| 1056 | | |
|---|
| 1057 | | |
|---|
| 1058 | | /* |
|---|
| 1059 | | * Hack -- Check for a "known wall" (see below) |
|---|
| 1060 | | */ |
|---|
| 1061 | | static int see_wall(int dir, int y, int x) |
|---|
| 1062 | | { |
|---|
| 1063 | | /* Get the new location */ |
|---|
| 1064 | | y += ddy[dir]; |
|---|
| 1065 | | x += ddx[dir]; |
|---|
| 1066 | | |
|---|
| 1067 | | /* Illegal grids are not known walls XXX XXX XXX */ |
|---|
| 1068 | | if (!in_bounds(y, x)) return (FALSE); |
|---|
| 1069 | | |
|---|
| 1070 | | /* Non-wall grids are not known walls */ |
|---|
| 1071 | | if (cave_feat[y][x] < FEAT_SECRET) return (FALSE); |
|---|
| 1072 | | |
|---|
| 1073 | | /* Unknown walls are not known walls */ |
|---|
| 1074 | | if (!(cave_info[y][x] & (CAVE_MARK))) return (FALSE); |
|---|
| 1075 | | |
|---|
| 1076 | | /* Default */ |
|---|
| 1077 | | return (TRUE); |
|---|
| 1078 | | } |
|---|
| 1079 | | |
|---|
| 1080 | | |
|---|
| 1081 | | |
|---|
| 1082 | | |
|---|
| 1083 | | /* |
|---|
| 1084 | | * The running algorithm -CJS- |
|---|
| 1085 | | * |
|---|
| 1086 | | * Basically, once you start running, you keep moving until something |
|---|
| 1087 | | * interesting happens. In an enclosed space, you run straight, but |
|---|
| 1088 | | * you follow corners as needed (i.e. hallways). In an open space, |
|---|
| 1089 | | * you run straight, but you stop before entering an enclosed space |
|---|
| 1090 | | * (i.e. a room with a doorway). In a semi-open space (with walls on |
|---|
| 1091 | | * one side only), you run straight, but you stop before entering an |
|---|
| 1092 | | * enclosed space or an open space (i.e. running along side a wall). |
|---|
| 1093 | | * |
|---|
| 1094 | | * All discussions below refer to what the player can see, that is, |
|---|
| 1095 | | * an unknown wall is just like a normal floor. This means that we |
|---|
| 1096 | | * must be careful when dealing with "illegal" grids. |
|---|
| 1097 | | * |
|---|
| 1098 | | * No assumptions are made about the layout of the dungeon, so this |
|---|
| 1099 | | * algorithm works in hallways, rooms, town, destroyed areas, etc. |
|---|
| 1100 | | * |
|---|
| 1101 | | * In the diagrams below, the player has just arrived in the grid |
|---|
| 1102 | | * marked as '@', and he has just come from a grid marked as 'o', |
|---|
| 1103 | | * and he is about to enter the grid marked as 'x'. |
|---|
| 1104 | | * |
|---|
| 1105 | | * Running while confused is not allowed, and so running into a wall |
|---|
| 1106 | | * is only possible when the wall is not seen by the player. This |
|---|
| 1107 | | * will take a turn and stop the running. |
|---|
| 1108 | | * |
|---|
| 1109 | | * Several conditions are tracked by the running variables. |
|---|
| 1110 | | * |
|---|
| 1111 | | * p_ptr->run_open_area (in the open on at least one side) |
|---|
| 1112 | | * p_ptr->run_break_left (wall on the left, stop if it opens) |
|---|
| 1113 | | * p_ptr->run_break_right (wall on the right, stop if it opens) |
|---|
| 1114 | | * |
|---|
| 1115 | | * When running begins, these conditions are initialized by examining |
|---|
| 1116 | | * the grids adjacent to the requested destination grid (marked 'x'), |
|---|
| 1117 | | * two on each side (marked 'L' and 'R'). If either one of the two |
|---|
| 1118 | | * grids on a given side is a wall, then that side is considered to |
|---|
| 1119 | | * be "closed". Both sides enclosed yields a hallway. |
|---|
| 1120 | | * |
|---|
| 1121 | | * LL @L |
|---|
| 1122 | | * @x (normal) RxL (diagonal) |
|---|
| 1123 | | * RR (east) R (south-east) |
