diff rogue5/chase.c @ 33:f502bf60e6e4

Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author elwin
date Mon, 24 May 2010 20:10:59 +0000
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/rogue5/chase.c	Mon May 24 20:10:59 2010 +0000
@@ -0,0 +1,542 @@
+/*
+ * Code for one creature to chase another
+ *
+ * @(#)chase.c	4.57 (Berkeley) 02/05/99
+ *
+ * Rogue: Exploring the Dungeons of Doom
+ * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
+ * All rights reserved.
+ *
+ * See the file LICENSE.TXT for full copyright and licensing information.
+ */
+
+#include <stdlib.h>
+#include <curses.h>
+#include "rogue.h"
+
+#define DRAGONSHOT  5	/* one chance in DRAGONSHOT that a dragon will flame */
+
+static coord ch_ret;				/* Where chasing takes you */
+
+/*
+ * runners:
+ *	Make all the running monsters move.
+ */
+void
+runners(void)
+{
+    THING *tp;
+    THING *next;
+    int wastarget;
+    coord orig_pos;
+
+    for (tp = mlist; tp != NULL; tp = next)
+    {
+        /* remember this in case the monster's "next" is changed */
+        next = next(tp);
+	if (!on(*tp, ISHELD) && on(*tp, ISRUN))
+	{
+	    orig_pos = tp->t_pos;
+	    wastarget = on(*tp, ISTARGET);
+	    if (move_monst(tp) == -1)
+                continue;
+	    if (on(*tp, ISFLY) && dist_cp(&hero, &tp->t_pos) >= 3)
+		move_monst(tp);
+	    if (wastarget && !ce(orig_pos, tp->t_pos))
+	    {
+		tp->t_flags &= ~ISTARGET;
+		to_death = FALSE;
+	    }
+	}
+    }
+    if (has_hit)
+    {
+	endmsg();
+	has_hit = FALSE;
+    }
+}
+
+/*
+ * move_monst:
+ *	Execute a single turn of running for a monster
+ */
+int
+move_monst(THING *tp)
+{
+    if (!on(*tp, ISSLOW) || tp->t_turn)
+	if (do_chase(tp) == -1)
+            return(-1);
+    if (on(*tp, ISHASTE))
+	if (do_chase(tp) == -1)
+            return(-1);
+    tp->t_turn ^= TRUE;
+    return(0);
+}
+
+/*
+ * relocate:
+ *	Make the monster's new location be the specified one, updating
+ *	all the relevant state.
+ */
+void
+relocate(THING *th, const coord *new_loc)
+{
+    struct room *oroom;
+
+    if (!ce(*new_loc, th->t_pos))
+    {
+	mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch);
+	th->t_room = roomin(new_loc);
+	set_oldch(th, new_loc);
+	oroom = th->t_room;
+	moat(th->t_pos.y, th->t_pos.x) = NULL;
+
+	if (oroom != th->t_room)
+	    th->t_dest = find_dest(th);
+	th->t_pos = *new_loc;
+	moat(new_loc->y, new_loc->x) = th;
+    }
+    move(new_loc->y, new_loc->x);
+    if (see_monst(th))
+	addch(th->t_disguise);
+    else if (on(player, SEEMONST))
+    {
+	standout();
+	addch(th->t_type);
+	standend();
+    }
+}
+
+/*
+ * do_chase:
+ *	Make one thing chase another.
+ */
+int
+do_chase(THING *th)
+{
+    coord *cp;
+    struct room *rer, *ree;	/* room of chaser, room of chasee */
+    int mindist = 32767, curdist;
+    int stoprun = FALSE;	/* TRUE means we are there */
+    int door;
+    THING *obj;
+    coord this;			/* Temporary destination for chaser */
+
+    rer = th->t_room;		/* Find room of chaser */
+    if (on(*th, ISGREED) && rer->r_goldval == 0)
+	th->t_dest = &hero;	/* If gold has been taken, run after hero */
+    if (th->t_dest == &hero)	/* Find room of chasee */
+	ree = proom;
+    else
+	ree = roomin(th->t_dest);
+    /*
+     * We don't count doors as inside rooms for this routine
+     */
+    door = (chat(th->t_pos.y, th->t_pos.x) == DOOR);
+    /*
+     * If the object of our desire is in a different room,
+     * and we are not in a corridor, run to the door nearest to
+     * our goal.
