- Remove all field booleans except quickfire and belt, which have been moved to cCurTown - Alter and extend place_spell_pattern, to allow arbitrary damage types and to make it more clear in the code what's happening when it's called - Delete fields.cpp file; a few things moved to locutils.cpp, but most are now part of cCurTown - set_terrain function automatically updates belt present boolean if setting to a conveyor.
1446 lines
44 KiB
C++
1446 lines
44 KiB
C++
|
|
#include <cstdio>
|
|
|
|
//#include "item.h"
|
|
|
|
#include "boe.global.h"
|
|
|
|
#include "classes.h"
|
|
#include "boe.locutils.h"
|
|
#include "boe.monster.h"
|
|
#include "boe.text.h"
|
|
#include "boe.specials.h"
|
|
#include "boe.items.h"
|
|
#include "soundtool.h"
|
|
#include "boe.graphics.h"
|
|
#include "boe.newgraph.h"
|
|
#include "boe.main.h"
|
|
#include "mathutil.h"
|
|
#include "graphtool.h"
|
|
|
|
//extern current_town_type univ.town;
|
|
//extern party_record_type party;
|
|
extern eGameMode overall_mode;
|
|
//extern cOutdoors univ.out.outdoors[2][2];
|
|
extern ter_num_t combat_terrain[64][64];//,out[96][96];
|
|
extern short which_combat_type;
|
|
//extern big_tr_type t_d;
|
|
//extern short monst_target[60]; // 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 univ.out.misc_i[64][64];
|
|
//extern location monster_targs[60];
|
|
|
|
extern location pc_pos[6],center;
|
|
extern short boom_gr[8],futzing;
|
|
extern bool processing_fields,monsters_going;
|
|
//extern town_item_list univ.town;
|
|
extern cScenario scenario;
|
|
extern cUniverse univ;
|
|
|
|
|
|
short charm_odds[20] = {90,90,85,80,78, 75,73,60,40,30, 20,10,4,1,0, 0,0,0,0,0};
|
|
|
|
//cCreature null_start_type; = {0,0,loc(80,80),1,0,0,0,0,0,0,0, 0,-1,-1,-1};
|
|
|
|
////
|
|
//cMonster return_monster_template(m_num_t store)
|
|
//{
|
|
// cMonster 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[SDF_EASY_MODE] == 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 out_enc_lev_tot(short which)
|
|
{
|
|
short count = 0,i;
|
|
short num[7] = {22,8,4,4,3,2,1};
|
|
|
|
if (univ.party.out_c[which].what_monst.cant_flee == true)
|
|
return 10000;
|
|
|
|
for (i = 0; i < 7; i++)
|
|
if (univ.party.out_c[which].what_monst.monst[i] != 0)
|
|
count += scenario.scen_monsters[univ.party.out_c[which].what_monst.monst[i]].level * num[i];
|
|
return count;
|
|
}
|
|
|
|
void create_wand_monst()
|
|
{
|
|
short r1,r2,r3,i = 0,num_tries = 0;
|
|
location p_loc;
|
|
|
|
r1 = get_ran(1,0,3);
|
|
if(overall_mode == MODE_OUTDOORS) {
|
|
if (!univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering[r1].isNull()) {
|
|
r2 = get_ran(1,0,3);
|
|
while ((point_onscreen(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2],
|
|
global_to_local(univ.party.p_loc))) && (num_tries++ < 100))
|
|
r2 = get_ran(1,0,3);
|
|
if (!is_blocked(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2]))
|
|
place_outd_wand_monst(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2],
|
|
univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering[r1],0);
|
|
}
|
|
} else if(!univ.town->wandering[r1].isNull() && univ.town.countMonsters() <= 50
|
|
&& univ.party.m_killed[univ.town.num] < univ.town->max_num_monst) {
|
|
// won't place wandering if more than 50 monsters
|
|
r2 = get_ran(1,0,3);
|
|
while(point_onscreen(univ.town->wandering_locs[r2],univ.town.p_loc) &&
|
|
!loc_off_act_area(univ.town->wandering_locs[r2]) && num_tries++ < 100)
|
|
r2 = get_ran(1,0,3);
|
|
for(i = 0; i < 4; i++) {
|
|
if(univ.town->wandering[r1].monst[i] != 0) { // place a monster
|
|
p_loc = univ.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))
|
|
place_monster(univ.town->wandering[r1].monst[i],p_loc);
|
|
}
|
|
p_loc = univ.town->wandering_locs[r2];
|
|
p_loc.x += get_ran(1,0,4) - 2;
|
|
p_loc.y += get_ran(1,0,4) - 2;
|
|
r3 = get_ran(1,0,3);
|
|
if(r3 >= 2 && !is_blocked(p_loc)) // place extra monsters?
