1 /* $NetBSD: movem.c,v 1.5 1997/10/18 20:03:34 christos Exp $ */ 2 3 /* 4 * movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan. 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 <sys/cdefs.h> 14 #ifndef lint 15 __RCSID("$NetBSD: movem.c,v 1.5 1997/10/18 20:03:34 christos Exp $"); 16 #endif /* not lint */ 17 18 #include "header.h" 19 #include "extern.h" 20 21 /* 22 * movemonst() Routine to move the monsters toward the player 23 * 24 * This routine has the responsibility to determine which monsters are to 25 * move, and call movemt() to do the move. 26 * Returns no value. 27 */ 28 static short w1[9], w1x[9], w1y[9]; 29 static int tmp1, tmp2, tmp3, tmp4, distance; 30 void 31 movemonst() 32 { 33 int i, j; 34 if (c[TIMESTOP]) 35 return; /* no action if time is stopped */ 36 if (c[HASTESELF]) 37 if ((c[HASTESELF] & 1) == 0) 38 return; 39 if (spheres) 40 movsphere(); /* move the spheres of annihilation if any */ 41 if (c[HOLDMONST]) 42 return; /* no action if monsters are held */ 43 44 if (c[AGGRAVATE]) { /* determine window of monsters to move */ 45 tmp1 = playery - 5; 46 tmp2 = playery + 6; 47 tmp3 = playerx - 10; 48 tmp4 = playerx + 11; 49 distance = 40; /* depth of intelligent monster movement */ 50 } else { 51 tmp1 = playery - 3; 52 tmp2 = playery + 4; 53 tmp3 = playerx - 5; 54 tmp4 = playerx + 6; 55 distance = 17; /* depth of intelligent monster movement */ 56 } 57 58 if (level == 0) { /* if on outside level monsters can move in 59 * perimeter */ 60 if (tmp1 < 0) 61 tmp1 = 0; 62 if (tmp2 > MAXY) 63 tmp2 = MAXY; 64 if (tmp3 < 0) 65 tmp3 = 0; 66 if (tmp4 > MAXX) 67 tmp4 = MAXX; 68 } else { /* if in a dungeon monsters can't be on the 69 * perimeter (wall there) */ 70 if (tmp1 < 1) 71 tmp1 = 1; 72 if (tmp2 > MAXY - 1) 73 tmp2 = MAXY - 1; 74 if (tmp3 < 1) 75 tmp3 = 1; 76 if (tmp4 > MAXX - 1) 77 tmp4 = MAXX - 1; 78 } 79 80 for (j = tmp1; j < tmp2; j++) /* now reset monster moved flags */ 81 for (i = tmp3; i < tmp4; i++) 82 moved[i][j] = 0; 83 moved[lasthx][lasthy] = 0; 84 85 if (c[AGGRAVATE] || !c[STEALTH]) { /* who gets moved? split for 86 * efficiency */ 87 for (j = tmp1; j < tmp2; j++) /* look thru all locations in 88 * window */ 89 for (i = tmp3; i < tmp4; i++) 90 if (mitem[i][j]) /* if there is a monster 91 * to move */ 92 if (moved[i][j] == 0) /* if it has not already 93 * been moved */ 94 movemt(i, j); /* go and move the 95 * monster */ 96 } else { /* not aggravated and not stealth */ 97 for (j = tmp1; j < tmp2; j++) /* look thru all locations in 98 * window */ 99 for (i = tmp3; i < tmp4; i++) 100 if (mitem[i][j]) /* if there is a monster 101 * to move */ 102 if (moved[i][j] == 0) /* if it has not already 103 * been moved */ 104 if (stealth[i][j]) /* if it is asleep due 105 * to stealth */ 106 movemt(i, j); /* go and move the 107 * monster */ 108 } 109 110 if (mitem[lasthx][lasthy]) { /* now move monster last