+     */
+over:
+    if (rer != ree)
+    {
+	for (cp = rer->r_exit; cp < &rer->r_exit[rer->r_nexits]; cp++)
+	{
+	    curdist = dist_cp(th->t_dest, cp);
+	    if (curdist < mindist)
+	    {
+		this = *cp;
+		mindist = curdist;
+	    }
+	}
+	if (door)
+	{
+	    rer = &passages[flat(th->t_pos.y, th->t_pos.x) & F_PNUM];
+	    door = FALSE;
+	    goto over;
+	}
+    }
+    else
+    {
+	this = *th->t_dest;
+	/*
+	 * For dragons check and see if (a) the hero is on a straight
+	 * line from it, and (b) that it is within shooting distance,
+	 * but outside of striking range.
+	 */
+	if (th->t_type == 'D' && (th->t_pos.y == hero.y || th->t_pos.x == hero.x
+	    || abs(th->t_pos.y - hero.y) == abs(th->t_pos.x - hero.x))
+	    && dist_cp(&th->t_pos, &hero) <= BOLT_LENGTH * BOLT_LENGTH
+	    && !on(*th, ISCANC) && rnd(DRAGONSHOT) == 0)
+	{
+	    delta.y = sign(hero.y - th->t_pos.y);
+	    delta.x = sign(hero.x - th->t_pos.x);
+	    if (has_hit)
+		endmsg();
+	    fire_bolt(&th->t_pos, &delta, "flame");
+	    running = FALSE;
+	    count = 0;
+	    quiet = 0;
+	    if (to_death && !on(*th, ISTARGET))
+	    {
+		to_death = FALSE;
+		kamikaze = FALSE;
+	    }
+	    return(0);
+	}
+    }
+    /*
+     * This now contains what we want to run to this time
+     * so we run to it.  If we hit it we either want to fight it
+     * or stop running
+     */
+    if (!chase(th, &this))
+    {
+	if (ce(this, hero))
+	{
+	    return( attack(th) );
+	}
+	else if (ce(this, *th->t_dest))
+	{
+	    for (obj = lvl_obj; obj != NULL; obj = next(obj))
+		if (th->t_dest == &obj->o_pos)
+		{
+		    detach(lvl_obj, obj);
+		    attach(th->t_pack, obj);
+		    chat(obj->o_pos.y, obj->o_pos.x) =
+			(th->t_room->r_flags & ISGONE) ? PASSAGE : FLOOR;
+		    th->t_dest = find_dest(th);
+		    break;
+		}
+	    if (th->t_type != 'F')
+		stoprun = TRUE;
+	}
+    }
+    else
+    {
+	if (th->t_type == 'F')
+	    return(0);
+    }
+    relocate(th, &ch_ret);
+    /*
+     * And stop running if need be
+     */
+    if (stoprun && ce(th->t_pos, *(th->t_dest)))
+	th->t_flags &= ~ISRUN;
+    return(0);
+}
+
+/*
+ * set_oldch:
+ *	Set the oldch character for the monster
+ */
+void
+set_oldch(THING *tp, const coord *cp)
+{
+    int sch;
+
+    if (ce(tp->t_pos, *cp))
+        return;
+
+    sch = tp->t_oldch;
+    tp->t_oldch = CCHAR( mvinch(cp->y,cp->x) );
+    if (!on(player, ISBLIND))
+    {
+	    if ((sch == FLOOR || tp->t_oldch == FLOOR) &&
+		(tp->t_room->r_flags & ISDARK))
+		    tp->t_oldch = ' ';
+	    else if (dist_cp(cp, &hero) <= LAMPDIST && see_floor)
+		tp->t_oldch = chat(cp->y, cp->x);
+    }
+}
+
+/*
+ * see_monst:
+ *	Return TRUE if the hero can see the monster
+ */
+int
+see_monst(const THING *mp)
+{
+    int y, x;
+
+    if (on(player, ISBLIND))
+	return FALSE;
+    if (on(*mp, ISINVIS) && !on(player, CANSEE))
+	return FALSE;
+    y = mp->t_pos.y;
+    x = mp->t_pos.x;
+    if (dist(y, x, hero.y, hero.x) < LAMPDIST)
+    {
+	if (y != hero.y && x != hero.x &&
+	    !step_ok(chat(y, hero.x)) && !step_ok(chat(hero.y, x)))
+		return FALSE;
+	return TRUE;
+    }
+    if (mp->t_room != proom)
+	return FALSE;
+    return (!(mp->t_room->r_flags & ISDARK));
+}
+
+/*
+ * runto:
+ *	Set a monster running after the hero.
