Pat Rankin wrote: > collect them all into some new struct and > save that separately rather than jamming more non-option stuff > into struct flags. This patch: - collects all context/tracking related fields from flags into a new structure called "context." It also adds the following to the new structure: - stethoscope turn support - victual support - tin support
745 lines
19 KiB
C
745 lines
19 KiB
C
/* SCCS Id: @(#)worm.c 3.4 1995/01/28 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#include "lev.h"
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#define newseg() (struct wseg *) alloc(sizeof(struct wseg))
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#define dealloc_seg(wseg) free((genericptr_t) (wseg))
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/* worm segment structure */
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struct wseg {
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struct wseg *nseg;
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xchar wx, wy; /* the segment's position */
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};
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STATIC_DCL void FDECL(toss_wsegs, (struct wseg *,BOOLEAN_P));
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STATIC_DCL void FDECL(shrink_worm, (int));
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STATIC_DCL void FDECL(random_dir, (XCHAR_P,XCHAR_P,xchar *,xchar *));
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STATIC_DCL struct wseg *FDECL(create_worm_tail, (int));
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/* Description of long worm implementation.
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*
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* Each monst struct of the head of a tailed worm has a wormno set to
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* 1 <= wormno < MAX_NUM_WORMS
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* If wormno == 0 this does not mean that the monster is not a worm,
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* it just means that the monster does not have a long worm tail.
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*
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* The actual segments of a worm are not full blown monst structs.
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* They are small wseg structs, and their position in the levels.monsters[][]
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* array is held by the monst struct of the head of the worm. This makes
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* things like probing and hit point bookkeeping much easier.
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*
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* The segments of the long worms on a level are kept as an array of
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* singly threaded linked lists. The wormno variable is used as an index
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* for these segment arrays.
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*
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* wtails: The first (starting struct) of a linked list. This points
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* to the tail (last) segment of the worm.
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*
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* wheads: The last (end) of a linked list of segments. This points to
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* the segment that is at the same position as the real monster
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* (the head). Note that the segment that wheads[wormno] points
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* to, is not displayed. It is simply there to keep track of
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* where the head came from, so that worm movement and display are
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* simplified later.
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* Keeping the head segment of the worm at the end of the list
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* of tail segments is an endless source of confusion, but it is
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* necessary.
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* From now on, we will use "start" and "end" to refer to the
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* linked list and "head" and "tail" to refer to the worm.
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*
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* One final worm array is:
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*
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* wgrowtime: This tells us when to add another segment to the worm.
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*
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* When a worm is moved, we add a new segment at the head, and delete the
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* segment at the tail (unless we want it to grow). This new head segment is
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* located in the same square as the actual head of the worm. If we want
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* to grow the worm, we don't delete the tail segment, and we give the worm
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* extra hit points, which possibly go into its maximum.
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*
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* Non-moving worms (worm_nomove) are assumed to be surrounded by their own
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* tail, and, thus, shrink instead of grow (as their tails keep going while
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* their heads are stopped short). In this case, we delete the last tail
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* segment, and remove hit points from the worm.
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*/
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struct wseg *wheads[MAX_NUM_WORMS] = DUMMY, *wtails[MAX_NUM_WORMS] = DUMMY;
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long wgrowtime[MAX_NUM_WORMS] = DUMMY;
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/*
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* get_wormno()
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*
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* Find an unused worm tail slot and return the index. A zero means that
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* there are no slots available. This means that the worm head can exist,
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* it just cannot ever grow a tail.
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*
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* It, also, means that there is an optimisation to made. The [0] positions
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* of the arrays are never used. Meaning, we really *could* have one more
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* tailed worm on the level, or use a smaller array (using wormno - 1).
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*
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* Implementation is left to the interested hacker.
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*/
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int
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get_wormno()
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{
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register int new_wormno = 1;
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while (new_wormno < MAX_NUM_WORMS) {
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if (!wheads[new_wormno])
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return new_wormno; /* found an empty wtails[] slot at new_wormno */
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new_wormno++;
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}
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return(0); /* level infested with worms */
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}
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/*
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* initworm()
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*
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* Use if (mon->wormno = get_wormno()) before calling this function!
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*
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* Initialize the worm entry. This will set up the worm grow time, and
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* create and initialize the dummy segment for wheads[] and wtails[].
