Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
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319
rogue3/chase.c
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319
rogue3/chase.c
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/*
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* Code for one object to chase another
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*
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* @(#)chase.c 3.17 (Berkeley) 6/15/81
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "curses.h"
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#include "rogue.h"
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coord ch_ret; /* Where chasing takes you */
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/*
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* runners:
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* Make all the running monsters move.
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*/
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void
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runners()
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{
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struct linked_list *item;
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struct thing *tp;
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for (item = mlist; item != NULL;)
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{
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tp = (struct thing *) ldata(item);
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item = next(item);
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if (off(*tp, ISHELD) && on(*tp, ISRUN))
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{
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if (off(*tp, ISSLOW) || tp->t_turn)
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if (do_chase(tp) == -1)
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continue;
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if (on(*tp, ISHASTE))
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if (do_chase(tp) == -1)
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continue;
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tp->t_turn ^= TRUE;
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}
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}
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}
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/*
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* do_chase:
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* Make one thing chase another.
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*/
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int
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do_chase(struct thing *th)
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{
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struct room *rer, *ree; /* room of chaser, room of chasee */
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int mindist = 32767, i, dist;
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int stoprun = FALSE; /* TRUE means we are there */
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int sch;
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coord this; /* Temporary destination for chaser */
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rer = roomin(&th->t_pos); /* Find room of chaser */
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ree = roomin(th->t_dest); /* Find room of chasee */
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/*
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* We don't count doors as inside rooms for this routine
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*/
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if (mvwinch(stdscr, th->t_pos.y, th->t_pos.x) == DOOR)
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rer = NULL;
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this = *th->t_dest;
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/*
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* If the object of our desire is in a different room,
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* than we are and we ar not in a corridor, run to the
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* door nearest to our goal.
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*/
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if (rer != NULL && rer != ree)
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for (i = 0; i < rer->r_nexits; i++) /* loop through doors */
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{
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dist = DISTANCE(th->t_dest->y, th->t_dest->x,
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rer->r_exit[i].y, rer->r_exit[i].x);
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if (dist < mindist) /* minimize distance */
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{
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this = rer->r_exit[i];
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mindist = dist;
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}
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}
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/*
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* this now contains what we want to run to this time
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* so we run to it. If we hit it we either want to fight it
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* or stop running
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*/
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if (!chase(th, &this))
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{
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if (ce(this, hero))
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{
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return( attack(th) );
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}
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else if (th->t_type != 'F')
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stoprun = TRUE;
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}
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else if (th->t_type == 'F')
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return(0);
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mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
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sch = mvwinch(cw, ch_ret.y, ch_ret.x);
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if (rer != NULL && (rer->r_flags & ISDARK) && sch == FLOOR
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&& DISTANCE(ch_ret.y, ch_ret.x, th->t_pos.y, th->t_pos.x) < 3
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&& off(player, ISBLIND))
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th->t_oldch = ' ';
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else
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th->t_oldch = sch;
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if (cansee(unc(ch_ret)) && !on(*th, ISINVIS))
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mvwaddch(cw, ch_ret.y, ch_ret.x, th->t_type);
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mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
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mvwaddch(mw, ch_ret.y, ch_ret.x, th->t_type);
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th->t_pos = ch_ret;
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/*
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* And stop running if need be
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*/
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if (stoprun && ce(th->t_pos, *(th->t_dest)))
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th->t_flags &= ~ISRUN;
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return(0);
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}
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/*
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* runto:
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* Set a mosnter running after something
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* or stop it from running (for when it dies)
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*/
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void
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runto(coord *runner, coord *spot)
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{
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struct linked_list *item;
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struct thing *tp;
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/*
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* If we couldn't find him, something is funny
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*/
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if ((item = find_mons(runner->y, runner->x)) == NULL)
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{
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msg("CHASER '%s'", unctrl(winat(runner->y, runner->x)));
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return;
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}
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tp = (struct thing *) ldata(item);
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/*
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* Start the beastie running
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*/
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tp->t_dest = spot;
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tp->t_flags |= ISRUN;
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tp->t_flags &= ~ISHELD;
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}
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/*
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* chase:
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* Find the spot for the chaser(er) to move closer to the
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* chasee(ee). Returns TRUE if we want to keep on chasing later
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* FALSE if we reach the goal.
