Mercurial > hg > early-roguelike
annotate srogue/chase.c @ 217:94a0d9dd5ce1
Super-Rogue: convert to ANSI-style function declarations.
This fixes most of the build warnings.
author | John "Elwin" Edwards |
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date | Sun, 31 Jan 2016 13:45:07 -0500 |
parents | 2128c7dc8a40 |
children | e52a8a7ad4c5 |
rev | line source |
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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 <stdlib.h> |
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18 #include "rogue.h" |
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19 #include "rogue.ext" |
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20 |
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21 #define FARAWAY 32767 |
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22 #define RDIST(a, b) (DISTANCE((a)->y, (a)->x, (b).y, (b).x)) |
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23 |
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24 int do_chase(struct linked_list *mon); |
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25 int chase(struct thing *tp, struct coord *ee, bool runaway, bool dofight); |
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26 |
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27 struct coord ch_ret; /* Where chasing takes you */ |
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28 |
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29 /* |
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30 * runners: |
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31 * Make all the running monsters move. |
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32 */ |
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33 void |
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34 runners(void) |
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35 { |
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36 reg struct thing *tp; |
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37 reg struct linked_list *mon,*nextmon; |
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38 |
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39 for (mon = mlist; mon != NULL; mon = nextmon) { |
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40 tp = THINGPTR(mon); |
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41 nextmon = next(mon); |
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42 if (off(*tp, ISHELD) && on(*tp, ISRUN)) { |
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43 if (tp->t_nomove > 0) |
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44 if (--tp->t_nomove > 0) |
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45 continue; |
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46 if (on(*tp, ISHASTE)) |
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47 if (do_chase(mon) == -1) |
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48 continue; |
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49 if (off(*tp, ISSLOW) || tp->t_turn) |
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50 if (do_chase(mon) == -1) |
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51 continue; |
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52 tp->t_turn ^= TRUE; |
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53 } |
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54 } |
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55 } |
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56 |
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57 |
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58 /* |
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59 * do_chase: |
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60 * Make one thing chase another. |
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61 */ |
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62 int |
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63 do_chase(struct linked_list *mon) |
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64 { |
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65 reg struct thing *th; |
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66 reg struct room *rer, *ree, *rxx; |
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67 reg int mindist, i, dist; |
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68 struct stats *st; |
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69 bool stoprun = FALSE, ondoor = FALSE, link = FALSE; |
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70 char runaway, dofight, wound, sch, ch; |
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71 struct coord this; |
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72 struct trap *trp; |
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73 |
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74 th = THINGPTR(mon); |
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75 wound = th->t_flags & ISWOUND; |
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76 if (wound) |
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77 mindist = 0; |
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78 else |
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79 mindist = FARAWAY; |
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80 runaway = wound; |
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81 dofight = !runaway; |
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82 rer = th->t_room; |
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83 if (th->t_type == 'V') { |
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84 if (rer != NULL && !rf_on(rer, ISDARK)) { |
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85 /* |
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86 * Vampires can't stand the light |
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87 */ |
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88 if (cansee(th->t_pos.y, th->t_pos.x)) |
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89 msg("The vampire vaporizes into thin air !"); |
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90 killed(mon, FALSE); |
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91 return(-1); |
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92 } |
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93 } |
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94 ree = roomin(th->t_dest); /* room of chasee */ |
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95 this = *th->t_dest; |
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96 /* |
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97 * If the object of our desire is in a different |
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98 * room, then run to the door nearest to our goal. |
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99 */ |
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100 if (mvinch(th->t_pos.y, th->t_pos.x) == DOOR) |
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101 ondoor = TRUE; |
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102 rxx = NULL; |
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103 if (rer != NULL || ree != NULL) { |
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104 /* |
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105 * Monster not in room, hero in room. Run to closest door |
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106 * in hero's room if not wounded. Run away if wounded. |
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107 */ |
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108 if (rer == NULL && ree != NULL) { |
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109 if (!wound) |
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110 rxx = ree; |
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111 } |
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112 /* |
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113 * Monster in a room, hero not in room. If on a door, |
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114 * then use closest distance. If not on a door, then |
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115 * run to closest door in monsters room. |
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116 */ |
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117 else if (rer != NULL && ree == NULL) { |
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118 if (!ondoor) { |
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119 rxx = rer; |
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120 if (wound) |
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121 runaway = FALSE; |
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122 } |
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123 } |
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124 /* |
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125 * Both hero and monster in a DIFFERENT room. Set flag to |
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126 * check for links between the monster's and hero's rooms. |
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127 * If no links are found, then the closest door in the |
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128 * monster's room is used. |
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129 */ |
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130 else if (rer != ree) { |
