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File: [cvs.NetBSD.org] / src / games / larn / movem.c (download)

Revision 1.10, Sun Feb 3 03:19:25 2019 UTC (20 months, 3 weeks ago) by mrg
Branch: MAIN
CVS Tags: phil-wifi-20200421, phil-wifi-20200411, phil-wifi-20200406, phil-wifi-20191119, phil-wifi-20190609, netbsd-9-base, netbsd-9-1-RELEASE, netbsd-9-0-RELEASE, netbsd-9-0-RC2, netbsd-9-0-RC1, netbsd-9, is-mlppp-base, is-mlppp, HEAD
Changes since 1.9: +4 -2 lines

- add or adjust /* FALLTHROUGH */ where appropriate
- add __unreachable() after functions that can return but won't in
  this case, and thus can't be marked __dead easily

/*	$NetBSD: movem.c,v 1.10 2019/02/03 03:19:25 mrg Exp $	*/

/*
 * movem.c (move monster)		Larn is copyrighted 1986 by Noah Morgan.
 *
 * Here are the functions in this file:
 *
 * movemonst()		Routine to move the monsters toward the player
 * movemt(x,y)		Function to move a monster at (x,y) -- must determine where
 * mmove(x,y,xd,yd)	Function to actually perform the monster movement
 * movsphere() 		Function to look for and move spheres of annihilation
 */
#include <sys/cdefs.h>
#ifndef lint
__RCSID("$NetBSD: movem.c,v 1.10 2019/02/03 03:19:25 mrg Exp $");
#endif				/* not lint */

#include "header.h"
#include "extern.h"

static void movemt(int, int);
static void mmove(int, int, int, int);
static void movsphere(void);

/*
 * movemonst()		Routine to move the monsters toward the player
 *
 * This routine has the responsibility to determine which monsters are to
 * move, and call movemt() to do the move.
 * Returns no value.
 */
static short    w1[9], w1x[9], w1y[9];
static int      tmp1, tmp2, tmp3, tmp4, distance;
void
movemonst(void)
{
	int    i, j;
	if (c[TIMESTOP])
		return;		/* no action if time is stopped */
	if (c[HASTESELF])
		if ((c[HASTESELF] & 1) == 0)
			return;
	if (spheres)
		movsphere();	/* move the spheres of annihilation if any */
	if (c[HOLDMONST])
		return;		/* no action if monsters are held */

	if (c[AGGRAVATE]) {	/* determine window of monsters to move */
		tmp1 = playery - 5;
		tmp2 = playery + 6;
		tmp3 = playerx - 10;
		tmp4 = playerx + 11;
		distance = 40;	/* depth of intelligent monster movement */
	} else {
		tmp1 = playery - 3;
		tmp2 = playery + 4;
		tmp3 = playerx - 5;
		tmp4 = playerx + 6;
		distance = 17;	/* depth of intelligent monster movement */
	}

	if (level == 0) {	/* if on outside level monsters can move in
				 * perimeter */
		if (tmp1 < 0)
			tmp1 = 0;
		if (tmp2 > MAXY)
			tmp2 = MAXY;
		if (tmp3 < 0)
			tmp3 = 0;
		if (tmp4 > MAXX)
			tmp4 = MAXX;
	} else {		/* if in a dungeon monsters can't be on the
				 * perimeter (wall there) */
		if (tmp1 < 1)
			tmp1 = 1;
		if (tmp2 > MAXY - 1)
			tmp2 = MAXY - 1;
		if (tmp3 < 1)
			tmp3 = 1;
		if (tmp4 > MAXX - 1)
			tmp4 = MAXX - 1;
	}

	for (j = tmp1; j < tmp2; j++)	/* now reset monster moved flags */
		for (i = tmp3; i < tmp4; i++)
			moved[i][j] = 0;
	moved[lasthx][lasthy] = 0;

