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worm.c
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1992-12-13
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/* SCCS Id: @(#)worm.c 3.1 91/12/30 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "lev.h"
#define newseg() (struct wseg *) alloc(sizeof(struct wseg))
#define dealloc_seg(wseg) free((genericptr_t) (wseg))
/* worm segment structure */
struct wseg {
struct wseg *nseg;
xchar wx, wy; /* the segment's position */
};
static void FDECL(toss_wsegs, (struct wseg *,BOOLEAN_P));
static void FDECL(shrink_worm, (int));
static void FDECL(random_dir, (XCHAR_P,XCHAR_P,xchar *,xchar *));
static struct wseg *FDECL(create_worm_tail, (int));
/* Description of long worm implementation.
*
* Each monst struct of the head of a tailed worm has a wormno set to
* 1 <= wormno < MAX_NUM_WORMS
* If wormno == 0 this does not mean that the monster is not a worm,
* it just means that the monster does not have a long worm tail.
*
* The actual segments of a worm are not full blown monst structs.
* They are small wseg structs, and their position in the levels.monsters[][]
* array is held by the monst struct of the head of the worm. This makes
* things like probing and hit point bookkeeping much easier.
*
* The segments of the long worms on a level are kept as an array of
* singly threaded linked lists. The wormno variable is used as an index
* for these segment arrays.
*
* wtails: The first (starting struct) of a linked list. This points
* to the tail (last) segment of the worm.
*
* wheads: The last (end) of a linked list of segments. This points to
* the segment that is at the same position as the real monster
* (the head). Note that the segment that wheads[wormno] points
* to, is not displayed. It is simply there to keep track of
* where the head came from, so that worm movement and display are
* simplified later.
* Keeping the head segment of the worm at the end of the list
* of tail segments is an endless source of confusion, but it is
* necessary.
* From now on, we will use "start" and "end" to refer to the
* linked list and "head" and "tail" to refer to the worm.
*
* One final worm array is:
*
* wgrowtime: This tells us when to add another segment to the worm.
*
* When a worm is moved, we add a new segment at the head, and delete the
* segment at the tail (unless we want it to grow). This new head segment is
* located in the same square as the actual head of the worm. If we want
* to grow the worm, we don't delete the tail segment, and we give the worm
* extra hit points, which possibly go into its maximum.
*
* Non-moving worms (worm_nomove) are assumed to be surrounded by their own
* tail, and, thus, shrink instead of grow (as their tails keep going while
* their heads are stopped short). In this case, we delete the last tail
* segment, and remove hit points from the worm.
*/
struct wseg *wheads[MAX_NUM_WORMS] = DUMMY, *wtails[MAX_NUM_WORMS] = DUMMY;
long wgrowtime[MAX_NUM_WORMS] = DUMMY;
/*
* get_wormno()
*
* Find an unused worm tail slot and return the index. A zero means that
* there are no slots available. This means that the worm head can exist,
* it just cannot ever grow a tail.
*
* It, also, means that there is an optimisation to made. The [0] positions
* of the arrays are never used. Meaning, we really *could* have one more
* tailed worm on the level, or use a smaller array (using wormno - 1).
*
* Implementation is left to the interested hacker.
*/
int
get_wormno()
{
register int new_wormno = 1;
while (new_wormno < MAX_NUM_WORMS) {
if (!wheads[new_wormno])
return new_wormno; /* found an empty wtails[] slot at new_wormno */
new_wormno++;
}
return(0); /* level infested with worms */
}
/*
* initworm()
*
* Use if (mon->wormno = get_wormno()) before calling this function!
*
* Initialize the worm entry. This will set up the worm grow time, and
* create and initialize the dummy segment for wheads[] and wtails[].
*
* If the worm has no tail (ie get_wormno() fails) then this function need
* not be called.
