There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
931 lines
32 KiB
C
931 lines
32 KiB
C
/*
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chase.c - Code for one object to chase another
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XRogue: Expeditions into the Dungeons of Doom
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Copyright (C) 1991 Robert Pietkivitch
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All rights reserved.
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Based on "Advanced Rogue"
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Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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All rights reserved.
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Based on "Rogue: Exploring the Dungeons of Doom"
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Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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All rights reserved.
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See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <ctype.h>
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#include <curses.h>
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#include <limits.h>
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#include <stdlib.h>
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#include "rogue.h"
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bool straight_shot(int ery, int erx, int eey, int eex, coord *shooting);
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/*
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* Canblink checks if the monster can teleport (blink). If so, it will
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* try to blink the monster next to the player.
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*/
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bool
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can_blink(struct thing *tp)
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{
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register int y, x, index=9;
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coord tryp; /* To hold the coordinates for use in diag_ok */
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bool spots[9], found_one=FALSE;
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/*
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* First, can the monster even blink? And if so, there is only a 50%
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* chance that it will do so. And it won't blink if it is running or
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* held.
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*/
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if (off(*tp, CANBLINK) || (on(*tp, ISHELD)) ||
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on(*tp, ISFLEE) ||
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tp->t_action == A_FREEZE ||
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(rnd(12) < 6)) return(FALSE);
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/* Initialize the spots as illegal */
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do {
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spots[--index] = FALSE;
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} while (index > 0);
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/* Find a suitable spot next to the player */
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for (y=hero.y-1; y<hero.y+2; y++)
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for (x=hero.x-1; x<hero.x+2; x++, index++) {
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/* Make sure x coordinate is in range and that we are
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* not at the player's position
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*/
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if (x<0 || x >= cols || index == 4) continue;
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/* Is it OK to move there? */
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if (step_ok(y, x, NOMONST, tp) &&
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(!isatrap(mvwinch(cw, y, x) & A_CHARTEXT) ||
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rnd(10) >= tp->t_stats.s_intel ||
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on(*tp, ISFLY))) {
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/* OK, we can go here. But don't go there if
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* monster can't get at player from there
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*/
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tryp.y = y;
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tryp.x = x;
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if (diag_ok(&tryp, &hero, tp)) {
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spots[index] = TRUE;
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found_one = TRUE;
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}
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}
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}
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/* If we found one, go to it */
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if (found_one) {
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unsigned char rch; /* What's really where the creatures moves to */
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/* Find a legal spot */
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while (spots[index=rnd(9)] == FALSE) continue;
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/* Get the coordinates */
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y = hero.y + (index/3) - 1;
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x = hero.x + (index % 3) - 1;
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/* Move the monster from the old space */
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mvwaddch(cw, tp->t_pos.y, tp->t_pos.x, tp->t_oldch);
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/* Move it to the new space */
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tp->t_oldch = mvwinch(cw, y, x) & A_CHARTEXT;
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/* Display the creature if our hero can see it */
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if (cansee(y, x) &&
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off(*tp, ISINWALL) &&
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!invisible(tp))
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mvwaddch(cw, y, x, tp->t_type);
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/* Fix the monster window */
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mvwaddch(mw, tp->t_pos.y, tp->t_pos.x, ' '); /* Clear old position */
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mvwaddch(mw, y, x, tp->t_type);
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/* Record the new position */
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tp->t_pos.y = y;
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tp->t_pos.x = x;
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/* If the monster is on a trap, trap it */
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rch = mvinch(y, x) & A_CHARTEXT;
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if (isatrap(rch)) {
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if (cansee(y, x)) tp->t_oldch = rch;
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be_trapped(tp, &(tp->t_pos));
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}
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}
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return(found_one);
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}
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/*
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* Can_shoot determines if the monster (er) has a direct line of shot
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* at the prey (ee). If so, it returns the direction in which to shoot.
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*/
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int
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can_shoot(coord *er, coord *ee, coord *shoot_dir)
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{
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/*
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* They must be in the same room or very close (at door)
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*/
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if (roomin(er) != roomin(ee) && DISTANCE(er->y,er->x,ee->y,ee->x) > 1)
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{
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shoot_dir->x = shoot_dir->y = 0;
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return(-1);
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}
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/* Do we have a straight shot? */
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if (!straight_shot(er->y, er->x, ee->y, ee->x, shoot_dir))
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{
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shoot_dir->x = shoot_dir->y = 0;
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return(-2);
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}
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else
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return(0);
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}
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/*
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* chase:
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* Find the spot for the chaser(er) to move closer to the
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* chasee(ee). Rer is the room of the chaser, and ree is the
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* room of the creature being chased (chasee).
