Some other tweaks and fixes got pulled in along the way. Details: - Improved const-correctness - The scenario is now part of the universe, so now there's no global scenario object in the game or the PC editor. (Of course, the scenario editor has no universe, so it still has a global scenario object.) - Towns and outdoors now store a reference to the scenario; the party, current town, and current outdoors store a reference to the universe. Altogether this means that the data module has no need for global scenario or universe objects. - The fileio routines now take a scenario or universe reference as a parameter, so they don't need the global scenario or universe objects either. - cCurOut now has an arrow operator for accessing the current outdoor section, instead of a 2x2 subset of the outdoors; this replaces using i_w_c to index the 2x2 subset. (And it's much less verbose!) - cCurTown no longer stores a pointer to the town record, since it can simply access it through the universe instance which it stores a reference to. - Tweaked how the monster roster menu works (it now caches up to 60 monsters) - The operator= functions that convert from legacy to new scenario/save format are now ordinary functions rather than operators. - The bizarre use of assigning a cCreature to itself to populate certain fields has been nuked. - When at the corner of an outdoor sector, the scenario editor now shows the cornermost terrain in the diagonally adjacent sector. - There was a missing check to prevent horses entering dangerous terrain (eg, swamp) while in town. - Fix cancelling load party dialog causing a party to appear
1391 lines
44 KiB
C++
1391 lines
44 KiB
C++
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#include <cstdio>
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//#include "item.h"
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#include "boe.global.h"
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#include "classes.h"
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#include "boe.locutils.h"
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#include "boe.monster.h"
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#include "boe.text.h"
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#include "boe.specials.h"
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#include "boe.items.h"
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#include "soundtool.h"
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#include "boe.graphics.h"
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#include "boe.newgraph.h"
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#include "boe.main.h"
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#include "mathutil.h"
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#include "graphtool.h"
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//extern current_town_type univ.town;
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//extern party_record_type party;
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extern eGameMode overall_mode;
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//extern cOutdoors univ.out.outdoors[2][2];
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extern short which_combat_type;
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//extern big_tr_type t_d;
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//extern short monst_target[60]; // 0-5 target that pc 6 - no target 100 + x - target monster x
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extern short spell_caster, missile_firer,current_monst_tactic;
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extern short hit_chance[21];
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//extern unsigned char univ.out.misc_i[64][64];
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//extern location monster_targs[60];
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extern location center;
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extern short boom_gr[8],futzing;
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extern bool processing_fields,monsters_going;
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extern cUniverse univ;
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short charm_odds[20] = {90,90,85,80,78, 75,73,60,40,30, 20,10,4,1,0, 0,0,0,0,0};
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//cCreature null_start_type; = {0,0,loc(80,80),1,0,0,0,0,0,0,0, 0,-1,-1,-1};
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////
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//cMonster return_monster_template(m_num_t store)
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//{
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// cMonster monst;
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// short m_num,i;
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//
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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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//
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// monst.m_num = m_num;
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// monst.health = (PSD[SDF_EASY_MODE] == 0) ? monst.health : monst.health / 2;
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//
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// // now adjust for difficulty
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// monst.health = monst.health * difficulty_adjust();
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//
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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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//
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// monst.ap = 0;
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//
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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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//
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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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//
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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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//
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// return monst;
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//}
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short out_enc_lev_tot(short which) {
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short count = 0,i;
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short num[7] = {22,8,4,4,3,2,1};
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if(univ.party.out_c[which].what_monst.cant_flee)
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return 10000;
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for(i = 0; i < 7; i++)
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if(univ.party.out_c[which].what_monst.monst[i] != 0)
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count += univ.scenario.scen_monsters[univ.party.out_c[which].what_monst.monst[i]].level * num[i];
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return count;
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}
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void create_wand_monst() {
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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(!univ.out->wandering[r1].isNull()) {
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r2 = get_ran(1,0,3);
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while(point_onscreen(univ.out->wandering_locs[r2], global_to_local(univ.party.p_loc)) && num_tries++ < 100)
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r2 = get_ran(1,0,3);
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if(!is_blocked(univ.out->wandering_locs[r2]))
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place_outd_wand_monst(univ.out->wandering_locs[r2], univ.out->wandering[r1],0);
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}
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} else if(!univ.town->wandering[r1].isNull() && univ.town.countMonsters() <= 50
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&& univ.party.m_killed[univ.town.num] < univ.town->max_num_monst) {
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// won't place wandering if more than 50 monsters
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r2 = get_ran(1,0,3);
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while(point_onscreen(univ.town->wandering_locs[r2],univ.town.p_loc) &&
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!loc_off_act_area(univ.town->wandering_locs[r2]) && num_tries++ < 100)
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r2 = get_ran(1,0,3);
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for(i = 0; i < 4; i++) {
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if(univ.town->wandering[r1].monst[i] != 0) { // place a monster
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p_loc = univ.town->wandering_locs[r2];
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p_loc.x += get_ran(1,0,4) - 2;
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p_loc.y += get_ran(1,0,4) - 2;
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if(!is_blocked(p_loc))
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place_monster(univ.town->wandering[r1].monst[i],p_loc);
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}
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p_loc = univ.town->wandering_locs[r2];
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p_loc.x += get_ran(1,0,4) - 2;
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p_loc.y += get_ran(1,0,4) - 2;
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r3 = get_ran(1,0,3);
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if(r3 >= 2 && !is_blocked(p_loc)) // place extra monsters?
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place_monster(univ.town->wandering[r1].monst[3],p_loc);
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}
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}
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}
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void place_outd_wand_monst(location where,cOutdoors::cWandering group,short forced) {
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short i = 0,j = 0;
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location l;
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while(i < 10) {
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////
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if(!univ.party.out_c[i].exists || ((i == 9) && (forced > 0))) {
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if((sd_legit(group.end_spec1,group.end_spec2)) && (PSD[group.end_spec1][group.end_spec2] > 0))
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return;
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univ.party.out_c[i].exists = true;
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univ.party.out_c[i].direction = 0;
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univ.party.out_c[i].what_monst = group;
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univ.party.out_c[i].which_sector = univ.party.i_w_c;
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univ.party.out_c[i].m_loc = where;
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if(univ.party.out_c[i].which_sector.x == 1)
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univ.party.out_c[i].m_loc.x += 48;
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if(univ.party.out_c[i].which_sector.y == 1)
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univ.party.out_c[i].m_loc.y += 48;
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l = univ.party.out_c[i].m_loc;
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while((forced) && (is_blocked(l)) && (j < 50)) {
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l = univ.party.out_c[i].m_loc;
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l.x += get_ran(1,0,2) - 1;
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l.y += get_ran(1,0,2) - 1;
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j++;
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}
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univ.party.out_c[i].m_loc = l;
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i = 50;
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}
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i++;
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}
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}
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location get_monst_head(short m_num) {
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location l;
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l = univ.town.monst[m_num].cur_loc;
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if((univ.town.monst[m_num].direction < 4) &&
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(univ.town.monst[m_num].x_width > 1))
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l.x++;
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return l;
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}
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short get_monst_picnum(m_num_t monst) {
