
Removed unnecessary or potentially harmful compiler flags. Added alignment attribute to all old struct members. Removed some unused variables. Made some switch statements handle all or more cases. Removed using declarations in favor of fully qualified names. Fixed a couple of assignments in conditionals that should have been comparisons. Eliminated linker warnings by restoring default linking of standard libraries. Fixed some comparisons between signed and unsigned integers. Note: No testing has been done, in particular of old file I/O. This should be checked for regression caused by alteration of old struct definitions. git-svn-id: http://openexile.googlecode.com/svn/trunk@63 4ebdad44-0ea0-11de-aab3-ff745001d230
1490 lines
46 KiB
C++
1490 lines
46 KiB
C++
#include <stdio.h>
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//#include "item.h"
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#include "boe.global.h"
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#include "classes.h"
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#include "boe.locutils.h"
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#include "boe.fields.h"
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#include "boe.monster.h"
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#include "boe.text.h"
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#include "boe.specials.h"
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#include "boe.items.h"
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#include "soundtool.h"
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#include "boe.graphics.h"
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#include "boe.newgraph.h"
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#include "dlgconsts.h"
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#include "boe.main.h"
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#include "mathutil.h"
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#include "graphtool.h"
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//extern current_town_type univ.town;
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//extern party_record_type party;
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extern eGameMode overall_mode;
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//extern cOutdoors univ.out.outdoors[2][2];
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extern unsigned short combat_terrain[64][64];//,out[96][96];
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extern short which_combat_type;
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//extern pc_record_type ADVEN[6];
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//extern big_tr_type t_d;
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//extern short monst_target[60]; // 0-5 target that pc 6 - no target 100 + x - target monster x
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extern short spell_caster, missile_firer,current_monst_tactic;
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extern short hit_chance[21];
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//extern unsigned char univ.out.misc_i[64][64];
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//extern location monster_targs[60];
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extern location pc_pos[6],center;
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extern short boom_gr[8],futzing;
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extern bool processing_fields,monsters_going;
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//extern town_item_list univ.town;
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extern cScenario scenario;
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extern cUniverse univ;
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short charm_odds[20] = {90,90,85,80,78, 75,73,60,40,30, 20,10,4,1,0, 0,0,0,0,0};
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//cCreature null_start_type; = {0,0,loc(80,80),1,0,0,0,0,0,0,0, 0,-1,-1,-1};
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////
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cMonster return_monster_template(unsigned short store)
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{
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cMonster monst;
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short m_num,i;
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m_num = store;
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monst = scenario.scen_monsters[store];
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if (monst.spec_skill == 11)
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monst.picture_num = 0;
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monst.m_num = m_num;
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monst.health = (PSD[SDF_EASY_MODE] == 0) ? monst.health : monst.health / 2;
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// now adjust for difficulty
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monst.health = monst.health * difficulty_adjust();
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monst.m_health = monst.health; // in scenario file, health is stored in health field
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monst.max_mp = 0;
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monst.mp = monst.max_mp;
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monst.ap = 0;
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if ((monst.mu > 0) || (monst.cl > 0))
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monst.max_mp = monst.mp = 12 * monst.level;
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monst.m_morale = 10 * monst.level;
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if (monst.level >= 20)
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monst.m_morale += 10 * (monst.level - 20);
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monst.morale = monst.m_morale;
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monst.direction = 0;
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for (i = 0; i < 15; i++)
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monst.status[i] = 0;
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return monst;
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}
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short difficulty_adjust()
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{
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short i, j = 0;
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short to_return = 1;
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for (i = 0; i < 6; i++)
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if (ADVEN[i].main_status == 1)
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j += ADVEN[i].level;
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if ((scenario.difficulty <= 0) && (j >= 60))
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to_return++;
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if ((scenario.difficulty <= 1) && (j >= 130))
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to_return++;
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if ((scenario.difficulty <= 2) && (j >= 210))
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to_return++;
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return to_return;
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}
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short out_enc_lev_tot(short which)
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{
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short count = 0,i;
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cMonster store_m;
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short num[7] = {22,8,4,4,3,2,1};
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if (univ.party.out_c[which].what_monst.cant_flee == true)
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return 10000;
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for (i = 0; i < 7; i++)
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if (univ.party.out_c[which].what_monst.monst[i] != 0) {
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store_m = return_monster_template(univ.party.out_c[which].what_monst.monst[i]);