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* flee: True if destination (ee) is player and monster is running away
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* or the player is in a wall and the monster can't get to it
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*/
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void
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chase(struct thing *tp, coord *ee, struct room *rer, struct room *ree,
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bool flee)
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{
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int dist, thisdist, monst_dist = INT_MAX;
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register coord *er = &tp->t_pos;
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struct thing *prey; /* What we are chasing */
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coord ch_ret; /* Where chasing takes you */
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unsigned char ch, mch;
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bool next_player = FALSE;
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/*
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* set the distance from the chas(er) to the chas(ee) here and then
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* we won't have to reset it unless the chas(er) moves (instead of shoots)
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*/
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dist = DISTANCE(er->y, er->x, ee->y, ee->x);
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/*
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* See if our destination is a monster or player. If so, make "prey" point
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* to it.
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*/
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if (ce(hero, *ee)) prey = &player; /* Is it the player? */
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else if (tp->t_dest && ce(*(tp->t_dest), *ee)) { /* Is it a monster? */
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struct linked_list *item;
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/* What is the monster we're chasing? */
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item = find_mons(ee->y, ee->x);
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if (item != NULL) prey = THINGPTR(item);
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else prey = NULL;
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}
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else prey = NULL;
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/* We will use at least one movement period */
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tp->t_no_move = movement(tp);
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if (on(*tp, ISFLY)) /* If the creature is flying, speed it up */
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tp->t_no_move /= 2;
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/*
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* If the thing is confused or it can't see the player,
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* let it move randomly.
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*/
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if ((on(*tp, ISHUH) && rnd(10) < 8) ||
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(prey && on(*prey, ISINVIS) && off(*tp, CANSEE))) { /* invisible prey */
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/*
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* get a valid random move
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*/
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tp->t_newpos = rndmove(tp);
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dist = DISTANCE(tp->t_newpos.y, tp->t_newpos.x, ee->y, ee->x);
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}
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/*
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* Otherwise, find the empty spot next to the chaser that is
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* closest to the chasee.
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*/
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else {
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register int ey, ex, x, y;
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int dist_to_old = INT_MIN; /* Dist from goal to old position */
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/*
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* This will eventually hold where we move to get closer
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* If we can't find an empty spot, we stay where we are.
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*/
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dist = flee ? 0 : INT_MAX;
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ch_ret = *er;
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/* Are we at our goal already? */
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if (!flee && ce(ch_ret, *ee)) {
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turn_off(*tp, ISRUN); /* So stop running! */
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return;
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}
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ey = er->y + 1;
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ex = er->x + 1;
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/* Check all possible moves */
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for (x = er->x - 1; x <= ex; x++) {
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if (x < 0 || x >= cols) /* Don't try off the board */
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continue;
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for (y = er->y - 1; y <= ey; y++) {
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coord tryp;
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if ((y < 1) || (y >= lines - 2)) /* Don't try off the board */
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continue;
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/* Don't try the player if not going after the player */
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if ((flee || !ce(hero, *ee) || on(*tp, ISFRIENDLY)) &&
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x == hero.x && y == hero.y) {
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next_player = TRUE;
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continue;
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}
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tryp.x = x;
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tryp.y = y;
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/* Is there a monster on this spot closer to our goal?
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* Don't look in our spot or where we were.
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*/
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if (!ce(tryp, *er) && !ce(tryp, tp->t_oldpos) &&
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isalpha(mch = mvwinch(mw, y, x) & A_CHARTEXT)) {
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int test_dist;
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test_dist = DISTANCE(y, x, ee->y, ee->x);
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if (test_dist <= 25 && /* Let's be fairly close */
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test_dist < monst_dist) {
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/* Could we really move there? */
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mvwaddch(mw, y, x, ' '); /* Temporarily blank monst */
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if (diag_ok(er, &tryp, tp)) monst_dist = test_dist;
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mvwaddch(mw, y, x, mch); /* Restore monster */
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}
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}
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/* Can we move onto the spot? */
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if (!diag_ok(er, &tryp, tp)) continue;
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ch = mvwinch(cw, y, x) & A_CHARTEXT; /* Screen character */
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/*
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* Stepping on player is NOT okay if we are fleeing.
