386BSD 0.1 development
[unix-history] / usr / othersrc / games / larn / movem.c
CommitLineData
12458000
WJ
1/*
2 * movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan.
3 *
4 * Here are the functions in this file:
5 *
6 * movemonst() Routine to move the monsters toward the player
7 * movemt(x,y) Function to move a monster at (x,y) -- must determine where
8 * mmove(x,y,xd,yd) Function to actually perform the monster movement
9 * movsphere() Function to look for and move spheres of annihilation
10 */
11#include "header.h"
12
13/*
14 * movemonst() Routine to move the monsters toward the player
15 *
16 * This routine has the responsibility to determine which monsters are to
17 * move, and call movemt() to do the move.
18 * Returns no value.
19 */
20static short w1[9],w1x[9],w1y[9];
21static int tmp1,tmp2,tmp3,tmp4,distance;
22movemonst()
23 {
24 register int i,j;
25 if (c[TIMESTOP]) return; /* no action if time is stopped */
26 if (c[HASTESELF]) if ((c[HASTESELF]&1)==0) return;
27 if (spheres) movsphere(); /* move the spheres of annihilation if any */
28 if (c[HOLDMONST]) return; /* no action if monsters are held */
29
30 if (c[AGGRAVATE]) /* determine window of monsters to move */
31 {
32 tmp1=playery-5; tmp2=playery+6; tmp3=playerx-10; tmp4=playerx+11;
33 distance=40; /* depth of intelligent monster movement */
34 }
35 else
36 {
37 tmp1=playery-3; tmp2=playery+4; tmp3=playerx-5; tmp4=playerx+6;
38 distance=17; /* depth of intelligent monster movement */
39 }
40
41 if (level == 0) /* if on outside level monsters can move in perimeter */
42 {
43 if (tmp1 < 0) tmp1=0; if (tmp2 > MAXY) tmp2=MAXY;
44 if (tmp3 < 0) tmp3=0; if (tmp4 > MAXX) tmp4=MAXX;
45 }
46 else /* if in a dungeon monsters can't be on the perimeter (wall there) */
47 {
48 if (tmp1 < 1) tmp1=1; if (tmp2 > MAXY-1) tmp2=MAXY-1;
49 if (tmp3 < 1) tmp3=1; if (tmp4 > MAXX-1) tmp4=MAXX-1;
50 }
51
52 for (j=tmp1; j<tmp2; j++) /* now reset monster moved flags */
53 for (i=tmp3; i<tmp4; i++)
54 moved[i][j] = 0;
55 moved[lasthx][lasthy]=0;
56
57 if (c[AGGRAVATE] || !c[STEALTH]) /* who gets moved? split for efficiency */
58 {
59 for (j=tmp1; j<tmp2; j++) /* look thru all locations in window */
60 for (i=tmp3; i<tmp4; i++)
61 if (mitem[i][j]) /* if there is a monster to move */
62 if (moved[i][j]==0) /* if it has not already been moved */
63 movemt(i,j); /* go and move the monster */
64 }
65 else /* not aggravated and not stealth */
66 {
67 for (j=tmp1; j<tmp2; j++) /* look thru all locations in window */
68 for (i=tmp3; i<tmp4; i++)
69 if (mitem[i][j]) /* if there is a monster to move */
70 if (moved[i][j]==0) /* if it has not already been moved */
71 if (stealth[i][j]) /* if it is asleep due to stealth */
72 movemt(i,j); /* go and move the monster */
73 }
74
75 if (mitem[lasthx][lasthy]) /* now move monster last hit by player if not already moved */
76 {
77 if (moved[lasthx][lasthy]==0) /* if it has not already been moved */
78 {
79 movemt(lasthx,lasthy);
80 lasthx = w1x[0]; lasthy = w1y[0];
81 }
82 }
83 }
84
85/*
86 * movemt(x,y) Function to move a monster at (x,y) -- must determine where
87 * int x,y;
88 *
89 * This routine is responsible for determining where one monster at (x,y) will
90 * move to. Enter with the monsters coordinates in (x,y).
91 * Returns no value.
