Annotation of early-roguelike/rogue3/chase.c, Revision 1.1.1.1
1.1 rubenllo 1: /*
2: * Code for one object to chase another
3: *
4: * @(#)chase.c 3.17 (Berkeley) 6/15/81
5: *
6: * Rogue: Exploring the Dungeons of Doom
7: * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
8: * All rights reserved.
9: *
10: * See the file LICENSE.TXT for full copyright and licensing information.
11: */
12:
13: #include "curses.h"
14: #include "rogue.h"
15:
16: coord ch_ret; /* Where chasing takes you */
17:
18: /*
19: * runners:
20: * Make all the running monsters move.
21: */
22:
23: void
24: runners()
25: {
26: struct linked_list *item;
27: struct thing *tp;
28:
29: for (item = mlist; item != NULL;)
30: {
31: tp = (struct thing *) ldata(item);
32: item = next(item);
33: if (off(*tp, ISHELD) && on(*tp, ISRUN))
34: {
35: if (off(*tp, ISSLOW) || tp->t_turn)
36: if (do_chase(tp) == -1)
37: continue;
38: if (on(*tp, ISHASTE))
39: if (do_chase(tp) == -1)
40: continue;
41: tp->t_turn ^= TRUE;
42: }
43: }
44: }
45:
46: /*
47: * do_chase:
48: * Make one thing chase another.
49: */
50:
51: int
52: do_chase(struct thing *th)
53: {
54: struct room *rer, *ree; /* room of chaser, room of chasee */
55: int mindist = 32767, i, dist;
56: int stoprun = FALSE; /* TRUE means we are there */
57: int sch;
58: coord this; /* Temporary destination for chaser */
59:
60: rer = roomin(&th->t_pos); /* Find room of chaser */
61: ree = roomin(th->t_dest); /* Find room of chasee */
62: /*
63: * We don't count doors as inside rooms for this routine
64: */
65: if (mvwinch(stdscr, th->t_pos.y, th->t_pos.x) == DOOR)
66: rer = NULL;
67: this = *th->t_dest;
68: /*
69: * If the object of our desire is in a different room,
70: * than we are and we ar not in a corridor, run to the
71: * door nearest to our goal.
72: */
73: if (rer != NULL && rer != ree)
74: for (i = 0; i < rer->r_nexits; i++) /* loop through doors */
75: {
76: dist = DISTANCE(th->t_dest->y, th->t_dest->x,
77: rer->r_exit[i].y, rer->r_exit[i].x);
78: if (dist < mindist) /* minimize distance */
79: {
80: this = rer->r_exit[i];
81: mindist = dist;
82: }
83: }
84: /*
85: * this now contains what we want to run to this time
86: * so we run to it. If we hit it we either want to fight it
87: * or stop running
88: */
89: if (!chase(th, &this))
90: {
91: if (ce(this, hero))
92: {
93: return( attack(th) );
94: }
95: else if (th->t_type != 'F')
96: stoprun = TRUE;
97: }
98: else if (th->t_type == 'F')
99: return(0);
100: mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
101: sch = mvwinch(cw, ch_ret.y, ch_ret.x);
102: if (rer != NULL && (rer->r_flags & ISDARK) && sch == FLOOR
103: && DISTANCE(ch_ret.y, ch_ret.x, th->t_pos.y, th->t_pos.x) < 3
104: && off(player, ISBLIND))
105: th->t_oldch = ' ';
106: else
107: th->t_oldch = sch;
108:
109: if (cansee(unc(ch_ret)) && !on(*th, ISINVIS))
110: mvwaddch(cw, ch_ret.y, ch_ret.x, th->t_type);
111: mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
112: mvwaddch(mw, ch_ret.y, ch_ret.x, th->t_type);
113: th->t_pos = ch_ret;
114: /*
115: * And stop running if need be
116: */
117: if (stoprun && ce(th->t_pos, *(th->t_dest)))
118: th->t_flags &= ~ISRUN;
119:
120: return(0);
121: }
122:
123: /*
124: * runto:
125: * Set a mosnter running after something
126: * or stop it from running (for when it dies)
127: */
128:
129: void
130: runto(coord *runner, coord *spot)
131: {
132: struct linked_list *item;
133: struct thing *tp;
134:
135: /*
136: * If we couldn't find him, something is funny
137: */
138: if ((item = find_mons(runner->y, runner->x)) == NULL)
139: {
140: msg("CHASER '%s'", unctrl(winat(runner->y, runner->x)));
141: return;
142: }
143: tp = (struct thing *) ldata(item);
144: /*
145: * Start the beastie running
146: */
147: tp->t_dest = spot;
148: tp->t_flags |= ISRUN;
149: tp->t_flags &= ~ISHELD;
150: }
151:
152: /*
153: * chase:
154: * Find the spot for the chaser(er) to move closer to the
155: * chasee(ee). Returns TRUE if we want to keep on chasing later
156: * FALSE if we reach the goal.
