xref: /netbsd-src/games/larn/movem.c (revision 5f7096188587a2c7c95fa3c69b78e1ec9c7923d0)
1 #ifndef lint
2 static char rcsid[] = "$Id: movem.c,v 1.2 1993/08/02 17:20:14 mycroft Exp $";
3 #endif /* not lint */
4 
5 /*
6  *	movem.c (move monster)		Larn is copyrighted 1986 by Noah Morgan.
7  *
8  *	Here are the functions in this file:
9  *
10  *	movemonst()		Routine to move the monsters toward the player
11  *	movemt(x,y)		Function to move a monster at (x,y) -- must determine where
12  *	mmove(x,y,xd,yd)	Function to actually perform the monster movement
13  *	movsphere() 		Function to look for and move spheres of annihilation
14  */
15 #include "header.h"
16 
17 /*
18  *	movemonst()		Routine to move the monsters toward the player
19  *
20  *	This routine has the responsibility to determine which monsters are to
21  *	move, and call movemt() to do the move.
22  *	Returns no value.
23  */
24 static short w1[9],w1x[9],w1y[9];
25 static int tmp1,tmp2,tmp3,tmp4,distance;
26 movemonst()
27 	{
28 	register int i,j;
29 	if (c[TIMESTOP]) return;	/* no action if time is stopped */
30 	if (c[HASTESELF])  if ((c[HASTESELF]&1)==0)  return;
31 	if (spheres) movsphere();	/* move the spheres of annihilation if any */
32 	if (c[HOLDMONST])  return;	/* no action if monsters are held */
33 
34 	if (c[AGGRAVATE])	/* determine window of monsters to move */
35 	  {
36 	  tmp1=playery-5; tmp2=playery+6; tmp3=playerx-10; tmp4=playerx+11;
37 	  distance=40; /* depth of intelligent monster movement */
38 	  }
39 	else
40 	  {
41 	  tmp1=playery-3; tmp2=playery+4; tmp3=playerx-5; tmp4=playerx+6;
42 	  distance=17; /* depth of intelligent monster movement */
43 	  }
44 
45 	if (level == 0) /* if on outside level monsters can move in perimeter */
46 		{
47 		if (tmp1 < 0) tmp1=0;		 if (tmp2 > MAXY) tmp2=MAXY;
48 		if (tmp3 < 0) tmp3=0;		 if (tmp4 > MAXX) tmp4=MAXX;
49 		}
50 	else /* if in a dungeon monsters can't be on the perimeter (wall there) */
51 		{
52 		if (tmp1 < 1) tmp1=1;		 if (tmp2 > MAXY-1) tmp2=MAXY-1;
53 		if (tmp3 < 1) tmp3=1;		 if (tmp4 > MAXX-1) tmp4=MAXX-1;
54 		}
55 
56 	for (j=tmp1; j<tmp2; j++) /* now reset monster moved flags */
57 		for (i=tmp3; i<tmp4; i++)
58 			moved[i][j] = 0;
59     moved[lasthx][lasthy]=0;
60 
61 	if (c[AGGRAVATE] || !c[STEALTH]) /* who gets moved? split for efficiency */
62 	  {
63 	  for (j=tmp1; j<tmp2; j++) /* look thru all locations in window */
64 	    for (i=tmp3; i<tmp4; i++)
65 		  if (mitem[i][j])	/* if there is a monster to move */
66 		    if (moved[i][j]==0)	/* if it has not already been moved */
67 			  movemt(i,j);	/* go and move the monster */
68 	  }
69 	else /* not aggravated and not stealth */
70 	  {
71 	  for (j=tmp1; j<tmp2; j++) /* look thru all locations in window */
72 	    for (i=tmp3; i<tmp4; i++)
73 		  if (mitem[i][j])	/* if there is a monster to move */
74 		    if (moved[i][j]==0)	/* if it has not already been moved */
75 			  if (stealth[i][j])	/* if it is asleep due to stealth */
76 			    movemt(i,j);	/* go and move the monster */
77 	  }
78 
79 	if (mitem[lasthx][lasthy]) /* now move monster last hit by player if not already moved */
80 		{
81 	    if (moved[lasthx][lasthy]==0)	/* if it has not already been moved */
82 			{
83 			movemt(lasthx,lasthy);
84 			lasthx = w1x[0];   lasthy = w1y[0];
85 			}
86 		}
87 	}
88 
89 /*
90  *	movemt(x,y)		Function to move a monster at (x,y) -- must determine where
91  *		int x,y;
92  *
93  *	This routine is responsible for determining where one monster at (x,y) will
94  *	move to.  Enter with the monsters coordinates in (x,y).
