1/*	$NetBSD: movem.c,v 1.10 2019/02/03 03:19:25 mrg Exp $	*/
2
3/*
4 * movem.c (move monster)		Larn is copyrighted 1986 by Noah Morgan.
5 *
6 * Here are the functions in this file:
7 *
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
12 */
13#include <sys/cdefs.h>
14#ifndef lint
15__RCSID("$NetBSD: movem.c,v 1.10 2019/02/03 03:19:25 mrg Exp $");
16#endif				/* not lint */
17
18#include "header.h"
19#include "extern.h"
20
21static void movemt(int, int);
22static void mmove(int, int, int, int);
23static void movsphere(void);
24
25/*
26 * movemonst()		Routine to move the monsters toward the player
27 *
28 * This routine has the responsibility to determine which monsters are to
29 * move, and call movemt() to do the move.
30 * Returns no value.
31 */
32static short    w1[9], w1x[9], w1y[9];
33static int      tmp1, tmp2, tmp3, tmp4, distance;
34void
35movemonst(void)
36{
37	int    i, j;
38	if (c[TIMESTOP])
39		return;		/* no action if time is stopped */
40	if (c[HASTESELF])
41		if ((c[HASTESELF] & 1) == 0)
42			return;
43	if (spheres)
44		movsphere();	/* move the spheres of annihilation if any */
45	if (c[HOLDMONST])
46		return;		/* no action if monsters are held */
47
48	if (c[AGGRAVATE]) {	/* determine window of monsters to move */
49		tmp1 = playery - 5;
50		tmp2 = playery + 6;
51		tmp3 = playerx - 10;
52		tmp4 = playerx + 11;
53		distance = 40;	/* depth of intelligent monster movement */
54	} else {
55		tmp1 = playery - 3;
56		tmp2 = playery + 4;
57		tmp3 = playerx - 5;
58		tmp4 = playerx + 6;
59		distance = 17;	/* depth of intelligent monster movement */
60	}
61
62	if (level == 0) {	/* if on outside level monsters can move in
63				 * perimeter */
64		if (tmp1 < 0)
65			tmp1 = 0;
66		if (tmp2 > MAXY)
67			tmp2 = MAXY;
68		if (tmp3 < 0)
69			tmp3 = 0;
70		if (tmp4 > MAXX)
71			tmp4 = MAXX;
72	} else {		/* if in a dungeon monsters can't be on the
73				 * perimeter (wall there) */
74		if (tmp1 < 1)
75			tmp1 = 1;
76		if (tmp2 > MAXY - 1)
77			tmp2 = MAXY - 1;
78		if (tmp3 < 1)
79			tmp3 = 1;
80		if (tmp4 > MAXX - 1)
81			tmp4 = MAXX - 1;
82	}
83
84	for (j = tmp1; j < tmp2; j++)	/* now reset monster moved flags */
85		for (i = tmp3; i < tmp4; i++)
86			moved[i][j] = 0;
87	moved[lasthx][lasthy] = 0;
88
89	if (c[AGGRAVATE] || !c[STEALTH]) {	/* who gets moved? split for
90						 * efficiency */
91		for (j = tmp1; j < tmp2; j++)	/* look thru all locations in
92						 * window */
93			for (i = tmp3; i < tmp4; i++)
94				if (mitem[i][j])	/* if there is a monster
95							 * to move */
96					if (moved[i][j] == 0)	/* if it has not already
97								 * been moved */
98						movemt(i, j);	/* go and move the
99								 * monster */
100	} else {		/* not aggravated and not stealth */
101		for (j = tmp1; j < tmp2; j++)	/* look thru all locations in
102						 * window */
103			for (i = tmp3; i < tmp4; i++)
104				if (mitem[i][j])	/* if there is a monster
105							 * to move */
106					if (moved[i][j] == 0)	/* if it has not already
107								 * been moved */
108						if (stealth[i][j])	/* if it is asleep due
109									 * to stealth */
110							movemt(i, j);	/* go and move the
111									 * monster */
112	}
113
114	if (mitem[lasthx][lasthy]) {	/* now move monster last hit by
115					 * player if not already moved */
116		if (moved[lasthx][lasthy] == 0) {	/* if it has not already
117							 * been moved */
118			movemt(lasthx, lasthy);
119			lasthx = w1x[0];
120			lasthy = w1y[0];
121		}
122	}
123}
124
125/*
126 * movemt(x,y)		Function to move a monster at (x,y) -- must determine where
127 * 	int x,y;
128 *
129 * This routine is responsible for determining where one monster at (x,y) will
130 * move to.  Enter with the monsters coordinates in (x,y).
