Mercurial > hg > early-roguelike
diff rogue5/chase.c @ 33:f502bf60e6e4
Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author | elwin |
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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); +}