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count += store_m.level * num[i];
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}
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return count;
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}
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short count_monst()
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{
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short to_ret = 0,i;
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for (i = 0; i < univ.town->max_monst(); i++)
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if (univ.town.monst.dudes[i].active > 0)
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to_ret++;
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return to_ret;
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}
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void create_wand_monst()
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{
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short r1,r2,i = 0,num_tries = 0;
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location p_loc;
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r1 = get_ran(1,0,3);
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if (overall_mode == MODE_OUTDOORS)
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if (is_null_out_wand_entry(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering[r1]) == 0) {
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r2 = get_ran(1,0,3);
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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)) == true)
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&& (num_tries++ < 100))
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r2 = get_ran(1,0,3);
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if (is_blocked(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2]) == false)
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place_outd_wand_monst(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2],
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univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering[r1],0);
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}
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////
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if (overall_mode != MODE_OUTDOORS) // won't place wandering is more than 50 monsters
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if ((is_null_wand_entry(univ.town->wandering[r1]) == 0) && (count_monst() <= 50)
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&& (univ.party.m_killed[univ.town.num] < univ.town->max_num_monst)) {
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r2 = get_ran(1,0,3);
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while ((point_onscreen(univ.town->wandering_locs[r2],univ.town.p_loc) == true) &&
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(loc_off_act_area(univ.town->wandering_locs[r2]) == false) && (num_tries++ < 100))
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r2 = get_ran(1,0,3);
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for (i = 0; i < 4; i++) {
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if (univ.town->wandering[r1].monst[i] != 0) { // place a monster
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p_loc = univ.town->wandering_locs[r2];
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p_loc.x += get_ran(1,0,4) - 2;
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p_loc.y += get_ran(1,0,4) - 2;
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if (is_blocked(p_loc) == false)
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place_monster(univ.town->wandering[r1].monst[i],p_loc);
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p_loc = univ.town->wandering_locs[r2];
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p_loc.x += get_ran(1,0,4) - 2;
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p_loc.y += get_ran(1,0,4) - 2;
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if ((r1 >= 2) && (i == 0) && (is_blocked(p_loc) == false)) // place extra monsters?
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place_monster(univ.town->wandering[r1].monst[i],p_loc);
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p_loc = univ.town->wandering_locs[r2];
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p_loc.x += get_ran(1,0,4) - 2;
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p_loc.y += get_ran(1,0,4) - 2;
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if ((r1 == 3) && (i == 1) && (is_blocked(p_loc) == false))
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place_monster(univ.town->wandering[r1].monst[i],p_loc);
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}
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}
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}
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}
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void place_outd_wand_monst(location where,cOutdoors::cWandering group,short forced)
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{
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short i = 0,j = 0;
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location l;
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while (i < 10) {
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////
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if ((univ.party.out_c[i].exists == false) || ((i == 9) && (forced > 0))) {
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if ((sd_legit(group.end_spec1,group.end_spec2) == true) && (PSD[group.end_spec1][group.end_spec2] > 0))
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return;
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univ.party.out_c[i].exists = true;
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univ.party.out_c[i].direction = 0;
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univ.party.out_c[i].what_monst = group;
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univ.party.out_c[i].which_sector = univ.party.i_w_c;
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univ.party.out_c[i].m_loc = where;
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if (univ.party.out_c[i].which_sector.x == 1)
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univ.party.out_c[i].m_loc.x += 48;
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if (univ.party.out_c[i].which_sector.y == 1)
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univ.party.out_c[i].m_loc.y += 48;
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l = univ.party.out_c[i].m_loc;
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while ((forced == true) && (is_blocked(l)) && (j < 50)) {
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l = univ.party.out_c[i].m_loc;
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l.x += get_ran(1,0,2) - 1;
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l.y += get_ran(1,0,2) - 1;
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j++;
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}
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univ.party.out_c[i].m_loc = l;
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i = 50;
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}
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i++;
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}
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}
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short is_null_wand_entry(cTown::cWandering wand_entry)
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{
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short i = 0;
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while (i < 4) {
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if (wand_entry.monst[i] != 0)
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return 0;
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i++;
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}
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return 1;
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}
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short is_null_out_wand_entry(cOutdoors::cWandering wand_entry)
