057afceb86
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
313 lines
9.9 KiB
C
313 lines
9.9 KiB
C
/*
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* movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan.
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*
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* Here are the functions in this file:
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*
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* movemonst() Routine to move the monsters toward the player
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* movemt(x,y) Function to move a monster at (x,y) -- must determine where
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* mmove(x,y,xd,yd) Function to actually perform the monster movement
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* movsphere() Function to look for and move spheres of annihilation
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*/
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#include "header.h"
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/*
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* movemonst() Routine to move the monsters toward the player
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*
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* This routine has the responsibility to determine which monsters are to
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* move, and call movemt() to do the move.
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* Returns no value.
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*/
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static short w1[9],w1x[9],w1y[9];
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static int tmp1,tmp2,tmp3,tmp4,distance;
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movemonst()
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{
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register int i,j;
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if (c[TIMESTOP]) return; /* no action if time is stopped */
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if (c[HASTESELF]) if ((c[HASTESELF]&1)==0) return;
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if (spheres) movsphere(); /* move the spheres of annihilation if any */
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if (c[HOLDMONST]) return; /* no action if monsters are held */
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if (c[AGGRAVATE]) /* determine window of monsters to move */
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{
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tmp1=playery-5; tmp2=playery+6; tmp3=playerx-10; tmp4=playerx+11;
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distance=40; /* depth of intelligent monster movement */
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}
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else
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{
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tmp1=playery-3; tmp2=playery+4; tmp3=playerx-5; tmp4=playerx+6;
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distance=17; /* depth of intelligent monster movement */
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}
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if (level == 0) /* if on outside level monsters can move in perimeter */
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{
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if (tmp1 < 0) tmp1=0; if (tmp2 > MAXY) tmp2=MAXY;
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if (tmp3 < 0) tmp3=0; if (tmp4 > MAXX) tmp4=MAXX;
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}
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else /* if in a dungeon monsters can't be on the perimeter (wall there) */
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{
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if (tmp1 < 1) tmp1=1; if (tmp2 > MAXY-1) tmp2=MAXY-1;
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if (tmp3 < 1) tmp3=1; if (tmp4 > MAXX-1) tmp4=MAXX-1;
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}
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for (j=tmp1; j<tmp2; j++) /* now reset monster moved flags */
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for (i=tmp3; i<tmp4; i++)
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moved[i][j] = 0;
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moved[lasthx][lasthy]=0;
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if (c[AGGRAVATE] || !c[STEALTH]) /* who gets moved? split for efficiency */
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{
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for (j=tmp1; j<tmp2; j++) /* look thru all locations in window */
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for (i=tmp3; i<tmp4; i++)
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if (mitem[i][j]) /* if there is a monster to move */
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if (moved[i][j]==0) /* if it has not already been moved */
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movemt(i,j); /* go and move the monster */
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}
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else /* not aggravated and not stealth */
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{
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for (j=tmp1; j<tmp2; j++) /* look thru all locations in window */
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for (i=tmp3; i<tmp4; i++)
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if (mitem[i][j]) /* if there is a monster to move */
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if (moved[i][j]==0) /* if it has not already been moved */
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if (stealth[i][j]) /* if it is asleep due to stealth */
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movemt(i,j); /* go and move the monster */
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}
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if (mitem[lasthx][lasthy]) /* now move monster last hit by player if not already moved */
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{
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if (moved[lasthx][lasthy]==0) /* if it has not already been moved */
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{
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movemt(lasthx,lasthy);
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lasthx = w1x[0]; lasthy = w1y[0];
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}
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}
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}
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/*
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* movemt(x,y) Function to move a monster at (x,y) -- must determine where
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* int x,y;
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*
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* This routine is responsible for determining where one monster at (x,y) will
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* move to. Enter with the monsters coordinates in (x,y).
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* Returns no value.