|
|
place_monster(univ.town->wandering[r1].monst[3],p_loc);
|
|
}
|
|
}
|
|
}
|
|
|
|
void place_outd_wand_monst(location where,cOutdoors::cWandering group,short forced)
|
|
{
|
|
short i = 0,j = 0;
|
|
location l;
|
|
|
|
|
|
while (i < 10) {
|
|
////
|
|
if ((univ.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;
|
|
univ.party.out_c[i].exists = true;
|
|
univ.party.out_c[i].direction = 0;
|
|
univ.party.out_c[i].what_monst = group;
|
|
univ.party.out_c[i].which_sector = univ.party.i_w_c;
|
|
univ.party.out_c[i].m_loc = where;
|
|
if (univ.party.out_c[i].which_sector.x == 1)
|
|
univ.party.out_c[i].m_loc.x += 48;
|
|
if (univ.party.out_c[i].which_sector.y == 1)
|
|
univ.party.out_c[i].m_loc.y += 48;
|
|
l = univ.party.out_c[i].m_loc;
|
|
while ((forced == true) && (is_blocked(l)) && (j < 50)) {
|
|
l = univ.party.out_c[i].m_loc;
|
|
l.x += get_ran(1,0,2) - 1;
|
|
l.y += get_ran(1,0,2) - 1;
|
|
j++;
|
|
}
|
|
univ.party.out_c[i].m_loc = l;
|
|
|
|
i = 50;
|
|
}
|
|
i++;
|
|
}
|
|
|
|
}
|
|
|
|
location get_monst_head(short m_num)
|
|
{
|
|
location l;
|
|
|
|
l = univ.town.monst[m_num].cur_loc;
|
|
if ((univ.town.monst[m_num].direction < 4) &&
|
|
(univ.town.monst[m_num].x_width > 1))
|
|
l.x++;
|
|
|
|
return l;
|
|
}
|
|
|
|
short get_monst_picnum(m_num_t monst)
|
|
{
|
|
return scenario.scen_monsters[monst].picture_num;
|
|
}
|
|
|
|
ePicType get_monst_pictype(m_num_t monst)
|
|
{
|
|
ePicType type = PIC_MONST;
|
|
short n = scenario.scen_monsters[monst].picture_num;
|
|
if (n >= 1000){
|
|
type += PIC_CUSTOM;
|
|
switch(n / 1000){
|
|
case 2:
|
|
type += PIC_WIDE;
|
|
break;
|
|
case 3:
|
|
type += PIC_TALL;
|
|
break;
|
|
case 4:
|
|
type += PIC_WIDE;
|
|
type += PIC_TALL;
|
|
break;
|
|
}
|
|
}else{
|
|
if(m_pic_index[n].x == 2) type += PIC_WIDE;
|
|
if(m_pic_index[n].y == 2) type += PIC_TALL;
|
|
}
|
|
return type;
|
|
}
|
|
|
|
void get_monst_dims(m_num_t 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,m_num_t m_num)
|
|
//mode; // 0 - unfriendly 1 - friendly & fightin'
|
|
{
|
|
short which;
|
|
|
|
for (which = 0; which < univ.town->max_monst(); which++)
|
|
if (univ.town.monst[which].active == 0) {
|
|
univ.town.monst[which] = cCreature(m_num);
|
|
univ.town.monst[which].active = 2;
|
|
univ.town.monst[which].summoned = 0;
|
|
univ.town.monst[which].attitude = mode + 1;
|
|
univ.town.monst[which].mobility = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void do_monsters()
|
|
{
|
|
short i,j,r1,target;
|
|
location l1,l2;
|
|
bool acted_yet = false;
|
|
|
|
if (overall_mode == MODE_TOWN)
|
|
for (i = 0; i < univ.town->max_monst(); i++)
|
|
if(univ.town.monst[i].active != 0 && univ.town.monst[i].status[eStatus::ASLEEP] <= 0
|
|
&& univ.town.monst[i].status[eStatus::PARALYZED] <= 0) {
|
|
// have to pick targets
|
|
if (univ.town.monst[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(univ.town.monst[i].cur_loc,univ.town.p_loc) > 8)
|
|
target = 6;
|
|
else target = select_active_pc();
|
|
}
|
|
if ((univ.town.monst[i].attitude % 2 != 1) && (target < 6))
|
|
target = 6;
|
|
}
|
|
univ.town.monst[i].target = target;
|
|
// sprintf((char *)debug," t: %d targets %d.",i,monst_target[i]);
|
|
// add_string_to_buf((char *) debug);
|
|
|
|
if ((univ.town.monst[i].active == 2)
|
|
|| ((univ.town.monst[i].active != 0) && (univ.town.monst[i].attitude % 2 != 1))) {
|
|
acted_yet = false;
|
|
if (((univ.town.monst[i].attitude == 0) || (univ.town.monst[i].target == 6)) && (univ.town.hostile == 0)) {
|
|
if (univ.town.monst[i].mobility == 1) { // OK, it doesn't see the party or
|
|
// isn't nasty, and the town isn't totally hostile.
|
|
if ((univ.town.monst[i].attitude % 2 != 1) || (get_ran(1,0,1) == 0)) {
|
|
acted_yet = rand_move(i);
|
|
}
|
|
else acted_yet = seek_party(i,univ.town.monst[i].cur_loc,univ.town.p_loc);
|
|
}
|
|
}
|
|
if ((univ.town.monst[i].attitude > 0) || (univ.town.hostile == 1)) {
|
|
if ((univ.town.monst[i].mobility == 1) && (univ.town.monst[i].target != 6)) {
|
|
l1 = univ.town.monst[i].cur_loc;
|
|
l2 = (univ.town.monst[i].target <= 6) ? univ.town.p_loc : univ.town.monst[target - 100].cur_loc;
|
|
|
|
if ((univ.town.monst[i].morale < 0) && (univ.town.monst[i].spec_skill != 13)
|
|
&& univ.town.monst[i].m_type != eRace::UNDEAD) {
|
|
acted_yet = flee_party(i,l1,l2);
|
|
if (get_ran(1,0,10) < 6)
|
|
univ.town.monst[i].morale++;
|
|
}
|
|
else if (monst_hate_spot(i,&l2) == true)
|
|
acted_yet = seek_party(i,l1,l2);
|
|
else if (((univ.town.monst[i].mu == 0) && (univ.town.monst[i].mu == 0))
|
|
|| (can_see_light(l1,l2,sight_obscurity) > 3))
|
|
acted_yet = seek_party(i,l1,l2);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Make hostile monsters active
|
|
if ((univ.town.monst[i].active == 1) && (univ.town.monst[i].attitude % 2 == 1)
|
|
&& (dist(univ.town.monst[i].cur_loc,univ.town.p_loc) <= 8)) {
|
|
r1 = get_ran(1,1,100);
|
|
r1 += (PSD[SDF_PARTY_STEALTHY] > 0) ? 46 : 0;
|
|
r1 += can_see_light(univ.town.monst[i].cur_loc,univ.town.p_loc,sight_obscurity) * 10;
|
|
if (r1 < 50) {
|
|
univ.town.monst[i].active = 2;
|
|
add_string_to_buf("Monster saw you!");
|
|
// play go active sound
|
|
if(isHumanoid(univ.town.monst[i].m_type) || univ.town.monst[i].m_type == eRace::GIANT)
|
|
play_sound(18);
|
|
else play_sound(46);
|
|
}
|
|
for (j = 0; j < univ.town->max_monst(); j++)
|
|
if ((univ.town.monst[j].active == 2)
|
|
&& ((dist(univ.town.monst[i].cur_loc,univ.town.monst[j].cur_loc) <= 5) == true))
|
|
univ.town.monst[i].active = 2;
|
|
}
|
|
|
|
}
|
|
if (overall_mode == MODE_OUTDOORS) {
|
|
for (i = 0; i < 10; i++)
|
|
if (univ.party.out_c[i].exists == true) {
|
|
acted_yet = false;
|
|
l1 = univ.party.out_c[i].m_loc;
|
|
l2 = univ.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);
|
|
}
|
|
}
|
|
}
|
|
|
|
////
|
|
bool monst_hate_spot(short which_m,location *good_loc)
|
|
{
|
|
location prospect,loc;
|
|
|
|
loc = univ.town.monst[which_m].cur_loc;
|
|
if (univ.town.is_fire_barr(loc.x,loc.y) || univ.town.is_force_barr(loc.x,loc.y) || univ.town.is_quickfire(loc.x,loc.y)
|
|
|| univ.town.is_blade_wall(loc.x,loc.y) // hate regular fields
|
|
|| (univ.town.is_ice_wall(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 2)
|
|
&& ((univ.town.monst[which_m].immunities & 32) == 0)) // hate ice wall?