hit by 111 * player if not already moved */ 112 if (moved[lasthx][lasthy] == 0) { /* if it has not already 113 * been moved */ 114 movemt(lasthx, lasthy); 115 lasthx = w1x[0]; 116 lasthy = w1y[0]; 117 } 118 } 119 } 120 121 /* 122 * movemt(x,y) Function to move a monster at (x,y) -- must determine where 123 * int x,y; 124 * 125 * This routine is responsible for determining where one monster at (x,y) will 126 * move to. Enter with the monsters coordinates in (x,y). 127 * Returns no value. 128 */ 129 static int tmpitem, xl, xh, yl, yh; 130 void 131 movemt(i, j) 132 int i, j; 133 { 134 int k, m, z, tmp, xtmp, ytmp, monst; 135 switch (monst = mitem[i][j]) { /* for half speed monsters */ 136 case TROGLODYTE: 137 case HOBGOBLIN: 138 case METAMORPH: 139 case XVART: 140 case INVISIBLESTALKER: 141 case ICELIZARD: 142 if ((gltime & 1) == 1) 143 return; 144 }; 145 146 if (c[SCAREMONST]) { /* choose destination randomly if scared */ 147 if ((xl = i + rnd(3) - 2) < 0) 148 xl = 0; 149 if (xl >= MAXX) 150 xl = MAXX - 1; 151 if ((yl = j + rnd(3) - 2) < 0) 152 yl = 0; 153 if (yl >= MAXY) 154 yl = MAXY - 1; 155 if ((tmp = item[xl][yl]) != OWALL) 156 if (mitem[xl][yl] == 0) 157 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR)) 158 if (tmp != OCLOSEDDOOR) 159 mmove(i, j, xl, yl); 160 return; 161 } 162 if (monster[monst].intelligence > 10 - c[HARDGAME]) { /* if smart monster */ 163 /* intelligent movement here -- first setup screen array */ 164 xl = tmp3 - 2; 165 yl = tmp1 - 2; 166 xh = tmp4 + 2; 167 yh = tmp2 + 2; 168 vxy(&xl, &yl); 169 vxy(&xh, &yh); 170 for (k = yl; k < yh; k++) 171 for (m = xl; m < xh; m++) { 172 switch (item[m][k]) { 173 case OWALL: 174 case OPIT: 175 case OTRAPARROW: 176 case ODARTRAP: 177 case OCLOSEDDOOR: 178 case OTRAPDOOR: 179 case OTELEPORTER: 180 smm: screen[m][k] = 127; 181 break; 182 case OMIRROR: 183 if (mitem[m][k] == VAMPIRE) 184 goto smm; 185 default: 186 screen[m][k] = 0; 187 break; 188 }; 189 } 190 screen[playerx][playery] = 1; 191 192 /* 193 * now perform proximity ripple from playerx,playery to 194 * monster 195 */ 196 xl = tmp3 - 1; 197 yl = tmp1 - 1; 198 xh = tmp4 + 1; 199 yh = tmp2 + 1; 200 vxy(&xl, &yl); 201 vxy(&xh, &yh); 202 for (tmp = 1; tmp < distance; tmp++) /* only up to 20 squares 203 * away */ 204 for (k = yl; k < yh; k++) 205 for (m = xl; m < xh; m++) 206 if (screen[m][k] == tmp) /* if find proximity n 207 * advance it */ 208 for (z = 1; z < 9; z++) { /* go around in a circle */ 209 if (screen[xtmp = m + diroffx[z]][ytmp = k + diroffy[z]] == 0) 210 screen[xtmp][ytmp] = tmp + 1; 211 if (xtmp == i && ytmp == j) 212 goto out; 213 } 214 215 out: if (tmp < distance) /* did find connectivity */ 216 /* now select lowest value around playerx,playery */ 217 for (z = 1; z < 9; z++) /* go around in a circle */ 218 if (screen[xl = i + diroffx[z]][yl = j + diroffy[z]] == tmp) 219 if (!mitem[xl][yl]) { 