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{
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short i = 0;
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while (i < 7) {
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if (wand_entry.monst[i] != 0)
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return 0;
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i++;
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}
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return 1;
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}
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location get_monst_head(short m_num)
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{
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location l;
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l = univ.town.monst.dudes[m_num].cur_loc;
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if ((univ.town.monst.dudes[m_num].m_d.direction < 4) &&
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(univ.town.monst.dudes[m_num].m_d.x_width > 1))
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l.x++;
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return l;
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}
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short get_monst_picnum(unsigned short monst)
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{
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return scenario.scen_monsters[monst].picture_num;
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}
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short get_monst_pictype(unsigned short monst)
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{
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short type = PICT_MONST;
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short n = scenario.scen_monsters[monst].picture_num;
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if (n >= 1000){
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type += PICT_CUSTOM;
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switch(n / 1000){
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case 2:
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type += PICT_WIDE_MONSTER;
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break;
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case 3:
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type += PICT_TALL_MONSTER;
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break;
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case 4:
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type += PICT_WIDE_MONSTER + PICT_TALL_MONSTER;
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break;
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}
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}else{
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if(m_pic_index[n].x == 2) type += PICT_WIDE_MONSTER;
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if(m_pic_index[n].y == 2) type += PICT_TALL_MONSTER;
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}
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return type;
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}
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void get_monst_dims(unsigned short monst,short *width, short *height)
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{
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*width = scenario.scen_monsters[monst].x_width;
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*height = scenario.scen_monsters[monst].y_width;
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}
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// Used to set up monsters for outdoor wandering encounters.
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void set_up_monst(short mode,unsigned short m_num)
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//mode; // 0 - unfriendly 1 - friendly & fightin'
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{
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short which;
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for (which = 0; which < univ.town->max_monst(); which++)
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if (univ.town.monst.dudes[which].active == 0) {
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univ.town.monst.dudes[which] = cCreature();
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univ.town.monst.dudes[which].active = 2;
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univ.town.monst.dudes[which].summoned = 0;
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univ.town.monst.dudes[which].attitude = mode + 1;
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univ.town.monst.dudes[which].number = m_num;
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univ.town.monst.dudes[which].m_d = return_monster_template(m_num);
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univ.town.monst.dudes[which].mobility = 1;
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//univ.town.monst.dudes[which].monst_start = null_start_type;
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break;
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}
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}
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void do_monsters()
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{
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short i,j,r1,target;
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location l1,l2;
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bool acted_yet = false;
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if (overall_mode == MODE_TOWN)
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for (i = 0; i < univ.town->max_monst(); i++)
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if ((univ.town.monst.dudes[i].active != 0) && (univ.town.monst.dudes[i].m_d.status[11] <= 0)
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&& (univ.town.monst.dudes[i].m_d.status[12] <= 0)) {
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// have to pick targets
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if (univ.town.monst.dudes[i].active == 1)
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target = 6;
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else {
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target = monst_pick_target(i); // will return 0 if target party
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target = switch_target_to_adjacent(i,target);
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if (target == 0) {
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if (dist(univ.town.monst.dudes[i].cur_loc,univ.town.p_loc) > 8)
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target = 6;
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else target = select_active_pc();
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}
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if ((univ.town.monst.dudes[i].attitude % 2 != 1) && (target < 6))
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target = 6;
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}
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univ.town.monst.dudes[i].target = target;
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// sprintf((char *)debug," t: %d targets %d.",i,monst_target[i]);
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// add_string_to_buf((char *) debug);
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if ((univ.town.monst.dudes[i].active == 2)
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|| ((univ.town.monst.dudes[i].active != 0) && (univ.town.monst.dudes[i].attitude % 2 != 1))) {
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acted_yet = false;
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if (((univ.town.monst.dudes[i].attitude == 0) || (univ.town.monst.dudes[i].target == 6)) && (univ.town.hostile == 0)) {
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if (univ.town.monst.dudes[i].mobility == 1) { // OK, it doesn't see the party or
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// isn't nasty, and the town isn't totally hostile.