+ */
+void
+runto(const coord *runner)
+{
+    THING *tp;
+
+    /*
+     * If we couldn't find him, something is funny
+     */
+    if ((tp = moat(runner->y, runner->x)) == NULL)
+	{
+#ifdef MASTER
+		msg("couldn't find monster in runto at (%d,%d)", runner->y, runner->x);
+#endif
+		return;
+	}
+
+	/*
+     * Start the beastie running
+     */
+    tp->t_flags |= ISRUN;
+    tp->t_flags &= ~ISHELD;
+    tp->t_dest = find_dest(tp);
+}
+
+/*
+ * chase:
+ *	Find the spot for the chaser(er) to move closer to the
+ *	chasee(ee).  Returns TRUE if we want to keep on chasing later
+ *	FALSE if we reach the goal.
+ */
+int
+chase(THING *tp, const coord *ee)
+{
+    THING *obj;
+    int x, y;
+    int curdist, thisdist;
+    const coord *er = &tp->t_pos;
+    int ch;
+    int plcnt = 1;
+    coord tryp;
+
+    /*
+     * If the thing is confused, let it move randomly. Invisible
+     * Stalkers are slightly confused all of the time, and bats are
+     * quite confused all the time
+     */
+    if ((on(*tp, ISHUH) && rnd(5) != 0) || (tp->t_type == 'P' && rnd(5) == 0)
+	|| (tp->t_type == 'B' && rnd(2) == 0))
+    {
+	/*
+	 * get a valid random move
+	 */
+	ch_ret = rndmove(tp);
+	curdist = dist_cp(&ch_ret, ee);
+	/*
+	 * Small chance that it will become un-confused 
+	 */
+	if (rnd(20) == 0)
+	    tp->t_flags &= ~ISHUH;
+    }
+    /*
+     * Otherwise, find the empty spot next to the chaser that is
+     * closest to the chasee.
+     */
+    else
+    {
+	int ey, ex;
+	/*
+	 * This will eventually hold where we move to get closer
+	 * If we can't find an empty spot, we stay where we are.
+	 */
+	curdist = dist_cp(er, ee);
+	ch_ret = *er;
+
+	ey = er->y + 1;
+	if (ey >= NUMLINES - 1)
+	    ey = NUMLINES - 2;
+	ex = er->x + 1;
+	if (ex >= NUMCOLS)
+	    ex = NUMCOLS - 1;
+
+	for (x = er->x - 1; x <= ex; x++)
+	{
+	    if (x < 0)
+		continue;
+	    tryp.x = x;
+	    for (y = er->y - 1; y <= ey; y++)
+	    {
+		tryp.y = y;
+		if (!diag_ok(er, &tryp))
+		    continue;
+		ch = winat(y, x);
+		if (step_ok(ch))
+		{
+		    /*
+		     * If it is a scroll, it might be a scare monster scroll
+		     * so we need to look it up to see what type it is.
