1 /* 2 * movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan. 3 * $FreeBSD: src/games/larn/movem.c,v 1.4 1999/11/16 02:57:23 billf Exp $ 4 * $DragonFly: src/games/larn/movem.c,v 1.3 2006/08/26 17:05:05 pavalos Exp $ 5 * 6 * Here are the functions in this file: 7 * 8 * movemonst() Routine to move the monsters toward the player 9 * movemt(x,y) Function to move a monster at (x,y) -- must determine where 10 * mmove(x,y,xd,yd) Function to actually perform the monster movement 11 * movsphere() Function to look for and move spheres of annihilation 12 */ 13 #include "header.h" 14 15 static void movemt(int, int); 16 static void mmove(int, int, int, int); 17 static void movsphere(void); 18 19 /* 20 * movemonst() Routine to move the monsters toward the player 21 * 22 * This routine has the responsibility to determine which monsters are to 23 * move, and call movemt() to do the move. 24 * Returns no value. 25 */ 26 static short w1[9], w1x[9], w1y[9]; 27 static int tmp1, tmp2, tmp3, tmp4, distance; 28 29 void 30 movemonst(void) 31 { 32 int i, j; 33 if (c[TIMESTOP]) /* no action if time is stopped */ 34 return; 35 if (c[HASTESELF]) 36 if ((c[HASTESELF] & 1) == 0) 37 return; 38 if (spheres) /* move the spheres of annihilation if any */ 39 movsphere(); 40 if (c[HOLDMONST]) /* no action if monsters are held */ 41 return; 42 43 if (c[AGGRAVATE]) { /* determine window of monsters to move */ 44 tmp1 = playery - 5; 45 tmp2 = playery + 6; 46 tmp3 = playerx - 10; 47 tmp4 = playerx + 11; 48 distance = 40; /* depth of intelligent monster movement */ 49 } else { 50 tmp1 = playery - 3; 51 tmp2 = playery + 4; 52 tmp3 = playerx - 5; 53 tmp4 = playerx + 6; 54 distance = 17; /* depth of intelligent monster movement */ 55 } 56 57 /* if on outside level monsters can move in perimeter */ 58 if (level == 0) { 59 if (tmp1 < 0) 60 tmp1 = 0; 61 if (tmp2 > MAXY) 62 tmp2 = MAXY; 63 if (tmp3 < 0) 64 tmp3 = 0; 65 if (tmp4 > MAXX) 66 tmp4 = MAXX; 67 } else { /* if in a dungeon monsters can't be on the perimeter (wall there) */ 68 if (tmp1 < 1) 69 tmp1 = 1; 70 if (tmp2 > MAXY - 1) 71 tmp2 = MAXY - 1; 72 if (tmp3 < 1) 73 tmp3 = 1; 74 if (tmp4 > MAXX - 1) 75 tmp4 = MAXX - 1; 76 } 77 78 for (j = tmp1; j < tmp2; j++) /* now reset monster moved flags */ 79 for (i = tmp3; i < tmp4; i++) 80 moved[i][j] = 0; 81 moved[lasthx][lasthy] = 0; 82 83 /* who gets moved? split for efficiency */ 84 if (c[AGGRAVATE] || !c[STEALTH]) { 85 /* look thru all locations in window */ 86 for (j = tmp1; j < tmp2; j++) 87 for (i = tmp3; i < tmp4; i++) 88 /* if there is a monster to move */ 89 if (mitem[i][j]) 90 /* if it has not already been moved */ 91 if (moved[i][j] == 0) 92 /* go and move the monster */ 93 movemt(i, j); 94 } else { /* not aggravated and not stealth */ 95 /* look thru all locations in window */ 96 for (j = tmp1; j < tmp2; j++) 97 for (i = tmp3; i < tmp4; i++) 98 /* if there is a monster to move */ 99 if (mitem[i][j]) 