Files
2025-05-14 09:39:09 -05:00

1460 lines
43 KiB
C
Executable File

#include <QDOffscreen.h>
#include "stdio.h"
#include "global.h"
#include "loc_utils.h"
#include "fields.h"
#include "monster.h"
#include "text.h"
#include "specials.h"
#include "items.h"
#include "Exile.sound.h"
#include "blxgraphics.h"
#include "newgraph.h"
extern current_town_type c_town;
extern party_record_type party;
extern short overall_mode;
extern outdoor_record_type outdoors[2][2];
extern unsigned char combat_terrain[64][64],out[96][96];
extern short which_combat_type;
extern pc_record_type adven[6];
extern big_tr_type t_d;
extern short monst_target[T_M]; // 0-5 target that pc 6 - no target 100 + x - target monster x
extern short spell_caster, missile_firer,current_monst_tactic;
extern short hit_chance[21];
extern unsigned char misc_i[64][64];
extern location monster_targs[T_M];
extern location pc_pos[6],center;
extern short boom_gr[8],futzing;
extern Boolean processing_fields,monsters_going;
extern town_item_list t_i;
extern scenario_data_type scenario;
short charm_odds[20] = {90,90,85,80,78, 75,73,60,40,30, 20,10,4,1,0, 0,0,0,0,0};
creature_start_type null_start_type = {0,0,{80,80},1,0,0,0,0,0,0,0, 0,-1,-1,-1};
////
monster_record_type return_monster_template(unsigned char store)
{
monster_record_type monst;
short m_num,i;
m_num = store;
monst = scenario.scen_monsters[store];
if (monst.spec_skill == 11)
monst.picture_num = 0;
monst.m_num = m_num;
monst.health = (PSD[306][7] == 0) ? monst.health : monst.health / 2;
// now adjust for difficulty
monst.health = monst.health * difficulty_adjust();
monst.m_health = monst.health; // in scenario file, health is stored in health field
monst.max_mp = 0;
monst.mp = monst.max_mp;
monst.ap = 0;
if ((monst.mu > 0) || (monst.cl > 0))
monst.max_mp = monst.mp = 12 * monst.level;
monst.m_morale = 10 * monst.level;
if (monst.level >= 20)
monst.m_morale += 10 * (monst.level - 20);
monst.morale = monst.m_morale;
monst.direction = 0;
for (i = 0; i < 15; i++)
monst.status[i] = 0;
return monst;
}
short difficulty_adjust()
{
short i, j = 0;
short to_return = 1;
for (i = 0; i < 6; i++)
if (adven[i].main_status == 1)
j += adven[i].level;
if ((scenario.difficulty <= 0) && (j >= 60))
to_return++;
if ((scenario.difficulty <= 1) && (j >= 130))
to_return++;
if ((scenario.difficulty <= 2) && (j >= 210))
to_return++;
return to_return;
}
short out_enc_lev_tot(short which)
{
short count = 0,i;
monster_record_type store_m;
short num[7] = {22,8,4,4,3,2,1};
if (party.out_c[which].what_monst.cant_flee == TRUE)
return 10000;
for (i = 0; i < 7; i++)
if (party.out_c[which].what_monst.monst[i] != 0) {
store_m = return_monster_template(party.out_c[which].what_monst.monst[i]);
count += store_m.level * num[i];
}
return count;
}
short count_monst()
{
short to_ret = 0,i;
for (i = 0; i < T_M; i++)
if (c_town.monst.dudes[i].active > 0)
to_ret++;
return to_ret;
}
void create_wand_monst()
{
short r1,r2,i = 0,num_tries = 0;
location p_loc;
r1 = get_ran(1,0,3);
if (overall_mode == 0)
if (is_null_out_wand_entry(outdoors[party.i_w_c.x][party.i_w_c.y].wandering[r1]) == 0) {
r2 = get_ran(1,0,3);
while ((point_onscreen(outdoors[party.i_w_c.x][party.i_w_c.y].wandering_locs[r2],global_to_local(party.p_loc)) == TRUE)
&& (num_tries++ < 100))
r2 = get_ran(1,0,3);
if (is_blocked(outdoors[party.i_w_c.x][party.i_w_c.y].wandering_locs[r2]) == FALSE)
place_outd_wand_monst(outdoors[party.i_w_c.x][party.i_w_c.y].wandering_locs[r2],
outdoors[party.i_w_c.x][party.i_w_c.y].wandering[r1],0);
}
////
if (overall_mode != 0) // won't place wandering is more than 50 monsters
if ((is_null_wand_entry(c_town.town.wandering[r1]) == 0) && (count_monst() <= 50)
&& (party.m_killed[c_town.town_num] < c_town.town.max_num_monst)) {
r2 = get_ran(1,0,3);
while ((point_onscreen(c_town.town.wandering_locs[r2],c_town.p_loc) == TRUE) &&
(loc_off_act_area(c_town.town.wandering_locs[r2]) == FALSE) && (num_tries++ < 100))
r2 = get_ran(1,0,3);
for (i = 0; i < 4; i++) {
if (c_town.town.wandering[r1].monst[i] != 0) { // place a monster
p_loc = c_town.town.wandering_locs[r2];
p_loc.x += get_ran(1,0,4) - 2;
p_loc.y += get_ran(1,0,4) - 2;
if (is_blocked(p_loc) == FALSE)
place_monster(c_town.town.wandering[r1].monst[i],p_loc);
p_loc = c_town.town.wandering_locs[r2];
p_loc.x += get_ran(1,0,4) - 2;
p_loc.y += get_ran(1,0,4) - 2;
if ((r1 >= 2) && (i == 0) && (is_blocked(p_loc) == FALSE)) // place extra monsters?
