rogue/netprot.c

530 lines
11 KiB
C

/*
* Code for one creature to chase another
*
* @(#)netprot.c 4.57 (Berkeley) 02/05/99
*/
#include <curses.h>
#include "netprot.h"
#define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */
static coord Ch_ret; /* Where chasing takes you */
/*
* runners:
* Make all the running monsters move.
*/
void
runners(void)
{
THING *tp;
THING *next;
bool wastarget;
static coord orig_pos;
for (tp = Mlist; tp != NULL; tp = next)
{
/* remember this in case the monster's "next" is changed */
next = next(tp);
if (!on(*tp, ISHELD) && on(*tp, ISRUN))
{
orig_pos = tp->t_pos;
wastarget = on(*tp, ISTARGET);
move_monst(tp);
if (on(*tp, ISFLY) && dist_cp(&Hero, &tp->t_pos) >= 3)
move_monst(tp);
if (wastarget && !ce(orig_pos, tp->t_pos))
{
tp->t_flags &= ~ISTARGET;
To_death = FALSE;
}
}
}
if (Has_hit)
{
endmsg();
Has_hit = FALSE;
}
}
/*
* move_monst:
* Execute a single turn of running for a monster
*/
void
move_monst(THING *tp)
{
if (!on(*tp, ISSLOW) || tp->t_turn)
do_chase(tp);
if (on(*tp, ISHASTE))
do_chase(tp);
tp->t_turn ^= TRUE;
}
/*
* relocate:
* Make the monster's new location be the specified one, updating
* all the relevant state.
*/
void
relocate(THING *th, coord *new_loc)
{
struct room *oroom;
if (!ce(*new_loc, th->t_pos))
{
mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch);
th->t_room = roomin(new_loc);
set_oldch(th, new_loc);
oroom = th->t_room;
moat(th->t_pos.y, th->t_pos.x) = NULL;
if (oroom != th->t_room)
th->t_dest = find_dest(th);
th->t_pos = *new_loc;
moat(new_loc->y, new_loc->x) = th;
}
move(new_loc->y, new_loc->x);
if (see_monst(th))
addch(th->t_disguise);
else if (on(Player, SEEMONST))
{
standout();
addch(th->t_type);
standend();
}
}
/*
* do_chase:
* Make one thing chase another.
*/
void
do_chase(THING *th)
{
coord *cp;
struct room *rer, *ree; /* room of chaser, room of chasee */
int mindist = 32767, curdist;
bool stoprun = FALSE; /* TRUE means we are there */
bool door;
THING *obj;
static 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 (cp = rer->r_exit; cp < &rer->r_exit[rer->r_nexits]; cp++)
{
curdist = dist_cp(th->t_dest, cp);
if (curdist < mindist)
{
this = *cp;
mindist = curdist;
}
}
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))
&& dist_cp(&th->t_pos, &Hero) <= 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);
if (Has_hit)
endmsg();
fire_bolt(&th->t_pos, &Delta, "flame");
Running = FALSE;
Count = 0;
Quiet = 0;
if (To_death && !on(*th, ISTARGET))
{
To_death = FALSE;
Kamikaze = FALSE;
}
return;
}
}
/*
* 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))
{
attack(th);
return;
}
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;
}
relocate(th, &Ch_ret);
/*
* And stop running if need be
*/
if (stoprun && ce(th->t_pos, *(th->t_dest)))
th->t_flags &= ~ISRUN;
}
/*
* set_oldch:
* Set the oldch character for the monster
*/
void
set_oldch(THING *tp, coord *cp)
{
char sch;
if (ce(tp->t_pos, *cp))
return;
sch = tp->t_oldch;
tp->t_oldch = mvinch(cp->y, cp->x);
if (!on(Player, ISBLIND))
if ((sch == FLOOR || tp->t_oldch == FLOOR) &&
(tp->t_room->r_flags & ISDARK))
tp->t_oldch = ' ';
else if (dist_cp(cp, &Hero) <= LAMPDIST && See_floor)
tp->t_oldch = chat(cp->y, cp->x);
}
/*
* see_monst:
* Return TRUE if the hero can see the monster
*/
bool
see_monst(THING *mp)
{
int y, x;
if (on(Player, ISBLIND))
return FALSE;
if (on(*mp, ISINVIS) && !on(Player, CANSEE))
return FALSE;
y = mp->t_pos.y;
x = mp->t_pos.x;
if (dist(y, x, Hero.y, Hero.x) < LAMPDIST)
{
if (y != Hero.y && x != Hero.x &&
!step_ok(chat(y, Hero.x)) && !step_ok(chat(Hero.y, x)))
return FALSE;
return TRUE;
}
if (mp->t_room != Proom)
return FALSE;
return (!(mp->t_room->r_flags & ISDARK));
}
/*
* runto:
* Set a monster running after the hero.