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*
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* If the worm has no tail (ie get_wormno() fails) then this function need
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* not be called.
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*/
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void
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initworm(worm, wseg_count)
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struct monst *worm;
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int wseg_count;
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{
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register struct wseg *seg, *new_tail = create_worm_tail(wseg_count);
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register int wnum = worm->wormno;
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/* if (!wnum) return; bullet proofing */
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if (new_tail) {
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wtails[wnum] = new_tail;
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for (seg = new_tail; seg->nseg; seg = seg->nseg);
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wheads[wnum] = seg;
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} else {
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wtails[wnum] = wheads[wnum] = seg = newseg();
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seg->nseg = (struct wseg *) 0;
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seg->wx = worm->mx;
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seg->wy = worm->my;
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}
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wgrowtime[wnum] = 0L;
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}
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/*
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* toss_wsegs()
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*
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* Get rid of all worm segments on and following the given pointer curr.
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* The display may or may not need to be updated as we free the segments.
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*/
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STATIC_OVL
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void
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toss_wsegs(curr, display_update)
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register struct wseg *curr;
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register boolean display_update;
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{
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register struct wseg *seg;
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while (curr) {
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seg = curr->nseg;
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/* remove from level.monsters[][] */
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/* need to check curr->wx for genocided while migrating_mon */
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if (curr->wx) {
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remove_monster(curr->wx, curr->wy);
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/* update screen before deallocation */
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if (display_update) newsym(curr->wx,curr->wy);
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}
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/* free memory used by the segment */
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dealloc_seg(curr);
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curr = seg;
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}
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}
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/*
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* shrink_worm()
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*
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* Remove the tail segment of the worm (the starting segment of the list).
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*/
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STATIC_OVL
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void
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shrink_worm(wnum)
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int wnum; /* worm number */
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{
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struct wseg *seg;
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if (wtails[wnum] == wheads[wnum]) return; /* no tail */
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seg = wtails[wnum];
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wtails[wnum] = seg->nseg;
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seg->nseg = (struct wseg *) 0;
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toss_wsegs(seg, TRUE);
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}
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/*
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* worm_move()
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*
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* Check for mon->wormno before calling this function!
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*
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* Move the worm. Maybe grow.
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*/
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void
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worm_move(worm)
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struct monst *worm;
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{
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register struct wseg *seg, *new_seg; /* new segment */
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register int wnum = worm->wormno; /* worm number */
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/* if (!wnum) return; bullet proofing */
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/*
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* Place a segment at the old worm head. The head has already moved.
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*/
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seg = wheads[wnum];
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place_worm_seg(worm, seg->wx, seg->wy);
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newsym(seg->wx,seg->wy); /* display the new segment */
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/*
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* Create a new dummy segment head and place it at the end of the list.
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*/
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new_seg = newseg();
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new_seg->wx = worm->mx;
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new_seg->wy = worm->my;
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new_seg->nseg = (struct wseg *) 0;
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seg->nseg = new_seg; /* attach it to the end of the list */
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wheads[wnum] = new_seg; /* move the end pointer */
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if (wgrowtime[wnum] <= moves) {
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if (!wgrowtime[wnum])
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wgrowtime[wnum] = moves + rnd(5);
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else
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wgrowtime[wnum] += rn1(15, 3);
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worm->mhp += 3;
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if (worm->mhp > MHPMAX) worm->mhp = MHPMAX;
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if (worm->mhp > worm->mhpmax) worm->mhpmax = worm->mhp;
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} else
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/* The worm doesn't grow, so the last segment goes away. */
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shrink_worm(wnum);
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}
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/*
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* worm_nomove()
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*
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* Check for mon->wormno before calling this function!
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*
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* The worm don't move so it should shrink.
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*/
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void
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worm_nomove(worm)
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register struct monst *worm;
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{
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shrink_worm((int) worm->wormno); /* shrink */
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if (worm->mhp > 3)
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worm->mhp -= 3; /* mhpmax not changed ! */
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else
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worm->mhp = 1;
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}
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/*
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* wormgone()
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*
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* Check for mon->wormno before calling this function!
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*
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* Kill a worm tail.