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return univ.scenario.scen_monsters[monst].picture_num;
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}
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ePicType get_monst_pictype(m_num_t monst) {
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ePicType type = PIC_MONST;
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short n = univ.scenario.scen_monsters[monst].picture_num;
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if(n >= 1000){
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type += PIC_CUSTOM;
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switch(n / 1000){
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case 2:
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type += PIC_WIDE;
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break;
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case 3:
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type += PIC_TALL;
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break;
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case 4:
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type += PIC_WIDE;
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type += PIC_TALL;
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break;
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}
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}else{
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if(m_pic_index[n].x == 2) type += PIC_WIDE;
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if(m_pic_index[n].y == 2) type += PIC_TALL;
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}
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return type;
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}
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void get_monst_dims(m_num_t monst,short *width, short *height) {
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*width = univ.scenario.scen_monsters[monst].x_width;
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*height = univ.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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//mode; // 0 - unfriendly 1 - friendly & fightin'
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void set_up_monst(short mode,m_num_t m_num) {
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short which;
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for(which = 0; which < univ.town->max_monst(); which++)
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if(univ.town.monst[which].active == 0) {
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univ.town.monst.assign(which, cCreature(m_num), univ.scenario.scen_monsters[m_num], PSD[SDF_EASY_MODE], univ.difficulty_adjust());
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univ.town.monst[which].active = 2;
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univ.town.monst[which].summoned = 0;
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univ.town.monst[which].attitude = mode + 1;
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univ.town.monst[which].mobility = 1;
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break;
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}
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}
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void do_monsters() {
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short i,j,r1,target;
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location l1,l2;
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bool acted_yet = false;
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if(overall_mode == MODE_TOWN)
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for(i = 0; i < univ.town->max_monst(); i++)
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if(univ.town.monst[i].active != 0 && univ.town.monst[i].status[eStatus::ASLEEP] <= 0
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&& univ.town.monst[i].status[eStatus::PARALYZED] <= 0) {
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// have to pick targets
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if(univ.town.monst[i].active == 1)
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target = 6;
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else {
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target = monst_pick_target(i); // will return 0 if target party
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target = switch_target_to_adjacent(i,target);
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if(target == 0) {
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if(dist(univ.town.monst[i].cur_loc,univ.town.p_loc) > 8)
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target = 6;
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else target = select_active_pc();
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}
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if((univ.town.monst[i].attitude % 2 != 1) && (target < 6))
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target = 6;
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}
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univ.town.monst[i].target = target;
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// sprintf((char *)debug," t: %d targets %d.",i,monst_target[i]);
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// add_string_to_buf((char *) debug);
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if((univ.town.monst[i].active == 2)
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|| ((univ.town.monst[i].active != 0) && (univ.town.monst[i].attitude % 2 != 1))) {
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acted_yet = false;
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if(((univ.town.monst[i].attitude == 0) || (univ.town.monst[i].target == 6)) && (univ.town.hostile == 0)) {
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if(univ.town.monst[i].mobility == 1) { // OK, it doesn't see the party or
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// isn't nasty, and the town isn't totally hostile.
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if((univ.town.monst[i].attitude % 2 != 1) || (get_ran(1,0,1) == 0)) {
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acted_yet = rand_move(i);
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}
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else acted_yet = seek_party(i,univ.town.monst[i].cur_loc,univ.town.p_loc);
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}
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}
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if((univ.town.monst[i].attitude > 0) || (univ.town.hostile == 1)) {
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if((univ.town.monst[i].mobility == 1) && (univ.town.monst[i].target != 6)) {
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l1 = univ.town.monst[i].cur_loc;
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l2 = (univ.town.monst[i].target <= 6) ? univ.town.p_loc : univ.town.monst[target - 100].cur_loc;
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if((univ.town.monst[i].morale < 0) && (univ.town.monst[i].spec_skill != 13)
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&& univ.town.monst[i].m_type != eRace::UNDEAD) {
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acted_yet = flee_party(i,l1,l2);
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if(get_ran(1,0,10) < 6)
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univ.town.monst[i].morale++;
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}
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else if(monst_hate_spot(i,&l2))
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acted_yet = seek_party(i,l1,l2);
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else if(((univ.town.monst[i].mu == 0) && (univ.town.monst[i].mu == 0))
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|| (can_see_light(l1,l2,sight_obscurity) > 3))
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acted_yet = seek_party(i,l1,l2);
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}
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}
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}
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// Make hostile monsters active
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if((univ.town.monst[i].active == 1) && (univ.town.monst[i].attitude % 2 == 1)
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&& (dist(univ.town.monst[i].cur_loc,univ.town.p_loc) <= 8)) {
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r1 = get_ran(1,1,100);
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r1 += (PSD[SDF_PARTY_STEALTHY] > 0) ? 46 : 0;
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r1 += can_see_light(univ.town.monst[i].cur_loc,univ.town.p_loc,sight_obscurity) * 10;
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if(r1 < 50) {
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univ.town.monst[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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if(isHumanoid(univ.town.monst[i].m_type) || univ.town.monst[i].m_type == eRace::GIANT)
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play_sound(18);
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else play_sound(46);
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}
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for(j = 0; j < univ.town->max_monst(); j++)
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if((univ.town.monst[j].active == 2)
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&& ((dist(univ.town.monst[i].cur_loc,univ.town.monst[j].cur_loc) <= 5)))
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univ.town.monst[i].active = 2;
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}
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}
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if(overall_mode == MODE_OUTDOORS) {
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for(i = 0; i < 10; i++)
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if(univ.party.out_c[i].exists) {
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acted_yet = false;
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l1 = univ.party.out_c[i].m_loc;
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l2 = univ.party.p_loc;
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r1 = get_ran(1,1,6);
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if(r1 == 3)
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acted_yet = rand_move(i);
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else acted_yet = seek_party(i,l1,l2);
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}
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}
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}
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////
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bool monst_hate_spot(short which_m,location *good_loc) {
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location prospect,loc;
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loc = univ.town.monst[which_m].cur_loc;
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if(univ.town.is_fire_barr(loc.x,loc.y) || univ.town.is_force_barr(loc.x,loc.y) || univ.town.is_quickfire(loc.x,loc.y)
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|| univ.town.is_blade_wall(loc.x,loc.y) // hate regular fields
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|| (univ.town.is_ice_wall(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 2)
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&& ((univ.town.monst[which_m].immunities & 32) == 0)) // hate ice wall?
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|| (univ.town.is_fire_wall(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 1)
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&& ((univ.town.monst[which_m].immunities & 8) == 0)) // hate fire wall?
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|| (univ.town.is_scloud(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 6)
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&& ((univ.town.monst[which_m].immunities & 3) == 0)) // hate stink cloud?
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|| (univ.town.is_sleep_cloud(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 5)
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&& ((univ.town.monst[which_m].immunities & 3) == 0)) // hate sleep cloud?
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|| (univ.town.is_force_wall(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 3)
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&& ((univ.town.monst[which_m].immunities & 3) == 0)) // hate shock cloud?
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|| (((univ.town.monst[which_m].mu > 0) || (univ.town.monst[which_m].cl > 0))
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&& univ.town.is_antimagic(loc.x,loc.y))) { // hate antimagic
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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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cCreature *cur_monst;
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short targ_pc,targ_m;
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cur_monst = &univ.town.monst[which_m];
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// First, any chance target is screwed?
