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authorcgd <cgd@NetBSD.org>1993-03-21 09:45:37 +0000
committercgd <cgd@NetBSD.org>1993-03-21 09:45:37 +0000
commit77e3814f0c0e3dea4d0032e25666f77e6f83bfff (patch)
tree7eddfcbf3dd12089e71dc3fafb0a106c5c5766c7 /larn/movem.c
parente81d63576b2e46ab90da7d75fa155ea57ee4d32e (diff)
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initial import of 386bsd-0.1 sources
Diffstat (limited to 'larn/movem.c')
-rw-r--r--larn/movem.c312
1 files changed, 312 insertions, 0 deletions
diff --git a/larn/movem.c b/larn/movem.c
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+/*
+ * movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan.
+ *
+ * Here are the functions in this file:
+ *
+ * movemonst() Routine to move the monsters toward the player
+ * movemt(x,y) Function to move a monster at (x,y) -- must determine where
+ * mmove(x,y,xd,yd) Function to actually perform the monster movement
+ * movsphere() Function to look for and move spheres of annihilation
+ */
+#include "header.h"
+
+/*
+ * movemonst() Routine to move the monsters toward the player
+ *
+ * This routine has the responsibility to determine which monsters are to
+ * move, and call movemt() to do the move.
+ * Returns no value.
+ */
+static short w1[9],w1x[9],w1y[9];
+static int tmp1,tmp2,tmp3,tmp4,distance;
+movemonst()
+ {
+ register int i,j;
+ if (c[TIMESTOP]) return; /* no action if time is stopped */
+ if (c[HASTESELF]) if ((c[HASTESELF]&1)==0) return;
+ if (spheres) movsphere(); /* move the spheres of annihilation if any */
+ if (c[HOLDMONST]) return; /* no action if monsters are held */
+
+ if (c[AGGRAVATE]) /* determine window of monsters to move */
+ {
+ tmp1=playery-5; tmp2=playery+6; tmp3=playerx-10; tmp4=playerx+11;
+ distance=40; /* depth of intelligent monster movement */
+ }
+ else
+ {
+ tmp1=playery-3; tmp2=playery+4; tmp3=playerx-5; tmp4=playerx+6;
+ distance=17; /* depth of intelligent monster movement */
+ }
+
+ if (level == 0) /* if on outside level monsters can move in perimeter */
+ {
+ if (tmp1 < 0) tmp1=0; if (tmp2 > MAXY) tmp2=MAXY;
+ if (tmp3 < 0) tmp3=0; if (tmp4 > MAXX) tmp4=MAXX;
+ }
+ else /* if in a dungeon monsters can't be on the perimeter (wall there) */
+ {
+ if (tmp1 < 1) tmp1=1; if (tmp2 > MAXY-1) tmp2=MAXY-1;
+ if (tmp3 < 1) tmp3=1; if (tmp4 > MAXX-1) tmp4=MAXX-1;
+ }
+
+ for (j=tmp1; j<tmp2; j++) /* now reset monster moved flags */
+ for (i=tmp3; i<tmp4; i++)
+ moved[i][j] = 0;
+ moved[lasthx][lasthy]=0;
+
+ if (c[AGGRAVATE] || !c[STEALTH]) /* who gets moved? split for efficiency */
+ {
+ for (j=tmp1; j<tmp2; j++) /* look thru all locations in window */
+ for (i=tmp3; i<tmp4; i++)
+ if (mitem[i][j]) /* if there is a monster to move */
+ if (moved[i][j]==0) /* if it has not already been moved */
+ movemt(i,j); /* go and move the monster */
+ }
+ else /* not aggravated and not stealth */
+ {
+ for (j=tmp1; j<tmp2; j++) /* look thru all locations in window */
+ for (i=tmp3; i<tmp4; i++)
+ if (mitem[i][j]) /* if there is a monster to move */
+ if (moved[i][j]==0) /* if it has not already been moved */
+ if (stealth[i][j]) /* if it is asleep due to stealth */
+ movemt(i,j); /* go and move the monster */
+ }
+
+ if (mitem[lasthx][lasthy]) /* now move monster last hit by player if not already moved */
+ {
+ if (moved[lasthx][lasthy]==0) /* if it has not already been moved */
+ {
+ movemt(lasthx,lasthy);
+ lasthx = w1x[0]; lasthy = w1y[0];
+ }
+ }
+ }
+
+/*
+ * movemt(x,y) Function to move a monster at (x,y) -- must determine where
+ * int x,y;
+ *
+ * This routine is responsible for determining where one monster at (x,y) will
+ * move to. Enter with the monsters coordinates in (x,y).
+ * Returns no value.