place_monster(c_town.town.wandering[r1].monst[i],p_loc);
p_loc = c_town.town.wandering_locs[r2];
p_loc.x += get_ran(1,0,4) - 2;
p_loc.y += get_ran(1,0,4) - 2;
if ((r1 == 3) && (i == 1) && (is_blocked(p_loc) == FALSE))
place_monster(c_town.town.wandering[r1].monst[i],p_loc);
}
}
}
}
void place_outd_wand_monst(location where,out_wandering_type group,short forced)
{
short i = 0,j = 0;
location l;
while (i < 10) {
////
if ((party.out_c[i].exists == FALSE) || ((i == 9) && (forced > 0))) {
if ((sd_legit(group.end_spec1,group.end_spec2) == TRUE) && (PSD[group.end_spec1][group.end_spec2] > 0))
return;
party.out_c[i].exists = TRUE;
party.out_c[i].direction = 0;
party.out_c[i].what_monst = group;
party.out_c[i].which_sector = party.i_w_c;
party.out_c[i].m_loc = where;
if (party.out_c[i].which_sector.x == 1)
party.out_c[i].m_loc.x += 48;
if (party.out_c[i].which_sector.y == 1)
party.out_c[i].m_loc.y += 48;
l = party.out_c[i].m_loc;
while ((forced == TRUE) && (is_blocked(l)) && (j < 50)) {
l = party.out_c[i].m_loc;
l.x += get_ran(1,0,2) - 1;
l.y += get_ran(1,0,2) - 1;
j++;
}
party.out_c[i].m_loc = l;
i = 50;
}
i++;
}
}
short is_null_wand_entry(wandering_type wand_entry)
{
short i = 0;
while (i < 4) {
if (wand_entry.monst[i] != 0)
return 0;
i++;
}
return 1;
}
short is_null_out_wand_entry(out_wandering_type wand_entry)
{
short i = 0;
while (i < 7) {
if (wand_entry.monst[i] != 0)
return 0;
i++;
}
return 1;
}
location get_monst_head(short m_num)
{
location l;
l = c_town.monst.dudes[m_num].m_loc;
if ((c_town.monst.dudes[m_num].m_d.direction < 4) &&
(c_town.monst.dudes[m_num].m_d.x_width > 1))
l.x++;
return l;
}
short get_monst_picnum(unsigned char monst)
{
return scenario.scen_monsters[monst].picture_num;
}
void get_monst_dims(unsigned char monst,short *width, short *height)
{
*width = scenario.scen_monsters[monst].x_width;
*height = scenario.scen_monsters[monst].y_width;
}
// Used to set up monsters for outdoor wandering encounters.
void set_up_monst(short mode,unsigned char m_num)
//mode; // 0 - unfriendly 1 - friendly & fightin'
{
short which;
for (which = 0; which < T_M; which++)
if (c_town.monst.dudes[which].active == 0) {
c_town.monst.dudes[which].active = 2;
c_town.monst.dudes[which].summoned = 0;
c_town.monst.dudes[which].attitude = mode + 1;
c_town.monst.dudes[which].number = m_num;
c_town.monst.dudes[which].m_d = return_monster_template(m_num);
c_town.monst.dudes[which].mobile = TRUE;
c_town.monst.dudes[which].monst_start = null_start_type;
which = T_M;
}
}
void do_monsters()
{
short i,j,r1,target;
location dest,l1,l2, dummy_loc = {0,0},store_loc;
Boolean acted_yet = FALSE;
char debug[60];
if (overall_mode == 1)
for (i = 0; i < T_M; i++)
if ((c_town.monst.dudes[i].active != 0) && (c_town.monst.dudes[i].m_d.status[11] <= 0)
&& (c_town.monst.dudes[i].m_d.status[12] <= 0)) {
// have to pick targets
if (c_town.monst.dudes[i].active == 1)
target = 6;
else {
target = monst_pick_target(i); // will return 0 if target party
target = switch_target_to_adjacent(i,target);
if (target == 0) {
if (dist(c_town.monst.dudes[i].m_loc,c_town.p_loc) > 8)
target = 6;
else target = select_active_pc();
}
if ((c_town.monst.dudes[i].attitude % 2 != 1) && (target < 6))
target = 6;
}
monst_target[i] = target;
// sprintf((char *)debug," t: %d targets %d.",i,monst_target[i]);
// add_string_to_buf((char *) debug);
if ((c_town.monst.dudes[i].active == 2)
|| ((c_town.monst.dudes[i].active != 0) && (c_town.monst.dudes[i].attitude % 2 != 1))) {
acted_yet = FALSE;
if (((c_town.monst.dudes[i].attitude == 0) || (monst_target[i] == 6)) && (c_town.hostile == 0)) {
if (c_town.monst.dudes[i].mobile == TRUE) { // OK, it doesn't see the party or
// isn't nasty, and the town isn't totally hostile.
if ((c_town.monst.dudes[i].attitude % 2 != 1) || (get_ran(1,0,1) == 0)) {
acted_yet = rand_move(i);
}
else acted_yet = seek_party(i,c_town.monst.dudes[i].m_loc,c_town.p_loc);
}
}
if ((c_town.monst.dudes[i].attitude > 0) || (c_town.hostile == 1)) {
if ((c_town.monst.dudes[i].mobile == TRUE) && (monst_target[i] != 6)) {
l1 = c_town.monst.dudes[i].m_loc;
l2 = (monst_target[i] <= 6) ? c_town.p_loc : c_town.monst.dudes[target - 100].m_loc;
if ((c_town.monst.dudes[i].m_d.morale < 0) && (c_town.monst.dudes[i].m_d.spec_skill != 13)
&& (c_town.monst.dudes[i].m_d.m_type != 8)) {
acted_yet = flee_party(i,l1,l2);
if (get_ran(1,0,10) < 6)
c_town.monst.dudes[i].m_d.morale++;
}
else if (monst_hate_spot(i,&l2) == TRUE)
acted_yet = seek_party(i,l1,l2);
else if (((c_town.monst.dudes[i].m_d.mu == 0) && (c_town.monst.dudes[i].m_d.mu == 0))
|| (can_see(l1,l2,0) > 3))
acted_yet = seek_party(i,l1,l2);
}
}
}
// Make hostile monsters active
if ((c_town.monst.dudes[i].active == 1) && (c_town.monst.dudes[i].attitude % 2 == 1)
&& (dist(c_town.monst.dudes[i].m_loc,c_town.p_loc) <= 8)) {
r1 = get_ran(1,1,100);
r1 += (party.stuff_done[305][0] > 0) ? 46 : 0;
r1 += can_see(c_town.monst.dudes[i].m_loc,c_town.p_loc,0) * 10;
if (r1 < 50) {
c_town.monst.dudes[i].active = 2;
add_string_to_buf("Monster saw you!");
// play go active sound
switch (c_town.monst.dudes[i].m_d.m_type) {
case 0: case 3: case 4: case 5: case 6: case 9:
play_sound(18); break;
default: play_sound(46); break;
}
}
for (j = 0; j < T_M; j++)
if ((c_town.monst.dudes[j].active == 2)
&& ((dist(c_town.monst.dudes[i].m_loc,c_town.monst.dudes[j].m_loc) <= 5) == TRUE))
c_town.monst.dudes[i].active = 2;
}
}
if (overall_mode == 0) {
for (i = 0; i < 10; i++)
if (party.out_c[i].exists == TRUE) {
acted_yet = FALSE;
l1 = party.out_c[i].m_loc;
l2 = party.p_loc;
r1 = get_ran(1,1,6);
if (r1 == 3)
acted_yet = rand_move(i);
else acted_yet = seek_party(i,l1,l2);
}
}
}
////
Boolean monst_hate_spot(short which_m,location *good_loc)
{
location prospect,loc;
loc = c_town.monst.dudes[which_m].m_loc;
if ((misc_i[loc.x][loc.y] & 224)
|| (c_town.explored[loc.x][loc.y] & 64) // hate regular fields
|| ((c_town.explored[loc.x][loc.y] & 32) && (c_town.monst.dudes[which_m].m_d.radiate_1 != 2)
&& (c_town.monst.dudes[which_m].m_d.immunities & 32 == 0)) // hate ice wall?