92 */
93static int tmpitem,xl,xh,yl,yh;
94movemt(i,j)
95 int i,j;
96 {
97 register int k,m,z,tmp,xtmp,ytmp,monst;
98 switch(monst=mitem[i][j]) /* for half speed monsters */
99 {
100 case TROGLODYTE: case HOBGOBLIN: case METAMORPH: case XVART:
101 case INVISIBLESTALKER: case ICELIZARD: if ((gtime & 1) == 1) return;
102 };
103
104 if (c[SCAREMONST]) /* choose destination randomly if scared */
105 {
106 if ((xl = i+rnd(3)-2) < 0) xl=0; if (xl >= MAXX) xl=MAXX-1;
107 if ((yl = j+rnd(3)-2) < 0) yl=0; if (yl >= MAXY) yl=MAXY-1;
108 if ((tmp=item[xl][yl]) != OWALL)
109 if (mitem[xl][yl] == 0)
110 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
111 if (tmp != OCLOSEDDOOR) mmove(i,j,xl,yl);
112 return;
113 }
114
115 if (monster[monst].intelligence > 10-c[HARDGAME]) /* if smart monster */
116/* intelligent movement here -- first setup screen array */
117 {
118 xl=tmp3-2; yl=tmp1-2; xh=tmp4+2; yh=tmp2+2;
119 vxy(&xl,&yl); vxy(&xh,&yh);
120 for (k=yl; k<yh; k++)
121 for (m=xl; m<xh; m++)
122 {
123 switch(item[m][k])
124 {
125 case OWALL: case OPIT: case OTRAPARROW: case ODARTRAP:
126 case OCLOSEDDOOR: case OTRAPDOOR: case OTELEPORTER:
127 smm: screen[m][k]=127; break;
128 case OMIRROR: if (mitem[m][k]==VAMPIRE) goto smm;
129 default: screen[m][k]= 0; break;
130 };
131 }
132 screen[playerx][playery]=1;
133
134/* now perform proximity ripple from playerx,playery to monster */
135 xl=tmp3-1; yl=tmp1-1; xh=tmp4+1; yh=tmp2+1;
136 vxy(&xl,&yl); vxy(&xh,&yh);
137 for (tmp=1; tmp<distance; tmp++) /* only up to 20 squares away */
138 for (k=yl; k<yh; k++)
139 for (m=xl; m<xh; m++)
140 if (screen[m][k]==tmp) /* if find proximity n advance it */
141 for (z=1; z<9; z++) /* go around in a circle */
142 {
143 if (screen[xtmp=m+diroffx[z]][ytmp=k+diroffy[z]]==0)
144 screen[xtmp][ytmp]=tmp+1;
145 if (xtmp==i && ytmp==j) goto out;
146 }
147
148out: if (tmp<distance) /* did find connectivity */
149 /* now select lowest value around playerx,playery */
150 for (z=1; z<9; z++) /* go around in a circle */
151 if (screen[xl=i+diroffx[z]][yl=j+diroffy[z]]==tmp)
152 if (!mitem[xl][yl]) { mmove(i,j,w1x[0]=xl,w1y[0]=yl); return; }
153 }
154
155 /* dumb monsters move here */
156 xl=i-1; yl=j-1; xh=i+2; yh=j+2;
157 if (i<playerx) xl++; else if (i>playerx) --xh;
158 if (j<playery) yl++; else if (j>playery) --yh;
159 for (k=0; k<9; k++) w1[k] = 10000;
160
161 for (k=xl; k<xh; k++)
162 for (m=yl; m<yh; m++) /* for each square compute distance to player */
163 {
164 tmp = k-i+4+3*(m-j);
165 tmpitem = item[k][m];
166 if (tmpitem!=OWALL || (k==playerx && m==playery))
167 if (mitem[k][m]==0)
168 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
169 if (tmpitem!=OCLOSEDDOOR)
170 {
171 w1[tmp] = (playerx-k)*(playerx-k)+(playery-m)*(playery-m);
172 w1x[tmp] = k; w1y[tmp] = m;
173 }
174 }
175
176 tmp = 0;
177 for (k=1; k<9; k++) if (w1[tmp] > w1[k]) tmp=k;
178
179 if (w1[tmp] < 10000)
180 if ((i!=w1x[tmp]) || (j!=w1y[tmp]))
181 mmove(i,j,w1x[tmp],w1y[tmp]);
182 }
183
184/*
185 * mmove(x,y,xd,yd) Function to actually perform the monster movement
186 * int x,y,xd,yd;
187 *
188 * Enter with the from coordinates in (x,y) and the destination coordinates
189 * in (xd,yd).
