Mercurial > hg > early-roguelike
annotate rogue4/chase.c @ 12:9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
author | edwarj4 |
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date | Sat, 24 Oct 2009 16:52:52 +0000 |
parents | |
children | 1b73a8641b37 |
rev | line source |
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12
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1 /* |
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2 * Code for one creature to chase another |
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3 * |
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4 * @(#)chase.c 4.25 (Berkeley) 5/5/82 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include <curses.h> |
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14 #include "rogue.h" |
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15 |
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16 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */ |
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17 |
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18 coord ch_ret; /* Where chasing takes you */ |
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19 |
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20 /* |
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21 * runners: |
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22 * Make all the running monsters move. |
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23 */ |
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24 runners() |
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25 { |
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26 register THING *tp; |
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27 register THING *ntp; |
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28 |
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29 for (tp = mlist; tp != NULL; tp = ntp) |
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30 { |
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31 ntp = next(tp); |
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32 if (!on(*tp, ISHELD) && on(*tp, ISRUN)) |
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33 { |
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34 if (!on(*tp, ISSLOW) || tp->t_turn) |
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35 if (do_chase(tp) == -1) |
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36 continue; |
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37 if (on(*tp, ISHASTE)) |
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38 if (do_chase(tp) == -1) |
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39 continue; |
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40 tp->t_turn ^= TRUE; |
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41 } |
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42 } |
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43 } |
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44 |
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45 /* |
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46 * do_chase: |
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47 * Make one thing chase another. |
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48 */ |
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49 do_chase(th) |
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50 register THING *th; |
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51 { |
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52 register struct room *rer, *ree; /* room of chaser, room of chasee */ |
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53 register int mindist = 32767, i, dist; |
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54 register bool stoprun = FALSE; /* TRUE means we are there */ |
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55 register char sch; |
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56 register bool door; |
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57 register THING *obj; |
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58 register struct room *oroom; |
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59 coord this; /* Temporary destination for chaser */ |
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60 |
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61 rer = th->t_room; /* Find room of chaser */ |
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62 if (on(*th, ISGREED) && rer->r_goldval == 0) |
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63 th->t_dest = &hero; /* If gold has been taken, run after hero */ |
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64 if (th->t_dest == &hero) /* Find room of chasee */ |
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65 ree = proom; |
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66 else |
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67 ree = roomin(th->t_dest); |
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68 /* |
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69 * We don't count doors as inside rooms for this routine |
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70 */ |
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71 door = (chat(th->t_pos.y, th->t_pos.x) == DOOR); |
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72 /* |
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73 * If the object of our desire is in a different room, |
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74 * and we are not in a corridor, run to the door nearest to |
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75 * our goal. |
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76 */ |
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77 over: |
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78 if (rer != ree) |
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79 { |
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80 for (i = 0; i < rer->r_nexits; i++) /* loop through doors */ |
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81 { |
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82 dist = DISTANCE(th->t_dest->y, th->t_dest->x, |
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83 rer->r_exit[i].y, rer->r_exit[i].x); |
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84 if (dist < mindist) |
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85 { |
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86 this = rer->r_exit[i]; |
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87 mindist = dist; |
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88 } |
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89 } |
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90 if (door) |
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91 { |
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92 rer = &passages[flat(th->t_pos.y, th->t_pos.x) & F_PNUM]; |
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93 door = FALSE; |
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94 goto over; |
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95 } |
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96 } |
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97 else |
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98 { |
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99 this = *th->t_dest; |
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100 /* |
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101 * For dragons check and see if (a) the hero is on a straight |
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102 * line from it, and (b) that it is within shooting distance, |
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103 * but outside of striking range. |
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104 */ |
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105 if (th->t_type == 'D' && (th->t_pos.y == hero.y || th->t_pos.x == hero.x |
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106 || abs(th->t_pos.y - hero.y) == abs(th->t_pos.x - hero.x)) |
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107 && DISTANCE(th->t_pos.y, th->t_pos.x, hero.y, hero.x) <= BOLT_LENGTH * BOLT_LENGTH |
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108 && !on(*th, ISCANC) && rnd(DRAGONSHOT) == 0) |
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109 { |
