Files
oboe/Win32/game/boe.monster.cpp
2014-07-30 14:05:52 -06:00

1378 lines
44 KiB
C++

#include <windows.h>
#include <cstdio>
#include "global.h"
#include "boe.locutils.h"
#include "boe.fields.h"
#include "boe.monster.h"
#include "boe.text.h"
#include "boe.specials.h"
#include "tools/soundtool.h"
#include "tools/mathutil.h"
#include "boe.graphics.h"
#include "boe.newgraph.h"
#include "boe.infodlg.h"
#include "globvar.h"
monster_record_type return_monster_template(unsigned char store)
{
monster_record_type monst;
short m_num,i;
m_num = store;
monst = scenario.scen_monsters[store];
if (monst.spec_skill == MONSTER_INVISIBLE)
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;
if((PSD[SDF_LEGACY_SCENARIO] == 1) && (monst.spec_skill == MONSTER_PETRIFYING_TOUCH))//legacy scenario, petrifying touch is (was), in fact, disease touch
monst.spec_skill = MONSTER_DISEASE_TOUCH;
return monst;
}
short difficulty_adjust()
{
short i, j = 0;
short to_return = 1;
if(scenario.adjust_diff > 0) // don't automatically adjust difficulty flag activated
return 1;
for (i = 0; i < 6; i++)
if (adven[i].isAlive()) j += adven[i].level;
if ((scenario.difficulty <= 0) && (j >= 60)) to_return++;
if ((scenario.difficulty <= 1) && (j >= 130)) to_return++;
if ((scenario.difficulty <= 2) && (j >= 210)) to_return++;
return to_return;
}
short out_enc_lev_tot(short which)
{
short count = 0,i;
monster_record_type store_m;
short num[7] = {22,8,4,4,3,2,1};
if (party.out_c[which].what_monst.cant_flee == true)
return 10000;
for (i = 0; i < 7; i++)
if (party.out_c[which].what_monst.monst[i] != 0) {
store_m = return_monster_template(party.out_c[which].what_monst.monst[i]);
count += store_m.level * num[i];
}
return count;
}
short current_town_type::countMonsters()
{
short to_ret = 0;
for (int i = 0; i < T_M; i++)
if (monst.dudes[i].active > 0)
++to_ret;
return to_ret;
}
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 (outdoors[party.i_w_c.x][party.i_w_c.y].wandering[r1].isNull() == false) {
r2 = get_ran(1,0,3);
while ((point_onscreen(outdoors[party.i_w_c.x][party.i_w_c.y].wandering_locs[r2],
party.p_loc.toLocal()) == true) && (num_tries++ < 100))
r2 = get_ran(1,0,3);
if (is_blocked(outdoors[party.i_w_c.x][party.i_w_c.y].wandering_locs[r2]) == false)
place_outd_wand_monst(outdoors[party.i_w_c.x][party.i_w_c.y].wandering_locs[r2],
outdoors[party.i_w_c.x][party.i_w_c.y].wandering[r1],0);
}
////
if (overall_mode != MODE_OUTDOORS) // won't place wandering is more than 50 monsters
if ((c_town.town.wandering[r1].isNull() == false) && (c_town.countMonsters() <= 50)
&& (party.m_killed[c_town.town_num] < c_town.town.max_num_monst)) {
r2 = get_ran(1,0,3);
while ((point_onscreen(c_town.town.wandering_locs[r2],c_town.p_loc) == true) &&
(loc_off_act_area(c_town.town.wandering_locs[r2]) == false) && (num_tries++ < 100))
r2 = get_ran(1,0,3);
for (i = 0; i < 4; i++) {
if (c_town.town.wandering[r1].monst[i] != 0) { // place a monster
p_loc = c_town.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) == false)
c_town.placeMonster(c_town.town.wandering[r1].monst[i],p_loc);
p_loc = c_town.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) && (i == 3) && (is_blocked(p_loc) == false)) // place extra monsters?
