Mercurial > hg > early-roguelike
view rogue5/chase.c @ 88:07c4d4883ef2
rogue3: begin porting to autoconf.
Rogue V3 can now be built with './configure && make'. This is
preliminary: 'make install' does not work yet.
author | John "Elwin" Edwards |
---|---|
date | Sat, 24 Aug 2013 13:36:13 -0700 |
parents | f502bf60e6e4 |
children |
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/* * 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); }