*/
void
initworm(worm, wseg_count)
struct monst *worm;
int wseg_count;
{
register struct wseg *seg, *new_tail = create_worm_tail(wseg_count);
register int wnum = worm->wormno;
/* if (!wnum) return; /* bullet proofing */
if (new_tail) {
wtails[wnum] = new_tail;
for (seg = new_tail; seg->nseg; seg = seg->nseg);
wheads[wnum] = seg;
} else {
wtails[wnum] = wheads[wnum] = seg = newseg();
seg->nseg = (struct wseg *) 0;
seg->wx = worm->mx;
seg->wy = worm->my;
}
wgrowtime[wnum] = 0L;
}
/*
* toss_wsegs()
*
* Get rid of all worm segments on and following the given pointer curr.
* The display may or may not need to be updated as we free the segments.
*/
static
void
toss_wsegs(curr, display_update)
register struct wseg *curr;
register boolean display_update;
{
register struct wseg *seg;
while (curr) {
seg = curr->nseg;
/* remove from level.monsters[][] */
/* need to check curr->wx for genocided while migrating_mon */
if (curr->wx) {
remove_monster(curr->wx, curr->wy);
/* update screen before deallocation */
if (display_update) newsym(curr->wx,curr->wy);
}
/* free memory used by the segment */
dealloc_seg(curr);
curr = seg;
}
}
/*
* shrink_worm()
*
* Remove the tail segment of the worm (the starting segment of the list).
*/
static
void
shrink_worm(wnum)
int wnum; /* worm number */
{
struct wseg *seg;
if (wtails[wnum] == wheads[wnum]) return; /* no tail */
seg = wtails[wnum];
wtails[wnum] = seg->nseg;
seg->nseg = (struct wseg *) 0;
toss_wsegs(seg, TRUE);
}
/*
* worm_move()
*
* Check for mon->wormno before calling this function!
*
* Move the worm. Maybe grow.
*/
void
worm_move(worm)
struct monst *worm;
{
register struct wseg *seg, *new_seg; /* new segment */
register int wnum = worm->wormno; /* worm number */
/* if (!wnum) return; /* bullet proofing */
/*
* Place a segment at the old worm head. The head has already moved.
*/
seg = wheads[wnum];
place_worm_seg(worm, seg->wx, seg->wy);
newsym(seg->wx,seg->wy); /* display the new segment */
/*
* Create a new dummy segment head and place it at the end of the list.
*/
new_seg = newseg();
new_seg->wx = worm->mx;
new_seg->wy = worm->my;
new_seg->nseg = (struct wseg *) 0;
seg->nseg = new_seg; /* attach it to the end of the list */
wheads[wnum] = new_seg; /* move the end pointer */
if (wgrowtime[wnum] <= moves) {
if (!wgrowtime[wnum])
wgrowtime[wnum] = moves + rnd(5);
else
wgrowtime[wnum] += rn1(15, 3);
worm->mhp += 3;
if (worm->mhp > MHPMAX) worm->mhp = MHPMAX;
if (worm->mhp > worm->mhpmax) worm->mhpmax = worm->mhp;
} else
/* The worm doesn't grow, so the last segment goes away. */
shrink_worm(wnum);
}
/*
* worm_nomove()
*
* Check for mon->wormno before calling this function!
*
* The worm don't move so it should shrink.
*/
void
worm_nomove(worm)
register struct monst *worm;
{
shrink_worm((int) worm->wormno); /* shrink */
if (worm->mhp > 3)
worm->mhp -= 3; /* mhpmax not changed ! */
else
worm->mhp = 1;
}
/*
* wormgone()
*
* Check for mon->wormno before calling this function!
*
* Kill a worm tail.
*/
void
wormgone(worm)
register struct monst *worm;
{
register int wnum = worm->wormno;
/* if (!wnum) return; /* bullet proofing */
worm->wormno = 0;
/* This will also remove the real monster (ie 'w') from the its
* position in level.monsters[][].
*/
toss_wsegs(wtails[wnum], TRUE);
wheads[wnum] = wtails[wnum] = (struct wseg *) 0;
}
/*
* wormhitu()
*
* Check for mon->wormno before calling this function!
*
* If the hero is near any part of the worm, the worm will try to attack.