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* If we are friendly to the player and there is a monster
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* in the way that is not of our race, it is okay to move
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* there.
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*/
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if (step_ok(y, x, FIGHTOK, tp) &&
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(off(*tp, ISFLEE) || ch != PLAYER))
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{
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/*
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* If it is a trap, an intelligent monster may not
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* step on it (unless our hero is on top!)
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*/
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if ((isatrap(ch)) &&
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(rnd(10) < tp->t_stats.s_intel) &&
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(!on(*tp, ISFLY)) &&
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(y != hero.y || x != hero.x))
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continue;
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/*
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* OK -- this place counts
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*/
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thisdist = DISTANCE(y, x, ee->y, ee->x);
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/* Adjust distance if we are being shot at */
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if (tp->t_wasshot && tp->t_stats.s_intel > 5 &&
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prey != NULL) {
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/* Move out of line of sight */
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if (straight_shot(tryp.y, tryp.x, ee->y, ee->x, (coord *)NULL)) {
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if (flee) thisdist -= SHOTPENALTY;
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else thisdist += SHOTPENALTY;
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}
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/* But do we want to leave the room? */
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else if (rer && rer == ree && ch == DOOR)
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thisdist += DOORPENALTY;
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}
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/* Don't move to the last position if we can help it
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* (unless out prey just moved there)
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*/
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if (ce(tryp, tp->t_oldpos) && (flee || !ce(tryp, hero)))
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dist_to_old = thisdist;
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else if ((flee && (thisdist > dist)) ||
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(!flee && (thisdist < dist)))
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{
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ch_ret = tryp;
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dist = thisdist;
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}
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}
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}
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}
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/* If we aren't trying to get the player, but he is in our way,
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* hit him (unless we have been turned or are friendly). next_player
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* being TRUE -> we are next to the player but don't want to hit him.
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*
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* If we are friendly to the player, following him, and standing next
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* to him, we will try to help him out in battle.
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*/
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if (next_player && off(*tp, WASTURNED)) {
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if (off(*tp, ISFRIENDLY) &&
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((flee && ce(ch_ret, *er)) ||
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(!flee && DISTANCE(er->y, er->x, ee->y, ee->x) < dist)) &&
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step_ok(tp->t_dest->y, tp->t_dest->x, NOMONST, tp)) {
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/* Okay to hit player */
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debug("Switching to hero.");
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tp->t_newpos = hero;
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tp->t_action = A_MOVE;
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return;
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}
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else if (on(*tp, ISFRIENDLY) && !flee && ce(*ee, hero)) {
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/*
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* Look all around the player. If there is a fightable
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* creature next to both of us, hit it. Otherwise, if
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* there is a fightable creature next to the player, try
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* to move next to it.
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*/
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dist = INT_MAX;
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for (x = hero.x - 1; x <= hero.x + 1; x++) {
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if (x < 0 || x >= cols) /* Don't try off the board */
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continue;
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for (y = hero.y - 1; y <= hero.y + 1; y++) {
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if ((y < 1) || (y >= lines - 2)) /* Stay on the board */
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continue;
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/* Is there a fightable monster here? */
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if (isalpha(mvwinch(mw, y, x)) &&
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step_ok(y, x, FIGHTOK, tp) &&
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off(*tp, ISSTONE)) {
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thisdist = DISTANCE(er->y, er->x, y, x);
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if (thisdist < dist) {
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dist = thisdist;
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ch_ret.y = y;
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ch_ret.x = x;
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}
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}
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}
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}
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/* Are we next to a bad guy? */
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if (dist <= 2) { /* Get him! */
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tp->t_newpos = ch_ret;
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tp->t_action = A_MOVE;
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}
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/* Try to move to the bad guy */
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else if (dist < INT_MAX)
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chase(tp, &ch_ret,
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roomin(&tp->t_pos), roomin(&ch_ret), FALSE);
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else tp->t_action = A_NIL;
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return;
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}
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}
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/*
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* If we have decided that we can move onto a monster (we are
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* friendly to the player, go to it.