|
|
|| (univ.town.is_fire_wall(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 1)
|
|
&& ((univ.town.monst[which_m].immunities & 8) == 0)) // hate fire wall?
|
|
|| (univ.town.is_scloud(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 6)
|
|
&& ((univ.town.monst[which_m].immunities & 3) == 0)) // hate stink cloud?
|
|
|| (univ.town.is_sleep_cloud(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 5)
|
|
&& ((univ.town.monst[which_m].immunities & 3) == 0)) // hate sleep cloud?
|
|
|| (univ.town.is_force_wall(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 3)
|
|
&& ((univ.town.monst[which_m].immunities & 3) == 0)) // hate shock cloud?
|
|
|| (((univ.town.monst[which_m].mu > 0) || (univ.town.monst[which_m].cl > 0))
|
|
&& univ.town.is_antimagic(loc.x,loc.y))) // 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)
|
|
{
|
|
cCreature *cur_monst;
|
|
short targ_pc,targ_m;
|
|
|
|
cur_monst = &univ.town.monst[which_m];
|
|
|
|
// First, any chance target is screwed?
|
|
if (univ.town.monst[which_m].target >= 100) {
|
|
if (((cur_monst->attitude % 2 == 1) &&
|
|
(univ.town.monst[univ.town.monst[which_m].target - 100].attitude == cur_monst->attitude)) ||
|
|
((cur_monst->attitude % 2 == 0) && (univ.town.monst[univ.town.monst[which_m].target - 100].attitude % 2 == 0)))
|
|
univ.town.monst[which_m].target = 6;
|
|
else if (univ.town.monst[univ.town.monst[which_m].target - 100].active == 0)
|
|
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 != 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 == 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 == 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 == eMainStatus::ALIVE)
|
|
return univ.town.monst[which_m].target;
|
|
}
|
|
|
|
// if (monst_target[which_m] >= 100) {
|
|
// if ((can_see_light(cur_monst->m_loc,univ.town.monst[monst_target[which_m] - 100].m_loc,sight_obscurity) < 4)
|
|
// && (univ.town.monst[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->cur_loc,univ.town.monst[targ_m - 100].cur_loc) <
|
|
dist(cur_monst->cur_loc,univ.town.p_loc))
|
|
return targ_m;
|
|
else return 0;
|
|
}
|
|
// Otherwise we're in combat
|
|
if ((dist(cur_monst->cur_loc,univ.town.monst[targ_m - 100].cur_loc) ==
|
|
dist(cur_monst->cur_loc,pc_pos[targ_pc])) && (get_ran(1,0,6) < 3))
|
|
return targ_m;
|
|
else return targ_pc;
|
|
if (dist(cur_monst->cur_loc,univ.town.monst[targ_m - 100].cur_loc) <
|
|
dist(cur_monst->cur_loc,pc_pos[targ_pc]))
|
|
return targ_m;
|
|
else return targ_pc;
|
|
|
|
}
|
|
|
|
short monst_pick_target_monst(cCreature *which_m)
|
|
{
|
|
short min_dist = 1000,i,cur_targ = 6;
|
|
|
|
for (i = 0; i < univ.town->max_monst(); i++) {
|
|
if ((univ.town.monst[i].active > 0) && // alive
|
|
(((which_m->attitude % 2 == 1) && (univ.town.monst[i].attitude % 2 == 0)) ||
|
|
((which_m->attitude % 2 == 0) && (univ.town.monst[i].attitude % 2 == 1)) ||
|
|
((which_m->attitude % 2 == 1) && (univ.town.monst[i].attitude != which_m->attitude))) && // they hate each other
|
|
((dist(which_m->cur_loc,univ.town.monst[i].cur_loc) < min_dist) ||
|
|
((dist(which_m->cur_loc,univ.town.monst[i].cur_loc) == min_dist) && (get_ran(1,0,7) < 4))) &&
|
|
(monst_can_see(i,univ.town.monst[i].cur_loc) == true) ) {
|
|
min_dist = dist(which_m->cur_loc,univ.town.monst[i].cur_loc);
|
|
cur_targ = i + 100;
|
|
|
|
}
|
|
}
|
|
return cur_targ;
|
|
}
|
|
|
|
short monst_pick_target_pc(short m_num,cCreature *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 && (univ.party[r1].main_status != eMainStatus::ALIVE ||
|
|
(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 && (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);
|
|
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(univ.party[r1].main_status != eMainStatus::ALIVE && 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(univ.party[i].main_status == eMainStatus::ALIVE && 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 < univ.town->max_monst(); i++)
|
|
if ((((univ.town.monst[i].attitude % 2 == 1) && (mode == 1)) ||
|
|
((univ.town.monst[i].attitude % 2 == 0) && (mode == 2)))
|
|
&& (dist(where,univ.town.monst[i].cur_loc) < how_close)) {
|
|
store = i;
|
|
how_close = dist(where,univ.town.monst[i].cur_loc);
|
|
}
|
|
return store;
|
|
}
|
|
|
|
short switch_target_to_adjacent(short which_m,short orig_target)
|
|
{
|
|
location monst_loc;
|
|
short i,num_adj = 0;
|
|
|
|
monst_loc = univ.town.monst[which_m].cur_loc;
|
|
|
|
// First, take care of friendly monsters.