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131 if (!wound) { |
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132 link = TRUE; |
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133 if (ondoor) |
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134 rxx = ree; /* if on door, run to heros room */ |
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135 else |
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136 rxx = rer; /* else to nearest door this room */ |
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137 } |
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138 } |
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139 /* |
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140 * Both hero and monster in same room. If monster is |
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141 * wounded, find the best door to run to. |
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142 */ |
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143 else if (wound) { |
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144 struct coord *ex; |
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145 int poss, mdtd, hdtd, ghdtd, nx, gx = 0, best; |
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146 |
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147 best = ghdtd = -FARAWAY; |
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148 for (nx = 0; nx < ree->r_nexits; nx++) { |
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149 ex = &ree->r_exit[nx]; |
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150 if (mvinch(ex->y, ex->x) == SECRETDOOR) |
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151 continue; |
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152 gx += 1; |
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153 mdtd = abs(th->t_pos.y - ex->y) + abs(th->t_pos.x - ex->x); |
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154 hdtd = abs(hero.y - ex->y) + abs(hero.x - ex->x); |
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155 poss = hdtd - mdtd; /* possible move */ |
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156 if (poss > best) { |
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157 best = poss; |
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158 this = *ex; |
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159 } |
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160 else if (poss == best && hdtd > ghdtd) { |
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161 ghdtd = hdtd; |
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162 best = poss; |
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163 this = *ex; |
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164 } |
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165 } |
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166 runaway = FALSE; /* go for target */ |
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167 if (best < 1) |
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168 dofight = TRUE; /* fight if we must */ |
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169 mdtd = (gx <= 1 && best < 1); |
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170 if (ondoor || mdtd) { |
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171 this = hero; |
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172 runaway = TRUE; |
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173 if (!mdtd) |
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174 dofight = FALSE; |
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175 } |
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176 } |
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177 if (rxx != NULL) { |
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178 for (i = 0; i < rxx->r_nexits; i += 1) { |
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179 dist = RDIST(th->t_dest, rxx->r_exit[i]); |
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180 if (link && rxx->r_ptr[i] == ree) |
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181 dist = -1; |
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182 if ((!wound && dist < mindist) || |
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183 (wound && dist > mindist)) { |
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184 this = rxx->r_exit[i]; |
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185 mindist = dist; |
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186 } |
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187 } |
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188 } |
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189 } |
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190 else if (DISTANCE(hero.y, hero.x, th->t_pos.y, th->t_pos.x) <= 3) |
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191 dofight = TRUE; |
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192 /* |
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193 * this now contains what we want to run to this time |
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194 * so we run to it. If we hit it we either want to |
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195 * fight it or stop running. |
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196 */ |
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197 if (chase(th, &this, runaway, dofight) == FIGHT) { |
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198 return( attack(th) ); |
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199 } |
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200 else if ((th->t_flags & (ISSTUCK | ISPARA))) |
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201 return(0); /* if paralyzed or stuck */ |
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202 if ((trp = trap_at(ch_ret.y, ch_ret.x)) != NULL) { |
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203 ch = be_trapped(&ch_ret, th); |
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204 if (ch == GONER || nlmove) { |
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205 if (ch == GONER) |
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206 remove_monster(&th->t_pos, mon); |
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207 nlmove = FALSE; |
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208 return((ch == GONER) ? -1 : 0); |
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209 } |
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210 } |
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211 if (pl_off(ISBLIND)) |
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212 mvwaddch(cw,th->t_pos.y,th->t_pos.x,th->t_oldch); |
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213 sch = mvwinch(cw, ch_ret.y, ch_ret.x); |
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214 if (rer != NULL && rf_on(rer,ISDARK) && sch == FLOOR && |
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215 DISTANCE(ch_ret.y,ch_ret.x,th->t_pos.y,th->t_pos.x) < 3 && |
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216 pl_off(ISBLIND)) |
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217 th->t_oldch = ' '; |
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218 else |
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219 th->t_oldch = sch; |
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220 if (cansee(unc(ch_ret)) && off(*th, ISINVIS)) |
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221 mvwaddch(cw, ch_ret.y, ch_ret.x, th->t_type); |
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222 mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' '); |
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223 mvwaddch(mw, ch_ret.y, ch_ret.x, th->t_type); |
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224 th->t_oldpos = th->t_pos; |
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225 th->t_pos = ch_ret; |
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226 th->t_room = roomin(&ch_ret); |
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227 i = 5; |
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228 if (th->t_flags & ISREGEN) |
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229 i = 40; |
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230 st = &th->t_stats; |
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231 if (rnd(100) < i) { |
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232 if (++st->s_hpt > st->s_maxhp) |
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233 st->s_hpt = st->s_maxhp; |
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234 if (!monhurt(th)) |
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235 th->t_flags &= ~ISWOUND; |
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236 } |
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237 if (stoprun && ce(th->t_pos, *(th->t_dest))) |
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238 th->t_flags &= ~ISRUN; |
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239 return CHASE; |
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|
240 } |
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241 |
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242 |
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243 /* |
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244 * chase: |
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245 * Find the spot for the chaser to move closer to the |