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if ((univ.town.monst.dudes[i].attitude % 2 != 1) || (get_ran(1,0,1) == 0)) {
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acted_yet = rand_move(i);
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}
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else acted_yet = seek_party(i,univ.town.monst.dudes[i].cur_loc,univ.town.p_loc);
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}
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}
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if ((univ.town.monst.dudes[i].attitude > 0) || (univ.town.hostile == 1)) {
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if ((univ.town.monst.dudes[i].mobility == 1) && (univ.town.monst.dudes[i].target != 6)) {
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l1 = univ.town.monst.dudes[i].cur_loc;
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l2 = (univ.town.monst.dudes[i].target <= 6) ? univ.town.p_loc : univ.town.monst.dudes[target - 100].cur_loc;
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if ((univ.town.monst.dudes[i].m_d.morale < 0) && (univ.town.monst.dudes[i].m_d.spec_skill != 13)
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&& (univ.town.monst.dudes[i].m_d.m_type != 8)) {
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acted_yet = flee_party(i,l1,l2);
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if (get_ran(1,0,10) < 6)
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univ.town.monst.dudes[i].m_d.morale++;
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}
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else if (monst_hate_spot(i,&l2) == true)
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acted_yet = seek_party(i,l1,l2);
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else if (((univ.town.monst.dudes[i].m_d.mu == 0) && (univ.town.monst.dudes[i].m_d.mu == 0))
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|| (can_see(l1,l2,0) > 3))
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acted_yet = seek_party(i,l1,l2);
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}
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}
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}
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// Make hostile monsters active
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if ((univ.town.monst.dudes[i].active == 1) && (univ.town.monst.dudes[i].attitude % 2 == 1)
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&& (dist(univ.town.monst.dudes[i].cur_loc,univ.town.p_loc) <= 8)) {
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r1 = get_ran(1,1,100);
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r1 += (PSD[SDF_PARTY_STEALTHY] > 0) ? 46 : 0;
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r1 += can_see(univ.town.monst.dudes[i].cur_loc,univ.town.p_loc,0) * 10;
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if (r1 < 50) {
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univ.town.monst.dudes[i].active = 2;
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add_string_to_buf("Monster saw you!");
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// play go active sound
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switch (univ.town.monst.dudes[i].m_d.m_type) {
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case 0: case 3: case 4: case 5: case 6: case 9:
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play_sound(18); break;
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default: play_sound(46); break;
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}
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}
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for (j = 0; j < univ.town->max_monst(); j++)
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if ((univ.town.monst.dudes[j].active == 2)
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&& ((dist(univ.town.monst.dudes[i].cur_loc,univ.town.monst.dudes[j].cur_loc) <= 5) == true))
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univ.town.monst.dudes[i].active = 2;
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}
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}
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if (overall_mode == MODE_OUTDOORS) {
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for (i = 0; i < 10; i++)
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if (univ.party.out_c[i].exists == true) {
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acted_yet = false;
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l1 = univ.party.out_c[i].m_loc;
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l2 = univ.party.p_loc;
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r1 = get_ran(1,1,6);
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if (r1 == 3)
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acted_yet = rand_move(i);
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else acted_yet = seek_party(i,l1,l2);
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}
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}
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}
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////
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bool monst_hate_spot(short which_m,location *good_loc)
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{
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location prospect,loc;
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loc = univ.town.monst.dudes[which_m].cur_loc;
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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.dudes[which_m].m_d.radiate_1 != 2)
|
|
&& (univ.town.monst.dudes[which_m].m_d.immunities & 32 == 0)) // hate ice wall?