c_town.placeMonster(c_town.town.wandering[r1].monst[i],p_loc);
}
}
}
}
void place_outd_wand_monst(location where,out_wandering_type group,short forced)
{
short i = 0,j = 0;
location l;
while (i < 10) {
////
if ((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;
party.out_c[i].exists = true;
party.out_c[i].direction = 0;
party.out_c[i].what_monst = group;
party.out_c[i].which_sector = party.i_w_c;
party.out_c[i].m_loc = where;
if (party.out_c[i].which_sector.x == 1)
party.out_c[i].m_loc.x += 48;
if (party.out_c[i].which_sector.y == 1)
party.out_c[i].m_loc.y += 48;
l = party.out_c[i].m_loc;
while ((forced == true) && (is_blocked(l)) && (j < 50)) {
l = party.out_c[i].m_loc;
l.x += get_ran(1,0,2) - 1;
l.y += get_ran(1,0,2) - 1;
j++;
}
party.out_c[i].m_loc = l;
i = 50;
}
i++;
}
}
bool wandering_type::isNull() const
{
short i = 0;
while (i < 4) {
if (monst[i] != 0) return false;
i++;
}
return true;
}
bool out_wandering_type::isNull() const
{
short i = 0;
while (i < 7) {
if (monst[i] != 0) return false;
i++;
}
return true;
}
short get_monst_picnum(unsigned char monst)
{
return scenario.scen_monsters[monst].picture_num;
}
void get_monst_dims(unsigned char 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,unsigned char m_num)
//mode; // 0 - unfriendly 1 - friendly & fightin'
{
short which;
for (which = 0; which < T_M; which++)
if (c_town.monst.dudes[which].active == 0) {
c_town.monst.dudes[which].active = 2;
c_town.monst.dudes[which].summoned = 0;
c_town.monst.dudes[which].attitude = mode + 1;
c_town.monst.dudes[which].number = m_num;
c_town.monst.dudes[which].m_d = return_monster_template(m_num);
c_town.monst.dudes[which].mobile = true;
c_town.monst.dudes[which].monst_start = null_start_type;
which = T_M;
}
}
void do_monsters()
{
short i,j,r1,target;
location l1,l2;
if (overall_mode == MODE_TOWN)
for (i = 0; i < T_M; i++)
if ((c_town.monst.dudes[i].active != 0) && (c_town.monst.dudes[i].m_d.status[STATUS_ASLEEP] <= 0)
&& (c_town.monst.dudes[i].m_d.status[STATUS_PARALYZED] <= 0)) {
// have to pick targets
if (c_town.monst.dudes[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(c_town.monst.dudes[i].m_loc,c_town.p_loc) > 8)
target = 6;
else target = select_active_pc();
}
if ((c_town.monst.dudes[i].attitude % 2 != 1) && (target < 6))
target = 6;
}
monst_target[i] = target;
if ((c_town.monst.dudes[i].active == 2)
|| ((c_town.monst.dudes[i].active != 0) && (c_town.monst.dudes[i].attitude % 2 != 1))) {
if (((c_town.monst.dudes[i].attitude == 0) || (monst_target[i] == 6)) && (c_town.hostile == 0)) {
if (c_town.monst.dudes[i].mobile == true) { // OK, it doesn't see the party or
// isn't nasty, and the town isn't totally hostile.
if ((c_town.monst.dudes[i].attitude % 2 != 1) || (get_ran(1,0,1) == 0)) {
rand_move(i);
}
else seek_party(i,c_town.monst.dudes[i].m_loc,c_town.p_loc);
}
}
if ((c_town.monst.dudes[i].attitude > 0) || (c_town.hostile == 1)) {
if ((c_town.monst.dudes[i].mobile == true) && (monst_target[i] != 6)) {
l1 = c_town.monst.dudes[i].m_loc;
l2 = (monst_target[i] <= 6) ? c_town.p_loc : c_town.monst.dudes[target - 100].m_loc;
if ((c_town.monst.dudes[i].m_d.morale < 0) && (c_town.monst.dudes[i].m_d.spec_skill != MONSTER_MINDLESS)
&& (c_town.monst.dudes[i].m_d.m_type != MONSTER_TYPE_UNDEAD)) {
flee_party(i,l1,l2);
if (get_ran(1,0,10) < 6)
c_town.monst.dudes[i].m_d.morale++;
}
else if (monst_hate_spot(i,&l2) == true)
seek_party(i,l1,l2);
else if (((c_town.monst.dudes[i].m_d.mu == 0) && (c_town.monst.dudes[i].m_d.mu == 0))
|| (can_see(l1,l2,0) > 3))
seek_party(i,l1,l2);
}
}
}
// Make hostile monsters active
if ((c_town.monst.dudes[i].active == 1) && (c_town.monst.dudes[i].attitude % 2 == 1)
&& (dist(c_town.monst.dudes[i].m_loc,c_town.p_loc) <= 8)) {
r1 = get_ran(1,1,100);
r1 += (party.stuff_done[SDF_STEALTH] > 0) ? 46 : 0;
r1 += can_see(c_town.monst.dudes[i].m_loc,c_town.p_loc,0) * 10;
if (r1 < 50) {
c_town.monst.dudes[i].active = 2;
add_string_to_buf("Monster saw you!");
// play go active sound
switch (c_town.monst.dudes[i].m_d.m_type) {
case MONSTER_TYPE_HUMAN: case MONSTER_TYPE_IMPORTANT : case MONSTER_TYPE_MAGE: case MONSTER_TYPE_PRIEST: case MONSTER_TYPE_HUMANOID: case MONSTER_TYPE_GIANT:
play_sound(18); break;
default: play_sound(46); break;
}
}
for (j = 0; j < T_M; j++)
if ((c_town.monst.dudes[j].active == 2)
&& ((dist(c_town.monst.dudes[i].m_loc,c_town.monst.dudes[j].m_loc) <= 5) == true))
c_town.monst.dudes[i].active = 2;
}
}
if (overall_mode == MODE_OUTDOORS) {
for (i = 0; i < 10; i++)
if (party.out_c[i].exists == true) {
l1 = party.out_c[i].m_loc;
l2 = party.p_loc;
r1 = get_ran(1,1,6);
if (r1 == 3)
rand_move(i);
else seek_party(i,l1,l2);
}
}
}
Boolean monst_hate_spot(short which_m,location *good_loc)
{
location prospect,loc;
loc = c_town.monst.dudes[which_m].m_loc;
if ((misc_i[loc.x][loc.y] & 224)
|| (c_town.explored[loc.x][loc.y] & 64) // hate regular fields
|| ((c_town.explored[loc.x][loc.y] & 32) && (c_town.monst.dudes[which_m].m_d.radiate_1 != MONSTER_RADIATE_ICE_FIELDS)
&& ((c_town.monst.dudes[which_m].m_d.immunities & 32) == 0)) // hate ice wall?