|---|
| 1124 | | * |
|---|
| 1125 | | * In the diagram below, in which the player is running east along a |
|---|
| 1126 | | * hallway, he will stop as indicated before attempting to enter the |
|---|
| 1127 | | * intersection (marked 'x'). Starting a new run in any direction |
|---|
| 1128 | | * will begin a new hallway run. |
|---|
| 1129 | | * |
|---|
| 1130 | | * #.# |
|---|
| 1131 | | * ##.## |
|---|
| 1132 | | * o@x.. |
|---|
| 1133 | | * ##.## |
|---|
| 1134 | | * #.# |
|---|
| 1135 | | * |
|---|
| 1136 | | * Note that a minor hack is inserted to make the angled corridor |
|---|
| 1137 | | * entry (with one side blocked near and the other side blocked |
|---|
| 1138 | | * further away from the runner) work correctly. The runner moves |
|---|
| 1139 | | * diagonally, but then saves the previous direction as being |
|---|
| 1140 | | * straight into the gap. Otherwise, the tail end of the other |
|---|
| 1141 | | * entry would be perceived as an alternative on the next move. |
|---|
| 1142 | | * |
|---|
| 1143 | | * In the diagram below, the player is running east down a hallway, |
|---|
| 1144 | | * and will stop in the grid (marked '1') before the intersection. |
|---|
| 1145 | | * Continuing the run to the south-east would result in a long run |
|---|
| 1146 | | * stopping at the end of the hallway (marked '2'). |
|---|
| 1147 | | * |
|---|
| 1148 | | * ################## |
|---|
| 1149 | | * o@x 1 |
|---|
| 1150 | | * ########### ###### |
|---|
| 1151 | | * #2 # |
|---|
| 1152 | | * ############# |
|---|
| 1153 | | * |
|---|
| 1154 | | * After each step, the surroundings are examined to determine if |
|---|
| 1155 | | * the running should stop, and to determine if the running should |
|---|
| 1156 | | * change direction. We examine the new current player location |
|---|
| 1157 | | * (at which the runner has just arrived) and the direction from |
|---|
| 1158 | | * which the runner is considered to have come. |
|---|
| 1159 | | * |
|---|
| 1160 | | * Moving one grid in some direction places you adjacent to three |
|---|
| 1161 | | * or five new grids (for straight and diagonal moves respectively) |
|---|
| 1162 | | * to which you were not previously adjacent (marked as '!'). |
|---|
| 1163 | | * |
|---|
| 1164 | | * ...! ... |
|---|
| 1165 | | * .o@! (normal) .o.! (diagonal) |
|---|
| 1166 | | * ...! (east) ..@! (south east) |
|---|
| 1167 | | * !!! |
|---|
| 1168 | | * |
|---|
| 1169 | | * If any of the newly adjacent grids are "interesting" (monsters, |
|---|
| 1170 | | * objects, some terrain features) then running stops. |
|---|
| 1171 | | * |
|---|
| 1172 | | * If any of the newly adjacent grids seem to be open, and you are |
|---|
| 1173 | | * looking for a break on that side, then running stops. |
|---|
| 1174 | | * |
|---|
| 1175 | | * If any of the newly adjacent grids do not seem to be open, and |
|---|
| 1176 | | * you are in an open area, and the non-open side was previously |
|---|
| 1177 | | * entirely open, then running stops. |
|---|
| 1178 | | * |
|---|
| 1179 | | * If you are in a hallway, then the algorithm must determine if |
|---|
| 1180 | | * the running should continue, turn, or stop. If only one of the |
|---|
| 1181 | | * newly adjacent grids appears to be open, then running continues |
|---|
| 1182 | | * in that direction, turning if necessary. If there are more than |
|---|
| 1183 | | * two possible choices, then running stops. If there are exactly |
|---|
| 1184 | | * two possible choices, separated by a grid which does not seem |
|---|
