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author | markm <markm@FreeBSD.org> | 2002-10-21 07:40:27 +0000 |
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committer | markm <markm@FreeBSD.org> | 2002-10-21 07:40:27 +0000 |
commit | e41bd31debce476e2f6ae864651c7380bea2cdbb (patch) | |
tree | b90261e8ce260fee190d0f359aa2884ddf2510de /games/larn/movem.c | |
parent | 1cdc4d3dd3997f7f78a4a0ff9c52006837b0b5c4 (diff) | |
download | FreeBSD-src-e41bd31debce476e2f6ae864651c7380bea2cdbb.zip FreeBSD-src-e41bd31debce476e2f6ae864651c7380bea2cdbb.tar.gz |
Deorbit complete. We dont build these anymore, so into the attic they go.
Diffstat (limited to 'games/larn/movem.c')
-rw-r--r-- | games/larn/movem.c | 313 |
1 files changed, 0 insertions, 313 deletions
diff --git a/games/larn/movem.c b/games/larn/movem.c deleted file mode 100644 index 8ae1358..0000000 --- a/games/larn/movem.c +++ /dev/null @@ -1,313 +0,0 @@ -/* - * movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan. - * $FreeBSD$ - * - * 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 "header.h" - -/* - * 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; -movemonst() - { - 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; -movemt(i,j) - int i,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 ((gtime & 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; - 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). - */ -mmove(aa,bb,cc,dd) - int aa,bb,cc,dd; - { - int tmp,i,flag; - char *who,*p; - 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 ((gtime & 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) - { - p=0; - if (flag) cursors(); - switch(flag) - { - case 1: p="\n%s hits the %s"; break; - case 2: p="\n%s hits and kills the %s"; break; - case 3: p="\nThe %s%s gets teleported"; who=""; break; - }; - if (p) { lprintf(p,who,monster[tmp].name); beep(); } - } -/* 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 */ -movsphere() - { - 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); - default: /* move in normal direction */ - dir = sp->dir; len = sp->lifetime; - rmsphere(x,y); - newsphere(x+diroffx[dir],y+diroffy[dir],dir,len); - }; - } - } |