|| ((c_town.explored[loc.x][loc.y] & 4) && (c_town.monst.dudes[which_m].m_d.radiate_1 != 1)
&& (c_town.monst.dudes[which_m].m_d.immunities & 8 == 0)) // hate fire wall?
|| ((c_town.explored[loc.x][loc.y] & 16) && (c_town.monst.dudes[which_m].m_d.radiate_1 != 6)
&& (c_town.monst.dudes[which_m].m_d.immunities & 3 == 0)) // hate stink cloud?
|| ((c_town.explored[loc.x][loc.y] & 128) && (c_town.monst.dudes[which_m].m_d.radiate_1 != 5)
&& (c_town.monst.dudes[which_m].m_d.immunities & 3 == 0)) // hate sleep cloud?
|| ((c_town.explored[loc.x][loc.y] & 2) && (c_town.monst.dudes[which_m].m_d.radiate_1 != 3)
&& (c_town.monst.dudes[which_m].m_d.immunities & 3 == 0)) // hate shock cloud?
|| (((c_town.monst.dudes[which_m].m_d.mu > 0) || (c_town.monst.dudes[which_m].m_d.cl > 0))
&& (c_town.explored[loc.x][loc.y] & 8))) // hate antimagic
{
prospect = find_clear_spot(loc,1);
if (prospect.x > 0) {
*good_loc = prospect;
return TRUE;
}
return FALSE;
}
else return FALSE;
}
short monst_pick_target(short which_m)
{
creature_data_type *cur_monst;
short r1,targ_pc,targ_m,a,b;
cur_monst = &c_town.monst.dudes[which_m];
// First, any chance target is screwed?
if (monst_target[which_m] >= 100) {
if (((cur_monst->attitude % 2 == 1) &&
(c_town.monst.dudes[monst_target[which_m] - 100].attitude == cur_monst->attitude)) ||
((cur_monst->attitude % 2 == 0) && (c_town.monst.dudes[monst_target[which_m] - 100].attitude % 2 == 0)))
monst_target[which_m] = 6;
else if (c_town.monst.dudes[monst_target[which_m] - 100].active == 0)
monst_target[which_m] = 6;
}
if (monst_target[which_m] < 6)
if ((adven[monst_target[which_m]].main_status != 1) || (get_ran(1,0,3) == 1))
monst_target[which_m] = 6;
if ((is_combat()) && (cur_monst->attitude % 2 == 1)) {
if (spell_caster < 6)
if ((get_ran(1,1,5) < 5) && (monst_can_see(which_m,pc_pos[spell_caster]) == TRUE)
&& (adven[spell_caster].main_status == 1))
return spell_caster;
if (missile_firer < 6)
if ((get_ran(1,1,5) < 3) && (monst_can_see(which_m,pc_pos[missile_firer]) == TRUE)
&& (adven[missile_firer].main_status == 1))
return missile_firer;
if (monst_target[which_m] < 6)
if ((monst_can_see(which_m,pc_pos[monst_target[which_m]]) == TRUE)
&& (adven[monst_target[which_m]].main_status == 1))
return monst_target[which_m];
}
// if (monst_target[which_m] >= 100) {
// if ((can_see(cur_monst->m_loc,c_town.monst.dudes[monst_target[which_m] - 100].m_loc,0) < 4)
// && (c_town.monst.dudes[monst_target[which_m] - 100].active > 0))
// return monst_target[which_m];
// }
// Now pick a target pc and a target monst and see which is more attractive
targ_pc = monst_pick_target_pc(which_m,cur_monst);
targ_m = monst_pick_target_monst(cur_monst);
if ((targ_pc != 6) && (targ_m == 6))
return targ_pc;
if ((targ_pc == 6) && (targ_m != 6))
return targ_m;
if ((targ_pc == 6) && (targ_m == 6))
return 6;
if (is_town()) {
if (cur_monst->attitude % 2 == 0) {
return targ_m;
}
if ((targ_m == 6) && (cur_monst->attitude % 2 == 1))
return 0;
if (dist(cur_monst->m_loc,c_town.monst.dudes[targ_m - 100].m_loc) <
dist(cur_monst->m_loc,c_town.p_loc))
return targ_m;
else return 0;
}
// Otherwise we're in combat
if ((dist(cur_monst->m_loc,c_town.monst.dudes[targ_m - 100].m_loc) ==
dist(cur_monst->m_loc,pc_pos[targ_pc])) && (get_ran(1,0,6) < 3))
return targ_m;
else return targ_pc;
if (dist(cur_monst->m_loc,c_town.monst.dudes[targ_m - 100].m_loc) <
dist(cur_monst->m_loc,pc_pos[targ_pc]))
return targ_m;
else return targ_pc;
}
short monst_pick_target_monst(creature_data_type *which_m)
{
short min_dist = 1000,i,cur_targ = 6;
for (i = 0; i < T_M; i++) {
if ((c_town.monst.dudes[i].active > 0) && // alive
(((which_m->attitude % 2 == 1) && (c_town.monst.dudes[i].attitude % 2 == 0)) ||
((which_m->attitude % 2 == 0) && (c_town.monst.dudes[i].attitude % 2 == 1)) ||
((which_m->attitude % 2 == 1) && (c_town.monst.dudes[i].attitude != which_m->attitude))) && // they hate each other
((dist(which_m->m_loc,c_town.monst.dudes[i].m_loc) < min_dist) ||
((dist(which_m->m_loc,c_town.monst.dudes[i].m_loc) == min_dist) && (get_ran(1,0,7) < 4))) &&
(monst_can_see(i,c_town.monst.dudes[i].m_loc) == TRUE) ) {
min_dist = dist(which_m->m_loc,c_town.monst.dudes[i].m_loc);
cur_targ = i + 100;
}
}
return cur_targ;
}
