]>
git.cameronkatri.com Git - bsdgames-darwin.git/blob - larn/movem.c
2 static char rcsid
[] = "$NetBSD: movem.c,v 1.3 1995/03/23 08:33:58 cgd Exp $";
6 * movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan.
8 * Here are the functions in this file:
10 * movemonst() Routine to move the monsters toward the player
11 * movemt(x,y) Function to move a monster at (x,y) -- must determine where
12 * mmove(x,y,xd,yd) Function to actually perform the monster movement
13 * movsphere() Function to look for and move spheres of annihilation
18 * movemonst() Routine to move the monsters toward the player
20 * This routine has the responsibility to determine which monsters are to
21 * move, and call movemt() to do the move.
24 static short w1
[9],w1x
[9],w1y
[9];
25 static int tmp1
,tmp2
,tmp3
,tmp4
,distance
;
29 if (c
[TIMESTOP
]) return; /* no action if time is stopped */
30 if (c
[HASTESELF
]) if ((c
[HASTESELF
]&1)==0) return;
31 if (spheres
) movsphere(); /* move the spheres of annihilation if any */
32 if (c
[HOLDMONST
]) return; /* no action if monsters are held */
34 if (c
[AGGRAVATE
]) /* determine window of monsters to move */
36 tmp1
=playery
-5; tmp2
=playery
+6; tmp3
=playerx
-10; tmp4
=playerx
+11;
37 distance
=40; /* depth of intelligent monster movement */
41 tmp1
=playery
-3; tmp2
=playery
+4; tmp3
=playerx
-5; tmp4
=playerx
+6;
42 distance
=17; /* depth of intelligent monster movement */
45 if (level
== 0) /* if on outside level monsters can move in perimeter */
47 if (tmp1
< 0) tmp1
=0; if (tmp2
> MAXY
) tmp2
=MAXY
;
48 if (tmp3
< 0) tmp3
=0; if (tmp4
> MAXX
) tmp4
=MAXX
;
50 else /* if in a dungeon monsters can't be on the perimeter (wall there) */
52 if (tmp1
< 1) tmp1
=1; if (tmp2
> MAXY
-1) tmp2
=MAXY
-1;
53 if (tmp3
< 1) tmp3
=1; if (tmp4
> MAXX
-1) tmp4
=MAXX
-1;
56 for (j
=tmp1
; j
<tmp2
; j
++) /* now reset monster moved flags */
57 for (i
=tmp3
; i
<tmp4
; i
++)
59 moved
[lasthx
][lasthy
]=0;
61 if (c
[AGGRAVATE
] || !c
[STEALTH
]) /* who gets moved? split for efficiency */
63 for (j
=tmp1
; j
<tmp2
; j
++) /* look thru all locations in window */
64 for (i
=tmp3
; i
<tmp4
; i
++)
65 if (mitem
[i
][j
]) /* if there is a monster to move */
66 if (moved
[i
][j
]==0) /* if it has not already been moved */
67 movemt(i
,j
); /* go and move the monster */
69 else /* not aggravated and not stealth */
71 for (j
=tmp1
; j
<tmp2
; j
++) /* look thru all locations in window */
72 for (i
=tmp3
; i
<tmp4
; i
++)
73 if (mitem
[i
][j
]) /* if there is a monster to move */
74 if (moved
[i
][j
]==0) /* if it has not already been moved */
75 if (stealth
[i
][j
]) /* if it is asleep due to stealth */
76 movemt(i
,j
); /* go and move the monster */
79 if (mitem
[lasthx
][lasthy
]) /* now move monster last hit by player if not already moved */
81 if (moved
[lasthx
][lasthy
]==0) /* if it has not already been moved */
83 movemt(lasthx
,lasthy
);
84 lasthx
= w1x
[0]; lasthy
= w1y
[0];
90 * movemt(x,y) Function to move a monster at (x,y) -- must determine where
93 * This routine is responsible for determining where one monster at (x,y) will
94 * move to. Enter with the monsters coordinates in (x,y).
