554eb505f8
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
/*
|
|
* 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);
|
|
};
|
|
}
|
|
}
|