short monst_pick_target_pc(short m_num,creature_data_type *which_m)////
{
short num_tries = 0,r1,store_targ = 6;
if (which_m->attitude % 2 == 0)
return 6;
if (is_town())
return 0;
// First pick any visible, nearby PC
r1 = get_ran(1,0,5);
while ((num_tries < 6) && ((adven[r1].main_status != 1) ||
(monst_can_see(m_num,pc_pos[r1]) == FALSE))) {
r1 = get_ran(1,0,5);
num_tries++;
}
if (num_tries < 6)
store_targ = r1;
// Then, see if target can be replaced with someone nice and close
r1 = get_ran(1,0,5);
while ((num_tries < 6) && ((adven[r1].main_status != 1) ||
(dist(which_m->m_loc,pc_pos[r1]) > 4) ||
(monst_can_see(m_num,pc_pos[r1]) == FALSE))) {
r1 = get_ran(1,0,5);
num_tries++;
}
if (num_tries < 6)
return r1;
else return store_targ;
}
// returns 6 if no
short select_active_pc()
{
short r1, num_tries = 0;
r1 = get_ran(1,0,5);
while ((adven[r1].main_status != 1) && (num_tries++ < 50))
r1 = get_ran(1,0,5);
return r1;
}
short closest_pc(location where)
{
short how_close = 200,i,store = 6;
for (i = 0; i < 6; i++)
if ((adven[i].main_status == 1) && (dist(where,pc_pos[i]) < how_close)) {
store = i;
how_close = dist(where,pc_pos[i]);
}
return store;
}
short closest_monst(location where,short mode)
//mode; // 1 - closest hostile to PCs 2 - closest friendly to PCs
{
short how_close = 200,i,store = 6;
for (i = 0; i < T_M; i++)
if ((((c_town.monst.dudes[i].attitude % 2 == 1) && (mode == 1)) ||
((c_town.monst.dudes[i].attitude % 2 == 0) && (mode == 2)))
&& (dist(where,c_town.monst.dudes[i].m_loc) < how_close)) {
store = i;
how_close = dist(where,c_town.monst.dudes[i].m_loc);
}
return store;
}
short switch_target_to_adjacent(short which_m,short orig_target)
{
location monst_loc;
short i,num_adj = 0,targ_pc = 6, targ_m = 6;
monst_loc = c_town.monst.dudes[which_m].m_loc;
// First, take care of friendly monsters.
if (c_town.monst.dudes[which_m].attitude % 2 == 0) {
if (orig_target >= 100)
if ((c_town.monst.dudes[orig_target - 100].active > 0) &&
(monst_adjacent(c_town.monst.dudes[orig_target - 100].m_loc,which_m) == TRUE))
return orig_target;
for (i = 0; i < T_M; i++)
if ((c_town.monst.dudes[i].active > 0) &&
(c_town.monst.dudes[i].attitude % 2 == 1) &&
(monst_adjacent(c_town.monst.dudes[i].m_loc,which_m) == TRUE))
return i + 100;
return orig_target;
}
// If we get here while in town, just need to check if switch to pc
if ((is_town()) && (monst_adjacent(c_town.p_loc,which_m) == TRUE))
return 0;
if (is_town())
return orig_target;
// If target is already adjacent, we're done here.
if ((is_combat()) && (orig_target < 6))
if ((adven[orig_target].main_status == 1) && (monst_adjacent(pc_pos[orig_target],which_m) == TRUE))
return orig_target;
if (orig_target >= 100)
if ((c_town.monst.dudes[orig_target - 100].active > 0) &&
(monst_adjacent(c_town.monst.dudes[orig_target - 100].m_loc,which_m) == TRUE))
return orig_target;
// Anyone unarmored? Heh heh heh...
if (is_combat())
for (i = 0; i < 6; i++)
if ((adven[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == TRUE) &&
(get_encumberance(i) < 2))
return i;
// Check for a nice, adjacent, friendly monster and maybe attack
for (i = 0; i < T_M; i++)
if ((c_town.monst.dudes[i].active > 0) &&
(c_town.monst.dudes[i].attitude % 2 == 0) &&
(monst_adjacent(c_town.monst.dudes[i].m_loc,which_m) == TRUE) &&
(get_ran(1,0,2) < 2))
return i + 100;
// OK. Now if this monster has PCs adjacent, pick one at randomn and hack. Otherwise,
// stick with orig. target.
for (i = 0; i < 6; i++)
if ((adven[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == TRUE))
num_adj++;
if (num_adj == 0)
return orig_target;
i = 0;
num_adj = get_ran(1,1,num_adj);
while ((num_adj > 1) || (adven[i].main_status != 1) || (monst_adjacent(pc_pos[i],which_m) == FALSE)) {
if ((adven[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == TRUE))
num_adj--;
i++;
}
return i;
}
Boolean rand_move(char i)
{
Boolean acted_yet = FALSE;
short j;
location store_loc;
// first, if outdoor, just roam.
if (is_out()) {
store_loc = random_shift(party.out_c[i].m_loc);
return outdoor_move_monster(i,store_loc);
}
if (same_point(monster_targs[i],c_town.monst.dudes[i].m_loc) == TRUE)
monster_targs[i].x = 0;
// FIrst, try to move to monst_targs. If it don't work, then we'll shift.
