xref: /netbsd-src/games/larn/movem.c (revision fbffadb9f864c0324fb295860ab0faeb187269cc)
1 /*	$NetBSD: movem.c,v 1.10 2019/02/03 03:19:25 mrg Exp $	*/
2 
3 /*
4  * movem.c (move monster)		Larn is copyrighted 1986 by Noah Morgan.
5  *
6  * Here are the functions in this file:
7  *
8  * movemonst()		Routine to move the monsters toward the player
9  * movemt(x,y)		Function to move a monster at (x,y) -- must determine where
10  * mmove(x,y,xd,yd)	Function to actually perform the monster movement
11  * movsphere() 		Function to look for and move spheres of annihilation
12  */
13 #include <sys/cdefs.h>
14 #ifndef lint
15 __RCSID("$NetBSD: movem.c,v 1.10 2019/02/03 03:19:25 mrg Exp $");
16 #endif				/* not lint */
17 
18 #include "header.h"
19 #include "extern.h"
20 
21 static void movemt(int, int);
22 static void mmove(int, int, int, int);
23 static void movsphere(void);
24 
25 /*
26  * movemonst()		Routine to move the monsters toward the player
27  *
28  * This routine has the responsibility to determine which monsters are to
29  * move, and call movemt() to do the move.
30  * Returns no value.
31  */
32 static short    w1[9], w1x[9], w1y[9];
33 static int      tmp1, tmp2, tmp3, tmp4, distance;
34 void
movemonst(void)35 movemonst(void)
36 {
37 	int    i, j;
38 	if (c[TIMESTOP])
39 		return;		/* no action if time is stopped */
40 	if (c[HASTESELF])
41 		if ((c[HASTESELF] & 1) == 0)
42 			return;
43 	if (spheres)
44 		movsphere();	/* move the spheres of annihilation if any */
45 	if (c[HOLDMONST])
46 		return;		/* no action if monsters are held */
47 
48 	if (c[AGGRAVATE]) {	/* determine window of monsters to move */
49 		tmp1 = playery - 5;
50 		tmp2 = playery + 6;
51 		tmp3 = playerx - 10;
52 		tmp4 = playerx + 11;
53 		distance = 40;	/* depth of intelligent monster movement */
54 	} else {
55 		tmp1 = playery - 3;
56 		tmp2 = playery + 4;
57 		tmp3 = playerx - 5;
58 		tmp4 = playerx + 6;
59 		distance = 17;	/* depth of intelligent monster movement */
60 	}
61 
62 	if (level == 0) {	/* if on outside level monsters can move in
63 				 * perimeter */
64 		if (tmp1 < 0)
65 			tmp1 = 0;
66 		if (tmp2 > MAXY)
67 			tmp2 = MAXY;
68 		if (tmp3 < 0)
69 			tmp3 = 0;
70 		if (tmp4 > MAXX)
71 			tmp4 = MAXX;
72 	} else {		/* if in a dungeon monsters can't be on the
73 				 * perimeter (wall there) */
74 		if (tmp1 < 1)
75 			tmp1 = 1;
76 		if (tmp2 > MAXY - 1)
77 			tmp2 = MAXY - 1;
78 		if (tmp3 < 1)
79 			tmp3 = 1;
80 		if (tmp4 > MAXX - 1)
81 			tmp4 = MAXX - 1;
82 	}
83 
84 	for (j = tmp1; j < tmp2; j++)	/* now reset monster moved flags */
85 		for (i = tmp3; i < tmp4; i++)
86 			moved[i][j] = 0;
87 	moved[lasthx][lasthy] = 0;
88 
89 	if (c[AGGRAVATE] || !c[STEALTH]) {	/* who gets moved? split for
90 						 * efficiency */
91 		for (j = tmp1; j < tmp2; j++)	/* look thru all locations in
92 						 * window */
93 			for (i = tmp3; i < tmp4; i++)
94 				if (mitem[i][j])	/* if there is a monster
95 							 * to move */
96 					if (moved[i][j] == 0)	/* if it has not already
97 								 * been moved */
98 						movemt(i, j);	/* go and move the
99 								 * monster */
100 	} else {		/* not aggravated and not stealth */
101 		for (j = tmp1; j < tmp2; j++)	/* look thru all locations in
102 						 * window */
103 			for (i = tmp3; i < tmp4; i++)
104 				if (mitem[i][j])	/* if there is a monster
105 							 * to move */
106 					if (moved[i][j] == 0)	/* if it has not already
107 								 * been moved */
108 						if (stealth[i][j])	/* if it is asleep due
109 									 * to stealth */
110 							movemt(i, j);	/* go and move the
111 									 * monster */
112 	}
113 
114 	if (mitem[lasthx][lasthy]) {	/* now move monster last hit by
115 					 * player if not already moved */
116 		if (moved[lasthx][lasthy] == 0) {	/* if it has not already
117 							 * been moved */
118 			movemt(lasthx, lasthy);
119 			lasthx = w1x[0];
120 			lasthy = w1y[0];
121 		}
122 	}
123 }
124 
125 /*
126  * movemt(x,y)		Function to move a monster at (x,y) -- must determine where
127  * 	int x,y;
128  *
129  * This routine is responsible for determining where one monster at (x,y) will
130  * move to.  Enter with the monsters coordinates in (x,y).