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if(univ.town.monst[which_m].target >= 100) {
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if(((cur_monst->attitude % 2 == 1) &&
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(univ.town.monst[univ.town.monst[which_m].target - 100].attitude == cur_monst->attitude)) ||
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((cur_monst->attitude % 2 == 0) && (univ.town.monst[univ.town.monst[which_m].target - 100].attitude % 2 == 0)))
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univ.town.monst[which_m].target = 6;
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else if(univ.town.monst[univ.town.monst[which_m].target - 100].active == 0)
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univ.town.monst[which_m].target = 6;
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}
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if(univ.town.monst[which_m].target < 6)
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if(univ.party[univ.town.monst[which_m].target].main_status != eMainStatus::ALIVE || get_ran(1,0,3) == 1)
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univ.town.monst[which_m].target = 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,univ.party[spell_caster].combat_pos))
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&& univ.party[spell_caster].main_status == eMainStatus::ALIVE)
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return spell_caster;
|
|
if(missile_firer < 6)
|
|
if((get_ran(1,1,5) < 3) && (monst_can_see(which_m,univ.party[missile_firer].combat_pos))
|
|
&& univ.party[missile_firer].main_status == eMainStatus::ALIVE)
|
|
return missile_firer;
|
|
if(univ.town.monst[which_m].target < 6)
|
|
if((monst_can_see(which_m,univ.party[univ.town.monst[which_m].target].combat_pos))
|
|
&& univ.party[univ.town.monst[which_m].target].main_status == eMainStatus::ALIVE)
|
|
return univ.town.monst[which_m].target;
|
|
}
|
|
|
|
// if(monst_target[which_m] >= 100) {
|
|
// if((can_see_light(cur_monst->m_loc,univ.town.monst[monst_target[which_m] - 100].m_loc,sight_obscurity) < 4)
|
|
// && (univ.town.monst[monst_target[which_m] - 100].active > 0))
|
|
// return monst_target[which_m];
|
|
// }
|
|
|
|
// Now pick a target pc and a target monst and see which is more attractive
|
|
targ_pc = monst_pick_target_pc(which_m,cur_monst);
|
|
targ_m = monst_pick_target_monst(cur_monst);
|
|
|
|
if((targ_pc != 6) && (targ_m == 6))
|
|
return targ_pc;
|
|
if((targ_pc == 6) && (targ_m != 6))
|
|
return targ_m;
|
|
if((targ_pc == 6) && (targ_m == 6))
|
|
return 6;
|
|
|
|
if(is_town()) {
|
|
if(cur_monst->attitude % 2 == 0) {
|
|
return targ_m;
|
|
}
|
|
if((targ_m == 6) && (cur_monst->attitude % 2 == 1))
|
|
return 0;
|
|
if(dist(cur_monst->cur_loc,univ.town.monst[targ_m - 100].cur_loc) <
|
|
dist(cur_monst->cur_loc,univ.town.p_loc))
|
|
return targ_m;
|
|
else return 0;
|
|
}
|
|
// Otherwise we're in combat
|
|
if((dist(cur_monst->cur_loc,univ.town.monst[targ_m - 100].cur_loc) ==
|
|
dist(cur_monst->cur_loc,univ.party[targ_pc].combat_pos)) && (get_ran(1,0,6) < 3))
|
|
return targ_m;
|
|
else return targ_pc;
|
|
if(dist(cur_monst->cur_loc,univ.town.monst[targ_m - 100].cur_loc) <
|
|
dist(cur_monst->cur_loc,univ.party[targ_pc].combat_pos))
|
|
return targ_m;
|
|
else return targ_pc;
|
|
|
|
}
|
|
|
|
short monst_pick_target_monst(cCreature *which_m) {
|
|
short min_dist = 1000,i,cur_targ = 6;
|
|
|
|
for(i = 0; i < univ.town->max_monst(); i++) {
|
|
if((univ.town.monst[i].active > 0) && // alive
|
|
(((which_m->attitude % 2 == 1) && (univ.town.monst[i].attitude % 2 == 0)) ||
|
|
((which_m->attitude % 2 == 0) && (univ.town.monst[i].attitude % 2 == 1)) ||
|
|
((which_m->attitude % 2 == 1) && (univ.town.monst[i].attitude != which_m->attitude))) && // they hate each other
|
|
((dist(which_m->cur_loc,univ.town.monst[i].cur_loc) < min_dist) ||
|
|
((dist(which_m->cur_loc,univ.town.monst[i].cur_loc) == min_dist) && (get_ran(1,0,7) < 4))) &&
|
|
(monst_can_see(i,univ.town.monst[i].cur_loc)) ) {
|
|
min_dist = dist(which_m->cur_loc,univ.town.monst[i].cur_loc);
|
|
cur_targ = i + 100;
|
|
|
|
}
|
|
}
|
|
return cur_targ;
|
|
}
|
|
|
|
short monst_pick_target_pc(short m_num,cCreature *which_m) {
|
|
short num_tries = 0,r1,store_targ = 6;
|
|
|
|
if(which_m->attitude % 2 == 0)
|
|
return 6;
|
|
if(is_town())
|
|
return 0;
|
|
|
|
// First pick any visible, nearby PC
|
|
r1 = get_ran(1,0,5);
|
|
while(num_tries < 6 && (univ.party[r1].main_status != eMainStatus::ALIVE ||
|
|
!monst_can_see(m_num,univ.party[r1].combat_pos))) {
|
|
r1 = get_ran(1,0,5);
|
|
num_tries++;
|
|
}
|
|
if(num_tries < 6)
|
|
store_targ = r1;
|
|
|
|
// Then, see if target can be replaced with someone nice and close
|
|
r1 = get_ran(1,0,5);
|
|
while(num_tries < 6 && (univ.party[r1].main_status != eMainStatus::ALIVE ||
|
|
(dist(which_m->cur_loc,univ.party[r1].combat_pos) > 4) ||
|
|
!monst_can_see(m_num,univ.party[r1].combat_pos))) {
|
|
r1 = get_ran(1,0,5);
|
|
num_tries++;
|
|
}
|
|
|
|
if(num_tries < 6)
|
|
return r1;
|
|
else return store_targ;
|
|
}
|
|
|
|
// returns 6 if no
|
|
short select_active_pc() {
|
|
short r1, num_tries = 0;
|
|
|
|
r1 = get_ran(1,0,5);
|
|
while(univ.party[r1].main_status != eMainStatus::ALIVE && num_tries++ < 50)
|
|
r1 = get_ran(1,0,5);
|
|
|
|
return r1;
|
|
}
|
|
|
|
short closest_pc(location where) {
|
|
short how_close = 200,i,store = 6;
|
|
|
|
for(i = 0; i < 6; i++)
|
|
if(univ.party[i].main_status == eMainStatus::ALIVE && dist(where,univ.party[i].combat_pos) < how_close) {
|
|
store = i;
|
|
how_close = dist(where,univ.party[i].combat_pos);
|
|
}
|
|
return store;
|
|
}
|
|
|
|
//mode; // 1 - closest hostile to PCs 2 - closest friendly to PCs
|
|
short closest_monst(location where,short mode) {
|
|
short how_close = 200,i,store = 6;
|
|
|
|
for(i = 0; i < univ.town->max_monst(); i++)
|
|
if((((univ.town.monst[i].attitude % 2 == 1) && (mode == 1)) ||
|
|
((univ.town.monst[i].attitude % 2 == 0) && (mode == 2)))
|
|
&& (dist(where,univ.town.monst[i].cur_loc) < how_close)) {
|
|
store = i;
|
|
how_close = dist(where,univ.town.monst[i].cur_loc);
|
|
}
|
|
return store;
|
|
}
|
|
|
|
short switch_target_to_adjacent(short which_m,short orig_target) {
|
|
location monst_loc;
|
|
short i,num_adj = 0;
|
|
|
|
monst_loc = univ.town.monst[which_m].cur_loc;
|
|
|
|
// First, take care of friendly monsters.
|
|
if(univ.town.monst[which_m].attitude % 2 == 0) {
|
|
if(orig_target >= 100)
|
|
if((univ.town.monst[orig_target - 100].active > 0) &&
|
|
(monst_adjacent(univ.town.monst[orig_target - 100].cur_loc,which_m)))
|
|
return orig_target;
|
|
for(i = 0; i < univ.town->max_monst(); i++)
|
|
if((univ.town.monst[i].active > 0) &&
|
|
(univ.town.monst[i].attitude % 2 == 1) &&
|
|
(monst_adjacent(univ.town.monst[i].cur_loc,which_m)))
|
|
return i + 100;
|
|
return orig_target;
|
|
}
|
|
|
|
// If we get here while in town, just need to check if switch to pc
|
|
if((is_town()) && (monst_adjacent(univ.town.p_loc,which_m)))
|
|
return 0;
|
|
if(is_town())
|
|
return orig_target;
|
|
|
|
// If target is already adjacent, we're done here.