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*/
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static int tmpitem,xl,xh,yl,yh;
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movemt(i,j)
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int i,j;
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{
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register int k,m,z,tmp,xtmp,ytmp,monst;
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switch(monst=mitem[i][j]) /* for half speed monsters */
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{
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case TROGLODYTE: case HOBGOBLIN: case METAMORPH: case XVART:
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case INVISIBLESTALKER: case ICELIZARD: if ((gtime & 1) == 1) return;
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};
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if (c[SCAREMONST]) /* choose destination randomly if scared */
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{
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if ((xl = i+rnd(3)-2) < 0) xl=0; if (xl >= MAXX) xl=MAXX-1;
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if ((yl = j+rnd(3)-2) < 0) yl=0; if (yl >= MAXY) yl=MAXY-1;
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if ((tmp=item[xl][yl]) != OWALL)
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if (mitem[xl][yl] == 0)
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if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
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if (tmp != OCLOSEDDOOR) mmove(i,j,xl,yl);
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return;
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}
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if (monster[monst].intelligence > 10-c[HARDGAME]) /* if smart monster */
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/* intelligent movement here -- first setup screen array */
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{
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xl=tmp3-2; yl=tmp1-2; xh=tmp4+2; yh=tmp2+2;
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vxy(&xl,&yl); vxy(&xh,&yh);
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for (k=yl; k<yh; k++)
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for (m=xl; m<xh; m++)
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{
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switch(item[m][k])
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{
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case OWALL: case OPIT: case OTRAPARROW: case ODARTRAP:
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case OCLOSEDDOOR: case OTRAPDOOR: case OTELEPORTER:
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smm: screen[m][k]=127; break;
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case OMIRROR: if (mitem[m][k]==VAMPIRE) goto smm;
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default: screen[m][k]= 0; break;
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};
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}
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screen[playerx][playery]=1;
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/* now perform proximity ripple from playerx,playery to monster */
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xl=tmp3-1; yl=tmp1-1; xh=tmp4+1; yh=tmp2+1;
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vxy(&xl,&yl); vxy(&xh,&yh);
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for (tmp=1; tmp<distance; tmp++) /* only up to 20 squares away */
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for (k=yl; k<yh; k++)
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for (m=xl; m<xh; m++)
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if (screen[m][k]==tmp) /* if find proximity n advance it */
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for (z=1; z<9; z++) /* go around in a circle */
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{
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if (screen[xtmp=m+diroffx[z]][ytmp=k+diroffy[z]]==0)
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screen[xtmp][ytmp]=tmp+1;
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if (xtmp==i && ytmp==j) goto out;
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}
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out: if (tmp<distance) /* did find connectivity */
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/* now select lowest value around playerx,playery */
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for (z=1; z<9; z++) /* go around in a circle */
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if (screen[xl=i+diroffx[z]][yl=j+diroffy[z]]==tmp)
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if (!mitem[xl][yl]) { mmove(i,j,w1x[0]=xl,w1y[0]=yl); return; }
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}
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/* dumb monsters move here */
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xl=i-1; yl=j-1; xh=i+2; yh=j+2;
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if (i<playerx) xl++; else if (i>playerx) --xh;
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if (j<playery) yl++; else if (j>playery) --yh;
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for (k=0; k<9; k++) w1[k] = 10000;
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for (k=xl; k<xh; k++)
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for (m=yl; m<yh; m++) /* for each square compute distance to player */
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{
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tmp = k-i+4+3*(m-j);
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tmpitem = item[k][m];
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if (tmpitem!=OWALL || (k==playerx && m==playery))
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if (mitem[k][m]==0)
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if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
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if (tmpitem!=OCLOSEDDOOR)
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{
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w1[tmp] = (playerx-k)*(playerx-k)+(playery-m)*(playery-m);
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w1x[tmp] = k; w1y[tmp] = m;
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}
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}
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tmp = 0;
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for (k=1; k<9; k++) if (w1[tmp] > w1[k]) tmp=k;
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if (w1[tmp] < 10000)
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if ((i!=w1x[tmp]) || (j!=w1y[tmp]))
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mmove(i,j,w1x[tmp],w1y[tmp]);
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}
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/*
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* mmove(x,y,xd,yd) Function to actually perform the monster movement
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* int x,y,xd,yd;
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*
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* Enter with the from coordinates in (x,y) and the destination coordinates
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* in (xd,yd).
