1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844
|
/* File: run.c */
/* Purpose: running code */
/*
* Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
*
* This software may be copied and distributed for educational, research, and
* not for profit purposes provided that this copyright and statement are
* included in all such copies.
*/
#include "angband.h"
#include "script.h"
/*
* Check for a "known wall"
*/
static int see_wall(int x, int y)
{
pcave_type *pc_ptr;
feature_type *f_ptr;
/* Illegal grids are "walls" */
if (!in_boundsp(x, y)) return (TRUE);
pc_ptr = parea(x, y);
f_ptr = &f_info[pc_ptr->feat];
/* Return block-los status */
return (f_ptr->flags & FF_BLOCK);
}
/*
* Check for an "unknown corner"
*/
static int see_nothing(int x, int y)
{
cave_type *c_ptr;
pcave_type *pc_ptr;
/* Illegal grids are unknown */
if (!in_boundsp(x, y)) return (FALSE);
c_ptr = area(x, y);
pc_ptr = parea(x, y);
/* Memorized grids are always known */
if (pc_ptr->feat) return (FALSE);
/* Non-floor grids are unknown */
if (cave_wall_grid(c_ptr)) return (TRUE);
/* Viewable door/wall grids are known */
if (player_can_see_grid(pc_ptr)) return (FALSE);
/* Default */
return (TRUE);
}
/*
* Check for "interesting" terrain
*/
static int see_interesting(int x, int y)
{
cave_type *c_ptr;
pcave_type *pc_ptr;
object_type *o_ptr;
/* Illegal grids are boring */
if (!in_boundsp(x, y)) return (FALSE);
c_ptr = area(x, y);
pc_ptr = parea(x, y);
/* Check for a monster */
if (c_ptr->m_idx)
{
monster_type *m_ptr = &m_list[c_ptr->m_idx];
/* If it's visible, it's interesting */
if (m_ptr->ml) return (TRUE);
}
/* Check for objects */
OBJ_ITT_START(c_ptr->o_idx, o_ptr)
{
/* If it's visible, it's interesting */
if (o_ptr->info & OB_SEEN) return (TRUE);
}
OBJ_ITT_END;
/* Check for traps */
if (is_visible_trap(c_ptr)) return (TRUE);
/* Check for building */
if (is_build(c_ptr)) return (TRUE);
/* Check memorized grids */
if (pc_ptr->feat)
{
switch (c_ptr->feat)
{
case FEAT_DEEP_LAVA:
case FEAT_DEEP_ACID:
case FEAT_DEEP_SWAMP:
return (TRUE);
case FEAT_SHAL_SWAMP:
case FEAT_SHAL_ACID:
case FEAT_SHAL_LAVA:
/* Water */
case FEAT_DEEP_WATER:
case FEAT_OCEAN_WATER:
/* Levitation makes these feats boring */
if (FLAG(p_ptr, TR_FEATHER)) break;
return (TRUE);
/* Open doors */
case FEAT_OPEN:
case FEAT_BROKEN:
if (find_ignore_doors) break;
return (TRUE);
/* Closed doors */
case FEAT_CLOSED:
return (TRUE);
/* Stairs */
case FEAT_LESS:
case FEAT_MORE:
if (find_ignore_stairs) break;
return (TRUE);
}
}
/* Boring */
return (FALSE);
}
#define RUN_MODE_START 0 /* Beginning of run */
#define RUN_MODE_OPEN 1 /* Running in a room or open area */
#define RUN_MODE_CORRIDOR 2 /* Running in a corridor */
#define RUN_MODE_WALL 3 /* Running along a wall */
#define RUN_MODE_FINISH 4 /* End of run */
/*
* Due to a fortunate coincidence, there are exactly 32 interesting
* 2-move combinations. We only consider combinations where the
* second move shares at least one component (N, E, S or W) with
* the first move.
*
* Since there are 32, we can use bit fields to simplify the tables.