|
|
if((is_combat()) && (orig_target < 6))
|
|
if(univ.party[orig_target].main_status == eMainStatus::ALIVE && monst_adjacent(univ.party[orig_target].combat_pos,which_m))
|
|
return orig_target;
|
|
if(orig_target >= 100)
|
|
if((univ.town.monst[orig_target - 100].active > 0) &&
|
|
(monst_adjacent(univ.town.monst[orig_target - 100].cur_loc,which_m)))
|
|
return orig_target;
|
|
|
|
// Anyone unarmored? Heh heh heh...
|
|
if(is_combat())
|
|
for(i = 0; i < 6; i++)
|
|
if(univ.party[i].main_status == eMainStatus::ALIVE && monst_adjacent(univ.party[i].combat_pos,which_m) &&
|
|
(get_encumberance(i) < 2))
|
|
return i;
|
|
|
|
// Check for a nice, adjacent, friendly monster and maybe attack
|
|
for(i = 0; i < univ.town->max_monst(); i++)
|
|
if((univ.town.monst[i].active > 0) &&
|
|
(univ.town.monst[i].attitude % 2 == 0) &&
|
|
(monst_adjacent(univ.town.monst[i].cur_loc,which_m)) &&
|
|
(get_ran(1,0,2) < 2))
|
|
return i + 100;
|
|
|
|
// OK. Now if this monster has PCs adjacent, pick one at randomn and hack. Otherwise,
|
|
// stick with orig. target.
|
|
for(i = 0; i < 6; i++)
|
|
if(univ.party[i].main_status == eMainStatus::ALIVE && monst_adjacent(univ.party[i].combat_pos,which_m))
|
|
num_adj++;
|
|
|
|
if(num_adj == 0)
|
|
return orig_target;
|
|
|
|
i = 0;
|
|
num_adj = get_ran(1,1,num_adj);
|
|
while(num_adj > 1 || univ.party[i].main_status != eMainStatus::ALIVE || !monst_adjacent(univ.party[i].combat_pos,which_m)) {
|
|
if(univ.party[i].main_status == eMainStatus::ALIVE && monst_adjacent(univ.party[i].combat_pos,which_m))
|
|
num_adj--;
|
|
i++;
|
|
}
|
|
return i;
|
|
}
|
|
|
|
|
|
bool rand_move(char i) {
|
|
bool acted_yet = false;
|
|
short j;
|
|
location store_loc;
|
|
|
|
// first, if outdoor, just roam.
|
|
if(is_out()) {
|
|
store_loc = random_shift(univ.party.out_c[i].m_loc);
|
|
return outdoor_move_monster(i,store_loc);
|
|
}
|
|
|
|
if(univ.town.monst[i].targ_loc == univ.town.monst[i].cur_loc)
|
|
univ.town.monst[i].targ_loc.x = 0;
|
|
|
|
// FIrst, try to move to monst_targs. If it don't work, then we'll shift.
|
|
if(univ.town.monst[i].targ_loc.x > 0)
|
|
acted_yet = seek_party(i,univ.town.monst[i].cur_loc,univ.town.monst[i].targ_loc);
|
|
|
|
if(!acted_yet) {
|
|
univ.town.monst[i].targ_loc.x = 0;
|
|
for(j = 0; j < 3; j++) {
|
|
store_loc = univ.town.monst[i].cur_loc;
|
|
store_loc.x += get_ran(1,0,24) - 12;
|
|
store_loc.y += get_ran(1,0,24) - 12;
|
|
if(!loc_off_act_area(store_loc) && (can_see_light(univ.town.monst[i].cur_loc,store_loc,sight_obscurity) < 5)) {
|
|
univ.town.monst[i].targ_loc = store_loc; j = 3;
|
|
}
|
|
}
|
|
|
|
if(univ.town.monst[i].targ_loc.x == 0) {
|
|
// maybe pick a wand loc, else juist pick a loc
|
|
j = get_ran(1,0,3);
|
|
store_loc = univ.town->wandering_locs[j];
|
|
|
|
if(!loc_off_act_area(store_loc) && (get_ran(1,0,1) == 1))
|
|
univ.town.monst[i].targ_loc = store_loc;
|
|
else {
|
|
store_loc = univ.town.monst[i].cur_loc;
|
|
store_loc.x += get_ran(1,0,20) - 10;
|
|
store_loc.y += get_ran(1,0,20) - 10;
|
|
if(!loc_off_act_area(store_loc))
|
|
univ.town.monst[i].targ_loc = store_loc;
|
|
}
|
|
}
|
|
if(univ.town.monst[i].targ_loc.x > 0)
|
|
acted_yet = seek_party(i,univ.town.monst[i].cur_loc,univ.town.monst[i].targ_loc);
|
|
}
|
|
|
|
return acted_yet;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool seek_party(short i,location l1,location l2) {
|
|
bool acted_yet = false;
|
|
short m,n;
|
|
if((l1.x > l2.x) && (l1.y > l2.y))
|
|
acted_yet = try_move(i,l1,-1,-1);
|
|
if((l1.x < l2.x) & (l1.y < l2.y) & !acted_yet)
|
|
acted_yet = try_move(i,l1,1,1);
|
|
if((l1.x > l2.x) & (l1.y < l2.y) & !acted_yet)
|
|
acted_yet = try_move(i,l1,-1,1);
|
|
if((l1.x < l2.x) & (l1.y > l2.y) & !acted_yet)
|
|
acted_yet = try_move(i,l1,1,-1);
|
|
if((l1.x > l2.x) & !acted_yet)
|
|
acted_yet = try_move(i,l1,-1,0);
|
|
if((l1.x < l2.x) & !acted_yet)
|
|
acted_yet = try_move(i,l1,1,0);
|
|
if( (l1.y < l2.y) & !acted_yet)
|
|
acted_yet = try_move(i,l1,0,1);
|
|
if( (l1.y > l2.y) & !acted_yet)
|
|
acted_yet = try_move(i,l1,0,-1);
|
|
if(!acted_yet) {
|
|
futzing++;
|
|
m = get_ran(1,0,2) - 1;
|
|
n = get_ran(1,0,2) - 1;
|
|
acted_yet = try_move(i,l1,m,n);
|
|
}
|
|
return acted_yet;
|
|
}
|
|
|
|
bool flee_party(short i,location l1,location l2) {
|
|
bool acted_yet = false;
|
|
|
|
if((l1.x > l2.x) & (l1.y > l2.y))
|
|
acted_yet = try_move(i,l1,1,1);
|
|
if((l1.x < l2.x) & (l1.y < l2.y) & !acted_yet)
|
|
acted_yet = try_move(i,l1,-1,-1);
|
|
if((l1.x > l2.x) & (l1.y < l2.y) & !acted_yet)
|
|
acted_yet = try_move(i,l1,1,-1);
|
|
if((l1.x < l2.x) & (l1.y > l2.y) & !acted_yet)
|
|
acted_yet = try_move(i,l1,-1,+1);
|
|
if((l1.x > l2.x) & !acted_yet)
|
|
acted_yet = try_move(i,l1,1,0);
|
|
if((l1.x < l2.x) & !acted_yet)
|
|
acted_yet = try_move(i,l1,-1,0);
|
|
if( (l1.y < l2.y) & !acted_yet)
|
|
acted_yet = try_move(i,l1,0,-1);
|
|
if( (l1.y > l2.y) & !acted_yet)
|
|
acted_yet = try_move(i,l1,0,1);
|
|
if(!acted_yet) {
|
|
futzing++;
|
|
acted_yet = rand_move(i);
|
|
}
|
|
return acted_yet;
|
|
}
|
|
|
|
bool try_move(short i,location start,short x,short y) {
|
|
location dest;
|
|
|
|
dest = start;
|
|
dest.x = dest.x + x;
|
|
dest.y = dest.y + y;
|
|
|
|
if((overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) && univ.town.is_force_cage(start.x,start.y))
|
|
return false;
|
|
|
|
if(overall_mode == MODE_TOWN)
|
|
return town_move_monster(i,dest);
|
|
if(overall_mode == MODE_OUTDOORS)
|
|
return outdoor_move_monster(i,dest);
|
|
if(overall_mode == MODE_COMBAT)
|
|
return combat_move_monster((short) i,dest);
|
|
return 0;
|
|
}
|
|
|
|
bool combat_move_monster(short which,location destination) {
|
|
|
|
|
|
if(!monst_can_be_there(destination,which))
|
|
return false;
|
|
else if(!monst_check_special_terrain(destination,2,which))
|
|
return false;
|
|
else {
|
|
univ.town.monst[which].direction =
|
|
set_direction(univ.town.monst[which].cur_loc, destination);
|
|
univ.town.monst[which].cur_loc = destination;
|
|
monst_inflict_fields(which);
|
|
|
|
if(point_onscreen(destination,center))
|
|
move_sound(univ.town->terrain(destination.x,destination.y), univ.town.monst[which].ap);
|
|
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Looks at all spaces within 2, looking for a spot which is clear of nastiness and beings
|
|
// returns {0,0} if none found
|
|
// TODO: THIS MAKES NO ADJUSTMENTS FOR BIG MONSTERS!!!