|| ((c_town.explored[loc.x][loc.y] & 4) && (c_town.monst.dudes[which_m].m_d.radiate_1 != MONSTER_RADIATE_FIRE_FIELDS)
&& ((c_town.monst.dudes[which_m].m_d.immunities & 8) == 0)) // hate fire wall?
|| ((c_town.explored[loc.x][loc.y] & 16) && (c_town.monst.dudes[which_m].m_d.radiate_1 != MONSTER_RADIATE_STINKING_CLOUDS)
&& ((c_town.monst.dudes[which_m].m_d.immunities & 3) == 0)) // hate stink cloud?
|| ((c_town.explored[loc.x][loc.y] & 128) && (c_town.monst.dudes[which_m].m_d.radiate_1 != MONSTER_RADIATE_SLEEP_FIELDS)
&& ((c_town.monst.dudes[which_m].m_d.immunities & 3) == 0)) // hate sleep cloud?
|| ((c_town.explored[loc.x][loc.y] & 2) && (c_town.monst.dudes[which_m].m_d.radiate_1 != MONSTER_RADIATE_SHOCK_FIELDS)
&& ((c_town.monst.dudes[which_m].m_d.immunities & 3) == 0)) // hate shock cloud?
|| (((c_town.monst.dudes[which_m].m_d.mu > 0) || (c_town.monst.dudes[which_m].m_d.cl > 0))
&& (c_town.explored[loc.x][loc.y] & 8))) // 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)
{
creature_data_type *cur_monst;
short targ_pc,targ_m;
cur_monst = &c_town.monst.dudes[which_m];
// First, any chance target is screwed?
if (monst_target[which_m] >= 100) {
if (((cur_monst->attitude % 2 == 1) &&
(c_town.monst.dudes[monst_target[which_m] - 100].attitude == cur_monst->attitude)) ||
((cur_monst->attitude % 2 == 0) && (c_town.monst.dudes[monst_target[which_m] - 100].attitude % 2 == 0)))
monst_target[which_m] = 6;
else if (c_town.monst.dudes[monst_target[which_m] - 100].active == 0)
monst_target[which_m] = 6;
}
if (monst_target[which_m] < 6)
if (adven[monst_target[which_m]].isAlive() == false)
monst_target[which_m] = 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].isAlive()))
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].isAlive()))
return missile_firer;
if (monst_target[which_m] < 6)
if ((monst_can_see(which_m,pc_pos[monst_target[which_m]]) == true)
&& (adven[monst_target[which_m]].isAlive()))
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->m_loc,c_town.monst.dudes[targ_m - 100].m_loc) <
dist(cur_monst->m_loc,c_town.p_loc))
return targ_m;
else return 0;
}
// Otherwise we're in combat
if ((dist(cur_monst->m_loc,c_town.monst.dudes[targ_m - 100].m_loc) ==
dist(cur_monst->m_loc,pc_pos[targ_pc])) && (get_ran(1,0,6) < 3))
return targ_m;
else return targ_pc;
if (dist(cur_monst->m_loc,c_town.monst.dudes[targ_m - 100].m_loc) <
dist(cur_monst->m_loc,pc_pos[targ_pc]))
return targ_m;
else return targ_pc;
}
short monst_pick_target_monst(creature_data_type *which_m)
{
short min_dist = 1000,i,cur_targ = 6;
for (i = 0; i < T_M; i++) {
if ((c_town.monst.dudes[i].active > 0) && // alive
(((which_m->attitude % 2 == 1) && (c_town.monst.dudes[i].attitude % 2 == 0)) ||
((which_m->attitude % 2 == 0) && (c_town.monst.dudes[i].attitude % 2 == 1)) ||
((which_m->attitude % 2 == 1) && (c_town.monst.dudes[i].attitude != which_m->attitude))) && // they hate each other
((dist(which_m->m_loc,c_town.monst.dudes[i].m_loc) < min_dist) ||
((dist(which_m->m_loc,c_town.monst.dudes[i].m_loc) == min_dist) && (get_ran(1,0,7) < 4))) &&
(monst_can_see(i,c_town.monst.dudes[i].m_loc) == true) ) {
min_dist = dist(which_m->m_loc,c_town.monst.dudes[i].m_loc);
cur_targ = i + 100;
}
}
return cur_targ;
}
short monst_pick_target_pc(short m_num,creature_data_type *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].isAlive() == false) ||
(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 < 4) && ((adven[r1].isAlive() == false) ||
(dist(which_m->m_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].isAlive() == false) && (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].isAlive()) && (dist(where,pc_pos[i]) < how_close)) {
store = i;
how_close = dist(where,pc_pos[i]);
}
return store;
}
short switch_target_to_adjacent(short which_m,short orig_target)
{
location monst_loc;
short i,num_adj = 0;
monst_loc = c_town.monst.dudes[which_m].m_loc;
// First, take care of friendly monsters.