131 * Returns no value.
132 */
133static int      tmpitem, xl, xh, yl, yh;
134static void
135movemt(int i, int j)
136{
137	int    k, m, z, tmp, xtmp, ytmp, monst;
138	switch (monst = mitem[i][j]) {	/* for half speed monsters */
139	case TROGLODYTE:
140	case HOBGOBLIN:
141	case METAMORPH:
142	case XVART:
143	case INVISIBLESTALKER:
144	case ICELIZARD:
145		if ((gltime & 1) == 1)
146			return;
147	};
148
149	if (c[SCAREMONST]) {	/* choose destination randomly if scared */
150		if ((xl = i + rnd(3) - 2) < 0)
151			xl = 0;
152		if (xl >= MAXX)
153			xl = MAXX - 1;
154		if ((yl = j + rnd(3) - 2) < 0)
155			yl = 0;
156		if (yl >= MAXY)
157			yl = MAXY - 1;
158		if ((tmp = item[xl][yl]) != OWALL)
159			if (mitem[xl][yl] == 0)
160				if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
161					if (tmp != OCLOSEDDOOR)
162						mmove(i, j, xl, yl);
163		return;
164	}
165	if (monster[monst].intelligence > 10 - c[HARDGAME]) {	/* if smart monster */
166		/* intelligent movement here -- first setup screen array */
167		xl = tmp3 - 2;
168		yl = tmp1 - 2;
169		xh = tmp4 + 2;
170		yh = tmp2 + 2;
171		vxy(&xl, &yl);
172		vxy(&xh, &yh);
173		for (k = yl; k < yh; k++)
174			for (m = xl; m < xh; m++) {
175				switch (item[m][k]) {
176				case OWALL:
177				case OPIT:
178				case OTRAPARROW:
179				case ODARTRAP:
180				case OCLOSEDDOOR:
181				case OTRAPDOOR:
182				case OTELEPORTER:
183			smm:		screen[m][k] = 127;
184					break;
185				case OMIRROR:
186					if (mitem[m][k] == VAMPIRE)
187						goto smm;
188					/* FALLTHROUGH */
189				default:
190					screen[m][k] = 0;
191					break;
192				};
193			}
194		screen[playerx][playery] = 1;
195
196		/*
197		 * now perform proximity ripple from playerx,playery to
198		 * monster
199		 */
200		xl = tmp3 - 1;
201		yl = tmp1 - 1;
202		xh = tmp4 + 1;
203		yh = tmp2 + 1;
204		vxy(&xl, &yl);
205		vxy(&xh, &yh);
206		for (tmp = 1; tmp < distance; tmp++)	/* only up to 20 squares
207							 * away */
208			for (k = yl; k < yh; k++)
209				for (m = xl; m < xh; m++)
210					if (screen[m][k] == tmp)	/* if find proximity n
211									 * advance it */
212						for (z = 1; z < 9; z++) {	/* go around in a circle */
213							if (screen[xtmp = m + diroffx[z]][ytmp = k + diroffy[z]] == 0)
214								screen[xtmp][ytmp] = tmp + 1;
215							if (xtmp == i && ytmp == j)
216								goto out;
217						}
218
219out:		if (tmp < distance)	/* did find connectivity */
220			/* now select lowest value around playerx,playery */
221			for (z = 1; z < 9; z++)	/* go around in a circle */
222				if (screen[xl = i + diroffx[z]][yl = j + diroffy[z]] == tmp)
223					if (!mitem[xl][yl]) {
224						mmove(i, j, w1x[0] = xl, w1y[0] = yl);
225						return;
226					}
227	}
228	/* dumb monsters move here */
229	xl = i - 1;
230	yl = j - 1;
231	xh = i + 2;
232	yh = j + 2;
233	if (i < playerx)
234		xl++;
235	else if (i > playerx)
236		--xh;
237	if (j < playery)