131  * Returns no value.
132  */
133 static int      tmpitem, xl, xh, yl, yh;
134 static void
movemt(int i,int j)135 movemt(int i, int j)
136 {
137 	int    k, m, z, tmp, xtmp, ytmp, monst;
138 	switch (monst = mitem[i][j]) {	/* for half speed monsters */
139 	case TROGLODYTE:
140 	case HOBGOBLIN:
141 	case METAMORPH:
142 	case XVART:
143 	case INVISIBLESTALKER:
144 	case ICELIZARD:
145 		if ((gltime & 1) == 1)
146 			return;
147 	};
148 
149 	if (c[SCAREMONST]) {	/* choose destination randomly if scared */
150 		if ((xl = i + rnd(3) - 2) < 0)
151 			xl = 0;
152 		if (xl >= MAXX)
153 			xl = MAXX - 1;
154 		if ((yl = j + rnd(3) - 2) < 0)
155 			yl = 0;
156 		if (yl >= MAXY)
157 			yl = MAXY - 1;
158 		if ((tmp = item[xl][yl]) != OWALL)
159 			if (mitem[xl][yl] == 0)
160 				if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
161 					if (tmp != OCLOSEDDOOR)
162 						mmove(i, j, xl, yl);
163 		return;
164 	}
165 	if (monster[monst].intelligence > 10 - c[HARDGAME]) {	/* if smart monster */
166 		/* intelligent movement here -- first setup screen array */
167 		xl = tmp3 - 2;
168 		yl = tmp1 - 2;
169 		xh = tmp4 + 2;
170 		yh = tmp2 + 2;
171 		vxy(&xl, &yl);
172 		vxy(&xh, &yh);
173 		for (k = yl; k < yh; k++)
174 			for (m = xl; m < xh; m++) {
175 				switch (item[m][k]) {
176 				case OWALL:
177 				case OPIT:
178 				case OTRAPARROW:
179 				case ODARTRAP:
180 				case OCLOSEDDOOR:
181 				case OTRAPDOOR:
182 				case OTELEPORTER:
183 			smm:		screen[m][k] = 127;
184 					break;
185 				case OMIRROR:
186 					if (mitem[m][k] == VAMPIRE)
187 						goto smm;
188 					/* FALLTHROUGH */
189 				default:
190 					screen[m][k] = 0;
191 					break;
192 				};
193 			}
194 		screen[playerx][playery] = 1;
195 
196 		/*
197 		 * now perform proximity ripple from playerx,playery to
198 		 * monster
199 		 */
200 		xl = tmp3 - 1;
201 		yl = tmp1 - 1;
202 		xh = tmp4 + 1;
203 		yh = tmp2 + 1;
204 		vxy(&xl, &yl);
205 		vxy(&xh, &yh);
206 		for (tmp = 1; tmp < distance; tmp++)	/* only up to 20 squares
207 							 * away */
208 			for (k = yl; k < yh; k++)
209 				for (m = xl; m < xh; m++)
210 					if (screen[m][k] == tmp)	/* if find proximity n
211 									 * advance it */
212 						for (z = 1; z < 9; z++) {	/* go around in a circle */
213 							if (screen[xtmp = m + diroffx[z]][ytmp = k + diroffy[z]] == 0)
214 								screen[xtmp][ytmp] = tmp + 1;
215 							if (xtmp == i && ytmp == j)
216 								goto out;
217 						}
218 
219 out:		if (tmp < distance)	/* did find connectivity */
220 			/* now select lowest value around playerx,playery */
221 			for (z = 1; z < 9; z++)	/* go around in a circle */
222 				if (screen[xl = i + diroffx[z]][yl = j + diroffy[z]] == tmp)
223 					if (!mitem[xl][yl]) {
224 						mmove(i, j, w1x[0] = xl, w1y[0] = yl);
225 						return;
226 					}
227 	}
228 	/* dumb monsters move here */
229 	xl = i - 1;
230 	yl = j - 1;
231 	xh = i + 2;
232 	yh = j + 2;
233 	if (i < playerx)
234 		xl++;
235 	else if (i > playerx)
236 		--xh;
237 	if (j < playery)