|
|
//mode; // 0 - normal 1 - prefer adjacent space
|
|
location find_clear_spot(location from_where,short mode) {
|
|
location loc,store_loc;
|
|
short num_tries = 0,r1;
|
|
// Here 254 indicates the low byte of the town fields, minus explored spaces (which is lowest bit).
|
|
unsigned long blocking_fields = OBJECT_CRATE | OBJECT_BARREL | OBJECT_BLOCK | FIELD_QUICKFIRE | 254;
|
|
|
|
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) && !is_blocked(loc)
|
|
&& can_see_light(from_where,loc,combat_obscurity) == 0
|
|
&& (!(is_combat()) || (pc_there(loc) == 6))
|
|
&& (!(is_town()) || (loc != univ.town.p_loc))
|
|
&& (!(univ.town.fields[loc.x][loc.y] & blocking_fields))) {
|
|
if((mode == 0) || ((mode == 1) && (adjacent(from_where,loc))))
|
|
return loc;
|
|
else store_loc = loc;
|
|
}
|
|
}
|
|
return store_loc;
|
|
}
|
|
|
|
short pc_there(location where) {
|
|
short i;
|
|
|
|
for(i = 0; i < 6; i++)
|
|
if(where == univ.party[i].combat_pos && univ.party[i].main_status == eMainStatus::ALIVE)
|
|
return i;
|
|
return 6;
|
|
}
|
|
|
|
location random_shift(location start) {
|
|
location store;
|
|
|
|
store = start;
|
|
store.x = store.x + get_ran(1,0,2) - 1;
|
|
store.y = store.y + get_ran(1,0,2) - 1;
|
|
|
|
return store;
|
|
}
|
|
|
|
bool outdoor_move_monster(short num,location dest) {
|
|
|
|
if(!outd_is_blocked(dest) && !outd_is_special(dest) &&
|
|
(dest != univ.party.p_loc) &&
|
|
((univ.out[dest.x][dest.y] > 21) || (univ.out[dest.x][dest.y] < 5))) {
|
|
univ.party.out_c[num].direction =
|
|
set_direction(univ.party.out_c[num].m_loc, dest);
|
|
univ.party.out_c[num].m_loc = dest;
|
|
return true;
|
|
}
|
|
else return false;
|
|
}
|
|
|
|
bool town_move_monster(short num,location dest) {
|
|
if(!monst_check_special_terrain(dest,1,num))
|
|
return false;
|
|
|
|
if(monst_can_be_there(dest,num)) {
|
|
univ.town.monst[num].direction =
|
|
set_direction(univ.town.monst[num].cur_loc, dest);
|
|
univ.town.monst[num].cur_loc = dest;
|
|
monst_inflict_fields(num);
|
|
return true;
|
|
}
|
|
else return false;
|
|
}
|
|
|
|
bool monster_placid(short m_num) {
|
|
if((univ.town.monst[m_num].attitude == 0) ||
|
|
((univ.town.monst[m_num].attitude == 2) && (PSD[SDF_HOSTILES_PRESENT] == 0))) {
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// This damages a monster by any fields it's in, and destroys any barrels or crates
|
|
// it's stiing on.
|
|
void monst_inflict_fields(short which_monst) {
|
|
short i,j,r1,k;
|
|
location where_check;
|
|
cCreature *which_m;
|
|
|
|
if(univ.town.monst[which_monst].active == 0)
|
|
return;
|
|
|
|
which_m = &univ.town.monst[which_monst];
|
|
for(i = 0; i < univ.town.monst[which_monst].x_width; i++)
|
|
for(j = 0; j < univ.town.monst[which_monst].y_width; j++)
|
|
if(univ.town.monst[which_monst].active > 0) {
|
|
where_check.x = univ.town.monst[which_monst].cur_loc.x + i;
|
|
where_check.y = univ.town.monst[which_monst].cur_loc.y + j;
|
|
if(univ.town.is_quickfire(where_check.x,where_check.y)) {
|
|
r1 = get_ran(2,1,8);
|
|
damage_monst(which_monst,7,r1,0,DAMAGE_FIRE,0);
|
|
break;
|
|
}
|
|
if(univ.town.is_blade_wall(where_check.x,where_check.y)) {
|
|
r1 = get_ran(6,1,8);
|
|
damage_monst(which_monst,7,r1,0,DAMAGE_WEAPON,0);
|
|
break;
|
|
}
|
|
if(univ.town.is_force_wall(where_check.x,where_check.y)) {
|
|
r1 = get_ran(3,1,6);
|
|
damage_monst(which_monst,7,r1,0,DAMAGE_MAGIC,0);
|
|
break;
|
|
}
|
|
if(univ.town.is_sleep_cloud(where_check.x,where_check.y)) {
|
|
charm_monst(which_m,0,eStatus::ASLEEP,3);
|
|
break;
|
|
}
|
|
if(univ.town.is_ice_wall(where_check.x,where_check.y)) {
|
|
r1 = get_ran(3,1,6);
|
|
if(univ.town.monst[which_monst].spec_skill != 23)
|
|
damage_monst(which_monst,7,r1,0,DAMAGE_COLD,0);
|
|
break;
|
|
}
|
|
if(univ.town.is_scloud(where_check.x,where_check.y)) {
|
|
r1 = get_ran(1,2,3);
|
|
curse_monst(which_m,r1);
|
|
break;
|
|
}
|
|
if(univ.town.is_web(where_check.x,where_check.y) && which_m->m_type != eRace::BUG) {
|
|
monst_spell_note(which_m->number,19);
|
|
r1 = get_ran(1,2,3);
|
|
web_monst(which_m,r1);
|
|
univ.town.set_web(where_check.x,where_check.y,false);
|
|
break;
|
|
}
|
|
if(univ.town.is_fire_wall(where_check.x,where_check.y)) {
|
|
r1 = get_ran(2,1,6);
|
|
if(univ.town.monst[which_monst].spec_skill != 22)
|
|
damage_monst(which_monst,7,r1,0,DAMAGE_FIRE,0);
|
|
break;
|
|
}
|
|
if(univ.town.is_force_cage(where_check.x,where_check.y))
|
|
univ.town.monst[which_monst].status[eStatus::FORCECAGE] = 8;
|
|
else univ.town.monst[which_monst].status[eStatus::FORCECAGE] = 0;
|
|
}
|
|
if(univ.town.monst[which_monst].active > 0)
|
|
for(i = 0; i < univ.town.monst[which_monst].x_width; i++)
|
|
for(j = 0; j < univ.town.monst[which_monst].y_width; j++) {
|
|
where_check.x = univ.town.monst[which_monst].cur_loc.x + i;
|
|
where_check.y = univ.town.monst[which_monst].cur_loc.y + j;
|
|
if((univ.town.is_crate(where_check.x,where_check.y)) ||
|
|
(univ.town.is_barrel(where_check.x,where_check.y)) )
|
|
for(k = 0; k < NUM_TOWN_ITEMS; k++)
|
|
if(univ.town.items[k].variety != eItemType::NO_ITEM && univ.town.items[k].contained
|
|
&& (univ.town.items[k].item_loc == where_check))
|
|
univ.town.items[k].contained = false;
|
|
univ.town.set_crate(where_check.x,where_check.y,false);
|
|
univ.town.set_barrel(where_check.x,where_check.y,false);
|
|
if(univ.town.is_fire_barr(where_check.x,where_check.y)) {
|
|
r1 = get_ran(2,1,10);
|
|
damage_monst(which_monst,7,r1,0,DAMAGE_FIRE,0);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
//mode; // 1 - town 2 - combat
|
|
bool monst_check_special_terrain(location where_check,short mode,short which_monst) {