|
|
if (univ.town.monst[which_m].attitude % 2 == 0) {
|
|
if (orig_target >= 100)
|
|
if ((univ.town.monst[orig_target - 100].active > 0) &&
|
|
(monst_adjacent(univ.town.monst[orig_target - 100].cur_loc,which_m) == true))
|
|
return orig_target;
|
|
for (i = 0; i < univ.town->max_monst(); i++)
|
|
if ((univ.town.monst[i].active > 0) &&
|
|
(univ.town.monst[i].attitude % 2 == 1) &&
|
|
(monst_adjacent(univ.town.monst[i].cur_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(univ.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(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) &&
|
|
(monst_adjacent(univ.town.monst[orig_target - 100].cur_loc,which_m) == true))
|
|
return orig_target;
|
|
|
|
// Anyone unarmored? Heh heh heh...
|
|
if (is_combat())
|
|
for (i = 0; i < 6; i++)
|
|
if(univ.party[i].main_status == eMainStatus::ALIVE && monst_adjacent(pc_pos[i],which_m) &&
|
|
(get_encumberance(i) < 2))
|
|
return i;
|
|
|
|
// Check for a nice, adjacent, friendly monster and maybe attack
|
|
for (i = 0; i < univ.town->max_monst(); i++)
|
|
if ((univ.town.monst[i].active > 0) &&
|
|
(univ.town.monst[i].attitude % 2 == 0) &&
|
|
(monst_adjacent(univ.town.monst[i].cur_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(univ.party[i].main_status == eMainStatus::ALIVE && monst_adjacent(pc_pos[i],which_m))
|
|
num_adj++;
|
|
|
|
if (num_adj == 0)
|
|
return orig_target;
|
|
|
|
i = 0;
|
|
num_adj = get_ran(1,1,num_adj);
|
|
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++;
|
|
}
|
|
return i;
|
|
}
|
|
|
|
|
|
bool rand_move(char i)
|
|
{
|
|
bool acted_yet = false;
|
|
short j;
|
|
location store_loc;
|
|
|
|
// first, if outdoor, just roam.
|
|
if (is_out()) {
|
|
store_loc = random_shift(univ.party.out_c[i].m_loc);
|
|
return outdoor_move_monster(i,store_loc);
|
|
}
|
|
|
|
if (univ.town.monst[i].targ_loc == univ.town.monst[i].cur_loc)
|
|
univ.town.monst[i].targ_loc.x = 0;
|
|
|
|
// FIrst, try to move to monst_targs. If it don't work, then we'll shift.
|
|
if (univ.town.monst[i].targ_loc.x > 0)
|
|
acted_yet = seek_party(i,univ.town.monst[i].cur_loc,univ.town.monst[i].targ_loc);
|
|
|
|
if (acted_yet == false) {
|
|
univ.town.monst[i].targ_loc.x = 0;
|
|
for (j = 0; j < 3; j++) {
|
|
store_loc = univ.town.monst[i].cur_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_light(univ.town.monst[i].cur_loc,store_loc,sight_obscurity) < 5)) {
|
|
univ.town.monst[i].targ_loc = store_loc; j = 3;
|
|
}
|
|
}
|
|
|
|
if (univ.town.monst[i].targ_loc.x == 0) {
|
|
// maybe pick a wand loc, else juist pick a loc
|
|
j = get_ran(1,0,3);
|
|
store_loc = univ.town->wandering_locs[j];
|
|
|
|
if ((loc_off_act_area(store_loc) == false) && (get_ran(1,0,1) == 1))
|
|
univ.town.monst[i].targ_loc = store_loc;
|
|
else {
|
|
store_loc = univ.town.monst[i].cur_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)
|
|
univ.town.monst[i].targ_loc = store_loc;
|
|
}
|
|
}
|
|
if (univ.town.monst[i].targ_loc.x > 0)
|
|
acted_yet = seek_party(i,univ.town.monst[i].cur_loc,univ.town.monst[i].targ_loc);
|
|
}
|
|
|
|
return acted_yet;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool seek_party(short i,location l1,location l2)
|
|
{
|
|
bool 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;
|
|
}
|
|
|
|
bool flee_party(short i,location l1,location l2)
|
|
{
|
|
bool 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;
|
|
}
|
|
|
|
bool 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 == MODE_TOWN)
|
|
return town_move_monster(i,dest);
|
|
if (overall_mode == MODE_OUTDOORS)
|
|
return outdoor_move_monster(i,dest);
|
|
if (overall_mode == MODE_COMBAT)
|
|
return combat_move_monster((short) i,dest);
|
|
return 0;
|
|
}
|
|
|
|
bool combat_move_monster(short which,location destination)
|
|
{
|
|
|
|
|
|
if (monst_can_be_there(destination,which) == false)
|
|
return false;
|
|
else if (monst_check_special_terrain(destination,2,which) == false)
|
|
return false;
|
|
else {
|
|
univ.town.monst[which].direction =
|
|
set_direction(univ.town.monst[which].cur_loc, destination);
|
|
univ.town.monst[which].cur_loc = destination;
|
|
monst_inflict_fields(which);
|
|
|
|
if (point_onscreen(destination,center) == true) {
|
|
if (is_combat())
|
|
move_sound(combat_terrain[destination.x][destination.y],
|
|
(short) univ.town.monst[which].ap);
|
|