*/
void
wormhitu(worm)
register struct monst *worm;
{
register int wnum = worm->wormno;
register struct wseg *seg;
/* if (!wnum) return; /* bullet proofing */
/* This does not work right now because mattacku() thinks that the head is
* out of range of the player. We might try to kludge, and bring the head
* within range for a tiny moment, but this needs a bit more looking at
* before we decide to do this.
*/
for (seg = wtails[wnum]; seg; seg = seg->nseg)
if (distu(seg->wx, seg->wy) < 3)
(void) mattacku(worm);
}
/* cutworm()
*
* Check for mon->wormno before calling this function!
*
* When hitting a worm (worm) at position x, y, with a weapon (weap),
* there is a chance that the worm will be cut in half, and a chance
* that both halves will survive.
*/
void
cutworm(worm, x, y, weap)
struct monst *worm;
xchar x,y;
struct obj *weap;
{
register struct wseg *curr, *new_tail;
register struct monst *new_worm;
int wnum = worm->wormno;
int cut_chance, new_wnum;
/* if (!wnum) return; /* bullet proofing */
if (x == worm->mx && y == worm->my) return; /* hit on head */
/* cutting goes best with a bladed weapon */
cut_chance = rnd(20); /* Normally 1-16 does not cut */
/* Normally 17-20 does */
if (weap && is_blade(weap)) /* With a blade 1- 6 does not cut */
cut_chance += 10; /* 7-20 does */
if (cut_chance < 17) return; /* not good enough */
/* Find the segment that was attacked. */
curr = wtails[wnum];
while ( (curr->wx != x) || (curr->wy != y) ) {
curr = curr->nseg;
if (!curr) {
impossible("cut_worm: no segment at (%d,%d)", (int) x, (int) y);
return;
}
}
/* If this is the tail segment, then the worm just loses it. */
if (curr == wtails[wnum]) {
shrink_worm(wnum);
return;
}
/*
* Split the worm. The tail for the new worm is the old worm's tail.
* The tail for the old worm is the segment that follows "curr",
* and "curr" becomes the dummy segment under the new head.
*/
new_tail = wtails[wnum];
wtails[wnum] = curr->nseg;
curr->nseg = (struct wseg *) 0; /* split the worm */
/*
* At this point, the old worm is correct. Any new worm will have
* it's head at "curr" and its tail at "new_tail".
*/
/* Sometimes the tail end dies. */
if (rn2(3) || !(new_wnum = get_wormno())) {
You("cut part of the tail off of %s.", mon_nam(worm));
toss_wsegs(new_tail, TRUE);
worm->mhp /= 2;
return;
}
/* Create the second worm. */
new_worm = newmonst(0);
*new_worm = *worm; /* make a copy of the old worm */
new_worm->m_id = flags.ident++; /* make sure it has a unique id */
new_worm->wormno = new_wnum; /* affix new worm number */
if (worm->mtame)
new_worm->mtame = (rn2(max(2 + u.uluck, 2)) ? worm->mtame : 0);
else
if (worm->mpeaceful)
new_worm->mpeaceful = (rn2(max(2 + u.uluck, 2)) ? 1 : 0);
set_malign(new_worm);
new_worm->mxlth = new_worm->mnamelth = 0;
/* Devalue the monster level of both halves of the worm. */
worm->m_lev = ((unsigned)worm->m_lev <= 3) ?