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110 delta.y = sign(hero.y - th->t_pos.y); |
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111 delta.x = sign(hero.x - th->t_pos.x); |
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112 fire_bolt(&th->t_pos, &delta, "flame"); |
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113 running = FALSE; |
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114 count = quiet = 0; |
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115 return 0; |
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116 } |
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117 } |
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118 /* |
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119 * This now contains what we want to run to this time |
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120 * so we run to it. If we hit it we either want to fight it |
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121 * or stop running |
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122 */ |
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123 if (!chase(th, &this)) |
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124 { |
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125 if (ce(this, hero)) |
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126 { |
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127 return ( attack(th) ); |
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128 } |
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129 else if (ce(this, *th->t_dest)) |
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130 { |
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131 for (obj = lvl_obj; obj != NULL; obj = next(obj)) |
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132 if (th->t_dest == &obj->o_pos) |
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133 { |
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134 detach(lvl_obj, obj); |
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135 attach(th->t_pack, obj); |
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136 chat(obj->o_pos.y, obj->o_pos.x) = |
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137 (th->t_room->r_flags & ISGONE) ? PASSAGE : FLOOR; |
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138 th->t_dest = find_dest(th); |
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139 break; |
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140 } |
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141 if (th->t_type != 'F') |
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142 stoprun = TRUE; |
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143 } |
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144 } |
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145 else if (th->t_type == 'F') |
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146 return(0); |
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147 mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch); |
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148 if (!ce(ch_ret, th->t_pos)) |
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149 { |
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150 sch = mvinch(ch_ret.y, ch_ret.x); |
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151 if (sch == FLOOR && (th->t_room->r_flags & ISDARK) |
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152 && DISTANCE(th->t_pos.y, th->t_pos.x, hero.y, hero.x) |
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153 && !on(player, ISBLIND)) |
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154 th->t_oldch = ' '; |
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155 else |
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156 th->t_oldch = sch; |
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157 oroom = th->t_room; |
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158 th->t_room = roomin(&ch_ret); |
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159 if (oroom != th->t_room) |
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160 th->t_dest = find_dest(th); |
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161 |
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162 moat(th->t_pos.y, th->t_pos.x) = NULL; |
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163 moat(ch_ret.y, ch_ret.x) = th; |
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164 th->t_pos = ch_ret; |
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165 } |
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166 if (see_monst(th)) |
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167 mvaddch(ch_ret.y, ch_ret.x, th->t_disguise); |
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168 else if (on(player, SEEMONST)) |
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169 { |
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170 standout(); |
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171 mvaddch(ch_ret.y, ch_ret.x, th->t_type); |
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172 standend(); |
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173 } |
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174 /* |
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175 * And stop running if need be |
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176 */ |
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177 if (stoprun && ce(th->t_pos, *(th->t_dest))) |
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178 th->t_flags &= ~ISRUN; |
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179 |
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180 return(0); |
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181 } |
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182 |
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183 /* |
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184 * see_monst: |
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185 * Return TRUE if the hero can see the monster |
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186 */ |
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187 see_monst(mp) |
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188 register THING *mp; |
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189 { |
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190 if (on(player, ISBLIND)) |
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191 return FALSE; |
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192 if (on(*mp, ISINVIS) && !on(player, CANSEE)) |
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193 return FALSE; |
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194 if (DISTANCE(mp->t_pos.y, mp->t_pos.x, hero.y, hero.x) < LAMPDIST) |
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195 return TRUE; |
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196 if (mp->t_room != proom) |
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197 return FALSE; |
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198 return (!(mp->t_room->r_flags & ISDARK)); |
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199 } |
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200 |
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201 /* |
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202 * runto: |
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203 * Set a mosnter running after something or stop it from running |
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204 * (for when it dies) |
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205 */ |
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206 runto(runner, spot) |
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207 register coord *runner; |
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208 coord *spot; |
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209 { |
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210 register THING *tp; |
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211 |
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212 /* |
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213 * If we couldn't find him, something is funny |
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214 */ |
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215 #ifdef WIZARD |