else move_sound(univ.town->terrain(destination.x,destination.y),
|
|
(short) univ.town.monst[which].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;
|
|
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_light(from_where,loc,combat_obscurity) == 0
|
|
&& (!(is_combat()) || (pc_there(loc) == 6))
|
|
&& (!(is_town()) || (loc != univ.town.p_loc))
|
|
&& (!(univ.town.misc_i(loc.x,loc.y) & 248)) && // check for crate, barrel, barrier, quickfire
|
|
(!(univ.town.explored(loc.x,loc.y) & 254))) { // check for fields, clouds
|
|
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(where == pc_pos[i] && univ.party[i].main_status == eMainStatus::ALIVE)
|
|
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;
|
|
}
|
|
|
|
bool outdoor_move_monster(short num,location dest)
|
|
{
|
|
|
|
if ((outd_is_blocked(dest) == false) && (outd_is_special(dest) == false) &&
|
|
(dest != univ.party.p_loc) &&
|
|
((univ.out[dest.x][dest.y] > 21) || (univ.out[dest.x][dest.y] < 5))) {
|
|
univ.party.out_c[num].direction =
|
|
set_direction(univ.party.out_c[num].m_loc, dest);
|
|
univ.party.out_c[num].m_loc = dest;
|
|
return true;
|
|
}
|
|
else return false;
|
|
}
|
|
|
|
bool 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) {
|
|
univ.town.monst[num].direction =
|
|
set_direction(univ.town.monst[num].cur_loc, dest);
|
|
univ.town.monst[num].cur_loc = dest;
|
|
monst_inflict_fields(num);
|
|
return true;
|
|
}
|
|
else return false;
|
|
}
|
|
|
|
bool monster_placid(short m_num)
|
|
{
|
|
if ((univ.town.monst[m_num].attitude == 0) ||
|
|
((univ.town.monst[m_num].attitude == 2) && (PSD[SDF_HOSTILES_PRESENT] == 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;
|
|
cCreature *which_m;
|
|
|
|
if (univ.town.monst[which_monst].active == 0)
|
|
return;
|
|
|
|
which_m = &univ.town.monst[which_monst];
|
|
for (i = 0; i < univ.town.monst[which_monst].x_width; i++)
|
|
for (j = 0; j < univ.town.monst[which_monst].y_width; j++)
|
|
if (univ.town.monst[which_monst].active > 0) {
|
|
where_check.x = univ.town.monst[which_monst].cur_loc.x + i;
|
|
where_check.y = univ.town.monst[which_monst].cur_loc.y + j;
|
|
if (univ.town.is_quickfire(where_check.x,where_check.y)) {
|
|
r1 = get_ran(2,1,8);
|
|
damage_monst(which_monst,7,r1,0,DAMAGE_FIRE,0);
|
|
break;
|
|
}
|
|
if (univ.town.is_blade_wall(where_check.x,where_check.y)) {
|
|
r1 = get_ran(6,1,8);
|
|
damage_monst(which_monst,7,r1,0,DAMAGE_WEAPON,0);
|
|
break;
|
|
}
|
|
if (univ.town.is_force_wall(where_check.x,where_check.y)) {
|
|
r1 = get_ran(3,1,6);
|
|
damage_monst(which_monst,7,r1,0,DAMAGE_MAGIC,0);
|
|
break;
|
|
}
|
|
if (univ.town.is_sleep_cloud(where_check.x,where_check.y)) {
|
|
charm_monst(which_m,0,eStatus::ASLEEP,3);
|
|
break;
|
|
}
|
|
if (univ.town.is_ice_wall(where_check.x,where_check.y)) {
|
|
r1 = get_ran(3,1,6);
|
|
if (univ.town.monst[which_monst].spec_skill != 23)
|
|
damage_monst(which_monst,7,r1,0,DAMAGE_COLD,0);
|
|
break;
|
|
}
|
|
if (univ.town.is_scloud(where_check.x,where_check.y)) {
|
|
r1 = get_ran(1,2,3);
|
|
curse_monst(which_m,r1);
|
|
break;
|
|
}
|
|
if(univ.town.is_web(where_check.x,where_check.y) && which_m->m_type != eRace::BUG) {
|
|
monst_spell_note(which_m->number,19);
|
|
r1 = get_ran(1,2,3);
|
|
web_monst(which_m,r1);
|
|
univ.town.set_web(where_check.x,where_check.y,false);
|
|
break;
|
|
}
|
|
if (univ.town.is_fire_wall(where_check.x,where_check.y)) {
|
|
r1 = get_ran(2,1,6);
|
|
if (univ.town.monst[which_monst].spec_skill != 22)
|
|
damage_monst(which_monst,7,r1,0,DAMAGE_FIRE,0);
|
|
break;
|
|
}
|
|
}
|
|
if (univ.town.monst[which_monst].active > 0)
|
|
for (i = 0; i < univ.town.monst[which_monst].x_width; i++)
|
|
for (j = 0; j < univ.town.monst[which_monst].y_width; j++) {
|
|
where_check.x = univ.town.monst[which_monst].cur_loc.x + i;
|
|
where_check.y = univ.town.monst[which_monst].cur_loc.y + j;
|
|
if ((univ.town.is_crate(where_check.x,where_check.y)) ||
|
|
(univ.town.is_barrel(where_check.x,where_check.y)) )
|
|
for (k = 0; k < NUM_TOWN_ITEMS; k++)
|
|
if(univ.town.items[k].variety != eItemType::NO_ITEM && univ.town.items[k].contained
|
|
&& (univ.town.items[k].item_loc == where_check))
|
|
univ.town.items[k].contained = false;
|
|
univ.town.set_crate(where_check.x,where_check.y,false);
|
|
univ.town.set_barrel(where_check.x,where_check.y,false);
|
|
if (univ.town.is_fire_barr(where_check.x,where_check.y)) {