	if (c[AGGRAVATE] || !c[STEALTH]) {	/* who gets moved? split for
						 * efficiency */
		for (j = tmp1; j < tmp2; j++)	/* look thru all locations in
						 * window */
			for (i = tmp3; i < tmp4; i++)
				if (mitem[i][j])	/* if there is a monster
							 * to move */
					if (moved[i][j] == 0)	/* if it has not already
								 * been moved */
						movemt(i, j);	/* go and move the
								 * monster */
	} else {		/* not aggravated and not stealth */
		for (j = tmp1; j < tmp2; j++)	/* look thru all locations in
						 * window */
			for (i = tmp3; i < tmp4; i++)
				if (mitem[i][j])	/* if there is a monster
							 * to move */
					if (moved[i][j] == 0)	/* if it has not already
								 * been moved */
						if (stealth[i][j])	/* if it is asleep due
									 * to stealth */
							movemt(i, j);	/* go and move the
									 * monster */
	}

	if (mitem[lasthx][lasthy]) {	/* now move monster last hit by
					 * player if not already moved */
		if (moved[lasthx][lasthy] == 0) {	/* if it has not already
							 * been moved */
			movemt(lasthx, lasthy);
			lasthx = w1x[0];
			lasthy = w1y[0];
		}
	}
}

/*
 * movemt(x,y)		Function to move a monster at (x,y) -- must determine where
 * 	int x,y;
 *
 * This routine is responsible for determining where one monster at (x,y) will
 * move to.  Enter with the monsters coordinates in (x,y).
 * Returns no value.
 */
static int      tmpitem, xl, xh, yl, yh;
static void
movemt(int i, int j)
{
	int    k, m, z, tmp, xtmp, ytmp, monst;
	switch (monst = mitem[i][j]) {	/* for half speed monsters */
	case TROGLODYTE:
	case HOBGOBLIN:
	case METAMORPH:
	case XVART:
	case INVISIBLESTALKER:
	case ICELIZARD:
		if ((gltime & 1) == 1)
			return;
	};

	if (c[SCAREMONST]) {	/* choose destination randomly if scared */
		if ((xl = i + rnd(3) - 2) < 0)
			xl = 0;
		if (xl >= MAXX)
			xl = MAXX - 1;
		if ((yl = j + rnd(3) - 2) < 0)
			yl = 0;
		if (yl >= MAXY)
			yl = MAXY - 1;
		if ((tmp = item[xl][yl]) != OWALL)
			if (mitem[xl][yl] == 0)
				if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
					if (tmp != OCLOSEDDOOR)
						mmove(i, j, xl, yl);
		return;
	}
	if (monster[monst].intelligence > 10 - c[HARDGAME]) {	/* if smart monster */
		/* intelligent movement here -- first setup screen array */
		xl = tmp3 - 2;
		yl = tmp1 - 2;
		xh = tmp4 + 2;
		yh = tmp2 + 2;
		vxy(&xl, &yl);
		vxy(&xh, &yh);
		for (k = yl; k < yh; k++)
			for (m = xl; m < xh; m++) {
				switch (item[m][k]) {
				case OWALL:
				case OPIT:
				case OTRAPARROW:
				case ODARTRAP:
				case OCLOSEDDOOR:
				case OTRAPDOOR:
				case OTELEPORTER:
			smm:		screen[m][k] = 127;
					break;
				case OMIRROR:
					if (mitem[m][k] == VAMPIRE)
						goto smm;
					/* FALLTHROUGH */
				default:
					screen[m][k] = 0;
					break;
				};
			}
		screen[playerx][playery] = 1;

