mirror of https://github.com/nealey/rogue
530 lines
11 KiB
C
530 lines
11 KiB
C
/*
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* Code for one creature to chase another
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*
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* @(#)netprot.c 4.57 (Berkeley) 02/05/99
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*/
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#include <curses.h>
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#include "netprot.h"
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#define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */
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static coord Ch_ret; /* Where chasing takes you */
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/*
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* runners:
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* Make all the running monsters move.
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*/
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void
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runners(void)
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{
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THING *tp;
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THING *next;
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bool wastarget;
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static coord orig_pos;
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for (tp = Mlist; tp != NULL; tp = next)
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{
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/* remember this in case the monster's "next" is changed */
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next = next(tp);
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if (!on(*tp, ISHELD) && on(*tp, ISRUN))
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{
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orig_pos = tp->t_pos;
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wastarget = on(*tp, ISTARGET);
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move_monst(tp);
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if (on(*tp, ISFLY) && dist_cp(&Hero, &tp->t_pos) >= 3)
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move_monst(tp);
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if (wastarget && !ce(orig_pos, tp->t_pos))
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{
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tp->t_flags &= ~ISTARGET;
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To_death = FALSE;
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}
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}
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}
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if (Has_hit)
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{
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endmsg();
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Has_hit = FALSE;
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}
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}
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/*
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* move_monst:
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* Execute a single turn of running for a monster
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*/
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void
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move_monst(THING *tp)
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{
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if (!on(*tp, ISSLOW) || tp->t_turn)
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do_chase(tp);
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if (on(*tp, ISHASTE))
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do_chase(tp);
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tp->t_turn ^= TRUE;
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}
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/*
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* relocate:
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* Make the monster's new location be the specified one, updating
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* all the relevant state.
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*/
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void
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relocate(THING *th, coord *new_loc)
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{
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struct room *oroom;
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if (!ce(*new_loc, th->t_pos))
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{
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mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch);
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th->t_room = roomin(new_loc);
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set_oldch(th, new_loc);
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oroom = th->t_room;
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moat(th->t_pos.y, th->t_pos.x) = NULL;
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if (oroom != th->t_room)
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th->t_dest = find_dest(th);
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th->t_pos = *new_loc;
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moat(new_loc->y, new_loc->x) = th;
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}
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move(new_loc->y, new_loc->x);
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if (see_monst(th))
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addch(th->t_disguise);
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else if (on(Player, SEEMONST))
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{
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standout();
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addch(th->t_type);
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standend();
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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.
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*/
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void
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do_chase(THING *th)
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{
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coord *cp;
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struct room *rer, *ree; /* room of chaser, room of chasee */
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int mindist = 32767, curdist;
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bool stoprun = FALSE; /* TRUE means we are there */
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bool door;
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THING *obj;
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static coord this; /* Temporary destination for chaser */
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rer = th->t_room; /* Find room of chaser */
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if (on(*th, ISGREED) && rer->r_goldval == 0)
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th->t_dest = &Hero; /* If gold has been taken, run after hero */
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if (th->t_dest == &Hero) /* Find room of chasee */
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ree = Proom;
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else
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ree = roomin(th->t_dest);
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/*
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* We don't count doors as inside rooms for this routine
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*/
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door = (chat(th->t_pos.y, th->t_pos.x) == DOOR);
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/*
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* If the object of our desire is in a different room,
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* and we are not in a corridor, run to the door nearest to
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* our goal.
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*/
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over:
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if (rer != ree)
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{
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for (cp = rer->r_exit; cp < &rer->r_exit[rer->r_nexits]; cp++)
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{
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curdist = dist_cp(th->t_dest, cp);
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if (curdist < mindist)
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{
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this = *cp;
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mindist = curdist;
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}
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}
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if (door)
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{
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rer = &Passages[flat(th->t_pos.y, th->t_pos.x) & F_PNUM];
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door = FALSE;
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goto over;
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}
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}
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else
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{
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this = *th->t_dest;
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/*
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* For dragons check and see if (a) the hero is on a straight
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* line from it, and (b) that it is within shooting distance,
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* but outside of striking range.
