freebsd-skq/games/larn/movem.c
jkh 057afceb86 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);
};
}
}