if (c_town.monst.dudes[which_m].attitude % 2 == 0) {
if (orig_target >= 100)
if ((c_town.monst.dudes[orig_target - 100].active > 0) &&
(monst_adjacent(c_town.monst.dudes[orig_target - 100].m_loc,which_m) == true))
return orig_target;
for (i = 0; i < T_M; i++)
if ((c_town.monst.dudes[i].active > 0) &&
(c_town.monst.dudes[i].attitude % 2 == 1) &&
(monst_adjacent(c_town.monst.dudes[i].m_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(c_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].isAlive()) && (monst_adjacent(pc_pos[orig_target],which_m) == true))
return orig_target;
if (orig_target >= 100)
if ((c_town.monst.dudes[orig_target - 100].active > 0) &&
(monst_adjacent(c_town.monst.dudes[orig_target - 100].m_loc,which_m) == true))
return orig_target;
// Anyone unarmored? Heh heh heh...
if (is_combat())
for (i = 0; i < 6; i++)
if ((adven[i].isAlive()) && (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 < T_M; i++)
if ((c_town.monst.dudes[i].active > 0) &&
(c_town.monst.dudes[i].attitude % 2 == 0) &&
(monst_adjacent(c_town.monst.dudes[i].m_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].isAlive()) && (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].isAlive() == false) || (monst_adjacent(pc_pos[i],which_m) == false)) {
if (adven[i].isAlive() && (monst_adjacent(pc_pos[i],which_m) == true))
num_adj--;
i++;
}
return i;
}
Boolean rand_move(int i)
{
Boolean acted_yet = false;
short j;
location store_loc;
// first, if outdoor, just roam.
if (is_out()) {
store_loc = party.out_c[i].m_loc.randomShift();
return outdoor_move_monster(i,store_loc);
}
if (same_point(monster_targs[i],c_town.monst.dudes[i].m_loc) == true)
monster_targs[i].x = 0;
// FIrst, try to move to monst_targs. If it don't work, then we'll shift.
if (monster_targs[i].x > 0)
acted_yet = seek_party(i,c_town.monst.dudes[i].m_loc,monster_targs[i]);
if (acted_yet == false) {
monster_targs[i].x = 0;
for (j = 0; j < 3; j++) {
store_loc = c_town.monst.dudes[i].m_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(c_town.monst.dudes[i].m_loc,store_loc,0) < 5)) {
monster_targs[i] = store_loc; j = 3;
}
}
if (monster_targs[i].x == 0) {
// maybe pick a wand loc, else juist pick a loc
j = get_ran(1,0,3);
store_loc = c_town.town.wandering_locs[j];
if ((loc_off_act_area(store_loc) == false) && (get_ran(1,0,1) == 1))
monster_targs[i] = store_loc;
else {
store_loc = c_town.monst.dudes[i].m_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)
monster_targs[i] = store_loc;
}
}
if (monster_targs[i].x > 0)
acted_yet = seek_party(i,c_town.monst.dudes[i].m_loc,monster_targs[i]);
}
return acted_yet;
}
Boolean seek_party(short i,location l1,location l2)
{
Boolean 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;
}
Boolean flee_party(short i,location l1,location l2)
{
Boolean 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;
}
Boolean 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;
}
Boolean 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 {
c_town.monst.dudes[which].m_d.direction =
set_direction(c_town.monst.dudes[which].m_loc, destination);
c_town.monst.dudes[which].m_loc = destination;
monst_inflict_fields(which);
if ((monst_target[which] != 6) && (point_onscreen(destination,center) == true)) {
if (is_combat())
move_sound(combat_terrain[destination.x][destination.y],
(short) c_town.monst.dudes[which].m_d.ap);
else move_sound(t_d.terrain[destination.x][destination.y],
(short) c_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()) || (same_point(loc,c_town.p_loc) == false))
&& (!(misc_i[loc.x][loc.y] & 248)) &&
(!(c_town.explored[loc.x][loc.y] & 254))) {
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 ((same_point(where,pc_pos[i]) == true) && adven[i].isAlive())
return i;
return 6;
}
location location::randomShift()
{
location store;
store.x = x + get_ran(1,0,2) - 1;
store.y = y + get_ran(1,0,2) - 1;
return store;
}
Boolean outdoor_move_monster(short num,location dest)
{
if ((outd_is_blocked(dest) == false) && (outd_is_special(dest) == false) &&
(same_point(dest, party.p_loc) != true) &&
((out[dest.x][dest.y] > 21) || (out[dest.x][dest.y] < 5))) {