95  *	Returns no value.
96  */
97 static int tmpitem,xl,xh,yl,yh;
98 movemt(i,j)
99 	int i,j;
100 	{
101 	register int k,m,z,tmp,xtmp,ytmp,monst;
102 	switch(monst=mitem[i][j])  /* for half speed monsters */
103 		{
104 		case TROGLODYTE:  case HOBGOBLIN:  case METAMORPH:  case XVART:
105 		case INVISIBLESTALKER:  case ICELIZARD: if ((gtime & 1) == 1) return;
106 		};
107 
108 	if (c[SCAREMONST]) /* choose destination randomly if scared */
109 		{
110 		if ((xl = i+rnd(3)-2) < 0) xl=0;  if (xl >= MAXX) xl=MAXX-1;
111 		if ((yl = j+rnd(3)-2) < 0) yl=0;  if (yl >= MAXY) yl=MAXY-1;
112 		if ((tmp=item[xl][yl]) != OWALL)
113 		  if (mitem[xl][yl] == 0)
114 			if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
115 			  if (tmp != OCLOSEDDOOR)		mmove(i,j,xl,yl);
116 		return;
117 		}
118 
119 	if (monster[monst].intelligence > 10-c[HARDGAME]) /* if smart monster */
120 /* intelligent movement here -- first setup screen array */
121 	  {
122 	  xl=tmp3-2; yl=tmp1-2; xh=tmp4+2;  yh=tmp2+2;
123 	  vxy(&xl,&yl);  vxy(&xh,&yh);
124 	  for (k=yl; k<yh; k++)
125 	    for (m=xl; m<xh; m++)
126 		  {
127 		  switch(item[m][k])
128 			{
129 		  	case OWALL: case OPIT: case OTRAPARROW: case ODARTRAP:
130 			case OCLOSEDDOOR: case OTRAPDOOR: case OTELEPORTER:
131 				smm:	  screen[m][k]=127;  break;
132 			case OMIRROR: if (mitem[m][k]==VAMPIRE) goto smm;
133 			default:  screen[m][k]=  0;  break;
134 			};
135 		  }
136 	  screen[playerx][playery]=1;
137 
138 /* now perform proximity ripple from playerx,playery to monster */
139 	  xl=tmp3-1; yl=tmp1-1; xh=tmp4+1;  yh=tmp2+1;
140 	  vxy(&xl,&yl);  vxy(&xh,&yh);
141 	  for (tmp=1; tmp<distance; tmp++)	/* only up to 20 squares away */
142 	    for (k=yl; k<yh; k++)
143 	      for (m=xl; m<xh; m++)
144 		    if (screen[m][k]==tmp) /* if find proximity n advance it */
145 			  for (z=1; z<9; z++) /* go around in a circle */
146 			    {
147 			    if (screen[xtmp=m+diroffx[z]][ytmp=k+diroffy[z]]==0)
148 				  screen[xtmp][ytmp]=tmp+1;
149 			    if (xtmp==i && ytmp==j) goto out;
150 			    }
151 
152 out:  if (tmp<distance) /* did find connectivity */
153 		/* now select lowest value around playerx,playery */
154 		for (z=1; z<9; z++) /* go around in a circle */
155 		  if (screen[xl=i+diroffx[z]][yl=j+diroffy[z]]==tmp)
156 			if (!mitem[xl][yl]) { mmove(i,j,w1x[0]=xl,w1y[0]=yl); return; }
157 	  }
158 
159 	/* dumb monsters move here */
160 	xl=i-1;  yl=j-1;  xh=i+2;  yh=j+2;
161 	if (i<playerx) xl++; else if (i>playerx) --xh;
162 	if (j<playery) yl++; else if (j>playery) --yh;
163 	for (k=0; k<9; k++) w1[k] = 10000;
164 
165 	for (k=xl; k<xh; k++)