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*/
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if (!ce(ch_ret, *er) && isalpha(mvwinch(mw, ch_ret.y, ch_ret.x))) {
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debug("Attack monster");
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tp->t_newpos = ch_ret;
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tp->t_action = A_MOVE;
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return;
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}
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/* If we can't get closer to the player (if that's our goal)
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* because other monsters are in the way, just stay put
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*/
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if (!flee && ce(hero, *ee) && monst_dist < INT_MAX &&
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DISTANCE(er->y, er->x, hero.y, hero.x) < dist) {
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tp->t_action = A_NIL; /* do nothing for awhile */
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return;
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}
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/* Do we want to go back to the last position? */
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else if (dist_to_old != INT_MIN && /* It is possible to move back */
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((flee && dist == 0) || /* No other possible moves */
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(!flee && dist == INT_MAX))) {
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/* Do we move back or just stay put (default)? */
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dist = DISTANCE(er->y, er->x, ee->y, ee->x); /* Current distance */
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if (!flee || (flee && (dist_to_old > dist))) ch_ret = tp->t_oldpos;
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}
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/* Record the new destination */
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tp->t_newpos = ch_ret;
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}
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/*
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* Do we want to fight or move? If our selected destination (ch_ret)
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* is our hero, then we want to fight. Otherwise, we want to move.
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*/
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if (ce(tp->t_newpos, hero)) {
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/* Fight! (or sell) */
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if (on(*tp, CANSELL)) {
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tp->t_action = A_SELL;
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tp->t_no_move += movement(tp); /* takes a little time to sell */
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}
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else {
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tp->t_action = A_ATTACK;
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/*
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* Try to find a weapon to wield. Wield_weap will return a
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* projector if weapon is a projectile (eg. bow for arrow).
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* If weapon is NULL (the case here), it will try to find
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* a suitable weapon.
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*
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* Add in rest of time. Fight is
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* movement() + weap_move() + FIGHTBASE
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*/
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tp->t_using = wield_weap((struct object *)NULL, tp);
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if (tp->t_using == NULL)
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tp->t_no_move += weap_move(tp, (struct object *)NULL);
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else
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tp->t_no_move += weap_move(tp, OBJPTR(tp->t_using));
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if (on(*tp, ISHASTE))
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tp->t_no_move += FIGHTBASE/2;
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else if (on(*tp, ISSLOW))
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tp->t_no_move += FIGHTBASE*2;
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else
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tp->t_no_move += FIGHTBASE;
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}
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}
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else {
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/* Move */
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tp->t_action = A_MOVE;
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/*
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* Check if the creature is not next to the player. If it
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* is not and has held or suffocated the player, then stop it!
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* Note that this code should more appropriately appear in
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* the area that actually moves the monster, but for now it
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* is okay here because the player can't move while held or
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* suffocating.
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*/
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if (dist > 2) {
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if (on(*tp, DIDHOLD)) {
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turn_off(*tp, DIDHOLD);
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turn_on(*tp, CANHOLD);
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if (--hold_count == 0)
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turn_off(player, ISHELD);
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}
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/* If monster was suffocating, stop it */
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if (on(*tp, DIDSUFFOCATE)) {
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turn_off(*tp, DIDSUFFOCATE);
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turn_on(*tp, CANSUFFOCATE);
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extinguish(suffocate);
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msg("You can breathe again.....Whew!");
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}
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}
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}
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}
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/*
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* do_chase:
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* Make one thing chase another.
|
|
*/
|
|
|
|
void
|
|
do_chase(struct thing *th)
|
|
{
|
|
register struct room *orig_rer, /* Original room of chaser */
|
|
*new_room; /* new room of monster */
|
|
unsigned char floor, rch, sch;
|
|
coord old_pos, /* Old position of monster */
|
|
ch_ret; /* Where we want to go */
|
|
|
|
if (on(*th, NOMOVE)) return;
|
|
|
|
ch_ret = th->t_newpos; /* Record our desired new position */
|
|
|
|
/*
|
|
* Make sure we have an open spot (no other monster's gotten in our way,
|
|
* someone didn't just drop a scare monster there, our prey didn't just
|
|
* get there, etc.)
|
|
*/
|
|
if (!step_ok(th->t_newpos.y, th->t_newpos.x, FIGHTOK, th)) {
|
|
/*
|
|
* Most monsters get upset now. Guardians are all friends,
|
|
* and we don't want to see 50 messages in a row!