|
|
|| (univ.town.is_fire_wall(loc.x,loc.y) && (univ.town.monst.dudes[which_m].m_d.radiate_1 != 1)
|
|
&& (univ.town.monst.dudes[which_m].m_d.immunities & 8 == 0)) // hate fire wall?
|
|
|| (univ.town.is_scloud(loc.x,loc.y) && (univ.town.monst.dudes[which_m].m_d.radiate_1 != 6)
|
|
&& (univ.town.monst.dudes[which_m].m_d.immunities & 3 == 0)) // hate stink cloud?
|
|
|| (univ.town.is_sleep_cloud(loc.x,loc.y) && (univ.town.monst.dudes[which_m].m_d.radiate_1 != 5)
|
|
&& (univ.town.monst.dudes[which_m].m_d.immunities & 3 == 0)) // hate sleep cloud?
|
|
|| (univ.town.is_force_wall(loc.x,loc.y) && (univ.town.monst.dudes[which_m].m_d.radiate_1 != 3)
|
|
&& (univ.town.monst.dudes[which_m].m_d.immunities & 3 == 0)) // hate shock cloud?
|
|
|| (((univ.town.monst.dudes[which_m].m_d.mu > 0) || (univ.town.monst.dudes[which_m].m_d.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.dudes[which_m];
|
|
|
|
// First, any chance target is screwed?
|
|
if (univ.town.monst.dudes[which_m].target >= 100) {
|
|
if (((cur_monst->attitude % 2 == 1) &&
|
|
(univ.town.monst.dudes[univ.town.monst.dudes[which_m].target - 100].attitude == cur_monst->attitude)) ||
|
|
((cur_monst->attitude % 2 == 0) && (univ.town.monst.dudes[univ.town.monst.dudes[which_m].target - 100].attitude % 2 == 0)))
|
|
univ.town.monst.dudes[which_m].target = 6;
|
|
else if (univ.town.monst.dudes[univ.town.monst.dudes[which_m].target - 100].active == 0)
|
|
univ.town.monst.dudes[which_m].target = 6;
|
|
}
|
|
if (univ.town.monst.dudes[which_m].target < 6)
|
|
if ((ADVEN[univ.town.monst.dudes[which_m].target].main_status != 1) || (get_ran(1,0,3) == 1))
|
|
univ.town.monst.dudes[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)
|
|
&& (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 (univ.town.monst.dudes[which_m].target < 6)
|
|
if ((monst_can_see(which_m,pc_pos[univ.town.monst.dudes[which_m].target]) == true)
|
|
&& (ADVEN[univ.town.monst.dudes[which_m].target].main_status == 1))
|
|
return univ.town.monst.dudes[which_m].target;
|
|
}
|
|
|
|
// if (monst_target[which_m] >= 100) {
|
|
// if ((can_see(cur_monst->m_loc,univ.town.monst.dudes[monst_target[which_m] - 100].m_loc,0) < 4)
|
|
// && (univ.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->cur_loc,univ.town.monst.dudes[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.dudes[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.dudes[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.dudes[i].active > 0) && // alive
|
|
(((which_m->attitude % 2 == 1) && (univ.town.monst.dudes[i].attitude % 2 == 0)) ||
|
|
((which_m->attitude % 2 == 0) && (univ.town.monst.dudes[i].attitude % 2 == 1)) ||
|
|
((which_m->attitude % 2 == 1) && (univ.town.monst.dudes[i].attitude != which_m->attitude))) && // they hate each other
|
|
((dist(which_m->cur_loc,univ.town.monst.dudes[i].cur_loc) < min_dist) ||
|
|
((dist(which_m->cur_loc,univ.town.monst.dudes[i].cur_loc) == min_dist) && (get_ran(1,0,7) < 4))) &&
|
|
(monst_can_see(i,univ.town.monst.dudes[i].cur_loc) == true) ) {
|
|
min_dist = dist(which_m->cur_loc,univ.town.monst.dudes[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) && ((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->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 ((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 < univ.town->max_monst(); i++)
|
|
if ((((univ.town.monst.dudes[i].attitude % 2 == 1) && (mode == 1)) ||
|
|
((univ.town.monst.dudes[i].attitude % 2 == 0) && (mode == 2)))
|
|
&& (dist(where,univ.town.monst.dudes[i].cur_loc) < how_close)) {
|
|
store = i;
|
|
how_close = dist(where,univ.town.monst.dudes[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.dudes[which_m].cur_loc;
|
|
|
|
// First, take care of friendly monsters.
