Basically, remove as many as possible of the dependencies of the source files in the tools and classes folders on source files not in those folders. (With the exception that files in the classes folder may depend on files in the tools folder.) In this commit, several changes were made. - Project file modified, may need further modification. - Many files renamed to match the Mac version. - #include statements for system headers changed to use <> instead of "" (some already did, but many didn't). - xxx.h headers replaced with cxxx headers where appropriate. - Most sound-related variables moved from globvars.cpp to soundvars.cpp. - The files originally named graphutil and gutils have been merged. - Changed TRUE/FALSE to true/false. - Changed exlsound to soundtool and mostly removed dependencies on the main game files; the exception is that it still uses mainPtr (which probably can't be helped) and print_nums (which should probably be incorporated into the MessageBox string). - Possibly other things that were forgotten. For some reason this commit also includes changes recently committed into the branch for osx. git-svn-id: http://openexile.googlecode.com/svn/trunk@121 4ebdad44-0ea0-11de-aab3-ff745001d230
1368 lines
42 KiB
C++
1368 lines
42 KiB
C++
#include <windows.h>
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#include <cstdio>
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#include "global.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 "tools/exlsound.h"
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#include "boe.graphics.h"
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#include "boe.newgraph.h"
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#include "boe.infodlg.h"
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#include "globvar.h"
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monster_record_type return_monster_template(unsigned char store)
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{
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monster_record_type 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[306][7] == 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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if(scenario.adjust_diff > 0) // don't automatically adjust difficulty flag activated
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return 1;
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for (i = 0; i < 6; i++)
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if (adven[i].isAlive()) j += adven[i].level;
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if ((scenario.difficulty <= 0) && (j >= 60)) to_return++;
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if ((scenario.difficulty <= 1) && (j >= 130)) to_return++;
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if ((scenario.difficulty <= 2) && (j >= 210)) 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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monster_record_type store_m;
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short num[7] = {22,8,4,4,3,2,1};
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if (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 (party.out_c[which].what_monst.monst[i] != 0) {
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store_m = return_monster_template(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 current_town_type::countMonsters()
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{
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short to_ret = 0;
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for (int i = 0; i < T_M; i++)
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if (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,r3, 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 (outdoors[party.i_w_c.x][party.i_w_c.y].wandering[r1].isNull() == false) {
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r2 = get_ran(1,0,3);
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while ((point_onscreen(outdoors[party.i_w_c.x][party.i_w_c.y].wandering_locs[r2],
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party.p_loc.toLocal()) == TRUE) && (num_tries++ < 100))
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r2 = get_ran(1,0,3);
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if (is_blocked(outdoors[party.i_w_c.x][party.i_w_c.y].wandering_locs[r2]) == FALSE)
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place_outd_wand_monst(outdoors[party.i_w_c.x][party.i_w_c.y].wandering_locs[r2],
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outdoors[party.i_w_c.x][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 ((c_town.town.wandering[r1].isNull() == false) && (c_town.countMonsters() <= 50)
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&& (party.m_killed[c_town.town_num] < c_town.town.max_num_monst)) {
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r2 = get_ran(1,0,3);
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while ((point_onscreen(c_town.town.wandering_locs[r2],c_town.p_loc) == TRUE) &&
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(loc_off_act_area(c_town.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 (c_town.town.wandering[r1].monst[i] != 0) { // place a monster
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p_loc = c_town.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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c_town.placeMonster(c_town.town.wandering[r1].monst[i],p_loc);
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p_loc = c_town.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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r3 = get_ran(1,0,3);
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if ((r3 >= 2) && (i == 3) && (is_blocked(p_loc) == FALSE)) // place extra monsters?