|
|
*/
|
|
if (th->t_stats.s_intel > 4 &&
|
|
off(*th, ISUNDEAD) &&
|
|
off(*th, ISGUARDIAN) &&
|
|
off(*th, AREMANY) &&
|
|
off(*th, ISHUH) &&
|
|
off(*th, ISCHARMED) &&
|
|
off(player, ISBLIND) &&
|
|
cansee(unc(th->t_pos)) &&
|
|
!invisible(th) && (rnd(15) < 5)) {
|
|
switch (rnd(10)) {
|
|
case 0: case 1:
|
|
msg("%s lashes out at you! ",prname(monster_name(th),TRUE));
|
|
when 2: case 3:
|
|
msg("%s scrambles around. ",prname(monster_name(th), TRUE));
|
|
otherwise:
|
|
msg("%s motions angrily. ", prname(monster_name(th), TRUE));
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else if (ce(th->t_newpos, hero) || /* Player just got in our way */
|
|
isalpha(mvwinch(mw, th->t_newpos.y, th->t_newpos.x))) {
|
|
bool fightplayer = ce(th->t_newpos, hero);
|
|
|
|
/* If we were turned or are friendly, we just have to sit here! */
|
|
if (fightplayer && (on(*th, WASTURNED) || on(*th, ISFRIENDLY))) return;
|
|
|
|
/* Do we want to sell something? */
|
|
if (fightplayer && on(*th, CANSELL)) {
|
|
th->t_action = A_SELL;
|
|
th->t_no_move += movement(th); /* takes a little time to sell */
|
|
return;
|
|
}
|
|
|
|
/* Let's hit him */
|
|
th->t_action = A_ATTACK;
|
|
|
|
/*
|
|
* Try to find a weapon to wield. Wield_weap will return a
|
|
* projector if weapon is a projectile (eg. bow for arrow).
|
|
* If weapon is NULL (the case here), it will try to find
|
|
* a suitable weapon.
|
|
*/
|
|
th->t_using = wield_weap((struct object *)NULL, th);
|
|
/*
|
|
* add in rest of time
|
|
*/
|
|
if (th->t_using == NULL)
|
|
th->t_no_move += weap_move(th, (struct object *)NULL);
|
|
else
|
|
th->t_no_move += weap_move(th, OBJPTR(th->t_using));
|
|
if (on(*th, ISHASTE))
|
|
th->t_no_move += FIGHTBASE/2;
|
|
else if (on(*th, ISSLOW))
|
|
th->t_no_move += FIGHTBASE*2;
|
|
else
|
|
th->t_no_move += FIGHTBASE;
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* Blank out the old position and record the new position --
|
|
* the blanking must be done first in case the positions are the same.
|
|
*/
|
|
mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
|
|
mvwaddch(mw, ch_ret.y, ch_ret.x, th->t_type);
|
|
|
|
/* Get new and old rooms of monster */
|
|
new_room = roomin(&ch_ret);
|
|
orig_rer = roomin(&th->t_pos);
|
|
|
|
/* Store the critter's old position and update the current one */
|
|
old_pos = th->t_pos;
|
|
th->t_pos = ch_ret;
|
|
floor = (roomin(&ch_ret) == NULL) ? PASSAGE : FLOOR;
|
|
|
|
/* If we have a scavenger, it can pick something up */
|
|
if (off(*th, ISGUARDIAN)) {
|
|
register struct linked_list *n_item, *o_item;
|
|
register int item_count = 0;
|
|
bool want_something = FALSE;
|
|
|
|
while ((n_item = find_obj(ch_ret.y, ch_ret.x)) != NULL) {
|
|
register struct object *n_obj, *o_obj;
|
|
bool wants_it;
|
|
|
|
/* Does this monster want anything? */
|
|
if (want_something == FALSE) {
|
|
if (on(*th, ISSCAVENGE) || on(*th, CARRYFOOD) ||
|
|
on(*th, CARRYGOLD) || on(*th, CARRYSCROLL) ||
|
|
on(*th, CARRYPOTION) || on(*th, CARRYRING) ||
|
|
on(*th, CARRYSTICK) || on(*th, CARRYMISC) ||
|
|
on(*th, CARRYWEAPON) || on(*th, CARRYARMOR) ||
|
|
on(*th, CARRYDAGGER)) {
|
|
want_something = TRUE;
|
|
|
|
/*
|
|
* Blank the area. We have to do it only before the
|
|
* first item in case an item gets dropped in same
|
|
* place. We don't want to blank it out after it get
|
|
* dropped.