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246 * chasee. Returns TRUE if we want to keep on chasing |
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247 * later FALSE if we reach the goal. |
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248 */ |
217
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249 int |
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250 chase(struct thing *tp, struct coord *ee, bool runaway, bool dofight) |
36
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251 { |
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252 reg int x, y, ch; |
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253 reg int dist, thisdist, closest; |
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254 reg struct coord *er = &tp->t_pos; |
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255 struct coord try, closecoord; |
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256 int numsteps, onscare; |
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257 |
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258 /* |
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259 * If the thing is confused, let it move randomly. |
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260 */ |
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261 ch = CHASE; |
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262 onscare = FALSE; |
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263 if (on(*tp, ISHUH)) { |
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264 ch_ret = *rndmove(tp); |
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265 dist = DISTANCE(hero.y, hero.x, ch_ret.y, ch_ret.x); |
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266 if (rnd(1000) < 5) |
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267 tp->t_flags &= ~ISHUH; |
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268 if (dist == 0) |
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269 ch = FIGHT; |
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270 } |
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271 else { |
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272 /* |
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273 * Otherwise, find the the best spot to run to |
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274 * in order to get to your goal. |
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275 */ |
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276 numsteps = 0; |
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277 if (runaway) |
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278 closest = 0; |
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279 else |
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280 closest = FARAWAY; |
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281 ch_ret = *er; |
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282 closecoord = tp->t_oldpos; |
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283 for (y = er->y - 1; y <= er->y + 1; y += 1) { |
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284 for (x = er->x - 1; x <= er->x + 1; x += 1) { |
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285 if (!cordok(y, x)) |
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286 continue; |
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287 try.x = x; |
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288 try.y = y; |
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289 if (!diag_ok(er, &try)) |
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290 continue; |
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291 ch = winat(y, x); |
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292 if (step_ok(ch)) { |
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293 struct trap *trp; |
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294 |
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295 if (isatrap(ch)) { |
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296 trp = trap_at(y, x); |
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297 if (trp != NULL && off(*tp, ISHUH)) { |
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298 /* |
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299 * Dont run over found traps unless |
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300 * the hero is standing on it. If confused, |
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301 * then he can run into them. |
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302 */ |
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303 if (trp->tr_flags & ISFOUND) { |
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304 if (trp->tr_type == POOL && rnd(100) < 80) |
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305 continue; |
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306 else if (y != hero.y || x != hero.x) |
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307 continue; |
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308 } |
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309 } |
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310 } |
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311 /* |
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312 * Check for scare monster scrolls. |
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313 */ |
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314 if (ch == SCROLL) { |
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315 struct linked_list *item; |
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316 |
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317 item = find_obj(y, x); |
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318 if (item != NULL) |
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319 if ((OBJPTR(item))->o_which == S_SCARE) { |
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320 if (ce(hero, try)) |
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321 onscare = TRUE; |
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322 continue; |
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323 } |
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324 } |
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325 /* |
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326 * Vampires will not run into a lit room. |
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327 */ |
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328 if (tp->t_type == 'V') { |
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329 struct room *lr; |
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330 |
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331 lr = roomin(&try); |
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332 if (lr != NULL && !rf_on(lr, ISDARK)) |
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|
333 continue; |
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|
334 } |
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335 /* |
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336 * This is a valid place to step |
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337 */ |
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338 if (y == hero.y && x == hero.x) { |
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339 if (dofight) { |
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340 ch_ret = try; /* if fighting */ |
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341 return FIGHT; /* hit hero */ |
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|
342 } |
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|
343 else |
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|
344 continue; |
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345 } |
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346 thisdist = DISTANCE(y, x, ee->y, ee->x); |
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347 if (thisdist <= 0) { |
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348 ch_ret = try; /* got here but */ |
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349 return CHASE; /* dont fight */ |
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|
350 } |
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351 numsteps += 1; |
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352 if ((!runaway && thisdist < closest) || |
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353 (runaway && thisdist > closest)) { |
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354 /* |
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355 * dont count the monsters last position as |
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356 * the closest spot, unless running away and |
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357 * in the same room. |
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358 */ |
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359 if (!ce(try, tp->t_oldpos) || (runaway |
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360 && player.t_room == tp->t_room |
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361 && tp->t_room != NULL)) { |
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362 closest = thisdist; |
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363 closecoord = try; |
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|
364 } |
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|
365 } |
