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authorchristos <christos@NetBSD.org>1997-10-18 20:03:05 +0000
committerchristos <christos@NetBSD.org>1997-10-18 20:03:05 +0000
commitf73f1009084e75624e3bc00fef9cf4749de80dcc (patch)
tree10cc39737f667f056c5537c3fba7cf4d2a832c9d /larn/movem.c
parent39d5db4411fe42946cd3d94eb7d275f3f453d6aa (diff)
downloadbsdgames-darwin-f73f1009084e75624e3bc00fef9cf4749de80dcc.tar.gz
bsdgames-darwin-f73f1009084e75624e3bc00fef9cf4749de80dcc.tar.zst
bsdgames-darwin-f73f1009084e75624e3bc00fef9cf4749de80dcc.zip
Tons of changes; re-indent, use termios, fix warnings, add prototypes...
Games is almost clean; only hack is left...
Diffstat (limited to 'larn/movem.c')
-rw-r--r--larn/movem.c642
1 files changed, 386 insertions, 256 deletions
diff --git a/larn/movem.c b/larn/movem.c
index 6f88ea9b..55a3d27b 100644
--- a/larn/movem.c
+++ b/larn/movem.c
@@ -1,316 +1,446 @@
-#ifndef lint
-static char rcsid[] = "$NetBSD: movem.c,v 1.4 1997/07/13 20:21:37 christos Exp $";
-#endif /* not lint */
+/* $NetBSD: movem.c,v 1.5 1997/10/18 20:03:34 christos Exp $ */
/*
- * movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan.
+ * movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan.
*
- * Here are the functions in this file:
+ * 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
+ * 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 <sys/cdefs.h>
+#ifndef lint
+__RCSID("$NetBSD: movem.c,v 1.5 1997/10/18 20:03:34 christos Exp $");
+#endif /* not lint */
+
#include "header.h"
+#include "extern.h"
/*
- * movemonst() Routine to move the monsters toward the player
+ * 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.
+ * 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;
+static short w1[9], w1x[9], w1y[9];
+static int tmp1, tmp2, tmp3, tmp4, distance;
+void
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 */
+{
+ 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 (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;
- }
+ 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++)
+ 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;
+ 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 (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];
- }
+ 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;
+ * 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.
+ * 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 ((gltime & 1) == 1) return;
- };
+static int tmpitem, xl, xh, yl, yh;
+void
+movemt(i, j)
+ int i, j;
+{
+ 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 ((gltime & 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);
+ 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;
- }
+ }
+ 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;
-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; }
- }
+ /*
+ * 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;
+ 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);
+ 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;
- }
- }
+ 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;
+ 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]);
- }
+ 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;
+ * 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).
+ * 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;
+void
+mmove(aa, bb, cc, dd)
+ int aa, bb, cc, dd;
+{
+ int tmp, i, flag;
+ char *who = NULL, *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 */
+ 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 */
- {
+ 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;
+ 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 */
- };
+ 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 (tmp == TROLL) /* if a troll regenerate him */
if ((gltime & 1) == 0)
- if (monster[tmp].hitpoints > hitp[cc][dd]) hitp[cc][dd]++;
+ 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 (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);
}
+ /*
+ * 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
+ * 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.
+ * 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 */
+#define SPHMAX 20 /* maximum number of spheres movsphere can
+ * handle */
+void
movsphere()
- {
- register int x,y,dir,len;
- register struct sphere *sp,*sp2;
- struct sphere sph[SPHMAX];
+{
+ int x, y, dir, len;
+ 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 */
+ 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 */
+ 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 */
+ 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);
- };
}
+ 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);
+ };
}
+}