220 mmove(i, j, w1x[0] = xl, w1y[0] = yl); 221 return; 222 } 223 } 224 /* dumb monsters move here */ 225 xl = i - 1; 226 yl = j - 1; 227 xh = i + 2; 228 yh = j + 2; 229 if (i < playerx) 230 xl++; 231 else if (i > playerx) 232 --xh; 233 if (j < playery) 234 yl++; 235 else if (j > playery) 236 --yh; 237 for (k = 0; k < 9; k++) 238 w1[k] = 10000; 239 240 for (k = xl; k < xh; k++) 241 for (m = yl; m < yh; m++) { /* for each square compute 242 * distance to player */ 243 tmp = k - i + 4 + 3 * (m - j); 244 tmpitem = item[k][m]; 245 if (tmpitem != OWALL || (k == playerx && m == playery)) 246 if (mitem[k][m] == 0) 247 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR)) 248 if (tmpitem != OCLOSEDDOOR) { 249 w1[tmp] = (playerx - k) * (playerx - k) + (playery - m) * (playery - m); 250 w1x[tmp] = k; 251 w1y[tmp] = m; 252 } 253 } 254 255 tmp = 0; 256 for (k = 1; k < 9; k++) 257 if (w1[tmp] > w1[k]) 258 tmp = k; 259 260 if (w1[tmp] < 10000) 261 if ((i != w1x[tmp]) || (j != w1y[tmp])) 262 mmove(i, j, w1x[tmp], w1y[tmp]); 263 } 264 265 /* 266 * mmove(x,y,xd,yd) Function to actually perform the monster movement 267 * int x,y,xd,yd; 268 * 269 * Enter with the from coordinates in (x,y) and the destination coordinates 270 * in (xd,yd). 271 */ 272 void 273 mmove(aa, bb, cc, dd) 274 int aa, bb, cc, dd; 275 { 276 int tmp, i, flag; 277 char *who = NULL, *p; 278 flag = 0; /* set to 1 if monster hit by arrow trap */ 279 if ((cc == playerx) && (dd == playery)) { 280 hitplayer(aa, bb); 281 moved[aa][bb] = 1; 282 return; 283 } 284 i = item[cc][dd]; 285 if ((i == OPIT) || (i == OTRAPDOOR)) 286 switch (mitem[aa][bb]) { 287 case SPIRITNAGA: 288 case PLATINUMDRAGON: 289 case WRAITH: 290 case VAMPIRE: 291 case SILVERDRAGON: 292 case POLTERGEIST: 293 case DEMONLORD: 294 case DEMONLORD + 1: 295 case DEMONLORD + 2: 296 case DEMONLORD + 3: 297 case DEMONLORD + 4: 298 case DEMONLORD + 5: 299 case DEMONLORD + 6: 300 case DEMONPRINCE: 301 break; 302 303 default: 304 mitem[aa][bb] = 0; /* fell in a pit or trapdoor */ 305 }; 306 tmp = mitem[cc][dd] = mitem[aa][bb]; 307 if (i == OANNIHILATION) { 308 if (tmp >= DEMONLORD + 3) { /* demons dispel spheres */ 309 cursors(); 310 lprintf("\nThe %s dispels the sphere!", monster[tmp].name); 311 rmsphere(cc, dd); /* delete the sphere */ 312 } else 313 i = tmp = mitem[cc][dd] = 0; 314 } 315 stealth[cc][dd] = 1; 316 if ((hitp[cc][dd] = hitp[aa][bb]) < 0) 317 hitp[cc][dd] = 1; 318 mitem[aa][bb] = 0; 319 moved[cc][dd] = 1; 320 if (tmp == LEPRECHAUN) 321 switch (i) { 322 case OGOLDPILE: 323 case OMAXGOLD: 324 case OKGOLD: 325 case ODGOLD: 326 case ODIAMOND: 327 case ORUBY: 328 case OEMERALD: 329 case OSAPPHIRE: 330 item[cc][dd] = 0; /* leprechaun takes gold */ 331 }; 332 333 if (tmp == TROLL) /* if a troll regenerate him */ 334 if ((gltime & 1) == 0) 335 if (monster[tmp].hitpoints > hitp[cc][dd]) 336 hitp[cc][dd]++; 337 338 