2 * movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan.
3 * $FreeBSD: src/games/larn/movem.c,v 1.4 1999/11/16 02:57:23 billf Exp $
5 * Here are the functions in this file:
7 * movemonst() Routine to move the monsters toward the player
8 * movemt(x,y) Function to move a monster at (x,y) -- must determine where
9 * mmove(x,y,xd,yd) Function to actually perform the monster movement
10 * movsphere() Function to look for and move spheres of annihilation
15 * movemonst() Routine to move the monsters toward the player
17 * This routine has the responsibility to determine which monsters are to
18 * move, and call movemt() to do the move.
21 static short w1[9],w1x[9],w1y[9];
22 static int tmp1,tmp2,tmp3,tmp4,distance;
26 if (c[TIMESTOP]) return; /* no action if time is stopped */
27 if (c[HASTESELF]) if ((c[HASTESELF]&1)==0) return;
28 if (spheres) movsphere(); /* move the spheres of annihilation if any */
29 if (c[HOLDMONST]) return; /* no action if monsters are held */
31 if (c[AGGRAVATE]) /* determine window of monsters to move */
33 tmp1=playery-5; tmp2=playery+6; tmp3=playerx-10; tmp4=playerx+11;
34 distance=40; /* depth of intelligent monster movement */
38 tmp1=playery-3; tmp2=playery+4; tmp3=playerx-5; tmp4=playerx+6;
39 distance=17; /* depth of intelligent monster movement */
42 if (level == 0) /* if on outside level monsters can move in perimeter */
44 if (tmp1 < 0) tmp1=0; if (tmp2 > MAXY) tmp2=MAXY;
45 if (tmp3 < 0) tmp3=0; if (tmp4 > MAXX) tmp4=MAXX;
47 else /* if in a dungeon monsters can't be on the perimeter (wall there) */
49 if (tmp1 < 1) tmp1=1; if (tmp2 > MAXY-1) tmp2=MAXY-1;
50 if (tmp3 < 1) tmp3=1; if (tmp4 > MAXX-1) tmp4=MAXX-1;
53 for (j=tmp1; j<tmp2; j++) /* now reset monster moved flags */
54 for (i=tmp3; i<tmp4; i++)
56 moved[lasthx][lasthy]=0;
58 if (c[AGGRAVATE] || !c[STEALTH]) /* who gets moved? split for efficiency */
60 for (j=tmp1; j<tmp2; j++) /* look thru all locations in window */
61 for (i=tmp3; i<tmp4; i++)
62 if (mitem[i][j]) /* if there is a monster to move */
63 if (moved[i][j]==0) /* if it has not already been moved */
64 movemt(i,j); /* go and move the monster */
66 else /* not aggravated and not stealth */
68 for (j=tmp1; j<tmp2; j++) /* look thru all locations in window */
69 for (i=tmp3; i<tmp4; i++)
70 if (mitem[i][j]) /* if there is a monster to move */
71 if (moved[i][j]==0) /* if it has not already been moved */
72 if (stealth[i][j]) /* if it is asleep due to stealth */
73 movemt(i,j); /* go and move the monster */
76 if (mitem[lasthx][lasthy]) /* now move monster last hit by player if not already moved */
78 if (moved[lasthx][lasthy]==0) /* if it has not already been moved */
80 movemt(lasthx,lasthy);
81 lasthx = w1x[0]; lasthy = w1y[0];
87 * movemt(x,y) Function to move a monster at (x,y) -- must determine where
90 * This routine is responsible for determining where one monster at (x,y) will
91 * move to. Enter with the monsters coordinates in (x,y).