157: */
158:
159: int
160: chase(struct thing *tp, coord *ee)
161: {
162: int x, y;
163: int dist, thisdist;
164: struct linked_list *item;
165: struct object *obj = NULL;
166: coord *er = &tp->t_pos;
167: int ch;
168:
169: /*
170: * If the thing is confused, let it move randomly. Invisible
171: * Stalkers are slightly confused all of the time, and bats are
172: * quite confused all the time
173: */
174: if ((on(*tp, ISHUH) && rnd(10) < 8) || (tp->t_type == 'I' && rnd(100) < 20)
175: || (tp->t_type == 'B' && rnd(100) < 50))
176: {
177: /*
178: * get a valid random move
179: */
180: ch_ret = *rndmove(tp);
181: dist = DISTANCE(ch_ret.y, ch_ret.x, ee->y, ee->x);
182: /*
183: * Small chance that it will become un-confused
184: */
185: if (rnd(1000) < 50)
186: tp->t_flags &= ~ISHUH;
187: }
188: /*
189: * Otherwise, find the empty spot next to the chaser that is
190: * closest to the chasee.
191: */
192: else
193: {
194: int ey, ex;
195: /*
196: * This will eventually hold where we move to get closer
197: * If we can't find an empty spot, we stay where we are.
198: */
199: dist = DISTANCE(er->y, er->x, ee->y, ee->x);
200: ch_ret = *er;
201:
202: ey = er->y + 1;
203: ex = er->x + 1;
204: for (x = er->x - 1; x <= ex; x++)
205: for (y = er->y - 1; y <= ey; y++)
206: {
207: coord tryp;
208:
209: tryp.x = x;
210: tryp.y = y;
211: if (!diag_ok(er, &tryp))
212: continue;
213: ch = winat(y, x);
214: if (step_ok(ch))
215: {
216: /*
217: * If it is a scroll, it might be a scare monster scroll
218: * so we need to look it up to see what type it is.
219: */
220: if (ch == SCROLL)
221: {
222: for (item = lvl_obj; item != NULL; item = next(item))
223: {
224: obj = (struct object *) ldata(item);
225: if (y == obj->o_pos.y && x == obj->o_pos.x)
226: break;
227: }
228: if (item != NULL && obj->o_which == S_SCARE)
229: continue;
230: }
231: /*
232: * If we didn't find any scrolls at this place or it
233: * wasn't a scare scroll, then this place counts
234: */
235: thisdist = DISTANCE(y, x, ee->y, ee->x);
236: if (thisdist < dist)
237: {
238: ch_ret = tryp;
239: dist = thisdist;
240: }
241: }
242: }
243: }
244: return (dist != 0);
245: }
246:
247: /*
248: * roomin:
249: * Find what room some coordinates are in. NULL means they aren't
250: * in any room.
251: */
252:
253: struct room *
254: roomin(coord *cp)
255: {
256: struct room *rp;
257:
258: for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++)
259: if (inroom(rp, cp))
260: return rp;
261: return NULL;
262: }
263:
264: /*
265: * find_mons:
266: * Find the monster from his corrdinates
267: */
268:
269: struct linked_list *
270: find_mons(int y, int x)
271: {
272: struct linked_list *item;
273: struct thing *th;
274:
275: for (item = mlist; item != NULL; item = next(item))
276: {
277: th = (struct thing *) ldata(item);
278: if (th->t_pos.y == y && th->t_pos.x == x)
279: return item;
280: }
281: return NULL;
282: }
283:
284: /*
285: * diag_ok:
286: * Check to see if the move is legal if it is diagonal
287: */
288:
289: int
290: diag_ok(coord *sp, coord *ep)
291: {
292: if (ep->x == sp->x || ep->y == sp->y)
293: return TRUE;
294: return (step_ok(mvinch(ep->y, sp->x)) && step_ok(mvinch(sp->y, ep->x)));
295: }
296:
297: /*
298: * cansee:
299: * returns true if the hero can see a certain coordinate.
300: */
301:
302: int
303: cansee(int y, int x)
304: {
305: struct room *rer;
306: coord tp;
307:
308: if (on(player, ISBLIND))
309: return FALSE;
310: tp.y = y;
311: tp.x = x;
312: rer = roomin(&tp);
313: /*
314: * We can only see if the hero in the same room as
315: * the coordinate and the room is lit or if it is close.
316: */
317: return (rer != NULL && rer == roomin(&hero) && !(rer->r_flags&ISDARK)) ||
318: DISTANCE(y, x, hero.y, hero.x) < 3;
319: }
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