|
|
r1 = get_ran(2,1,10);
|
|
damage_monst(which_monst,7,r1,0,DAMAGE_FIRE,0);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
bool monst_check_special_terrain(location where_check,short mode,short which_monst)
|
|
//mode; // 1 - town 2 - combat
|
|
{
|
|
ter_num_t ter = 0;
|
|
short r1,i,guts = 0;
|
|
bool can_enter = true,mage = false;
|
|
location from_loc,to_loc;
|
|
bool do_look = false; // If becomes true, terrain changed, so need to update what party sees
|
|
cCreature *which_m;
|
|
eTerSpec ter_abil;
|
|
unsigned short ter_flag;
|
|
|
|
from_loc = univ.town.monst[which_monst].cur_loc;
|
|
switch (mode) {
|
|
case 1:
|
|
ter = univ.town->terrain(where_check.x,where_check.y);
|
|
break;
|
|
case 2:
|
|
ter = combat_terrain[where_check.x][where_check.y];
|
|
break;
|
|
}
|
|
////
|
|
which_m = &univ.town.monst[which_monst];
|
|
ter_abil = scenario.ter_types[ter].special;
|
|
ter_flag = scenario.ter_types[ter].flag3.u;
|
|
|
|
if(mode > 0 && ter_abil == eTerSpec::CONVEYOR) {
|
|
if (
|
|
((ter_flag == DIR_N) && (where_check.y > from_loc.y)) ||
|
|
((ter_flag == DIR_E) && (where_check.x < from_loc.x)) ||
|
|
((ter_flag == DIR_S) && (where_check.y < from_loc.y)) ||
|
|
((ter_flag == DIR_W) && (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->mu > 0) || (which_m->cl > 0))
|
|
mage = true;
|
|
if (which_m->spec_skill == 13)
|
|
guts = 20;
|
|
else guts = get_ran(1,1,(which_m->level / 2));
|
|
guts += which_m->health / 20;
|
|
if (mage == true)
|
|
guts = guts / 2;
|
|
if (which_m->attitude == 0)
|
|
guts = guts / 2;
|
|
|
|
if ((univ.town.is_antimagic(where_check.x,where_check.y)) && (mage == true))
|
|
return false;
|
|
if ((univ.town.is_fire_wall(where_check.x,where_check.y)) && (which_m->spec_skill != 22)) {
|
|
if (guts < 3) return false;
|
|
}
|
|
if (univ.town.is_force_wall(where_check.x,where_check.y)) {
|
|
if (guts < 4) return false;
|
|
}
|
|
if ((univ.town.is_ice_wall(where_check.x,where_check.y)) && (which_m->spec_skill != 23)) {
|
|
if (guts < 5) return false;
|
|
}
|
|
if (univ.town.is_sleep_cloud(where_check.x,where_check.y)) {
|
|
if (guts < 8) return false;
|
|
}
|
|
if (univ.town.is_blade_wall(where_check.x,where_check.y)) {
|
|
if (guts < 8) return false;
|
|
}
|
|
if (univ.town.is_quickfire(where_check.x,where_check.y)) {
|
|
if (guts < 8) return false;
|
|
}
|
|
if (univ.town.is_scloud(where_check.x,where_check.y)) {
|
|
if (guts < 4) return false;
|
|
}
|
|
if(univ.town.is_web(where_check.x,where_check.y) && which_m->m_type != eRace::BUG) {
|
|
if (guts < 3) return false;
|
|
}
|
|
if (univ.town.is_fire_barr(where_check.x,where_check.y)) {
|
|
if ((which_m->attitude % 2 == 1) && (get_ran(1,1,100) < (which_m->mu * 10 + which_m->cl * 4))) {
|
|
play_sound(60);
|
|
add_string_to_buf("Monster breaks barrier.");
|
|
univ.town.set_fire_barr(where_check.x,where_check.y,false);
|
|
}
|
|
else {
|
|
if (guts < 6) return false;
|
|
r1 = get_ran(1,0,10);
|
|
if ((r1 < 8) || (monster_placid(which_monst)))
|
|
can_enter = false;
|
|
}
|
|
}
|
|
if (univ.town.is_force_barr(where_check.x,where_check.y)) { /// Not in big towns
|
|
if ((which_m->attitude % 2 == 1) && (get_ran(1,1,100) < (which_m->mu * 10 + which_m->cl * 4))
|
|
&& (!univ.town->strong_barriers)) {
|
|
play_sound(60);
|
|
add_string_to_buf("Monster breaks barrier.");
|
|
univ.town.set_force_barr(where_check.x,where_check.y,false);
|
|
}
|
|
else can_enter = false;
|
|
}
|
|
if (univ.town.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);
|
|
univ.town.set_crate((short) where_check.x,(short) where_check.y,false);
|
|
if (to_loc.x > 0)
|
|
univ.town.set_crate((short) to_loc.x,(short) to_loc.y, true);
|
|
for (i = 0; i < NUM_TOWN_ITEMS; i++)
|
|
if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].item_loc == where_check
|
|
&& (univ.town.items[i].contained))
|
|
univ.town.items[i].item_loc = to_loc;
|
|
}
|
|
}
|
|
if (univ.town.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);
|
|
univ.town.set_barrel((short) where_check.x,(short) where_check.y,false);
|
|
if (to_loc.x > 0)
|
|
univ.town.set_barrel((short) to_loc.x,(short) to_loc.y,true);
|
|
for (i = 0; i < NUM_TOWN_ITEMS; i++)
|
|
if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].item_loc == where_check
|
|
&& (univ.town.items[i].contained))
|
|
univ.town.items[i].item_loc = to_loc;
|
|
|
|
}
|
|
}
|