if (monster_targs[i].x > 0)
acted_yet = seek_party(i,c_town.monst.dudes[i].m_loc,monster_targs[i]);
if (acted_yet == FALSE) {
monster_targs[i].x = 0;
for (j = 0; j < 3; j++) {
store_loc = c_town.monst.dudes[i].m_loc;
store_loc.x += get_ran(1,0,24) - 12;
store_loc.y += get_ran(1,0,24) - 12;
if ((loc_off_act_area(store_loc) == FALSE) && (can_see(c_town.monst.dudes[i].m_loc,store_loc,0) < 5)) {
monster_targs[i] = store_loc; j = 3;
}
}
if (monster_targs[i].x == 0) {
// maybe pick a wand loc, else juist pick a loc
j = get_ran(1,0,3);
store_loc = c_town.town.wandering_locs[j];
if ((loc_off_act_area(store_loc) == FALSE) && (get_ran(1,0,1) == 1))
monster_targs[i] = store_loc;
else {
store_loc = c_town.monst.dudes[i].m_loc;
store_loc.x += get_ran(1,0,20) - 10;
store_loc.y += get_ran(1,0,20) - 10;
if (loc_off_act_area(store_loc) == FALSE)
monster_targs[i] = store_loc;
}
}
if (monster_targs[i].x > 0)
acted_yet = seek_party(i,c_town.monst.dudes[i].m_loc,monster_targs[i]);
}
return acted_yet;
}
Boolean seek_party(short i,location l1,location l2)
{
Boolean acted_yet = FALSE;
short m,n;
if ((l1.x > l2.x) && (l1.y > l2.y))
acted_yet = try_move(i,l1,-1,-1);
if ((l1.x < l2.x) & (l1.y < l2.y) & (acted_yet == FALSE))
acted_yet = try_move(i,l1,1,1);
if ((l1.x > l2.x) & (l1.y < l2.y) & (acted_yet == FALSE))
acted_yet = try_move(i,l1,-1,1);
if ((l1.x < l2.x) & (l1.y > l2.y) & (acted_yet == FALSE))
acted_yet = try_move(i,l1,1,-1);
if ((l1.x > l2.x) & (acted_yet == FALSE))
acted_yet = try_move(i,l1,-1,0);
if ((l1.x < l2.x) & (acted_yet == FALSE))
acted_yet = try_move(i,l1,1,0);
if ( (l1.y < l2.y) & (acted_yet == FALSE))
acted_yet = try_move(i,l1,0,1);
if ( (l1.y > l2.y) & (acted_yet == FALSE))
acted_yet = try_move(i,l1,0,-1);
if (acted_yet == FALSE) {
futzing++;
m = get_ran(1,0,2) - 1;
n = get_ran(1,0,2) - 1;
acted_yet = try_move(i,l1,m,n);
}
return acted_yet;
}
Boolean flee_party(short i,location l1,location l2)
{
Boolean acted_yet = FALSE;
if ((l1.x > l2.x) & (l1.y > l2.y))
acted_yet = try_move(i,l1,1,1);
if ((l1.x < l2.x) & (l1.y < l2.y) & (acted_yet == FALSE))
acted_yet = try_move(i,l1,-1,-1);
if ((l1.x > l2.x) & (l1.y < l2.y) & (acted_yet == FALSE))
acted_yet = try_move(i,l1,1,-1);
if ((l1.x < l2.x) & (l1.y > l2.y) & (acted_yet == FALSE))
acted_yet = try_move(i,l1,-1,+1);
if ((l1.x > l2.x) & (acted_yet == FALSE))
acted_yet = try_move(i,l1,1,0);
if ((l1.x < l2.x) & (acted_yet == FALSE))
acted_yet = try_move(i,l1,-1,0);
if ( (l1.y < l2.y) & (acted_yet == FALSE))
acted_yet = try_move(i,l1,0,-1);
if ( (l1.y > l2.y) & (acted_yet == FALSE))
acted_yet = try_move(i,l1,0,1);
if (acted_yet == FALSE) {
futzing++;
acted_yet = rand_move(i);
}
return acted_yet;
}
Boolean try_move(short i,location start,short x,short y)
{
location dest;
dest = start;
dest.x = dest.x + x;
dest.y = dest.y + y;
if (overall_mode == 1)
return town_move_monster(i,dest);
if (overall_mode == 0)
return outdoor_move_monster(i,dest);
if (overall_mode == 10)
return combat_move_monster((short) i,dest);
return 0;
}
Boolean combat_move_monster(short which,location destination)
{
short r1;
if (monst_can_be_there(destination,which) == FALSE)
return FALSE;
else if (monst_check_special_terrain(destination,2,which) == FALSE)
return FALSE;
else {
c_town.monst.dudes[which].m_d.direction =
set_direction(c_town.monst.dudes[which].m_loc, destination);
c_town.monst.dudes[which].m_loc = destination;
monst_inflict_fields(which);
if (point_onscreen(destination,center) == TRUE) {
if (is_combat())
move_sound(combat_terrain[destination.x][destination.y],
(short) c_town.monst.dudes[which].m_d.ap);
else move_sound(t_d.terrain[destination.x][destination.y],
(short) c_town.monst.dudes[which].m_d.ap);
}
return TRUE;
}
return FALSE;
}
// Looks at all spaces within 2, looking for a spot which is clear of nastiness and beings
// returns {0,0} if none found
// THIS MAKES NO ADJUSTMENTS FOR BIG MONSTERS!!!
location find_clear_spot(location from_where,short mode)
//mode; // 0 - normal 1 - prefer adjacent space
{
location loc,store_loc = {0,0};
short num_tries = 0,r1;
while (num_tries < 75) {
num_tries++;
loc = from_where;
r1 = get_ran(1,-2,2);
loc.x = loc.x + r1;
r1 = get_ran(1,-2,2);
loc.y = loc.y + r1;
if ((loc_off_act_area(loc) == FALSE) && (is_blocked(loc) == FALSE)
&& (can_see(from_where,loc,1) == 0)
&& (!(is_combat()) || (pc_there(loc) == 6))
&& (!(is_town()) || (same_point(loc,c_town.p_loc) == FALSE))
&& (!(misc_i[loc.x][loc.y] & 248)) &&
(!(c_town.explored[loc.x][loc.y] & 254))) {
if ((mode == 0) || ((mode == 1) && (adjacent(from_where,loc) == TRUE)))
return loc;
else store_loc = loc;
}
}
return store_loc;
}
short pc_there(location where)
{
short i;
for (i = 0; i < 6; i++)
if ((same_point(where,pc_pos[i]) == TRUE) && (adven[i].main_status == 1))
return i;
return 6;
}
location random_shift(location start)
{
location store;
store = start;
store.x = store.x + get_ran(1,0,2) - 1;
store.y = store.y + get_ran(1,0,2) - 1;
return store;
}
Boolean outdoor_move_monster(short num,location dest)
{
if ((outd_is_blocked(dest) == FALSE) && (outd_is_special(dest) == FALSE) &&
(same_point(dest, party.p_loc) != TRUE) &&
((out[dest.x][dest.y] > 21) || (out[dest.x][dest.y] < 5))) {
party.out_c[num].direction =
set_direction(party.out_c[num].m_loc, dest);
party.out_c[num].m_loc = dest;
return TRUE;
}
else return FALSE;
}
Boolean town_move_monster(short num,location dest)
{
if (monst_check_special_terrain(dest,1,num) == FALSE)
return FALSE;
if (monst_can_be_there(dest,num) == TRUE) {
c_town.monst.dudes[num].m_d.direction =
set_direction(c_town.monst.dudes[num].m_loc, dest);
c_town.monst.dudes[num].m_loc = dest;
monst_inflict_fields(num);
return TRUE;
}
else return FALSE;
}
Boolean monster_placid(short m_num)
{
if ((c_town.monst.dudes[m_num].attitude == 0) ||
((c_town.monst.dudes[m_num].attitude == 2) && (party.stuff_done[305][9] == 0)))
{ return TRUE;}
else { return FALSE;}
}
// This damages a monster by any fields it's in, and destroys any barrels or crates
// it's stiing on.