party.out_c[num].direction =
set_direction(party.out_c[num].m_loc, dest);
party.out_c[num].m_loc = dest;
return true;
}
else return false;
}
Boolean 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) {
c_town.monst.dudes[num].m_d.direction =
set_direction(c_town.monst.dudes[num].m_loc, dest);
c_town.monst.dudes[num].m_loc = dest;
monst_inflict_fields(num);
return true;
}
else return false;
}
Boolean monster_placid(short m_num)
{
if ((c_town.monst.dudes[m_num].attitude == 0) ||
((c_town.monst.dudes[m_num].attitude == 2) && (party.stuff_done[SDF_MONSTERS_ALERTNESS] == 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;
creature_data_type *which_m;
if (c_town.monst.dudes[which_monst].active == 0)
return;
which_m = &c_town.monst.dudes[which_monst];
for (i = 0; i < c_town.monst.dudes[which_monst].m_d.x_width; i++)
for (j = 0; j < c_town.monst.dudes[which_monst].m_d.y_width; j++)
if (c_town.monst.dudes[which_monst].active > 0) {
where_check.x = c_town.monst.dudes[which_monst].m_loc.x + i;
where_check.y = c_town.monst.dudes[which_monst].m_loc.y + j;
if (is_quickfire(where_check.x,where_check.y)) {
r1 = get_ran(2,1,8);
damage_monst(which_monst,7,r1,0,1);
break;
}
if (is_blade_wall(where_check.x,where_check.y)) {
r1 = get_ran(6,1,8);
damage_monst(which_monst,7,r1,0,0);
break;
}
if (is_force_wall(where_check.x,where_check.y)) {
r1 = get_ran(3,1,6);
if (c_town.monst.dudes[which_monst].m_d.radiate_1 != MONSTER_RADIATE_SHOCK_FIELDS)
damage_monst(which_monst,7,r1,0,3);
break;
}
if (is_sleep_cloud(where_check.x,where_check.y)) {
if (c_town.monst.dudes[which_monst].m_d.radiate_1 != MONSTER_RADIATE_SLEEP_FIELDS)
which_m->charm(0,11,3);
break;
}
if (is_ice_wall(where_check.x,where_check.y)) {
r1 = get_ran(3,1,6);
//if (c_town.monst.dudes[which_monst].m_d.spec_skill != MONSTER_PARALYSIS_RAY)//old exile 3 leftover
if (c_town.monst.dudes[which_monst].m_d.radiate_1 != MONSTER_RADIATE_ICE_FIELDS)
damage_monst(which_monst,7,r1,0,5);
break;
}
if (is_scloud(where_check.x,where_check.y)) {
r1 = get_ran(1,2,3);
if (c_town.monst.dudes[which_monst].m_d.radiate_1 != MONSTER_RADIATE_STINKING_CLOUDS)
which_m->curse(r1);
break;
}
if ((is_web(where_check.x,where_check.y)) && (which_m->m_d.m_type != MONSTER_TYPE_BUG)) {
monst_spell_note(which_m->number,19);
r1 = get_ran(1,2,3);
which_m->web(r1);
take_web(where_check.x,where_check.y);
break;
}
if (is_fire_wall(where_check.x,where_check.y)) {
r1 = get_ran(2,1,6);
//if (c_town.monst.dudes[which_monst].m_d.spec_skill != MONSTER_PERMANENT_MARTYRS_SHIELD)//old exile 3 leftover
if (c_town.monst.dudes[which_monst].m_d.radiate_1 != MONSTER_RADIATE_FIRE_FIELDS)
damage_monst(which_monst,7,r1,0,1);
break;
}
}
if (c_town.monst.dudes[which_monst].active > 0)
for (i = 0; i < c_town.monst.dudes[which_monst].m_d.x_width; i++)
for (j = 0; j < c_town.monst.dudes[which_monst].m_d.y_width; j++) {
where_check.x = c_town.monst.dudes[which_monst].m_loc.x + i;
where_check.y = c_town.monst.dudes[which_monst].m_loc.y + j;
if ((is_crate(where_check.x,where_check.y)) ||
(is_barrel(where_check.x,where_check.y)) )
for (k = 0; k < NUM_TOWN_ITEMS; k++)
if ((t_i.items[k].variety > ITEM_TYPE_NO_ITEM) && (t_i.items[k].isContained())
&& (same_point(t_i.items[k].item_loc,where_check) == true))
t_i.items[k].item_properties = t_i.items[k].item_properties & 247;
take_crate(where_check.x,where_check.y);
take_barrel(where_check.x,where_check.y);
if (is_fire_barrier(where_check.x,where_check.y)) {
r1 = get_ran(2,1,10);
damage_monst(which_monst,7,r1,0,1);
}
}
}
Boolean monst_check_special_terrain(location where_check,short mode,short which_monst)
//mode; // 1 - town 2 - combat
{
unsigned char ter;
short r1,i,guts = 0;
Boolean can_enter = true,mage = false;
location from_loc,to_loc;
Boolean do_look = false; // If becomes true, terrain changed, so need to update what party sees
creature_data_type *which_m;
short ter_abil;
from_loc = c_town.monst.dudes[which_monst].m_loc;
switch (mode) {
case 1:
ter = t_d.terrain[where_check.x][where_check.y];
break;
case 2:
ter = combat_terrain[where_check.x][where_check.y];