190 */
191mmove(aa,bb,cc,dd)
192 int aa,bb,cc,dd;
193 {
194 register int tmp,i,flag;
195 char *who,*p;
196 flag=0; /* set to 1 if monster hit by arrow trap */
197 if ((cc==playerx) && (dd==playery))
198 {
199 hitplayer(aa,bb); moved[aa][bb] = 1; return;
200 }
201 i=item[cc][dd];
202 if ((i==OPIT) || (i==OTRAPDOOR))
203 switch(mitem[aa][bb])
204 {
205 case SPIRITNAGA: case PLATINUMDRAGON: case WRAITH:
206 case VAMPIRE: case SILVERDRAGON: case POLTERGEIST:
207 case DEMONLORD: case DEMONLORD+1: case DEMONLORD+2:
208 case DEMONLORD+3: case DEMONLORD+4: case DEMONLORD+5:
209 case DEMONLORD+6: case DEMONPRINCE: break;
210
211 default: mitem[aa][bb]=0; /* fell in a pit or trapdoor */
212 };
213 tmp = mitem[cc][dd] = mitem[aa][bb];
214 if (i==OANNIHILATION)
215 {
216 if (tmp>=DEMONLORD+3) /* demons dispel spheres */
217 {
218 cursors();
219 lprintf("\nThe %s dispels the sphere!",monster[tmp].name);
220 rmsphere(cc,dd); /* delete the sphere */
221 }
222 else i=tmp=mitem[cc][dd]=0;
223 }
224 stealth[cc][dd]=1;
225 if ((hitp[cc][dd] = hitp[aa][bb]) < 0) hitp[cc][dd]=1;
226 mitem[aa][bb] = 0; moved[cc][dd] = 1;
227 if (tmp == LEPRECHAUN)
228 switch(i)
229 {
230 case OGOLDPILE: case OMAXGOLD: case OKGOLD: case ODGOLD:
231 case ODIAMOND: case ORUBY: case OEMERALD: case OSAPPHIRE:
232 item[cc][dd] = 0; /* leprechaun takes gold */
233 };
234
235 if (tmp == TROLL) /* if a troll regenerate him */
236 if ((gtime & 1) == 0)
237 if (monster[tmp].hitpoints > hitp[cc][dd]) hitp[cc][dd]++;
238
239 if (i==OTRAPARROW) /* arrow hits monster */
240 { who = "An arrow"; if ((hitp[cc][dd] -= rnd(10)+level) <= 0)
241 { mitem[cc][dd]=0; flag=2; } else flag=1; }
242 if (i==ODARTRAP) /* dart hits monster */
243 { who = "A dart"; if ((hitp[cc][dd] -= rnd(6)) <= 0)
244 { mitem[cc][dd]=0; flag=2; } else flag=1; }
245 if (i==OTELEPORTER) /* monster hits teleport trap */
246 { flag=3; fillmonst(mitem[cc][dd]); mitem[cc][dd]=0; }
247 if (c[BLINDCOUNT]) return; /* if blind don't show where monsters are */
248 if (know[cc][dd] & 1)
249 {
250 p=0;
251 if (flag) cursors();
252 switch(flag)
253 {
254 case 1: p="\n%s hits the %s"; break;
255 case 2: p="\n%s hits and kills the %s"; break;
256 case 3: p="\nThe %s%s gets teleported"; who=""; break;
257 };
258 if (p) { lprintf(p,who,monster[tmp].name); beep(); }
259 }
260/* if (yrepcount>1) { know[aa][bb] &= 2; know[cc][dd] &= 2; return; } */
261 if (know[aa][bb] & 1) show1cell(aa,bb);
262 if (know[cc][dd] & 1) show1cell(cc,dd);
263 }
264
265/*
266 * movsphere() Function to look for and move spheres of annihilation
267 *
268 * This function works on the sphere linked list, first duplicating the list
269 * (the act of moving changes the list), then processing each sphere in order
270 * to move it. They eat anything in their way, including stairs, volcanic
271 * shafts, potions, etc, except for upper level demons, who can dispel
272 * spheres.
273 * No value is returned.
274 */
275#define SPHMAX 20 /* maximum number of spheres movsphere can handle */
276movsphere()
277 {
278 register int x,y,dir,len;
279 register struct sphere *sp,*sp2;
280 struct sphere sph[SPHMAX];
281
282 /* first duplicate sphere list */
283 for (sp=0,x=0,sp2=spheres; sp2; sp2=sp2->p) /* look through sphere list */
284 if (sp2->lev == level) /* only if this level */
285 {
286 sph[x] = *sp2; sph[x++].p = 0; /* copy the struct */
287 if (x>1) sph[x-2].p = &sph[x-1]; /* link pointers */
288 }
289 if (x) sp= sph; /* if any spheres, point to them */
290 else return; /* no spheres */
291
292 for (sp=sph; sp; sp=sp->p) /* look through sphere list */
293 {
294 x = sp->x; y = sp->y;
295 if (item[x][y]!=OANNIHILATION) continue; /* not really there */
296 if (--(sp->lifetime) < 0) /* has sphere run out of gas? */
297 {
298 rmsphere(x,y); /* delete sphere */
299 continue;
300 }
301 switch(rnd((int)max(7,c[INTELLIGENCE]>>1))) /* time to move the sphere */
302 {
303 case 1:
304 case 2: /* change direction to a random one */
305 sp->dir = rnd(8);
306 default: /* move in normal direction */
307 dir = sp->dir; len = sp->lifetime;
308 rmsphere(x,y);
309 newsphere(x+diroffx[dir],y+diroffy[dir],dir,len);
310 };
311 }
312 }