*/
#define RUN_N_NW 0x00000001L
#define RUN_N_N 0x00000002L
#define RUN_N_NE 0x00000004L
#define RUN_NE_NW 0x00000008L
#define RUN_NE_N 0x00000010L
#define RUN_NE_NE 0x00000020L
#define RUN_NE_E 0x00000040L
#define RUN_NE_SE 0x00000080L
#define RUN_E_NE 0x00000100L
#define RUN_E_E 0x00000200L
#define RUN_E_SE 0x00000400L
#define RUN_SE_NE 0x00000800L
#define RUN_SE_E 0x00001000L
#define RUN_SE_SE 0x00002000L
#define RUN_SE_S 0x00004000L
#define RUN_SE_SW 0x00008000L
#define RUN_S_SE 0x00010000L
#define RUN_S_S 0x00020000L
#define RUN_S_SW 0x00040000L
#define RUN_SW_SE 0x00080000L
#define RUN_SW_S 0x00100000L
#define RUN_SW_SW 0x00200000L
#define RUN_SW_W 0x00400000L
#define RUN_SW_NW 0x00800000L
#define RUN_W_SW 0x01000000L
#define RUN_W_W 0x02000000L
#define RUN_W_NW 0x04000000L
#define RUN_NW_SW 0x08000000L
#define RUN_NW_W 0x10000000L
#define RUN_NW_NW 0x20000000L
#define RUN_NW_N 0x40000000L
#define RUN_NW_NE 0x80000000L
/* All the moves that start with each direction */
#define RUN_N (RUN_N_NW | RUN_N_N | RUN_N_NE)
#define RUN_NE (RUN_NE_NW | RUN_NE_N | RUN_NE_NE | RUN_NE_E | RUN_NE_SE)
#define RUN_E (RUN_E_NE | RUN_E_E | RUN_E_SE)
#define RUN_SE (RUN_SE_NE | RUN_SE_E | RUN_SE_SE | RUN_SE_S | RUN_SE_SW)
#define RUN_S (RUN_S_SE | RUN_S_S | RUN_S_SW)
#define RUN_SW (RUN_SW_SE | RUN_SW_S | RUN_SW_SW | RUN_SW_W | RUN_SW_NW)
#define RUN_W (RUN_W_SW | RUN_W_W | RUN_W_NW)
#define RUN_NW (RUN_NW_SW | RUN_NW_W | RUN_NW_NW | RUN_NW_N | RUN_NW_NE)
#define TEST_NONE 0
#define TEST_WALL 1
#define TEST_UNSEEN 2
#define TEST_FLOOR 3
#define TEST_FLOOR_S 4
/*
* The tests.
*
* Some of these are hard to understand. Don't worry too
* much, unless you really need to modify the table.
*
* The order the groups of checks are in is important!
* Don't reorder them unless you're sure you know what
* you're doing. The order within each group is arbitrary.
*
* Each test consists of:
*
* What type of square test to do (if any), and what
* square to test as an offset from the player.
*
* What other moves must be valid (0 for none). If there
* are multiple moves listed, the test passes if any of
* the listed moves are valid.
*
* What moves to remove from consideration if both the
* checks listed pass.
*/
static const struct
{
int test;
int dx, dy;
u32b test_mask;
u32b remove_mask;
} run_checks[] = {
/*
* If the player starts out by moving into a branch corridor:
*
* ### ###
* b.@ -> b..
* #.# #@#
* #a# #a#
*
* we should realize that the player means to continue to the square marked
* 'a', and we should ignore the possibility of moving to 'b' instead.
*
* To recognize this, we check for the presence of a floor tile that the
* player might have come from next to, and remove any moves that would
* result in "doubling back".
*
* This test is done *before* removing impossible moves, because
* we need to know which direction the player came from.
