Remove tm.h and xm.h handling, as it wasn't used. Use nm.h only when needed.
[dragonfly.git] / games / larn / movem.c
blobc4b1615ddbd67ca433107c33d328c334528ae0bb
1 /*
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 $
4 * $DragonFly: src/games/larn/movem.c,v 1.3 2006/08/26 17:05:05 pavalos Exp $
6 * Here are the functions in this file:
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
13 #include "header.h"
15 static void movemt(int, int);
16 static void mmove(int, int, int, int);
17 static void movsphere(void);
20 * movemonst() Routine to move the monsters toward the player
22 * This routine has the responsibility to determine which monsters are to
23 * move, and call movemt() to do the move.
24 * Returns no value.
26 static short w1[9],w1x[9],w1y[9];
27 static int tmp1,tmp2,tmp3,tmp4,distance;
29 void
30 movemonst(void)
32 int i,j;
33 if (c[TIMESTOP]) return; /* no action if time is stopped */
34 if (c[HASTESELF]) if ((c[HASTESELF]&1)==0) return;
35 if (spheres) movsphere(); /* move the spheres of annihilation if any */
36 if (c[HOLDMONST]) return; /* no action if monsters are held */
38 if (c[AGGRAVATE]) /* determine window of monsters to move */
40 tmp1=playery-5; tmp2=playery+6; tmp3=playerx-10; tmp4=playerx+11;
41 distance=40; /* depth of intelligent monster movement */
43 else
45 tmp1=playery-3; tmp2=playery+4; tmp3=playerx-5; tmp4=playerx+6;
46 distance=17; /* depth of intelligent monster movement */
49 if (level == 0) /* if on outside level monsters can move in perimeter */
51 if (tmp1 < 0) tmp1=0; if (tmp2 > MAXY) tmp2=MAXY;
52 if (tmp3 < 0) tmp3=0; if (tmp4 > MAXX) tmp4=MAXX;
54 else /* if in a dungeon monsters can't be on the perimeter (wall there) */
56 if (tmp1 < 1) tmp1=1; if (tmp2 > MAXY-1) tmp2=MAXY-1;
57 if (tmp3 < 1) tmp3=1; if (tmp4 > MAXX-1) tmp4=MAXX-1;
60 for (j=tmp1; j<tmp2; j++) /* now reset monster moved flags */
61 for (i=tmp3; i<tmp4; i++)
62 moved[i][j] = 0;
63 moved[lasthx][lasthy]=0;
65 if (c[AGGRAVATE] || !c[STEALTH]) /* who gets moved? split for efficiency */
67 for (j=tmp1; j<tmp2; j++) /* look thru all locations in window */
68 for (i=tmp3; i<tmp4; i++)
69 if (mitem[i][j]) /* if there is a monster to move */
70 if (moved[i][j]==0) /* if it has not already been moved */
71 movemt(i,j); /* go and move the monster */
73 else /* not aggravated and not stealth */
75 for (j=tmp1; j<tmp2; j++) /* look thru all locations in window */
76 for (i=tmp3; i<tmp4; i++)
77 if (mitem[i][j]) /* if there is a monster to move */
78 if (moved[i][j]==0) /* if it has not already been moved */
79 if (stealth[i][j]) /* if it is asleep due to stealth */
80 movemt(i,j); /* go and move the monster */
83 if (mitem[lasthx][lasthy]) /* now move monster last hit by player if not already moved */
85 if (moved[lasthx][lasthy]==0) /* if it has not already been moved */
87 movemt(lasthx,lasthy);
88 lasthx = w1x[0]; lasthy = w1y[0];
94 * movemt(x,y) Function to move a monster at (x,y) -- must determine where
95 * int x,y;
97 * This routine is responsible for determining where one monster at (x,y) will
98 * move to. Enter with the monsters coordinates in (x,y).
99 * Returns no value.