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c_town.placeMonster(c_town.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,out_wandering_type 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 ((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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party.out_c[i].exists = TRUE;
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party.out_c[i].direction = 0;
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party.out_c[i].what_monst = group;
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party.out_c[i].which_sector = party.i_w_c;
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party.out_c[i].m_loc = where;
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if (party.out_c[i].which_sector.x == 1)
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party.out_c[i].m_loc.x += 48;
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if (party.out_c[i].which_sector.y == 1)
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party.out_c[i].m_loc.y += 48;
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l = party.out_c[i].m_loc;
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while ((forced == TRUE) && (is_blocked(l)) && (j < 50)) {
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l = 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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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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bool wandering_type::isNull() const
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{
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short i = 0;
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while (i < 4) {
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if (monst[i] != 0) return false;
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i++;
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}
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return true;
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}
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bool out_wandering_type::isNull() const
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{
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short i = 0;
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while (i < 7) {
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if (monst[i] != 0) return false;
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i++;
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}
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return true;
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}
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short get_monst_picnum(unsigned char monst)
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{
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return scenario.scen_monsters[monst].picture_num;
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}
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void get_monst_dims(unsigned char 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 char 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 < T_M; which++)
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if (c_town.monst.dudes[which].active == 0) {
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c_town.monst.dudes[which].active = 2;
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c_town.monst.dudes[which].summoned = 0;
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c_town.monst.dudes[which].attitude = mode + 1;
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c_town.monst.dudes[which].number = m_num;
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c_town.monst.dudes[which].m_d = return_monster_template(m_num);
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c_town.monst.dudes[which].mobile = TRUE;
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c_town.monst.dudes[which].monst_start = null_start_type;
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which = T_M;
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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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Boolean acted_yet = FALSE;
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if (overall_mode == MODE_TOWN)
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for (i = 0; i < T_M; i++)
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if ((c_town.monst.dudes[i].active != 0) && (c_town.monst.dudes[i].m_d.status[11] <= 0)
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&& (c_town.monst.dudes[i].m_d.status[12] <= 0)) {
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// have to pick targets
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if (c_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(c_town.monst.dudes[i].m_loc,c_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 ((c_town.monst.dudes[i].attitude % 2 != 1) && (target < 6))
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target = 6;
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}
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monst_target[i] = target;
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if ((c_town.monst.dudes[i].active == 2)
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|| ((c_town.monst.dudes[i].active != 0) && (c_town.monst.dudes[i].attitude % 2 != 1))) {
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acted_yet = FALSE;
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if (((c_town.monst.dudes[i].attitude == 0) || (monst_target[i] == 6)) && (c_town.hostile == 0)) {
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if (c_town.monst.dudes[i].mobile == TRUE) { // 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 ((c_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,c_town.monst.dudes[i].m_loc,c_town.p_loc);
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}
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}
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if ((c_town.monst.dudes[i].attitude > 0) || (c_town.hostile == 1)) {
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if ((c_town.monst.dudes[i].mobile == TRUE) && (monst_target[i] != 6)) {
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l1 = c_town.monst.dudes[i].m_loc;
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l2 = (monst_target[i] <= 6) ? c_town.p_loc : c_town.monst.dudes[target - 100].m_loc;
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if ((c_town.monst.dudes[i].m_d.morale < 0) && (c_town.monst.dudes[i].m_d.spec_skill != 13)
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&& (c_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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c_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 (((c_town.monst.dudes[i].m_d.mu == 0) && (c_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 ((c_town.monst.dudes[i].active == 1) && (c_town.monst.dudes[i].attitude % 2 == 1)
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&& (dist(c_town.monst.dudes[i].m_loc,c_town.p_loc) <= 8)) {
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r1 = get_ran(1,1,100);
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r1 += (party.stuff_done[305][0] > 0) ? 46 : 0;
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r1 += can_see(c_town.monst.dudes[i].m_loc,c_town.p_loc,0) * 10;
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if (r1 < 50) {
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c_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 (c_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 < T_M; j++)
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if ((c_town.monst.dudes[j].active == 2)
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&& ((dist(c_town.monst.dudes[i].m_loc,c_town.monst.dudes[j].m_loc) <= 5) == TRUE))
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c_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 (party.out_c[i].exists == TRUE) {
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acted_yet = FALSE;
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l1 = party.out_c[i].m_loc;
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l2 = 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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Boolean 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 = c_town.monst.dudes[which_m].m_loc;
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if ((misc_i[loc.x][loc.y] & 224)
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|| (c_town.explored[loc.x][loc.y] & 64) // hate regular fields
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|| ((c_town.explored[loc.x][loc.y] & 32) && (c_town.monst.dudes[which_m].m_d.radiate_1 != 2)
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&& (c_town.monst.dudes[which_m].m_d.immunities & 32 == 0)) // hate ice wall?
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|| ((c_town.explored[loc.x][loc.y] & 4) && (c_town.monst.dudes[which_m].m_d.radiate_1 != 1)
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&& (c_town.monst.dudes[which_m].m_d.immunities & 8 == 0)) // hate fire wall?
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|| ((c_town.explored[loc.x][loc.y] & 16) && (c_town.monst.dudes[which_m].m_d.radiate_1 != 6)
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&& (c_town.monst.dudes[which_m].m_d.immunities & 3 == 0)) // hate stink cloud?
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|| ((c_town.explored[loc.x][loc.y] & 128) && (c_town.monst.dudes[which_m].m_d.radiate_1 != 5)
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&& (c_town.monst.dudes[which_m].m_d.immunities & 3 == 0)) // hate sleep cloud?
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|| ((c_town.explored[loc.x][loc.y] & 2) && (c_town.monst.dudes[which_m].m_d.radiate_1 != 3)
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&& (c_town.monst.dudes[which_m].m_d.immunities & 3 == 0)) // hate shock cloud?
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|| (((c_town.monst.dudes[which_m].m_d.mu > 0) || (c_town.monst.dudes[which_m].m_d.cl > 0))
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&& (c_town.explored[loc.x][loc.y] & 8))) // hate antimagic
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{
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prospect = find_clear_spot(loc,1);
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if (prospect.x > 0) {
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*good_loc = prospect;
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return TRUE;
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}
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return FALSE;
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}
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else return FALSE;
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}
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short monst_pick_target(short which_m)
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{
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creature_data_type *cur_monst;
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short targ_pc,targ_m;
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cur_monst = &c_town.monst.dudes[which_m];
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// First, any chance target is screwed?