void monst_inflict_fields(short which_monst)
{
short i,j,r1,k;
location where_check;
creature_data_type *which_m;
if (c_town.monst.dudes[which_monst].active == 0)
return;
which_m = &c_town.monst.dudes[which_monst];
for (i = 0; i < c_town.monst.dudes[which_monst].m_d.x_width; i++)
for (j = 0; j < c_town.monst.dudes[which_monst].m_d.y_width; j++)
if (c_town.monst.dudes[which_monst].active > 0) {
where_check.x = c_town.monst.dudes[which_monst].m_loc.x + i;
where_check.y = c_town.monst.dudes[which_monst].m_loc.y + j;
if (is_quickfire(where_check.x,where_check.y)) {
r1 = get_ran(2,1,8);
damage_monst(which_monst,7,r1,0,1);
break;
}
if (is_blade_wall(where_check.x,where_check.y)) {
r1 = get_ran(6,1,8);
damage_monst(which_monst,7,r1,0,0);
break;
}
if (is_force_wall(where_check.x,where_check.y)) {
r1 = get_ran(3,1,6);
damage_monst(which_monst,7,r1,0,3);
break;
}
if (is_sleep_cloud(where_check.x,where_check.y)) {
charm_monst(which_m,0,11,3);
break;
}
if (is_ice_wall(where_check.x,where_check.y)) {
r1 = get_ran(3,1,6);
if (c_town.monst.dudes[which_monst].m_d.spec_skill != 23)
damage_monst(which_monst,7,r1,0,5);
break;
}
if (is_scloud(where_check.x,where_check.y)) {
r1 = get_ran(1,2,3);
curse_monst(which_m,r1);
break;
}
if ((is_web(where_check.x,where_check.y)) && (which_m->m_d.m_type != 12)) {
monst_spell_note(which_m->number,19);
r1 = get_ran(1,2,3);
web_monst(which_m,r1);
take_web(where_check.x,where_check.y);
break;
}
if (is_fire_wall(where_check.x,where_check.y)) {
r1 = get_ran(2,1,6);
if (c_town.monst.dudes[which_monst].m_d.spec_skill != 22)
damage_monst(which_monst,7,r1,0,1);
break;
}
}
if (c_town.monst.dudes[which_monst].active > 0)
for (i = 0; i < c_town.monst.dudes[which_monst].m_d.x_width; i++)
for (j = 0; j < c_town.monst.dudes[which_monst].m_d.y_width; j++) {
where_check.x = c_town.monst.dudes[which_monst].m_loc.x + i;
where_check.y = c_town.monst.dudes[which_monst].m_loc.y + j;
if ((is_crate(where_check.x,where_check.y)) ||
(is_barrel(where_check.x,where_check.y)) )
for (k = 0; k < NUM_TOWN_ITEMS; k++)
if ((t_i.items[k].variety > 0) && (is_contained(t_i.items[k]) == TRUE)
&& (same_point(t_i.items[k].item_loc,where_check) == TRUE))
t_i.items[k].item_properties = t_i.items[k].item_properties & 247;
take_crate(where_check.x,where_check.y);
take_barrel(where_check.x,where_check.y);
if (is_fire_barrier(where_check.x,where_check.y)) {
r1 = get_ran(2,1,10);
damage_monst(which_monst,7,r1,0,1);
}
}
}
Boolean monst_check_special_terrain(location where_check,short mode,short which_monst)
//mode; // 1 - town 2 - combat
{
char debug[60];
unsigned char ter;
short r1,i,j,choice,door_pc,guts = 0;
Boolean can_enter = TRUE,mage = FALSE;
location out_where,from_loc,to_loc;
Boolean do_look = FALSE; // If becomes true, terrain changed, so need to update what party sees
creature_data_type *which_m;
short ter_abil;
from_loc = c_town.monst.dudes[which_monst].m_loc;
switch (mode) {
case 1:
ter = t_d.terrain[where_check.x][where_check.y];
break;
case 2:
ter = combat_terrain[where_check.x][where_check.y];
break;
}
////
which_m = &c_town.monst.dudes[which_monst];
ter_abil = scenario.ter_types[ter].special;
if ((mode > 0) && (ter_abil >= 16) &&
(ter_abil <= 19)) {
if (
((ter_abil == 16) && (where_check.y > from_loc.y)) ||
((ter_abil == 17) && (where_check.x < from_loc.x)) ||
((ter_abil == 18) && (where_check.y < from_loc.y)) ||
((ter_abil == 19) && (where_check.x > from_loc.x)) ) {
return FALSE;
}
}
// begin determining guts, which determines how enthused the monst is about entering
// nasty barriers
if ((which_m->m_d.mu > 0) || (which_m->m_d.cl > 0))
mage = TRUE;
if (which_m->m_d.spec_skill == 13)
guts = 20;
else guts = get_ran(1,1,(which_m->m_d.level / 2));
guts += which_m->m_d.health / 20;
if (mage == TRUE)
guts = guts / 2;
if (which_m->attitude == 0)
guts = guts / 2;
if ((is_antimagic(where_check.x,where_check.y)) && (mage == TRUE))
return FALSE;
if ((is_fire_wall(where_check.x,where_check.y)) && (which_m->m_d.spec_skill != 22)) {
if (guts < 3) return FALSE;
}
if (is_force_wall(where_check.x,where_check.y)) {
if (guts < 4) return FALSE;
}
if ((is_ice_wall(where_check.x,where_check.y)) && (which_m->m_d.spec_skill != 23)) {
if (guts < 5) return FALSE;
}
if (is_sleep_cloud(where_check.x,where_check.y)) {
if (guts < 8) return FALSE;
}
if (is_blade_wall(where_check.x,where_check.y)) {
if (guts < 8) return FALSE;
}
if (is_quickfire(where_check.x,where_check.y)) {
if (guts < 8) return FALSE;
}
if (is_scloud(where_check.x,where_check.y)) {
if (guts < 4) return FALSE;
}
if ((is_web(where_check.x,where_check.y)) && (which_m->m_d.m_type != 12)) {
if (guts < 3) return FALSE;
}
if (is_fire_barrier(where_check.x,where_check.y)) {
if ((which_m->attitude % 2 == 1) && (get_ran(1,0,100) < (which_m->m_d.mu * 10 + which_m->m_d.cl * 4))) {
play_sound(60);
add_string_to_buf("Monster breaks barrier.");
take_fire_barrier(where_check.x,where_check.y);
}
else {
if (guts < 6) return FALSE;
r1 = get_ran(1,0,10);
if ((r1 < 8) || (monster_placid(which_monst)))
can_enter = FALSE;
}
}
if (is_force_barrier(where_check.x,where_check.y)) { /// Not in big towns
if ((which_m->attitude % 2 == 1) && (get_ran(1,0,100) < (which_m->m_d.mu * 10 + which_m->m_d.cl * 4))
