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1 /* $NetBSD: movem.c,v 1.5 1997/10/18 20:03:34 christos Exp $ */
2
3 /*
4 * movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan.
5 *
6 * Here are the functions in this file:
7 *
8 * movemonst() Routine to move the monsters toward the player
9 * movemt(x,y) Function to move a monster at (x,y) -- must determine where
10 * mmove(x,y,xd,yd) Function to actually perform the monster movement
11 * movsphere() Function to look for and move spheres of annihilation
12 */
13 #include <sys/cdefs.h>
14 #ifndef lint
15 __RCSID("$NetBSD: movem.c,v 1.5 1997/10/18 20:03:34 christos Exp $");
16 #endif /* not lint */
17
18 #include "header.h"
19 #include "extern.h"
20
21 /*
22 * movemonst() Routine to move the monsters toward the player
23 *
24 * This routine has the responsibility to determine which monsters are to
25 * move, and call movemt() to do the move.
26 * Returns no value.
27 */
28 static short w1[9], w1x[9], w1y[9];
29 static int tmp1, tmp2, tmp3, tmp4, distance;
30 void
31 movemonst()
32 {
33 int i, j;
34 if (c[TIMESTOP])
35 return; /* no action if time is stopped */
36 if (c[HASTESELF])
37 if ((c[HASTESELF] & 1) == 0)
38 return;
39 if (spheres)
40 movsphere(); /* move the spheres of annihilation if any */
41 if (c[HOLDMONST])
42 return; /* no action if monsters are held */
43
44 if (c[AGGRAVATE]) { /* determine window of monsters to move */
45 tmp1 = playery - 5;
46 tmp2 = playery + 6;
47 tmp3 = playerx - 10;
48 tmp4 = playerx + 11;
49 distance = 40; /* depth of intelligent monster movement */
50 } else {
51 tmp1 = playery - 3;
52 tmp2 = playery + 4;
53 tmp3 = playerx - 5;
54 tmp4 = playerx + 6;
55 distance = 17; /* depth of intelligent monster movement */
56 }
57
58 if (level == 0) { /* if on outside level monsters can move in
59 * perimeter */
60 if (tmp1 < 0)
61 tmp1 = 0;
62 if (tmp2 > MAXY)
63 tmp2 = MAXY;
64 if (tmp3 < 0)
65 tmp3 = 0;
66 if (tmp4 > MAXX)
67 tmp4 = MAXX;
68 } else { /* if in a dungeon monsters can't be on the
69 * perimeter (wall there) */
70 if (tmp1 < 1)
71 tmp1 = 1;
72 if (tmp2 > MAXY - 1)
73 tmp2 = MAXY - 1;
74 if (tmp3 < 1)
75 tmp3 = 1;
76 if (tmp4 > MAXX - 1)
77 tmp4 = MAXX - 1;
78 }
79
80 for (j = tmp1; j < tmp2; j++) /* now reset monster moved flags */
81 for (i = tmp3; i < tmp4; i++)
82 moved[i][j] = 0;
83 moved[lasthx][lasthy] = 0;
84
85 if (c[AGGRAVATE] || !c[STEALTH]) { /* who gets moved? split for
86 * efficiency */
87 for (j = tmp1; j < tmp2; j++) /* look thru all locations in
88 * window */
89 for (i = tmp3; i < tmp4; i++)
90 if (mitem[i][j]) /* if there is a monster
91 * to move */
92 if (moved[i][j] == 0) /* if it has not already
93 * been moved */
94 movemt(i, j); /* go and move the
95 * monster */
96 } else { /* not aggravated and not stealth */
97 for (j = tmp1; j < tmp2; j++) /* look thru all locations in
98 * window */
99 for (i = tmp3; i < tmp4; i++)
100 if (mitem[i][j]) /* if there is a monster
101 * to move */
102 if (moved[i][j] == 0) /* if it has not already
103 * been moved */
104 if (stealth[i][j]) /* if it is asleep due
105 * to stealth */
106 movemt(i, j); /* go and move the
107 * monster */
108 }
109
110 if (mitem[lasthx][lasthy]) { /* now move monster last hit by
111 * player if not already moved */
112 if (moved[lasthx][lasthy] == 0) { /* if it has not already
113 * been moved */
114 movemt(lasthx, lasthy);
115 lasthx = w1x[0];
116 lasthy = w1y[0];
117 }
118 }
119 }
120
121 /*
122 * movemt(x,y) Function to move a monster at (x,y) -- must determine where
123 * int x,y;
124 *
125 * This routine is responsible for determining where one monster at (x,y) will
126 * move to. Enter with the monsters coordinates in (x,y).
