->t_dest->x, exity, exitx); /* If fleeing, we want to maximize distance from door to * what we flee, and minimize distance from door to us. */ if (flee) dist -= DISTANCE(th->t_pos.y, th->t_pos.x, exity, exitx); /* Maximize distance if fleeing, otherwise minimize it */ if ((flee && (dist > maxdist)) || (!flee && (dist < mindist))) { th->t_doorgoal = exit; /* Use this door */ this = *exit; mindist = maxdist = dist; } } } } /* Could we not find a door? */ if (dist == MININT) { /* If we were on a door, go ahead and use it */ if (last_door) { th->t_doorgoal = last_door; this = th->t_oldpos; dist = 0; /* Indicate that we found a door */ } else th->t_doorgoal = NULL; /* No more door goal */ } /* Indicate that we do not want to flee from the door */ if (dist != MININT) flee = FALSE; } else th->t_doorgoal = 0; /* Not going to any door */ /* * this now contains what we want to run to this time * so we run to it. If we hit it we either want to fight it * or stop running */ if (!chase(th, &this, flee, &mdead)) { if (ce(ch_ret, hero)) { /* merchants try to sell something --> others attack */ if (on(*th, CANSELL)) sell(th); else attack(th, NULL, FALSE); return; } else if (on(*th, NOMOVE)) stoprun = TRUE; } if (mdead) return; /* Did monster kill someone? */ if (on(*th, NOMOVE)) return; /* If we have a scavenger, it can pick something up */ if (on(*th, ISSCAVENGE)) { register struct linked_list *n_item, *o_item; while ((n_item = find_obj(ch_ret.y, ch_ret.x)) != NULL) { char floor = (roomin(&ch_ret) == NULL) ? PASSAGE : FLOOR; register struct object *n_obj, *o_obj; /* * see if he's got one of this group already */ o_item = NULL; n_obj = OBJPTR(n_item); detach(lvl_obj, n_item); if (n_obj->o_group) { for(o_item = th->t_pack; o_item != NULL; o_item = next(o_item)){ o_obj = OBJPTR(o_item); if (o_obj->o_group == n_obj->o_group) { o_obj->o_count += n_obj->o_count; o_discard(n_item); break; } } } if (o_item == NULL) { /* didn't find it */ attach(th->t_pack, n_item); } if (cansee(ch_ret.y, ch_ret.x)) mvwaddch(cw, ch_ret.y, ch_ret.x, floor); mvaddch(ch_ret.y, ch_ret.x, floor); } } mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch); sch = CCHAR( mvwinch(cw, ch_ret.y, ch_ret.x) ); /* What player sees */ rch = CCHAR( mvwinch(stdscr, ch_ret.y, ch_ret.x) ); /* What's really there */ /* Get new room of monster */ new_room=roomin(&ch_ret); /* If we have a tunneling monster, it may be making a tunnel */ if (on(*th, CANTUNNEL) && (rch == SECRETDOOR || rch == WALL || rch == '|' || rch == '-')) { char nch; /* The new look to the tunnel */ if (rch == WALL) nch = PASSAGE; else if (levtype == MAZELEV) nch = FLOOR; else nch = DOOR; addch(nch); if (cansee(ch_ret.y, ch_ret.x)) sch = nch; /* Can player see this? */ /* Does this make a new exit? */ if (rch == '|' || rch == '-') { struct linked_list *newroom; coord *exit; newroom = new_item(sizeof(coord)); exit = DOORPTR(newroom); *exit = ch_ret; attach(new_room->r_exit, newroom); } } /* Mark if the monster is inside a wall */ if (isrock(mvinch(ch_ret.y, ch_ret.x))) turn_on(*th, ISINWALL); else turn_off(*th, ISINWALL); /* If the monster can illuminate rooms, check for a change */ if (on(*th, HASFIRE)) { register struct linked_list *fire_item; /* Is monster entering a room? */ if (orig_rer != new_room && new_room != NULL) { fire_item = creat_item(); /* Get an item-only structure */ ldata(fire_item) = (char *) th; attach(new_room->r_fires, fire_item); new_room->r_flags |= HASFIRE; if (cansee(ch_ret.y, ch_ret.x) && next(new_room->r_fires) == NULL) light(&hero); } /* Is monster leaving a room? */ if (orig_rer != new_room && orig_rer != NULL) { /* Find the bugger in the list and delete him */ for (fire_item = orig_rer->r_fires; fire_item != NULL; fire_item = next(fire_item)) { if (THINGPTR(fire_item) == th) { /* Found him! */ detach(orig_rer->r_fires, fire_item); destroy_item(fire_item); if (orig_rer->r_fires == NULL) { orig_rer->r_flags &= ~HASFIRE; if (cansee(th->t_pos.y, th->t_pos.x)) light(&th->t_pos); } break; } } } } /* If monster is entering player's room and player can see it, * stop the player's running. */ if (new_room != orig_rer && new_room != NULL && new_room == ree && cansee(unc(ch_ret)) && (off(*th, ISINVIS) || on(player, CANSEE)) && (off(*th, ISSHADOW) || on(player, CANSEE)) && (off(*th, CANSURPRISE) || ISWEARING(R_ALERT))) running = FALSE; /* if (rer != NULL && !lit_room(orig_rer) && sch == FLOOR && DISTANCE(ch_ret.y, ch_ret.x, th->t_pos.y, th->t_pos.x) < 3 && off(player, ISBLIND)) th->t_oldch = ' '; else */ th->t_oldch = sch; /* Let's display those creatures that we can see. */ if (cansee(unc(ch_ret)) && off(*th, ISINWALL) && !invisible(th)) mvwaddch(cw, ch_ret.y, ch_ret.x, th->t_type); /* * Blank out the old position and record the new position -- * the blanking must be done first in case the positions are the same. */ mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' '); mvwaddch(mw, ch_ret.y, ch_ret.x, th->t_type); /* Record monster's last position (if new one is different) */ if (!ce(ch_ret, th->t_pos)) th->t_oldpos = th->t_pos; th->t_pos = ch_ret; /* Mark the monster's new position */ /* If the monster is on a trap, trap it */ sch = CCHAR( mvinch(ch_ret.y, ch_ret.x) ); if (isatrap(sch)) { if (cansee(ch_ret.y, ch_ret.x)) th->t_oldch = sch; be_trapped(th, &ch_ret); } /* * And stop running if need be */ if (stoprun && ce(th->t_pos, *(th->t_dest))) turn_off(*th, ISRUN); } /* * Get_hurl returns the weapon that the monster will "throw" if he has one */ struct linked_list * get_hurl(struct thing *tp) { struct linked_list *arrow, *bolt, *rock; register struct linked_list *pitem; bool bow=FALSE, crossbow=FALSE, sling=FALSE;