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 | |
| 176 */ | |
| 177 if (stoprun && ce(th->t_pos, *(th->t_dest))) | |
| 178 th->t_flags &= ~ISRUN; | |
| 179 | |
| 180 return(0); | |
| 181 } | |
| 182 | |
| 183 /* | |
| 184 * see_monst: | |
| 185 * Return TRUE if the hero can see the monster | |
| 186 */ | |
| 187 see_monst(mp) | |
| 188 register THING *mp; | |
| 189 { | |
| 190 if (on(player, ISBLIND)) | |
| 191 return FALSE; | |
| 192 if (on(*mp, ISINVIS) && !on(player, CANSEE)) | |
| 193 return FALSE; | |
| 194 if (DISTANCE(mp->t_pos.y, mp->t_pos.x, hero.y, hero.x) < LAMPDIST) | |
| 195 return TRUE; | |
| 196 if (mp->t_room != proom) | |
| 197 return FALSE; | |
| 198 return (!(mp->t_room->r_flags & ISDARK)); | |
| 199 } | |
| 200 | |
| 201 /* | |
| 202 * runto: | |
| 203 * Set a mosnter running after something or stop it from running | |
| 204 * (for when it dies) | |
| 205 */ | |
| 206 runto(runner, spot) | |
| 207 register coord *runner; | |
| 208 coord *spot; | |
| 209 { | |
| 210 register THING *tp; | |
| 211 | |
| 212 /* | |
| 213 * If we couldn't find him, something is funny | |
| 214 */ | |
| 215 #ifdef WIZARD | |
| 216 if ((tp = moat(runner->y, runner->x)) == NULL) | |
| 217 msg("couldn't find monster in runto at (%d,%d)", runner->y, runner->x); | |
| 218 #else | |
| 219 tp = moat(runner->y, runner->x); | |
| 220 #endif | |
| 221 /* | |
| 222 * Start the beastie running | |
| 223 */ | |
| 224 if (tp == NULL) | |
| 225 return; | |
| 226 tp->t_flags |= ISRUN; | |
| 227 tp->t_flags &= ~ISHELD; | |
| 228 tp->t_dest = find_dest(tp); | |
| 229 } | |
| 230 | |
| 231 /* | |
| 232 * chase: | |
| 233 * Find the spot for the chaser(er) to move closer to the | |
| 234 * chasee(ee). Returns TRUE if we want to keep on chasing later | |
| 235 * FALSE if we reach the goal. | |
| 236 */ | |
| 237 chase(tp, ee) | |
| 238 THING *tp; | |
| 239 coord *ee; | |
| 240 { | |
| 241 register int x, y; | |
| 242 register int dist, thisdist; | |
| 243 register THING *obj; | |
| 244 register coord *er = &tp->t_pos; | |
| 245 register char ch; | |
| 246 register int plcnt = 1; | |
| 247 | |
| 248 /* | |
| 249 * If the thing is confused, let it move randomly. Invisible | |
| 250 * Stalkers are slightly confused all of the time, and bats are | |
| 251 * quite confused all the time | |
| 252 */ | |
| 253 if ((on(*tp, ISHUH) && rnd(5) != 0) || (tp->t_type == 'I' && rnd(5) == 0) | |
| 254 || (tp->t_type == 'B' && rnd(2) == 0)) | |
| 255 { | |
| 256 /* | |
| 257 * get a valid random move | |
| 258 */ | |
| 259 ch_ret = *rndmove(tp); | |
| 260 dist = DISTANCE(ch_ret.y, ch_ret.x, ee->y, ee->x); | |
| 261 /* | |
| 262 * Small chance that it will become un-confused | |
| 263 */ | |
| 264 if (rnd(20) == 0) | |
| 265 tp->t_flags &= ~ISHUH; | |
| 266 } | |
| 267 /* | |
| 268 * Otherwise, find the empty spot next to the chaser that is | |
| 269 * closest to the chasee. | |
| 270 */ | |
| 271 else | |
| 272 { | |
| 273 register int ey, ex; | |
| 274 /* | |