&& (c_town.town_num >= 20)) {
play_sound(60);
add_string_to_buf("Monster breaks barrier.");
take_force_barrier(where_check.x,where_check.y);
}
else can_enter = FALSE;
}
if (is_crate(where_check.x,where_check.y)) {
if (monster_placid(which_monst))
can_enter = FALSE;
else {
to_loc = push_loc(from_loc,where_check);
take_crate((short) where_check.x,(short) where_check.y);
if (to_loc.x > 0)
make_crate((short) to_loc.x,(short) to_loc.y);
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if ((t_i.items[i].variety > 0) && (same_point(t_i.items[i].item_loc,where_check))
&& (is_contained(t_i.items[i]) == TRUE))
t_i.items[i].item_loc = to_loc;
}
}
if (is_barrel(where_check.x,where_check.y)) {
if (monster_placid(which_monst))
can_enter = FALSE;
else {
to_loc = push_loc(from_loc,where_check);
take_barrel((short) where_check.x,(short) where_check.y);
if (to_loc.x > 0)
make_barrel((short) to_loc.x,(short) to_loc.y);
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if ((t_i.items[i].variety > 0) && (same_point(t_i.items[i].item_loc,where_check))
&& (is_contained(t_i.items[i]) == TRUE))
t_i.items[i].item_loc = to_loc;
}
}
if (monster_placid(which_monst) && // monstyers don't hop into bed when things are calm
(scenario.ter_types[ter].picture == 143))
can_enter = FALSE;
if ((scenario.ter_types[ter].picture <= 212) && (scenario.ter_types[ter].picture >= 207))
can_enter = FALSE;
if (ter == 90) {
if ((is_combat()) && (which_combat_type == 0)) {
c_town.monst.dudes[which_monst].active = 0;
add_string_to_buf("Monster escaped! ");
}
return FALSE;
}
switch (ter_abil) {
// changing ter
case 1:
can_enter = FALSE;
if (!(monster_placid(which_monst))) {
t_d.terrain[where_check.x][where_check.y] = scenario.ter_types[ter].flag1;
combat_terrain[where_check.x][where_check.y] = scenario.ter_types[ter].flag1;
do_look = TRUE;
if (point_onscreen(center,where_check))
play_sound(scenario.ter_types[ter].flag2);
}
break;
case 20: case 21: case 15:
can_enter = FALSE;
break;
case 2:
if (c_town.monst.dudes[which_monst].m_d.immunities & 8)
return TRUE;
else return FALSE;
break;
}
// Action may change terrain, so update what's been seen
if (do_look == TRUE) {
if (is_town())
update_explored(c_town.p_loc);
if (is_combat())
for (i = 0; i < 6; i++)
if (adven[i].main_status == 1)
update_explored(pc_pos[i]);
}
return can_enter;
}
void forced_place_monster(unsigned char which,location where)
{
Boolean free_spot = FALSE;
short i = 0,r1;
while ((free_spot == FALSE) && (i < T_M)) {
if (c_town.monst.dudes[i].active == 0)
free_spot = TRUE;
i++;
}
do
r1 = get_ran(1,0,59);
while ((c_town.monst.dudes[r1].monst_start.spec1 != 0) || (c_town.monst.dudes[r1].monst_start.spec2 != 0));
if (free_spot == FALSE)
c_town.monst.dudes[r1].active = 0;
place_monster(which,where);
}
void magic_adjust(creature_data_type *which_m,short *how_much)
{
if (which_m->m_d.spec_skill == 26) {
*how_much = 0;
which_m->m_d.health += 3;
}
if (which_m->m_d.immunities & 1)
*how_much = *how_much / 2;
if (which_m->m_d.immunities & 2)
*how_much = 0;
}
void poison_monst(creature_data_type *which_m,short how_much)
{
if (which_m->m_d.immunities & 64)
how_much = how_much / 2;
if (which_m->m_d.immunities & 128) {
monst_spell_note(which_m->number,10);
return;
}
which_m->m_d.status[2] = min(8, which_m->m_d.status[2] + how_much);
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 4);
}
void acid_monst(creature_data_type *which_m,short how_much)
{
magic_adjust(which_m,&how_much);
which_m->m_d.status[13] = minmax(-8,8, which_m->m_d.status[13] + how_much);
monst_spell_note(which_m->number,31);
}
void slow_monst(creature_data_type *which_m,short how_much)
{
magic_adjust(which_m,&how_much);
which_m->m_d.status[3] = minmax(-8,8, which_m->m_d.status[3] - how_much);
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 2);
}
void curse_monst(creature_data_type *which_m,short how_much)
{
magic_adjust(which_m,&how_much);
which_m->m_d.status[1] = minmax(-8,8, which_m->m_d.status[1] - how_much);
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 5);
}
void web_monst(creature_data_type *which_m,short how_much)
{
magic_adjust(which_m,&how_much);
which_m->m_d.status[6] = minmax(-8,8, which_m->m_d.status[6] + how_much);
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 19);
}
void scare_monst(creature_data_type *which_m,short how_much)
{
magic_adjust(which_m,&how_much);
which_m->m_d.morale = which_m->m_d.morale - how_much;
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 1);
}
void disease_monst(creature_data_type *which_m,short how_much)
{
magic_adjust(which_m,&how_much);
which_m->m_d.status[7] = minmax(-8,8, which_m->m_d.status[7] + how_much);
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 25);
}
void dumbfound_monst(creature_data_type *which_m,short how_much)
{
magic_adjust(which_m,&how_much);
which_m->m_d.status[9] = minmax(-8,8, which_m->m_d.status[9] + how_much);
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 22);
}
void charm_monst(creature_data_type *which_m,short penalty,short which_status,short amount)
// Also used for sleep and paralyze, which_statys is 0 means charm
{
short r1;
if ((which_status == 11) &&
((which_m->m_d.m_type == 8) || (which_m->m_d.m_type == 10) || (which_m->m_d.m_type == 11)))