break;
}
which_m = &c_town.monst.dudes[which_monst];
ter_abil = scenario.ter_types[ter].special;
if ((mode > 0) && (ter_abil >= TER_SPEC_CONVEYOR_NORTH) &&
(ter_abil <= TER_SPEC_CONVEYOR_WEST)) {
if (
((ter_abil == TER_SPEC_CONVEYOR_NORTH) && (where_check.y > from_loc.y)) ||
((ter_abil == TER_SPEC_CONVEYOR_EAST) && (where_check.x < from_loc.x)) ||
((ter_abil == TER_SPEC_CONVEYOR_SOUTH) && (where_check.y < from_loc.y)) ||
((ter_abil == TER_SPEC_CONVEYOR_WEST) && (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 == MONSTER_MINDLESS)
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 ((is_antimagic(where_check.x,where_check.y)) && (mage == true))
return false;
if ((is_fire_wall(where_check.x,where_check.y)) && (which_m->m_d.radiate_1 != MONSTER_RADIATE_FIRE_FIELDS)) { //&& (which_m->m_d.spec_skill != MONSTER_PERMANENT_MARTYRS_SHIELD)) //old Exile 3 leftover
if (guts < 3) return false;
}
if ((is_force_wall(where_check.x,where_check.y)) && (which_m->m_d.radiate_1 != MONSTER_RADIATE_SHOCK_FIELDS)) {
if (guts < 4) return false;
}
if ((is_ice_wall(where_check.x,where_check.y)) && (which_m->m_d.radiate_1 != MONSTER_RADIATE_ICE_FIELDS)) { //&& (which_m->m_d.spec_skill != MONSTER_PARALYSIS_RAY)) //old Exile 3 leftover
if (guts < 5) return false;
}
if ((is_sleep_cloud(where_check.x,where_check.y)) && (which_m->m_d.radiate_1 != MONSTER_RADIATE_SLEEP_FIELDS)) {
if (guts < 8) return false;
}
if (is_blade_wall(where_check.x,where_check.y)) {
if (guts < 8) return false;
}
if (is_quickfire(where_check.x,where_check.y)) {
if (guts < 8) return false;
}
if ((is_scloud(where_check.x,where_check.y)) && (which_m->m_d.radiate_1 != MONSTER_RADIATE_STINKING_CLOUDS)) {
if (guts < 4) return false;
}
if ((is_web(where_check.x,where_check.y)) && (which_m->m_d.m_type != MONSTER_TYPE_BUG)) {
if (guts < 3) return false;
}
if (is_fire_barrier(where_check.x,where_check.y)) {
if ((which_m->attitude % 2 == 1) && (get_ran(1,0,100) < (which_m->m_d.mu * 10 + which_m->m_d.cl * 4))) {
play_sound(60);
add_string_to_buf("Monster breaks barrier.");
take_fire_barrier(where_check.x,where_check.y);
}
else {
if (guts < 6) return false;
r1 = get_ran(1,0,10);
if ((r1 < 8) || (monster_placid(which_monst)))
can_enter = false;
}
}
if (is_force_barrier(where_check.x,where_check.y)) { /// Not in big towns
if ((which_m->attitude % 2 == 1) && (get_ran(1,0,100) < (which_m->m_d.mu * 10 + which_m->m_d.cl * 4))) {
play_sound(60);
add_string_to_buf("Monster breaks barrier.");
take_force_barrier(where_check.x,where_check.y);
}
else can_enter = false;
}
if (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);
take_crate((short) where_check.x,(short) where_check.y);
if (to_loc.x > 0)
make_crate((short) to_loc.x,(short) to_loc.y);
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if ((t_i.items[i].variety > ITEM_TYPE_NO_ITEM) && (same_point(t_i.items[i].item_loc,where_check))
&& (t_i.items[i].isContained()))
t_i.items[i].item_loc = to_loc;
}
}
if (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);
take_barrel((short) where_check.x,(short) where_check.y);
if (to_loc.x > 0)
make_barrel((short) to_loc.x,(short) to_loc.y);
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if ((t_i.items[i].variety > ITEM_TYPE_NO_ITEM) && (same_point(t_i.items[i].item_loc,where_check))
&& (t_i.items[i].isContained()))
t_i.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].picture == 143))
can_enter = false;
if ((scenario.ter_types[ter].picture <= 212) && (scenario.ter_types[ter].picture >= 207))
can_enter = false;
if (ter == 90) {
if ((is_combat()) && (which_combat_type == 0)) {
c_town.monst.dudes[which_monst].active = 0;
add_string_to_buf("Monster escaped! ");
}
return false;
}
switch (ter_abil) {
// changing ter
case TER_SPEC_CHANGE_WHEN_STEP_ON:
can_enter = false;
if (!(monster_placid(which_monst))) {
t_d.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 TER_SPEC_BLOCKED_TO_MONSTERS: case TER_SPEC_TOWN_ENTRANCE: case TER_SPEC_WATERFALL:
can_enter = false;
break;
case TER_SPEC_DOES_FIRE_DAMAGE:
if (c_town.monst.dudes[which_monst].m_d.immunities & 8)//fire immune?
