Added (and put to use) several more SDF_ constants.

git-svn-id: http://openexile.googlecode.com/svn/trunk@24 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-04-19 15:43:04 +00:00
parent 0794231c20
commit 4c78d68b2b
15 changed files with 132 additions and 126 deletions

View File

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