| 1185 | | * to be open, then running stops. Otherwise, as shown below, the |
|---|
| 1186 | | * player has probably reached a "corner". |
|---|
| 1187 | | * |
|---|
| 1188 | | * ### o## |
|---|
| 1189 | | * o@x (normal) #@! (diagonal) |
|---|
| 1190 | | * ##! (east) ##x (south east) |
|---|
| 1191 | | * |
|---|
| 1192 | | * In this situation, there will be two newly adjacent open grids, |
|---|
| 1193 | | * one touching the player on a diagonal, and one directly adjacent. |
|---|
| 1194 | | * We must consider the two "option" grids further out (marked '?'). |
|---|
| 1195 | | * We assign "option" to the straight-on grid, and "option2" to the |
|---|
| 1196 | | * diagonal grid. For some unknown reason, we assign "check_dir" to |
|---|
| 1197 | | * the grid marked 's', which may be incorrectly labelled. |
|---|
| 1198 | | * |
|---|
| 1199 | | * ###s |
|---|
| 1200 | | * o@x? (may be incorrect diagram!) |
|---|
| 1201 | | * ##!? |
|---|
| 1202 | | * |
|---|
| 1203 | | * If both "option" grids are closed, then there is no reason to enter |
|---|
| 1204 | | * the corner, and so we can cut the corner, by moving into the other |
|---|
| 1205 | | * grid (diagonally). If we choose not to cut the corner, then we may |
|---|
| 1206 | | * go straight, but we pretend that we got there by moving diagonally. |
|---|
| 1207 | | * Below, we avoid the obvious grid (marked 'x') and cut the corner |
|---|
| 1208 | | * instead (marked 'n'). |
|---|
| 1209 | | * |
|---|
| 1210 | | * ###: o## |
|---|
| 1211 | | * o@x# (normal) #@n (maybe?) |
|---|
| 1212 | | * ##n# (east) ##x# |
|---|
| 1213 | | * #### |
|---|
| 1214 | | * |
|---|
| 1215 | | * If one of the "option" grids is open, then we may have a choice, so |
|---|
| 1216 | | * we check to see whether it is a potential corner or an intersection |
|---|
| 1217 | | * (or room entrance). If the grid two spaces straight ahead, and the |
|---|
| 1218 | | * space marked with 's' are both open, then it is a potential corner |
|---|
| 1219 | | * and we enter it if requested. Otherwise, we stop, because it is |
|---|
| 1220 | | * not a corner, and is instead an intersection or a room entrance. |
|---|
| 1221 | | * |
|---|
| 1222 | | * ### |
|---|
| 1223 | | * o@x |
|---|
| 1224 | | * ##!# |
|---|
| 1225 | | * |
|---|
| 1226 | | * I do not think this documentation is correct. |
|---|
| 1227 | | */ |
|---|
| 1228 | | |
|---|
| 1229 | | |
|---|
| 1230 | | |
|---|
| 1231 | | |
|---|
| 1232 | | /* |
|---|
| 1233 | | * Hack -- allow quick "cycling" through the legal directions |
|---|
| 1234 | | */ |
|---|
| 1235 | | static const byte cycle[] = |
|---|
| 1236 | | { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 }; |
|---|
| 1237 | | |
|---|
| 1238 | | /* |
|---|
| 1239 | | * Hack -- map each direction into the "middle" of the "cycle[]" array |
|---|
| 1240 | | */ |
|---|
| 1241 | | static const byte chome[] = |
|---|
| 1242 | | { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 }; |
|---|
| 1243 | | |
|---|
| 1244 | | |
|---|
| 1245 | | |
|---|
| 1246 | | /* |
|---|
| 1247 | | * Initialize the running algorithm for a new direction. |
|---|
| 1248 | | * |
|---|
| 1249 | | * Diagonal Corridor -- allow diaginal entry into corridors. |
|---|
| 1250 | | * |
|---|
| 1251 | | * Blunt Corridor -- If there is a wall two spaces ahead and |
|---|
| 1252 | | * we seem to be in a corridor, then force a turn into the side |
|---|
| 1253 | | * corridor, must be moving straight into a corridor here. (?) |
|---|
| 1254 | | * |
|---|
| 1255 | | * Diagonal Corridor Blunt Corridor (?) |
|---|
| 1256 | | * # # # |
