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