+ */
+static int tmpitem,xl,xh,yl,yh;
+movemt(i,j)
+ int i,j;
+ {
+ register int k,m,z,tmp,xtmp,ytmp,monst;
+ switch(monst=mitem[i][j]) /* for half speed monsters */
+ {
+ case TROGLODYTE: case HOBGOBLIN: case METAMORPH: case XVART:
+ case INVISIBLESTALKER: case ICELIZARD: if ((gtime & 1) == 1) return;
+ };
+
+ if (c[SCAREMONST]) /* choose destination randomly if scared */
+ {
+ if ((xl = i+rnd(3)-2) < 0) xl=0; if (xl >= MAXX) xl=MAXX-1;
+ if ((yl = j+rnd(3)-2) < 0) yl=0; if (yl >= MAXY) yl=MAXY-1;
+ if ((tmp=item[xl][yl]) != OWALL)
+ if (mitem[xl][yl] == 0)
+ if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
+ if (tmp != OCLOSEDDOOR) mmove(i,j,xl,yl);
+ return;
+ }
+
+ if (monster[monst].intelligence > 10-c[HARDGAME]) /* if smart monster */
+/* intelligent movement here -- first setup screen array */
+ {
+ xl=tmp3-2; yl=tmp1-2; xh=tmp4+2; yh=tmp2+2;
+ vxy(&xl,&yl); vxy(&xh,&yh);
+ for (k=yl; k<yh; k++)
+ for (m=xl; m<xh; m++)
+ {
+ switch(item[m][k])
+ {
+ case OWALL: case OPIT: case OTRAPARROW: case ODARTRAP:
+ case OCLOSEDDOOR: case OTRAPDOOR: case OTELEPORTER:
+ smm: screen[m][k]=127; break;
+ case OMIRROR: if (mitem[m][k]==VAMPIRE) goto smm;
+ default: screen[m][k]= 0; break;
+ };
+ }
+ screen[playerx][playery]=1;
+
+/* now perform proximity ripple from playerx,playery to monster */
+ xl=tmp3-1; yl=tmp1-1; xh=tmp4+1; yh=tmp2+1;
+ vxy(&xl,&yl); vxy(&xh,&yh);
+ for (tmp=1; tmp<distance; tmp++) /* only up to 20 squares away */
+ for (k=yl; k<yh; k++)
+ for (m=xl; m<xh; m++)
+ if (screen[m][k]==tmp) /* if find proximity n advance it */
+ for (z=1; z<9; z++) /* go around in a circle */
+ {
+ if (screen[xtmp=m+diroffx[z]][ytmp=k+diroffy[z]]==0)
+ screen[xtmp][ytmp]=tmp+1;
+ if (xtmp==i && ytmp==j) goto out;
+ }
+
+out: if (tmp<distance) /* did find connectivity */
+ /* now select lowest value around playerx,playery */
+ for (z=1; z<9; z++) /* go around in a circle */
+ if (screen[xl=i+diroffx[z]][yl=j+diroffy[z]]==tmp)
+ if (!mitem[xl][yl]) { mmove(i,j,w1x[0]=xl,w1y[0]=yl); return; }
+ }
+
+ /* dumb monsters move here */
+ xl=i-1; yl=j-1; xh=i+2; yh=j+2;
+ if (i<playerx) xl++; else if (i>playerx) --xh;
+ if (j<playery) yl++; else if (j>playery) --yh;
+ for (k=0; k<9; k++) w1[k] = 10000;
+
+ for (k=xl; k<xh; k++)
+ for (m=yl; m<yh; m++) /* for each square compute distance to player */
+ {
+ tmp = k-i+4+3*(m-j);
+ tmpitem = item[k][m];
+ if (tmpitem!=OWALL || (k==playerx && m==playery))
+ if (mitem[k][m]==0)
+ if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
+ if (tmpitem!=OCLOSEDDOOR)
+ {
+ w1[tmp] = (playerx-k)*(playerx-k)+(playery-m)*(playery-m);
+ w1x[tmp] = k; w1y[tmp] = m;
+ }
+ }
+
+ tmp = 0;
+ for (k=1; k<9; k++) if (w1[tmp] > w1[k]) tmp=k;
+
+ if (w1[tmp] < 10000)
+ if ((i!=w1x[tmp]) || (j!=w1y[tmp]))
+ mmove(i,j,w1x[tmp],w1y[tmp]);
+ }
+
+/*
+ * mmove(x,y,xd,yd) Function to actually perform the monster movement
+ * int x,y,xd,yd;
+ *
+ * Enter with the from coordinates in (x,y) and the destination coordinates
+ * in (xd,yd).
