Mercurial > hg > early-roguelike
comparison rogue3/chase.c @ 0:527e2150eaf0
Import Rogue 3.6 from the Roguelike Restoration Project (r1490)
| author | edwarj4 |
|---|---|
| date | Tue, 13 Oct 2009 13:33:34 +0000 |
| parents | |
| children | d9e44e18eeec |
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| -1:000000000000 | 0:527e2150eaf0 |
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| 1 /* | |
| 2 * Code for one object to chase another | |
| 3 * | |
| 4 * @(#)chase.c 3.17 (Berkeley) 6/15/81 | |
| 5 * | |
| 6 * Rogue: Exploring the Dungeons of Doom | |
| 7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
| 8 * All rights reserved. | |
| 9 * | |
| 10 * See the file LICENSE.TXT for full copyright and licensing information. | |
| 11 */ | |
| 12 | |
| 13 #include "curses.h" | |
| 14 #include "rogue.h" | |
| 15 | |
| 16 coord ch_ret; /* Where chasing takes you */ | |
| 17 | |
| 18 /* | |
| 19 * runners: | |
| 20 * Make all the running monsters move. | |
| 21 */ | |
| 22 | |
| 23 void | |
| 24 runners() | |
| 25 { | |
| 26 struct linked_list *item; | |
| 27 struct thing *tp; | |
| 28 | |
| 29 for (item = mlist; item != NULL;) | |
| 30 { | |
| 31 tp = (struct thing *) ldata(item); | |
| 32 item = next(item); | |
| 33 if (off(*tp, ISHELD) && on(*tp, ISRUN)) | |
| 34 { | |
| 35 if (off(*tp, ISSLOW) || tp->t_turn) | |
| 36 if (do_chase(tp) == -1) | |
| 37 continue; | |
| 38 if (on(*tp, ISHASTE)) | |
| 39 if (do_chase(tp) == -1) | |
| 40 continue; | |
| 41 tp->t_turn ^= TRUE; | |
| 42 } | |
| 43 } | |
| 44 } | |
| 45 | |
| 46 /* | |
| 47 * do_chase: | |
| 48 * Make one thing chase another. | |
| 49 */ | |
| 50 | |
| 51 int | |
| 52 do_chase(struct thing *th) | |
| 53 { | |
| 54 struct room *rer, *ree; /* room of chaser, room of chasee */ | |
| 55 int mindist = 32767, i, dist; | |
| 56 int stoprun = FALSE; /* TRUE means we are there */ | |
| 57 int sch; | |
| 58 coord this; /* Temporary destination for chaser */ | |
| 59 | |
| 60 rer = roomin(&th->t_pos); /* Find room of chaser */ | |
| 61 ree = roomin(th->t_dest); /* Find room of chasee */ | |
| 62 /* | |
| 63 * We don't count doors as inside rooms for this routine | |
| 64 */ | |
| 65 if (mvwinch(stdscr, th->t_pos.y, th->t_pos.x) == DOOR) | |
| 66 rer = NULL; | |
| 67 this = *th->t_dest; | |
| 68 /* | |
| 69 * If the object of our desire is in a different room, | |
| 70 * than we are and we ar not in a corridor, run to the | |
| 71 * door nearest to our goal. | |
| 72 */ | |
| 73 if (rer != NULL && rer != ree) | |
| 74 for (i = 0; i < rer->r_nexits; i++) /* loop through doors */ | |
| 75 { | |
| 76 dist = DISTANCE(th->t_dest->y, th->t_dest->x, | |
| 77 rer->r_exit[i].y, rer->r_exit[i].x); | |
| 78 if (dist < mindist) /* minimize distance */ | |
| 79 { | |
| 80 this = rer->r_exit[i]; | |
| 81 mindist = dist; | |
| 82 } | |
| 83 } | |
| 84 /* | |
| 85 * this now contains what we want to run to this time | |
| 86 * so we run to it. If we hit it we either want to fight it | |
| 87 * or stop running | |
| 88 */ | |
| 89 if (!chase(th, &this)) | |
| 90 { | |
| 91 if (ce(this, hero)) | |
| 92 { | |
| 93 return( attack(th) ); | |
| 94 } | |
| 95 else if (th->t_type != 'F') | |
| 96 stoprun = TRUE; | |
| 97 } | |
