Mercurial > hg > early-roguelike
view srogue/chase.c @ 172:c199a15a2c70
Remove an extra '='.
This is a bug I can't blame on the original authors.
author | John "Elwin" Edwards |
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date | Thu, 23 Jul 2015 19:28:12 -0400 |
parents | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
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/* * Code for one object to chase another * * @(#)chase.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * Based on "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 "rogue.h" #include "rogue.ext" #define FARAWAY 32767 #define RDIST(a, b) (DISTANCE((a)->y, (a)->x, (b).y, (b).x)) struct coord ch_ret; /* Where chasing takes you */ /* * runners: * Make all the running monsters move. */ runners() { reg struct thing *tp; reg struct linked_list *mon,*nextmon; for (mon = mlist; mon != NULL; mon = nextmon) { tp = THINGPTR(mon); nextmon = next(mon); if (off(*tp, ISHELD) && on(*tp, ISRUN)) { if (tp->t_nomove > 0) if (--tp->t_nomove > 0) continue; if (on(*tp, ISHASTE)) if (do_chase(mon) == -1) continue; if (off(*tp, ISSLOW) || tp->t_turn) if (do_chase(mon) == -1) continue; tp->t_turn ^= TRUE; } } } /* * do_chase: * Make one thing chase another. */ do_chase(mon) struct linked_list *mon; { reg struct thing *th; reg struct room *rer, *ree, *rxx; reg int mindist, i, dist; struct stats *st; bool stoprun = FALSE, ondoor = FALSE, link = FALSE; char runaway, dofight, wound, sch, ch; struct coord this; struct trap *trp; th = THINGPTR(mon); wound = th->t_flags & ISWOUND; if (wound) mindist = 0; else mindist = FARAWAY; runaway = wound; dofight = !runaway; rer = th->t_room; if (th->t_type == 'V') { if (rer != NULL && !rf_on(rer, ISDARK)) { /* * Vampires can't stand the light */ if (cansee(th->t_pos.y, th->t_pos.x)) msg("The vampire vaporizes into thin air !"); killed(mon, FALSE); return(-1); } } ree = roomin(th->t_dest); /* room of chasee */ this = *th->t_dest; /* * If the object of our desire is in a different * room, then run to the door nearest to our goal. */ if (mvinch(th->t_pos.y, th->t_pos.x) == DOOR) ondoor = TRUE; rxx = NULL; if (rer != NULL || ree != NULL) { /* * Monster not in room, hero in room. Run to closest door * in hero's room if not wounded. Run away if wounded. */ if (rer == NULL && ree != NULL) { if (!wound) rxx = ree; } /* * Monster in a room, hero not in room. If on a door, * then use closest distance. If not on a door, then * run to closest door in monsters room. */ else if (rer != NULL && ree == NULL) { if (!ondoor) { rxx = rer; if (wound) runaway = FALSE; } } /* * Both hero and monster in a DIFFERENT room. Set flag to * check for links between the monster's and hero's rooms. * If no links are found, then the closest door in the * monster's room is used. */ else if (rer != ree) { if (!wound) { link = TRUE; if (ondoor) rxx = ree; /* if on door, run to heros room */ else rxx = rer; /* else to nearest door this room */ } } /* * Both hero and monster in same room. If monster is * wounded, find the best door to run to. */ else if (wound) { struct coord *ex; int poss, mdtd, hdtd, ghdtd, nx, gx = 0, best; best = ghdtd = -FARAWAY; for (nx = 0; nx < ree->r_nexits; nx++) { ex = &ree->r_exit[nx]; if (mvinch(ex->y, ex->x) == SECRETDOOR) continue; gx += 1; mdtd = abs(th->t_pos.y - ex->y) + abs(th->t_pos.x - ex->x); hdtd = abs(hero.y - ex->y) + abs(hero.x - ex->x); poss = hdtd - mdtd; /* possible move */ if (poss > best) { best = poss; this = *ex; } else if (poss == best && hdtd > ghdtd) { ghdtd = hdtd; best = poss; this = *ex; } } runaway = FALSE; /* go for target */ if (best < 1) dofight = TRUE; /* fight if we must */ mdtd = (gx <= 1 && best < 1); if (ondoor || mdtd) { this = hero; runaway = TRUE; if (!mdtd) dofight = FALSE; } } if (rxx != NULL) { for (i = 0; i < rxx->r_nexits; i += 1) { dist = RDIST(th->t_dest, rxx->r_exit[i]); if (link && rxx->r_ptr[i] == ree) dist = -1; if ((!wound && dist < mindist) || (wound && dist > mindist)) { this = rxx->r_exit[i]; mindist = dist; } } } } else if (DISTANCE(hero.y, hero.x, th->t_pos.y, th->t_pos.x) <= 3) dofight = TRUE; /* * 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, runaway, dofight) == FIGHT) { return( attack(th) ); } else if ((th->t_flags & (ISSTUCK | ISPARA))) return(0); /* if paralyzed or stuck */ if ((trp = trap_at(ch_ret.y, ch_ret.x)) != NULL) { ch = be_trapped(&ch_ret, th); if (ch == GONER || nlmove) { if (ch == GONER) remove_monster(&th->t_pos, mon); nlmove = FALSE; return((ch == GONER) ? -1 : 0); } } if (pl_off(ISBLIND)) 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 && rf_on(rer,ISDARK) && sch == FLOOR && DISTANCE(ch_ret.y,ch_ret.x,th->t_pos.y,th->t_pos.x) < 3 && pl_off(ISBLIND)) th->t_oldch = ' '; else th->t_oldch = sch; if (cansee(unc(ch_ret)) && off(*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_oldpos = th->t_pos; th->t_pos = ch_ret; th->t_room = roomin(&ch_ret); i = 5; if (th->t_flags & ISREGEN) i = 40; st = &th->t_stats; if (rnd(100) < i) { if (++st->s_hpt > st->s_maxhp) st->s_hpt = st->s_maxhp; if (!monhurt(th)) th->t_flags &= ~ISWOUND; } if (stoprun && ce(th->t_pos, *(th->t_dest))) th->t_flags &= ~ISRUN; return CHASE; } /* * chase: * Find the spot for the chaser to move closer to the * chasee. Returns TRUE if we want to keep on chasing * later FALSE if we reach the goal. */ chase(tp, ee, runaway, dofight) struct thing *tp; struct coord *ee; bool runaway, dofight; { reg int x, y, ch; reg int dist, thisdist, closest; reg struct coord *er = &tp->t_pos; struct coord try, closecoord; int numsteps, onscare; /* * If the thing is confused, let it move randomly. */ ch = CHASE; onscare = FALSE; if (on(*tp, ISHUH)) { ch_ret = *rndmove(tp); dist = DISTANCE(hero.y, hero.x, ch_ret.y, ch_ret.x); if (rnd(1000) < 5) tp->t_flags &= ~ISHUH; if (dist == 0) ch = FIGHT; } else { /* * Otherwise, find the the best spot to run to * in order to get to your goal. */ numsteps = 0; if (runaway) closest = 0; else closest = FARAWAY; ch_ret = *er; closecoord = tp->t_oldpos; for (y = er->y - 1; y <= er->y + 1; y += 1) { for (x = er->x - 1; x <= er->x + 1; x += 1) { if (!cordok(y, x)) continue; try.x = x; try.y = y; if (!diag_ok(er, &try)) continue; ch = winat(y, x); if (step_ok(ch)) { struct trap *trp; if (isatrap(ch)) { trp = trap_at(y, x); if (trp != NULL && off(*tp, ISHUH)) { /* * Dont run over found traps unless * the hero is standing on it. If confused, * then he can run into them. */ if (trp->tr_flags & ISFOUND) { if (trp->tr_type == POOL && rnd(100) < 80) continue; else if (y != hero.y || x != hero.x) continue; } } } /* * Check for scare monster scrolls. */ if (ch == SCROLL) { struct linked_list *item; item = find_obj(y, x); if (item != NULL) if ((OBJPTR(item))->o_which == S_SCARE) { if (ce(hero, try)) onscare = TRUE; continue; } } /* * Vampires will not run into a lit room. */ if (tp->t_type == 'V') { struct room *lr; lr = roomin(&try); if (lr != NULL && !rf_on(lr, ISDARK)) continue; } /* * This is a valid place to step */ if (y == hero.y && x == hero.x) { if (dofight) { ch_ret = try; /* if fighting */ return FIGHT; /* hit hero */ } else continue; } thisdist = DISTANCE(y, x, ee->y, ee->x); if (thisdist <= 0) { ch_ret = try; /* got here but */ return CHASE; /* dont fight */ } numsteps += 1; if ((!runaway && thisdist < closest) || (runaway && thisdist > closest)) { /* * dont count the monsters last position as * the closest spot, unless running away and * in the same room. */ if (!ce(try, tp->t_oldpos) || (runaway && player.t_room == tp->t_room && tp->t_room != NULL)) { closest = thisdist; closecoord = try; } } } } } /* * If dead end, then go back from whence you came. * Otherwise, pick the closest of the remaining spots. */ if (numsteps > 0) /* move to best spot */ ch_ret = closecoord; else { /* nowhere to go */ if (DISTANCE(tp->t_pos.y, tp->t_pos.x, hero.y, hero.x) < 2) if (!onscare) ch_ret = hero; } if (ce(hero, ch_ret)) ch = FIGHT; } return ch; } /* * runto: * Set a monster running after something */ runto(runner, spot) struct coord *runner; struct coord *spot; { reg struct linked_list *item; reg struct thing *tp; if ((item = find_mons(runner->y, runner->x)) == NULL) return; tp = THINGPTR(item); if (tp->t_flags & ISPARA) return; tp->t_dest = spot; tp->t_flags |= ISRUN; tp->t_flags &= ~ISHELD; } /* * roomin: * Find what room some coordinates are in. * NULL means they aren't in any room. */ struct room * roomin(cp) struct coord *cp; { reg struct room *rp; if (cordok(cp->y, cp->x)) { for (rp = rooms; rp < &rooms[MAXROOMS]; rp += 1) if (inroom(rp, cp)) return rp; } return NULL; } /* * find_mons: * Find the monster from his coordinates */ struct linked_list * find_mons(y, x) int y, x; { reg struct linked_list *item; reg struct thing *th; for (item = mlist; item != NULL; item = next(item)) { th = THINGPTR(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 */ diag_ok(sp, ep) struct coord *sp, *ep; { if (ep->x == sp->x || ep->y == sp->y) return TRUE; if (step_ok(mvinch(ep->y,sp->x)) && step_ok(mvinch(sp->y,ep->x))) return TRUE; return FALSE; } /* * cansee: * returns true if the hero can see a certain coordinate. */ cansee(y, x) int y, x; { reg struct room *rer; struct coord tp; if (pl_on(ISBLIND)) return FALSE; /* * We can only see if the hero in the same room as * the coordinate and the room is lit or if it is close. */ if (DISTANCE(y, x, hero.y, hero.x) < 3) return TRUE; tp.y = y; tp.x = x; rer = roomin(&tp); if (rer != NULL && levtype != MAZELEV) if (rer == player.t_room && !rf_on(rer,ISDARK)) return TRUE; return FALSE; }