1 /* 2 * Code for one creature to chase another 3 * 4 * chase.c 1.32 (A.I. Design) 12/12/84 5 */ 6 7 #include "rogue.h" 8 #include "curses.h" 9 10 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */ 11 12 coord ch_ret; /* Where chasing takes you */ 13 14 /* 15 * runners: 16 * Make all the running monsters move. 17 */ 18 runners() 19 { 20 register THING *tp; 21 register int dist; 22 23 for (tp = mlist; tp != NULL; tp = next(tp)) { 24 if (!on(*tp, ISHELD) && on(*tp, ISRUN)) { 25 dist = DISTANCE(hero.y, hero.x, tp->t_pos.y, tp->t_pos.x); 26 if (!(on(*tp, ISSLOW) || (tp->t_type == 'S' && dist > 3)) || tp->t_turn) 27 do_chase(tp); 28 if (on(*tp, ISHASTE)) 29 do_chase(tp); 30 dist = DISTANCE(hero.y, hero.x, tp->t_pos.y, tp->t_pos.x); 31 if (on(*tp, ISFLY) && dist > 3) 32 do_chase(tp); 33 tp->t_turn ^= TRUE; 34 } 35 } 36 } 37 38 /* 39 * do_chase: 40 * Make one thing chase another. 41 */ 42 do_chase(th) 43 THING *th; 44 { 45 int mindist = 32767, i, dist; 46 byte sch; 47 bool door; 48 register THING *obj; 49 struct room *oroom; 50 register struct room *rer, *ree; /* room of chaser, room of chasee */ 51 coord this; /* Temporary destination for chaser */ 52 53 rer = th->t_room; /* Find room of chaser */ 54 if (on(*th, ISGREED) && rer->r_goldval == 0) 55 th->t_dest = &hero; /* If gold has been taken, run after hero */ 56 ree = proom; 57 if (th->t_dest != &hero) /* Find room of chasee */ 58 ree = roomin(th->t_dest); 59 if (ree == NULL) 60 return; 61 /* 62 * We don't count doors as inside rooms for this routine 63 */ 64 door = (chat(th->t_pos.y, th->t_pos.x) == DOOR); 65 66 67 /* 68 * If the object of our desire is in a different room, 69 * and we are not in a maze, run to the door nearest to 70 * our goal. 71 */ 72 over: 73 if (rer != ree && (rer->r_flags & ISMAZE) == 0) 74 { 75 for (i = 0; i < rer->r_nexits; i++) { /* loop through doors */ 76 dist = DISTANCE(th->t_dest->y, th->t_dest->x,rer->r_exit[i].y, rer->r_exit[i].x); 77 if (dist < mindist) { 78 this = rer->r_exit[i]; 79 mindist = dist; 80 } 81 } 82 if (door) { 83 rer = &passages[flat(th->t_pos.y, th->t_pos.x) & F_PNUM]; 84 door = FALSE; 85 goto over; 86 } 87 } else { 88 this = *th->t_dest; 89 /* 90 * For monsters which can fire bolts at the poor hero, we check to 91 * see if (a) the hero in on a straight line from it, and (b) that 92 * it is within shooting distance, but outside of striking range. 93 */ 94 if ((th->t_type == 'D' || th->t_type == 'I') 95 && (th->t_pos.y == hero.y || th->t_pos.x == hero.x 96 || abs(th->t_pos.y - hero.y) == abs(th->t_pos.x - hero.x)) 97 && ((dist=DISTANCE(th->t_pos.y, th->t_pos.x, hero.y, hero.x)) > 2 98 && dist <= BOLT_LENGTH * BOLT_LENGTH) 99 && !on(*th, ISCANC) && rnd(DRAGONSHOT) == 0) 100 { 101 running = FALSE; 102 delta.y = sign(hero.y - th->t_pos.y); 103 delta.x = sign(hero.x - th->t_pos.x); 104 fire_bolt(&th->t_pos,&delta,th->t_type == 'D' ? "flame" : "frost"); 105 return; 106 } 107 } 108 /* 109 * This now contains what we want to run to this time 110 * so we run to it. If we hit it we either want to fight it 111 * or stop running 112 */ 113 chase(th, &this); 114 if (ce(ch_ret, hero)) { 115 attack(th); 116 return; 117 } else if (ce(ch_ret, *th->t_dest)) { 118 for (obj = lvl_obj; obj != NULL; obj = next(obj)) 119 if (th->t_dest == &obj->o_pos) { 120 byte oldchar; 121 122 detach(lvl_obj, obj); 123 attach(th->t_pack, obj); 124 oldchar = chat(obj->o_pos.y, obj->o_pos.x) = 125 (th->t_room->r_flags & ISGONE) ? PASSAGE : FLOOR; 126 if (cansee(obj->o_pos.y, obj->o_pos.x)) 127 mvaddch(obj->o_pos.y, obj->o_pos.x, oldchar); 128 th->t_dest = find_dest(th); 129 break; 130 } 131 } 132 if (th->t_type == 'F') 133 return; 134 /* 135 * If the chasing thing moved, update the screen 136 */ 137 if (th->t_oldch != '@') { 138 if (th->t_oldch == ' ' && cansee(th->t_pos.y, th->t_pos.x) 139 && _level[INDEX(th->t_pos.y,th->t_pos.x)] == FLOOR) 140 mvaddch(th->t_pos.y, th->t_pos.x, FLOOR); 141 else if (th->t_oldch == FLOOR && !cansee(th->t_pos.y, th->t_pos.x) 142 && !on(player, SEEMONST)) 143 mvaddch(th->t_pos.y, th->t_pos.x, ' '); 144 else 145 mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch); 146 } 147 oroom = th->t_room; 148 if (!ce(ch_ret, th->t_pos)) 149 { 150 if ((th->t_room = roomin(&ch_ret)) == NULL) { 151 th->t_room = oroom; 152 return; 153 } 154 if (oroom != th->t_room) 155 th->t_dest = find_dest(th); 156 th->t_pos = ch_ret; 157 } 158 159 if (see_monst(th)) { 160 if (flat(ch_ret.y,ch_ret.x) & F_PASS) 161 standout(); 162 th->t_oldch = mvinch(ch_ret.y, ch_ret.x); 163 mvaddch(ch_ret.y, ch_ret.x, th->t_disguise); 164 } 165 else if (on(player, SEEMONST)) 166 { 167 standout(); 168 th->t_oldch = mvinch(ch_ret.y, ch_ret.x); 169 mvaddch(ch_ret.y, ch_ret.x, th->t_type); 170 } 171 else 172 th->t_oldch = '@'; 173 if (th->t_oldch == FLOOR && oroom->r_flags & ISDARK) 174 th->t_oldch = ' '; 175 standend(); 176 } 177 178 /* 179 * see_monst: 180 * Return TRUE if the hero can see the monster 181 */ 182 see_monst(mp) 183 register THING *mp; 184 { 185 if (on(player, ISBLIND)) 186 return FALSE; 187 if (on(*mp, ISINVIS) && !on(player, CANSEE)) 188 return FALSE; 189 if (DISTANCE(mp->t_pos.y, mp->t_pos.x, hero.y, hero.x) >= LAMPDIST && 190 ((mp->t_room != proom || (mp->t_room->r_flags & ISDARK) || 191 (mp->t_room->r_flags & ISMAZE)))) 192 return FALSE; 193 /* 194 * If we are seeing the enemy of a vorpally enchanted weapon for the first 195 * time, give the player a hint as to what that weapon is good for. 196 */ 197 if (cur_weapon != NULL && mp->t_type == cur_weapon->o_enemy 198 && ((cur_weapon->o_flags & DIDFLASH) == 0)) 199 { 200 cur_weapon->o_flags |= DIDFLASH; 201 msg(flash, w_names[cur_weapon->o_which], terse || expert ? "" : intense); 202 } 203 return TRUE; 204 } 205 206 /* 207 * start_run: 208 * Set a monster running after something or stop it from running 209 * (for when it dies) 210 */ 211 start_run(runner) 212 register coord *runner; 213 { 214 register THING *tp; 215 216 /* 217 * If we couldn't find him, something is funny 218 */ 219 tp = moat(runner->y, runner->x); 220 if (tp != NULL) { 221 /* 222 * Start the beastie running 223 */ 224 tp->t_flags |= ISRUN; 225 tp->t_flags &= ~ISHELD; 226 tp->t_dest = find_dest(tp); 227 } 228 #ifdef DEBUG 229 else 230 debug("start_run: moat == NULL ???"); 231 #endif DEBUG 232 } 233 234 /* 235 * chase: 236 * Find the spot for the chaser(er) to move closer to the 237 * chasee(ee). Returns TRUE if we want to keep on chasing later 238 * FALSE if we reach the goal. 239 */ 240 chase(tp, ee) 241 THING *tp; 242 coord *ee; 243 { 244 register int x, y; 245 int dist, thisdist; 246 register THING *obj; 247 coord *er; 248 byte ch; 249 int plcnt = 1; 250 251 er = &tp->t_pos; 252 /* 253 * If the thing is confused, let it move randomly. Phantoms 254 * are slightly confused all of the time, and bats are 255 * quite confused all the time 256 */ 257 if ((on(*tp, ISHUH) && rnd(5) != 0) || (tp->t_type == 'P' && rnd(5) == 0) 258 || (tp->t_type == 'B' && rnd(2) == 0)) 259 { 260 /* 261 * get a valid random move 262 */ 263 rndmove(tp,&ch_ret); 264 dist = DISTANCE(ch_ret.y, ch_ret.x, ee->y, ee->x); 265 /* 266 * Small chance that it will become un-confused 267 */ 268 if (rnd(30) == 17) 269 tp->t_flags &= ~ISHUH; 270 } 271 /* 272 * Otherwise, find the empty spot next to the chaser that is 273 * closest to the chasee. 