*/
{TEST_FLOOR_S, 0, -1, RUN_S, RUN_NE | RUN_NW},
{TEST_FLOOR_S, 1, 0, RUN_W, RUN_NE | RUN_SE},
{TEST_FLOOR_S, 0, 1, RUN_N, RUN_SE | RUN_SW},
{TEST_FLOOR_S, -1, 0, RUN_E, RUN_NW | RUN_SW},
/* Eliminate impossible moves */
{TEST_WALL, -2, -2, 0, RUN_NW_NW},
{TEST_WALL, -1, -2, 0, RUN_NW_N | RUN_N_NW},
{TEST_WALL, 0, -2, 0, RUN_NW_NE | RUN_N_N | RUN_NE_NW},
{TEST_WALL, 1, -2, 0, RUN_NE_N | RUN_N_NE},
{TEST_WALL, 2, -2, 0, RUN_NE_NE},
{TEST_WALL, 2, -1, 0, RUN_NE_E | RUN_E_NE},
{TEST_WALL, 2, 0, 0, RUN_NE_SE | RUN_E_E | RUN_SE_NE},
{TEST_WALL, 2, 1, 0, RUN_SE_E | RUN_E_SE},
{TEST_WALL, 2, 2, 0, RUN_SE_SE},
{TEST_WALL, 1, 2, 0, RUN_SE_S | RUN_S_SE},
{TEST_WALL, 0, 2, 0, RUN_SE_SW | RUN_S_S | RUN_SW_SE},
{TEST_WALL, -1, 2, 0, RUN_SW_S | RUN_S_SW},
{TEST_WALL, -2, 2, 0, RUN_SW_SW},
{TEST_WALL, -2, 1, 0, RUN_SW_W | RUN_W_SW},
{TEST_WALL, -2, 0, 0, RUN_SW_NW | RUN_W_W | RUN_NW_SW},
{TEST_WALL, -2, -1, 0, RUN_NW_W | RUN_W_NW},
{TEST_WALL, -1, -1, 0, RUN_NW},
{TEST_WALL, 0, -1, 0, RUN_N},
{TEST_WALL, 1, -1, 0, RUN_NE},
{TEST_WALL, 1, 0, 0, RUN_E},
{TEST_WALL, 1, 1, 0, RUN_SE},
{TEST_WALL, 0, 1, 0, RUN_S},
{TEST_WALL, -1, 1, 0, RUN_SW},
{TEST_WALL, -1, 0, 0, RUN_W},
/*
* Allow the player to run in a pillared corridor with
* a radius-2 light source, by removing some diagonal
* moves into unknown squares. Example:
*
* #.#
* #...#
* ##@##
*
* Note that this, like the previous set, can result
* in missing an actual (but unusual) branch.
* Generally the player will see the branch once we
* move another step, but by that point it's too
* late, so we keep going forward.
*/
{TEST_UNSEEN, -2, -2, RUN_N | RUN_W, RUN_NW_NW},
{TEST_UNSEEN, 2, -2, RUN_N | RUN_E, RUN_NE_NE},
{TEST_UNSEEN, 2, 2, RUN_S | RUN_E, RUN_SE_SE},
{TEST_UNSEEN, -2, 2, RUN_S | RUN_W, RUN_SW_SW},
/*
* Ensure that the player will take unknown corners by
* preventing orthagonal moves to unknown squares when
* a diagonal move exists.
*
* Example:
*
* ##
* .@
* .#
*
* In this situation we remove all the 'west' moves, because
* they are to unknown squares, and it's possible to move
* southwest instead.
*
* Note that this can miss a branch if the unknown square
* is actually a floor square and cutting corners is
* enabled.
*
* We have to be careful that we differentiate between these
* two situations:
*
* ### ##
* .@ vs .@
* #.# .#
*
* The first we should NOT turn because there is obviously
* a real branch. We handle this by (indirectly) checking
* for the presence of a wall in the "unknown" direction,
* in this case the wall SWW of the player.
*/
{TEST_UNSEEN, -1, -2, RUN_NE_N | RUN_NW_N, RUN_N_NW},
{TEST_UNSEEN, 0, -2, RUN_NE_N | RUN_NW_N, RUN_N_N},
{TEST_UNSEEN, 1, -2, RUN_NE_N | RUN_NW_N, RUN_N_NE},
{TEST_UNSEEN, 2, -1, RUN_NE_E | RUN_SE_E, RUN_E_NE},
{TEST_UNSEEN, 2, 0, RUN_NE_E | RUN_SE_E, RUN_E_E},
{TEST_UNSEEN, 2, 1, RUN_NE_E | RUN_SE_E, RUN_E_SE},
{TEST_UNSEEN, 1, 2, RUN_SE_S | RUN_SW_S, RUN_S_SE},
{TEST_UNSEEN, 0, 2, RUN_SE_S | RUN_SW_S, RUN_S_S},
{TEST_UNSEEN, -1, 2, RUN_SE_S | RUN_SW_S, RUN_S_SW},