|---|
| 1257 | | * #x# @x# |
|---|
| 1258 | | * @p. p |
|---|
| 1259 | | */ |
|---|
| 1260 | | static void run_init(int dir) |
|---|
| 1261 | | { |
|---|
| 1262 | | int py = p_ptr->py; |
|---|
| 1263 | | int px = p_ptr->px; |
|---|
| 1264 | | |
|---|
| 1265 | | int i, row, col; |
|---|
| 1266 | | |
|---|
| 1267 | | bool deepleft, deepright; |
|---|
| 1268 | | bool shortleft, shortright; |
|---|
| 1269 | | |
|---|
| 1270 | | |
|---|
| 1271 | | /* Save the direction */ |
|---|
| 1272 | | p_ptr->run_cur_dir = dir; |
|---|
| 1273 | | |
|---|
| 1274 | | /* Assume running straight */ |
|---|
| 1275 | | p_ptr->run_old_dir = dir; |
|---|
| 1276 | | |
|---|
| 1277 | | /* Assume looking for open area */ |
|---|
| 1278 | | p_ptr->run_open_area = TRUE; |
|---|
| 1279 | | |
|---|
| 1280 | | /* Assume not looking for breaks */ |
|---|
| 1281 | | p_ptr->run_break_right = FALSE; |
|---|
| 1282 | | p_ptr->run_break_left = FALSE; |
|---|
| 1283 | | |
|---|
| 1284 | | /* Assume no nearby walls */ |
|---|
| 1285 | | deepleft = deepright = FALSE; |
|---|
| 1286 | | shortright = shortleft = FALSE; |
|---|
| 1287 | | |
|---|
| 1288 | | /* Find the destination grid */ |
|---|
| 1289 | | row = py + ddy[dir]; |
|---|
| 1290 | | col = px + ddx[dir]; |
|---|
| 1291 | | |
|---|
| 1292 | | /* Extract cycle index */ |
|---|
| 1293 | | i = chome[dir]; |
|---|
| 1294 | | |
|---|
| 1295 | | /* Check for nearby wall */ |
|---|
| 1296 | | if (see_wall(cycle[i+1], py, px)) |
|---|
| 1297 | | { |
|---|
| 1298 | | p_ptr->run_break_left = TRUE; |
|---|
| 1299 | | shortleft = TRUE; |
|---|
| 1300 | | } |
|---|
| 1301 | | |
|---|
| 1302 | | /* Check for distant wall */ |
|---|
| 1303 | | else if (see_wall(cycle[i+1], row, col)) |
|---|
| 1304 | | { |
|---|
| 1305 | | p_ptr->run_break_left = TRUE; |
|---|
| 1306 | | deepleft = TRUE; |
|---|
| 1307 | | } |
|---|
| 1308 | | |
|---|
| 1309 | | /* Check for nearby wall */ |
|---|
| 1310 | | if (see_wall(cycle[i-1], py, px)) |
|---|
| 1311 | | { |
|---|
| 1312 | | p_ptr->run_break_right = TRUE; |
|---|
| 1313 | | shortright = TRUE; |
|---|
| 1314 | | } |
|---|
| 1315 | | |
|---|
| 1316 | | /* Check for distant wall */ |
|---|
| 1317 | | else if (see_wall(cycle[i-1], row, col)) |
|---|
| 1318 | | { |
|---|
| 1319 | | p_ptr->run_break_right = TRUE; |
|---|
| 1320 | | deepright = TRUE; |
|---|
| 1321 | | } |
|---|
| 1322 | | |
|---|
| 1323 | | /* Looking for a break */ |
|---|
| 1324 | | if (p_ptr->run_break_left && p_ptr->run_break_right) |
|---|
| 1325 | | { |
|---|
| 1326 | | /* Not looking for open area */ |
|---|
| 1327 | | p_ptr->run_open_area = FALSE; |
|---|
| 1328 | | |
|---|
| 1329 | | /* Hack -- allow angled corridor entry */ |
|---|
| 1330 | | if (dir & 0x01) |
|---|
| 1331 | | { |
|---|
| 1332 | | if (deepleft && !deepright) |
|---|
| 1333 | | { |
|---|
| 1334 | | p_ptr->run_old_dir = cycle[i - 1]; |
|---|
| 1335 | | } |
|---|
| 1336 | | else if (deepright && !deepleft) |
|---|
| 1337 | | { |
|---|
| 1338 | | p_ptr->run_old_dir = cycle[i + 1]; |
|---|
| 1339 | | } |
|---|
| 1340 | | } |
|---|
| 1341 | | |
|---|
| 1342 | | /* Hack -- allow blunt corridor entry */ |
|---|
| 1343 | | else if (see_wall(cycle[i], row, col)) |
|---|
| 1344 | | { |
|---|
| 1345 | | if (shortleft && !shortright) |
|---|
| 1346 | | { |
|---|
| 1347 | | p_ptr->run_old_dir = cycle[i - 2]; |
|---|
| 1348 | | } |
|---|
| 1349 | | else if (shortright && !shortleft) |
|---|
| 1350 | | { |
|---|
| 1351 | | p_ptr->run_old_dir = cycle[i + 2]; |
|---|
| 1352 | | } |
|---|
| 1353 | | } |
|---|
| 1354 | | } |
|---|
