view rogue5/chase.c @ 122:65f3da34578a

rogue4, arogue5: improve portability. Most changes merely prevent including header files that don't exist. All games now build and run on MinGW, though bugs remain.
author John "Elwin" Edwards
date Wed, 07 May 2014 14:08:38 -0700
parents f502bf60e6e4
children
line wrap: on
line source

/*
 * 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);
}