94 static int tmpitem,xl,xh,yl,yh;
98 int k,m,z,tmp,xtmp,ytmp,monst;
99 switch(monst=mitem[i][j]) /* for half speed monsters */
101 case TROGLODYTE: case HOBGOBLIN: case METAMORPH: case XVART:
102 case INVISIBLESTALKER: case ICELIZARD: if ((gtime & 1) == 1) return;
105 if (c[SCAREMONST]) /* choose destination randomly if scared */
107 if ((xl = i+rnd(3)-2) < 0) xl=0; if (xl >= MAXX) xl=MAXX-1;
108 if ((yl = j+rnd(3)-2) < 0) yl=0; if (yl >= MAXY) yl=MAXY-1;
109 if ((tmp=item[xl][yl]) != OWALL)
110 if (mitem[xl][yl] == 0)
111 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
112 if (tmp != OCLOSEDDOOR) mmove(i,j,xl,yl);
116 if (monster[monst].intelligence > 10-c[HARDGAME]) /* if smart monster */
117 /* intelligent movement here -- first setup screen array */
119 xl=tmp3-2; yl=tmp1-2; xh=tmp4+2; yh=tmp2+2;
120 vxy(&xl,&yl); vxy(&xh,&yh);
121 for (k=yl; k<yh; k++)
122 for (m=xl; m<xh; m++)
126 case OWALL: case OPIT: case OTRAPARROW: case ODARTRAP:
127 case OCLOSEDDOOR: case OTRAPDOOR: case OTELEPORTER:
128 smm: screen[m][k]=127; break;
129 case OMIRROR: if (mitem[m][k]==VAMPIRE) goto smm;
130 default: screen[m][k]= 0; break;
133 screen[playerx][playery]=1;
135 /* now perform proximity ripple from playerx,playery to monster */
136 xl=tmp3-1; yl=tmp1-1; xh=tmp4+1; yh=tmp2+1;
137 vxy(&xl,&yl); vxy(&xh,&yh);
138 for (tmp=1; tmp<distance; tmp++) /* only up to 20 squares away */
139 for (k=yl; k<yh; k++)
140 for (m=xl; m<xh; m++)
141 if (screen[m][k]==tmp) /* if find proximity n advance it */
142 for (z=1; z<9; z++) /* go around in a circle */
144 if (screen[xtmp=m+diroffx[z]][ytmp=k+diroffy[z]]==0)
145 screen[xtmp][ytmp]=tmp+1;
146 if (xtmp==i && ytmp==j) goto out;
149 out: if (tmp<distance) /* did find connectivity */
150 /* now select lowest value around playerx,playery */
151 for (z=1; z<9; z++) /* go around in a circle */
152 if (screen[xl=i+diroffx[z]][yl=j+diroffy[z]]==tmp)
153 if (!mitem[xl][yl]) { mmove(i,j,w1x[0]=xl,w1y[0]=yl); return; }
156 /* dumb monsters move here */
157 xl=i-1; yl=j-1; xh=i+2; yh=j+2;
158 if (i<playerx) xl++; else if (i>playerx) --xh;
159 if (j<playery) yl++; else if (j>playery) --yh;
160 for (k=0; k<9; k++) w1[k] = 10000;
162 for (k=xl; k<xh; k++)
163 for (m=yl; m<yh; m++) /* for each square compute distance to player */
166 tmpitem = item[k][m];
167 if (tmpitem!=OWALL || (k==playerx && m==playery))
169 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
170 if (tmpitem!=OCLOSEDDOOR)
172 w1[tmp] = (playerx-k)*(playerx-k)+(playery-m)*(playery-m);
173 w1x[tmp] = k; w1y[tmp] = m;
178 for (k=1; k<9; k++) if (w1[tmp] > w1[k]) tmp=k;
181 if ((i!=w1x[tmp]) || (j!=w1y[tmp]))
182 mmove(i,j,w1x[tmp],w1y[tmp]);
186 * mmove(x,y,xd,yd) Function to actually perform the monster movement
189 * Enter with the from coordinates in (x,y) and the destination coordinates
197 flag=0; /* set to 1 if monster hit by arrow trap */
198 if ((cc==playerx) && (dd==playery))
200 hitplayer(aa,bb); moved[aa][bb] = 1; return;
203 if ((i==OPIT) || (i==OTRAPDOOR))
204 switch(mitem[aa][bb])
206 case SPIRITNAGA: case PLATINUMDRAGON: case WRAITH:
207 case VAMPIRE: case SILVERDRAGON: case POLTERGEIST:
208 case DEMONLORD: case DEMONLORD+1: case DEMONLORD+2:
209 case DEMONLORD+3: case DEMONLORD+4: case DEMONLORD+5:
210 case DEMONLORD+6: case DEMONPRINCE: break;
212 default: mitem[aa][bb]=0; /* fell in a pit or trapdoor */
214 tmp = mitem[cc][dd] = mitem[aa][bb];
215 if (i==OANNIHILATION)
217 if (tmp>=DEMONLORD+3) /* demons dispel spheres */
220 lprintf("\nThe %s dispels the sphere!",monster[tmp].name);
221 rmsphere(cc,dd); /* delete the sphere */
223 else i=tmp=mitem[cc][dd]=0;
226 if ((hitp[cc][dd] = hitp[aa][bb]) < 0) hitp[cc][dd]=1;
227 mitem[aa][bb] = 0; moved[cc][dd] = 1;
228 if (tmp == LEPRECHAUN)
231 case OGOLDPILE: case OMAXGOLD: case OKGOLD: case ODGOLD:
232 case ODIAMOND: case ORUBY: case OEMERALD: case OSAPPHIRE:
233 item[cc][dd] = 0; /* leprechaun takes gold */
236 if (tmp == TROLL) /* if a troll regenerate him */
237 if ((gtime & 1) == 0)
238 if (monster[tmp].hitpoints > hitp[cc][dd]) hitp[cc][dd]++;
240 if (i==OTRAPARROW) /* arrow hits monster */
241 { who = "An arrow"; if ((hitp[cc][dd] -= rnd(10)+level) <= 0)
242 { mitem[cc][dd]=0; flag=2; } else flag=1; }
243 if (i==ODARTRAP) /* dart hits monster */
244 { who = "A dart"; if ((hitp[cc][dd] -= rnd(6)) <= 0)
245 { mitem[cc][dd]=0; flag=2; } else flag=1; }
246 if (i==OTELEPORTER) /* monster hits teleport trap */
247 { flag=3; fillmonst(mitem[cc][dd]); mitem[cc][dd]=0; }
248 if (c[BLINDCOUNT]) return; /* if blind don't show where monsters are */
249 if (know[cc][dd] & 1)
255 case 1: p="\n%s hits the %s"; break;
256 case 2: p="\n%s hits and kills the %s"; break;
257 case 3: p="\nThe %s%s gets teleported"; who=""; break;
259 if (p) { lprintf(p,who,monster[tmp].name); beep(); }
261 /* if (yrepcount>1) { know[aa][bb] &= 2; know[cc][dd] &= 2; return; } */
262 if (know[aa][bb] & 1) show1cell(aa,bb);
263 if (know[cc][dd] & 1) show1cell(cc,dd);
267 * movsphere() Function to look for and move spheres of annihilation
269 * This function works on the sphere linked list, first duplicating the list
270 * (the act of moving changes the list), then processing each sphere in order
271 * to move it. They eat anything in their way, including stairs, volcanic
272 * shafts, potions, etc, except for upper level demons, who can dispel
274 * No value is returned.
276 #define SPHMAX 20 /* maximum number of spheres movsphere can handle */
280 struct sphere *sp,*sp2;
281 struct sphere sph[SPHMAX];
283 /* first duplicate sphere list */
284 for (sp=0,x=0,sp2=spheres; sp2; sp2=sp2->p) /* look through sphere list */
285 if (sp2->lev == level) /* only if this level */
287 sph[x] = *sp2; sph[x++].p = 0; /* copy the struct */
288 if (x>1) sph[x-2].p = &sph[x-1]; /* link pointers */
290 if (x) sp= sph; /* if any spheres, point to them */
291 else return; /* no spheres */
293 for (sp=sph; sp; sp=sp->p) /* look through sphere list */
295 x = sp->x; y = sp->y;
296 if (item[x][y]!=OANNIHILATION) continue; /* not really there */
297 if (--(sp->lifetime) < 0) /* has sphere run out of gas? */
299 rmsphere(x,y); /* delete sphere */
302 switch(rnd((int)max(7,c[INTELLIGENCE]>>1))) /* time to move the sphere */
305 case 2: /* change direction to a random one */
307 default: /* move in normal direction */
308 dir = sp->dir; len = sp->lifetime;
310 newsphere(x+diroffx[dir],y+diroffy[dir],dir,len);