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|
366 } |
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|
367 } |
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|
368 } |
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|
369 /* |
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370 * If dead end, then go back from whence you came. |
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371 * Otherwise, pick the closest of the remaining spots. |
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372 */ |
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373 if (numsteps > 0) /* move to best spot */ |
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374 ch_ret = closecoord; |
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375 else { /* nowhere to go */ |
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376 if (DISTANCE(tp->t_pos.y, tp->t_pos.x, hero.y, hero.x) < 2) |
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377 if (!onscare) |
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378 ch_ret = hero; |
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379 } |
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380 if (ce(hero, ch_ret)) |
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381 ch = FIGHT; |
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|
382 } |
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parents:
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|
383 return ch; |
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|
384 } |
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|
385 |
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|
386 |
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|
387 /* |
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388 * runto: |
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389 * Set a monster running after something |
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390 */ |
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391 void |
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392 runto(struct coord *runner, struct coord *spot) |
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393 { |
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394 reg struct linked_list *item; |
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395 reg struct thing *tp; |
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396 |
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397 if ((item = find_mons(runner->y, runner->x)) == NULL) |
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398 return; |
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399 tp = THINGPTR(item); |
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400 if (tp->t_flags & ISPARA) |
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401 return; |
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402 tp->t_dest = spot; |
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403 tp->t_flags |= ISRUN; |
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404 tp->t_flags &= ~ISHELD; |
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405 } |
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406 |
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407 |
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408 /* |
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409 * roomin: |
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410 * Find what room some coordinates are in. |
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411 * NULL means they aren't in any room. |
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412 */ |
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413 struct room * |
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414 roomin(struct coord *cp) |
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415 { |
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416 reg struct room *rp; |
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417 |
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418 if (cordok(cp->y, cp->x)) { |
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419 for (rp = rooms; rp < &rooms[MAXROOMS]; rp += 1) |
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420 if (inroom(rp, cp)) |
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421 return rp; |
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422 } |
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423 return NULL; |
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424 } |
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425 |
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426 |
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427 /* |
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428 * find_mons: |
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429 * Find the monster from his coordinates |
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430 */ |
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431 struct linked_list * |
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432 find_mons(int y, int x) |
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433 { |
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434 reg struct linked_list *item; |
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435 reg struct thing *th; |
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436 |
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437 for (item = mlist; item != NULL; item = next(item)) { |
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438 th = THINGPTR(item); |
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439 if (th->t_pos.y == y && th->t_pos.x == x) |
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440 return item; |
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441 } |
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442 return NULL; |
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443 } |
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444 |
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445 |
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446 /* |
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447 * diag_ok: |
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448 * Check to see if the move is legal if it is diagonal |
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449 */ |
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450 bool |
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451 diag_ok(struct coord *sp, struct coord *ep) |
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452 { |
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453 if (ep->x == sp->x || ep->y == sp->y) |
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454 return TRUE; |
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455 if (step_ok(mvinch(ep->y,sp->x)) && step_ok(mvinch(sp->y,ep->x))) |
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456 return TRUE; |
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|
457 return FALSE; |
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|
458 } |
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|
459 |
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|
460 |
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|
461 /* |
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|
462 * cansee: |
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463 * returns true if the hero can see a certain coordinate. |
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464 */ |
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465 bool |
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466 cansee(int y, int x) |
36
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|
467 { |
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|
468 reg struct room *rer; |
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|
469 struct coord tp; |
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|
470 |
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|
471 if (pl_on(ISBLIND)) |
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|
472 return FALSE; |
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Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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|
473 /* |
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474 * We can only see if the hero in the same room as |
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475 * the coordinate and the room is lit or if it is close. |
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|
476 */ |
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|
477 if (DISTANCE(y, x, hero.y, hero.x) < 3) |
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478 return TRUE; |
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|
479 tp.y = y; |
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|
480 tp.x = x; |
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481 rer = roomin(&tp); |
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482 if (rer != NULL && levtype != MAZELEV) |
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483 if (rer == player.t_room && !rf_on(rer,ISDARK)) |
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484 return TRUE; |
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diff
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|
485 return FALSE; |
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|
486 } |