|
|
if (univ.town.monst.dudes[which_m].attitude % 2 == 0) {
|
|
if (orig_target >= 100)
|
|
if ((univ.town.monst.dudes[orig_target - 100].active > 0) &&
|
|
(monst_adjacent(univ.town.monst.dudes[orig_target - 100].cur_loc,which_m) == true))
|
|
return orig_target;
|
|
for (i = 0; i < univ.town->max_monst(); i++)
|
|
if ((univ.town.monst.dudes[i].active > 0) &&
|
|
(univ.town.monst.dudes[i].attitude % 2 == 1) &&
|
|
(monst_adjacent(univ.town.monst.dudes[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 ((ADVEN[orig_target].main_status == 1) && (monst_adjacent(pc_pos[orig_target],which_m) == true))
|
|
return orig_target;
|
|
if (orig_target >= 100)
|
|
if ((univ.town.monst.dudes[orig_target - 100].active > 0) &&
|
|
(monst_adjacent(univ.town.monst.dudes[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 ((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 < univ.town->max_monst(); i++)
|
|
if ((univ.town.monst.dudes[i].active > 0) &&
|
|
(univ.town.monst.dudes[i].attitude % 2 == 0) &&
|
|
(monst_adjacent(univ.town.monst.dudes[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 ((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;
|
|
}
|
|
|
|
|
|
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.dudes[i].targ_loc == univ.town.monst.dudes[i].cur_loc)
|
|
univ.town.monst.dudes[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.dudes[i].targ_loc.x > 0)
|
|
acted_yet = seek_party(i,univ.town.monst.dudes[i].cur_loc,univ.town.monst.dudes[i].targ_loc);
|
|
|
|
if (acted_yet == false) {
|
|
univ.town.monst.dudes[i].targ_loc.x = 0;
|
|
for (j = 0; j < 3; j++) {
|
|
store_loc = univ.town.monst.dudes[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(univ.town.monst.dudes[i].cur_loc,store_loc,0) < 5)) {
|
|
univ.town.monst.dudes[i].targ_loc = store_loc; j = 3;
|
|
}
|
|
}
|
|
|
|
if (univ.town.monst.dudes[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.dudes[i].targ_loc = store_loc;
|
|
else {
|
|
store_loc = univ.town.monst.dudes[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.dudes[i].targ_loc = store_loc;
|
|
}
|
|
}
|
|
if (univ.town.monst.dudes[i].targ_loc.x > 0)
|
|
acted_yet = seek_party(i,univ.town.monst.dudes[i].cur_loc,univ.town.monst.dudes[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.dudes[which].m_d.direction =
|
|
set_direction(univ.town.monst.dudes[which].cur_loc, destination);
|
|
univ.town.monst.dudes[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.dudes[which].m_d.ap);
|
|
else move_sound(univ.town->terrain(destination.x,destination.y),
|
|
(short) univ.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;
|
|
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()) || (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]) && (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;
|
|
}
|
|
|
|
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.dudes[num].m_d.direction =
|
|
set_direction(univ.town.monst.dudes[num].cur_loc, dest);
|
|
univ.town.monst.dudes[num].cur_loc = dest;
|
|
monst_inflict_fields(num);
|
|
return true;
|
|
}
|
|
else return false;
|
|
}
|
|
|
|
bool monster_placid(short m_num)
|
|
{
|
|
if ((univ.town.monst.dudes[m_num].attitude == 0) ||
|
|
((univ.town.monst.dudes[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.dudes[which_monst].active == 0)
|
|
return;
|
|
|
|
which_m = &univ.town.monst.dudes[which_monst];
|
|
for (i = 0; i < univ.town.monst.dudes[which_monst].m_d.x_width; i++)
|
|
for (j = 0; j < univ.town.monst.dudes[which_monst].m_d.y_width; j++)
|
|