| 1355 | | } |
|---|
| 1356 | | |
|---|
| 1357 | | |
|---|
| 1358 | | /* |
|---|
| 1359 | | * Update the current "run" path |
|---|
| 1360 | | * |
|---|
| 1361 | | * Return TRUE if the running should be stopped |
|---|
| 1362 | | */ |
|---|
| 1363 | | static bool run_test(void) |
|---|
| 1364 | | { |
|---|
| 1365 | | int py = p_ptr->py; |
|---|
| 1366 | | int px = p_ptr->px; |
|---|
| 1367 | | |
|---|
| 1368 | | int prev_dir; |
|---|
| 1369 | | int new_dir; |
|---|
| 1370 | | int check_dir = 0; |
|---|
| 1371 | | |
|---|
| 1372 | | int row, col; |
|---|
| 1373 | | int i, max, inv; |
|---|
| 1374 | | int option, option2; |
|---|
| 1375 | | |
|---|
| 1376 | | |
|---|
| 1377 | | /* No options yet */ |
|---|
| 1378 | | option = 0; |
|---|
| 1379 | | option2 = 0; |
|---|
| 1380 | | |
|---|
| 1381 | | /* Where we came from */ |
|---|
| 1382 | | prev_dir = p_ptr->run_old_dir; |
|---|
| 1383 | | |
|---|
| 1384 | | |
|---|
| 1385 | | /* Range of newly adjacent grids */ |
|---|
| 1386 | | max = (prev_dir & 0x01) + 1; |
|---|
| 1387 | | |
|---|
| 1388 | | |
|---|
| 1389 | | /* Look at every newly adjacent square. */ |
|---|
| 1390 | | for (i = -max; i <= max; i++) |
|---|
| 1391 | | { |
|---|
| 1392 | | object_type *o_ptr; |
|---|
| 1393 | | |
|---|
| 1394 | | |
|---|
| 1395 | | /* New direction */ |
|---|
| 1396 | | new_dir = cycle[chome[prev_dir] + i]; |
|---|
| 1397 | | |
|---|
| 1398 | | /* New location */ |
|---|
| 1399 | | row = py + ddy[new_dir]; |
|---|
| 1400 | | col = px + ddx[new_dir]; |
|---|
| 1401 | | |
|---|
| 1402 | | |
|---|
| 1403 | | /* Visible monsters abort running */ |
|---|
| 1404 | | if (cave_m_idx[row][col] > 0) |
|---|
| 1405 | | { |
|---|
| 1406 | | monster_type *m_ptr = &mon_list[cave_m_idx[row][col]]; |
|---|
| 1407 | | |
|---|
| 1408 | | /* Visible monster */ |
|---|
| 1409 | | if (m_ptr->ml) return (TRUE); |
|---|
| 1410 | | } |
|---|
| 1411 | | |
|---|
| 1412 | | /* Visible objects abort running */ |
|---|
| 1413 | | for (o_ptr = get_first_object(row, col); o_ptr; o_ptr = get_next_object(o_ptr)) |
|---|
| 1414 | | { |
|---|
| 1415 | | /* Visible object */ |
|---|
| 1416 | | if (o_ptr->marked && !squelch_hide_item(o_ptr)) return (TRUE); |
|---|
| 1417 | | } |
|---|
| 1418 | | |
|---|
| 1419 | | |
|---|
| 1420 | | /* Assume unknown */ |
|---|
| 1421 | | inv = TRUE; |
|---|
| 1422 | | |
|---|
| 1423 | | /* Check memorized grids */ |
|---|
| 1424 | | if (cave_info[row][col] & (CAVE_MARK)) |
|---|
| 1425 | | { |
|---|
| 1426 | | bool notice = TRUE; |
|---|
| 1427 | | |
|---|
| 1428 | | /* Examine the terrain */ |
|---|
| 1429 | | switch (cave_feat[row][col]) |
|---|
| 1430 | | { |
|---|
| 1431 | | /* Floors */ |
|---|
| 1432 | | case FEAT_FLOOR: |
|---|
| 1433 | | |
|---|
| 1434 | | /* Invis traps */ |
|---|
| 1435 | | case FEAT_INVIS: |
|---|
| 1436 | | |
|---|
| 1437 | | /* Secret doors */ |
|---|
| 1438 | | case FEAT_SECRET: |
|---|
| 1439 | | |
|---|
| 1440 | | /* Normal veins */ |
|---|
| 1441 | | case FEAT_MAGMA: |
|---|
| 1442 | | case FEAT_QUARTZ: |
|---|
| 1443 | | |
|---|
| 1444 | | /* Hidden treasure */ |
|---|
| 1445 | | case FEAT_MAGMA_H: |
|---|
| 1446 | | case FEAT_QUARTZ_H: |
|---|
| 1447 | | |
|---|
| 1448 | | /* Walls */ |
|---|
| 1449 | | case FEAT_WALL_EXTRA: |
|---|
| 1450 | | case FEAT_WALL_INNER: |
|---|
| 1451 | | case FEAT_WALL_OUTER: |
|---|
| 1452 | | case FEAT_WALL_SOLID: |
|---|
| 1453 | | case FEAT_PERM_EXTRA: |
|---|
| 1454 | | case FEAT_PERM_INNER: |
|---|
| 1455 | | case FEAT_PERM_OUTER: |
|---|
| 1456 | | case FEAT_PERM_SOLID: |
|---|
| 1457 | | { |
|---|
