view rogue4/chase.c @ 114:a5433ba4cabf

arogue5: fix some daemon-related pointer/int casting. Daemons and fuses take a single argument, nominally an int but either ignored or unsafely cast to a pointer. Its type has now been changed to void*. The save/restore code no longer tries to store this argument in the savefile. For doctor(), this is not a problem, because player is the only argument it is ever given as a daemon. However, alchemy() will fail to do anything when passed NULL. Fixing this would be complicated but possible. Summary: the code is slightly safer, but alchemy jugs are guaranteed to stop working after save and restore, instead of just extremely likely.
author John "Elwin" Edwards
date Fri, 28 Mar 2014 10:57:03 -0700
parents 9535a08ddc39
children 1b73a8641b37
line wrap: on
line source

/*
 * 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;
}