274 */ 275 else 276 { 277 register int ey, ex; 278 /* 279 * This will eventually hold where we move to get closer 280 * If we can't find an empty spot, we stay where we are. 281 */ 282 dist = DISTANCE(er->y, er->x, ee->y, ee->x); 283 ch_ret = *er; 284 285 ey = er->y + 1; 286 ex = er->x + 1; 287 for (x = er->x - 1; x <= ex; x++) 288 { 289 for (y = er->y - 1; y <= ey; y++) 290 { 291 coord tryp; 292 293 tryp.x = x; 294 tryp.y = y; 295 if (offmap(y, x) || !diag_ok(er, &tryp)) 296 continue; 297 ch = winat(y, x); 298 if (step_ok(ch)) 299 { 300 /* 301 * If it is a scroll, it might be a scare monster scroll 302 * so we need to look it up to see what type it is. 303 */ 304 if (ch == SCROLL) 305 { 306 for (obj = lvl_obj; obj != NULL; obj = next(obj)) 307 { 308 if (y == obj->o_pos.y && x == obj->o_pos.x) 309 break; 310 } 311 if (obj != NULL && obj->o_which == S_SCARE) 312 continue; 313 } 314 /* 315 * If we didn't find any scrolls at this place or it 316 * wasn't a scare scroll, then this place counts 317 */ 318 thisdist = DISTANCE(y, x, ee->y, ee->x); 319 if (thisdist < dist) 320 { 321 plcnt = 1; 322 ch_ret = tryp; 323 dist = thisdist; 324 } 325 else if (thisdist == dist && rnd(++plcnt) == 0) 326 { 327 ch_ret = tryp; 328 dist = thisdist; 329 } 330 } 331 } 332 } 333 } 334 } 335 336 /* 337 * roomin: 338 * Find what room some coordinates are in. NULL means they aren't 339 * in any room. 340 */ 341 struct room * 342 roomin(cp) 343 register coord *cp; 344 { 345 register struct room *rp; 346 register byte *fp; 347 348 for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++) 349 if (cp->x < rp->r_pos.x + rp->r_max.x && rp->r_pos.x <= cp->x 350 && cp->y < rp->r_pos.y + rp->r_max.y && rp->r_pos.y <= cp->y) 351 return rp; 352 fp = &flat(cp->y, cp->x); 353 if (*fp & F_PASS) 354 return &passages[*fp & F_PNUM]; 355 #ifdef DEBUG 356 debug("in some bizarre place (%d, %d)", unc(*cp)); 357 #endif DEBUG 358 bailout++; 359 return NULL; 360 } 361 362 /* 363 * diag_ok: 364 * Check to see if the move is legal if it is diagonal 365 */ 366 diag_ok(sp, ep) 367 register coord *sp, *ep; 368 { 369 if (ep->x == sp->x || ep->y == sp->y) 370 return TRUE; 371 return (step_ok(chat(ep->y, sp->x)) && step_ok(chat(sp->y, ep->x))); 372 } 373 374 /* 375 * cansee: 376 * Returns true if the hero can see a certain coordinate. 377 */ 378 cansee(y, x) 379 register int y, x; 380 { 381 register struct room *rer; 382 coord tp; 383 384 if (on(player, ISBLIND)) 385 return FALSE; 386 if (DISTANCE(y, x, hero.y, hero.x) < LAMPDIST) 387 return TRUE; 388 /* 389 * We can only see if the hero in the same room as 390 * the coordinate and the room is lit or if it is close. 391 */ 392 tp.y = y; 393 tp.x = x; 394 rer = roomin(&tp); 395 return (rer == proom && !(rer->r_flags & ISDARK)); 396 } 397 398 /* 399 * find_dest: 400 * find the proper destination for the monster 401 */ 402 coord * 403 find_dest(tp) 404 register THING *tp; 405 { 406 register THING *obj; 407 register register int prob; 408 register struct room *rp; 409 410 if ((prob = monsters[tp->t_type - 'A'].m_carry) <= 0 || tp->t_room == proom 411 || see_monst(tp)) 412 return &hero; 413 rp = tp->t_room; 414 for (obj = lvl_obj; obj != NULL; obj = next(obj)) 415 { 416 if (obj->o_type == SCROLL && obj->o_which == S_SCARE) 417 continue; 418 if (roomin(&obj->o_pos) == rp && rnd(100) < prob) 419 { 420 for (tp = mlist; tp != NULL; tp = next(tp)) 421 if (tp->t_dest == &obj->o_pos) 422 break; 423 if (tp == NULL) 424 return &obj->o_pos; 425 } 426 } 427 return &hero; 428 } 429 ÿ