(unsigned)worm->m_lev : max((unsigned)worm->m_lev - 2, 3);
new_worm->m_lev = worm->m_lev;
/* Calculate the mhp on the new_worm for the (lower) monster level. */
new_worm->mhpmax = new_worm->mhp = d((int)new_worm->m_lev, 8);
/* Calculate the mhp on the old worm for the (lower) monster level. */
if (worm->m_lev > 3) {
worm->mhpmax = d((int)worm->m_lev, 8);
if (worm->mhpmax < worm->mhp) worm->mhp = worm->mhpmax;
}
/* Add new monster to mon chain. */
new_worm->nmon = fmon;
fmon = new_worm;
/* Initialize the new worm. */
place_monster(new_worm, x, y); /* put worm in level.monsters[][] */
newsym(x, y); /* make sure new worm shows up */
wtails[new_wnum] = new_tail; /* We've got all the info right now */
wheads[new_wnum] = curr; /* so we can do this faster than */
wgrowtime[new_wnum] = 0L; /* trying to call initworm(). */
/* Place the new monster at all the segment locations. */
place_wsegs(new_worm);
You("cut %s in half.", mon_nam(worm));
}
/*
* see_wsegs()
*
* Refresh all of the segments of the given worm. This is only called
* from see_monster() in display.c or when a monster goes minvis. It
* is located here for modularity.
*/
void
see_wsegs(worm)
struct monst *worm;
{
struct wseg *curr = wtails[worm->wormno];
/* if (!mtmp->wormno) return; /* bullet proofing */
while (curr != wheads[worm->wormno]) {
newsym(curr->wx,curr->wy);
curr = curr->nseg;
}
}
/*
* save_worm()
*
* Save the worm information for later use. The count is the number
* of segments, including the dummy. Called from save.c.
*/
void
save_worm(fd, mode)
int fd, mode;
{
int i;
int count;
struct wseg *curr, *temp;
for (i = 1; i < MAX_NUM_WORMS; i++) {
for (count = 0, curr = wtails[i]; curr; curr = curr->nseg) count++;
/* Save number of segments */
bwrite(fd, (genericptr_t) &count, sizeof(int));
/* Save segment locations of the monster. */
if (count) {
for (curr = wtails[i]; curr; curr = curr->nseg) {
bwrite(fd, (genericptr_t) &(curr->wx), sizeof(xchar));
bwrite(fd, (genericptr_t) &(curr->wy), sizeof(xchar));
}
}
}
bwrite(fd, (genericptr_t) wgrowtime, sizeof(wgrowtime));
if (mode & FREE_SAVE) {
/* Free the segments only. savemonchn() will take care of the
* monsters. */
for (i = 1; i < MAX_NUM_WORMS; i++) {
if (!(curr = wtails[i])) continue;
while (curr) {
temp = curr->nseg;
dealloc_seg(curr); /* free the segment */
curr = temp;
}
wheads[i] = wtails[i] = (struct wseg *) 0;
}
}
}
/*
* rest_worm()
*
* Restore the worm information from the save file. Called from restore.c
*/
void
rest_worm(fd)
int fd;
{
int i, j, count;
struct wseg *curr, *temp;
for (i = 1; i < MAX_NUM_WORMS; i++) {
mread(fd, (genericptr_t) &count, sizeof(int));
if (!count) continue; /* none */
/* Get the segments. */
for (curr = (struct wseg *) 0, j = 0; j < count; j++) {
temp = newseg();
temp->nseg = (struct wseg *) 0;
mread(fd, (genericptr_t) &(temp->wx), sizeof(xchar));
mread(fd, (genericptr_t) &(temp->wy), sizeof(xchar));
if (curr)
curr->nseg = temp;
else
wtails[i] = temp;
curr = temp;
}
wheads[i] = curr;
}
mread(fd, (genericptr_t) wgrowtime, sizeof(wgrowtime));
}
/*
* place_wsegs()
*
* Place the segments of the given worm. Called from restore.c
*/
void
place_wsegs(worm)
struct monst *worm;
{
struct wseg *curr = wtails[worm->wormno];
/* if (!mtmp->wormno) return; /* bullet proofing */
while (curr != wheads[worm->wormno]) {
place_worm_seg(worm,curr->wx,curr->wy);
curr = curr->nseg;
}
}
/*
* remove_worm()
*
* This function is equivalent to the remove_monster #define in
* rm.h, only it will take the worm *and* tail out of the levels array.
* It does not get rid of (dealloc) the worm tail structures, and it does
* not remove the mon from the fmon chain.