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if (monst_target[which_m] >= 100) {
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if (((cur_monst->attitude % 2 == 1) &&
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(c_town.monst.dudes[monst_target[which_m] - 100].attitude == cur_monst->attitude)) ||
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((cur_monst->attitude % 2 == 0) && (c_town.monst.dudes[monst_target[which_m] - 100].attitude % 2 == 0)))
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monst_target[which_m] = 6;
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else if (c_town.monst.dudes[monst_target[which_m] - 100].active == 0)
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monst_target[which_m] = 6;
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}
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if (monst_target[which_m] < 6)
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if (adven[monst_target[which_m]].isAlive() == false)
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monst_target[which_m] = 6;
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if ((is_combat()) && (cur_monst->attitude % 2 == 1)) {
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if (spell_caster < 6)
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if ((get_ran(1,1,5) < 5) && (monst_can_see(which_m,pc_pos[spell_caster]) == TRUE)
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&& (adven[spell_caster].isAlive()))
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return spell_caster;
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if (missile_firer < 6)
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if ((get_ran(1,1,5) < 3) && (monst_can_see(which_m,pc_pos[missile_firer]) == TRUE)
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&& (adven[missile_firer].isAlive()))
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return missile_firer;
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if (monst_target[which_m] < 6)
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if ((monst_can_see(which_m,pc_pos[monst_target[which_m]]) == TRUE)
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&& (adven[monst_target[which_m]].isAlive()))
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return monst_target[which_m];
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}
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// Now pick a target pc and a target monst and see which is more attractive
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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[305][9] == 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);
|
|
damage_monst(which_monst,7,r1,0,3);
|
|
break;
|
|
}
|
|
if (is_sleep_cloud(where_check.x,where_check.y)) {
|
|
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 != 23)
|
|
damage_monst(which_monst,7,r1,0,5);
|
|
break;
|
|
}
|
|
if (is_scloud(where_check.x,where_check.y)) {
|
|
r1 = get_ran(1,2,3);
|
|
which_m->curse(r1);
|
|
break;
|
|
}
|
|
if ((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);
|
|
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 != 22)
|
|
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 > 0) && (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 >= 16) &&
|
|
(ter_abil <= 19)) {
|
|
if (
|
|
((ter_abil == 16) && (where_check.y > from_loc.y)) ||
|
|
((ter_abil == 17) && (where_check.x < from_loc.x)) ||
|
|
((ter_abil == 18) && (where_check.y < from_loc.y)) ||
|
|
((ter_abil == 19) && (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 ((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.spec_skill != 22)) {
|
|
if (guts < 3) return FALSE;
|
|
}
|
|
if (is_force_wall(where_check.x,where_check.y)) {
|
|
if (guts < 4) return FALSE;
|
|
}
|
|
if ((is_ice_wall(where_check.x,where_check.y)) && (which_m->m_d.spec_skill != 23)) {
|
|
if (guts < 5) return FALSE;
|
|
}
|
|
if (is_sleep_cloud(where_check.x,where_check.y)) {
|
|
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)) {
|
|
if (guts < 4) return FALSE;
|
|
}
|
|
if ((is_web(where_check.x,where_check.y)) && (which_m->m_d.m_type != 12)) {
|
|
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 > 0) && (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 > 0) && (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 1:
|
|
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 20: case 21: case 15:
|
|
can_enter = FALSE;
|
|
break;
|
|
|
|
case 2:
|
|
if (c_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(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 == 26) {
|
|
*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; /* crash!! */
|
|
}
|
|
|
|
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[2] = min(8, m_d.status[2] + 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[13] = minmax(-8,8, m_d.status[13] + how_much);
|
|
monst_spell_note(number,31);
|
|
}
|
|
|
|
void creature_data_type::slow(short how_much)
|
|
{
|
|
adjustMagic(&how_much);
|
|
m_d.status[3] = minmax(-8,8, m_d.status[3] - 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[1] = minmax(-8,8, m_d.status[1] - 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[6] = minmax(-8,8, m_d.status[6] + 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[7] = minmax(-8,8, m_d.status[7] + 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[9] = minmax(-8,8, m_d.status[9] + 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_statys is 0 means charm
|
|
{
|
|
short r1;
|
|
|
|
if ((which_status == 11) && (number >= 138) && (number <= 142)) return;
|
|
if ((which_status == 11) && (m_d.m_type == 8)) return;
|
|
r1 = get_ran(1,0,100);
|
|
if (m_d.immunities & 1) r1 = r1 * 2;
|
|
if (m_d.immunities & 2) r1 = 200;
|
|
r1 += penalty;
|
|
if (which_status == 11) r1 -= 25;
|
|
if (which_status == 12) r1 -= 15;
|
|
if ((which_status == 11) && (m_d.spec_skill == 32))
|
|
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 == 11) monst_spell_note(number,28);
|
|
if (which_status == 12) 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 == 12)
|
|
|| (m_d.m_type == 3)) {
|
|
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 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);
|
|
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 < 16; 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)
|
|
{
|
|
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;
|
|
}
|