Mercurial > hg > early-roguelike
diff xrogue/chase.c @ 133:e6179860cb76
Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 21 Apr 2015 08:55:20 -0400 |
parents | |
children | f54901b9c39b |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/xrogue/chase.c Tue Apr 21 08:55:20 2015 -0400 @@ -0,0 +1,936 @@ +/* + chase.c - Code for one object to chase another + + XRogue: Expeditions into the Dungeons of Doom + Copyright (C) 1991 Robert Pietkivitch + All rights reserved. + + Based on "Advanced Rogue" + Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T + All rights reserved. + + Based on "Rogue: Exploring the Dungeons of Doom" + Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman + All rights reserved. + + See the file LICENSE.TXT for full copyright and licensing information. +*/ + +#include <ctype.h> +#include <curses.h> +#include <limits.h> +#include "rogue.h" + +/* + * Canblink checks if the monster can teleport (blink). If so, it will + * try to blink the monster next to the player. + */ + +bool +can_blink(tp) +register struct thing *tp; +{ + register int y, x, index=9; + coord tryp; /* To hold the coordinates for use in diag_ok */ + bool spots[9], found_one=FALSE; + + /* + * First, can the monster even blink? And if so, there is only a 50% + * chance that it will do so. And it won't blink if it is running or + * held. + */ + if (off(*tp, CANBLINK) || (on(*tp, ISHELD)) || + on(*tp, ISFLEE) || + tp->t_action == A_FREEZE || + (rnd(12) < 6)) return(FALSE); + + + /* Initialize the spots as illegal */ + do { + spots[--index] = FALSE; + } while (index > 0); + + /* Find a suitable spot next to the player */ + for (y=hero.y-1; y<hero.y+2; y++) + for (x=hero.x-1; x<hero.x+2; x++, index++) { + /* Make sure x coordinate is in range and that we are + * not at the player's position + */ + if (x<0 || x >= cols || index == 4) continue; + + /* Is it OK to move there? */ + if (step_ok(y, x, NOMONST, tp) && + (!isatrap(mvwinch(cw, y, x)) || + rnd(10) >= tp->t_stats.s_intel || + on(*tp, ISFLY))) { + /* OK, we can go here. But don't go there if + * monster can't get at player from there + */ + tryp.y = y; + tryp.x = x; + if (diag_ok(&tryp, &hero, tp)) { + spots[index] = TRUE; + found_one = TRUE; + } + } + } + + /* If we found one, go to it */ + if (found_one) { + unsigned char rch; /* What's really where the creatures moves to */ + + /* Find a legal spot */ + while (spots[index=rnd(9)] == FALSE) continue; + + /* Get the coordinates */ + y = hero.y + (index/3) - 1; + x = hero.x + (index % 3) - 1; + + /* Move the monster from the old space */ + mvwaddch(cw, tp->t_pos.y, tp->t_pos.x, tp->t_oldch); + + /* Move it to the new space */ + tp->t_oldch = mvwinch(cw, y, x); + + /* Display the creature if our hero can see it */ + if (cansee(y, x) && + off(*tp, ISINWALL) && + !invisible(tp)) + mvwaddch(cw, y, x, tp->t_type); + + /* Fix the monster window */ + mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, ' '); /* Clear old position */ + mvwaddch(mw, y, x, tp->t_type); + + /* Record the new position */ + tp->t_pos.y = y; + tp->t_pos.x = x; + + /* If the monster is on a trap, trap it */ + rch = mvinch(y, x); + if (isatrap(rch)) { + if (cansee(y, x)) tp->t_oldch = rch; + be_trapped(tp, &(tp->t_pos)); + } + } + + return(found_one); +} + +/* + * Can_shoot determines if the monster (er) has a direct line of shot + * at the prey (ee). If so, it returns the direction in which to shoot. + */ + +int +can_shoot(er, ee, shoot_dir) +register coord *er, *ee, *shoot_dir; +{ + /* + * They must be in the same room or very close (at door) + */ + if (roomin(er) != roomin(ee) && DISTANCE(er->y,er->x,ee->y,ee->x) > 1) + { + shoot_dir->x = shoot_dir->y = 0; + return(-1); + } + + /* Do we have a straight shot? */ + if (!straight_shot(er->y, er->x, ee->y, ee->x, shoot_dir)) + { + shoot_dir->x = shoot_dir->y = 0; + return(-2); + } + else + return(0); +} + +/* + * chase: + * Find the spot for the chaser(er) to move closer to the + * chasee(ee). Rer is the room of the chaser, and ree is the + * room of the creature being chased (chasee). + */ + +chase(tp, ee, rer, ree, flee) +register struct thing *tp; +register coord *ee; +register struct room *rer, *ree; +bool flee; /* True if destination (ee) is player and monster is running away + * or the player is in a wall and the monster can't get to it + */ +{ + int dist, thisdist, monst_dist = INT_MAX; + register coord *er = &tp->t_pos; + struct thing *prey; /* What we are chasing */ + coord ch_ret; /* Where chasing takes you */ + unsigned char ch, mch; + bool next_player = FALSE; + + /* + * set the distance from the chas(er) to the chas(ee) here and then + * we won't have to reset it unless the chas(er) moves (instead of shoots) + */ + dist = DISTANCE(er->y, er->x, ee->y, ee->x); + + /* + * See if our destination is a monster or player. If so, make "prey" point + * to it. + */ + if (ce(hero, *ee)) prey = &player; /* Is it the player? */ + else if (tp->t_dest && ce(*(tp->t_dest), *ee)) { /* Is it a monster? */ + struct linked_list *item; + + /* What is the monster we're chasing? */ + item = find_mons(ee->y, ee->x); + if (item != NULL) prey = THINGPTR(item); + else prey = NULL; + } + else prey = NULL; + + /* We will use at least one movement period */ + tp->t_no_move = movement(tp); + if (on(*tp, ISFLY)) /* If the creature is flying, speed it up */ + tp->t_no_move /= 2; + + /* + * If the thing is confused or it can't see the player, + * let it move randomly. + */ + if ((on(*tp, ISHUH) && rnd(10) < 8) || + (prey && on(*prey, ISINVIS) && off(*tp, CANSEE))) { /* invisible prey */ + /* + * get a valid random move + */ + tp->t_newpos = rndmove(tp); + dist = DISTANCE(tp->t_newpos.y, tp->t_newpos.x, ee->y, ee->x); + } + + /* + * Otherwise, find the empty spot next to the chaser that is + * closest to the chasee. + */ + else { + register int ey, ex, x, y; + int dist_to_old = INT_MIN; /* Dist from goal to old position */ + + /* + * This will eventually hold where we move to get closer + * If we can't find an empty spot, we stay where we are. + */ + dist = flee ? 0 : INT_MAX; + ch_ret = *er; + + /* Are we at our goal already? */ + if (!flee && ce(ch_ret, *ee)) { + turn_off(*tp, ISRUN); /* So stop running! */ + return; + } + + ey = er->y + 1; + ex = er->x + 1; + + /* Check all possible moves */ + for (x = er->x - 1; x <= ex; x++) { + if (x < 0 || x >= cols) /* Don't try off the board */ + continue; + for (y = er->y - 1; y <= ey; y++) { + coord tryp; + + if ((y < 1) || (y >= lines - 2)) /* Don't try off the board */ + continue; + + /* Don't try the player if not going after the player */ + if ((flee || !ce(hero, *ee) || on(*tp, ISFRIENDLY)) && + x == hero.x && y == hero.y) { + next_player = TRUE; + continue; + } + + tryp.x = x; + tryp.y = y; + + /* Is there a monster on this spot closer to our goal? + * Don't look in our spot or where we were. + */ + if (!ce(tryp, *er) && !ce(tryp, tp->t_oldpos) && + isalpha(mch = mvwinch(mw, y, x))) { + int test_dist; + + test_dist = DISTANCE(y, x, ee->y, ee->x); + if (test_dist <= 25 && /* Let's be fairly close */ + test_dist < monst_dist) { + /* Could we really move there? */ + mvwaddch(mw, y, x, ' '); /* Temporarily blank monst */ + if (diag_ok(er, &tryp, tp)) monst_dist = test_dist; + mvwaddch(mw, y, x, mch); /* Restore monster */ + } + } + + /* Can we move onto the spot? */ + if (!diag_ok(er, &tryp, tp)) continue; + + ch = mvwinch(cw, y, x); /* Screen character */ + + /* + * Stepping on player is NOT okay if we are fleeing. + * If we are friendly to the player and there is a monster + * in the way that is not of our race, it is okay to move + * there. + */ + if (step_ok(y, x, FIGHTOK, tp) && + (off(*tp, ISFLEE) || ch != PLAYER)) + { + /* + * If it is a trap, an intelligent monster may not + * step on it (unless our hero is on top!) + */ + if ((isatrap(ch)) && + (rnd(10) < tp->t_stats.s_intel) && + (!on(*tp, ISFLY)) && + (y != hero.y || x != hero.x)) + continue; + + /* + * OK -- this place counts + */ + thisdist = DISTANCE(y, x, ee->y, ee->x); + + /* Adjust distance if we are being shot at */ + if (tp->t_wasshot && tp->t_stats.s_intel > 5 && + prey != NULL) { + /* Move out of line of sight */ + if (straight_shot(tryp.y, tryp.x, ee->y, ee->x, (coord *)NULL)) { + if (flee) thisdist -= SHOTPENALTY; + else thisdist += SHOTPENALTY; + } + + /* But do we want to leave the room? */ + else if (rer && rer == ree && ch == DOOR) + thisdist += DOORPENALTY; + } + + /* Don't move to the last position if we can help it + * (unless out prey just moved there) + */ + if (ce(tryp, tp->t_oldpos) && (flee || !ce(tryp, hero))) + dist_to_old = thisdist; + + else if ((flee && (thisdist > dist)) || + (!flee && (thisdist < dist))) + { + ch_ret = tryp; + dist = thisdist; + } + } + } + } + + /* If we aren't trying to get the player, but he is in our way, + * hit him (unless we have been turned or are friendly). next_player + * being TRUE -> we are next to the player but don't want to hit him. + * + * If we are friendly to the player, following him, and standing next + * to him, we will try to help him out in battle. + */ + if (next_player && off(*tp, WASTURNED)) { + if (off(*tp, ISFRIENDLY) && + ((flee && ce(ch_ret, *er)) || + (!flee && DISTANCE(er->y, er->x, ee->y, ee->x) < dist)) && + step_ok(tp->t_dest->y, tp->t_dest->x, NOMONST, tp)) { + /* Okay to hit player */ + debug("Switching to hero."); + tp->t_newpos = hero; + tp->t_action = A_MOVE; + return; + } + else if (on(*tp, ISFRIENDLY) && !flee && ce(*ee, hero)) { + /* + * Look all around the player. If there is a fightable + * creature next to both of us, hit it. Otherwise, if + * there is a fightable creature next to the player, try + * to move next to it. + */ + dist = INT_MAX; + for (x = hero.x - 1; x <= hero.x + 1; x++) { + if (x < 0 || x >= cols) /* Don't try off the board */ + continue; + for (y = hero.y - 1; y <= hero.y + 1; y++) { + if ((y < 1) || (y >= lines - 2)) /* Stay on the board */ + continue; + + /* Is there a fightable