return;
r1 = get_ran(1,0,100);
if (which_m->m_d.immunities & 1)
r1 = r1 * 2;
if (which_m->m_d.immunities & 2)
r1 = 200;
r1 += penalty;
if (which_status == 11)
r1 -= 25;
if (which_status == 12)
r1 -= 15;
if ((which_status == 11) && (which_m->m_d.spec_skill == 32))
return;
if (r1 > charm_odds[which_m->m_d.level / 2]) {
//one_sound(68);
monst_spell_note(which_m->number,10);
}
else {
if (which_status == 0) {
which_m->attitude = 2;
monst_spell_note(which_m->number,23);
}
else {
which_m->m_d.status[which_status] = amount;
if (which_status == 11)
monst_spell_note(which_m->number,28);
if (which_status == 12)
monst_spell_note(which_m->number,30);
}
//one_sound(53);
}
}
void record_monst(creature_data_type *which_m)
{
short r1;
char str[60];
r1 = get_ran(1,0,100);
r1 = (r1 * 7) / 10;
if ((which_m->m_d.x_width > 1) || (which_m->m_d.y_width > 1)) {
ASB("Capture Soul: Monster is too big.");
}
else if ((r1 > charm_odds[which_m->m_d.level / 2]) || (which_m->m_d.spec_skill == 12)
|| (which_m->m_d.m_type == 3)) {
monst_spell_note(which_m->number,10);
play_sound(68);
}
else {
monst_spell_note(which_m->number,24);
r1 = get_ran(1,0,3);
if (party.imprisoned_monst[r1] == 0)
party.imprisoned_monst[r1] = which_m->number;
else {
r1 = get_ran(1,0,3);
party.imprisoned_monst[r1] = which_m->number;
}
ASB("Capture Soul: Success!");
sprintf((char *)str," Caught in slot %d.",r1 + 1);
add_string_to_buf((char *)str);
play_sound(53);
}
}
// returns 90 is no placement, OW returns # of spot
////
short place_monster(unsigned char which,location where)
{
short i = 0,x,y,j;
while ((i < T_M) && ((c_town.monst.dudes[i].active != 0) ||
(c_town.monst.dudes[i].monst_start.spec_enc_code > 0))) {
i++;
}
if (i < T_M) {
c_town.monst.dudes[i].m_d = return_monster_template((unsigned char) which);
c_town.monst.dudes[i].attitude = scenario.scen_monsters[which].default_attitude;
if (c_town.monst.dudes[i].attitude % 2 == 0)
c_town.monst.dudes[i].attitude = 1;
c_town.monst.dudes[i].mobile = TRUE;
c_town.monst.dudes[i].active = 2;
c_town.monst.dudes[i].number = which;
c_town.monst.dudes[i].m_loc = where;
c_town.monst.dudes[i].summoned = 0;
c_town.monst.dudes[i].monst_start = null_start_type;
monst_target[i] = 6;
if (c_town.monst.dudes[i].m_d.picture_num < 1000) {
add_monst_graphic(which,1);
}
take_crate(where.x,where.y);
take_barrel(where.x,where.y);
return i;
}
return 90;
}
// returns TRUE if placement was successful
Boolean summon_monster(unsigned char which,location where,short duration,short given_attitude)
//which; // if in town, this is caster loc., if in combat, this is where to try
// to put monster
{
location loc;
short which_m,spot;
if ((is_town()) || (monsters_going)) {
// Ooooh ... mondo kludge. Need to find caster's attitude to give it to monst.
which_m = monst_there(where);
// if (pc_there(where) < 6)
// which_att = 2;
// else if (which_m == 90)
// which_att = 1;
// else which_att = c_town.monst.dudes[which_m].attitude;
loc = find_clear_spot(where,0);
if (loc.x == 0)
return FALSE;
}
else {
// pc may be summoning using item, in which case where will be pc's space, so fix
if (pc_there(where) < 6) {
where = find_clear_spot(where,0);
if (where.x == 0)
return FALSE;
}
if ((is_barrel(where.x,where.y)) || (is_crate(where.x,where.y)))
return FALSE;
loc = where;
}
spot = place_monster(which,loc);
if (spot >= T_M) {
if (duration < 100)
add_string_to_buf(" Too many monsters.");
//ASB(" Monster fails to summon monster.");
return FALSE;
}
//play_sound(61);
// if (duration < 100)
c_town.monst.dudes[spot].attitude = given_attitude;
// else c_town.monst.dudes[spot].attitude = which_att;
if (which > 0) {//monster here for good
c_town.monst.dudes[spot].summoned = duration;
monst_spell_note(which,21);
}
else c_town.monst.dudes[spot].summoned = 0;
return TRUE;
}
void activate_monsters(short code,short attitude)
{
short i,pict;
unsigned char which;
if (code == 0)
return;
for (i = 0; i < T_M; i++)
if (c_town.monst.dudes[i].monst_start.spec_enc_code == code)
{
c_town.monst.dudes[i].monst_start.spec_enc_code = 0;
c_town.monst.dudes[i].active = 2;
which = c_town.monst.dudes[i].number;
c_town.monst.dudes[i].attitude = t_d.creatures[i].start_attitude;
c_town.monst.dudes[i].summoned = 0;
c_town.monst.dudes[i].m_loc = t_d.creatures[i].start_loc;
c_town.monst.dudes[i].m_d = return_monster_template(c_town.monst.dudes[i].number);
monst_target[i] = 6;
add_monst_graphic(c_town.monst.dudes[i].number,1);
take_crate(c_town.monst.dudes[i].m_loc.x,c_town.monst.dudes[i].m_loc.y);
take_barrel(c_town.monst.dudes[i].m_loc.x,c_town.monst.dudes[i].m_loc.y);
}
}
short get_encumberance(short pc_num)
{
short store = 0,i,what_val;
for (i = 0; i < 24; i++)
if (adven[pc_num].equip[i] == TRUE) {
what_val = adven[pc_num].items[i].awkward;
if ((what_val == 1) && (get_ran(1,0,130) < hit_chance[adven[pc_num].skills[8]]))
what_val--;
if ((what_val > 1) && (get_ran(1,0,70) < hit_chance[adven[pc_num].skills[8]]))
what_val--;
store += what_val;
}
return store;
}
short get_summon_monster(short summon_class)
{
short i,j;
for (i = 0; i < 200; i++) {
j = get_ran(1,0,255);
if (scenario.scen_monsters[j].summon_type == summon_class) {
return j;
}
}
ASB(" Summon failed.");
return -1;
}