238 		yl++;
239 	else if (j > playery)
240 		--yh;
241 	for (k = 0; k < 9; k++)
242 		w1[k] = 10000;
243 
244 	for (k = xl; k < xh; k++)
245 		for (m = yl; m < yh; m++) {	/* for each square compute
246 						 * distance to player */
247 			tmp = k - i + 4 + 3 * (m - j);
248 			tmpitem = item[k][m];
249 			if (tmpitem != OWALL || (k == playerx && m == playery))
250 				if (mitem[k][m] == 0)
251 					if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
252 						if (tmpitem != OCLOSEDDOOR) {
253 							w1[tmp] = (playerx - k) * (playerx - k) + (playery - m) * (playery - m);
254 							w1x[tmp] = k;
255 							w1y[tmp] = m;
256 						}
257 		}
258 
259 	tmp = 0;
260 	for (k = 1; k < 9; k++)
261 		if (w1[tmp] > w1[k])
262 			tmp = k;
263 
264 	if (w1[tmp] < 10000)
265 		if ((i != w1x[tmp]) || (j != w1y[tmp]))
266 			mmove(i, j, w1x[tmp], w1y[tmp]);
267 }
268 
269 /*
270  * mmove(x,y,xd,yd)	Function to actually perform the monster movement
271  * 	int x,y,xd,yd;
272  *
273  * Enter with the from coordinates in (x,y) and the destination coordinates
274  * in (xd,yd).
275  */
276 static void
mmove(int aa,int bb,int cc,int dd)277 mmove(int aa, int bb, int cc, int dd)
278 {
279 	int    tmp, i, flag;
280 	const char *who = NULL;
281 
282 	flag = 0;		/* set to 1 if monster hit by arrow trap */
283 	if ((cc == playerx) && (dd == playery)) {
284 		hitplayer(aa, bb);
285 		moved[aa][bb] = 1;
286 		return;
287 	}
288 	i = item[cc][dd];
289 	if ((i == OPIT) || (i == OTRAPDOOR))
290 		switch (mitem[aa][bb]) {
291 		case SPIRITNAGA:
292 		case PLATINUMDRAGON:
293 		case WRAITH:
294 		case VAMPIRE:
295 		case SILVERDRAGON:
296 		case POLTERGEIST:
297 		case DEMONLORD:
298 		case DEMONLORD + 1:
299 		case DEMONLORD + 2:
300 		case DEMONLORD + 3:
301 		case DEMONLORD + 4:
302 		case DEMONLORD + 5:
303 		case DEMONLORD + 6:
304 		case DEMONPRINCE:
305 			break;
306 
307 		default:
308 			mitem[aa][bb] = 0;	/* fell in a pit or trapdoor */
309 		};
310 	tmp = mitem[cc][dd] = mitem[aa][bb];
311 	if (i == OANNIHILATION) {
312 		if (tmp >= DEMONLORD + 3) {	/* demons dispel spheres */
313 			cursors();
314 			lprintf("\nThe %s dispels the sphere!", monster[tmp].name);
315 			rmsphere(cc, dd);	/* delete the sphere */
316 		} else
317 			i = tmp = mitem[cc][dd] = 0;
318 	}
319 	stealth[cc][dd] = 1;
320 	if ((hitp[cc][dd] = hitp[aa][bb]) < 0)
321 		hitp[cc][dd] = 1;
322 	mitem[aa][bb] = 0;
323 	moved[cc][dd] = 1;
324 	if (tmp == LEPRECHAUN)
325 		switch (i) {
326 		case OGOLDPILE:
327 		case OMAXGOLD:
328 		case OKGOLD:
329 		case ODGOLD:
330 		case ODIAMOND:
331 		case ORUBY:
332 		case OEMERALD:
333 		case OSAPPHIRE:
334 			item[cc][dd] = 0;	/* leprechaun takes gold */
335 		};
336 
337 	if (tmp == TROLL)	/* if a troll regenerate him */
338 		if ((gltime & 1) == 0)
339 			if (monster[tmp].hitpoints > hitp[cc][dd])
340 				hitp[cc][dd]++;
341 
342 	if (i == OTRAPARROW) {	/* arrow hits monster */
343 		who = "An arrow";
344 		if ((hitp[cc][dd] -= rnd(10) + level) <= 0) {
345 			mitem[cc][dd] = 0;
