Strictify PC main status enum
This commit is contained in:
@@ -386,21 +386,21 @@ short monst_pick_target(short which_m)
|
||||
univ.town.monst[which_m].target = 6;
|
||||
}
|
||||
if (univ.town.monst[which_m].target < 6)
|
||||
if ((univ.party[univ.town.monst[which_m].target].main_status != 1) || (get_ran(1,0,3) == 1))
|
||||
if(univ.party[univ.town.monst[which_m].target].main_status != eMainStatus::ALIVE || get_ran(1,0,3) == 1)
|
||||
univ.town.monst[which_m].target = 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)
|
||||
&& (univ.party[spell_caster].main_status == 1))
|
||||
&& univ.party[spell_caster].main_status == eMainStatus::ALIVE)
|
||||
return spell_caster;
|
||||
if (missile_firer < 6)
|
||||
if ((get_ran(1,1,5) < 3) && (monst_can_see(which_m,pc_pos[missile_firer]) == true)
|
||||
&& (univ.party[missile_firer].main_status == 1))
|
||||
&& univ.party[missile_firer].main_status == eMainStatus::ALIVE)
|
||||
return missile_firer;
|
||||
if (univ.town.monst[which_m].target < 6)
|
||||
if ((monst_can_see(which_m,pc_pos[univ.town.monst[which_m].target]) == true)
|
||||
&& (univ.party[univ.town.monst[which_m].target].main_status == 1))
|
||||
&& univ.party[univ.town.monst[which_m].target].main_status == eMainStatus::ALIVE)
|
||||
return univ.town.monst[which_m].target;
|
||||
}
|
||||
|
||||
@@ -475,7 +475,7 @@ short monst_pick_target_pc(short m_num,cCreature *which_m)////
|
||||
|
||||
// First pick any visible, nearby PC
|
||||
r1 = get_ran(1,0,5);
|
||||
while ((num_tries < 6) && ((univ.party[r1].main_status != 1) ||
|
||||
while(num_tries < 6 && (univ.party[r1].main_status != eMainStatus::ALIVE ||
|
||||
(monst_can_see(m_num,pc_pos[r1]) == false))) {
|
||||
r1 = get_ran(1,0,5);
|
||||
num_tries++;
|
||||
@@ -485,7 +485,7 @@ short monst_pick_target_pc(short m_num,cCreature *which_m)////
|
||||
|
||||
// Then, see if target can be replaced with someone nice and close
|
||||
r1 = get_ran(1,0,5);
|
||||
while ((num_tries < 6) && ((univ.party[r1].main_status != 1) ||
|
||||
while(num_tries < 6 && (univ.party[r1].main_status != eMainStatus::ALIVE ||
|
||||
(dist(which_m->cur_loc,pc_pos[r1]) > 4) ||
|
||||
(monst_can_see(m_num,pc_pos[r1]) == false))) {
|
||||
r1 = get_ran(1,0,5);
|
||||
@@ -503,7 +503,7 @@ short select_active_pc()
|
||||
short r1, num_tries = 0;
|
||||
|
||||
r1 = get_ran(1,0,5);
|
||||
while ((univ.party[r1].main_status != 1) && (num_tries++ < 50))
|
||||
while(univ.party[r1].main_status != eMainStatus::ALIVE && num_tries++ < 50)
|
||||
r1 = get_ran(1,0,5);
|
||||
|
||||
return r1;
|
||||
@@ -514,7 +514,7 @@ short closest_pc(location where)
|
||||
short how_close = 200,i,store = 6;
|
||||
|
||||
for (i = 0; i < 6; i++)
|
||||
if ((univ.party[i].main_status == 1) && (dist(where,pc_pos[i]) < how_close)) {
|
||||
if(univ.party[i].main_status == eMainStatus::ALIVE && dist(where,pc_pos[i]) < how_close) {
|
||||
store = i;
|
||||
how_close = dist(where,pc_pos[i]);
|
||||
}
|
||||
@@ -565,7 +565,7 @@ short switch_target_to_adjacent(short which_m,short orig_target)
|
||||
|
||||
// If target is already adjacent, we're done here.
|
||||
if ((is_combat()) && (orig_target < 6))
|
||||
if ((univ.party[orig_target].main_status == 1) && (monst_adjacent(pc_pos[orig_target],which_m) == true))
|
||||
if(univ.party[orig_target].main_status == eMainStatus::ALIVE && monst_adjacent(pc_pos[orig_target],which_m))
|
||||
return orig_target;
|
||||
if (orig_target >= 100)
|
||||
if ((univ.town.monst[orig_target - 100].active > 0) &&
|
||||
@@ -575,7 +575,7 @@ short switch_target_to_adjacent(short which_m,short orig_target)
|
||||
// Anyone unarmored? Heh heh heh...
|
||||
if (is_combat())
|
||||
for (i = 0; i < 6; i++)
|
||||
if ((univ.party[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == true) &&
|
||||
if(univ.party[i].main_status == eMainStatus::ALIVE && monst_adjacent(pc_pos[i],which_m) &&
|
||||
(get_encumberance(i) < 2))
|
||||
return i;
|
||||
|
||||
@@ -590,7 +590,7 @@ short switch_target_to_adjacent(short which_m,short orig_target)
|
||||
// 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 ((univ.party[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == true))
|
||||
if(univ.party[i].main_status == eMainStatus::ALIVE && monst_adjacent(pc_pos[i],which_m))
|
||||
num_adj++;
|
||||
|
||||
if (num_adj == 0)
|
||||
@@ -598,8 +598,8 @@ short switch_target_to_adjacent(short which_m,short orig_target)
|
||||
|
||||
i = 0;
|
||||
num_adj = get_ran(1,1,num_adj);
|
||||
while ((num_adj > 1) || (univ.party[i].main_status != 1) || (monst_adjacent(pc_pos[i],which_m) == false)) {
|
||||
if ((univ.party[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == true))
|
||||
while(num_adj > 1 || univ.party[i].main_status != eMainStatus::ALIVE || !monst_adjacent(pc_pos[i],which_m)) {
|
||||
if(univ.party[i].main_status == eMainStatus::ALIVE && monst_adjacent(pc_pos[i],which_m))
|
||||
num_adj--;
|
||||
i++;
|
||||
}
|
||||
@@ -799,7 +799,7 @@ short pc_there(location where)
|
||||
short i;
|
||||
|
||||
for (i = 0; i < 6; i++)
|
||||
if ((where == pc_pos[i]) && (univ.party[i].main_status == 1))
|
||||
if(where == pc_pos[i] && univ.party[i].main_status == eMainStatus::ALIVE)
|
||||
return i;
|
||||
return 6;
|
||||
}
|
||||
@@ -1107,7 +1107,7 @@ bool monst_check_special_terrain(location where_check,short mode,short which_mon
|
||||
update_explored(univ.town.p_loc);
|
||||
if (is_combat())
|
||||
for (i = 0; i < 6; i++)
|
||||
if (univ.party[i].main_status == 1)
|
||||
if(univ.party[i].main_status == eMainStatus::ALIVE)
|
||||
update_explored(pc_pos[i]);
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user