Mercurial > hg > early-roguelike
view rogue5/chase.c @ 81:0e212d46b68f
rogue4: don't put savefile metadata into the savefile.
The save_file() function in save.c stored the savefile's device number,
inode number, creation time, and modification time in the file. The
restore() function read them back, and apparently used to compare them
to protect against cheaters.
Unfortunately, the types and sizes of these numbers differ from system
to system, which ruins the Roguelike Restoration Project's fine
portability work. So they have been removed from the savefile.
This BREAKS SAVEFILE COMPATIBILITY, but old files can be converted by
excising the chunk starting at offset 0x22 with length sizeof(ino_t) +
sizeof(dev_t) + 2 * sizeof(time_t). That's 0x14 on i686 and 0x20 on
x86_64, at least with current versions of Linux and glibc.
author | John "Elwin" Edwards |
---|---|
date | Mon, 05 Aug 2013 20:49:41 -0700 |
parents | f502bf60e6e4 |
children |
line wrap: on
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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); }