| 1458 | | /* Ignore */ |
|---|
| 1459 | | notice = FALSE; |
|---|
| 1460 | | |
|---|
| 1461 | | /* Done */ |
|---|
| 1462 | | break; |
|---|
| 1463 | | } |
|---|
| 1464 | | } |
|---|
| 1465 | | |
|---|
| 1466 | | /* Interesting feature */ |
|---|
| 1467 | | if (notice) return (TRUE); |
|---|
| 1468 | | |
|---|
| 1469 | | /* The grid is "visible" */ |
|---|
| 1470 | | inv = FALSE; |
|---|
| 1471 | | } |
|---|
| 1472 | | |
|---|
| 1473 | | /* Analyze unknown grids and floors */ |
|---|
| 1474 | | if (inv || cave_floor_bold(row, col)) |
|---|
| 1475 | | { |
|---|
| 1476 | | /* Looking for open area */ |
|---|
| 1477 | | if (p_ptr->run_open_area) |
|---|
| 1478 | | { |
|---|
| 1479 | | /* Nothing */ |
|---|
| 1480 | | } |
|---|
| 1481 | | |
|---|
| 1482 | | /* The first new direction. */ |
|---|
| 1483 | | else if (!option) |
|---|
| 1484 | | { |
|---|
| 1485 | | option = new_dir; |
|---|
| 1486 | | } |
|---|
| 1487 | | |
|---|
| 1488 | | /* Three new directions. Stop running. */ |
|---|
| 1489 | | else if (option2) |
|---|
| 1490 | | { |
|---|
| 1491 | | return (TRUE); |
|---|
| 1492 | | } |
|---|
| 1493 | | |
|---|
| 1494 | | /* Two non-adjacent new directions. Stop running. */ |
|---|
| 1495 | | else if (option != cycle[chome[prev_dir] + i - 1]) |
|---|
| 1496 | | { |
|---|
| 1497 | | return (TRUE); |
|---|
| 1498 | | } |
|---|
| 1499 | | |
|---|
| 1500 | | /* Two new (adjacent) directions (case 1) */ |
|---|
| 1501 | | else if (new_dir & 0x01) |
|---|
| 1502 | | { |
|---|
| 1503 | | check_dir = cycle[chome[prev_dir] + i - 2]; |
|---|
| 1504 | | option2 = new_dir; |
|---|
| 1505 | | } |
|---|
| 1506 | | |
|---|
| 1507 | | /* Two new (adjacent) directions (case 2) */ |
|---|
| 1508 | | else |
|---|
| 1509 | | { |
|---|
| 1510 | | check_dir = cycle[chome[prev_dir] + i + 1]; |
|---|
| 1511 | | option2 = option; |
|---|
| 1512 | | option = new_dir; |
|---|
| 1513 | | } |
|---|
| 1514 | | } |
|---|
| 1515 | | |
|---|
| 1516 | | /* Obstacle, while looking for open area */ |
|---|
| 1517 | | else |
|---|
| 1518 | | { |
|---|
| 1519 | | if (p_ptr->run_open_area) |
|---|
| 1520 | | { |
|---|
| 1521 | | if (i < 0) |
|---|
| 1522 | | { |
|---|
| 1523 | | /* Break to the right */ |
|---|
| 1524 | | p_ptr->run_break_right = TRUE; |
|---|
| 1525 | | } |
|---|
| 1526 | | |
|---|
| 1527 | | else if (i > 0) |
|---|
| 1528 | | { |
|---|
| 1529 | | /* Break to the left */ |
|---|
| 1530 | | p_ptr->run_break_left = TRUE; |
|---|
| 1531 | | } |
|---|
| 1532 | | } |
|---|
| 1533 | | } |
|---|
| 1534 | | } |
|---|
| 1535 | | |
|---|
| 1536 | | |
|---|
| 1537 | | /* Looking for open area */ |
|---|
| 1538 | | if (p_ptr->run_open_area) |
|---|
| 1539 | | { |
|---|
| 1540 | | /* Hack -- look again */ |
|---|
| 1541 | | for (i = -max; i < 0; i++) |
|---|
| 1542 | | { |
|---|
| 1543 | | new_dir = cycle[chome[prev_dir] + i]; |
|---|
| 1544 | | |
|---|
| 1545 | | row = py + ddy[new_dir]; |
|---|
| 1546 | | col = px + ddx[new_dir]; |
|---|
| 1547 | | |
|---|
| 1548 | | /* Unknown grid or non-wall */ |
|---|
| 1549 | | /* Was: cave_floor_bold(row, col) */ |
|---|
| 1550 | | if (!(cave_info[row][col] & (CAVE_MARK)) || |
|---|
| 1551 | | (cave_feat[row][col] < FEAT_SECRET)) |
|---|
| 1552 | | { |
|---|
| 1553 | | /* Looking to break right */ |
|---|
| 1554 | | if (p_ptr->run_break_right) |
|---|
| 1555 | | { |
|---|
| 1556 | | return (TRUE); |
|---|
| 1557 | | } |
|---|
| 1558 | | } |
|---|
| 1559 | | |
|---|
| 1560 | | /* Obstacle */ |
|---|
| 1561 | | else |
|---|
| 1562 | | { |
|---|
| 1563 | | /* Looking to break left */ |
|---|
