Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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486
srogue/chase.c
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486
srogue/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 9.0 (rdk) 7/17/84
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*
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* Super-Rogue
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* Copyright (C) 1984 Robert D. Kindelberger
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* All rights reserved.
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*
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* Based on "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 "rogue.h"
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#include "rogue.ext"
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#define FARAWAY 32767
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#define RDIST(a, b) (DISTANCE((a)->y, (a)->x, (b).y, (b).x))
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struct 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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runners()
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{
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reg struct thing *tp;
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reg struct linked_list *mon,*nextmon;
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for (mon = mlist; mon != NULL; mon = nextmon) {
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tp = THINGPTR(mon);
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nextmon = next(mon);
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if (off(*tp, ISHELD) && on(*tp, ISRUN)) {
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if (tp->t_nomove > 0)
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if (--tp->t_nomove > 0)
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continue;
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if (on(*tp, ISHASTE))
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if (do_chase(mon) == -1)
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continue;
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if (off(*tp, ISSLOW) || tp->t_turn)
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if (do_chase(mon) == -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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do_chase(mon)
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struct linked_list *mon;
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{
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reg struct thing *th;
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reg struct room *rer, *ree, *rxx;
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reg int mindist, i, dist;
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struct stats *st;
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bool stoprun = FALSE, ondoor = FALSE, link = FALSE;
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char runaway, dofight, wound, sch, ch;
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struct coord this;
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struct trap *trp;
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th = THINGPTR(mon);
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wound = th->t_flags & ISWOUND;
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if (wound)
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mindist = 0;
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else
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mindist = FARAWAY;
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runaway = wound;
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dofight = !runaway;
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rer = th->t_room;
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if (th->t_type == 'V') {
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if (rer != NULL && !rf_on(rer, ISDARK)) {
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/*
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* Vampires can't stand the light
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*/
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if (cansee(th->t_pos.y, th->t_pos.x))
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msg("The vampire vaporizes into thin air !");
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killed(mon, FALSE);
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return(-1);
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}
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}
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ree = roomin(th->t_dest); /* room of chasee */
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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
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* room, then run to the door nearest to our goal.
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*/
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if (mvinch(th->t_pos.y, th->t_pos.x) == DOOR)
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ondoor = TRUE;
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rxx = NULL;
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if (rer != NULL || ree != NULL) {
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/*
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* Monster not in room, hero in room. Run to closest door
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* in hero's room if not wounded. Run away if wounded.
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*/
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if (rer == NULL && ree != NULL) {
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if (!wound)
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rxx = ree;
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}
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/*
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* Monster in a room, hero not in room. If on a door,
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* then use closest distance. If not on a door, then
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* run to closest door in monsters room.
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*/
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else if (rer != NULL && ree == NULL) {
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if (!ondoor) {
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rxx = rer;
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if (wound)
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runaway = FALSE;
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}
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}
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/*
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* Both hero and monster in a DIFFERENT room. Set flag to
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* check for links between the monster's and hero's rooms.
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* If no links are found, then the closest door in the
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* monster's room is used.
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*/
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else if (rer != ree) {
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if (!wound) {
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link = TRUE;
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if (ondoor)
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rxx = ree; /* if on door, run to heros room */
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else
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rxx = rer; /* else to nearest door this room */
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}
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}
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/*
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* Both hero and monster in same room. If monster is
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* wounded, find the best door to run to.
