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 */ 20 static short w1[9],w1x[9],w1y[9]; 21 static int tmp1,tmp2,tmp3,tmp4,distance; 22 movemonst() 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 */ 93 static int tmpitem,xl,xh,yl,yh; 94 movemt(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 } 147 148 out: 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 */ 191 mmove(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 */ 276 movsphere() 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 } 313