127 * Returns no value.
128 */
129 static int tmpitem, xl, xh, yl, yh;
130 void
131 movemt(i, j)
132 int i, j;
133 {
134 int k, m, z, tmp, xtmp, ytmp, monst;
135 switch (monst = mitem[i][j]) { /* for half speed monsters */
136 case TROGLODYTE:
137 case HOBGOBLIN:
138 case METAMORPH:
139 case XVART:
140 case INVISIBLESTALKER:
141 case ICELIZARD:
142 if ((gltime & 1) == 1)
143 return;
144 };
145
146 if (c[SCAREMONST]) { /* choose destination randomly if scared */
147 if ((xl = i + rnd(3) - 2) < 0)
148 xl = 0;
149 if (xl >= MAXX)
150 xl = MAXX - 1;
151 if ((yl = j + rnd(3) - 2) < 0)
152 yl = 0;
153 if (yl >= MAXY)
154 yl = MAXY - 1;
155 if ((tmp = item[xl][yl]) != OWALL)
156 if (mitem[xl][yl] == 0)
157 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
158 if (tmp != OCLOSEDDOOR)
159 mmove(i, j, xl, yl);
160 return;
161 }
162 if (monster[monst].intelligence > 10 - c[HARDGAME]) { /* if smart monster */
163 /* intelligent movement here -- first setup screen array */
164 xl = tmp3 - 2;
165 yl = tmp1 - 2;
166 xh = tmp4 + 2;
167 yh = tmp2 + 2;
168 vxy(&xl, &yl);
169 vxy(&xh, &yh);
170 for (k = yl; k < yh; k++)
171 for (m = xl; m < xh; m++) {
172 switch (item[m][k]) {
173 case OWALL:
174 case OPIT:
175 case OTRAPARROW:
176 case ODARTRAP:
177 case OCLOSEDDOOR:
178 case OTRAPDOOR:
179 case OTELEPORTER:
180 smm: screen[m][k] = 127;
181 break;
182 case OMIRROR:
183 if (mitem[m][k] == VAMPIRE)
184 goto smm;
185 default:
186 screen[m][k] = 0;
187 break;
188 };
189 }
190 screen[playerx][playery] = 1;
191
192 /*
193 * now perform proximity ripple from playerx,playery to
194 * monster
195 */
196 xl = tmp3 - 1;
197 yl = tmp1 - 1;
198 xh = tmp4 + 1;
199 yh = tmp2 + 1;
200 vxy(&xl, &yl);
201 vxy(&xh, &yh);
202 for (tmp = 1; tmp < distance; tmp++) /* only up to 20 squares
203 * away */
204 for (k = yl; k < yh; k++)
205 for (m = xl; m < xh; m++)
206 if (screen[m][k] == tmp) /* if find proximity n
207 * advance it */
208 for (z = 1; z < 9; z++) { /* go around in a circle */
209 if (screen[xtmp = m + diroffx[z]][ytmp = k + diroffy[z]] == 0)
210 screen[xtmp][ytmp] = tmp + 1;
211 if (xtmp == i && ytmp == j)
212 goto out;
213 }
214
215 out: if (tmp < distance) /* did find connectivity */
216 /* now select lowest value around playerx,playery */
217 for (z = 1; z < 9; z++) /* go around in a circle */
218 if (screen[xl = i + diroffx[z]][yl = j + diroffy[z]] == tmp)
219 if (!mitem[xl][yl]) {
220 mmove(i, j, w1x[0] = xl, w1y[0] = yl);
221 return;
222 }
223 }
224 /* dumb monsters move here */
225 xl = i - 1;
226 yl = j - 1;
227 xh = i + 2;
228 yh = j + 2;
229 if (i < playerx)
230 xl++;
231 else if (i > playerx)
232 --xh;
233 if (j < playery)
234 yl++;
235 else if (j > playery)
236 --yh;