|
if (monster_placid(which_monst) && // monsters don't hop into bed when things are calm
|
|
scenario.ter_types[ter].special == eTerSpec::BED)
|
|
can_enter = false;
|
|
if (mode == 1 && univ.town.is_spot(where_check.x, where_check.y))
|
|
can_enter = false;
|
|
if (ter == 90) {
|
|
if ((is_combat()) && (which_combat_type == 0)) {
|
|
univ.town.monst[which_monst].active = 0;
|
|
add_string_to_buf("Monster escaped! ");
|
|
}
|
|
return false;
|
|
}
|
|
|
|
switch (ter_abil) {
|
|
// changing ter
|
|
case eTerSpec::CHANGE_WHEN_STEP_ON:
|
|
can_enter = false;
|
|
if (!(monster_placid(which_monst))) {
|
|
univ.town->terrain(where_check.x,where_check.y) = scenario.ter_types[ter].flag1.u;
|
|
combat_terrain[where_check.x][where_check.y] = scenario.ter_types[ter].flag1.u;
|
|
do_look = true;
|
|
if (point_onscreen(center,where_check))
|
|
play_sound(scenario.ter_types[ter].flag2.u);
|
|
}
|
|
break;
|
|
|
|
case eTerSpec::BLOCKED_TO_MONSTERS:
|
|
case eTerSpec::TOWN_ENTRANCE:
|
|
case eTerSpec::WATERFALL:
|
|
can_enter = false;
|
|
break;
|
|
|
|
case eTerSpec::DAMAGING: // TODO: Update this to check other cases
|
|
if (ter_flag == DAMAGE_FIRE && univ.town.monst[which_monst].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(univ.town.p_loc);
|
|
if (is_combat())
|
|
for (i = 0; i < 6; i++)
|
|
if(univ.party[i].main_status == eMainStatus::ALIVE)
|
|
update_explored(pc_pos[i]);
|
|
}
|
|
|
|
return can_enter;
|
|
}
|
|
|
|
void forced_place_monster(m_num_t which,location where)
|
|
{
|
|
bool free_spot = false;
|
|
short i = 0,r1;
|
|
|
|
while ((free_spot == false) && (i < univ.town->max_monst())) {
|
|
if (univ.town.monst[i].active == 0)
|
|
free_spot = true;
|
|
i++;
|
|
}
|
|
do
|
|
r1 = get_ran(1,0,59);
|
|
while ((univ.town.monst[r1].spec1 != 0) || (univ.town.monst[r1].spec2 != 0));
|
|
if (free_spot == false)
|
|
univ.town.monst[r1].active = 0;
|
|
place_monster(which,where);
|
|
}
|
|
|
|
void magic_adjust(cCreature *which_m,short *how_much)
|
|
{
|
|
if (which_m->spec_skill == 26) {
|
|
*how_much = 0;
|
|
if(32767 - which_m->health > 3)
|
|
which_m->health = 32767;
|
|
else which_m->health += 3;
|
|
}
|
|
if (which_m->immunities & 1)
|
|
*how_much = *how_much / 2;
|
|
if (which_m->immunities & 2)
|
|
*how_much = 0;
|
|
}
|
|
|
|
void poison_monst(cCreature *which_m,short how_much)
|
|
{
|
|
if (which_m->immunities & 64)
|
|
how_much = how_much / 2;
|
|
if (which_m->immunities & 128) {
|
|
monst_spell_note(which_m->number,10);
|
|
return;
|
|
}
|
|
which_m->status[eStatus::POISON] = min(8, which_m->status[eStatus::POISON] + how_much);
|
|
if (how_much >= 0)
|
|
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 4);
|
|
else
|
|
monst_spell_note(which_m->number,34);
|
|
|
|
}
|
|
void acid_monst(cCreature *which_m,short how_much)
|
|
{
|
|
magic_adjust(which_m,&how_much);
|
|
which_m->status[eStatus::ACID] = minmax(-8,8, which_m->status[eStatus::ACID] + how_much);
|
|
if(how_much >= 0)
|
|
monst_spell_note(which_m->number,31);
|
|
else
|
|
monst_spell_note(which_m->number,48);
|
|
}
|
|
|
|
void slow_monst(cCreature *which_m,short how_much)
|
|
{
|
|
magic_adjust(which_m,&how_much);
|
|
which_m->status[eStatus::HASTE_SLOW] = minmax(-8,8, which_m->status[eStatus::HASTE_SLOW] - how_much);
|
|
if (how_much >= 0)
|
|
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 2);
|
|
else
|
|
monst_spell_note(which_m->number,35);
|
|
|
|
}
|
|
void curse_monst(cCreature *which_m,short how_much)
|
|
{
|
|
magic_adjust(which_m,&how_much);
|
|
which_m->status[eStatus::BLESS_CURSE] = minmax(-8,8, which_m->status[eStatus::BLESS_CURSE] - how_much);
|
|
if (how_much >= 0)
|
|
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 5);
|
|
else
|
|
monst_spell_note(which_m->number,36);
|
|
|
|
}
|
|
void web_monst(cCreature *which_m,short how_much)
|
|
{
|
|
magic_adjust(which_m,&how_much);
|
|
which_m->status[eStatus::WEBS] = minmax(-8,8, which_m->status[eStatus::WEBS] + how_much);
|
|
if (how_much >= 0)
|
|
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 19);
|
|
else
|
|
monst_spell_note(which_m->number,37);
|
|
|
|
}
|
|
void scare_monst(cCreature *which_m,short how_much)
|
|
{
|
|
magic_adjust(which_m,&how_much);
|
|
which_m->morale = which_m->morale - how_much;
|
|
// TODO: I don't think there's currently any way to increase monster morale at the moment - add one!