101 static int tmpitem,xl,xh,yl,yh;
103 static void
104 movemt(int i, int j)
106 int k,m,z,tmp,xtmp,ytmp,monst;
107 switch(monst=mitem[i][j]) /* for half speed monsters */
109 case TROGLODYTE: case HOBGOBLIN: case METAMORPH: case XVART:
110 case INVISIBLESTALKER: case ICELIZARD: if ((gtime & 1) == 1) return;
113 if (c[SCAREMONST]) /* choose destination randomly if scared */
115 if ((xl = i+rnd(3)-2) < 0) xl=0; if (xl >= MAXX) xl=MAXX-1;
116 if ((yl = j+rnd(3)-2) < 0) yl=0; if (yl >= MAXY) yl=MAXY-1;
117 if ((tmp=item[xl][yl]) != OWALL)
118 if (mitem[xl][yl] == 0)
119 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
120 if (tmp != OCLOSEDDOOR) mmove(i,j,xl,yl);
121 return;
124 if (monster[monst].intelligence > 10-c[HARDGAME]) /* if smart monster */
125 /* intelligent movement here -- first setup screen array */
127 xl=tmp3-2; yl=tmp1-2; xh=tmp4+2; yh=tmp2+2;
128 vxy(&xl,&yl); vxy(&xh,&yh);
129 for (k=yl; k<yh; k++)
130 for (m=xl; m<xh; m++)
132 switch(item[m][k])
134 case OWALL: case OPIT: case OTRAPARROW: case ODARTRAP:
135 case OCLOSEDDOOR: case OTRAPDOOR: case OTELEPORTER:
136 smm: screen[m][k]=127; break;
137 case OMIRROR: if (mitem[m][k]==VAMPIRE) goto smm;
138 default: screen[m][k]= 0; break;
141 screen[playerx][playery]=1;
143 /* now perform proximity ripple from playerx,playery to monster */
144 xl=tmp3-1; yl=tmp1-1; xh=tmp4+1; yh=tmp2+1;
145 vxy(&xl,&yl); vxy(&xh,&yh);
146 for (tmp=1; tmp<distance; tmp++) /* only up to 20 squares away */
147 for (k=yl; k<yh; k++)
148 for (m=xl; m<xh; m++)
149 if (screen[m][k]==tmp) /* if find proximity n advance it */
150 for (z=1; z<9; z++) /* go around in a circle */
152 if (screen[xtmp=m+diroffx[z]][ytmp=k+diroffy[z]]==0)
153 screen[xtmp][ytmp]=tmp+1;
154 if (xtmp==i && ytmp==j) goto out;
157 out: if (tmp<distance) /* did find connectivity */
158 /* now select lowest value around playerx,playery */
159 for (z=1; z<9; z++) /* go around in a circle */
160 if (screen[xl=i+diroffx[z]][yl=j+diroffy[z]]==tmp)
161 if (!mitem[xl][yl]) { mmove(i,j,w1x[0]=xl,w1y[0]=yl); return; }
164 /* dumb monsters move here */
165 xl=i-1; yl=j-1; xh=i+2; yh=j+2;
166 if (i<playerx) xl++; else if (i>playerx) --xh;
167 if (j<playery) yl++; else if (j>playery) --yh;
168 for (k=0; k<9; k++) w1[k] = 10000;
170 for (k=xl; k<xh; k++)
171 for (m=yl; m<yh; m++) /* for each square compute distance to player */
173 tmp = k-i+4+3*(m-j);
174 tmpitem = item[k][m];
175 if (tmpitem!=OWALL || (k==playerx && m==playery))
176 if (mitem[k][m]==0)
177 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
178 if (tmpitem!=OCLOSEDDOOR)
180 w1[tmp] = (playerx-k)*(playerx-k)+(playery-m)*(playery-m);
181 w1x[tmp] = k; w1y[tmp] = m;
185 tmp = 0;
186 for (k=1; k<9; k++) if (w1[tmp] > w1[k]) tmp=k;
188 if (w1[tmp] < 10000)
189 if ((i!=w1x[tmp]) || (j!=w1y[tmp]))
190 mmove(i,j,w1x[tmp],w1y[tmp]);
194 * mmove(x,y,xd,yd) Function to actually perform the monster movement
195 * int x,y,xd,yd;
197 * Enter with the from coordinates in (x,y) and the destination coordinates
198 * in (xd,yd).