if (univ.town.monst.dudes[which_monst].active > 0) {
|
|
where_check.x = univ.town.monst.dudes[which_monst].cur_loc.x + i;
|
|
where_check.y = univ.town.monst.dudes[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,0,11,3);
|
|
break;
|
|
}
|
|
if (univ.town.is_ice_wall(where_check.x,where_check.y)) {
|
|
r1 = get_ran(3,1,6);
|
|
if (univ.town.monst.dudes[which_monst].m_d.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_d.m_type != 12)) {
|
|
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.dudes[which_monst].m_d.spec_skill != 22)
|
|
damage_monst(which_monst,7,r1,0,DAMAGE_FIRE,0);
|
|
break;
|
|
}
|
|
}
|
|
if (univ.town.monst.dudes[which_monst].active > 0)
|
|
for (i = 0; i < univ.town.monst.dudes[which_monst].m_d.x_width; i++)
|
|
for (j = 0; j < univ.town.monst.dudes[which_monst].m_d.y_width; j++) {
|
|
where_check.x = univ.town.monst.dudes[which_monst].cur_loc.x + i;
|
|
where_check.y = univ.town.monst.dudes[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 > 0) && (univ.town.items[k].is_contained())
|
|
&& (univ.town.items[k].item_loc == where_check))
|
|
univ.town.items[k].item_properties = univ.town.items[k].item_properties & 247;
|
|
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
|
|
{
|
|
unsigned short ter;
|
|
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;
|
|
short ter_abil;
|
|
|
|
from_loc = univ.town.monst.dudes[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.dudes[which_monst];
|
|
ter_abil = scenario.ter_types[ter].special;
|
|
|
|
if ((mode > 0) && (ter_abil == TER_SPEC_CONVEYOR)) {
|
|
if (
|
|
((ter_abil == DIR_N) && (where_check.y > from_loc.y)) ||
|
|
((ter_abil == DIR_E) && (where_check.x < from_loc.x)) ||
|
|
((ter_abil == DIR_S) && (where_check.y < from_loc.y)) ||
|
|
((ter_abil == 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->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 ((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->m_d.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->m_d.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_d.m_type != 12)) {
|
|
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->m_d.mu * 10 + which_m->m_d.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->m_d.mu * 10 + which_m->m_d.cl * 4))
|
|
/*&& (univ.town.num >= 20)*/) { // Checking for a town num > 20 seems utterly pointless
|
|
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 > 0) && (univ.town.items[i].item_loc == where_check)
|
|
&& (univ.town.items[i].is_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 > 0) && (univ.town.items[i].item_loc == where_check)
|
|
&& (univ.town.items[i].is_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 == TER_SPEC_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.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))) {
|
|
univ.town->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 (univ.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(univ.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 short which,location where)
|
|
{
|
|
bool free_spot = false;
|
|
short i = 0,r1;
|
|
|
|
while ((free_spot == false) && (i < univ.town->max_monst())) {
|
|
if (univ.town.monst.dudes[i].active == 0)
|
|
free_spot = true;
|
|
i++;
|
|
}
|
|
do
|
|
r1 = get_ran(1,0,59);
|
|
while ((univ.town.monst.dudes[r1].spec1 != 0) || (univ.town.monst.dudes[r1].spec2 != 0));
|
|
if (free_spot == false)
|
|
univ.town.monst.dudes[r1].active = 0;
|
|
place_monster(which,where);
|
|
}
|
|
|
|