|
|
*/
|
|
mvaddch(ch_ret.y, ch_ret.x, floor);
|
|
|
|
/* Were we specifically after something here? */
|
|
if (ce(*th->t_dest, ch_ret)) {
|
|
/* If we're mean, we go after the hero */
|
|
if (on(*th, ISMEAN)) runto(th, &hero);
|
|
|
|
/* Otherwise just go back to sleep */
|
|
else {
|
|
turn_off(*th, ISRUN);
|
|
th->t_dest = NULL;
|
|
}
|
|
}
|
|
}
|
|
else break;
|
|
}
|
|
|
|
item_count++; /* Count the number of items */
|
|
|
|
/*
|
|
* see if he's got one of this group already
|
|
*/
|
|
o_item = NULL;
|
|
n_obj = OBJPTR(n_item);
|
|
detach(lvl_obj, n_item);
|
|
|
|
/* See if he wants it */
|
|
if (n_obj->o_type == SCROLL && n_obj->o_which == S_SCARE &&
|
|
th->t_stats.s_intel < 16)
|
|
wants_it = FALSE; /* Most monsters don't want a scare monster */
|
|
else if (on(*th, ISSCAVENGE)) wants_it = TRUE;
|
|
else {
|
|
wants_it = FALSE; /* Default case */
|
|
switch (n_obj->o_type) {
|
|
case FOOD: if(on(*th, CARRYFOOD)) wants_it = TRUE;
|
|
when GOLD: if(on(*th, CARRYGOLD)) wants_it = TRUE;
|
|
when SCROLL:if(on(*th, CARRYSCROLL)) wants_it = TRUE;
|
|
when POTION:if(on(*th, CARRYPOTION)) wants_it = TRUE;
|
|
when RING: if(on(*th, CARRYRING)) wants_it = TRUE;
|
|
when STICK: if(on(*th, CARRYSTICK)) wants_it = TRUE;
|
|
when MM: if(on(*th, CARRYMISC)) wants_it = TRUE;
|
|
when ARMOR: if(on(*th, CARRYARMOR)) wants_it = TRUE;
|
|
when WEAPON:if(on(*th, CARRYWEAPON) ||
|
|
(on(*th,CARRYDAGGER)&&n_obj->o_which==DAGGER))
|
|
wants_it = TRUE;
|
|
}
|
|
}
|
|
/*
|
|
* The quartermaster doesn't sell cursed stuff so he won't
|
|
* pick it up
|
|
*/
|
|
if (on(*th, CANSELL) && (n_obj->o_flags & ISCURSED))
|
|
wants_it = FALSE;
|
|
|
|
/* If he doesn't want it, throw it away */
|
|
if (wants_it == FALSE) {
|
|
fall(n_item, FALSE);
|
|
continue;
|
|
}
|
|
|
|
/* Otherwise, let's pick it up */
|
|
if (n_obj->o_group) {
|
|
for(o_item = th->t_pack; o_item != NULL; o_item = next(o_item)){
|
|
o_obj = OBJPTR(o_item);
|
|
if (o_obj->o_group == n_obj->o_group) {
|
|
o_obj->o_count += n_obj->o_count;
|
|
o_discard(n_item);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (o_item == NULL) { /* didn't find it */
|
|
attach(th->t_pack, n_item);
|
|
}
|
|
}
|
|
|
|
/* If there was anything here, we may have to update the screen */
|
|
if (item_count) {
|
|
if (cansee(ch_ret.y, ch_ret.x))
|
|
mvwaddch(cw, ch_ret.y, ch_ret.x, mvinch(ch_ret.y, ch_ret.x));
|
|
updpack(TRUE, th); /* Update the monster's encumberance, too */
|
|
}
|
|
}
|
|
|
|
rch = mvwinch(stdscr, old_pos.y, old_pos.x) & A_CHARTEXT;
|
|
if (th->t_oldch == floor && rch != floor && !isatrap(rch))
|
|
mvwaddch(cw, old_pos.y, old_pos.x, rch);
|
|
else
|
|
mvwaddch(cw, old_pos.y, old_pos.x, th->t_oldch);
|
|
sch = mvwinch(cw, ch_ret.y, ch_ret.x) & A_CHARTEXT; /* What player sees */
|
|
rch = mvwinch(stdscr, ch_ret.y, ch_ret.x) & A_CHARTEXT; /* What's really there */
|
|
|
|
/* If we have a tunneling monster, it may be making a tunnel */
|
|
if (on(*th, CANTUNNEL) &&
|
|
(rch==SECRETDOOR || rch==WALL || rch==VERTWALL || rch==HORZWALL)) {
|
|