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*/
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void
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wormgone(worm)
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register struct monst *worm;
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{
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register int wnum = worm->wormno;
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/* if (!wnum) return; bullet proofing */
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worm->wormno = 0;
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/* This will also remove the real monster (ie 'w') from the its
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* position in level.monsters[][].
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*/
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toss_wsegs(wtails[wnum], TRUE);
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wheads[wnum] = wtails[wnum] = (struct wseg *) 0;
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}
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/*
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* wormhitu()
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*
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* Check for mon->wormno before calling this function!
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*
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* If the hero is near any part of the worm, the worm will try to attack.
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*/
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void
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wormhitu(worm)
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register struct monst *worm;
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{
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register int wnum = worm->wormno;
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register struct wseg *seg;
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/* if (!wnum) return; bullet proofing */
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/* This does not work right now because mattacku() thinks that the head is
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* out of range of the player. We might try to kludge, and bring the head
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* within range for a tiny moment, but this needs a bit more looking at
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* before we decide to do this.
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*/
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for (seg = wtails[wnum]; seg; seg = seg->nseg)
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if (distu(seg->wx, seg->wy) < 3)
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(void) mattacku(worm);
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}
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/* cutworm()
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*
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* Check for mon->wormno before calling this function!
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*
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* When hitting a worm (worm) at position x, y, with a weapon (weap),
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* there is a chance that the worm will be cut in half, and a chance
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* that both halves will survive.
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*/
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void
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cutworm(worm, x, y, weap)
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struct monst *worm;
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xchar x,y;
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struct obj *weap;
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{
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register struct wseg *curr, *new_tail;
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register struct monst *new_worm;
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int wnum = worm->wormno;
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int cut_chance, new_wnum;
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if (!wnum) return; /* bullet proofing */
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if (x == worm->mx && y == worm->my) return; /* hit on head */
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/* cutting goes best with a bladed weapon */
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cut_chance = rnd(20); /* Normally 1-16 does not cut */
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/* Normally 17-20 does */
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if (weap && is_blade(weap)) /* With a blade 1- 6 does not cut */
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cut_chance += 10; /* 7-20 does */
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if (cut_chance < 17) return; /* not good enough */
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/* Find the segment that was attacked. */
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curr = wtails[wnum];
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while ( (curr->wx != x) || (curr->wy != y) ) {
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curr = curr->nseg;
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if (!curr) {
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impossible("cut_worm: no segment at (%d,%d)", (int) x, (int) y);
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return;
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}
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}
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/* If this is the tail segment, then the worm just loses it. */
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if (curr == wtails[wnum]) {
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shrink_worm(wnum);
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return;
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}
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/*
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* Split the worm. The tail for the new worm is the old worm's tail.
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* The tail for the old worm is the segment that follows "curr",
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* and "curr" becomes the dummy segment under the new head.
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*/
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new_tail = wtails[wnum];
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wtails[wnum] = curr->nseg;
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curr->nseg = (struct wseg *) 0; /* split the worm */
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/*
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* At this point, the old worm is correct. Any new worm will have
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* it's head at "curr" and its tail at "new_tail".
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*/
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/* Sometimes the tail end dies. */
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if (rn2(3) || !(new_wnum = get_wormno())) {
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You("cut part of the tail off of %s.", mon_nam(worm));
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toss_wsegs(new_tail, TRUE);
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if (worm->mhp > 1) worm->mhp /= 2;
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return;
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}
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/* Create the second worm. */
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new_worm = newmonst(0);
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*new_worm = *worm; /* make a copy of the old worm */
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new_worm->m_id = context.ident++; /* make sure it has a unique id */
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new_worm->wormno = new_wnum; /* affix new worm number */
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if (worm->mtame)
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new_worm->mtame = (rn2(max(2 + u.uluck, 2)) ? worm->mtame : 0);
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else
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if (worm->mpeaceful)
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new_worm->mpeaceful = (rn2(max(2 + u.uluck, 2)) ? 1 : 0);
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set_malign(new_worm);
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new_worm->mxlth = new_worm->mnamelth = 0;
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/* Devalue the monster level of both halves of the worm. */
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worm->m_lev = ((unsigned)worm->m_lev <= 3) ?