void magic_adjust(cCreature *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(cCreature *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(cCreature *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(cCreature *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(cCreature *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(cCreature *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(cCreature *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(cCreature *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(cCreature *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(cCreature *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(1,1,100);
|
|
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(cCreature *which_m)
|
|
{
|
|
short r1;
|
|
char str[60];
|
|
|
|
r1 = get_ran(1,1,100);
|
|
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 (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(unsigned short which,location where)
|
|
{
|
|
short i = 0;
|
|
|
|
while ((i < univ.town->max_monst()) && ((univ.town.monst.dudes[i].active != 0) ||
|
|
(univ.town.monst.dudes[i].spec_enc_code > 0))) {
|
|
i++;
|
|
}
|
|
|
|
if (i < univ.town->max_monst()) {
|
|
univ.town.monst.dudes[i] = cCreature();
|
|
univ.town.monst.dudes[i].m_d = return_monster_template((unsigned short) which);
|
|
univ.town.monst.dudes[i].attitude = scenario.scen_monsters[which].default_attitude;
|
|
if (univ.town.monst.dudes[i].attitude % 2 == 0)
|
|
univ.town.monst.dudes[i].attitude = 1;
|
|
univ.town.monst.dudes[i].mobility = 1;
|
|
univ.town.monst.dudes[i].active = 2;
|
|
univ.town.monst.dudes[i].number = which;
|
|
univ.town.monst.dudes[i].cur_loc = where;
|
|
univ.town.monst.dudes[i].summoned = 0;
|
|
//univ.town.monst.dudes[i].monst_start = null_start_type;
|
|
univ.town.monst.dudes[i].target = 6;
|
|
|
|
if (univ.town.monst.dudes[i].m_d.picture_num < 1000) {
|
|
add_monst_graphic(which,1);
|
|
}
|
|
|
|
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(unsigned short 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.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 ((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.dudes[spot].attitude = given_attitude;
|
|
// else univ.town.monst.dudes[spot].attitude = which_att;
|
|
|
|
if (which > 0) {//monster here for good
|
|
univ.town.monst.dudes[spot].summoned = duration;
|
|
monst_spell_note(which,21);
|
|
}
|
|
else univ.town.monst.dudes[spot].summoned = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
void activate_monsters(short code,short attitude)
|
|
{
|
|
short i;
|
|
unsigned short which;
|
|
|
|
if (code == 0)
|
|
return;
|
|
for (i = 0; i < univ.town->max_monst(); i++)
|
|
if (univ.town.monst.dudes[i].spec_enc_code == code)
|
|
{
|
|
univ.town.monst.dudes[i].spec_enc_code = 0;
|
|
univ.town.monst.dudes[i].active = 2;
|
|
which = univ.town.monst.dudes[i].number;
|
|
univ.town.monst.dudes[i].attitude = univ.town->creatures(i).start_attitude;
|
|
|
|
univ.town.monst.dudes[i].summoned = 0;
|
|
univ.town.monst.dudes[i].cur_loc = univ.town->creatures(i).start_loc;
|
|
univ.town.monst.dudes[i].m_d = return_monster_template(univ.town.monst.dudes[i].number);
|
|
univ.town.monst.dudes[i].target = 6;
|
|
|
|
add_monst_graphic(univ.town.monst.dudes[i].number,1);
|
|
univ.town.set_crate(univ.town.monst.dudes[i].cur_loc.x,univ.town.monst.dudes[i].cur_loc.y,false);
|
|
univ.town.set_barrel(univ.town.monst.dudes[i].cur_loc.x,univ.town.monst.dudes[i].cur_loc.y,false);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
unsigned 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 0;
|
|
}
|