| 1564 | | if (p_ptr->run_break_left) |
|---|
| 1565 | | { |
|---|
| 1566 | | return (TRUE); |
|---|
| 1567 | | } |
|---|
| 1568 | | } |
|---|
| 1569 | | } |
|---|
| 1570 | | |
|---|
| 1571 | | /* Hack -- look again */ |
|---|
| 1572 | | for (i = max; i > 0; i--) |
|---|
| 1573 | | { |
|---|
| 1574 | | new_dir = cycle[chome[prev_dir] + i]; |
|---|
| 1575 | | |
|---|
| 1576 | | row = py + ddy[new_dir]; |
|---|
| 1577 | | col = px + ddx[new_dir]; |
|---|
| 1578 | | |
|---|
| 1579 | | /* Unknown grid or non-wall */ |
|---|
| 1580 | | /* Was: cave_floor_bold(row, col) */ |
|---|
| 1581 | | if (!(cave_info[row][col] & (CAVE_MARK)) || |
|---|
| 1582 | | (cave_feat[row][col] < FEAT_SECRET)) |
|---|
| 1583 | | { |
|---|
| 1584 | | /* Looking to break left */ |
|---|
| 1585 | | if (p_ptr->run_break_left) |
|---|
| 1586 | | { |
|---|
| 1587 | | return (TRUE); |
|---|
| 1588 | | } |
|---|
| 1589 | | } |
|---|
| 1590 | | |
|---|
| 1591 | | /* Obstacle */ |
|---|
| 1592 | | else |
|---|
| 1593 | | { |
|---|
| 1594 | | /* Looking to break right */ |
|---|
| 1595 | | if (p_ptr->run_break_right) |
|---|
| 1596 | | { |
|---|
| 1597 | | return (TRUE); |
|---|
| 1598 | | } |
|---|
| 1599 | | } |
|---|
| 1600 | | } |
|---|
| 1601 | | } |
|---|
| 1602 | | |
|---|
| 1603 | | |
|---|
| 1604 | | /* Not looking for open area */ |
|---|
| 1605 | | else |
|---|
| 1606 | | { |
|---|
| 1607 | | /* No options */ |
|---|
| 1608 | | if (!option) |
|---|
| 1609 | | { |
|---|
| 1610 | | return (TRUE); |
|---|
| 1611 | | } |
|---|
| 1612 | | |
|---|
| 1613 | | /* One option */ |
|---|
| 1614 | | else if (!option2) |
|---|
| 1615 | | { |
|---|
| 1616 | | /* Primary option */ |
|---|
| 1617 | | p_ptr->run_cur_dir = option; |
|---|
| 1618 | | |
|---|
| 1619 | | /* No other options */ |
|---|
| 1620 | | p_ptr->run_old_dir = option; |
|---|
| 1621 | | } |
|---|
| 1622 | | |
|---|
| 1623 | | /* Two options, examining corners */ |
|---|
| 1624 | | else |
|---|
| 1625 | | { |
|---|
| 1626 | | /* Primary option */ |
|---|
| 1627 | | p_ptr->run_cur_dir = option; |
|---|
| 1628 | | |
|---|
| 1629 | | /* Hack -- allow curving */ |
|---|
| 1630 | | p_ptr->run_old_dir = option2; |
|---|
| 1631 | | } |
|---|
| 1632 | | } |
|---|
| 1633 | | |
|---|
| 1634 | | |
|---|
| 1635 | | /* About to hit a known wall, stop */ |
|---|
| 1636 | | if (see_wall(p_ptr->run_cur_dir, py, px)) |
|---|
| 1637 | | { |
|---|
| 1638 | | return (TRUE); |
|---|
| 1639 | | } |
|---|
| 1640 | | |
|---|
| 1641 | | |
|---|
| 1642 | | /* Failure */ |
|---|
| 1643 | | return (FALSE); |
|---|
| 1644 | | } |
|---|
| 1645 | | |
|---|
| 1646 | | |
|---|
| 1647 | | |
|---|
| 1648 | | /* |
|---|
| 1649 | | * Take one step along the current "run" path |
|---|
| 1650 | | * |
|---|
| 1651 | | * Called with a real direction to begin a new run, and with zero |
|---|
| 1652 | | * to continue a run in progress. |
|---|
| 1653 | | */ |
|---|
| 1654 | | void run_step(int dir) |
|---|
| 1655 | | { |
|---|
| 1656 | | int x, y; |
|---|
| 1657 | | |
|---|
| 1658 | | /* Start run */ |
|---|
| 1659 | | if (dir) |
|---|
| 1660 | | { |
|---|
| 1661 | | /* Initialize */ |
|---|
| 1662 | | run_init(dir); |
|---|
| 1663 | | |
|---|
| 1664 | | /* Hack -- Set the run counter */ |
|---|
| 1665 | | p_ptr->running = (p_ptr->command_arg ? p_ptr->command_arg : 1000); |
|---|
| 1666 | | |
|---|
| 1667 | | /* Calculate torch radius */ |
|---|
| 1668 | | p_ptr->update |= (PU_TORCH); |
|---|
| 1669 | | } |
|---|
| 1670 | | |
|---|
| 1671 | | /* Continue run */ |
|---|
| 1672 | | else |
|---|
| 1673 | | { |
|---|
