Mercurial > hg > early-roguelike
view rogue5/chase.c @ 111:7f8f43943b1f
Fix some terribly depressing corruption during restore.
In rogue5/state.c, rs_read_daemons() zeroes out the argument and delay
if the daemon slot is empty. Unfortunately that code ended up on the
wrong side of the brace that closes the for loop, so instead of running
after each daemon, it got run once after the loop exited, when the
index was of course out of bounds.
This tended to manifest, when compiled with -O2, by overwriting hw and
setting it to NULL. When inventory() next ran, hw would be passed to
wgetch(), which returns ERR when it gets a NULL argument. This made
md_readchar() think something was wrong and autosave the game.
Upon investigation, rogue3 was found to commit the same mistake.
rogue4 and srogue don't zero the data. arogue5 already does it
properly.
Someday I am going to run all this through Valgrind. Someday when I
am a kinder person who will not be driven to invoke hordes of trolls
and centaurs upon the original authors.
author | John "Elwin" Edwards |
---|---|
date | Wed, 08 Jan 2014 16:44:16 -0500 |
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); }