Mercurial > hg > early-roguelike
view rogue4/chase.c @ 142:6b5fbd7c3ece
Merge arogue7 and xrogue trees.
author | John "Elwin" Edwards |
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date | Tue, 12 May 2015 21:39:39 -0400 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * Code for one creature to chase another * * @(#)chase.c 4.25 (Berkeley) 5/5/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <curses.h> #include "rogue.h" #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */ coord ch_ret; /* Where chasing takes you */ /* * runners: * Make all the running monsters move. */ runners() { register THING *tp; register THING *ntp; for (tp = mlist; tp != NULL; tp = ntp) { ntp = next(tp); if (!on(*tp, ISHELD) && on(*tp, ISRUN)) { if (!on(*tp, ISSLOW) || tp->t_turn) if (do_chase(tp) == -1) continue; if (on(*tp, ISHASTE)) if (do_chase(tp) == -1) continue; tp->t_turn ^= TRUE; } } } /* * do_chase: * Make one thing chase another. */ do_chase(th) register THING *th; { register struct room *rer, *ree; /* room of chaser, room of chasee */ register int mindist = 32767, i, dist; register bool stoprun = FALSE; /* TRUE means we are there */ register char sch; register bool door; register THING *obj; register struct room *oroom; 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 (i = 0; i < rer->r_nexits; i++) /* loop through doors */ { dist = DISTANCE(th->t_dest->y, th->t_dest->x, rer->r_exit[i].y, rer->r_exit[i].x); if (dist < mindist) { this = rer->r_exit[i]; mindist = dist; } } 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)) && DISTANCE(th->t_pos.y, th->t_pos.x, hero.y, hero.x) <= 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); fire_bolt(&th->t_pos, &delta, "flame"); running = FALSE; count = quiet = 0; 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); mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch); if (!ce(ch_ret, th->t_pos)) { sch = mvinch(ch_ret.y, ch_ret.x); if (sch == FLOOR && (th->t_room->r_flags & ISDARK) && DISTANCE(th->t_pos.y, th->t_pos.x, hero.y, hero.x) && !on(player, ISBLIND)) th->t_oldch = ' '; else th->t_oldch = sch; oroom = th->t_room; th->t_room = roomin(&ch_ret); if (oroom != th->t_room) th->t_dest = find_dest(th); moat(th->t_pos.y, th->t_pos.x) = NULL; moat(ch_ret.y, ch_ret.x) = th; th->t_pos = ch_ret; } if (see_monst(th)) mvaddch(ch_ret.y, ch_ret.x, th->t_disguise); else if (on(player, SEEMONST)) { standout(); mvaddch(ch_ret.y, ch_ret.x, th->t_type); standend(); } /* * And stop running if need be */ if (stoprun && ce(th->t_pos, *(th->t_dest))) th->t_flags &= ~ISRUN; return(0); } /* * see_monst: * Return TRUE if the hero can see the monster */ see_monst(mp) register THING *mp; { if (on(player, ISBLIND)) return FALSE; if (on(*mp, ISINVIS) && !on(player, CANSEE)) return FALSE; if (DISTANCE(mp->t_pos.y, mp->t_pos.x, hero.y, hero.x) < LAMPDIST) return TRUE; if (mp->t_room != proom) return FALSE; return (!(mp->t_room->r_flags & ISDARK)); } /* * runto: * Set a mosnter running after something or stop it from running * (for when it dies) */ runto(runner, spot) register coord *runner; coord *spot; { register THING *tp; /* * If we couldn't find him, something is funny */ #ifdef WIZARD if ((tp = moat(runner->y, runner->x)) == NULL) msg("couldn't find monster in runto at (%d,%d)", runner->y, runner->x); #else tp = moat(runner->y, runner->x); #endif /* * Start the beastie running */ if (tp == NULL) return; 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. */ chase(tp, ee) THING *tp; coord *ee; { register int x, y; register int dist, thisdist; register THING *obj; register coord *er = &tp->t_pos; register char ch; register int plcnt = 1; /* * 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 == 'I' && rnd(5) == 0) || (tp->t_type == 'B' && rnd(2) == 0)) { /* * get a valid random move */ ch_ret = *rndmove(tp); dist = DISTANCE(ch_ret.y, ch_ret.x, ee->y, ee->x); /* * 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 { register 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. */ dist = DISTANCE(er->y, er->x, ee->y, ee->x); ch_ret = *er; ey = er->y + 1; ex = er->x + 1; for (x = er->x - 1; x <= ex; x++) for (y = er->y - 1; y <= ey; y++) { coord tryp; tryp.x = x; 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 Mimic, which we shouldn't step on */ if ((obj = moat(y, x)) != NULL && obj->t_type == 'M') continue; /* * If we didn't find any scrolls at this place or it * wasn't a scare scroll, then this place counts */ thisdist = DISTANCE(y, x, ee->y, ee->x); if (thisdist < dist) { plcnt = 1; ch_ret = tryp; dist = thisdist; } else if (thisdist == dist && rnd(++plcnt) == 0) { ch_ret = tryp; dist = thisdist; } } } } return (dist != 0 && !ce(ch_ret, hero)); } /* * roomin: * Find what room some coordinates are in. NULL means they aren't * in any room. */ struct room * roomin(cp) register coord *cp; { register struct room *rp; register char *fp; 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; fp = &flat(cp->y, cp->x); if (*fp & F_PASS) return &passages[*fp & F_PNUM]; msg("in some bizarre place (%d, %d)", unc(*cp)); return NULL; } /* * diag_ok: * Check to see if the move is legal if it is diagonal */ diag_ok(sp, ep) register coord *sp, *ep; { 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. */ cansee(y, x) register int y, x; { register struct room *rer; coord tp; if (on(player, ISBLIND)) return FALSE; if (DISTANCE(y, x, hero.y, hero.x) < LAMPDIST) 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 */ coord * find_dest(tp) register THING *tp; { register THING *obj; register int prob; register struct room *rp; if ((prob = monsters[tp->t_type - 'A'].m_carry) <= 0 || tp->t_room == proom || see_monst(tp)) return &hero; rp = tp->t_room; 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) == rp && 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; }