Mercurial > hg > early-roguelike
comparison rogue4/chase.c @ 12:9535a08ddc39
Import Rogue 5.2 from the Roguelike Restoration Project (r1490)
| author | edwarj4 |
|---|---|
| date | Sat, 24 Oct 2009 16:52:52 +0000 |
| parents | |
| children | 1b73a8641b37 |
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| 11:949d558c2162 | 12:9535a08ddc39 |
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| 1 /* | |
| 2 * Code for one creature to chase another | |
| 3 * | |
| 4 * @(#)chase.c 4.25 (Berkeley) 5/5/82 | |
| 5 * | |
| 6 * Rogue: Exploring the Dungeons of Doom | |
| 7 * Copyright (C) 1980, 1981, 1982 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 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */ | |
| 17 | |
| 18 coord ch_ret; /* Where chasing takes you */ | |
| 19 | |
| 20 /* | |
| 21 * runners: | |
| 22 * Make all the running monsters move. | |
| 23 */ | |
| 24 runners() | |
| 25 { | |
| 26 register THING *tp; | |
| 27 register THING *ntp; | |
| 28 | |
| 29 for (tp = mlist; tp != NULL; tp = ntp) | |
| 30 { | |
| 31 ntp = next(tp); | |
| 32 if (!on(*tp, ISHELD) && on(*tp, ISRUN)) | |
| 33 { | |
| 34 if (!on(*tp, ISSLOW) || tp->t_turn) | |
| 35 if (do_chase(tp) == -1) | |
| 36 continue; | |
| 37 if (on(*tp, ISHASTE)) | |
| 38 if (do_chase(tp) == -1) | |
| 39 continue; | |
| 40 tp->t_turn ^= TRUE; | |
| 41 } | |
| 42 } | |
| 43 } | |
| 44 | |
| 45 /* | |
| 46 * do_chase: | |
| 47 * Make one thing chase another. | |
| 48 */ | |
| 49 do_chase(th) | |
| 50 register THING *th; | |
| 51 { | |
| 52 register struct room *rer, *ree; /* room of chaser, room of chasee */ | |
| 53 register int mindist = 32767, i, dist; | |
| 54 register bool stoprun = FALSE; /* TRUE means we are there */ | |
| 55 register char sch; | |
| 56 register bool door; | |
| 57 register THING *obj; | |
| 58 register struct room *oroom; | |
| 59 coord this; /* Temporary destination for chaser */ | |
| 60 | |
| 61 rer = th->t_room; /* Find room of chaser */ | |
| 62 if (on(*th, ISGREED) && rer->r_goldval == 0) | |
| 63 th->t_dest = &hero; /* If gold has been taken, run after hero */ | |
| 64 if (th->t_dest == &hero) /* Find room of chasee */ | |
| 65 ree = proom; | |
| 66 else | |
| 67 ree = roomin(th->t_dest); | |
| 68 /* | |
| 69 * We don't count doors as inside rooms for this routine | |
| 70 */ | |
| 71 door = (chat(th->t_pos.y, th->t_pos.x) == DOOR); | |
| 72 /* | |
| 73 * If the object of our desire is in a different room, | |
| 74 * and we are not in a corridor, run to the door nearest to | |
| 75 * our goal. | |
| 76 */ | |
| 77 over: | |
| 78 if (rer != ree) | |
| 79 { | |
| 80 for (i = 0; i < rer->r_nexits; i++) /* loop through doors */ | |
| 81 { | |
| 82 dist = DISTANCE(th->t_dest->y, th->t_dest->x, | |
| 83 rer->r_exit[i].y, rer->r_exit[i].x); | |
| 84 if (dist < mindist) | |
| 85 { | |
| 86 this = rer->r_exit[i]; | |