237 for (k = 0; k < 9; k++)
238 w1[k] = 10000;
239
240 for (k = xl; k < xh; k++)
241 for (m = yl; m < yh; m++) { /* for each square compute
242 * distance to player */
243 tmp = k - i + 4 + 3 * (m - j);
244 tmpitem = item[k][m];
245 if (tmpitem != OWALL || (k == playerx && m == playery))
246 if (mitem[k][m] == 0)
247 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
248 if (tmpitem != OCLOSEDDOOR) {
249 w1[tmp] = (playerx - k) * (playerx - k) + (playery - m) * (playery - m);
250 w1x[tmp] = k;
251 w1y[tmp] = m;
252 }
253 }
254
255 tmp = 0;
256 for (k = 1; k < 9; k++)
257 if (w1[tmp] > w1[k])
258 tmp = k;
259
260 if (w1[tmp] < 10000)
261 if ((i != w1x[tmp]) || (j != w1y[tmp]))
262 mmove(i, j, w1x[tmp], w1y[tmp]);
263 }
264
265 /*
266 * mmove(x,y,xd,yd) Function to actually perform the monster movement
267 * int x,y,xd,yd;
268 *
269 * Enter with the from coordinates in (x,y) and the destination coordinates
270 * in (xd,yd).
271 */
272 void
273 mmove(aa, bb, cc, dd)
274 int aa, bb, cc, dd;
275 {
276 int tmp, i, flag;
277 char *who = NULL, *p;
278 flag = 0; /* set to 1 if monster hit by arrow trap */
279 if ((cc == playerx) && (dd == playery)) {
280 hitplayer(aa, bb);
281 moved[aa][bb] = 1;
282 return;
283 }
284 i = item[cc][dd];
285 if ((i == OPIT) || (i == OTRAPDOOR))
286 switch (mitem[aa][bb]) {
287 case SPIRITNAGA:
288 case PLATINUMDRAGON:
289 case WRAITH:
290 case VAMPIRE:
291 case SILVERDRAGON:
292 case POLTERGEIST:
293 case DEMONLORD:
294 case DEMONLORD + 1:
295 case DEMONLORD + 2:
296 case DEMONLORD + 3:
297 case DEMONLORD + 4:
298 case DEMONLORD + 5:
299 case DEMONLORD + 6:
300 case DEMONPRINCE:
301 break;
302
303 default:
304 mitem[aa][bb] = 0; /* fell in a pit or trapdoor */
305 };
306 tmp = mitem[cc][dd] = mitem[aa][bb];
307 if (i == OANNIHILATION) {
308 if (tmp >= DEMONLORD + 3) { /* demons dispel spheres */
309 cursors();
310 lprintf("\nThe %s dispels the sphere!", monster[tmp].name);
311 rmsphere(cc, dd); /* delete the sphere */
312 } else
313 i = tmp = mitem[cc][dd] = 0;
314 }
315 stealth[cc][dd] = 1;
316 if ((hitp[cc][dd] = hitp[aa][bb]) < 0)
317 hitp[cc][dd] = 1;
318 mitem[aa][bb] = 0;
319 moved[cc][dd] = 1;
320 if (tmp == LEPRECHAUN)
321 switch (i) {
322 case OGOLDPILE:
323 case OMAXGOLD:
324 case OKGOLD:
325 case ODGOLD:
326 case ODIAMOND:
327 case ORUBY:
328 case OEMERALD:
329 case OSAPPHIRE:
330 item[cc][dd] = 0; /* leprechaun takes gold */
331 };
332
333 if (tmp == TROLL) /* if a troll regenerate him */
334 if ((gltime & 1) == 0)
335 if (monster[tmp].hitpoints > hitp[cc][dd])
336 hitp[cc][dd]++;
337
338 if (i == OTRAPARROW) { /* arrow hits monster */
339 who = "An arrow";
340 if ((hitp[cc][dd] -= rnd(10) + level) <= 0) {
341 mitem[cc][dd] = 0;
342 flag = 2;