|
|
ter_num_t ter = 0;
|
|
short r1,i,guts = 0;
|
|
bool can_enter = true,mage = false;
|
|
location from_loc,to_loc;
|
|
bool do_look = false; // If becomes true, terrain changed, so need to update what party sees
|
|
cCreature *which_m;
|
|
eTerSpec ter_abil;
|
|
unsigned short ter_flag;
|
|
|
|
from_loc = univ.town.monst[which_monst].cur_loc;
|
|
ter = univ.town->terrain(where_check.x,where_check.y);
|
|
////
|
|
which_m = &univ.town.monst[which_monst];
|
|
ter_abil = univ.scenario.ter_types[ter].special;
|
|
ter_flag = univ.scenario.ter_types[ter].flag3.u;
|
|
|
|
if(mode > 0 && ter_abil == eTerSpec::CONVEYOR) {
|
|
if(
|
|
((ter_flag == DIR_N) && (where_check.y > from_loc.y)) ||
|
|
((ter_flag == DIR_E) && (where_check.x < from_loc.x)) ||
|
|
((ter_flag == DIR_S) && (where_check.y < from_loc.y)) ||
|
|
((ter_flag == DIR_W) && (where_check.x > from_loc.x)) ) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// begin determining guts, which determines how enthused the monst is about entering
|
|
// nasty barriers
|
|
if((which_m->mu > 0) || (which_m->cl > 0))
|
|
mage = true;
|
|
if(which_m->spec_skill == 13)
|
|
guts = 20;
|
|
else guts = get_ran(1,1,(which_m->level / 2));
|
|
guts += which_m->health / 20;
|
|
if(mage)
|
|
guts = guts / 2;
|
|
if(which_m->attitude == 0)
|
|
guts = guts / 2;
|
|
|
|
if((univ.town.is_antimagic(where_check.x,where_check.y)) && (mage))
|
|
return false;
|
|
if((univ.town.is_fire_wall(where_check.x,where_check.y)) && (which_m->spec_skill != 22)) {
|
|
if(guts < 3) return false;
|
|
}
|
|
if(univ.town.is_force_wall(where_check.x,where_check.y)) {
|
|
if(guts < 4) return false;
|
|
}
|
|
if((univ.town.is_ice_wall(where_check.x,where_check.y)) && (which_m->spec_skill != 23)) {
|
|
if(guts < 5) return false;
|
|
}
|
|
if(univ.town.is_sleep_cloud(where_check.x,where_check.y)) {
|
|
if(guts < 8) return false;
|
|
}
|
|
if(univ.town.is_blade_wall(where_check.x,where_check.y)) {
|
|
if(guts < 8) return false;
|
|
}
|
|
if(univ.town.is_quickfire(where_check.x,where_check.y)) {
|
|
if(guts < 8) return false;
|
|
}
|
|
if(univ.town.is_scloud(where_check.x,where_check.y)) {
|
|
if(guts < 4) return false;
|
|
}
|
|
if(univ.town.is_web(where_check.x,where_check.y) && which_m->m_type != eRace::BUG) {
|
|
if(guts < 3) return false;
|
|
}
|
|
if(univ.town.is_fire_barr(where_check.x,where_check.y)) {
|
|
if((which_m->attitude % 2 == 1) && (get_ran(1,1,100) < (which_m->mu * 10 + which_m->cl * 4))) {
|
|
play_sound(60);
|
|
monst_spell_note(which_monst, 49);
|
|
univ.town.set_fire_barr(where_check.x,where_check.y,false);
|
|
}
|
|
else {
|
|
if(guts < 6) return false;
|
|
r1 = get_ran(1,0,10);
|
|
if((r1 < 8) || (monster_placid(which_monst)))
|
|
can_enter = false;
|
|
}
|
|
}
|
|
if(univ.town.is_force_barr(where_check.x,where_check.y)) { /// Not in big towns
|
|
if((which_m->attitude % 2 == 1) && (get_ran(1,1,100) < (which_m->mu * 10 + which_m->cl * 4))
|
|
&& (!univ.town->strong_barriers)) {
|
|
play_sound(60);
|
|
monst_spell_note(which_monst, 49);
|
|
univ.town.set_force_barr(where_check.x,where_check.y,false);
|
|
}
|
|
else can_enter = false;
|
|
}
|
|
if(univ.town.is_force_cage(where_check.x,where_check.y)) can_enter = false;
|
|
if(univ.town.is_crate(where_check.x,where_check.y)) {
|
|
if(monster_placid(which_monst))
|
|
can_enter = false;
|
|
else {
|
|
to_loc = push_loc(from_loc,where_check);
|
|
univ.town.set_crate((short) where_check.x,(short) where_check.y,false);
|
|
if(to_loc.x > 0)
|
|
univ.town.set_crate((short) to_loc.x,(short) to_loc.y, true);
|
|
for(i = 0; i < NUM_TOWN_ITEMS; i++)
|
|
if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].item_loc == where_check
|
|
&& (univ.town.items[i].contained))
|
|
univ.town.items[i].item_loc = to_loc;
|
|
}
|
|
}
|
|
if(univ.town.is_barrel(where_check.x,where_check.y)) {
|
|
if(monster_placid(which_monst))
|
|
can_enter = false;
|
|
else {
|
|
to_loc = push_loc(from_loc,where_check);
|
|
univ.town.set_barrel((short) where_check.x,(short) where_check.y,false);
|
|
if(to_loc.x > 0)
|
|
univ.town.set_barrel((short) to_loc.x,(short) to_loc.y,true);
|
|
for(i = 0; i < NUM_TOWN_ITEMS; i++)
|
|
if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].item_loc == where_check
|
|
&& (univ.town.items[i].contained))
|
|
univ.town.items[i].item_loc = to_loc;
|
|
|
|
}
|
|
}
|
|
if(monster_placid(which_monst) && // monsters don't hop into bed when things are calm
|
|
univ.scenario.ter_types[ter].special == eTerSpec::BED)
|
|
can_enter = false;
|
|
if(mode == 1 && univ.town.is_spot(where_check.x, where_check.y))
|
|
can_enter = false;
|
|
if(ter == 90) {
|
|
if((is_combat()) && (which_combat_type == 0)) {
|
|
univ.town.monst[which_monst].active = 0;
|
|
add_string_to_buf("Monster escaped! ");
|
|
}
|
|
return false;
|
|
}
|
|
|
|
switch(ter_abil) {
|
|
// changing ter
|
|
case eTerSpec::CHANGE_WHEN_STEP_ON:
|
|
can_enter = false;
|
|
if(!(monster_placid(which_monst))) {
|
|
univ.town->terrain(where_check.x,where_check.y) = univ.scenario.ter_types[ter].flag1.u;
|
|
do_look = true;
|
|
if(point_onscreen(center,where_check))
|
|
play_sound(univ.scenario.ter_types[ter].flag2.u);
|
|
}
|
|
break;
|
|
|
|
case eTerSpec::BLOCKED_TO_MONSTERS:
|
|
case eTerSpec::TOWN_ENTRANCE:
|
|
case eTerSpec::WATERFALL:
|
|
can_enter = false;
|
|
break;
|
|
|
|
case eTerSpec::DAMAGING: // TODO: Update this to check other cases
|
|
if(ter_flag == DAMAGE_FIRE && univ.town.monst[which_monst].immunities & 8)
|
|
return true;
|
|
else return false;
|
|
break;
|
|
// TODO: Should it check any other terrain specials?