unsigned char nch; /* The new look to the tunnel */
|
|
|
|
if (rch == WALL && levtype == OUTSIDE) nch = FLOOR;
|
|
else if (rch == WALL) nch = PASSAGE;
|
|
else if (levtype == MAZELEV || levtype == OUTSIDE) nch = FLOOR;
|
|
else nch = DOOR;
|
|
addch(nch);
|
|
|
|
if (cansee(ch_ret.y, ch_ret.x)) sch = nch; /* Can player see this? */
|
|
|
|
/* Does this make a new exit? */
|
|
if (rch == VERTWALL || rch == HORZWALL) {
|
|
struct linked_list *newroom;
|
|
coord *exit;
|
|
|
|
newroom = new_item(sizeof(coord));
|
|
exit = DOORPTR(newroom);
|
|
*exit = ch_ret;
|
|
attach(new_room->r_exit, newroom);
|
|
}
|
|
}
|
|
|
|
/* Mark if the monster is inside a wall */
|
|
if (isrock(mvinch(ch_ret.y, ch_ret.x))) turn_on(*th, ISINWALL);
|
|
else turn_off(*th, ISINWALL);
|
|
|
|
/* If the monster can illuminate rooms, check for a change */
|
|
if (on(*th, HASFIRE)) {
|
|
register struct linked_list *fire_item;
|
|
|
|
/* Is monster entering a room? */
|
|
if (orig_rer != new_room && new_room != NULL) {
|
|
fire_item = creat_item(); /* Get an item-only structure */
|
|
ldata(fire_item) = (char *) th;
|
|
|
|
attach(new_room->r_fires, fire_item);
|
|
new_room->r_flags |= HASFIRE;
|
|
|
|
if (cansee(ch_ret.y, ch_ret.x) && next(new_room->r_fires) == NULL)
|
|
light(&hero);
|
|
}
|
|
|
|
/* Is monster leaving a room? */
|
|
if (orig_rer != new_room && orig_rer != NULL) {
|
|
/* Find the bugger in the list and delete him */
|
|
for (fire_item = orig_rer->r_fires; fire_item != NULL;
|
|
fire_item = next(fire_item)) {
|
|
if (THINGPTR(fire_item) == th) { /* Found him! */
|
|
detach(orig_rer->r_fires, fire_item);
|
|
destroy_item(fire_item);
|
|
if (orig_rer->r_fires == NULL) {
|
|
orig_rer->r_flags &= ~HASFIRE;
|
|
if (cansee(old_pos.y, old_pos.x))
|
|
light(&old_pos);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* If monster is entering player's room and player can see it,
|
|
* stop the player's running.
|
|
*/
|
|
if (new_room != orig_rer && new_room != NULL &&
|
|
new_room == roomin(th->t_dest) && cansee(unc(ch_ret)) &&
|
|
(off(*th, ISINVIS) || on(player, CANSEE)) &&
|
|
(off(*th, ISSHADOW) || on(player, CANSEE)) &&
|
|
(off(*th, CANSURPRISE) || ISWEARING(R_ALERT))) {
|
|
running = FALSE;
|
|
if (fight_flush) flushinp();
|
|
}
|
|
|
|
th->t_oldch = sch;
|
|
|
|
/* Let's display those creatures that we can see. */
|
|
if (cansee(unc(ch_ret)) &&
|
|
off(*th, ISINWALL) &&
|
|
!invisible(th))
|
|
mvwaddch(cw, ch_ret.y, ch_ret.x, th->t_type);
|
|
|
|
/* Record monster's last position (if new one is different) */
|
|
if (!ce(ch_ret, old_pos)) th->t_oldpos = old_pos;
|
|
|
|
/* If the monster is on a trap, trap it */
|
|
sch = mvinch(ch_ret.y, ch_ret.x) & A_CHARTEXT;
|
|
if (isatrap(sch)) {
|
|
if (cansee(ch_ret.y, ch_ret.x)) th->t_oldch = sch;
|
|
be_trapped(th, &ch_ret);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Get_hurl returns the weapon that the monster will "throw" if he has one
|
|
*/
|
|
|
|
struct linked_list *
|
|
get_hurl(struct thing *tp)
|
|
{
|
|
struct linked_list *arrow=NULL, *bolt=NULL, *rock=NULL,