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*/
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mmove(aa,bb,cc,dd)
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int aa,bb,cc,dd;
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{
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register int tmp,i,flag;
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char *who,*p;
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flag=0; /* set to 1 if monster hit by arrow trap */
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if ((cc==playerx) && (dd==playery))
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{
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hitplayer(aa,bb); moved[aa][bb] = 1; return;
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}
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i=item[cc][dd];
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if ((i==OPIT) || (i==OTRAPDOOR))
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switch(mitem[aa][bb])
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{
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case SPIRITNAGA: case PLATINUMDRAGON: case WRAITH:
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case VAMPIRE: case SILVERDRAGON: case POLTERGEIST:
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case DEMONLORD: case DEMONLORD+1: case DEMONLORD+2:
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case DEMONLORD+3: case DEMONLORD+4: case DEMONLORD+5:
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case DEMONLORD+6: case DEMONPRINCE: break;
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default: mitem[aa][bb]=0; /* fell in a pit or trapdoor */
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};
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tmp = mitem[cc][dd] = mitem[aa][bb];
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if (i==OANNIHILATION)
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{
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if (tmp>=DEMONLORD+3) /* demons dispel spheres */
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{
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cursors();
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lprintf("\nThe %s dispels the sphere!",monster[tmp].name);
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rmsphere(cc,dd); /* delete the sphere */
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}
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else i=tmp=mitem[cc][dd]=0;
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}
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stealth[cc][dd]=1;
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if ((hitp[cc][dd] = hitp[aa][bb]) < 0) hitp[cc][dd]=1;
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mitem[aa][bb] = 0; moved[cc][dd] = 1;
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if (tmp == LEPRECHAUN)
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switch(i)
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{
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case OGOLDPILE: case OMAXGOLD: case OKGOLD: case ODGOLD:
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case ODIAMOND: case ORUBY: case OEMERALD: case OSAPPHIRE:
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item[cc][dd] = 0; /* leprechaun takes gold */
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};
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if (tmp == TROLL) /* if a troll regenerate him */
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if ((gtime & 1) == 0)
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if (monster[tmp].hitpoints > hitp[cc][dd]) hitp[cc][dd]++;
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if (i==OTRAPARROW) /* arrow hits monster */
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{ who = "An arrow"; if ((hitp[cc][dd] -= rnd(10)+level) <= 0)
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{ mitem[cc][dd]=0; flag=2; } else flag=1; }
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if (i==ODARTRAP) /* dart hits monster */
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{ who = "A dart"; if ((hitp[cc][dd] -= rnd(6)) <= 0)
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{ mitem[cc][dd]=0; flag=2; } else flag=1; }
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if (i==OTELEPORTER) /* monster hits teleport trap */
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{ flag=3; fillmonst(mitem[cc][dd]); mitem[cc][dd]=0; }
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if (c[BLINDCOUNT]) return; /* if blind don't show where monsters are */
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if (know[cc][dd] & 1)
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{
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p=0;
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if (flag) cursors();
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switch(flag)
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{
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case 1: p="\n%s hits the %s"; break;
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case 2: p="\n%s hits and kills the %s"; break;
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case 3: p="\nThe %s%s gets teleported"; who=""; break;
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};
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if (p) { lprintf(p,who,monster[tmp].name); beep(); }
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}
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/* if (yrepcount>1) { know[aa][bb] &= 2; know[cc][dd] &= 2; return; } */
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if (know[aa][bb] & 1) show1cell(aa,bb);
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if (know[cc][dd] & 1) show1cell(cc,dd);
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}
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/*
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* movsphere() Function to look for and move spheres of annihilation
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*
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* This function works on the sphere linked list, first duplicating the list
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* (the act of moving changes the list), then processing each sphere in order
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* to move it. They eat anything in their way, including stairs, volcanic
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* shafts, potions, etc, except for upper level demons, who can dispel
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* spheres.
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* No value is returned.
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*/
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#define SPHMAX 20 /* maximum number of spheres movsphere can handle */
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movsphere()
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{
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register int x,y,dir,len;
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register struct sphere *sp,*sp2;
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struct sphere sph[SPHMAX];
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/* first duplicate sphere list */
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for (sp=0,x=0,sp2=spheres; sp2; sp2=sp2->p) /* look through sphere list */
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if (sp2->lev == level) /* only if this level */
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{
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sph[x] = *sp2; sph[x++].p = 0; /* copy the struct */
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if (x>1) sph[x-2].p = &sph[x-1]; /* link pointers */
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}
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if (x) sp= sph; /* if any spheres, point to them */
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else return; /* no spheres */
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for (sp=sph; sp; sp=sp->p) /* look through sphere list */
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{
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x = sp->x; y = sp->y;
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if (item[x][y]!=OANNIHILATION) continue; /* not really there */
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if (--(sp->lifetime) < 0) /* has sphere run out of gas? */
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{
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rmsphere(x,y); /* delete sphere */
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continue;
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}
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switch(rnd((int)max(7,c[INTELLIGENCE]>>1))) /* time to move the sphere */
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{
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case 1:
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case 2: /* change direction to a random one */
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sp->dir = rnd(8);
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default: /* move in normal direction */
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dir = sp->dir; len = sp->lifetime;
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rmsphere(x,y);
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newsphere(x+diroffx[dir],y+diroffy[dir],dir,len);
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};
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}
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}
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