166 		for (m=yl; m<yh; m++) /* for each square compute distance to player */
167 			{
168 			tmp = k-i+4+3*(m-j);
169 			tmpitem = item[k][m];
170 			if (tmpitem!=OWALL || (k==playerx && m==playery))
171 			 if (mitem[k][m]==0)
172 			  if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
173 				 if (tmpitem!=OCLOSEDDOOR)
174 					{
175 					w1[tmp] = (playerx-k)*(playerx-k)+(playery-m)*(playery-m);
176 					w1x[tmp] = k;  w1y[tmp] = m;
177 					}
178 			}
179 
180 	tmp = 0;
181 	for (k=1; k<9; k++)  if (w1[tmp] > w1[k])  tmp=k;
182 
183 	if (w1[tmp] < 10000)
184 		if ((i!=w1x[tmp]) || (j!=w1y[tmp]))
185 			mmove(i,j,w1x[tmp],w1y[tmp]);
186 	}
187 
188 /*
189  *	mmove(x,y,xd,yd)	Function to actually perform the monster movement
190  *		int x,y,xd,yd;
191  *
192  *	Enter with the from coordinates in (x,y) and the destination coordinates
193  *	in (xd,yd).
194  */
195 mmove(aa,bb,cc,dd)
196 	int aa,bb,cc,dd;
197 	{
198 	register int tmp,i,flag;
199 	char *who,*p;
200 	flag=0;	/* set to 1 if monster hit by arrow trap */
201 	if ((cc==playerx) && (dd==playery))
202 		{
203 		hitplayer(aa,bb);  moved[aa][bb] = 1;  return;
204 		}
205 	i=item[cc][dd];
206 	if ((i==OPIT) || (i==OTRAPDOOR))
207 	  switch(mitem[aa][bb])
208 		{
209 		case SPIRITNAGA:	case PLATINUMDRAGON:	case WRAITH:
210 		case VAMPIRE:		case SILVERDRAGON:		case POLTERGEIST:
211 		case DEMONLORD:		case DEMONLORD+1:		case DEMONLORD+2:
212 		case DEMONLORD+3:	case DEMONLORD+4:		case DEMONLORD+5:
213 		case DEMONLORD+6:	case DEMONPRINCE:	break;
214 
215 		default:	mitem[aa][bb]=0; /* fell in a pit or trapdoor */
216 		};
217 	tmp = mitem[cc][dd] = mitem[aa][bb];
218 	if (i==OANNIHILATION)
219 		{
220 		if (tmp>=DEMONLORD+3) /* demons dispel spheres */
221 			{
222 			cursors();
223 			lprintf("\nThe %s dispels the sphere!",monster[tmp].name);
224 			rmsphere(cc,dd);	/* delete the sphere */
225 			}
226 		else i=tmp=mitem[cc][dd]=0;
227 		}
228 	stealth[cc][dd]=1;
229 	if ((hitp[cc][dd] = hitp[aa][bb]) < 0) hitp[cc][dd]=1;
230 	mitem[aa][bb] = 0;				moved[cc][dd] = 1;
231 	if (tmp == LEPRECHAUN)
232 		switch(i)
233 			{
234 			case OGOLDPILE:  case OMAXGOLD:  case OKGOLD:  case ODGOLD:
235 			case ODIAMOND:   case ORUBY:     case OEMERALD: case OSAPPHIRE:
236 					item[cc][dd] = 0; /* leprechaun takes gold */
237 			};
238 
239 	if (tmp == TROLL)  /* if a troll regenerate him */
240 		if ((gtime & 1) == 0)
241 			if (monster[tmp].hitpoints > hitp[cc][dd])  hitp[cc][dd]++;
242 
243 	if (i==OTRAPARROW)	/* arrow hits monster */
244 		{ who = "An arrow";  if ((hitp[cc][dd] -= rnd(10)+level) <= 0)
245 			{ mitem[cc][dd]=0;  flag=2; } else flag=1; }