|
|
}
|
|
|
|
// Action may change terrain, so update what's been seen
|
|
if(do_look) {
|
|
if(is_town())
|
|
update_explored(univ.town.p_loc);
|
|
if(is_combat())
|
|
for(i = 0; i < 6; i++)
|
|
if(univ.party[i].main_status == eMainStatus::ALIVE)
|
|
update_explored(univ.party[i].combat_pos);
|
|
}
|
|
|
|
return can_enter;
|
|
}
|
|
|
|
void forced_place_monster(m_num_t which,location where) {
|
|
// TODO: Windows version has logic to destroy unimportant monsters to make room, but the real issue here is the non-dynamic nature of the monster array, so a better fix would be to use an std::vector in cPopulation... and then this function wouldn't even be needed.
|
|
bool free_spot = false;
|
|
short i = 0,r1;
|
|
|
|
while(!free_spot && (i < univ.town->max_monst())) {
|
|
if(univ.town.monst[i].active == 0)
|
|
free_spot = true;
|
|
i++;
|
|
}
|
|
do
|
|
r1 = get_ran(1,0,59);
|
|
while((univ.town.monst[r1].spec1 != 0) || (univ.town.monst[r1].spec2 != 0));
|
|
if(!free_spot)
|
|
univ.town.monst[r1].active = 0;
|
|
place_monster(which,where);
|
|
}
|
|
|
|
void magic_adjust(cCreature *which_m,short *how_much) {
|
|
if(which_m->spec_skill == 26) {
|
|
*how_much = 0;
|
|
if(32767 - which_m->health > 3)
|
|
which_m->health = 32767;
|
|
else which_m->health += 3;
|
|
}
|
|
if(which_m->immunities & 1)
|
|
*how_much = *how_much / 2;
|
|
if(which_m->immunities & 2)
|
|
*how_much = 0;
|
|
}
|
|
|
|
void poison_monst(cCreature *which_m,short how_much) {
|
|
if(which_m->immunities & 64)
|
|
how_much = how_much / 2;
|
|
if(which_m->immunities & 128) {
|
|
monst_spell_note(which_m->number,10);
|
|
return;
|
|
}
|
|
which_m->status[eStatus::POISON] = min(8, which_m->status[eStatus::POISON] + how_much);
|
|
if(how_much >= 0)
|
|
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 4);
|
|
else
|
|
monst_spell_note(which_m->number,34);
|
|
|
|
}
|
|
void acid_monst(cCreature *which_m,short how_much) {
|
|
magic_adjust(which_m,&how_much);
|
|
which_m->status[eStatus::ACID] = minmax(-8,8, which_m->status[eStatus::ACID] + how_much);
|
|
if(how_much >= 0)
|
|
monst_spell_note(which_m->number,31);
|
|
else
|
|
monst_spell_note(which_m->number,48);
|
|
}
|
|
|
|
void slow_monst(cCreature *which_m,short how_much) {
|
|
magic_adjust(which_m,&how_much);
|
|
which_m->status[eStatus::HASTE_SLOW] = minmax(-8,8, which_m->status[eStatus::HASTE_SLOW] - how_much);
|
|
if(how_much >= 0)
|
|
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 2);
|
|
else
|
|
monst_spell_note(which_m->number,35);
|
|
|
|
}
|
|
void curse_monst(cCreature *which_m,short how_much) {
|
|
magic_adjust(which_m,&how_much);
|
|
which_m->status[eStatus::BLESS_CURSE] = minmax(-8,8, which_m->status[eStatus::BLESS_CURSE] - how_much);
|
|
if(how_much >= 0)
|
|
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 5);
|
|
else
|
|
monst_spell_note(which_m->number,36);
|
|
|
|
}
|
|
void web_monst(cCreature *which_m,short how_much) {
|
|
magic_adjust(which_m,&how_much);
|
|
which_m->status[eStatus::WEBS] = minmax(-8,8, which_m->status[eStatus::WEBS] + how_much);
|
|
if(how_much >= 0)
|
|
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 19);
|
|
else
|
|
monst_spell_note(which_m->number,37);
|
|
|
|
}
|
|
void scare_monst(cCreature *which_m,short how_much) {
|
|
magic_adjust(which_m,&how_much);
|
|
which_m->morale = which_m->morale - how_much;
|
|
// TODO: I don't think there's currently any way to increase monster morale at the moment - add one!