return true;
else return false;
break;
//todo : add ice/magic damaging terrains for new format scenarios (compatibility)
}
// Action may change terrain, so update what's been seen
if (do_look == true) {
if (is_town())
update_explored(c_town.p_loc);
if (is_combat())
for (i = 0; i < 6; i++)
if (adven[i].isAlive())
update_explored(pc_pos[i]);
}
return can_enter;
}
void forced_place_monster(unsigned char which,location where)
{
Boolean free_spot = false;
short i = 0,r1;
while ((free_spot == false) && (i < T_M)) {//is there already an available spot ?
if (c_town.monst.dudes[i].active == 0)
free_spot = true;
i++;
}
if (free_spot == false){//is there any summoned monster to flush ?
i=0;
while ((free_spot == false) && (i < T_M)) {
if (c_town.monst.dudes[i].summoned > 0){
c_town.monst.dudes[i].active = 0;//flush the monster
free_spot = true;//break the loop and say we've make a free spot
}
i++;
}
}
if (free_spot == false){//get a random monster that has no life flag or break after 1200 try.
i=0;
do{
r1 = get_ran(1,0,59);
i++;
}
while (((c_town.monst.dudes[r1].monst_start.spec1 != 0) || (c_town.monst.dudes[r1].monst_start.spec2 != 0)) && i < 1200);
if(i == 1200)
give_error("Couldn't force place the monster, make sure all monsters don't have a life flag.","",0);
else
c_town.monst.dudes[r1].active = 0;
}
c_town.placeMonster(which,where);
}
void creature_data_type::adjustMagic(short *how_much)
{
if (m_d.spec_skill == MONSTER_ABSORB_SPELLS) {
*how_much = 0;
if(m_d.health + 3 < 32767)
m_d.health += 3;
}
if (m_d.immunities & 1) *how_much = *how_much / 2;
if (m_d.immunities & 2) *how_much = 0;
}
void creature_data_type::poison(short how_much)
{
if (m_d.immunities & 64) how_much = how_much / 2;
if (m_d.immunities & 128) {
monst_spell_note(number,10);
return;
}
m_d.status[STATUS_POISON] = min(8, m_d.status[STATUS_POISON] + how_much);
monst_spell_note(number,(how_much == 0) ? 10 : 4);
}
void creature_data_type::acid(short how_much)
{
adjustMagic(&how_much);
m_d.status[STATUS_ACID] = minmax(-8,8, m_d.status[STATUS_ACID] + how_much);
monst_spell_note(number,31);
}
void creature_data_type::slow(short how_much)
{
adjustMagic(&how_much);
m_d.status[STATUS_HASTE_SLOW] = minmax(-8,8, m_d.status[STATUS_HASTE_SLOW] - how_much);
monst_spell_note(number,(how_much == 0) ? 10 : 2);
}
void creature_data_type::curse(short how_much)
{
adjustMagic(&how_much);
m_d.status[STATUS_BLESS_CURSE] = minmax(-8,8, m_d.status[STATUS_BLESS_CURSE] - how_much);
monst_spell_note(number,(how_much == 0) ? 10 : 5);
}
void creature_data_type::web(short how_much)
{
adjustMagic(&how_much);
m_d.status[STATUS_WEBS] = minmax(-8,8, m_d.status[STATUS_WEBS] + how_much);
monst_spell_note(number,(how_much == 0) ? 10 : 19);
}
void creature_data_type::scare(short how_much)
{
adjustMagic(&how_much);
m_d.morale = m_d.morale - how_much;
monst_spell_note(number,(how_much == 0) ? 10 : 1);
}
void creature_data_type::disease(short how_much)
{
adjustMagic(&how_much);
m_d.status[STATUS_DISEASE] = minmax(-8,8, m_d.status[STATUS_DISEASE] + how_much);
monst_spell_note(number,(how_much == 0) ? 10 : 25);
}
void creature_data_type::dumbfound(short how_much)
{
adjustMagic(&how_much);
m_d.status[STATUS_DUMB] = minmax(-8,8, m_d.status[STATUS_DUMB] + how_much);
monst_spell_note(number,(how_much == 0) ? 10 : 22);
}
void creature_data_type::charm(short penalty,short which_status,short amount)
// Also used for sleep and paralyze, which_status is 0 means charm
//11 is sleep, 12 is paralysis
{
short r1;
/* if ((which_status == STATUS_ASLEEP) && (number >= 138) && (number <= 142)) return;//old windows only checks
if ((which_status == STATUS_ASLEEP) && (m_d.m_type == MONSTER_TYPE_UNDEAD)) return;*/
if ((which_status == STATUS_ASLEEP) &&
((m_d.m_type == MONSTER_TYPE_UNDEAD) || (m_d.m_type == MONSTER_TYPE_SLIME) || (m_d.m_type == MONSTER_TYPE_STONE)))
return;
r1 = get_ran(1,0,100);
if (m_d.immunities & 1) r1 = r1 * 2;//magic resistant?