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*/
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if (th->t_type == 'D' && (th->t_pos.y == Hero.y || th->t_pos.x == Hero.x
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|| abs(th->t_pos.y - Hero.y) == abs(th->t_pos.x - Hero.x))
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&& dist_cp(&th->t_pos, &Hero) <= BOLT_LENGTH * BOLT_LENGTH
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&& !on(*th, ISCANC) && rnd(DRAGONSHOT) == 0)
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{
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Delta.y = sign(Hero.y - th->t_pos.y);
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Delta.x = sign(Hero.x - th->t_pos.x);
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if (Has_hit)
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endmsg();
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fire_bolt(&th->t_pos, &Delta, "flame");
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Running = FALSE;
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Count = 0;
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Quiet = 0;
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if (To_death && !on(*th, ISTARGET))
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{
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To_death = FALSE;
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Kamikaze = FALSE;
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}
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return;
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}
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}
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/*
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* This now contains what we want to run to this time
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* so we run to it. If we hit it we either want to fight it
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* or stop running
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*/
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if (!chase(th, &this))
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{
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if (ce(this, Hero))
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{
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attack(th);
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return;
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}
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else if (ce(this, *th->t_dest))
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{
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for (obj = Lvl_obj; obj != NULL; obj = next(obj))
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if (th->t_dest == &obj->o_pos)
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{
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detach(Lvl_obj, obj);
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attach(th->t_pack, obj);
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chat(obj->o_pos.y, obj->o_pos.x) =
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(th->t_room->r_flags & ISGONE) ? PASSAGE : FLOOR;
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th->t_dest = find_dest(th);
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break;
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}
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if (th->t_type != 'F')
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stoprun = TRUE;
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}
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}
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else
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{
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if (th->t_type == 'F')
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return;
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}
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relocate(th, &Ch_ret);
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/*
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* And stop running if need be
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*/
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if (stoprun && ce(th->t_pos, *(th->t_dest)))
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th->t_flags &= ~ISRUN;
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}
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/*
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* set_oldch:
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* Set the oldch character for the monster
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*/
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void
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set_oldch(THING *tp, coord *cp)
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{
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char sch;
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if (ce(tp->t_pos, *cp))
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return;
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sch = tp->t_oldch;
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tp->t_oldch = mvinch(cp->y, cp->x);
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if (!on(Player, ISBLIND))
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if ((sch == FLOOR || tp->t_oldch == FLOOR) &&
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(tp->t_room->r_flags & ISDARK))
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tp->t_oldch = ' ';
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else if (dist_cp(cp, &Hero) <= LAMPDIST && See_floor)
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tp->t_oldch = chat(cp->y, cp->x);
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}
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/*
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* see_monst:
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* Return TRUE if the hero can see the monster
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*/
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bool
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see_monst(THING *mp)
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{
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int y, x;
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if (on(Player, ISBLIND))
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return FALSE;
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if (on(*mp, ISINVIS) && !on(Player, CANSEE))
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return FALSE;
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y = mp->t_pos.y;
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x = mp->t_pos.x;
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if (dist(y, x, Hero.y, Hero.x) < LAMPDIST)
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{
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if (y != Hero.y && x != Hero.x &&
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!step_ok(chat(y, Hero.x)) && !step_ok(chat(Hero.y, x)))
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return FALSE;
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return TRUE;
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}
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if (mp->t_room != Proom)
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return FALSE;
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return (!(mp->t_room->r_flags & ISDARK));
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}
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/*
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* runto:
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* Set a monster running after the hero.
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*/
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void
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runto(coord *runner)
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{
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THING *tp;
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/*
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* If we couldn't find him, something is funny
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*/
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#ifdef MASTER
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if ((tp = moat(runner->y, runner->x)) == NULL)
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msg("couldn't find monster in runto at (%d,%d)", runner->y, runner->x);
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#else
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tp = moat(runner->y, runner->x);
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#endif
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/*
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* Start the beastie running
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*/
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tp->t_flags |= ISRUN;
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tp->t_flags &= ~ISHELD;
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tp->t_dest = find_dest(tp);
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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). Returns TRUE if we want to keep on chasing later
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* FALSE if we reach the goal.
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*/
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bool
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chase(THING *tp, coord *ee)
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{
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THING *obj;
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int x, y;
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int curdist, thisdist;
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coord *er = &tp->t_pos;
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char ch;
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int plcnt = 1;
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static coord tryp;
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/*
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* If the thing is confused, let it move randomly. Invisible
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* Stalkers are slightly confused all of the time, and bats are
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* quite confused all the time
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*/
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if ((on(*tp, ISHUH) && rnd(5) != 0) || (tp->t_type == 'P' && rnd(5) == 0)
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|| (tp->t_type == 'B' && rnd(2) == 0))
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{
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/*
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* get a valid random move
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*/
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Ch_ret = *rndmove(tp);
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curdist = dist_cp(&Ch_ret, ee);
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/*
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* Small chance that it will become un-confused
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*/
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if (rnd(20) == 0)
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tp->t_flags &= ~ISHUH;
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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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{
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int ey, ex;
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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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curdist = dist_cp(er, ee);
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Ch_ret = *er;
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ey = er->y + 1;
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if (ey >= NUMLINES - 1)
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ey = NUMLINES - 2;
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ex = er->x + 1;
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if (ex >= NUMCOLS)
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ex = NUMCOLS - 1;
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for (x = er->x - 1; x <= ex; x++)
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{
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if (x < 0)
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continue;
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tryp.x = x;
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for (y = er->y - 1; y <= ey; y++)
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{
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tryp.y = y;
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if (!diag_ok(er, &tryp))
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continue;
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ch = winat(y, x);
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if (step_ok(ch))
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{
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/*
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* If it is a scroll, it might be a scare monster scroll
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* so we need to look it up to see what type it is.