97 static int tmpitem
,xl
,xh
,yl
,yh
;
101 register int k
,m
,z
,tmp
,xtmp
,ytmp
,monst
;
102 switch(monst
=mitem
[i
][j
]) /* for half speed monsters */
104 case TROGLODYTE
: case HOBGOBLIN
: case METAMORPH
: case XVART
:
105 case INVISIBLESTALKER
: case ICELIZARD
: if ((gtime
& 1) == 1) return;
108 if (c
[SCAREMONST
]) /* choose destination randomly if scared */
110 if ((xl
= i
+rnd(3)-2) < 0) xl
=0; if (xl
>= MAXX
) xl
=MAXX
-1;
111 if ((yl
= j
+rnd(3)-2) < 0) yl
=0; if (yl
>= MAXY
) yl
=MAXY
-1;
112 if ((tmp
=item
[xl
][yl
]) != OWALL
)
113 if (mitem
[xl
][yl
] == 0)
114 if ((mitem
[i
][j
] != VAMPIRE
) || (tmpitem
!= OMIRROR
))
115 if (tmp
!= OCLOSEDDOOR
) mmove(i
,j
,xl
,yl
);
119 if (monster
[monst
].intelligence
> 10-c
[HARDGAME
]) /* if smart monster */
120 /* intelligent movement here -- first setup screen array */
122 xl
=tmp3
-2; yl
=tmp1
-2; xh
=tmp4
+2; yh
=tmp2
+2;
123 vxy(&xl
,&yl
); vxy(&xh
,&yh
);
124 for (k
=yl
; k
<yh
; k
++)
125 for (m
=xl
; m
<xh
; m
++)
129 case OWALL
: case OPIT
: case OTRAPARROW
: case ODARTRAP
:
130 case OCLOSEDDOOR
: case OTRAPDOOR
: case OTELEPORTER
:
131 smm
: screen
[m
][k
]=127; break;
132 case OMIRROR
: if (mitem
[m
][k
]==VAMPIRE
) goto smm
;
133 default: screen
[m
][k
]= 0; break;
136 screen
[playerx
][playery
]=1;
138 /* now perform proximity ripple from playerx,playery to monster */
139 xl
=tmp3
-1; yl
=tmp1
-1; xh
=tmp4
+1; yh
=tmp2
+1;
140 vxy(&xl
,&yl
); vxy(&xh
,&yh
);
141 for (tmp
=1; tmp
<distance
; tmp
++) /* only up to 20 squares away */
142 for (k
=yl
; k
<yh
; k
++)
143 for (m
=xl
; m
<xh
; m
++)
144 if (screen
[m
][k
]==tmp
) /* if find proximity n advance it */
145 for (z
=1; z
<9; z
++) /* go around in a circle */
147 if (screen
[xtmp
=m
+diroffx
[z
]][ytmp
=k
+diroffy
[z
]]==0)
148 screen
[xtmp
][ytmp
]=tmp
+1;
149 if (xtmp
==i
&& ytmp
==j
) goto out
;
152 out
: if (tmp
<distance
) /* did find connectivity */
153 /* now select lowest value around playerx,playery */
154 for (z
=1; z
<9; z
++) /* go around in a circle */
155 if (screen
[xl
=i
+diroffx
[z
]][yl
=j
+diroffy
[z
]]==tmp
)
156 if (!mitem
[xl
][yl
]) { mmove(i
,j
,w1x
[0]=xl
,w1y
[0]=yl
); return; }
159 /* dumb monsters move here */
160 xl
=i
-1; yl
=j
-1; xh
=i
+2; yh
=j
+2;
161 if (i
<playerx
) xl
++; else if (i
>playerx
) --xh
;
162 if (j
<playery
) yl
++; else if (j
>playery
) --yh
;
163 for (k
=0; k
<9; k
++) w1
[k
] = 10000;
165 for (k
=xl
; k
<xh
; k
++)
166 for (m
=yl
; m
<yh
; m
++) /* for each square compute distance to player */
169 tmpitem
= item
[k
][m
];
170 if (tmpitem
!=OWALL
|| (k
==playerx
&& m
==playery
))
172 if ((mitem
[i
][j
] != VAMPIRE
) || (tmpitem
!= OMIRROR
))
173 if (tmpitem
!=OCLOSEDDOOR
)
175 w1
[tmp
] = (playerx
-k
)*(playerx
-k
)+(playery
-m
)*(playery
-m
);
176 w1x
[tmp
] = k
; w1y
[tmp
] = m
;
181 for (k
=1; k
<9; k
++) if (w1
[tmp
] > w1
[k
]) tmp
=k
;
184 if ((i
!=w1x
[tmp
]) || (j
!=w1y
[tmp
]))
185 mmove(i
,j
,w1x
[tmp
],w1y
[tmp
]);
189 * mmove(x,y,xd,yd) Function to actually perform the monster movement
192 * Enter with the from coordinates in (x,y) and the destination coordinates
198 register int tmp
,i
,flag
;
200 flag
=0; /* set to 1 if monster hit by arrow trap */
201 if ((cc
==playerx
) && (dd
==playery
))
203 hitplayer(aa
,bb
); moved
[aa
][bb
] = 1; return;
206 if ((i
==OPIT
) || (i
==OTRAPDOOR
))
207 switch(mitem
[aa
][bb
])
209 case SPIRITNAGA
: case PLATINUMDRAGON
: case WRAITH
:
210 case VAMPIRE
: case SILVERDRAGON
: case POLTERGEIST
:
211 case DEMONLORD