246 	if (i==ODARTRAP)	/* dart hits monster */
247 		{ who = "A dart";  if ((hitp[cc][dd] -= rnd(6)) <= 0)
248 			{ mitem[cc][dd]=0;  flag=2; } else flag=1; }
249 	if (i==OTELEPORTER)	/* monster hits teleport trap */
250 		{ flag=3; fillmonst(mitem[cc][dd]);  mitem[cc][dd]=0; }
251 	if (c[BLINDCOUNT]) return;	/* if blind don't show where monsters are	*/
252 	if (know[cc][dd] & 1)
253 		{
254 		p=0;
255 		if (flag) cursors();
256 		switch(flag)
257 		  {
258 		  case 1: p="\n%s hits the %s";  break;
259 		  case 2: p="\n%s hits and kills the %s";  break;
260 		  case 3: p="\nThe %s%s gets teleported"; who="";  break;
261 		  };
262 		if (p) { lprintf(p,who,monster[tmp].name); beep(); }
263 		}
264 /*	if (yrepcount>1) { know[aa][bb] &= 2;  know[cc][dd] &= 2; return; } */
265 	if (know[aa][bb] & 1)   show1cell(aa,bb);
266 	if (know[cc][dd] & 1)   show1cell(cc,dd);
267 	}
268 
269 /*
270  *	movsphere() 	Function to look for and move spheres of annihilation
271  *
272  *	This function works on the sphere linked list, first duplicating the list
273  *	(the act of moving changes the list), then processing each sphere in order
274  *	to move it.  They eat anything in their way, including stairs, volcanic
275  *	shafts, potions, etc, except for upper level demons, who can dispel
276  *	spheres.
277  *	No value is returned.
278  */
279 #define SPHMAX 20	/* maximum number of spheres movsphere can handle */
280 movsphere()
281 	{
282 	register int x,y,dir,len;
283 	register struct sphere *sp,*sp2;
284 	struct sphere sph[SPHMAX];
285 
286 	/* first duplicate sphere list */
287 	for (sp=0,x=0,sp2=spheres; sp2; sp2=sp2->p)	/* look through sphere list */
288 	  if (sp2->lev == level)	/* only if this level */
289 		{
290 		sph[x] = *sp2;	sph[x++].p = 0;  /* copy the struct */
291 		if (x>1)  sph[x-2].p = &sph[x-1]; /* link pointers */
292 		}
293 	if (x) sp= sph;	/* if any spheres, point to them */
294 		else return;	/* no spheres */
295 
296 	for (sp=sph; sp; sp=sp->p)	/* look through sphere list */
297 		{
298 		x = sp->x;	  y = sp->y;
299 		if (item[x][y]!=OANNIHILATION) continue;	/* not really there */
300 		if (--(sp->lifetime) < 0)	/* has sphere run out of gas? */
301 			{
302 			rmsphere(x,y); /* delete sphere */
303 			continue;
304 			}
305 		switch(rnd((int)max(7,c[INTELLIGENCE]>>1))) /* time to move the sphere */
306 			{
307 			case 1:
308 			case 2:		/* change direction to a random one */
309 						sp->dir = rnd(8);
310 			default:	/* move in normal direction */
311 						dir = sp->dir;		len = sp->lifetime;
312 						rmsphere(x,y);
313 						newsphere(x+diroffx[dir],y+diroffy[dir],dir,len);
314 			};
315 		}
316 	}
317