|
|
if(how_much >= 0)
|
|
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 1);
|
|
else
|
|
monst_spell_note(which_m->number,47);
|
|
|
|
}
|
|
void disease_monst(cCreature *which_m,short how_much)
|
|
{
|
|
magic_adjust(which_m,&how_much);
|
|
which_m->status[eStatus::DISEASE] = minmax(-8,8, which_m->status[eStatus::DISEASE] + how_much);
|
|
if (how_much >= 0)
|
|
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 25);
|
|
else
|
|
monst_spell_note(which_m->number,38);
|
|
|
|
}
|
|
|
|
void dumbfound_monst(cCreature *which_m,short how_much)
|
|
{
|
|
magic_adjust(which_m,&how_much);
|
|
which_m->status[eStatus::DUMB] = minmax(-8,8, which_m->status[eStatus::DUMB] + how_much);
|
|
if (how_much >= 0)
|
|
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 22);
|
|
else
|
|
monst_spell_note(which_m->number,39);
|
|
|
|
}
|
|
|
|
void charm_monst(cCreature *which_m,short penalty,eStatus which_status,short amount)
|
|
// Also used for sleep and paralyze, which_statys is 0 means charm
|
|
{
|
|
short r1;
|
|
|
|
|
|
if ((which_status == eStatus::ASLEEP) &&
|
|
(which_m->m_type == eRace::UNDEAD || which_m->m_type == eRace::SLIME ||
|
|
which_m->m_type == eRace::STONE || which_m->m_type == eRace::PLANT))
|
|
return;
|
|
r1 = get_ran(1,1,100);
|
|
if (which_m->immunities & 1)
|
|
r1 = r1 * 2;
|
|
if (which_m->immunities & 2)
|
|
r1 = 200;
|
|
r1 += penalty;
|
|
if (which_status == eStatus::ASLEEP)
|
|
r1 -= 25;
|
|
if (which_status == eStatus::PARALYZED)
|
|
r1 -= 15;
|
|
if ((which_status == eStatus::ASLEEP) && (which_m->spec_skill == 32))
|
|
return;
|
|
|
|
if (r1 > charm_odds[which_m->level / 2]) {
|
|
//one_sound(68);
|
|
monst_spell_note(which_m->number,10);
|
|
}
|
|
else {
|
|
if (which_status == eStatus::CHARM) {
|
|
which_m->attitude = 2;
|
|
monst_spell_note(which_m->number,23);
|
|
}
|
|
else {
|
|
which_m->status[which_status] = amount;
|
|
if (which_status == eStatus::ASLEEP && (amount >= 0))
|
|
monst_spell_note(which_m->number,28);
|
|
if (which_status == eStatus::PARALYZED && (amount >= 0))
|
|
monst_spell_note(which_m->number,30);
|
|
if (amount < 0)
|
|
monst_spell_note(which_m->number,40);
|
|
}
|
|
//one_sound(53);
|
|
}
|
|
}
|
|
void record_monst(cCreature *which_m)
|
|
{
|
|
short r1;
|
|
char str[60];
|
|
|
|
r1 = get_ran(1,1,100);
|
|
r1 = (r1 * 7) / 10;
|
|
|
|
if ((which_m->x_width > 1) || (which_m->y_width > 1)) {
|
|
ASB("Capture Soul: Monster is too big.");
|
|
}
|
|
else if ((r1 > charm_odds[which_m->level / 2]) || (which_m->spec_skill == 12)
|
|
|| which_m->m_type == eRace::IMPORTANT) {
|
|
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 (univ.party.imprisoned_monst[r1] == 0)
|
|
univ.party.imprisoned_monst[r1] = which_m->number;
|
|
else {
|
|
r1 = get_ran(1,0,3);
|
|
univ.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(m_num_t which,location where)
|
|
{
|
|
short i = 0;
|
|
|
|
while ((i < univ.town->max_monst()) && ((univ.town.monst[i].active != 0) ||
|
|
(univ.town.monst[i].spec_enc_code > 0))) {
|
|
i++;
|
|
}
|
|
|
|
if (i < univ.town->max_monst()) {
|
|
univ.town.monst[i].number = which;
|
|
univ.town.monst[i] = cCreature();
|
|
univ.town.monst[i].attitude = scenario.scen_monsters[which].default_attitude;
|
|
if (univ.town.monst[i].attitude % 2 == 0)
|
|
univ.town.monst[i].attitude = 1;
|
|
univ.town.monst[i].mobility = 1;
|
|
univ.town.monst[i].active = 2;
|
|
univ.town.monst[i].cur_loc = where;
|
|
univ.town.monst[i].summoned = 0;
|
|
univ.town.monst[i].target = 6;
|
|
|
|
univ.town.set_crate(where.x,where.y,false);
|
|
univ.town.set_barrel(where.x,where.y,false);
|
|
|
|
return i;
|
|
}
|
|
return 90;
|
|
}
|
|
|
|
// returns true if placement was successful
|
|
bool summon_monster(m_num_t 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 = univ.town.monst[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 ((univ.town.is_barrel(where.x,where.y)) || (univ.town.is_crate(where.x,where.y)))
|
|
return false;
|
|
loc = where;
|
|
}
|
|
|
|
spot = place_monster(which,loc);
|
|
if (spot >= univ.town->max_monst()) {
|
|
if (duration < 100)
|
|
add_string_to_buf(" Too many monsters.");
|
|
//ASB(" Monster fails to summon monster.");
|
|
return false;
|
|
}
|
|
//play_sound(61);
|
|
|
|
// if (duration < 100)
|
|
univ.town.monst[spot].attitude = given_attitude;
|
|
// else univ.town.monst[spot].attitude = which_att;
|
|
|
|
if (which > 0) {//monster here for good
|
|
univ.town.monst[spot].summoned = duration;
|
|
monst_spell_note(which,21);
|
|
}
|
|
else univ.town.monst[spot].summoned = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
void activate_monsters(short code,short /*attitude*/)
|
|
{
|
|
short i;
|
|
|
|
if (code == 0)
|
|
return;
|
|
for (i = 0; i < univ.town->max_monst(); i++)
|
|
if (univ.town.monst[i].spec_enc_code == code)
|
|
{
|
|
univ.town.monst[i] = univ.town->creatures(i);
|
|
univ.town.monst[i].spec_enc_code = 0;
|
|
univ.town.monst[i].active = 2; // TODO: Can thes be commented out? \/
|
|
//univ.town.monst[i].attitude = univ.town->creatures(i).start_attitude;
|
|
|
|
univ.town.monst[i].summoned = 0;
|
|
//univ.town.monst[i].cur_loc = univ.town->creatures(i).start_loc;
|
|
univ.town.monst[i].target = 6;
|
|
|
|
univ.town.set_crate(univ.town.monst[i].cur_loc.x,univ.town.monst[i].cur_loc.y,false);
|
|
univ.town.set_barrel(univ.town.monst[i].cur_loc.x,univ.town.monst[i].cur_loc.y,false);
|
|
}
|
|
}
|
|
|
|
short get_encumberance(short pc_num)
|
|
{
|
|
short store = 0,i,what_val;
|
|
|
|
for (i = 0; i < 24; i++)
|
|
if (univ.party[pc_num].equip[i] == true) {
|
|
what_val = univ.party[pc_num].items[i].awkward;
|
|
if ((what_val == 1) && (get_ran(1,0,130) < hit_chance[univ.party[pc_num].skills[8]]))
|
|
what_val--;
|
|
if ((what_val > 1) && (get_ran(1,0,70) < hit_chance[univ.party[pc_num].skills[8]]))
|
|
what_val--;
|
|
store += what_val;
|
|
}
|
|
return store;
|
|
}
|
|
|
|
m_num_t 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 0;
|
|
}
|