238		yl++;
239	else if (j > playery)
240		--yh;
241	for (k = 0; k < 9; k++)
242		w1[k] = 10000;
243
244	for (k = xl; k < xh; k++)
245		for (m = yl; m < yh; m++) {	/* for each square compute
246						 * distance to player */
247			tmp = k - i + 4 + 3 * (m - j);
248			tmpitem = item[k][m];
249			if (tmpitem != OWALL || (k == playerx && m == playery))
250				if (mitem[k][m] == 0)
251					if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
252						if (tmpitem != OCLOSEDDOOR) {
253							w1[tmp] = (playerx - k) * (playerx - k) + (playery - m) * (playery - m);
254							w1x[tmp] = k;
255							w1y[tmp] = m;
256						}
257		}
258
259	tmp = 0;
260	for (k = 1; k < 9; k++)
261		if (w1[tmp] > w1[k])
262			tmp = k;
263
264	if (w1[tmp] < 10000)
265		if ((i != w1x[tmp]) || (j != w1y[tmp]))
266			mmove(i, j, w1x[tmp], w1y[tmp]);
267}
268
269/*
270 * mmove(x,y,xd,yd)	Function to actually perform the monster movement
271 * 	int x,y,xd,yd;
272 *
273 * Enter with the from coordinates in (x,y) and the destination coordinates
274 * in (xd,yd).
275 */
276static void
277mmove(int aa, int bb, int cc, int dd)
278{
279	int    tmp, i, flag;
280	const char *who = NULL;
281
282	flag = 0;		/* set to 1 if monster hit by arrow trap */
283	if ((cc == playerx) && (dd == playery)) {
284		hitplayer(aa, bb);
285		moved[aa][bb] = 1;
286		return;
287	}
288	i = item[cc][dd];
289	if ((i == OPIT) || (i == OTRAPDOOR))
290		switch (mitem[aa][bb]) {
291		case SPIRITNAGA:
292		case PLATINUMDRAGON:
293		case WRAITH:
294		case VAMPIRE:
295		case SILVERDRAGON:
296		case POLTERGEIST:
297		case DEMONLORD:
298		case DEMONLORD + 1:
299		case DEMONLORD + 2:
300		case DEMONLORD + 3:
301		case DEMONLORD + 4:
302		case DEMONLORD + 5:
303		case DEMONLORD + 6:
304		case DEMONPRINCE:
305			break;
306
307		default:
308			mitem[aa][bb] = 0;	/* fell in a pit or trapdoor */
309		};
310	tmp = mitem[cc][dd] = mitem[aa][bb];
311	if (i == OANNIHILATION) {
312		if (tmp >= DEMONLORD + 3) {	/* demons dispel spheres */
313			cursors();
314			lprintf("\nThe %s dispels the sphere!", monster[tmp].name);
315			rmsphere(cc, dd);	/* delete the sphere */
316		} else
317			i = tmp = mitem[cc][dd] = 0;
318	}
319	stealth[cc][dd] = 1;
320	if ((hitp[cc][dd] = hitp[aa][bb]) < 0)
321		hitp[cc][dd] = 1;
322	mitem[aa][bb] = 0;
323	moved[cc][dd] = 1;
324	if (tmp == LEPRECHAUN)
325		switch (i) {
326		case OGOLDPILE:
327		case OMAXGOLD:
328		case OKGOLD:
329		case ODGOLD:
330		case ODIAMOND:
331		case ORUBY:
332		case OEMERALD:
333		case OSAPPHIRE:
334			item[cc][dd] = 0;	/* leprechaun takes gold */
335		};
336
337	if (tmp == TROLL)	/* if a troll regenerate him */
338		if ((gltime & 1) == 0)
339			if (monster[tmp].hitpoints > hitp[cc][dd])
340				hitp[cc][dd]++;
341
342	if (i == OTRAPARROW) {	/* arrow hits monster */
343		who = "An arrow";
344		if ((hitp[cc][dd] -= rnd(10) + level) <= 0) {
345			mitem[cc][dd] = 0;
346			flag = 2;