100 /* if it has not already been moved */ 101 if (moved[i][j] == 0) 102 /* if it is asleep due to stealth */ 103 if (stealth[i][j]) 104 /* go and move the monster */ 105 movemt(i, j); 106 } 107 108 /* now move monster last hit by player if not already moved */ 109 if (mitem[lasthx][lasthy]) { 110 /* if it has not already been moved */ 111 if (moved[lasthx][lasthy] == 0) { 112 movemt(lasthx, lasthy); 113 lasthx = w1x[0]; 114 lasthy = w1y[0]; 115 } 116 } 117 } 118 119 /* 120 * movemt(x,y) Function to move a monster at (x,y) -- must determine where 121 * int x,y; 122 * 123 * This routine is responsible for determining where one monster at (x,y) will 124 * move to. Enter with the monsters coordinates in (x,y). 125 * Returns no value. 126 */ 127 static int tmpitem, xl, xh, yl, yh; 128 129 static void 130 movemt(int i, int j) 131 { 132 int k, m, z, tmp, xtmp, ytmp, monst; 133 switch (monst = mitem[i][j]) { /* for half speed monsters */ 134 case TROGLODYTE: 135 case HOBGOBLIN: 136 case METAMORPH: 137 case XVART: 138 case INVISIBLESTALKER: 139 case ICELIZARD: 140 if ((gtime & 1) == 1) 141 return; 142 } 143 144 if (c[SCAREMONST]) { /* choose destination randomly if scared */ 145 if ((xl = i + rnd(3) - 2) < 0) 146 xl = 0; 147 if (xl >= MAXX) 148 xl = MAXX - 1; 149 if ((yl = j + rnd(3) - 2) < 0) 150 yl = 0; 151 if (yl >= MAXY) 152 yl = MAXY - 1; 153 if ((tmp = item[xl][yl]) != OWALL) 154 if (mitem[xl][yl] == 0) 155 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR)) 156 if (tmp != OCLOSEDDOOR) 157 mmove(i, j, xl, yl); 158 return; 159 } 160 161 if (monster[monst].intelligence > 10 - c[HARDGAME]) { /* if smart monster */ 162 /* intelligent movement here -- first setup screen array */ 163 xl = tmp3 - 2; 164 yl = tmp1 - 2; 165 xh = tmp4 + 2; 166 yh = tmp2 + 2; 167 vxy(&xl, &yl); 168 vxy(&xh, &yh); 169 for (k = yl; k < yh; k++) 170 for (m = xl; m < xh; m++) { 171 switch (item[m][k]) { 172 case OWALL: 173 case OPIT: 174 case OTRAPARROW: 175 case ODARTRAP: 176 case OCLOSEDDOOR: 177 case OTRAPDOOR: 178 case OTELEPORTER: 179 smm: screen[m][k] = 127; 180 break; 181 case OMIRROR: 182 if (mitem[m][k] == VAMPIRE) 183 goto smm; 184 default: 185 screen[m][k] = 0; 186 break; 187 } 188 } 189 screen[playerx][playery] = 1; 190 191 /* now perform proximity ripple from playerx,playery to monster */ 192 xl = tmp3 - 1; 193 yl = tmp1 - 1; 194 xh = tmp4 + 1; 195 yh = tmp2 + 1; 196 vxy(&xl, &yl); 197 vxy(&xh, &yh); 198 for (tmp = 1; tmp < distance; tmp++) /* only up to 20 squares away */ 199 for (k = yl; k < yh; k++) 200 for (m = xl; m < xh; m++) 201 /* if find proximity n advance it */ 202 if (screen[m][k] == tmp) 203 /* go around in a circle */ 204 for (z = 1; z < 9; z++) { 205 if (screen[xtmp = m + diroffx[z]][ytmp = k + diroffy[z]] == 0) 206 screen[xtmp][ytmp] = tmp + 1; 207 if (xtmp == i && ytmp == j) 208 goto out; 209 } 210 211 out: if (tmp < distance) /* did find connectivity */ 212 /* now