+ */
+mmove(aa,bb,cc,dd)
+ int aa,bb,cc,dd;
+ {
+ register int tmp,i,flag;
+ char *who,*p;
+ flag=0; /* set to 1 if monster hit by arrow trap */
+ if ((cc==playerx) && (dd==playery))
+ {
+ hitplayer(aa,bb); moved[aa][bb] = 1; return;
+ }
+ i=item[cc][dd];
+ if ((i==OPIT) || (i==OTRAPDOOR))
+ switch(mitem[aa][bb])
+ {
+ case SPIRITNAGA: case PLATINUMDRAGON: case WRAITH:
+ case VAMPIRE: case SILVERDRAGON: case POLTERGEIST:
+ case DEMONLORD: case DEMONLORD+1: case DEMONLORD+2:
+ case DEMONLORD+3: case DEMONLORD+4: case DEMONLORD+5:
+ case DEMONLORD+6: case DEMONPRINCE: break;
+
+ default: mitem[aa][bb]=0; /* fell in a pit or trapdoor */
+ };
+ tmp = mitem[cc][dd] = mitem[aa][bb];
+ if (i==OANNIHILATION)
+ {
+ if (tmp>=DEMONLORD+3) /* demons dispel spheres */
+ {
+ cursors();
+ lprintf("\nThe %s dispels the sphere!",monster[tmp].name);
+ rmsphere(cc,dd); /* delete the sphere */
+ }
+ else i=tmp=mitem[cc][dd]=0;
+ }
+ stealth[cc][dd]=1;
+ if ((hitp[cc][dd] = hitp[aa][bb]) < 0) hitp[cc][dd]=1;
+ mitem[aa][bb] = 0; moved[cc][dd] = 1;
+ if (tmp == LEPRECHAUN)
+ switch(i)
+ {
+ case OGOLDPILE: case OMAXGOLD: case OKGOLD: case ODGOLD:
+ case ODIAMOND: case ORUBY: case OEMERALD: case OSAPPHIRE:
+ item[cc][dd] = 0; /* leprechaun takes gold */
+ };
+
+ if (tmp == TROLL) /* if a troll regenerate him */
+ if ((gtime & 1) == 0)
+ if (monster[tmp].hitpoints > hitp[cc][dd]) hitp[cc][dd]++;
+
+ if (i==OTRAPARROW) /* arrow hits monster */
+ { who = "An arrow"; if ((hitp[cc][dd] -= rnd(10)+level) <= 0)
+ { mitem[cc][dd]=0; flag=2; } else flag=1; }
+ if (i==ODARTRAP) /* dart hits monster */
+ { who = "A dart"; if ((hitp[cc][dd] -= rnd(6)) <= 0)
+ { mitem[cc][dd]=0; flag=2; } else flag=1; }
+ if (i==OTELEPORTER) /* monster hits teleport trap */
+ { flag=3; fillmonst(mitem[cc][dd]); mitem[cc][dd]=0; }
+ if (c[BLINDCOUNT]) return; /* if blind don't show where monsters are */
+ if (know[cc][dd] & 1)
+ {
+ p=0;
+ if (flag) cursors();
+ switch(flag)
+ {
+ case 1: p="\n%s hits the %s"; break;
+ case 2: p="\n%s hits and kills the %s"; break;
+ case 3: p="\nThe %s%s gets teleported"; who=""; break;
+ };
+ if (p) { lprintf(p,who,monster[tmp].name); beep(); }
+ }
+/* if (yrepcount>1) { know[aa][bb] &= 2; know[cc][dd] &= 2; return; } */
+ if (know[aa][bb] & 1) show1cell(aa,bb);
+ if (know[cc][dd] & 1) show1cell(cc,dd);
+ }
+
+/*
+ * movsphere() Function to look for and move spheres of annihilation
+ *
+ * This function works on the sphere linked list, first duplicating the list
+ * (the act of moving changes the list), then processing each sphere in order
+ * to move it. They eat anything in their way, including stairs, volcanic
+ * shafts, potions, etc, except for upper level demons, who can dispel
+ * spheres.
+ * No value is returned.
+ */
+#define SPHMAX 20 /* maximum number of spheres movsphere can handle */
+movsphere()
+ {
+ register int x,y,dir,len;
+ register struct sphere *sp,*sp2;
+ struct sphere sph[SPHMAX];
+
+ /* first duplicate sphere list */
+ for (sp=0,x=0,sp2=spheres; sp2; sp2=sp2->p) /* look through sphere list */
+ if (sp2->lev == level) /* only if this level */
+ {
+ sph[x] = *sp2; sph[x++].p = 0; /* copy the struct */
+ if (x>1) sph[x-2].p = &sph[x-1]; /* link pointers */
+ }
+ if (x) sp= sph; /* if any spheres, point to them */
+ else return; /* no spheres */
+
+ for (sp=sph; sp; sp=sp->p) /* look through sphere list */
+ {
+ x = sp->x; y = sp->y;
+ if (item[x][y]!=OANNIHILATION) continue; /* not really there */
+ if (--(sp->lifetime) < 0) /* has sphere run out of gas? */
+ {
+ rmsphere(x,y); /* delete sphere */
+ continue;
+ }
+ switch(rnd((int)max(7,c[INTELLIGENCE]>>1))) /* time to move the sphere */
+ {
+ case 1:
+ case 2: /* change direction to a random one */
+ sp->dir = rnd(8);
+ default: /* move in normal direction */
+ dir = sp->dir; len = sp->lifetime;
+ rmsphere(x,y);
+ newsphere(x+diroffx[dir],y+diroffy[dir],dir,len);
+ };
+ }
+ }