| 98 else if (th->t_type == 'F') | |
| 99 return(0); | |
| 100 mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch); | |
| 101 sch = mvwinch(cw, ch_ret.y, ch_ret.x); | |
| 102 if (rer != NULL && (rer->r_flags & ISDARK) && sch == FLOOR | |
| 103 && DISTANCE(ch_ret.y, ch_ret.x, th->t_pos.y, th->t_pos.x) < 3 | |
| 104 && off(player, ISBLIND)) | |
| 105 th->t_oldch = ' '; | |
| 106 else | |
| 107 th->t_oldch = sch; | |
| 108 | |
| 109 if (cansee(unc(ch_ret)) && !on(*th, ISINVIS)) | |
| 110 mvwaddch(cw, ch_ret.y, ch_ret.x, th->t_type); | |
| 111 mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' '); | |
| 112 mvwaddch(mw, ch_ret.y, ch_ret.x, th->t_type); | |
| 113 th->t_pos = ch_ret; | |
| 114 /* | |
| 115 * And stop running if need be | |
| 116 */ | |
| 117 if (stoprun && ce(th->t_pos, *(th->t_dest))) | |
| 118 th->t_flags &= ~ISRUN; | |
| 119 | |
| 120 return(0); | |
| 121 } | |
| 122 | |
| 123 /* | |
| 124 * runto: | |
| 125 * Set a mosnter running after something | |
| 126 * or stop it from running (for when it dies) | |
| 127 */ | |
| 128 | |
| 129 void | |
| 130 runto(coord *runner, coord *spot) | |
| 131 { | |
| 132 struct linked_list *item; | |
| 133 struct thing *tp; | |
| 134 | |
| 135 /* | |
| 136 * If we couldn't find him, something is funny | |
| 137 */ | |
| 138 if ((item = find_mons(runner->y, runner->x)) == NULL) | |
| 139 { | |
| 140 msg("CHASER '%s'", unctrl(winat(runner->y, runner->x))); | |
| 141 return; | |
| 142 } | |
| 143 tp = (struct thing *) ldata(item); | |
| 144 /* | |
| 145 * Start the beastie running | |
| 146 */ | |
| 147 tp->t_dest = spot; | |
| 148 tp->t_flags |= ISRUN; | |
| 149 tp->t_flags &= ~ISHELD; | |
| 150 } | |
| 151 | |
| 152 /* | |
| 153 * chase: | |
| 154 * Find the spot for the chaser(er) to move closer to the | |
| 155 * chasee(ee). Returns TRUE if we want to keep on chasing later | |
| 156 * FALSE if we reach the goal. | |
| 157 */ | |
| 158 | |
| 159 int | |
| 160 chase(struct thing *tp, coord *ee) | |
| 161 { | |
| 162 int x, y; | |
| 163 int dist, thisdist; | |
| 164 struct linked_list *item; | |
| 165 struct object *obj; | |
| 166 coord *er = &tp->t_pos; | |
| 167 int ch; | |
| 168 | |
| 169 /* | |
| 170 * If the thing is confused, let it move randomly. Invisible | |
| 171 * Stalkers are slightly confused all of the time, and bats are | |
| 172 * quite confused all the time | |
| 173 */ | |
| 174 if ((on(*tp, ISHUH) && rnd(10) < 8) || (tp->t_type == 'I' && rnd(100) < 20) | |
| 175 || (tp->t_type == 'B' && rnd(100) < 50)) | |
| 176 { | |
| 177 /* | |
| 178 * get a valid random move | |
| 179 */ | |
| 180 ch_ret = *rndmove(tp); | |
| 181 dist = DISTANCE(ch_ret.y, ch_ret.x, ee->y, ee->x); | |
| 182 /* | |
| 183 * Small chance that it will become un-confused | |
| 184 */ | |
| 185 if (rnd(1000) < 50) | |
| 186 tp->t_flags &= ~ISHUH; | |
| 187 } | |
| 188 /* | |
| 189 * Otherwise, find the empty spot next to the chaser that is | |
| 190 * closest to the chasee. | |
| 191 */ | |
| 192 else | |
| 193 { | |
| 194 int ey, ex; | |
| 195 /* | |
| 196 * This will eventually hold where we move to get closer | |
| 197 * If we can't find an empty spot, we stay where we are. | |
| 198 */ | |
| 199 dist = DISTANCE(er->y, er->x, ee->y, ee->x); | |
