* 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
* 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.
static short w1
[9],w1x
[9],w1y
[9];
static int tmp1
,tmp2
,tmp3
,tmp4
,distance
;
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 */
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
++)
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 */
lasthx
= w1x
[0]; lasthy
= w1y
[0];
* movemt(x,y) Function to move a monster at (x,y) -- must determine where
* This routine is responsible for determining where one monster at (x,y) will
* move to. Enter with the monsters coordinates in (x,y).
static int tmpitem
,xl
,xh
,yl
,yh
;
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
[i
][j
] != VAMPIRE
) || (tmpitem
!= OMIRROR
))
if (tmp
!= OCLOSEDDOOR
) mmove(i
,j
,xl
,yl
);
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
);
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 */
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 (m
=yl
; m
<yh
; m
++) /* for each square compute distance to player */
if (tmpitem
!=OWALL
|| (k
==playerx
&& m
==playery
))
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
;
for (k
=1; k
<9; k
++) if (w1
[tmp
] > w1
[k
]) tmp
=k
;
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
* Enter with the from coordinates in (x,y) and the destination coordinates
flag
=0; /* set to 1 if monster hit by arrow trap */
if ((cc
==playerx
) && (dd
==playery
))
hitplayer(aa
,bb
); moved
[aa
][bb
] = 1; return;
if ((i
==OPIT
) || (i
==OTRAPDOOR
))
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 (tmp
>=DEMONLORD
+3) /* demons dispel spheres */
lprintf("\nThe %s dispels the sphere!",monster
[tmp
].name
);
rmsphere(cc
,dd
); /* delete the sphere */
else i
=tmp
=mitem
[cc
][dd
]=0;
if ((hitp
[cc
][dd
] = hitp
[aa
][bb
]) < 0) hitp
[cc
][dd
]=1;
mitem
[aa
][bb
] = 0; moved
[cc
][dd
] = 1;
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 (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 */
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
#define SPHMAX 20 /* maximum number of spheres movsphere can handle */
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 */
if (item
[x
][y
]!=OANNIHILATION
) continue; /* not really there */
if (--(sp
->lifetime
) < 0) /* has sphere run out of gas? */
rmsphere(x
,y
); /* delete sphere */
switch(rnd((int)max(7,c
[INTELLIGENCE
]>>1))) /* time to move the sphere */
case 2: /* change direction to a random one */
default: /* move in normal direction */
dir
= sp
->dir
; len
= sp
->lifetime
;
newsphere(x
+diroffx
[dir
],y
+diroffy
[dir
],dir
,len
);