monster here? */ + if (isalpha(mvwinch(mw, y, x)) && + step_ok(y, x, FIGHTOK, tp) && + off(*tp, ISSTONE)) { + thisdist = DISTANCE(er->y, er->x, y, x); + if (thisdist < dist) { + dist = thisdist; + ch_ret.y = y; + ch_ret.x = x; + } + } + } + } + + /* Are we next to a bad guy? */ + if (dist <= 2) { /* Get him! */ + tp->t_newpos = ch_ret; + tp->t_action = A_MOVE; + } + + /* Try to move to the bad guy */ + else if (dist < INT_MAX) + chase(tp, &ch_ret, + roomin(&tp->t_pos), roomin(&ch_ret), FALSE); + + else tp->t_action = A_NIL; + + return; + } + } + + /* + * If we have decided that we can move onto a monster (we are + * friendly to the player, go to it. + */ + if (!ce(ch_ret, *er) && isalpha(mvwinch(mw, ch_ret.y, ch_ret.x))) { + debug("Attack monster"); + tp->t_newpos = ch_ret; + tp->t_action = A_MOVE; + return; + } + + /* If we can't get closer to the player (if that's our goal) + * because other monsters are in the way, just stay put + */ + if (!flee && ce(hero, *ee) && monst_dist < INT_MAX && + DISTANCE(er->y, er->x, hero.y, hero.x) < dist) { + tp->t_action = A_NIL; /* do nothing for awhile */ + return; + } + + /* Do we want to go back to the last position? */ + else if (dist_to_old != INT_MIN && /* It is possible to move back */ + ((flee && dist == 0) || /* No other possible moves */ + (!flee && dist == INT_MAX))) { + /* Do we move back or just stay put (default)? */ + dist = DISTANCE(er->y, er->x, ee->y, ee->x); /* Current distance */ + if (!flee || (flee && (dist_to_old > dist))) ch_ret = tp->t_oldpos; + } + + /* Record the new destination */ + tp->t_newpos = ch_ret; + } + + /* + * Do we want to fight or move? If our selected destination (ch_ret) + * is our hero, then we want to fight. Otherwise, we want to move. + */ + if (ce(tp->t_newpos, hero)) { + /* Fight! (or sell) */ + if (on(*tp, CANSELL)) { + tp->t_action = A_SELL; + tp->t_no_move += movement(tp); /* takes a little time to sell */ + } + else { + tp->t_action = A_ATTACK; + + /* + * Try to find a weapon to wield. Wield_weap will return a + * projector if weapon is a projectile (eg. bow for arrow). + * If weapon is NULL (the case here), it will try to find + * a suitable weapon. + * + * Add in rest of time. Fight is + * movement() + weap_move() + FIGHTBASE + */ + tp->t_using = wield_weap((struct object *)NULL, tp); + if (tp->t_using == NULL) + tp->t_no_move += weap_move(tp, (struct object *)NULL); + else + tp->t_no_move += weap_move(tp, OBJPTR(tp->t_using)); + + if (on(*tp, ISHASTE)) + tp->t_no_move += FIGHTBASE/2; + else if (on(*tp, ISSLOW)) + tp->t_no_move += FIGHTBASE*2; + else + tp->t_no_move += FIGHTBASE; + } + } + else { + /* Move */ + tp->t_action = A_MOVE; + + /* + * Check if the creature is not next to the player. If it + * is not and has held or suffocated the player, then stop it! + * Note that this code should more appropriately appear in + * the area that actually moves the monster, but for now it + * is okay here because the player can't move while held or + * suffocating. + */ + if (dist > 2) { + if (on(*tp, DIDHOLD)) { + turn_off(*tp, DIDHOLD); + turn_on(*tp, CANHOLD); + if (--hold_count == 0) + turn_off(player, ISHELD); + } + + /* If monster was suffocating, stop it */ + if (on(*tp, DIDSUFFOCATE)) { + turn_off(*tp, DIDSUFFOCATE); + turn_on(*tp, CANSUFFOCATE); + extinguish(suffocate); + msg("You