347		} else
348			flag = 1;
349	}
350	if (i == ODARTRAP) {	/* dart hits monster */
351		who = "A dart";
352		if ((hitp[cc][dd] -= rnd(6)) <= 0) {
353			mitem[cc][dd] = 0;
354			flag = 2;
355		} else
356			flag = 1;
357	}
358	if (i == OTELEPORTER) {	/* monster hits teleport trap */
359		flag = 3;
360		fillmonst(mitem[cc][dd]);
361		mitem[cc][dd] = 0;
362	}
363	if (c[BLINDCOUNT])
364		return;		/* if blind don't show where monsters are	 */
365	if (know[cc][dd] & 1) {
366		if (flag)
367			cursors();
368		switch (flag) {
369		case 1:
370			lprintf("\n%s hits the %s", who, monster[tmp].name);
371			beep();
372			break;
373		case 2:
374			lprintf("\n%s hits and kills the %s",
375			    who, monster[tmp].name);
376			beep();
377			break;
378		case 3:
379			lprintf("\nThe %s gets teleported", monster[tmp].name);
380			beep();
381			break;
382		}
383	}
384	/*
385	 * if (yrepcount>1) { know[aa][bb] &= 2;  know[cc][dd] &= 2; return;
386	 * }
387	 */
388	if (know[aa][bb] & 1)
389		show1cell(aa, bb);
390	if (know[cc][dd] & 1)
391		show1cell(cc, dd);
392}
393
394/*
395 * movsphere() 	Function to look for and move spheres of annihilation
396 *
397 * This function works on the sphere linked list, first duplicating the list
398 * (the act of moving changes the list), then processing each sphere in order
399 * to move it.  They eat anything in their way, including stairs, volcanic
400 * shafts, potions, etc, except for upper level demons, who can dispel
401 * spheres.
402 * No value is returned.
403 */
404#define SPHMAX 20		/* maximum number of spheres movsphere can
405				 * handle */
406static void
407movsphere(void)
408{
409	int    x, y, dir, len;
410	struct sphere *sp, *sp2;
411	struct sphere   sph[SPHMAX];
412
413	/* first duplicate sphere list */
414	for (sp = 0, x = 0, sp2 = spheres; sp2; sp2 = sp2->p)	/* look through sphere
415								 * list */
416		if (sp2->lev == level) {	/* only if this level */
417			sph[x] = *sp2;
418			sph[x++].p = 0;	/* copy the struct */
419			if (x > 1)
420				sph[x - 2].p = &sph[x - 1];	/* link pointers */
421		}
422	if (x)
423		sp = sph;	/* if any spheres, point to them */
424	else
425		return;		/* no spheres */
426
427	for (sp = sph; sp; sp = sp->p) {	/* look through sphere list */
428		x = sp->x;
429		y = sp->y;
430		if (item[x][y] != OANNIHILATION)
431			continue;	/* not really there */
432		if (--(sp->lifetime) < 0) {	/* has sphere run out of gas? */
433			rmsphere(x, y);	/* delete sphere */
434			continue;
435		}
436		switch (rnd((int) max(7, c[INTELLIGENCE] >> 1))) {	/* time to move the
437									 * sphere */
438		case 1:
439		case 2:	/* change direction to a random one */
440			sp->dir = rnd(8);
441			/* FALLTHROUGH */
442		default:	/* move in normal direction */
443			dir = sp->dir;
444			len = sp->lifetime;
445			rmsphere(x, y);
446			newsphere(x + diroffx[dir], y + diroffy[dir], dir, len);
447		};
448	}
449}
450