: case DEMONLORD
+1: case DEMONLORD
+2:
212 case DEMONLORD
+3: case DEMONLORD
+4: case DEMONLORD
+5:
213 case DEMONLORD
+6: case DEMONPRINCE
: break;
215 default: mitem
[aa
][bb
]=0; /* fell in a pit or trapdoor */
217 tmp
= mitem
[cc
][dd
] = mitem
[aa
][bb
];
218 if (i
==OANNIHILATION
)
220 if (tmp
>=DEMONLORD
+3) /* demons dispel spheres */
223 lprintf("\nThe %s dispels the sphere!",monster
[tmp
].name
);
224 rmsphere(cc
,dd
); /* delete the sphere */
226 else i
=tmp
=mitem
[cc
][dd
]=0;
229 if ((hitp
[cc
][dd
] = hitp
[aa
][bb
]) < 0) hitp
[cc
][dd
]=1;
230 mitem
[aa
][bb
] = 0; moved
[cc
][dd
] = 1;
231 if (tmp
== LEPRECHAUN
)
234 case OGOLDPILE
: case OMAXGOLD
: case OKGOLD
: case ODGOLD
:
235 case ODIAMOND
: case ORUBY
: case OEMERALD
: case OSAPPHIRE
:
236 item
[cc
][dd
] = 0; /* leprechaun takes gold */
239 if (tmp
== TROLL
) /* if a troll regenerate him */
240 if ((gtime
& 1) == 0)
241 if (monster
[tmp
].hitpoints
> hitp
[cc
][dd
]) hitp
[cc
][dd
]++;
243 if (i
==OTRAPARROW
) /* arrow hits monster */
244 { who
= "An arrow"; if ((hitp
[cc
][dd
] -= rnd(10)+level
) <= 0)
245 { mitem
[cc
][dd
]=0; flag
=2; } else flag
=1; }
246 if (i
==ODARTRAP
) /* dart hits monster */
247 { who
= "A dart"; if ((hitp
[cc
][dd
] -= rnd(6)) <= 0)
248 { mitem
[cc
][dd
]=0; flag
=2; } else flag
=1; }
249 if (i
==OTELEPORTER
) /* monster hits teleport trap */
250 { flag
=3; fillmonst(mitem
[cc
][dd
]); mitem
[cc
][dd
]=0; }
251 if (c
[BLINDCOUNT
]) return; /* if blind don't show where monsters are */
252 if (know
[cc
][dd
] & 1)
258 case 1: p
="\n%s hits the %s"; break;
259 case 2: p
="\n%s hits and kills the %s"; break;
260 case 3: p
="\nThe %s%s gets teleported"; who
=""; break;
262 if (p
) { lprintf(p
,who
,monster
[tmp
].name
); beep(); }
264 /* if (yrepcount>1) { know[aa][bb] &= 2; know[cc][dd] &= 2; return; } */
265 if (know
[aa
][bb
] & 1) show1cell(aa
,bb
);
266 if (know
[cc
][dd
] & 1) show1cell(cc
,dd
);
270 * movsphere() Function to look for and move spheres of annihilation
272 * This function works on the sphere linked list, first duplicating the list
273 * (the act of moving changes the list), then processing each sphere in order
274 * to move it. They eat anything in their way, including stairs, volcanic
275 * shafts, potions, etc, except for upper level demons, who can dispel
277 * No value is returned.
279 #define SPHMAX 20 /* maximum number of spheres movsphere can handle */
282 register int x
,y
,dir
,len
;
283 register struct sphere
*sp
,*sp2
;
284 struct sphere sph
[SPHMAX
];
286 /* first duplicate sphere list */
287 for (sp
=0,x
=0,sp2
=spheres
; sp2
; sp2
=sp2
->p
) /* look through sphere list */
288 if (sp2
->lev
== level
) /* only if this level */
290 sph
[x
] = *sp2
; sph
[x
++].p
= 0; /* copy the struct */
291 if (x
>1) sph
[x
-2].p
= &sph
[x
-1]; /* link pointers */
293 if (x
) sp
= sph
; /* if any spheres, point to them */
294 else return; /* no spheres */
296 for (sp
=sph
; sp
; sp
=sp
->p
) /* look through sphere list */
298 x
= sp
->x
; y
= sp
->y
;
299 if (item
[x
][y
]!=OANNIHILATION
) continue; /* not really there */
300 if (--(sp
->lifetime
) < 0) /* has sphere run out of gas? */
302 rmsphere(x
,y
); /* delete sphere */
305 switch(rnd((int)max(7,c
[INTELLIGENCE
]>>1))) /* time to move the sphere */
308 case 2: /* change direction to a random one */
310 default: /* move in normal direction */
311 dir
= sp
->dir
; len
= sp
->lifetime
;
313 newsphere(x
+diroffx
[dir
],y
+diroffy
[dir
],dir
,len
);