| 87 mindist = dist; | |
| 88 } | |
| 89 } | |
| 90 if (door) | |
| 91 { | |
| 92 rer = &passages[flat(th->t_pos.y, th->t_pos.x) & F_PNUM]; | |
| 93 door = FALSE; | |
| 94 goto over; | |
| 95 } | |
| 96 } | |
| 97 else | |
| 98 { | |
| 99 this = *th->t_dest; | |
| 100 /* | |
| 101 * For dragons check and see if (a) the hero is on a straight | |
| 102 * line from it, and (b) that it is within shooting distance, | |
| 103 * but outside of striking range. | |
| 104 */ | |
| 105 if (th->t_type == 'D' && (th->t_pos.y == hero.y || th->t_pos.x == hero.x | |
| 106 || abs(th->t_pos.y - hero.y) == abs(th->t_pos.x - hero.x)) | |
| 107 && DISTANCE(th->t_pos.y, th->t_pos.x, hero.y, hero.x) <= BOLT_LENGTH * BOLT_LENGTH | |
| 108 && !on(*th, ISCANC) && rnd(DRAGONSHOT) == 0) | |
| 109 { | |
| 110 delta.y = sign(hero.y - th->t_pos.y); | |
| 111 delta.x = sign(hero.x - th->t_pos.x); | |
| 112 fire_bolt(&th->t_pos, &delta, "flame"); | |
| 113 running = FALSE; | |
| 114 count = quiet = 0; | |
| 115 return 0; | |
| 116 } | |
| 117 } | |
| 118 /* | |
| 119 * This now contains what we want to run to this time | |
| 120 * so we run to it. If we hit it we either want to fight it | |
| 121 * or stop running | |
| 122 */ | |
| 123 if (!chase(th, &this)) | |
| 124 { | |
| 125 if (ce(this, hero)) | |
| 126 { | |
| 127 return ( attack(th) ); | |
| 128 } | |
| 129 else if (ce(this, *th->t_dest)) | |
| 130 { | |
| 131 for (obj = lvl_obj; obj != NULL; obj = next(obj)) | |
| 132 if (th->t_dest == &obj->o_pos) | |
| 133 { | |
| 134 detach(lvl_obj, obj); | |
| 135 attach(th->t_pack, obj); | |
| 136 chat(obj->o_pos.y, obj->o_pos.x) = | |
| 137 (th->t_room->r_flags & ISGONE) ? PASSAGE : FLOOR; | |
| 138 th->t_dest = find_dest(th); | |
| 139 break; | |
| 140 } | |
| 141 if (th->t_type != 'F') | |
| 142 stoprun = TRUE; | |
| 143 } | |
| 144 } | |
| 145 else if (th->t_type == 'F') | |
| 146 return(0); | |
| 147 mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch); | |
| 148 if (!ce(ch_ret, th->t_pos)) | |
| 149 { | |
| 150 sch = mvinch(ch_ret.y, ch_ret.x); | |
| 151 if (sch == FLOOR && (th->t_room->r_flags & ISDARK) | |
| 152 && DISTANCE(th->t_pos.y, th->t_pos.x, hero.y, hero.x) | |
| 153 && !on(player, ISBLIND)) | |
| 154 th->t_oldch = ' '; | |
| 155 else | |
| 156 th->t_oldch = sch; | |
| 157 oroom = th->t_room; | |
| 158 th->t_room = roomin(&ch_ret); | |
| 159 if (oroom != th->t_room) | |
| 160 th->t_dest = find_dest(th); | |
| 161 | |
| 162 moat(th->t_pos.y, th->t_pos.x) = NULL; | |
| 163 moat(ch_ret.y, ch_ret.x) = th; | |
| 164 th->t_pos = ch_ret; | |
| 165 } | |
| 166 if (see_monst(th)) | |
| 167 mvaddch(ch_ret.y, ch_ret.x, th->t_disguise); | |
| 168 else if (on(player, SEEMONST)) | |
| 169 { | |
| 170 standout(); | |
| 171 mvaddch(ch_ret.y, ch_ret.x, th->t_type); | |
| 172 standend(); | |
| 173 } | |
| 174 /* | |
| 175 * And stop running if need be | |