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216 if ((tp = moat(runner->y, runner->x)) == NULL) |
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217 msg("couldn't find monster in runto at (%d,%d)", runner->y, runner->x); |
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218 #else |
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219 tp = moat(runner->y, runner->x); |
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220 #endif |
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221 /* |
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222 * Start the beastie running |
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223 */ |
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224 if (tp == NULL) |
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225 return; |
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226 tp->t_flags |= ISRUN; |
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227 tp->t_flags &= ~ISHELD; |
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228 tp->t_dest = find_dest(tp); |
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229 } |
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230 |
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231 /* |
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232 * chase: |
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233 * Find the spot for the chaser(er) to move closer to the |
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234 * chasee(ee). Returns TRUE if we want to keep on chasing later |
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235 * FALSE if we reach the goal. |
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236 */ |
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237 chase(tp, ee) |
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238 THING *tp; |
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239 coord *ee; |
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240 { |
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241 register int x, y; |
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242 register int dist, thisdist; |
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243 register THING *obj; |
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244 register coord *er = &tp->t_pos; |
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245 register char ch; |
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246 register int plcnt = 1; |
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247 |
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248 /* |
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249 * If the thing is confused, let it move randomly. Invisible |
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250 * Stalkers are slightly confused all of the time, and bats are |
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251 * quite confused all the time |
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252 */ |
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253 if ((on(*tp, ISHUH) && rnd(5) != 0) || (tp->t_type == 'I' && rnd(5) == 0) |
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254 || (tp->t_type == 'B' && rnd(2) == 0)) |
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255 { |
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256 /* |
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257 * get a valid random move |
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258 */ |
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259 ch_ret = *rndmove(tp); |
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260 dist = DISTANCE(ch_ret.y, ch_ret.x, ee->y, ee->x); |
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261 /* |
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262 * Small chance that it will become un-confused |
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263 */ |
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264 if (rnd(20) == 0) |
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265 tp->t_flags &= ~ISHUH; |
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266 } |
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267 /* |
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268 * Otherwise, find the empty spot next to the chaser that is |
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269 * closest to the chasee. |
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270 */ |
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271 else |
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272 { |
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273 register int ey, ex; |
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274 /* |
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275 * This will eventually hold where we move to get closer |
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276 * If we can't find an empty spot, we stay where we are. |
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277 */ |
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278 dist = DISTANCE(er->y, er->x, ee->y, ee->x); |
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279 ch_ret = *er; |
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280 |
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281 ey = er->y + 1; |
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282 ex = er->x + 1; |
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283 for (x = er->x - 1; x <= ex; x++) |
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284 for (y = er->y - 1; y <= ey; y++) |
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285 { |
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286 coord tryp; |
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287 |
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288 tryp.x = x; |
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289 tryp.y = y; |
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290 if (!diag_ok(er, &tryp)) |
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291 continue; |
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292 ch = winat(y, x); |
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293 if (step_ok(ch)) |
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294 { |
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295 /* |
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296 * If it is a scroll, it might be a scare monster scroll |
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297 * so we need to look it up to see what type it is. |
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298 */ |
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299 if (ch == SCROLL) |
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300 { |
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301 for (obj = lvl_obj; obj != NULL; obj = next(obj)) |
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302 { |
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303 if (y == obj->o_pos.y && x == obj->o_pos.x) |
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304 break; |
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305 } |
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306 if (obj != NULL && obj->o_which == S_SCARE) |
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307 continue; |
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308 } |
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309 /* |
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310 * It can also be a Mimic, which we shouldn't step on |
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311 */ |
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312 if ((obj = moat(y, x)) != NULL && obj->t_type == 'M') |
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313 continue; |
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314 /* |
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315 * If we didn't find any scrolls at this place or it |
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316 * wasn't a scare scroll, then this place counts |
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317 */ |
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318 thisdist = DISTANCE(y, x, ee->y, ee->x); |
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319 if (thisdist < dist) |
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320 { |
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321 plcnt = 1; |