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*/
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else if (wound) {
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struct coord *ex;
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int poss, mdtd, hdtd, ghdtd, nx, gx = 0, best;
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best = ghdtd = -FARAWAY;
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for (nx = 0; nx < ree->r_nexits; nx++) {
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ex = &ree->r_exit[nx];
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if (mvinch(ex->y, ex->x) == SECRETDOOR)
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continue;
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gx += 1;
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mdtd = abs(th->t_pos.y - ex->y) + abs(th->t_pos.x - ex->x);
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hdtd = abs(hero.y - ex->y) + abs(hero.x - ex->x);
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poss = hdtd - mdtd; /* possible move */
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if (poss > best) {
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best = poss;
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this = *ex;
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}
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else if (poss == best && hdtd > ghdtd) {
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ghdtd = hdtd;
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best = poss;
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this = *ex;
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}
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}
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runaway = FALSE; /* go for target */
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if (best < 1)
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dofight = TRUE; /* fight if we must */
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mdtd = (gx <= 1 && best < 1);
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if (ondoor || mdtd) {
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this = hero;
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runaway = TRUE;
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if (!mdtd)
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dofight = FALSE;
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}
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}
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if (rxx != NULL) {
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for (i = 0; i < rxx->r_nexits; i += 1) {
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dist = RDIST(th->t_dest, rxx->r_exit[i]);
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if (link && rxx->r_ptr[i] == ree)
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dist = -1;
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if ((!wound && dist < mindist) ||
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(wound && dist > mindist)) {
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this = rxx->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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}
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else if (DISTANCE(hero.y, hero.x, th->t_pos.y, th->t_pos.x) <= 3)
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dofight = TRUE;
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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
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* fight it or stop running.
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*/
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if (chase(th, &this, runaway, dofight) == FIGHT) {
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return( attack(th) );
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}
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else if ((th->t_flags & (ISSTUCK | ISPARA)))
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return(0); /* if paralyzed or stuck */
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if ((trp = trap_at(ch_ret.y, ch_ret.x)) != NULL) {
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ch = be_trapped(&ch_ret, th);
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if (ch == GONER || nlmove) {
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if (ch == GONER)
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remove_monster(&th->t_pos, mon);
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nlmove = FALSE;
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return((ch == GONER) ? -1 : 0);
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}
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}
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if (pl_off(ISBLIND))
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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 && rf_on(rer,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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pl_off(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)) && off(*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_oldpos = th->t_pos;
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th->t_pos = ch_ret;
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th->t_room = roomin(&ch_ret);
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i = 5;
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if (th->t_flags & ISREGEN)
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i = 40;
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st = &th->t_stats;
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if (rnd(100) < i) {
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if (++st->s_hpt > st->s_maxhp)
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st->s_hpt = st->s_maxhp;
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if (!monhurt(th))
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th->t_flags &= ~ISWOUND;
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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 CHASE;
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}
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/*
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* chase:
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* Find the spot for the chaser to move closer to the
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* chasee. Returns TRUE if we want to keep on chasing
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* later FALSE if we reach the goal.
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*/
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chase(tp, ee, runaway, dofight)
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struct thing *tp;
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struct coord *ee;
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bool runaway, dofight;
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{
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reg int x, y, ch;
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reg int dist, thisdist, closest;
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reg struct coord *er = &tp->t_pos;
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struct coord try, closecoord;
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int numsteps, onscare;
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/*
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* If the thing is confused, let it move randomly.
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*/
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ch = CHASE;
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onscare = FALSE;
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if (on(*tp, ISHUH)) {
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ch_ret = *rndmove(tp);
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dist = DISTANCE(hero.y, hero.x, ch_ret.y, ch_ret.x);
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if (rnd(1000) < 5)
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tp->t_flags &= ~ISHUH;
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if (dist == 0)
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ch = FIGHT;
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}
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else {
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/*
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* Otherwise, find the the best spot to run to
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* in order to get to your goal.
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*/
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numsteps = 0;
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if (runaway)
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closest = 0;
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else
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closest = FARAWAY;
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ch_ret = *er;
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closecoord = tp->t_oldpos;
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for (y = er->y - 1; y <= er->y + 1; y += 1) {
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for (x = er->x - 1; x <= er->x + 1; x += 1) {
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if (!cordok(y, x))
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continue;
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try.x = x;
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try.y = y;
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if (!diag_ok(er, &try))
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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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struct trap *trp;
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if (isatrap(ch)) {
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trp = trap_at(y, x);
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if (trp != NULL && off(*tp, ISHUH)) {
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/*
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* Dont run over found traps unless
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* the hero is standing on it. If confused,
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* then he can run into them.
