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1 #ifndef lint
2 static char rcsid[] = "$NetBSD: movem.c,v 1.3 1995/03/23 08:33:58 cgd Exp $";
3 #endif /* not lint */
4
5 /*
6 * movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan.
7 *
8 * Here are the functions in this file:
9 *
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
14 */
15 #include "header.h"
16
17 /*
18 * movemonst() Routine to move the monsters toward the player
19 *
20 * This routine has the responsibility to determine which monsters are to
21 * move, and call movemt() to do the move.
22 * Returns no value.
23 */
24 static short w1[9],w1x[9],w1y[9];
25 static int tmp1,tmp2,tmp3,tmp4,distance;
26 movemonst()
27 {
28 register int i,j;
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 */
33
34 if (c[AGGRAVATE]) /* determine window of monsters to move */
35 {
36 tmp1=playery-5; tmp2=playery+6; tmp3=playerx-10; tmp4=playerx+11;
37 distance=40; /* depth of intelligent monster movement */
38 }
39 else
40 {
41 tmp1=playery-3; tmp2=playery+4; tmp3=playerx-5; tmp4=playerx+6;
42 distance=17; /* depth of intelligent monster movement */
43 }
44
45 if (level == 0) /* if on outside level monsters can move in perimeter */
46 {
47 if (tmp1 < 0) tmp1=0; if (tmp2 > MAXY) tmp2=MAXY;
48 if (tmp3 < 0) tmp3=0; if (tmp4 > MAXX) tmp4=MAXX;
49 }
50 else /* if in a dungeon monsters can't be on the perimeter (wall there) */
51 {
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;
54 }
55
56 for (j=tmp1; j<tmp2; j++) /* now reset monster moved flags */
57 for (i=tmp3; i<tmp4; i++)
58 moved[i][j] = 0;
59 moved[lasthx][lasthy]=0;
60
61 if (c[AGGRAVATE] || !c[STEALTH]) /* who gets moved? split for efficiency */
62 {
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 */
68 }
69 else /* not aggravated and not stealth */
70 {
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 */
77 }
78
79 if (mitem[lasthx][lasthy]) /* now move monster last hit by player if not already moved */
80 {
81 if (moved[lasthx][lasthy]==0) /* if it has not already been moved */
82 {
83 movemt(lasthx,lasthy);
84 lasthx = w1x[0]; lasthy = w1y[0];
85 }
86 }
87 }
88
89 /*
90 * movemt(x,y) Function to move a monster at (x,y) -- must determine where
91 * int x,y;
92 *
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).
95 * Returns no value.
96 */
97 static int tmpitem,xl,xh,yl,yh;
98 movemt(i,j)
99 int i,j;
100 {
101 register int k,m,z,tmp,xtmp,ytmp,monst;
102 switch(monst=mitem[i][j]) /* for half speed monsters */
103 {
104 case TROGLODYTE: case HOBGOBLIN: case METAMORPH: case XVART:
105 case INVISIBLESTALKER: case ICELIZARD: if ((gtime & 1) == 1) return;
106 };
107
108 if (c[SCAREMONST]) /* choose destination randomly if scared */
109 {
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);
116 return;
117 }
118
119 if (monster[monst].intelligence > 10-c[HARDGAME]) /* if smart monster */
120 /* intelligent movement here -- first setup screen array */
121 {
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++)
126 {
127 switch(item[m][k])
128 {
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;
134 };
135 }
136 screen[playerx][playery]=1;
137
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 */
146 {
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;
150 }
151
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; }
157 }
158
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;
164
165 for (k=xl; k<xh; k++)
166 for (m=yl; m<yh; m++) /* for each square compute distance to player */
167 {
168 tmp = k-i+4+3*(m-j);
169 tmpitem = item[k][m];
170 if (tmpitem!=OWALL || (k==playerx && m==playery))
171 if (mitem[k][m]==0)
172 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
173 if (tmpitem!=OCLOSEDDOOR)
174 {
175 w1[tmp] = (playerx-k)*(playerx-k)+(playery-m)*(playery-m);
176 w1x[tmp] = k; w1y[tmp] = m;
177 }
178 }
179
180 tmp = 0;
181 for (k=1; k<9; k++) if (w1[tmp] > w1[k]) tmp=k;
182
183 if (w1[tmp] < 10000)
184 if ((i!=w1x[tmp]) || (j!=w1y[tmp]))
185 mmove(i,j,w1x[tmp],w1y[tmp]);
186 }
187
188 /*
189 * mmove(x,y,xd,yd) Function to actually perform the monster movement
190 * int x,y,xd,yd;
191 *
192 * Enter with the from coordinates in (x,y) and the destination coordinates
193 * in (xd,yd).
194 */
195 mmove(aa,bb,cc,dd)
196 int aa,bb,cc,dd;
197 {
198 register int tmp,i,flag;
199 char *who,*p;
200 flag=0; /* set to 1 if monster hit by arrow trap */
201 if ((cc==playerx) && (dd==playery))
202 {
203 hitplayer(aa,bb); moved[aa][bb] = 1; return;
204 }
205 i=item[cc][dd];
206 if ((i==OPIT) || (i==OTRAPDOOR))
207 switch(mitem[aa][bb])
208 {
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;
214
215 default: mitem[aa][bb]=0; /* fell in a pit or trapdoor */
216 };
217 tmp = mitem[cc][dd] = mitem[aa][bb];
218 if (i==OANNIHILATION)
219 {
220 if (tmp>=DEMONLORD+3) /* demons dispel spheres */
221 {
222 cursors();
223 lprintf("\nThe %s dispels the sphere!",monster[tmp].name);
224 rmsphere(cc,dd); /* delete the sphere */
225 }
226 else i=tmp=mitem[cc][dd]=0;
227 }
228 stealth[cc][dd]=1;
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)
232 switch(i)
233 {
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 */
237 };
238
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]++;
242
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)
253 {
254 p=0;
255 if (flag) cursors();
256 switch(flag)
257 {
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;
261 };
262 if (p) { lprintf(p,who,monster[tmp].name); beep(); }
263 }
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);
267 }
268
269 /*
270 * movsphere() Function to look for and move spheres of annihilation
271 *
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
276 * spheres.
277 * No value is returned.
278 */
279 #define SPHMAX 20 /* maximum number of spheres movsphere can handle */
280 movsphere()
281 {
282 register int x,y,dir,len;
283 register struct sphere *sp,*sp2;
284 struct sphere sph[SPHMAX];
285
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 */
289 {
290 sph[x] = *sp2; sph[x++].p = 0; /* copy the struct */
291 if (x>1) sph[x-2].p = &sph[x-1]; /* link pointers */
292 }
293 if (x) sp= sph; /* if any spheres, point to them */
294 else return; /* no spheres */
295
296 for (sp=sph; sp; sp=sp->p) /* look through sphere list */
297 {
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? */
301 {
302 rmsphere(x,y); /* delete sphere */
303 continue;
304 }
305 switch(rnd((int)max(7,c[INTELLIGENCE]>>1))) /* time to move the sphere */
306 {
307 case 1:
308 case 2: /* change direction to a random one */
309 sp->dir = rnd(8);
310 default: /* move in normal direction */
311 dir = sp->dir; len = sp->lifetime;
312 rmsphere(x,y);
313 newsphere(x+diroffx[dir],y+diroffy[dir],dir,len);
314 };
315 }
316 }