		/*
		 * now perform proximity ripple from playerx,playery to
		 * monster
		 */
		xl = tmp3 - 1;
		yl = tmp1 - 1;
		xh = tmp4 + 1;
		yh = tmp2 + 1;
		vxy(&xl, &yl);
		vxy(&xh, &yh);
		for (tmp = 1; tmp < distance; tmp++)	/* only up to 20 squares
							 * away */
			for (k = yl; k < yh; k++)
				for (m = xl; m < xh; m++)
					if (screen[m][k] == tmp)	/* if find proximity n
									 * advance it */
						for (z = 1; z < 9; z++) {	/* go around in a circle */
							if (screen[xtmp = m + diroffx[z]][ytmp = k + diroffy[z]] == 0)
								screen[xtmp][ytmp] = tmp + 1;
							if (xtmp == i && ytmp == j)
								goto out;
						}

out:		if (tmp < distance)	/* did find connectivity */
			/* now select lowest value around playerx,playery */
			for (z = 1; z < 9; z++)	/* go around in a circle */
				if (screen[xl = i + diroffx[z]][yl = j + diroffy[z]] == tmp)
					if (!mitem[xl][yl]) {
						mmove(i, j, w1x[0] = xl, w1y[0] = yl);
						return;
					}
	}
	/* dumb monsters move here */
	xl = i - 1;
	yl = j - 1;
	xh = i + 2;
	yh = j + 2;
	if (i < playerx)
		xl++;
	else if (i > playerx)
		--xh;
	if (j < playery)
		yl++;
	else if (j > playery)
		--yh;
	for (k = 0; k < 9; k++)
		w1[k] = 10000;

	for (k = xl; k < xh; k++)
		for (m = yl; m < yh; m++) {	/* for each square compute
						 * distance to player */
			tmp = k - i + 4 + 3 * (m - j);
			tmpitem = item[k][m];
			if (tmpitem != OWALL || (k == playerx && m == playery))
				if (mitem[k][m] == 0)
					if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
						if (tmpitem != OCLOSEDDOOR) {
							w1[tmp] = (playerx - k) * (playerx - k) + (playery - m) * (playery - m);
							w1x[tmp] = k;
							w1y[tmp] = m;
						}
		}

	tmp = 0;
	for (k = 1; k < 9; k++)
		if (w1[tmp] > w1[k])
			tmp = k;

	if (w1[tmp] < 10000)
		if ((i != w1x[tmp]) || (j != w1y[tmp]))
			mmove(i, j, w1x[tmp], w1y[tmp]);
}

/*
 * mmove(x,y,xd,yd)	Function to actually perform the monster movement
 * 	int x,y,xd,yd;
 *
 * Enter with the from coordinates in (x,y) and the destination coordinates
 * in (xd,yd).
 */
static void
mmove(int aa, int bb, int cc, int dd)
{
	int    tmp, i, flag;
	const char *who = NULL;

	flag = 0;		/* set to 1 if monster hit by arrow trap */
	if ((cc == playerx) && (dd == playery)) {
		hitplayer(aa, bb);
		moved[aa][bb] = 1;
		return;
	}
	i = item[cc][dd];
	if ((i == OPIT) || (i == OTRAPDOOR))
		switch (mitem[aa][bb]) {
		case SPIRITNAGA:
		case PLATINUMDRAGON:
		case WRAITH:
		case VAMPIRE:
		case SILVERDRAGON:
		case POLTERGEIST:
		case DEMONLORD:
		case DEMONLORD + 1:
		case DEMONLORD + 2:
		case DEMONLORD + 3:
		case DEMONLORD + 4:
		case DEMONLORD + 5:
		case DEMONLORD + 6:
		case DEMONPRINCE:
			break;

		default:
			mitem[aa][bb] = 0;	/* fell in a pit or trapdoor */
		};
	tmp = mitem[cc][dd] = mitem[aa][bb];
	if (i == OANNIHILATION) {
		if (tmp >= DEMONLORD + 3) {	/* demons dispel spheres */
			cursors();
			lprintf("\nThe %s dispels the sphere!", monster[tmp].name);
			rmsphere(cc, dd);	/* delete the sphere */
		} else
			i = tmp = mitem[cc][dd] = 0;
	}
	stealth[cc][dd] = 1;
	if ((hitp[cc][dd] = hitp[aa][bb]) < 0)
		hitp[cc][dd] = 1;
	mitem[aa][bb] = 0;
	moved[cc][dd] = 1;
	if (tmp == LEPRECHAUN)
		switch (i) {
		case OGOLDPILE:
		case OMAXGOLD:
		case OKGOLD:
		case ODGOLD:
		case ODIAMOND:
		case ORUBY:
		case OEMERALD:
		case OSAPPHIRE:
			item[cc][dd] = 0;	/* leprechaun takes gold */
		};