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*/
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if (ch == SCROLL)
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{
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for (obj = Lvl_obj; obj != NULL; obj = next(obj))
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{
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if (y == obj->o_pos.y && x == obj->o_pos.x)
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break;
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}
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if (obj != NULL && obj->o_which == S_SCARE)
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continue;
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}
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/*
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* It can also be a Xeroc, which we shouldn't step on
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*/
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if ((obj = moat(y, x)) != NULL && obj->t_type == 'X')
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continue;
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/*
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* If we didn't find any scrolls at this place or it
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* wasn't a scare scroll, then this place counts
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*/
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thisdist = dist(y, x, ee->y, ee->x);
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if (thisdist < curdist)
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{
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plcnt = 1;
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Ch_ret = tryp;
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curdist = thisdist;
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}
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else if (thisdist == curdist && rnd(++plcnt) == 0)
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{
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Ch_ret = tryp;
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curdist = thisdist;
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}
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}
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}
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}
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}
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return (curdist != 0 && !ce(Ch_ret, Hero));
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}
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/*
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* roomin:
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* Find what room some coordinates are in. NULL means they aren't
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* in any room.
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*/
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struct room *
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roomin(coord *cp)
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{
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struct room *rp;
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char *fp;
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fp = &flat(cp->y, cp->x);
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if (*fp & F_PASS)
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return &Passages[*fp & F_PNUM];
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for (rp = Rooms; rp < &Rooms[MAXROOMS]; rp++)
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if (cp->x <= rp->r_pos.x + rp->r_max.x && rp->r_pos.x <= cp->x
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&& cp->y <= rp->r_pos.y + rp->r_max.y && rp->r_pos.y <= cp->y)
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return rp;
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msg("in some bizarre place (%d, %d)", unc(*cp));
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#ifdef MASTER
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abort();
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/* NOTREACHED */
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#else
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return NULL;
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#endif
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}
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/*
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* diag_ok:
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* Check to see if the move is legal if it is diagonal
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*/
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bool
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diag_ok(coord *sp, coord *ep)
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{
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if (ep->x < 0 || ep->x >= NUMCOLS || ep->y <= 0 || ep->y >= NUMLINES - 1)
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return FALSE;
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if (ep->x == sp->x || ep->y == sp->y)
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return TRUE;
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return (step_ok(chat(ep->y, sp->x)) && step_ok(chat(sp->y, ep->x)));
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}
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/*
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* cansee:
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* Returns true if the hero can see a certain coordinate.
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*/
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bool
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cansee(int y, int x)
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{
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struct room *rer;
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static coord tp;
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if (on(Player, ISBLIND))
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return FALSE;
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if (dist(y, x, Hero.y, Hero.x) < LAMPDIST)
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{
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if (flat(y, x) & F_PASS)
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if (y != Hero.y && x != Hero.x &&
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!step_ok(chat(y, Hero.x)) && !step_ok(chat(Hero.y, x)))
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return FALSE;
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return TRUE;
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}
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/*
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* We can only see if the hero in the same room as
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* the coordinate and the room is lit or if it is close.
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*/
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tp.y = y;
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tp.x = x;
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return ((rer = roomin(&tp)) == Proom && !(rer->r_flags & ISDARK));
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}
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/*
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* find_dest:
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* find the proper destination for the monster
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*/
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coord *
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find_dest(THING *tp)
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{
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THING *obj;
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int prob;
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if ((prob = Monsters[tp->t_type - 'A'].m_carry) <= 0 || tp->t_room == Proom
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|| see_monst(tp))
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return &Hero;
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for (obj = Lvl_obj; obj != NULL; obj = next(obj))
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{
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if (obj->o_type == SCROLL && obj->o_which == S_SCARE)
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continue;
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if (roomin(&obj->o_pos) == tp->t_room && rnd(100) < prob)
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{
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for (tp = Mlist; tp != NULL; tp = next(tp))
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if (tp->t_dest == &obj->o_pos)
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break;
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if (tp == NULL)
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return &obj->o_pos;
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}
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}
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return &Hero;
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}
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/*
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* dist:
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* Calculate the "distance" between to points. Actually,
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* this calculates d^2, not d, but that's good enough for
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* our purposes, since it's only used comparitively.
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*/
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int
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dist(int y1, int x1, int y2, int x2)
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{
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return ((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
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}
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/*
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* dist_cp:
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* Call dist() with appropriate arguments for coord pointers
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*/
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int
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dist_cp(coord *c1, coord *c2)
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{
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return dist(c1->y, c1->x, c2->y, c2->x);
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}
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