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 |
comparison
equal
deleted
inserted
replaced
-1:000000000000 | 0:527e2150eaf0 |
---|---|
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 } |