{TEST_UNSEEN, -2, 1, RUN_NW_W | RUN_SW_W, RUN_W_SW},
{TEST_UNSEEN, -2, 0, RUN_NW_W | RUN_SW_W, RUN_W_W},
{TEST_UNSEEN, -2, -1, RUN_NW_W | RUN_SW_W, RUN_W_NW},
/* Prefer going straight over zig-zagging */
{TEST_NONE, 0, 0, RUN_N_N, RUN_NE_NW | RUN_NW_NE},
{TEST_NONE, 0, 0, RUN_E_E, RUN_NE_SE | RUN_SE_NE},
{TEST_NONE, 0, 0, RUN_S_S, RUN_SE_SW | RUN_SW_SE},
{TEST_NONE, 0, 0, RUN_W_W, RUN_NW_SW | RUN_SW_NW},
/* Prefer moving diagonal then orthagonal over the reverse */
{TEST_NONE, 0, 0, RUN_NW_W, RUN_W_NW},
{TEST_NONE, 0, 0, RUN_NW_N, RUN_N_NW},
{TEST_NONE, 0, 0, RUN_NE_N, RUN_N_NE},
{TEST_NONE, 0, 0, RUN_NE_E, RUN_E_NE},
{TEST_NONE, 0, 0, RUN_SE_E, RUN_E_SE},
{TEST_NONE, 0, 0, RUN_SE_S, RUN_S_SE},
{TEST_NONE, 0, 0, RUN_SW_S, RUN_S_SW},
{TEST_NONE, 0, 0, RUN_SW_W, RUN_W_SW},
};
static const u32b valid_dir_mask[10] = {
/* 0 */ 0,
/* 1 */ RUN_NW | RUN_W | RUN_SW | RUN_S | RUN_SE,
/* 2 */ RUN_SW | RUN_S | RUN_SE,
/* 3 */ RUN_SW | RUN_S | RUN_SE | RUN_E | RUN_NE,
/* 4 */ RUN_NW | RUN_W | RUN_SW,
/* 5 */ 0,
/* 6 */ RUN_SE | RUN_E | RUN_NE,
/* 7 */ RUN_NE | RUN_N | RUN_NW | RUN_W | RUN_SW,
/* 8 */ RUN_NE | RUN_N | RUN_NW,
/* 9 */ RUN_SE | RUN_E | RUN_NE | RUN_N | RUN_NW
};
static const u32b basic_dir_mask[10] = {
/* 0 */ 0,
/* 1 */ RUN_SW,
/* 2 */ RUN_S,
/* 3 */ RUN_SE,
/* 4 */ RUN_W,
/* 5 */ 0,
/* 6 */ RUN_E,
/* 7 */ RUN_NW,
/* 8 */ RUN_N,
/* 9 */ RUN_NE
};
/*
* Lists of walls that, if all set, mean we're
* probably in a corridor.
*
* Generally we decide we're in a corridor if
* two opposite squares are walls, or one square
* and the two opposite corners, or all four
* corners.
*/
static const u32b corridor_test_mask[] = {
RUN_N | RUN_S,
RUN_E | RUN_W,
RUN_N | RUN_SE | RUN_SW,
RUN_E | RUN_NW | RUN_SW,
RUN_S | RUN_NE | RUN_NW,
RUN_W | RUN_SE | RUN_NE,
RUN_NW | RUN_NE | RUN_SE | RUN_SW
};
/*
* Lists of walls that, if all set, mean we're probably running
* alongside a wall.
*
* For horizontal or vertical walls this means that at least two walls
* are present on one side along our path.
*
* ToDo: support diagonal walls
*/
static const u32b wall_test_mask[10][6] =
{
/* 0 */ {0, 0, 0, 0, 0, 0},
/* 1 */ {0, 0, 0, 0, 0, 0},
/* 2 */ {
RUN_E | RUN_SE,
RUN_E | RUN_NE,
RUN_W | RUN_SW,
RUN_W | RUN_NW,
RUN_SE | RUN_NE,
RUN_SW | RUN_NW,
},
/* 3 */ {0, 0, 0, 0, 0, 0},
/* 4 */ {
RUN_S | RUN_SW,
RUN_S | RUN_SE,
RUN_N | RUN_NW,
RUN_N | RUN_NE,
RUN_SW | RUN_SE,
RUN_NW | RUN_NE,
},
/* 5 */ {0, 0, 0, 0, 0, 0},
/* 6 */ {
RUN_S | RUN_SW,
RUN_S | RUN_SE,
RUN_N | RUN_NW,
RUN_N | RUN_NE,
RUN_SW | RUN_SE,
RUN_NW | RUN_NE,
},
/* 7 */ {0, 0, 0, 0, 0, 0},
/* 8 */ {
RUN_E | RUN_SE,
RUN_E | RUN_NE,
RUN_W | RUN_SW,
RUN_W | RUN_NW,
RUN_SE | RUN_NE,
RUN_SW | RUN_NW,
},
/* 9 */ {0, 0, 0, 0, 0, 0},
};
/*
* Determine the run algorithm to use.
*
* If we seem to be in a corridor, use the "follow" algorithm.
* otherwise, use the "open" algorithm.
*
* Note that we delay selecting the mode to use until after
* the player has moved the first step of the run.
*
* In general determining which algorithm to use is complicated.