| 200 ch_ret = *er; | |
| 201 | |
| 202 ey = er->y + 1; | |
| 203 ex = er->x + 1; | |
| 204 for (x = er->x - 1; x <= ex; x++) | |
| 205 for (y = er->y - 1; y <= ey; y++) | |
| 206 { | |
| 207 coord tryp; | |
| 208 | |
| 209 tryp.x = x; | |
| 210 tryp.y = y; | |
| 211 if (!diag_ok(er, &tryp)) | |
| 212 continue; | |
| 213 ch = winat(y, x); | |
| 214 if (step_ok(ch)) | |
| 215 { | |
| 216 /* | |
| 217 * If it is a scroll, it might be a scare monster scroll | |
| 218 * so we need to look it up to see what type it is. | |
| 219 */ | |
| 220 if (ch == SCROLL) | |
| 221 { | |
| 222 for (item = lvl_obj; item != NULL; item = next(item)) | |
| 223 { | |
| 224 obj = (struct object *) ldata(item); | |
| 225 if (y == obj->o_pos.y && x == obj->o_pos.x) | |
| 226 break; | |
| 227 } | |
| 228 if (item != NULL && obj->o_which == S_SCARE) | |
| 229 continue; | |
| 230 } | |
| 231 /* | |
| 232 * If we didn't find any scrolls at this place or it | |
| 233 * wasn't a scare scroll, then this place counts | |
| 234 */ | |
| 235 thisdist = DISTANCE(y, x, ee->y, ee->x); | |
| 236 if (thisdist < dist) | |
| 237 { | |
| 238 ch_ret = tryp; | |
| 239 dist = thisdist; | |
| 240 } | |
| 241 } | |
| 242 } | |
| 243 } | |
| 244 return (dist != 0); | |
| 245 } | |
| 246 | |
| 247 /* | |
| 248 * roomin: | |
| 249 * Find what room some coordinates are in. NULL means they aren't | |
| 250 * in any room. | |
| 251 */ | |
| 252 | |
| 253 struct room * | |
| 254 roomin(coord *cp) | |
| 255 { | |
| 256 struct room *rp; | |
| 257 | |
| 258 for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++) | |
| 259 if (inroom(rp, cp)) | |
| 260 return rp; | |
| 261 return NULL; | |
| 262 } | |
| 263 | |
| 264 /* | |
| 265 * find_mons: | |
| 266 * Find the monster from his corrdinates | |
| 267 */ | |
| 268 | |
| 269 struct linked_list * | |
| 270 find_mons(int y, int x) | |
| 271 { | |
| 272 struct linked_list *item; | |
| 273 struct thing *th; | |
| 274 | |
| 275 for (item = mlist; item != NULL; item = next(item)) | |
| 276 { | |
| 277 th = (struct thing *) ldata(item); | |
| 278 if (th->t_pos.y == y && th->t_pos.x == x) | |
| 279 return item; | |
| 280 } | |
| 281 return NULL; | |
| 282 } | |
| 283 | |
| 284 /* | |
| 285 * diag_ok: | |
| 286 * Check to see if the move is legal if it is diagonal | |
| 287 */ | |
| 288 | |
| 289 int | |
| 290 diag_ok(coord *sp, coord *ep) | |
| 291 { | |
| 292 if (ep->x == sp->x || ep->y == sp->y) | |
| 293 return TRUE; | |
| 294 return (step_ok(mvinch(ep->y, sp->x)) && step_ok(mvinch(sp->y, ep->x))); | |
| 295 } | |
| 296 | |
| 297 /* | |
| 298 * cansee: | |
| 299 * returns true if the hero can see a certain coordinate. | |
| 300 */ | |
| 301 | |
| 302 int | |
| 303 cansee(int y, int x) | |
| 304 { | |
| 305 struct room *rer; | |
| 306 coord tp; | |
| 307 | |
| 308 if (on(player, ISBLIND)) | |
| 309 return FALSE; | |
| 310 tp.y = y; | |
| 311 tp.x = x; | |
| 312 rer = roomin(&tp); | |
| 313 /* | |
| 314 * We can only see if the hero in the same room as | |
| 315 * the coordinate and the room is lit or if it is close. | |
| 316 */ | |
| 317 return (rer != NULL && rer == roomin(&hero) && !(rer->r_flags&ISDARK)) || | |
| 318 DISTANCE(y, x, hero.y, hero.x) < 3; | |
| 319 } |
