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 * 5 * Here are the functions in this file: 6 * 7 * movemonst() Routine to move the monsters toward the player 8 * movemt(x,y) Function to move a monster at (x,y) -- must determine where 9 * mmove(x,y,xd,yd) Function to actually perform the monster movement 10 * movsphere() Function to look for and move spheres of annihilation 11 */ 12 #include "header.h" 13 14 static void movemt(int, int); 15 static void mmove(int, int, int, int); 16 static void movsphere(void); 17 18 /* 19 * movemonst() Routine to move the monsters toward the player 20 * 21 * This routine has the responsibility to determine which monsters are to 22 * move, and call movemt() to do the move. 23 * Returns no value. 24 */ 25 static short w1[9], w1x[9], w1y[9]; 26 static int tmp1, tmp2, tmp3, tmp4, distance; 27 28 void 29 movemonst(void) 30 { 31 int i, j; 32 if (c[TIMESTOP]) /* no action if time is stopped */ 33 return; 34 if (c[HASTESELF]) 35 if ((c[HASTESELF] & 1) == 0) 36 return; 37 if (spheres) /* move the spheres of annihilation if any */ 38 movsphere(); 39 if (c[HOLDMONST]) /* no action if monsters are held */ 40 return; 41 42 if (c[AGGRAVATE]) { /* determine window of monsters to move */ 43 tmp1 = playery - 5; 44 tmp2 = playery + 6; 45 tmp3 = playerx - 10; 46 tmp4 = playerx + 11; 47 distance = 40; /* depth of intelligent monster movement */ 48 } else { 49 tmp1 = playery - 3; 50 tmp2 = playery + 4; 51 tmp3 = playerx - 5; 52 tmp4 = playerx + 6; 53 distance = 17; /* depth of intelligent monster movement */ 54 } 55 56 /* if on outside level monsters can move in perimeter */ 57 if (level == 0) { 58 if (tmp1 < 0) 59 tmp1 = 0; 60 if (tmp2 > MAXY) 61 tmp2 = MAXY; 62 if (tmp3 < 0) 63 tmp3 = 0; 64 if (tmp4 > MAXX) 65 tmp4 = MAXX; 66 } else { /* if in a dungeon monsters can't be on the perimeter (wall there) */ 67 if (tmp1 < 1) 68 tmp1 = 1; 69 if (tmp2 > MAXY - 1) 70 tmp2 = MAXY - 1; 71 if (tmp3 < 1) 72 tmp3 = 1; 73 if (tmp4 > MAXX - 1) 74 tmp4 = MAXX - 1; 75 } 76 77 for (j = tmp1; j < tmp2; j++) /* now reset monster moved flags */ 78 for (i = tmp3; i < tmp4; i++) 79 moved[i][j] = 0; 80 moved[lasthx][lasthy] = 0; 81 82 /* who gets moved? split for efficiency */ 83 if (c[AGGRAVATE] || !c[STEALTH]) { 84 /* look thru all locations in window */ 85 for (j = tmp1; j < tmp2; j++) 86 for (i = tmp3; i < tmp4; i++) 87 /* if there is a monster to move */ 88 if (mitem[i][j]) 89 /* if it has not already been moved */ 90 if (moved[i][j] == 0) 91 /* go and move the monster */ 92 movemt(i, j); 93 } else { /* not aggravated and not stealth */ 94 /* look thru all locations in window */ 95 for (j = tmp1; j < tmp2; j++) 96 for (i = tmp3; i < tmp4; i++) 97 /* if there is a monster to move */ 98 if (mitem[i][j]) 99 /* if it has not already been moved */ 100 if (moved[i][j] == 0) 101 /* if it is asleep due to stealth */ 102 if (stealth[i][j]) 103 /* go and move the monster */ 104 movemt(i, j); 105 } 106 107 /* now move monster last hit by player if not already moved */ 108 if (mitem[lasthx][lasthy]) { 109 /* if it has not already been moved */ 110 if (moved[lasthx][lasthy] == 0) { 111 movemt(lasthx, lasthy); 112 lasthx = w1x[0]; 113 lasthy = w1y[0]; 114 } 115 } 116 } 117 118 /* 119 * movemt(x,y) Function to move a monster at (x,y) -- must determine where 120 * int x,y; 121 * 122 * This routine is responsible for determining where one monster at (x,y) will 123 * move to. Enter with the monsters coordinates in (x,y). 124 * Returns no value. 125 */ 126 static int tmpitem, xl, xh, yl, yh; 127 128 static void 129 movemt(int i, int j) 130 { 131 int k, m, z, tmp, xtmp, ytmp, monst; 132 switch (monst = mitem[i][j]) { /* for half speed monsters */ 133 case TROGLODYTE: 134 case HOBGOBLIN: 135 case METAMORPH: 136 case XVART: 137 case INVISIBLESTALKER: 138 case ICELIZARD: 139 if ((gtime & 1) == 1) 140 return; 141 } 142 143 if (c[SCAREMONST]) { /* choose destination randomly if scared */ 144 if ((xl = i + rnd(3) - 2) < 0) 145 xl = 0; 146 if (xl >= MAXX) 147 xl = MAXX - 1; 148 if ((yl = j + rnd(3) - 2) < 0) 149 yl = 0; 150 if (yl >= MAXY) 151 yl = MAXY - 1; 152 if ((tmp = item[xl][yl]) != OWALL) 153 if (mitem[xl][yl] == 0) 154 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR)) 155 if (tmp != OCLOSEDDOOR) 156 mmove(i, j, xl, yl); 157 return; 158 } 159 160 if (monster[monst].intelligence > 10 - c[HARDGAME]) { /* if smart monster */ 161 /* intelligent movement here -- first setup screen array */ 162 xl = tmp3 - 2; 163 yl = tmp1 - 2; 164 xh = tmp4 + 2; 165 yh = tmp2 + 2; 166 vxy(&xl, &yl); 167 vxy(&xh, &yh); 168 for (k = yl; k < yh; k++) 169 for (m = xl; m < xh; m++) { 170 switch (item[m][k]) { 171 case OWALL: 172 case OPIT: 173 case OTRAPARROW: 174 case ODARTRAP: 175 case OCLOSEDDOOR: 176 case OTRAPDOOR: 177 case OTELEPORTER: 178 smm: screen[m][k] = 127; 179 break; 180 case OMIRROR: 181 if (mitem[m][k] == VAMPIRE) 182 goto smm; 183 /* FALLTHROUGH */ 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 = NULL; 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 = NULL, 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 /* FALLTHROUGH */ 431 default: /* move in normal direction */ 432 dir = sp->dir; 433 len = sp->lifetime; 434 rmsphere(x, y); 435 newsphere(x + diroffx[dir], y + diroffy[dir], dir, len); 436 } 437 } 438 } 439