200 static void
201 mmove(int aa, int bb, int cc, int dd)
203 int tmp,i,flag;
204 const char *who = NULL, *p;
205 flag=0; /* set to 1 if monster hit by arrow trap */
206 if ((cc==playerx) && (dd==playery))
208 hitplayer(aa,bb); moved[aa][bb] = 1; return;
210 i=item[cc][dd];
211 if ((i==OPIT) || (i==OTRAPDOOR))
212 switch(mitem[aa][bb])
214 case SPIRITNAGA: case PLATINUMDRAGON: case WRAITH:
215 case VAMPIRE: case SILVERDRAGON: case POLTERGEIST:
216 case DEMONLORD: case DEMONLORD+1: case DEMONLORD+2:
217 case DEMONLORD+3: case DEMONLORD+4: case DEMONLORD+5:
218 case DEMONLORD+6: case DEMONPRINCE: break;
220 default: mitem[aa][bb]=0; /* fell in a pit or trapdoor */
222 tmp = mitem[cc][dd] = mitem[aa][bb];
223 if (i==OANNIHILATION)
225 if (tmp>=DEMONLORD+3) /* demons dispel spheres */
227 cursors();
228 lprintf("\nThe %s dispels the sphere!",monster[tmp].name);
229 rmsphere(cc,dd); /* delete the sphere */
231 else i=tmp=mitem[cc][dd]=0;
233 stealth[cc][dd]=1;
234 if ((hitp[cc][dd] = hitp[aa][bb]) < 0) hitp[cc][dd]=1;
235 mitem[aa][bb] = 0; moved[cc][dd] = 1;
236 if (tmp == LEPRECHAUN)
237 switch(i)
239 case OGOLDPILE: case OMAXGOLD: case OKGOLD: case ODGOLD:
240 case ODIAMOND: case ORUBY: case OEMERALD: case OSAPPHIRE:
241 item[cc][dd] = 0; /* leprechaun takes gold */
244 if (tmp == TROLL) /* if a troll regenerate him */
245 if ((gtime & 1) == 0)
246 if (monster[tmp].hitpoints > hitp[cc][dd]) hitp[cc][dd]++;
248 if (i==OTRAPARROW) /* arrow hits monster */
249 { who = "An arrow"; if ((hitp[cc][dd] -= rnd(10)+level) <= 0)
250 { mitem[cc][dd]=0; flag=2; } else flag=1; }
251 if (i==ODARTRAP) /* dart hits monster */
252 { who = "A dart"; if ((hitp[cc][dd] -= rnd(6)) <= 0)
253 { mitem[cc][dd]=0; flag=2; } else flag=1; }
254 if (i==OTELEPORTER) /* monster hits teleport trap */
255 { flag=3; fillmonst(mitem[cc][dd]); mitem[cc][dd]=0; }
256 if (c[BLINDCOUNT]) return; /* if blind don't show where monsters are */
257 if (know[cc][dd] & 1)
259 p=0;
260 if (flag) cursors();
261 switch(flag)
263 case 1: p="\n%s hits the %s"; break;
264 case 2: p="\n%s hits and kills the %s"; break;
265 case 3: p="\nThe %s%s gets teleported"; who=""; break;
267 if (p) { lprintf(p,who,monster[tmp].name); beep(); }
269 if (know[aa][bb] & 1) show1cell(aa,bb);
270 if (know[cc][dd] & 1) show1cell(cc,dd);
274 * movsphere() Function to look for and move spheres of annihilation
276 * This function works on the sphere linked list, first duplicating the list
277 * (the act of moving changes the list), then processing each sphere in order
278 * to move it. They eat anything in their way, including stairs, volcanic
279 * shafts, potions, etc, except for upper level demons, who can dispel
280 * spheres.
281 * No value is returned.
283 #define SPHMAX 20 /* maximum number of spheres movsphere can handle */
284 static void
285 movsphere(void)
287 int x,y,dir,len;
288 struct sphere *sp,*sp2;
289 struct sphere sph[SPHMAX];
291 /* first duplicate sphere list */
292 for (sp=0,x=0,sp2=spheres; sp2; sp2=sp2->p) /* look through sphere list */
293 if (sp2->lev == level) /* only if this level */
295 sph[x] = *sp2; sph[x++].p = 0; /* copy the struct */
296 if (x>1) sph[x-2].p = &sph[x-1]; /* link pointers */
298 if (x) sp= sph; /* if any spheres, point to them */
299 else return; /* no spheres */
301 for (sp=sph; sp; sp=sp->p) /* look through sphere list */
303 x = sp->x; y = sp->y;
304 if (item[x][y]!=OANNIHILATION) continue; /* not really there */
305 if (--(sp->lifetime) < 0) /* has sphere run out of gas? */
307 rmsphere(x,y); /* delete sphere */
308 continue;
310 switch(rnd((int)max(7,c[INTELLIGENCE]>>1))) /* time to move the sphere */
312 case 1:
313 case 2: /* change direction to a random one */
314 sp->dir = rnd(8);
315 default: /* move in normal direction */
316 dir = sp->dir; len = sp->lifetime;
317 rmsphere(x,y);
318 newsphere(x+diroffx[dir],y+diroffy[dir],dir,len);