/*
* 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 <stdlib.h>
#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 */
bool chase(THING *tp, coord *ee);
int do_chase(THING *th);
coord *find_dest(THING *tp);
/*
* runners:
* Make all the running monsters move.
*/
void
runners(void)
{
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.
*/
int
do_chase(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
*/
bool
see_monst(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)
*/
void
runto(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.
*/
bool
chase(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(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
*/
bool
diag_ok(coord *sp, coord *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.
*/
bool
cansee(int y, int 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(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;
}