select lowest value around playerx,playery */ 213 for (z = 1; z < 9; z++) /* go around in a circle */ 214 if (screen[xl = i + diroffx[z]][yl = j + diroffy[z]] == tmp) 215 if (!mitem[xl][yl]) { 216 mmove(i, j, w1x[0] = xl, w1y[0] = yl); 217 return; 218 } 219 } 220 221 /* dumb monsters move here */ 222 xl = i - 1; 223 yl = j - 1; 224 xh = i + 2; 225 yh = j + 2; 226 if (i < playerx) 227 xl++; 228 else if (i > playerx) 229 --xh; 230 if (j < playery) 231 yl++; 232 else if (j > playery) 233 --yh; 234 for (k = 0; k < 9; k++) 235 w1[k] = 10000; 236 237 for (k = xl; k < xh; k++) 238 /* for each square compute distance to player */ 239 for (m = yl; m < yh; m++) { 240 tmp = k - i + 4 + 3 * (m - j); 241 tmpitem = item[k][m]; 242 if (tmpitem != OWALL || (k == playerx && m == playery)) 243 if (mitem[k][m] == 0) 244 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR)) 245 if (tmpitem != OCLOSEDDOOR) { 246 w1[tmp] = (playerx - k) * (playerx - k) + (playery - m) * (playery - m); 247 w1x[tmp] = k; 248 w1y[tmp] = m; 249 } 250 } 251 252 tmp = 0; 253 for (k = 1; k < 9; k++) 254 if (w1[tmp] > w1[k]) 255 tmp = k; 256 257 if (w1[tmp] < 10000) 258 if ((i != w1x[tmp]) || (j != w1y[tmp])) 259 mmove(i, j, w1x[tmp], w1y[tmp]); 260 } 261 262 /* 263 * mmove(x,y,xd,yd) Function to actually perform the monster movement 264 * int x,y,xd,yd; 265 * 266 * Enter with the from coordinates in (x,y) and the destination coordinates 267 * in (xd,yd). 268 */ 269 static void 270 mmove(int aa, int bb, int cc, int dd) 271 { 272 int tmp, i, flag; 273 const char *who = NULL, *p; 274 flag = 0; /* set to 1 if monster hit by arrow trap */ 275 if ((cc == playerx) && (dd == playery)) { 276 hitplayer(aa, bb); 277 moved[aa][bb] = 1; 278 return; 279 } 280 i = item[cc][dd]; 281 if ((i == OPIT) || (i == OTRAPDOOR)) 282 switch (mitem[aa][bb]) { 283 case SPIRITNAGA: 284 case PLATINUMDRAGON: 285 case WRAITH: 286 case VAMPIRE: 287 case SILVERDRAGON: 288 case POLTERGEIST: 289 case DEMONLORD: 290 case DEMONLORD + 1: 291 case DEMONLORD + 2: 292 case DEMONLORD + 3: 293 case DEMONLORD + 4: 294 case DEMONLORD + 5: 295 case DEMONLORD + 6: 296 case DEMONPRINCE: 297 break; 298 299 default: 300 mitem[aa][bb] = 0; /* fell in a pit or trapdoor */ 301 } 302 tmp = mitem[cc][dd] = mitem[aa][bb]; 303 if (i == OANNIHILATION) { 304 if (tmp >= DEMONLORD + 3) { /* demons dispel spheres */ 305 cursors(); 306 lprintf("\nThe %s dispels the sphere!", monster[tmp].name); 307 rmsphere(cc, dd); /* delete the sphere */ 308 } else 309 i = tmp = mitem[cc][dd] = 0; 310 } 311 stealth[cc][dd] = 1; 312 if ((hitp[cc][dd] = hitp[aa][bb]) < 0) 313 hitp[cc][dd] = 1; 314 mitem[aa][bb] = 0; 315 moved[cc][dd] = 1; 316 if (tmp == LEPRECHAUN) 317 switch (i) { 318 case OGOLDPILE: 319 case OMAXGOLD: 320 case OKGOLD: 321 case ODGOLD: 322 case ODIAMOND: 323 case ORUBY: 324 case OEMERALD: 325 case OSAPPHIRE: 326 item[cc][dd] = 0; /* leprechaun takes gold */ 327 } 328 329 if (tmp == TROLL) /* if a troll regenerate him */ 330 if ((gtime & 1) == 0) 331 if (monster[tmp].hitpoints > hitp[cc][dd]) 332 hitp[cc][dd]++; 333 334 if (i == OTRAPARROW) { /* arrow hits monster */ 335 who = "An arrow"; 336 if ((hitp[cc][dd] -= rnd(10) + level) <= 0) { 337 mitem[cc][dd] = 0; 338 flag = 2; 339 } else 340 flag = 1; 341 } 342 if (i == ODARTRAP) { /* dart hits monster */ 343 who = "A dart"; 344 if ((hitp[cc][dd] -= rnd(6)) <= 0) { 345 mitem[cc][dd] = 0; 346 flag = 2; 347 } else 348 flag = 1; 349 } 350 if (i == OTELEPORTER) { /* monster hits teleport trap */ 351 flag = 3; 352 fillmonst(mitem[cc][dd]); 353 mitem[cc][dd] = 0; 354 } 355 if (c[BLINDCOUNT]) /* if blind don't show where monsters are */ 356 return; 357 if (know[cc][dd] & 1) { 358 p = 0; 359 if (flag) 360 cursors(); 361 switch (flag) { 362 case 1: 363 p = "\n%s hits the %s"; 364 break; 365 case 2: 366 p = "\n%s hits and kills the %s"; 367 break; 368 case 3: 369 p = "\nThe %s%s gets teleported"; 370 who = ""; 371 break; 372 } 373 if (p) { 374 lprintf(p, who, monster[tmp].name); 375 beep(); 376 } 377 } 378 if (know[aa][bb] & 1) 379 show1cell(aa, bb); 380 if (know[cc][dd] & 1) 381 show1cell(cc, dd); 382 } 383 384 /* 385 * movsphere() Function to look for and move spheres of annihilation 386 * 387 * This function works on the sphere linked list, first duplicating the list 388 * (the act of moving changes the list), then processing each sphere in order 389 * to move it. They eat anything in their way, including stairs, volcanic 390 * shafts, potions, etc, except for upper level demons, who can dispel 391 * spheres. 392 * No value is returned. 393 */ 394 #define SPHMAX 20 /* maximum number of spheres movsphere can handle */ 395 static void 396 movsphere(void) 397 { 398 int x, y, dir, len; 399 struct sphere *sp, *sp2; 400 struct sphere sph[SPHMAX]; 401 402 /* first duplicate sphere list */ 403 /* look through sphere list */ 404 for (sp = 0, x = 0, sp2 = spheres; sp2; sp2 = sp2->p) 405 if (sp2->lev == level) { /* only if this level */ 406 sph[x] = *sp2; 407 sph[x++].p = 0; /* copy the struct */ 408 if (x > 1) 409 sph[x - 2].p = &sph[x - 1]; /* link pointers */ 410 } 411 if (x) /* if any spheres, point to them */ 412 sp = sph; 413 else /* no spheres */ 414 return; 415 416 for (sp = sph; sp; sp = sp->p) { /* look through sphere list */ 417 x = sp->x; 418 y = sp->y; 419 if (item[x][y] != OANNIHILATION) /* not really there */ 420 continue; 421 if (--(sp->lifetime) < 0) { /* has sphere run out of gas? */ 422 rmsphere(x, y); /* delete sphere */ 423 continue; 424 } 425 /* time to move the sphere */ 426 switch (rnd((int)max(7, c[INTELLIGENCE] >> 1))) { 427 case 1: 428 case 2: /* change direction to a random one */ 429 sp->dir = rnd(8); 430 default: /* move in normal direction */ 431 dir = sp->dir; 432 len = sp->lifetime; 433 rmsphere(x, y); 434 newsphere(x + diroffx[dir], y + diroffy[dir], dir, len); 435 } 436 } 437 } 438