346 			flag = 2;
347 		} else
348 			flag = 1;
349 	}
350 	if (i == ODARTRAP) {	/* dart hits monster */
351 		who = "A dart";
352 		if ((hitp[cc][dd] -= rnd(6)) <= 0) {
353 			mitem[cc][dd] = 0;
354 			flag = 2;
355 		} else
356 			flag = 1;
357 	}
358 	if (i == OTELEPORTER) {	/* monster hits teleport trap */
359 		flag = 3;
360 		fillmonst(mitem[cc][dd]);
361 		mitem[cc][dd] = 0;
362 	}
363 	if (c[BLINDCOUNT])
364 		return;		/* if blind don't show where monsters are	 */
365 	if (know[cc][dd] & 1) {
366 		if (flag)
367 			cursors();
368 		switch (flag) {
369 		case 1:
370 			lprintf("\n%s hits the %s", who, monster[tmp].name);
371 			beep();
372 			break;
373 		case 2:
374 			lprintf("\n%s hits and kills the %s",
375 			    who, monster[tmp].name);
376 			beep();
377 			break;
378 		case 3:
379 			lprintf("\nThe %s gets teleported", monster[tmp].name);
380 			beep();
381 			break;
382 		}
383 	}
384 	/*
385 	 * if (yrepcount>1) { know[aa][bb] &= 2;  know[cc][dd] &= 2; return;
386 	 * }
387 	 */
388 	if (know[aa][bb] & 1)
389 		show1cell(aa, bb);
390 	if (know[cc][dd] & 1)
391 		show1cell(cc, dd);
392 }
393 
394 /*
395  * movsphere() 	Function to look for and move spheres of annihilation
396  *
397  * This function works on the sphere linked list, first duplicating the list
398  * (the act of moving changes the list), then processing each sphere in order
399  * to move it.  They eat anything in their way, including stairs, volcanic
400  * shafts, potions, etc, except for upper level demons, who can dispel
401  * spheres.
402  * No value is returned.
403  */
404 #define SPHMAX 20		/* maximum number of spheres movsphere can
405 				 * handle */
406 static void
movsphere(void)407 movsphere(void)
408 {
409 	int    x, y, dir, len;
410 	struct sphere *sp, *sp2;
411 	struct sphere   sph[SPHMAX];
412 
413 	/* first duplicate sphere list */
414 	for (sp = 0, x = 0, sp2 = spheres; sp2; sp2 = sp2->p)	/* look through sphere
415 								 * list */
416 		if (sp2->lev == level) {	/* only if this level */
417 			sph[x] = *sp2;
418 			sph[x++].p = 0;	/* copy the struct */
419 			if (x > 1)
420 				sph[x - 2].p = &sph[x - 1];	/* link pointers */
421 		}
422 	if (x)
423 		sp = sph;	/* if any spheres, point to them */
424 	else
425 		return;		/* no spheres */
426 
427 	for (sp = sph; sp; sp = sp->p) {	/* look through sphere list */
428 		x = sp->x;
429 		y = sp->y;
430 		if (item[x][y] != OANNIHILATION)
431 			continue;	/* not really there */
432 		if (--(sp->lifetime) < 0) {	/* has sphere run out of gas? */
433 			rmsphere(x, y);	/* delete sphere */
434 			continue;
435 		}
436 		switch (rnd((int) max(7, c[INTELLIGENCE] >> 1))) {	/* time to move the
437 									 * sphere */
438 		case 1:
439 		case 2:	/* change direction to a random one */
440 			sp->dir = rnd(8);
441 			/* FALLTHROUGH */
442 		default:	/* move in normal direction */
443 			dir = sp->dir;
444 			len = sp->lifetime;
445 			rmsphere(x, y);
446 			newsphere(x + diroffx[dir], y + diroffy[dir], dir, len);
447 		};
448 	}
449 }
450