if (i == OTRAPARROW) { /* arrow hits monster */ 339 who = "An arrow"; 340 if ((hitp[cc][dd] -= rnd(10) + level) <= 0) { 341 mitem[cc][dd] = 0; 342 flag = 2; 343 } else 344 flag = 1; 345 } 346 if (i == ODARTRAP) { /* dart hits monster */ 347 who = "A dart"; 348 if ((hitp[cc][dd] -= rnd(6)) <= 0) { 349 mitem[cc][dd] = 0; 350 flag = 2; 351 } else 352 flag = 1; 353 } 354 if (i == OTELEPORTER) { /* monster hits teleport trap */ 355 flag = 3; 356 fillmonst(mitem[cc][dd]); 357 mitem[cc][dd] = 0; 358 } 359 if (c[BLINDCOUNT]) 360 return; /* if blind don't show where monsters are */ 361 if (know[cc][dd] & 1) { 362 p = 0; 363 if (flag) 364 cursors(); 365 switch (flag) { 366 case 1: 367 p = "\n%s hits the %s"; 368 break; 369 case 2: 370 p = "\n%s hits and kills the %s"; 371 break; 372 case 3: 373 p = "\nThe %s%s gets teleported"; 374 who = ""; 375 break; 376 }; 377 if (p) { 378 lprintf(p, who, monster[tmp].name); 379 beep(); 380 } 381 } 382 /* 383 * if (yrepcount>1) { know[aa][bb] &= 2; know[cc][dd] &= 2; return; 384 * } 385 */ 386 if (know[aa][bb] & 1) 387 show1cell(aa, bb); 388 if (know[cc][dd] & 1) 389 show1cell(cc, dd); 390 } 391 392 /* 393 * movsphere() Function to look for and move spheres of annihilation 394 * 395 * This function works on the sphere linked list, first duplicating the list 396 * (the act of moving changes the list), then processing each sphere in order 397 * to move it. They eat anything in their way, including stairs, volcanic 398 * shafts, potions, etc, except for upper level demons, who can dispel 399 * spheres. 400 * No value is returned. 401 */ 402 #define SPHMAX 20 /* maximum number of spheres movsphere can 403 * handle */ 404 void 405 movsphere() 406 { 407 int x, y, dir, len; 408 struct sphere *sp, *sp2; 409 struct sphere sph[SPHMAX]; 410 411 /* first duplicate sphere list */ 412 for (sp = 0, x = 0, sp2 = spheres; sp2; sp2 = sp2->p) /* look through sphere 413 * list */ 414 if (sp2->lev == level) { /* only if this level */ 415 sph[x] = *sp2; 416 sph[x++].p = 0; /* copy the struct */ 417 if (x > 1) 418 sph[x - 2].p = &sph[x - 1]; /* link pointers */ 419 } 420 if (x) 421 sp = sph; /* if any spheres, point to them */ 422 else 423 return; /* no spheres */ 424 425 for (sp = sph; sp; sp = sp->p) { /* look through sphere list */ 426 x = sp->x; 427 y = sp->y; 428 if (item[x][y] != OANNIHILATION) 429 continue; /* not really there */ 430 if (--(sp->lifetime) < 0) { /* has sphere run out of gas? */ 431 rmsphere(x, y); /* delete sphere */ 432 continue; 433 } 434 switch (rnd((int) max(7, c[INTELLIGENCE] >> 1))) { /* time to move the 435 * sphere */ 436 case 1: 437 case 2: /* change direction to a random one */ 438 sp->dir = rnd(8); 439 default: /* move in normal direction */ 440 dir = sp->dir; 441 len = sp->lifetime; 442 rmsphere(x, y); 443 newsphere(x + diroffx[dir], y + diroffy[dir], dir, len); 444 }; 445 } 446 } 447