|
|
*spear = NULL, *dagger=NULL, *dart=NULL, *aklad=NULL;
|
|
register struct linked_list *pitem;
|
|
register struct object *obj;
|
|
bool bow=FALSE, crossbow=FALSE, sling=FALSE;
|
|
|
|
for (pitem=tp->t_pack; pitem; pitem=next(pitem)) {
|
|
obj = OBJPTR(pitem);
|
|
if (obj->o_type == WEAPON)
|
|
switch (obj->o_which) {
|
|
case BOW: bow = TRUE;
|
|
when CROSSBOW: crossbow = TRUE;
|
|
when SLING: sling = TRUE;
|
|
when ROCK: rock = pitem;
|
|
when ARROW: arrow = pitem;
|
|
when BOLT: bolt = pitem;
|
|
when SPEAR: spear = pitem;
|
|
when DAGGER:
|
|
/* Don't throw the dagger if it's our last one */
|
|
if (obj->o_count > 1) dagger = pitem;
|
|
when DART: dart = pitem;
|
|
}
|
|
else if (obj->o_type == RELIC &&
|
|
obj->o_which == AXE_AKLAD)
|
|
aklad = pitem;
|
|
}
|
|
|
|
/* Do we have that all-powerful Aklad Axe? */
|
|
if (aklad) return(aklad);
|
|
|
|
/* Use crossbow bolt if possible */
|
|
if (crossbow && bolt) return(bolt);
|
|
if (bow && arrow) return(arrow);
|
|
if (spear) return(spear);
|
|
if (dagger) return(dagger);
|
|
if (sling && rock) return(rock);
|
|
if (dart) return(dart);
|
|
return(NULL);
|
|
}
|
|
|
|
/*
|
|
* runto:
|
|
* Set a monster running after something
|
|
*/
|
|
|
|
void
|
|
runto(struct thing *runner, coord *spot)
|
|
{
|
|
if (on(*runner, ISSTONE))
|
|
return;
|
|
|
|
/* If we are chasing a new creature, forget about thrown weapons */
|
|
if (runner->t_dest && !ce(*runner->t_dest, *spot)) runner->t_wasshot=FALSE;
|
|
|
|
/*
|
|
* Start the beastie running
|
|
*/
|
|
runner->t_dest = spot;
|
|
turn_on(*runner, ISRUN);
|
|
turn_off(*runner, ISDISGUISE);
|
|
}
|
|
|
|
/*
|
|
* straight_shot:
|
|
* See if there is a straight line of sight between the two
|
|
* given coordinates. If shooting is not NULL, it is a pointer
|
|
* to a structure which should be filled with the direction
|
|
* to shoot (if there is a line of sight). If shooting, monsters
|
|
* get in the way. Otherwise, they do not.
|
|
*/
|
|
|
|
bool
|
|
straight_shot(int ery, int erx, int eey, int eex, coord *shooting)
|
|
{
|
|
register int dy, dx; /* Deltas */
|
|
unsigned char ch;
|
|
|
|
/* Does the monster have a straight shot at prey */
|
|
if ((ery != eey) && (erx != eex) &&
|
|
(abs(ery - eey) != abs(erx - eex))) return(FALSE);
|
|
|
|
/* Get the direction to shoot */
|
|
if (eey > ery) dy = 1;
|
|
else if (eey == ery) dy = 0;
|
|
else dy = -1;
|
|
|
|
if (eex > erx) dx = 1;
|
|
else if (eex == erx) dx = 0;
|
|
else dx = -1;
|
|
|
|
/* Make sure we have free area all the way to the player */
|
|
ery += dy;
|
|
erx += dx;
|
|
while ((ery != eey) || (erx != eex)) {
|
|
switch (ch = winat(ery, erx) & A_CHARTEXT) {
|
|
case VERTWALL:
|
|
case HORZWALL:
|
|
case WALL:
|
|
case DOOR:
|
|
case SECRETDOOR:
|
|
case FOREST:
|
|
return(FALSE);
|
|
default:
|
|
if (shooting && isalpha(ch)) return(FALSE);
|
|
}
|
|
ery += dy;
|
|
erx += dx;
|
|
}
|
|
|
|
if (shooting) { /* If we are shooting -- put in the directions */
|
|
shooting->y = dy;
|
|
shooting->x = dx;
|
|
}
|
|
return(TRUE);
|
|
}
|
|
|