+		     */
+		    if (ch == SCROLL)
+		    {
+			for (obj = lvl_obj; obj != NULL; obj = next(obj))
+			{
+			    if (y == obj->o_pos.y && x == obj->o_pos.x)
+				break;
+			}
+			if (obj != NULL && obj->o_which == S_SCARE)
+			    continue;
+		    }
+		    /*
+		     * It can also be a Xeroc, which we shouldn't step on
+		     */
+		    if ((obj = moat(y, x)) != NULL && obj->t_type == 'X')
+			continue;
+		    /*
+		     * If we didn't find any scrolls at this place or it
+		     * wasn't a scare scroll, then this place counts
+		     */
+		    thisdist = dist(y, x, ee->y, ee->x);
+		    if (thisdist < curdist)
+		    {
+			plcnt = 1;
+			ch_ret = tryp;
+			curdist = thisdist;
+		    }
+		    else if (thisdist == curdist && rnd(++plcnt) == 0)
+		    {
+			ch_ret = tryp;
+			curdist = thisdist;
+		    }
+		}
+	    }
+	}
+    }
+    return (curdist != 0 && !ce(ch_ret, hero));
+}
+
+/*
+ * roomin:
+ *	Find what room some coordinates are in. NULL means they aren't
+ *	in any room.
+ */
+struct room *
+roomin(const coord *cp)
+{
+    struct room *rp;
+    int *fp;
+
+    fp = &flat(cp->y, cp->x);
+    if (*fp & F_PASS)
+	return &passages[*fp & F_PNUM];
+
+    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
+	if (cp->x <= rp->r_pos.x + rp->r_max.x && rp->r_pos.x <= cp->x
+	 && cp->y <= rp->r_pos.y + rp->r_max.y && rp->r_pos.y <= cp->y)
+	    return rp;
+
+    msg("in some bizarre place (%d, %d)", unc(*cp));
+#ifdef MASTER
+    abort();
+    return NULL;
+#else
+    return NULL;
+#endif
+}
+
+/*
+ * diag_ok:
+ *	Check to see if the move is legal if it is diagonal
+ */
+int
+diag_ok(const coord *sp, const coord *ep)
+{
+    if (ep->x < 0 || ep->x >= NUMCOLS || ep->y <= 0 || ep->y >= NUMLINES - 1)
+	return FALSE;
+    if (ep->x == sp->x || ep->y == sp->y)
+	return TRUE;
+    return (step_ok(chat(ep->y, sp->x)) && step_ok(chat(sp->y, ep->x)));
+}
+
+/*
+ * cansee:
+ *	Returns true if the hero can see a certain coordinate.
+ */
+int
+cansee(int y, int x)
+{
+    struct room *rer;
+    coord tp;
+
+    if (on(player, ISBLIND))
+	return FALSE;
+    if (dist(y, x, hero.y, hero.x) < LAMPDIST)
+    {
+	if (flat(y, x) & F_PASS)
+	    if (y != hero.y && x != hero.x &&
+		!step_ok(chat(y, hero.x)) && !step_ok(chat(hero.y, x)))
+		    return FALSE;
+	return TRUE;
+    }
+    /*
+     * We can only see if the hero in the same room as
+     * the coordinate and the room is lit or if it is close.
+     */
+    tp.y = y;
+    tp.x = x;
+    return ((rer = roomin(&tp)) == proom && !(rer->r_flags & ISDARK));
+}
+
+/*
+ * find_dest:
+ *	find the proper destination for the monster
+ */
+const coord *
+find_dest(const THING *tp)
+{
+    THING *obj;
+    int prob;
+
+    if ((prob = monsters[tp->t_type - 'A'].m_carry) <= 0 || tp->t_room == proom
+	|| see_monst(tp))
+	    return &hero;
+    for (obj = lvl_obj; obj != NULL; obj = next(obj))
+    {
+	if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
+	    continue;
+	if (roomin(&obj->o_pos) == tp->t_room && rnd(100) < prob)
+	{
+	    for (tp = mlist; tp != NULL; tp = next(tp))
+		if (tp->t_dest == &obj->o_pos)
+		    break;
+	    if (tp == NULL)
+		return &obj->o_pos;
+	}
+    }
+    return &hero;
+}
+
+/*
+ * dist:
+ *	Calculate the "distance" between to points.  Actually,
+ *	this calculates d^2, not d, but that's good enough for
+ *	our purposes, since it's only used comparitively.
+ */
+int
+dist(int y1, int x1, int y2, int x2)
+{
+    return ((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
+}
+
+/*
+ * dist_cp:
+ *	Call dist() with appropriate arguments for coord pointers
+ */
+int
+dist_cp(const coord *c1, const coord *c2)
+{
+    return dist(c1->y, c1->x, c2->y, c2->x);
+}