if (m_d.immunities & 2) r1 = 200;//magic immune?
r1 += penalty;
if (which_status == STATUS_ASLEEP) r1 -= 25;
if (which_status == STATUS_PARALYZED) r1 -= 15;
if ((which_status == STATUS_ASLEEP) && (m_d.spec_skill == MONSTER_BREATHES_SLEEP_CLOUDS))//sleep clouds breathing monsters are immuned to sleep
return;
if (r1 > charm_odds[m_d.level / 2]) {
monst_spell_note(number,10);
}
else {
if (which_status == 0) {
attitude = 2;
monst_spell_note(number,23);
}
else {
m_d.status[which_status] = amount;
if (which_status == STATUS_ASLEEP) monst_spell_note(number,28);
if (which_status == STATUS_PARALYZED) monst_spell_note(number,30);
}
}
}
void creature_data_type::record()
{
short r1;
char str[60];
r1 = get_ran(1,0,100);
r1 = (r1 * 7) / 10;
if ((m_d.x_width > 1) || (m_d.y_width > 1)) {
ASB("Capture Soul: Monster is too big.");
}
else if ((r1 > charm_odds[m_d.level / 2]) || (m_d.spec_skill == MONSTER_SPLITS)
|| (m_d.m_type == MONSTER_TYPE_IMPORTANT)) {
monst_spell_note(number,10);
play_sound(68);
}
else {
monst_spell_note(number,24);
r1 = get_ran(1,0,3);
if (party.imprisoned_monst[r1] == 0)
party.imprisoned_monst[r1] = number;
else {
r1 = get_ran(1,0,3);
party.imprisoned_monst[r1] = 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 current_town_type::placeMonster(unsigned char which, location where)
{
short i = 0;
while ((i < T_M) && ((monst.dudes[i].active != 0) ||
(monst.dudes[i].monst_start.spec_enc_code > 0))) {
i++;
}
if (i < T_M) {
monst.dudes[i].m_d = return_monster_template((unsigned char) which);
monst.dudes[i].attitude = scenario.scen_monsters[which].default_attitude;
if (monst.dudes[i].attitude % 2 == 0)
monst.dudes[i].attitude = 1;
monst.dudes[i].mobile = true;
monst.dudes[i].active = 2;
monst.dudes[i].number = which;
monst.dudes[i].m_loc = where;
monst.dudes[i].summoned = 0;
monst.dudes[i].monst_start = null_start_type;
monst_target[i] = 6;
take_crate(where.x,where.y);
take_barrel(where.x,where.y);
return i;
}
return 90;
}
// returns true if placement was successful
Boolean summon_monster(unsigned char 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 spot;
if ((is_town()) || (monsters_going)) {
// Ooooh ... mondo kludge. Need to find caster's attitude to give it to monst.
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 ((is_barrel(where.x,where.y)) || (is_crate(where.x,where.y)))
return false;
loc = where;
}
spot = c_town.placeMonster(which,loc);
if (spot >= T_M) {
if (duration < 100)
add_string_to_buf(" Too many monsters.");
return false;
}
c_town.monst.dudes[spot].attitude = given_attitude;
if (which > 0) {//monster here for good
c_town.monst.dudes[spot].summoned = duration;
monst_spell_note(which,21);
}
else c_town.monst.dudes[spot].summoned = 0;
return true;
}
void current_town_type::activateMonsters(short code)
{
short i;
if (code == 0) return;
for (i = 0; i < T_M; i++)
if (monst.dudes[i].monst_start.spec_enc_code == code){
if((sd_legit(monst.dudes[i].monst_start.spec1,monst.dudes[i].monst_start.spec2) == true)
&& (party.stuff_done[monst.dudes[i].monst_start.spec1][monst.dudes[i].monst_start.spec2] == 1))
monst.dudes[i].monst_start.spec_enc_code = 0;//monster has a life flag and is already dead
else
{
monst.dudes[i].monst_start.spec_enc_code = 0;
monst.dudes[i].active = 2;
monst.dudes[i].attitude = t_d.creatures[i].start_attitude;
monst.dudes[i].summoned = 0;
monst.dudes[i].m_loc = t_d.creatures[i].start_loc;
monst.dudes[i].m_d = return_monster_template(monst.dudes[i].number);
monst_target[i] = 6;
take_crate(monst.dudes[i].m_loc.x,monst.dudes[i].m_loc.y);
take_barrel(monst.dudes[i].m_loc.x,monst.dudes[i].m_loc.y);
}
}
}
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[SKILL_DEFENSE]]))
what_val--;
if ((what_val > 1) && (get_ran(1,0,70) < hit_chance[adven[pc_num].skills[SKILL_DEFENSE]]))
what_val--;
store += what_val;
}
return store;
}
unsigned short get_summon_monster(short summon_class)
{
unsigned short i,j;
for (i = 0; i < 200; i++)
{
j = get_ran(1,1,255);
if (scenario.scen_monsters[j].summon_type == summon_class)
return j;
}
ASB(" Summon failed.");
return 0;
}