| 1674 | | if (!p_ptr->running_withpathfind) |
|---|
| 1675 | | { |
|---|
| 1676 | | /* Update run */ |
|---|
| 1677 | | if (run_test()) |
|---|
| 1678 | | { |
|---|
| 1679 | | /* Disturb */ |
|---|
| 1680 | | disturb(0, 0); |
|---|
| 1681 | | |
|---|
| 1682 | | /* Done */ |
|---|
| 1683 | | return; |
|---|
| 1684 | | } |
|---|
| 1685 | | } |
|---|
| 1686 | | else |
|---|
| 1687 | | { |
|---|
| 1688 | | /* Abort if we have finished */ |
|---|
| 1689 | | if (pf_result_index < 0) |
|---|
| 1690 | | { |
|---|
| 1691 | | disturb(0, 0); |
|---|
| 1692 | | p_ptr->running_withpathfind = FALSE; |
|---|
| 1693 | | return; |
|---|
| 1694 | | } |
|---|
| 1695 | | /* Abort if we would hit a wall */ |
|---|
| 1696 | | else if (pf_result_index == 0) |
|---|
| 1697 | | { |
|---|
| 1698 | | /* Get next step */ |
|---|
| 1699 | | y = p_ptr->py + ddy[pf_result[pf_result_index] - '0']; |
|---|
| 1700 | | x = p_ptr->px + ddx[pf_result[pf_result_index] - '0']; |
|---|
| 1701 | | |
|---|
| 1702 | | /* Known wall */ |
|---|
| 1703 | | if ((cave_info[y][x] & (CAVE_MARK)) && !cave_floor_bold(y, x)) |
|---|
| 1704 | | { |
|---|
| 1705 | | disturb(0,0); |
|---|
| 1706 | | p_ptr->running_withpathfind = FALSE; |
|---|
| 1707 | | return; |
|---|
| 1708 | | } |
|---|
| 1709 | | } |
|---|
| 1710 | | /* Hack -- walking stick lookahead. |
|---|
| 1711 | | * |
|---|
| 1712 | | * If the player has computed a path that is going to end up in a wall, |
|---|
| 1713 | | * we notice this and convert to a normal run. This allows us to click |
|---|
| 1714 | | * on unknown areas to explore the map. |
|---|
| 1715 | | * |
|---|
| 1716 | | * We have to look ahead two, otherwise we don't know which is the last |
|---|
| 1717 | | * direction moved and don't initialise the run properly. |
|---|
| 1718 | | */ |
|---|
| 1719 | | else if (pf_result_index > 0) |
|---|
| 1720 | | { |
|---|
| 1721 | | /* Get next step */ |
|---|
| 1722 | | y = p_ptr->py + ddy[pf_result[pf_result_index] - '0']; |
|---|
| 1723 | | x = p_ptr->px + ddx[pf_result[pf_result_index] - '0']; |
|---|
| 1724 | | |
|---|
| 1725 | | /* Known wall */ |
|---|
| 1726 | | if ((cave_info[y][x] & (CAVE_MARK)) && !cave_floor_bold(y, x)) |
|---|
| 1727 | | { |
|---|
| 1728 | | disturb(0,0); |
|---|
| 1729 | | p_ptr->running_withpathfind = FALSE; |
|---|
| 1730 | | return; |
|---|
| 1731 | | } |
|---|
| 1732 | | |
|---|
| 1733 | | /* Get step after */ |
|---|
| 1734 | | y = y + ddy[pf_result[pf_result_index-1] - '0']; |
|---|
| 1735 | | x = x + ddx[pf_result[pf_result_index-1] - '0']; |
|---|
| 1736 | | |
|---|
| 1737 | | /* Known wall */ |
|---|
| 1738 | | if ((cave_info[y][x] & (CAVE_MARK)) && !cave_floor_bold(y, x)) |
|---|
| 1739 | | { |
|---|
| 1740 | | p_ptr->running_withpathfind = FALSE; |
|---|
| 1741 | | |
|---|
| 1742 | | run_init(pf_result[pf_result_index] - '0'); |
|---|
| 1743 | | } |
|---|
| 1744 | | } |
|---|
| 1745 | | |
|---|
| 1746 | | p_ptr->run_cur_dir = pf_result[pf_result_index--] - '0'; |
|---|
| 1747 | | |
|---|
| 1748 | | /* Hack -- allow easy_alter */ |
|---|
| 1749 | | p_ptr->command_dir = p_ptr->run_cur_dir; |
|---|
| 1750 | | } |
|---|
| 1751 | | } |
|---|
| 1752 | | |
|---|
| 1753 | | |
|---|
| 1754 | | /* Decrease counter */ |
|---|
| 1755 | | p_ptr->running--; |
|---|
| 1756 | | |
|---|
| 1757 | | /* Take time */ |
|---|
| 1758 | | p_ptr->energy_use = 100; |
|---|
| 1759 | | |
|---|
| 1760 | | /* Move the player. Never pick up objects */ |
|---|
| 1761 | | p_ptr->auto_pickup_okay = FALSE; |
|---|
| 1762 | | move_player(p_ptr->run_cur_dir); |
|---|
| 1763 | | } |
|---|