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*/
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if (trp->tr_flags & ISFOUND) {
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if (trp->tr_type == POOL && rnd(100) < 80)
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continue;
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else if (y != hero.y || x != hero.x)
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continue;
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}
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}
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}
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/*
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* Check for scare monster scrolls.
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*/
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if (ch == SCROLL) {
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struct linked_list *item;
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item = find_obj(y, x);
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if (item != NULL)
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if ((OBJPTR(item))->o_which == S_SCARE) {
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if (ce(hero, try))
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onscare = TRUE;
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continue;
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}
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}
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/*
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* Vampires will not run into a lit room.
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*/
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if (tp->t_type == 'V') {
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struct room *lr;
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lr = roomin(&try);
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if (lr != NULL && !rf_on(lr, ISDARK))
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continue;
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}
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/*
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* This is a valid place to step
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*/
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if (y == hero.y && x == hero.x) {
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if (dofight) {
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ch_ret = try; /* if fighting */
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return FIGHT; /* hit hero */
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}
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else
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continue;
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}
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thisdist = DISTANCE(y, x, ee->y, ee->x);
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if (thisdist <= 0) {
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ch_ret = try; /* got here but */
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return CHASE; /* dont fight */
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}
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numsteps += 1;
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if ((!runaway && thisdist < closest) ||
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(runaway && thisdist > closest)) {
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/*
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* dont count the monsters last position as
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* the closest spot, unless running away and
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* in the same room.
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*/
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if (!ce(try, tp->t_oldpos) || (runaway
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&& player.t_room == tp->t_room
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&& tp->t_room != NULL)) {
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closest = thisdist;
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closecoord = try;
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}
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}
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}
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}
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}
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/*
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* If dead end, then go back from whence you came.
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* Otherwise, pick the closest of the remaining spots.
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*/
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if (numsteps > 0) /* move to best spot */
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ch_ret = closecoord;
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else { /* nowhere to go */
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if (DISTANCE(tp->t_pos.y, tp->t_pos.x, hero.y, hero.x) < 2)
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if (!onscare)
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ch_ret = hero;
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}
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if (ce(hero, ch_ret))
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ch = FIGHT;
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}
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return ch;
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}
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/*
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* runto:
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* Set a monster running after something
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*/
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runto(runner, spot)
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struct coord *runner;
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struct coord *spot;
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{
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reg struct linked_list *item;
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reg struct thing *tp;
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if ((item = find_mons(runner->y, runner->x)) == NULL)
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return;
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tp = THINGPTR(item);
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if (tp->t_flags & ISPARA)
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return;
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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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* roomin:
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* Find what room some coordinates are in.
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* NULL means they aren't in any room.
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*/
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struct room *
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roomin(cp)
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struct coord *cp;
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{
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reg struct room *rp;
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if (cordok(cp->y, cp->x)) {
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for (rp = rooms; rp < &rooms[MAXROOMS]; rp += 1)
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if (inroom(rp, cp))
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return rp;
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}
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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 coordinates
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*/
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struct linked_list *
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find_mons(y, x)
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int y, x;
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{
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reg struct linked_list *item;
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reg struct thing *th;
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for (item = mlist; item != NULL; item = next(item)) {
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th = THINGPTR(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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diag_ok(sp, ep)
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struct coord *sp, *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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if (step_ok(mvinch(ep->y,sp->x)) && step_ok(mvinch(sp->y,ep->x)))
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return TRUE;
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return FALSE;
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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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cansee(y, x)
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int y, x;
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{
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reg struct room *rer;
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struct coord tp;
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if (pl_on(ISBLIND))
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return FALSE;
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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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if (DISTANCE(y, x, hero.y, hero.x) < 3)
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return TRUE;
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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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if (rer != NULL && levtype != MAZELEV)
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if (rer == player.t_room && !rf_on(rer,ISDARK))
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return TRUE;
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return FALSE;
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}
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