Mercurial > hg > early-roguelike
view rogue3/chase.c @ 243:8ee1c19d6f99
Remove old installation instructions.
author | John "Elwin" Edwards |
---|---|
date | Sat, 19 Mar 2016 16:42:03 -0400 |
parents | d9e44e18eeec |
children |
line wrap: on
line source
/* * Code for one object to chase another * * @(#)chase.c 3.17 (Berkeley) 6/15/81 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981 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" coord ch_ret; /* Where chasing takes you */ /* * runners: * Make all the running monsters move. */ void runners() { struct linked_list *item; struct thing *tp; for (item = mlist; item != NULL;) { tp = (struct thing *) ldata(item); item = next(item); if (off(*tp, ISHELD) && on(*tp, ISRUN)) { if (off(*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. */ int do_chase(struct thing *th) { struct room *rer, *ree; /* room of chaser, room of chasee */ int mindist = 32767, i, dist; int stoprun = FALSE; /* TRUE means we are there */ int sch; coord this; /* Temporary destination for chaser */ rer = roomin(&th->t_pos); /* Find room of chaser */ ree = roomin(th->t_dest); /* Find room of chasee */ /* * We don't count doors as inside rooms for this routine */ if (mvwinch(stdscr, th->t_pos.y, th->t_pos.x) == DOOR) rer = NULL; this = *th->t_dest; /* * If the object of our desire is in a different room, * than we are and we ar not in a corridor, run to the * door nearest to our goal. */ if (rer != NULL && 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) /* minimize distance */ { this = rer->r_exit[i]; mindist = dist; } } /* * 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 (th->t_type != 'F') stoprun = TRUE; } else if (th->t_type == 'F') return(0); mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch); sch = mvwinch(cw, ch_ret.y, ch_ret.x); if (rer != NULL && (rer->r_flags & ISDARK) && sch == FLOOR && DISTANCE(ch_ret.y, ch_ret.x, th->t_pos.y, th->t_pos.x) < 3 && off(player, ISBLIND)) th->t_oldch = ' '; else th->t_oldch = sch; if (cansee(unc(ch_ret)) && !on(*th, ISINVIS)) mvwaddch(cw, ch_ret.y, ch_ret.x, th->t_type); mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' '); mvwaddch(mw, ch_ret.y, ch_ret.x, th->t_type); th->t_pos = ch_ret; /* * And stop running if need be */ if (stoprun && ce(th->t_pos, *(th->t_dest))) th->t_flags &= ~ISRUN; return(0); } /* * runto: * Set a mosnter running after something * or stop it from running (for when it dies) */ void runto(coord *runner, coord *spot) { struct linked_list *item; struct thing *tp; /* * If we couldn't find him, something is funny */ if ((item = find_mons(runner->y, runner->x)) == NULL) { msg("CHASER '%s'", unctrl(winat(runner->y, runner->x))); return; } tp = (struct thing *) ldata(item); /* * Start the beastie running */ tp->t_dest = spot; tp->t_flags |= ISRUN; tp->t_flags &= ~ISHELD; } /* * 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(struct thing *tp, coord *ee) { int x, y; int dist, thisdist; struct linked_list *item; struct object *obj = NULL; coord *er = &tp->t_pos; int ch; /* * 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(10) < 8) || (tp->t_type == 'I' && rnd(100) < 20) || (tp->t_type == 'B' && rnd(100) < 50)) { /* * 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(1000) < 50) 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. */ 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 (item = lvl_obj; item != NULL; item = next(item)) { obj = (struct object *) ldata(item); if (y == obj->o_pos.y && x == obj->o_pos.x) break; } if (item != NULL && obj->o_which == S_SCARE) 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) { ch_ret = tryp; dist = thisdist; } } } } return (dist != 0); } /* * roomin: * Find what room some coordinates are in. NULL means they aren't * in any room. */ struct room * roomin(coord *cp) { struct room *rp; for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++) if (inroom(rp, cp)) return rp; return NULL; } /* * find_mons: * Find the monster from his corrdinates */ struct linked_list * find_mons(int y, int x) { struct linked_list *item; struct thing *th; for (item = mlist; item != NULL; item = next(item)) { th = (struct thing *) ldata(item); if (th->t_pos.y == y && th->t_pos.x == x) return item; } return NULL; } /* * diag_ok: * Check to see if the move is legal if it is diagonal */ int diag_ok(coord *sp, coord *ep) { if (ep->x == sp->x || ep->y == sp->y) return TRUE; return (step_ok(mvinch(ep->y, sp->x)) && step_ok(mvinch(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; tp.y = y; tp.x = x; rer = roomin(&tp); /* * We can only see if the hero in the same room as * the coordinate and the room is lit or if it is close. */ return (rer != NULL && rer == roomin(&hero) && !(rer->r_flags&ISDARK)) || DISTANCE(y, x, hero.y, hero.x) < 3; }