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(unsigned)worm->m_lev : max((unsigned)worm->m_lev - 2, 3);
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new_worm->m_lev = worm->m_lev;
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/* Calculate the mhp on the new_worm for the (lower) monster level. */
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new_worm->mhpmax = new_worm->mhp = d((int)new_worm->m_lev, 8);
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/* Calculate the mhp on the old worm for the (lower) monster level. */
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if (worm->m_lev > 3) {
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worm->mhpmax = d((int)worm->m_lev, 8);
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if (worm->mhpmax < worm->mhp) worm->mhp = worm->mhpmax;
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}
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/* Add new monster to mon chain. */
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new_worm->nmon = fmon;
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fmon = new_worm;
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/* Initialize the new worm. */
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place_monster(new_worm, x, y); /* put worm in level.monsters[][] */
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newsym(x, y); /* make sure new worm shows up */
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wtails[new_wnum] = new_tail; /* We've got all the info right now */
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wheads[new_wnum] = curr; /* so we can do this faster than */
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wgrowtime[new_wnum] = 0L; /* trying to call initworm(). */
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/* Place the new monster at all the segment locations. */
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place_wsegs(new_worm);
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#if 0 /* long worms don't glow in the dark... */
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if (emits_light(worm->data))
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new_light_source(new_worm->mx, new_worm->my,
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emits_light(worm->data),
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LS_MONSTER, (genericptr_t)new_worm);
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#endif
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You("cut %s in half.", mon_nam(worm));
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}
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/*
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* see_wsegs()
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*
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* Refresh all of the segments of the given worm. This is only called
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* from see_monster() in display.c or when a monster goes minvis. It
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* is located here for modularity.
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*/
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void
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see_wsegs(worm)
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struct monst *worm;
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{
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struct wseg *curr = wtails[worm->wormno];
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/* if (!mtmp->wormno) return; bullet proofing */
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while (curr != wheads[worm->wormno]) {
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newsym(curr->wx,curr->wy);
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curr = curr->nseg;
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}
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}
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/*
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* save_worm()
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*
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* Save the worm information for later use. The count is the number
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* of segments, including the dummy. Called from save.c.
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*/
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void
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save_worm(fd, mode)
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int fd, mode;
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{
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int i;
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int count;
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struct wseg *curr, *temp;
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if (perform_bwrite(mode)) {
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for (i = 1; i < MAX_NUM_WORMS; i++) {
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for (count = 0, curr = wtails[i]; curr; curr = curr->nseg) count++;
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/* Save number of segments */
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bwrite(fd, (genericptr_t) &count, sizeof(int));
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/* Save segment locations of the monster. */
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if (count) {
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for (curr = wtails[i]; curr; curr = curr->nseg) {
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bwrite(fd, (genericptr_t) &(curr->wx), sizeof(xchar));
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bwrite(fd, (genericptr_t) &(curr->wy), sizeof(xchar));
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}
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}
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}
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bwrite(fd, (genericptr_t) wgrowtime, sizeof(wgrowtime));
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}
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if (release_data(mode)) {
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/* Free the segments only. savemonchn() will take care of the
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* monsters. */
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for (i = 1; i < MAX_NUM_WORMS; i++) {
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if (!(curr = wtails[i])) continue;
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while (curr) {
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temp = curr->nseg;
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dealloc_seg(curr); /* free the segment */
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curr = temp;
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}
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wheads[i] = wtails[i] = (struct wseg *) 0;
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}
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}
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}
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/*
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* rest_worm()
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*
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* Restore the worm information from the save file. Called from restore.c
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*/
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void
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rest_worm(fd)
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int fd;
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{
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int i, j, count;
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struct wseg *curr, *temp;
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for (i = 1; i < MAX_NUM_WORMS; i++) {
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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, 0) && (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_OVL
|
|
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_OVL
|
|
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_known()
|
|
*
|
|
* Is any segment of this worm in viewing range? Note: caller must check
|
|
* invisibility and telepathy (which should only show the head anyway).
|
|
* Mostly used in the canseemon() macro.
|
|
*/
|
|
boolean
|
|
worm_known(worm)
|
|
struct monst *worm;
|
|
{
|
|
struct wseg *curr = wtails[worm->wormno];
|
|
|
|
while (curr) {
|
|
if(cansee(curr->wx,curr->wy)) return TRUE;
|
|
curr = curr->nseg;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
/*worm.c*/
|