	if (tmp == TROLL)	/* if a troll regenerate him */
		if ((gltime & 1) == 0)
			if (monster[tmp].hitpoints > hitp[cc][dd])
				hitp[cc][dd]++;

	if (i == OTRAPARROW) {	/* arrow hits monster */
		who = "An arrow";
		if ((hitp[cc][dd] -= rnd(10) + level) <= 0) {
			mitem[cc][dd] = 0;
			flag = 2;
		} else
			flag = 1;
	}
	if (i == ODARTRAP) {	/* dart hits monster */
		who = "A dart";
		if ((hitp[cc][dd] -= rnd(6)) <= 0) {
			mitem[cc][dd] = 0;
			flag = 2;
		} else
			flag = 1;
	}
	if (i == OTELEPORTER) {	/* monster hits teleport trap */
		flag = 3;
		fillmonst(mitem[cc][dd]);
		mitem[cc][dd] = 0;
	}
	if (c[BLINDCOUNT])
		return;		/* if blind don't show where monsters are	 */
	if (know[cc][dd] & 1) {
		if (flag)
			cursors();
		switch (flag) {
		case 1:
			lprintf("\n%s hits the %s", who, monster[tmp].name);
			beep();
			break;
		case 2:
			lprintf("\n%s hits and kills the %s",
			    who, monster[tmp].name);
			beep();
			break;
		case 3:
			lprintf("\nThe %s gets teleported", monster[tmp].name);
			beep();
			break;
		}
	}
	/*
	 * if (yrepcount>1) { know[aa][bb] &= 2;  know[cc][dd] &= 2; return;
	 * }
	 */
	if (know[aa][bb] & 1)
		show1cell(aa, bb);
	if (know[cc][dd] & 1)
		show1cell(cc, dd);
}

/*
 * movsphere() 	Function to look for and move spheres of annihilation
 *
 * This function works on the sphere linked list, first duplicating the list
 * (the act of moving changes the list), then processing each sphere in order
 * to move it.  They eat anything in their way, including stairs, volcanic
 * shafts, potions, etc, except for upper level demons, who can dispel
 * spheres.
 * No value is returned.
 */
#define SPHMAX 20		/* maximum number of spheres movsphere can
				 * handle */
static void
movsphere(void)
{
	int    x, y, dir, len;
	struct sphere *sp, *sp2;
	struct sphere   sph[SPHMAX];

	/* first duplicate sphere list */
	for (sp = 0, x = 0, sp2 = spheres; sp2; sp2 = sp2->p)	/* look through sphere
								 * list */
		if (sp2->lev == level) {	/* only if this level */
			sph[x] = *sp2;
			sph[x++].p = 0;	/* copy the struct */
			if (x > 1)
				sph[x - 2].p = &sph[x - 1];	/* link pointers */
		}
	if (x)
		sp = sph;	/* if any spheres, point to them */
	else
		return;		/* no spheres */

	for (sp = sph; sp; sp = sp->p) {	/* look through sphere list */
		x = sp->x;
		y = sp->y;
		if (item[x][y] != OANNIHILATION)
			continue;	/* not really there */
		if (--(sp->lifetime) < 0) {	/* has sphere run out of gas? */
			rmsphere(x, y);	/* delete sphere */
			continue;
		}
		switch (rnd((int) max(7, c[INTELLIGENCE] >> 1))) {	/* time to move the
									 * sphere */
		case 1:
		case 2:	/* change direction to a random one */
			sp->dir = rnd(8);
			/* FALLTHROUGH */
		default:	/* move in normal direction */
			dir = sp->dir;
			len = sp->lifetime;
			rmsphere(x, y);
			newsphere(x + diroffx[dir], y + diroffy[dir], dir, len);
		};
	}
}