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322 ch_ret = tryp; |
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323 dist = thisdist; |
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324 } |
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325 else if (thisdist == dist && rnd(++plcnt) == 0) |
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326 { |
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327 ch_ret = tryp; |
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328 dist = thisdist; |
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329 } |
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330 } |
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331 } |
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332 } |
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333 return (dist != 0 && !ce(ch_ret, hero)); |
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334 } |
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335 |
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336 /* |
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337 * roomin: |
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338 * Find what room some coordinates are in. NULL means they aren't |
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339 * in any room. |
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340 */ |
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341 struct room * |
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342 roomin(cp) |
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343 register coord *cp; |
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344 { |
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345 register struct room *rp; |
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346 register char *fp; |
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347 |
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348 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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349 if (cp->x < rp->r_pos.x + rp->r_max.x && rp->r_pos.x <= cp->x |
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350 && cp->y < rp->r_pos.y + rp->r_max.y && rp->r_pos.y <= cp->y) |
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351 return rp; |
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352 fp = &flat(cp->y, cp->x); |
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353 if (*fp & F_PASS) |
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354 return &passages[*fp & F_PNUM]; |
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355 msg("in some bizarre place (%d, %d)", unc(*cp)); |
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356 return NULL; |
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357 } |
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358 |
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359 /* |
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360 * diag_ok: |
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361 * Check to see if the move is legal if it is diagonal |
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362 */ |
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363 diag_ok(sp, ep) |
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364 register coord *sp, *ep; |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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365 { |
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366 if (ep->x == sp->x || ep->y == sp->y) |
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367 return TRUE; |
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368 return (step_ok(chat(ep->y, sp->x)) && step_ok(chat(sp->y, ep->x))); |
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369 } |
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370 |
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371 /* |
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372 * cansee: |
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373 * Returns true if the hero can see a certain coordinate. |
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374 */ |
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375 cansee(y, x) |
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376 register int y, x; |
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377 { |
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378 register struct room *rer; |
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379 coord tp; |
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380 |
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|
381 if (on(player, ISBLIND)) |
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382 return FALSE; |
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383 if (DISTANCE(y, x, hero.y, hero.x) < LAMPDIST) |
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384 return TRUE; |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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|
385 /* |
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386 * We can only see if the hero in the same room as |
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387 * the coordinate and the room is lit or if it is close. |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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388 */ |
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389 tp.y = y; |
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390 tp.x = x; |
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391 return ((rer = roomin(&tp)) == proom && !(rer->r_flags & ISDARK)); |
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392 } |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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393 |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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394 /* |
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395 * find_dest: |
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396 * find the proper destination for the monster |
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397 */ |
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398 coord * |
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399 find_dest(tp) |
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400 register THING *tp; |
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401 { |
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Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
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402 register THING *obj; |
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403 register int prob; |
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404 register struct room *rp; |
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405 |
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406 if ((prob = monsters[tp->t_type - 'A'].m_carry) <= 0 || tp->t_room == proom |
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407 || see_monst(tp)) |
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408 return &hero; |
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409 rp = tp->t_room; |
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410 for (obj = lvl_obj; obj != NULL; obj = next(obj)) |
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411 { |
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412 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) |
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413 continue; |
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414 if (roomin(&obj->o_pos) == rp && rnd(100) < prob) |
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415 { |
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416 for (tp = mlist; tp != NULL; tp = next(tp)) |
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417 if (tp->t_dest == &obj->o_pos) |
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418 break; |
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419 if (tp == NULL) |
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420 return &obj->o_pos; |
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421 } |
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422 } |
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423 return &hero; |
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424 } |