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*/
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int
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chase(struct thing *tp, coord *ee)
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{
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int x, y;
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int dist, thisdist;
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struct linked_list *item;
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struct object *obj;
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coord *er = &tp->t_pos;
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int ch;
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/*
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* If the thing is confused, let it move randomly. Invisible
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* Stalkers are slightly confused all of the time, and bats are
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* quite confused all the time
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*/
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if ((on(*tp, ISHUH) && rnd(10) < 8) || (tp->t_type == 'I' && rnd(100) < 20)
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|| (tp->t_type == 'B' && rnd(100) < 50))
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{
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/*
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* get a valid random move
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*/
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ch_ret = *rndmove(tp);
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dist = DISTANCE(ch_ret.y, ch_ret.x, ee->y, ee->x);
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/*
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* Small chance that it will become un-confused
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*/
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if (rnd(1000) < 50)
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tp->t_flags &= ~ISHUH;
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}
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/*
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* Otherwise, find the empty spot next to the chaser that is
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* closest to the chasee.
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*/
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else
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{
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int ey, ex;
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/*
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* This will eventually hold where we move to get closer
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* If we can't find an empty spot, we stay where we are.
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*/
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dist = DISTANCE(er->y, er->x, ee->y, ee->x);
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ch_ret = *er;
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ey = er->y + 1;
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ex = er->x + 1;
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for (x = er->x - 1; x <= ex; x++)
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for (y = er->y - 1; y <= ey; y++)
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{
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coord tryp;
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tryp.x = x;
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tryp.y = y;
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if (!diag_ok(er, &tryp))
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continue;
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ch = winat(y, x);
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if (step_ok(ch))
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{
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/*
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* If it is a scroll, it might be a scare monster scroll
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* so we need to look it up to see what type it is.
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*/
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if (ch == SCROLL)
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{
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for (item = lvl_obj; item != NULL; item = next(item))
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{
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obj = (struct object *) ldata(item);
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if (y == obj->o_pos.y && x == obj->o_pos.x)
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break;
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}
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if (item != NULL && obj->o_which == S_SCARE)
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continue;
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}
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/*
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* If we didn't find any scrolls at this place or it
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* wasn't a scare scroll, then this place counts
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*/
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thisdist = DISTANCE(y, x, ee->y, ee->x);
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if (thisdist < dist)
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{
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ch_ret = tryp;
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dist = thisdist;
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}
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}
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}
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}
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return (dist != 0);
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}
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/*
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* roomin:
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* Find what room some coordinates are in. NULL means they aren't
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* in any room.
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*/
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struct room *
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roomin(coord *cp)
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{
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struct room *rp;
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for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++)
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if (inroom(rp, cp))
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return rp;
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return NULL;
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}
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/*
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* find_mons:
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* Find the monster from his corrdinates
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*/
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struct linked_list *
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find_mons(int y, int x)
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{
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struct linked_list *item;
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struct thing *th;
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for (item = mlist; item != NULL; item = next(item))
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{
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th = (struct thing *) ldata(item);
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if (th->t_pos.y == y && th->t_pos.x == x)
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return item;
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}
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return NULL;
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}
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/*
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* diag_ok:
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* Check to see if the move is legal if it is diagonal
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*/
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int
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diag_ok(coord *sp, coord *ep)
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{
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if (ep->x == sp->x || ep->y == sp->y)
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return TRUE;
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return (step_ok(mvinch(ep->y, sp->x)) && step_ok(mvinch(sp->y, ep->x)));
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}
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/*
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* cansee:
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* returns true if the hero can see a certain coordinate.
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*/
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int
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cansee(int y, int x)
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{
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struct room *rer;
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coord tp;
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if (on(player, ISBLIND))
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return FALSE;
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tp.y = y;
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tp.x = x;
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rer = roomin(&tp);
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/*
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* We can only see if the hero in the same room as
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* the coordinate and the room is lit or if it is close.
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*/
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return (rer != NULL && rer == roomin(&hero) && !(rer->r_flags&ISDARK)) ||
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DISTANCE(y, x, hero.y, hero.x) < 3;
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}
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