| 275 * This will eventually hold where we move to get closer | |
| 276 * If we can't find an empty spot, we stay where we are. | |
| 277 */ | |
| 278 dist = DISTANCE(er->y, er->x, ee->y, ee->x); | |
| 279 ch_ret = *er; | |
| 280 | |
| 281 ey = er->y + 1; | |
| 282 ex = er->x + 1; | |
| 283 for (x = er->x - 1; x <= ex; x++) | |
| 284 for (y = er->y - 1; y <= ey; y++) | |
| 285 { | |
| 286 coord tryp; | |
| 287 | |
| 288 tryp.x = x; | |
| 289 tryp.y = y; | |
| 290 if (!diag_ok(er, &tryp)) | |
| 291 continue; | |
| 292 ch = winat(y, x); | |
| 293 if (step_ok(ch)) | |
| 294 { | |
| 295 /* | |
| 296 * If it is a scroll, it might be a scare monster scroll | |
| 297 * so we need to look it up to see what type it is. | |
| 298 */ | |
| 299 if (ch == SCROLL) | |
| 300 { | |
| 301 for (obj = lvl_obj; obj != NULL; obj = next(obj)) | |
| 302 { | |
| 303 if (y == obj->o_pos.y && x == obj->o_pos.x) | |
| 304 break; | |
| 305 } | |
| 306 if (obj != NULL && obj->o_which == S_SCARE) | |
| 307 continue; | |
| 308 } | |
| 309 /* | |
| 310 * It can also be a Mimic, which we shouldn't step on | |
| 311 */ | |
| 312 if ((obj = moat(y, x)) != NULL && obj->t_type == 'M') | |
| 313 continue; | |
| 314 /* | |
| 315 * If we didn't find any scrolls at this place or it | |
| 316 * wasn't a scare scroll, then this place counts | |
| 317 */ | |
| 318 thisdist = DISTANCE(y, x, ee->y, ee->x); | |
| 319 if (thisdist < dist) | |
| 320 { | |
| 321 plcnt = 1; | |
| 322 ch_ret = tryp; | |
| 323 dist = thisdist; | |
| 324 } | |
| 325 else if (thisdist == dist && rnd(++plcnt) == 0) | |
| 326 { | |
| 327 ch_ret = tryp; | |
| 328 dist = thisdist; | |
| 329 } | |
| 330 } | |
| 331 } | |
| 332 } | |
| 333 return (dist != 0 && !ce(ch_ret, hero)); | |
| 334 } | |
| 335 | |
| 336 /* | |
| 337 * roomin: | |
| 338 * Find what room some coordinates are in. NULL means they aren't | |
| 339 * in any room. | |
| 340 */ | |
| 341 struct room * | |
| 342 roomin(cp) | |
| 343 register coord *cp; | |
| 344 { | |
| 345 register struct room *rp; | |
| 346 register char *fp; | |
| 347 | |
| 348 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) | |
| 349 if (cp->x < rp->r_pos.x + rp->r_max.x && rp->r_pos.x <= cp->x | |
| 350 && cp->y < rp->r_pos.y + rp->r_max.y && rp->r_pos.y <= cp->y) | |
| 351 return rp; | |
| 352 fp = &flat(cp->y, cp->x); | |
| 353 if (*fp & F_PASS) | |
| 354 return &passages[*fp & F_PNUM]; | |
| 355 msg("in some bizarre place (%d, %d)", unc(*cp)); | |
| 356 return NULL; | |
| 357 } | |
| 358 | |
| 359 /* | |
| 360 * diag_ok: | |
| 361 * Check to see if the move is legal if it is diagonal | |
| 362 */ | |
| 363 diag_ok(sp, ep) | |
| 364 register coord *sp, *ep; | |
| 365 { | |
| 366 if (ep->x == sp->x || ep->y == sp->y) | |
| 367 return TRUE; | |
| 368 return (step_ok(chat(ep->y, sp->x)) && step_ok(chat(sp->y, ep->x))); | |
| 369 } | |
| 370 | |
| 371 /* | |
| 372 * cansee: | |
| 373 * Returns true if the hero can see a certain coordinate. | |
| 374 */ | |
| 375 cansee(y, x) | |
| 376 register int y, x; | |
| 377 { | |
