Added (and put to use) several more SDF_ constants.
git-svn-id: http://openexile.googlecode.com/svn/trunk@24 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -1657,11 +1657,11 @@ void combat_run_monst()
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if (c_town.town.lighting == 3)
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party.light_level = 0;
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party.stuff_done[305][2] = move_to_zero(party.stuff_done[305][2]);
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party.stuff_done[305][3] = move_to_zero(party.stuff_done[305][3]);
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party.stuff_done[SDF_PARTY_DETECT_LIFE] = move_to_zero(party.stuff_done[SDF_PARTY_DETECT_LIFE]);
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party.stuff_done[SDF_PARTY_FIREWALK] = move_to_zero(party.stuff_done[SDF_PARTY_FIREWALK]);
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// decrease monster present counter
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party.stuff_done[305][9] = move_to_zero(party.stuff_done[305][9]);
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party.stuff_done[SDF_HOSTILES_PRESENT] = move_to_zero(party.stuff_done[SDF_HOSTILES_PRESENT]);
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dump_gold(1);
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@@ -1672,7 +1672,7 @@ void combat_run_monst()
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update_stat = TRUE;
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adven[i].status[1] = move_to_zero(adven[i].status[1]);
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adven[i].status[3] = move_to_zero(adven[i].status[3]);
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party.stuff_done[305][0] = move_to_zero(party.stuff_done[305][0]);
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party.stuff_done[SDF_PARTY_STEALTHY] = move_to_zero(party.stuff_done[SDF_PARTY_STEALTHY]);
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if ((item = pc_has_abil_equip(i,50)) < 24) {
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update_stat = TRUE;
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heal_pc(i,get_ran(1,0,adven[i].items[item].item_level + 1));
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@@ -1750,7 +1750,7 @@ void do_monster_turn()
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// See if hostile monster notices party, during combat
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if ((cur_monst->active == 1) && (cur_monst->attitude % 2 == 1) && (overall_mode == MODE_COMBAT)) {
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r1 = get_ran(1,1,100); // Check if see PCs first
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r1 += (party.stuff_done[305][0] > 0) ? 45 : 0;
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r1 += (party.stuff_done[SDF_PARTY_STEALTHY] > 0) ? 45 : 0;
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r1 += can_see(cur_monst->m_loc,closest_pc_loc(cur_monst->m_loc),0) * 10;
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if (r1 < 50)
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cur_monst->active = 2;
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@@ -1788,7 +1788,7 @@ void do_monster_turn()
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if (cur_monst->active == 2) { // Begin action loop for angry, active monsters
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// First note that hostile monsters are around.
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if (cur_monst->attitude % 2 == 1)
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party.stuff_done[305][9] = 30;
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party.stuff_done[SDF_HOSTILES_PRESENT] = 30;
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// Give monster its action points
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cur_monst->m_d.ap = cur_monst->m_d.speed;
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@@ -1883,7 +1883,7 @@ void do_monster_turn()
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center_on_monst = TRUE;
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center = cur_monst->m_loc;
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draw_terrain(0);
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pause((PSD[306][6] == 3) ? 9 : PSD[306][6]);
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pause((PSD[SDF_GAME_SPEED] == 3) ? 9 : PSD[SDF_GAME_SPEED]);
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}
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combat_posing_monster = current_working_monster = 100 + i;
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