can breathe again.....Whew!"); + } + } + } +} + +/* + * do_chase: + * Make one thing chase another. + */ + +do_chase(th) +register struct thing *th; +{ + register struct room *orig_rer, /* Original room of chaser */ + *new_room; /* new room of monster */ + unsigned char floor, rch, sch; + coord old_pos, /* Old position of monster */ + ch_ret; /* Where we want to go */ + + if (on(*th, NOMOVE)) return; + + ch_ret = th->t_newpos; /* Record our desired new position */ + + /* + * Make sure we have an open spot (no other monster's gotten in our way, + * someone didn't just drop a scare monster there, our prey didn't just + * get there, etc.) + */ + if (!step_ok(th->t_newpos.y, th->t_newpos.x, FIGHTOK, th)) { + /* + * Most monsters get upset now. Guardians are all friends, + * and we don't want to see 50 messages in a row! + */ + if (th->t_stats.s_intel > 4 && + off(*th, ISUNDEAD) && + off(*th, ISGUARDIAN) && + off(*th, AREMANY) && + off(*th, ISHUH) && + off(*th, ISCHARMED) && + off(player, ISBLIND) && + cansee(unc(th->t_pos)) && + !invisible(th) && (rnd(15) < 5)) { + switch (rnd(10)) { + case 0: case 1: + msg("%s lashes out at you! ",prname(monster_name(th),TRUE)); + when 2: case 3: + msg("%s scrambles around. ",prname(monster_name(th), TRUE)); + otherwise: + msg("%s motions angrily. ", prname(monster_name(th), TRUE)); + } + } + return; + } + else if (ce(th->t_newpos, hero) || /* Player just got in our way */ + isalpha(mvwinch(mw, th->t_newpos.y, th->t_newpos.x))) { + bool fightplayer = ce(th->t_newpos, hero); + + /* If we were turned or are friendly, we just have to sit here! */ + if (fightplayer && (on(*th, WASTURNED) || on(*th, ISFRIENDLY))) return; + + /* Do we want to sell something? */ + if (fightplayer && on(*th, CANSELL)) { + th->t_action = A_SELL; + th->t_no_move += movement(th); /* takes a little time to sell */ + return; + } + + /* Let's hit him */ + th->t_action = A_ATTACK; + + /* + * Try to find a weapon to wield. Wield_weap will return a + * projector if weapon is a projectile (eg. bow for arrow). + * If weapon is NULL (the case here), it will try to find + * a suitable weapon. + */ + th->t_using = wield_weap((struct object *)NULL, th); + /* + * add in rest of time + */ + if (th->t_using == NULL) + th->t_no_move += weap_move(th, (struct object *)NULL); + else + th->t_no_move += weap_move(th, OBJPTR(th->t_using)); + if (on(*th, ISHASTE)) + th->t_no_move += FIGHTBASE/2; + else if (on(*th, ISSLOW)) + th->t_no_move += FIGHTBASE*2; + else + th->t_no_move += FIGHTBASE; + return; + } + + /* + * Blank out the old position and record the new position -- + * the blanking must be done first in case the positions are the same. + */ + mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' '); + mvwaddch(mw, ch_ret.y, ch_ret.x, th->t_type); + + /* Get new and old rooms of monster */ + new_room = roomin(&ch_ret); + orig_rer = roomin(&th->t_pos); + + /* Store the critter's old position and update the current one */ + old_pos = th->t_pos; + th->t_pos = ch_ret; + floor = (roomin(&ch_ret) == NULL) ? PASSAGE : FLOOR; + + /* If we have a scavenger, it can pick something up */ + if (off(*th, ISGUARDIAN)) { + register struct linked_list *n_item, *o_item; + register int item_count = 0; + bool want_something = FALSE; + + while ((n_item = find_obj(ch_ret.y, ch_ret.x)) != NULL) {