*/
void
runto(coord *runner)
{
THING *tp;
/*
* If we couldn't find him, something is funny
*/
#ifdef MASTER
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
*/
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)
{
THING *obj;
int x, y;
int curdist, thisdist;
coord *er = &tp->t_pos;
char ch;
int plcnt = 1;
static coord tryp;
/*
* 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 == 'P' && rnd(5) == 0)
|| (tp->t_type == 'B' && rnd(2) == 0))
{
/*
* get a valid random move
*/
Ch_ret = *rndmove(tp);
curdist = dist_cp(&Ch_ret, ee);
/*
* 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
{
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.
*/
curdist = dist_cp(er, ee);
Ch_ret = *er;
ey = er->y + 1;
if (ey >= NUMLINES - 1)
ey = NUMLINES - 2;
ex = er->x + 1;
if (ex >= NUMCOLS)
ex = NUMCOLS - 1;
for (x = er->x - 1; x <= ex; x++)
{
if (x < 0)
continue;
tryp.x = x;
for (y = er->y - 1; y <= ey; y++)
{
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 Xeroc, which we shouldn't step on
*/
if ((obj = moat(y, x)) != NULL && obj->t_type == 'X')
continue;
/*
* If we didn't find any scrolls at this place or it
* wasn't a scare scroll, then this place counts
*/
thisdist = dist(y, x, ee->y, ee->x);
if (thisdist < curdist)
{
plcnt = 1;
Ch_ret = tryp;
curdist = thisdist;
}
else if (thisdist == curdist && rnd(++plcnt) == 0)
{
Ch_ret = tryp;
curdist = thisdist;
}
}
}
}
}
return (curdist != 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)
{
struct room *rp;
char *fp;
fp = &flat(cp->y, cp->x);
if (*fp & F_PASS)
return &Passages[*fp & F_PNUM];
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;
msg("in some bizarre place (%d, %d)", unc(*cp));
#ifdef MASTER
abort();
/* NOTREACHED */
#else
return NULL;
#endif
}
/*
* diag_ok:
* Check to see if the move is legal if it is diagonal
*/
bool
diag_ok(coord *sp, coord *ep)
{
if (ep->x < 0 || ep->x >= NUMCOLS || ep->y <= 0 || ep->y >= NUMLINES - 1)
return FALSE;
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)
{
struct room *rer;
static coord tp;
if (on(Player, ISBLIND))
return FALSE;
if (dist(y, x, Hero.y, Hero.x) < LAMPDIST)
{
if (flat(y, x) & F_PASS)
if (y != Hero.y && x != Hero.x &&
!step_ok(chat(y, Hero.x)) && !step_ok(chat(Hero.y, x)))
return FALSE;
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)
{
THING *obj;
int prob;
if ((prob = Monsters[tp->t_type - 'A'].m_carry) <= 0 || tp->t_room == Proom
|| see_monst(tp))
return &Hero;
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) == tp->t_room && 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;
}
/*
* dist:
* Calculate the "distance" between to points. Actually,
* this calculates d^2, not d, but that's good enough for
* our purposes, since it's only used comparitively.
*/
int
dist(int y1, int x1, int y2, int x2)
{
return ((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
}
/*
* dist_cp:
* Call dist() with appropriate arguments for coord pointers
*/
int
dist_cp(coord *c1, coord *c2)
{
return dist(c1->y, c1->x, c2->y, c2->x);
}