*/
static void run_choose_mode(void)
{
int px = p_ptr->px;
int py = p_ptr->py;
unsigned int i;
u32b wall_dirs = 0;
/* Check valid dirs */
for (i = 1; i < 10; i++)
{
if (see_wall(px + ddx[i], py + ddy[i]))
wall_dirs |= basic_dir_mask[i];
}
/* Check for evidence we're in a corridor */
for (i = 0; i < NUM_ELEMENTS(corridor_test_mask); i++)
{
/*
* If none of the elements in the mask are _not_
* set, we're in a corridor.
*/
if (!(~wall_dirs & corridor_test_mask[i]))
{
p_ptr->run.mode = RUN_MODE_CORRIDOR;
return;
}
}
/* Check for evidence we're following a wall */
for (i = 0; i < NUM_ELEMENTS(wall_test_mask[p_ptr->run.cur_dir]); i++)
{
/*
* If none of the elements in the mask are _not_
* set, we're following a wall.
*/
if (!(~wall_dirs & wall_test_mask[p_ptr->run.cur_dir][i]))
{
p_ptr->run.mode = RUN_MODE_WALL;
return;
}
}
/* Assume we're in the open */
p_ptr->run.mode = RUN_MODE_OPEN;
}
/*
* Check if anything interesting is nearby
*/
static int check_interesting(void)
{
int px = p_ptr->px;
int py = p_ptr->py;
int i;
for (i = 0; i < 8; i++)
{
/* Ignore the square we just moved off of */
if (ddd[i] == p_ptr->run.old_dir)
continue;
/* Subtract rather than add so the previous check works */
if (see_interesting(px - ddx_ddd[i], py - ddy_ddd[i]))
return (TRUE);
}
return (FALSE);
}
/*
* The corridor running algorithm.
*
* We start by determining all two-move combinations that the player could possibly
* make, where the first move shares at least one component (N, E, S, or W) with
* the move made last turn.
*
* Then we use various tests (given in the run_checks[] table above) to remove
* some of the possibilities.
*
* If, after all the checks, all the two-move combinations left start with the
* same move, we use that move. Otherwise, we're at a branch, so we stop.
*
* See run_checks[] for more detailed comments on some of the situations we
* test for.
*/
static void run_corridor(int starting)
{
int px = p_ptr->px;
int py = p_ptr->py;
u32b valid_dirs = 0;
unsigned int i;
/* Check if we're next to something interesting. If we are, stop. */
if (check_interesting())
{
p_ptr->run.mode = RUN_MODE_FINISH;
return;
}
/* Add all possibly-legal dirs depending on previous direction */
valid_dirs = valid_dir_mask[p_ptr->run.old_dir];
/* Do magic */
for (i = 0; i < NUM_ELEMENTS(run_checks); i++)
{
if (run_checks[i].remove_mask & valid_dirs)
{
int dx = run_checks[i].dx;
int dy = run_checks[i].dy;
u32b test_mask = run_checks[i].test_mask;
/* Check mask if present */
if (test_mask)
{
if (!(valid_dirs & test_mask))
continue;
}
/* Check square if present */
if (dx || dy)
{
bool ok = TRUE;
switch (run_checks[i].test)
{
case TEST_NONE:
break;
case TEST_WALL:
ok = see_wall(px + dx, py + dy);
break;
case TEST_UNSEEN:
ok = see_nothing(px + dx, py + dy);
break;
case TEST_FLOOR:
ok = !see_wall(px + dx, py + dy) &&
!see_nothing(px + dx, py + dy);
break;
case TEST_FLOOR_S:
ok = starting &&
!see_wall(px + dx, py + dy) &&
!see_nothing(px + dx, py + dy);
break;
}
if (!ok) continue;
}
valid_dirs &= ~run_checks[i].remove_mask;
}
}
/* If there are no valid paths left, stop */
if (!valid_dirs)
{
p_ptr->run.mode = RUN_MODE_FINISH;
return;
}
p_ptr->run.cur_dir = 0;
/* Check if we can go a single direction */
if (!(valid_dirs & ~RUN_SW)) p_ptr->run.cur_dir = 1;