343 } else
344 flag = 1;
345 }
346 if (i == ODARTRAP) { /* dart hits monster */
347 who = "A dart";
348 if ((hitp[cc][dd] -= rnd(6)) <= 0) {
349 mitem[cc][dd] = 0;
350 flag = 2;
351 } else
352 flag = 1;
353 }
354 if (i == OTELEPORTER) { /* monster hits teleport trap */
355 flag = 3;
356 fillmonst(mitem[cc][dd]);
357 mitem[cc][dd] = 0;
358 }
359 if (c[BLINDCOUNT])
360 return; /* if blind don't show where monsters are */
361 if (know[cc][dd] & 1) {
362 p = 0;
363 if (flag)
364 cursors();
365 switch (flag) {
366 case 1:
367 p = "\n%s hits the %s";
368 break;
369 case 2:
370 p = "\n%s hits and kills the %s";
371 break;
372 case 3:
373 p = "\nThe %s%s gets teleported";
374 who = "";
375 break;
376 };
377 if (p) {
378 lprintf(p, who, monster[tmp].name);
379 beep();
380 }
381 }
382 /*
383 * if (yrepcount>1) { know[aa][bb] &= 2; know[cc][dd] &= 2; return;
384 * }
385 */
386 if (know[aa][bb] & 1)
387 show1cell(aa, bb);
388 if (know[cc][dd] & 1)
389 show1cell(cc, dd);
390 }
391
392 /*
393 * movsphere() Function to look for and move spheres of annihilation
394 *
395 * This function works on the sphere linked list, first duplicating the list
396 * (the act of moving changes the list), then processing each sphere in order
397 * to move it. They eat anything in their way, including stairs, volcanic
398 * shafts, potions, etc, except for upper level demons, who can dispel
399 * spheres.
400 * No value is returned.
401 */
402 #define SPHMAX 20 /* maximum number of spheres movsphere can
403 * handle */
404 void
405 movsphere()
406 {
407 int x, y, dir, len;
408 struct sphere *sp, *sp2;
409 struct sphere sph[SPHMAX];
410
411 /* first duplicate sphere list */
412 for (sp = 0, x = 0, sp2 = spheres; sp2; sp2 = sp2->p) /* look through sphere
413 * list */
414 if (sp2->lev == level) { /* only if this level */
415 sph[x] = *sp2;
416 sph[x++].p = 0; /* copy the struct */
417 if (x > 1)
418 sph[x - 2].p = &sph[x - 1]; /* link pointers */
419 }
420 if (x)
421 sp = sph; /* if any spheres, point to them */
422 else
423 return; /* no spheres */
424
425 for (sp = sph; sp; sp = sp->p) { /* look through sphere list */
426 x = sp->x;
427 y = sp->y;
428 if (item[x][y] != OANNIHILATION)
429 continue; /* not really there */
430 if (--(sp->lifetime) < 0) { /* has sphere run out of gas? */
431 rmsphere(x, y); /* delete sphere */
432 continue;
433 }
434 switch (rnd((int) max(7, c[INTELLIGENCE] >> 1))) { /* time to move the
435 * sphere */
436 case 1:
437 case 2: /* change direction to a random one */
438 sp->dir = rnd(8);
439 default: /* move in normal direction */
440 dir = sp->dir;
441 len = sp->lifetime;
442 rmsphere(x, y);
443 newsphere(x + diroffx[dir], y + diroffy[dir], dir, len);
444 };
445 }
446 }