xref: /original-bsd/games/larn/movem.c (revision 1b4ef7de)
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