|
|
if(how_much >= 0)
|
|
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 1);
|
|
else
|
|
monst_spell_note(which_m->number,47);
|
|
|
|
}
|
|
void disease_monst(cCreature *which_m,short how_much) {
|
|
magic_adjust(which_m,&how_much);
|
|
which_m->status[eStatus::DISEASE] = minmax(-8,8, which_m->status[eStatus::DISEASE] + how_much);
|
|
if(how_much >= 0)
|
|
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 25);
|
|
else
|
|
monst_spell_note(which_m->number,38);
|
|
|
|
}
|
|
|
|
void dumbfound_monst(cCreature *which_m,short how_much) {
|
|
magic_adjust(which_m,&how_much);
|
|
which_m->status[eStatus::DUMB] = minmax(-8,8, which_m->status[eStatus::DUMB] + how_much);
|
|
if(how_much >= 0)
|
|
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 22);
|
|
else
|
|
monst_spell_note(which_m->number,39);
|
|
|
|
}
|
|
|
|
// Also used for sleep and paralyze, which_statys is 0 means charm
|
|
void charm_monst(cCreature *which_m,short penalty,eStatus which_status,short amount) {
|
|
short r1;
|
|
|
|
|
|
if((which_status == eStatus::ASLEEP) &&
|
|
(which_m->m_type == eRace::UNDEAD || which_m->m_type == eRace::SLIME ||
|
|
which_m->m_type == eRace::STONE || which_m->m_type == eRace::PLANT))
|
|
return;
|
|
r1 = get_ran(1,1,100);
|
|
if(which_m->immunities & 1)
|
|
r1 = r1 * 2;
|
|
if(which_m->immunities & 2)
|
|
r1 = 200;
|
|
r1 += penalty;
|
|
if(which_status == eStatus::ASLEEP)
|
|
r1 -= 25;
|
|
if(which_status == eStatus::PARALYZED)
|
|
r1 -= 15;
|
|
if((which_status == eStatus::ASLEEP) && (which_m->spec_skill == 32))
|
|
return;
|
|
|
|
if(r1 > charm_odds[which_m->level / 2]) {
|
|
//one_sound(68);
|
|
monst_spell_note(which_m->number,10);
|
|
}
|
|
else {
|
|
if(which_status == eStatus::CHARM) {
|
|
which_m->attitude = 2;
|
|
monst_spell_note(which_m->number,23);
|
|
}
|
|
else {
|
|
which_m->status[which_status] = amount;
|
|
if(which_status == eStatus::ASLEEP && (amount >= 0))
|
|
monst_spell_note(which_m->number,28);
|
|
if(which_status == eStatus::PARALYZED && (amount >= 0))
|
|
monst_spell_note(which_m->number,30);
|
|
if(amount < 0)
|
|
monst_spell_note(which_m->number,40);
|
|
}
|
|
//one_sound(53);
|
|
}
|
|
}
|
|
void record_monst(cCreature *which_m) {
|
|
short r1;
|
|
char str[60];
|
|
|
|
r1 = get_ran(1,1,100);
|
|
r1 = (r1 * 7) / 10;
|
|
|
|
if((which_m->x_width > 1) || (which_m->y_width > 1)) {
|
|
ASB("Capture Soul: Monster is too big.");
|
|
}
|
|
else if((r1 > charm_odds[which_m->level / 2]) || (which_m->spec_skill == 12)
|
|
|| which_m->m_type == eRace::IMPORTANT) {
|
|
monst_spell_note(which_m->number,10);
|
|
play_sound(68);
|
|
}
|
|
else {
|
|
monst_spell_note(which_m->number,24);
|
|
r1 = get_ran(1,0,3);
|
|
if(univ.party.imprisoned_monst[r1] == 0)
|
|
univ.party.imprisoned_monst[r1] = which_m->number;
|
|
else {
|
|
r1 = get_ran(1,0,3);
|
|
univ.party.imprisoned_monst[r1] = which_m->number;
|
|
}
|
|
ASB("Capture Soul: Success!");
|
|
sprintf((char *)str," Caught in slot %d.",r1 + 1);
|
|
add_string_to_buf((char *)str);
|
|
play_sound(53);
|
|
}
|
|
}
|
|
// returns 90 is no placement, OW returns # of spot
|
|
////
|
|
short place_monster(m_num_t which,location where) {
|
|
short i = 0;
|
|
|
|
while((i < univ.town->max_monst()) && ((univ.town.monst[i].active != 0) ||
|
|
(univ.town.monst[i].spec_enc_code > 0))) {
|
|
i++;
|
|
}
|
|
|
|
if(i < univ.town->max_monst()) {
|
|
univ.town.monst.assign(i, cCreature(which), univ.scenario.scen_monsters[which], PSD[SDF_EASY_MODE], univ.difficulty_adjust());
|
|
static_cast<cMonster&>(univ.town.monst[i]) = univ.scenario.scen_monsters[which];
|
|
univ.town.monst[i].attitude = univ.scenario.scen_monsters[which].default_attitude;
|
|
if(univ.town.monst[i].attitude % 2 == 0)
|
|
univ.town.monst[i].attitude = 1;
|
|
univ.town.monst[i].mobility = 1;
|
|
univ.town.monst[i].active = 2;
|
|
univ.town.monst[i].cur_loc = where;
|
|
univ.town.monst[i].summoned = 0;
|
|
univ.town.monst[i].target = 6;
|
|
|
|
univ.town.set_crate(where.x,where.y,false);
|
|
univ.town.set_barrel(where.x,where.y,false);
|
|
|
|
return i;
|
|
}
|
|
return 90;
|
|
}
|
|
|
|
// returns true if placement was successful
|
|
//which; // if in town, this is caster loc., if in combat, this is where to try
|
|
// to put monster
|
|
bool summon_monster(m_num_t which,location where,short duration,short given_attitude) {
|
|
location loc;
|
|
short which_m,spot;
|
|
|
|
if((is_town()) || (monsters_going)) {
|
|
// Ooooh ... mondo kludge. Need to find caster's attitude to give it to monst.
|
|
which_m = monst_there(where);
|
|
// if(pc_there(where) < 6)
|
|
// which_att = 2;
|
|
// else if(which_m == 90)
|
|
// which_att = 1;
|
|
// else which_att = univ.town.monst[which_m].attitude;
|
|
loc = find_clear_spot(where,0);
|
|
if(loc.x == 0)
|
|
return false;
|
|
}
|
|
else {
|
|
// pc may be summoning using item, in which case where will be pc's space, so fix
|
|
if(pc_there(where) < 6) {
|
|
where = find_clear_spot(where,0);
|
|
if(where.x == 0)
|
|
return false;
|
|
}
|
|
if(univ.town.is_barrel(where.x,where.y) || univ.town.is_crate(where.x,where.y) || univ.town.is_block(where.x,where.y))
|
|
return false;
|
|
loc = where;
|
|
}
|
|
|
|
spot = place_monster(which,loc);
|
|
if(spot >= univ.town->max_monst()) {
|
|
if(duration < 100)
|
|
add_string_to_buf(" Too many monsters.");
|
|
//ASB(" Monster fails to summon monster.");
|
|
return false;
|
|
}
|
|
//play_sound(61);
|
|
|
|
// if(duration < 100)
|
|
univ.town.monst[spot].attitude = given_attitude;
|
|
// else univ.town.monst[spot].attitude = which_att;
|
|
|
|
if(which > 0) {//monster here for good
|
|
univ.town.monst[spot].summoned = duration;
|
|
monst_spell_note(which,21);
|
|
}
|
|
else univ.town.monst[spot].summoned = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
void activate_monsters(short code,short /*attitude*/) {
|
|
short i;
|
|
|
|
if(code == 0)
|
|
return;
|
|
for(i = 0; i < univ.town->max_monst(); i++)
|
|
if(univ.town.monst[i].spec_enc_code == code) {
|
|
cCreature& monst = univ.town->creatures(i);
|
|
univ.town.monst.assign(i, monst, univ.scenario.scen_monsters[monst.number], PSD[SDF_EASY_MODE], univ.difficulty_adjust());
|
|
univ.town.monst[i].spec_enc_code = 0;
|
|
univ.town.monst[i].active = 2; // TODO: Can thes be commented out? \/
|
|
//univ.town.monst[i].attitude = univ.town->creatures(i).start_attitude;
|
|
|
|
univ.town.monst[i].summoned = 0;
|
|
//univ.town.monst[i].cur_loc = univ.town->creatures(i).start_loc;
|
|
univ.town.monst[i].target = 6;
|
|
|
|
univ.town.set_crate(univ.town.monst[i].cur_loc.x,univ.town.monst[i].cur_loc.y,false);
|
|
univ.town.set_barrel(univ.town.monst[i].cur_loc.x,univ.town.monst[i].cur_loc.y,false);
|
|
}
|
|
}
|
|
|
|
short get_encumberance(short pc_num) {
|
|
short store = 0,i,what_val;
|
|
|
|
for(i = 0; i < 24; i++)
|
|
if(univ.party[pc_num].equip[i]) {
|
|
what_val = univ.party[pc_num].items[i].awkward;
|
|
if(what_val == 1 && get_ran(1,0,130) < hit_chance[univ.party[pc_num].skills[eSkill::DEFENSE]])
|
|
what_val--;
|
|
if(what_val > 1 && get_ran(1,0,70) < hit_chance[univ.party[pc_num].skills[eSkill::DEFENSE]])
|
|
what_val--;
|
|
store += what_val;
|
|
}
|
|
return store;
|
|
}
|
|
|
|
m_num_t get_summon_monster(short summon_class) {
|
|
short i,j;
|
|
|
|
for(i = 0; i < 200; i++) {
|
|
j = get_ran(1,0,255);
|
|
if(univ.scenario.scen_monsters[j].summon_type == summon_class) {
|
|
return j;
|
|
}
|
|
}
|
|
ASB(" Summon failed.");
|
|
return 0;
|
|
}
|