else if (!(valid_dirs & ~RUN_S)) p_ptr->run.cur_dir = 2;
else if (!(valid_dirs & ~RUN_SE)) p_ptr->run.cur_dir = 3;
else if (!(valid_dirs & ~RUN_W)) p_ptr->run.cur_dir = 4;
else if (!(valid_dirs & ~RUN_E)) p_ptr->run.cur_dir = 6;
else if (!(valid_dirs & ~RUN_NW)) p_ptr->run.cur_dir = 7;
else if (!(valid_dirs & ~RUN_N)) p_ptr->run.cur_dir = 8;
else if (!(valid_dirs & ~RUN_NE)) p_ptr->run.cur_dir = 9;
/* If we can go multiple directions, we're at a branch. Stop. */
if (!p_ptr->run.cur_dir)
{
p_ptr->run.mode = RUN_MODE_FINISH;
return;
}
p_ptr->run.old_dir = p_ptr->run.cur_dir;
/* XXX Don't-cut-corners code goes here */
}
/*
* Run in an open area
*
* XXX Write this
*/
static void run_open(void)
{
int px = p_ptr->px;
int py = p_ptr->py;
int dir = p_ptr->run.old_dir;
int dx = ddx[dir];
int dy = ddy[dir];
if (check_interesting())
{
p_ptr->run.mode = RUN_MODE_FINISH;
return;
}
p_ptr->run.cur_dir = dir;
if (see_wall(px + dx, py + dy))
{
p_ptr->run.mode = RUN_MODE_FINISH;
return;
}
}
static const int run_wall_check[10][2][2] =
{
/* 0 */ {{0, 0}, {0, 0}},
/* 1 */ {{0, 0}, {0, 0}},
/* 2 */ {{4, 1}, {6, 3}},
/* 3 */ {{0, 0}, {0, 0}},
/* 4 */ {{2, 1}, {8, 7}},
/* 5 */ {{0, 0}, {0, 0}},
/* 6 */ {{2, 3}, {8, 9}},
/* 7 */ {{0, 0}, {0, 0}},
/* 8 */ {{4, 7}, {6, 9}},
/* 9 */ {{0, 0}, {0, 0}},
};
/*
* Run alongside a wall
*
* XXX Write this
*/
static void run_wall(void)
{
unsigned int i;
int px = p_ptr->px;
int py = p_ptr->py;
int dir = p_ptr->run.old_dir;
int dx = ddx[dir];
int dy = ddy[dir];
if (check_interesting())
{
p_ptr->run.mode = RUN_MODE_FINISH;
return;
}
/* Check if we are coming up to an opening in the wall */
for (i = 0; i < NUM_ELEMENTS(run_wall_check[dir]); i++)
{
int wall_dir = run_wall_check[dir][i][0];
int floor_dir = run_wall_check[dir][i][1];
if ( see_wall(px + ddx[wall_dir ], py + ddy[wall_dir ]) &&
!see_wall(px + ddx[floor_dir], py + ddy[floor_dir]))
{
p_ptr->run.mode = RUN_MODE_FINISH;
return;
}
}
p_ptr->run.cur_dir = dir;
if (see_wall(px + dx, py + dy))
{
p_ptr->run.mode = RUN_MODE_FINISH;
return;
}
}
/*
* Take one step along a run path
*/
void run_step(int dir)
{
if (dir)
{
/* Don't start by running into a wall! */
if (see_wall(p_ptr->px + ddx[dir], p_ptr->py + ddy[dir]))
{
/* Message */
msgf("You cannot run in that direction.");
/* Disturb */
disturb(FALSE);
/* Done */
return;
}
/* Start by moving this direction */
p_ptr->run.cur_dir = dir;
p_ptr->run.old_dir = dir;
/* In "start run" state */
p_ptr->run.mode = RUN_MODE_START;
}
else
{
int starting = FALSE;
/* If we've just started our run, determine the algorithm now */
if (p_ptr->run.mode == RUN_MODE_START)
{
starting = TRUE;
run_choose_mode();
}
/* Use the selected algorithm */
switch (p_ptr->run.mode)
{
case RUN_MODE_OPEN:
run_open();
break;
case RUN_MODE_CORRIDOR:
run_corridor(starting);
break;
case RUN_MODE_WALL:
run_wall();
break;
case RUN_MODE_FINISH:
break;
default:
msgf("Error: Bad run mode %i.", p_ptr->run.mode);
msgf("Please submit a bug report.");
disturb(FALSE);
return;
}
}
/* Check for end of run */
if (p_ptr->run.mode == RUN_MODE_FINISH)
{
disturb(FALSE);
return;
}
/* Decrease the run counter */
p_ptr->state.running--;
/* Use energy */
p_ptr->state.energy_use = 100;
/* Take a step */
move_player(p_ptr->run.cur_dir, FALSE);
}
|