freebsd-nq/games/larn/movem.c
Jordan K. Hubbard 554eb505f8 Bring in the 4.4 Lite games directory, modulo man page changes and segregation
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
1994-09-04 04:03:31 +00:00

313 lines
9.9 KiB
C

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