*/
void
remove_worm(worm)
register struct monst *worm;
{
register struct wseg *curr = wtails[worm->wormno];
/* if (!mtmp->wormno) return; /* bullet proofing */
while (curr) {
remove_monster(curr->wx, curr->wy);
newsym(curr->wx, curr->wy);
curr = curr->nseg;
}
}
/*
* place_worm_tail_randomly()
*
* Place a worm tail somewhere on a level behind the head.
* This routine essentially reverses the order of the wsegs from head
* to tail while placing them.
* x, and y are most likely the worm->mx, and worm->my, but don't *need* to
* be, if somehow the head is disjoint from the tail.
*/
void
place_worm_tail_randomly(worm, x, y)
struct monst *worm;
xchar x, y;
{
int wnum = worm->wormno;
struct wseg *curr = wtails[wnum];
struct wseg *new_tail;
register xchar ox = x, oy = y;
/* if (!wnum) return; /* bullet proofing */
if (wnum && (!wtails[wnum] || !wheads[wnum]) ) {
impossible("place_worm_tail_randomly: wormno is set without a tail!");
return;
}
wheads[wnum] = new_tail = curr;
curr = curr->nseg;
new_tail->nseg = (struct wseg *) 0;
new_tail->wx = x;
new_tail->wy = y;
while(curr) {
xchar nx, ny;
char tryct = 0;
/* pick a random direction from x, y and search for goodpos() */
do {
random_dir(ox, oy, &nx, &ny);
} while (!goodpos(nx, ny, worm, worm->data) && (tryct++ < 50));
if (tryct < 50) {
place_worm_seg(worm, nx, ny);
curr->wx = ox = nx;
curr->wy = oy = ny;
wtails[wnum] = curr;
curr = curr->nseg;
wtails[wnum]->nseg = new_tail;
new_tail = wtails[wnum];
newsym(nx, ny);
} else { /* Oops. Truncate because there was */
toss_wsegs(curr, FALSE); /* no place for the rest of it */
curr = (struct wseg *) 0;
}
}
}
/*
* Given a coordinate x, y.
* return in *nx, *ny, the coordinates of one of the <= 8 squares adjoining.
*
* This function, and the loop it serves, could be eliminated by coding
* enexto() with a search radius.
*/
static
void
random_dir(x, y, nx, ny)
register xchar x, y;
register xchar *nx, *ny;
{
*nx = x;
*ny = y;
*nx += (x > 1 ? /* extreme left ? */
(x < COLNO ? /* extreme right ? */
(rn2(3) - 1) /* neither so +1, 0, or -1 */
: -rn2(2)) /* 0, or -1 */
: rn2(2)); /* 0, or 1 */
*ny += (*nx == x ? /* same kind of thing with y */
(y > 1 ?
(y < ROWNO ?
(rn2(2) ?
1
: -1)
: -1)
: 1)
: (y > 1 ?
(y < ROWNO ?
(rn2(3) - 1)
: -rn2(2))
: rn2(2)));
}
/* count_wsegs()
*
* returns
* the number of visible segments that a worm has.
*/
int
count_wsegs(mtmp)
struct monst *mtmp;
{
register int i=0;
register struct wseg *curr = (wtails[mtmp->wormno])->nseg;
/* if (!mtmp->wormno) return 0; /* bullet proofing */
while (curr) {
i++;
curr = curr->nseg;
}
return i;
}
/* create_worm_tail()
*
* will create a worm tail chain of (num_segs + 1) and return a pointer to it.
*/
static
struct wseg *
create_worm_tail(num_segs)
int num_segs;
{
register int i=0;
register struct wseg *new_tail, *curr;
if (!num_segs) return (struct wseg *)0;
new_tail = curr = newseg();
curr->nseg = (struct wseg *)0;
curr->wx = 0;
curr->wy = 0;
while (i < num_segs) {
curr->nseg = newseg();
curr = curr->nseg;
curr->nseg = (struct wseg *)0;
curr->wx = 0;
curr->wy = 0;
i++;
}
return (new_tail);
}
/*worm.c*/