Files
oboe/osx/boe.monster.cpp
Celtic Minstrel b02902770c Well, at present the Windows code for the actual game almost compiles. The current goal is to undo all the things that Ormus did to make this job difficult.
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
2009-08-03 19:00:23 +00:00

1424 lines
43 KiB
C++

#include <Carbon/Carbon.h>
#include <cstdio>
//#include "item.h"
#include "boe.global.h"
#include "classes.h"
#include "boe.locutils.h"
#include "boe.fields.h"
#include "boe.monster.h"
#include "boe.text.h"
#include "boe.specials.h"
#include "boe.items.h"
#include "soundtool.h"
#include "boe.graphics.h"
#include "boe.newgraph.h"
#include "dlgconsts.h"
#include "boe.main.h"
#include "mathutil.h"
#include "graphtool.h"
//extern current_town_type univ.town;
//extern party_record_type party;
extern eGameMode overall_mode;
//extern cOutdoors univ.out.outdoors[2][2];
extern ter_num_t combat_terrain[64][64];//,out[96][96];
extern short which_combat_type;
//extern big_tr_type t_d;
//extern short monst_target[60]; // 0-5 target that pc 6 - no target 100 + x - target monster x
extern short spell_caster, missile_firer,current_monst_tactic;
extern short hit_chance[21];
//extern unsigned char univ.out.misc_i[64][64];
//extern location monster_targs[60];
extern location pc_pos[6],center;
extern short boom_gr[8],futzing;
extern bool processing_fields,monsters_going;
//extern town_item_list univ.town;
extern cScenario scenario;
extern cUniverse univ;
short charm_odds[20] = {90,90,85,80,78, 75,73,60,40,30, 20,10,4,1,0, 0,0,0,0,0};
//cCreature null_start_type; = {0,0,loc(80,80),1,0,0,0,0,0,0,0, 0,-1,-1,-1};
////
//cMonster return_monster_template(m_num_t store)
//{
// cMonster monst;
// short m_num,i;
//
// m_num = store;
// monst = scenario.scen_monsters[store];
// if (monst.spec_skill == 11)
// monst.picture_num = 0;
//
// monst.m_num = m_num;
// monst.health = (PSD[SDF_EASY_MODE] == 0) ? monst.health : monst.health / 2;
//
// // now adjust for difficulty
// monst.health = monst.health * difficulty_adjust();
//
// monst.m_health = monst.health; // in scenario file, health is stored in health field
// monst.max_mp = 0;
// monst.mp = monst.max_mp;
//
// monst.ap = 0;
//
// if ((monst.mu > 0) || (monst.cl > 0))
// monst.max_mp = monst.mp = 12 * monst.level;
//
// monst.m_morale = 10 * monst.level;
// if (monst.level >= 20)
// monst.m_morale += 10 * (monst.level - 20);
//
// monst.morale = monst.m_morale;
// monst.direction = 0;
// for (i = 0; i < 15; i++)
// monst.status[i] = 0;
//
// return monst;
//}
short out_enc_lev_tot(short which)
{
short count = 0,i;
short num[7] = {22,8,4,4,3,2,1};
if (univ.party.out_c[which].what_monst.cant_flee == true)
return 10000;
for (i = 0; i < 7; i++)
if (univ.party.out_c[which].what_monst.monst[i] != 0)
count += scenario.scen_monsters[univ.party.out_c[which].what_monst.monst[i]].level * num[i];
return count;
}
void create_wand_monst()
{
short r1,r2,r3,i = 0,num_tries = 0;
location p_loc;
r1 = get_ran(1,0,3);
if (overall_mode == MODE_OUTDOORS)
if (!univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering[r1].isNull()) {
r2 = get_ran(1,0,3);
while ((point_onscreen(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2],
global_to_local(univ.party.p_loc))) && (num_tries++ < 100))
r2 = get_ran(1,0,3);
if (!is_blocked(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2]))
place_outd_wand_monst(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2],
univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering[r1],0);
}
else // won't place wandering is more than 50 monsters
if ((!univ.town->wandering[r1].isNull()) && (univ.town.countMonsters() <= 50)
&& (univ.party.m_killed[univ.town.num] < univ.town->max_num_monst)) {
r2 = get_ran(1,0,3);
while (point_onscreen(univ.town->wandering_locs[r2],univ.town.p_loc) &&
!loc_off_act_area(univ.town->wandering_locs[r2]) && (num_tries++ < 100))
r2 = get_ran(1,0,3);
for (i = 0; i < 4; i++) {
if (univ.town->wandering[r1].monst[i] != 0) { // place a monster
p_loc = univ.town->wandering_locs[r2];
p_loc.x += get_ran(1,0,4) - 2;
p_loc.y += get_ran(1,0,4) - 2;
if (!is_blocked(p_loc))
place_monster(univ.town->wandering[r1].monst[i],p_loc);
}
p_loc = univ.town->wandering_locs[r2];
p_loc.x += get_ran(1,0,4) - 2;
p_loc.y += get_ran(1,0,4) - 2;
r3 = get_ran(1,0,3);
if ((r3 >= 2) && (!is_blocked(p_loc))) // place extra monsters?
place_monster(univ.town->wandering[r1].monst[3],p_loc);
}
}
}
void place_outd_wand_monst(location where,cOutdoors::cWandering group,short forced)
{
short i = 0,j = 0;
location l;
while (i < 10) {
////
if ((univ.party.out_c[i].exists == false) || ((i == 9) && (forced > 0))) {
if ((sd_legit(group.end_spec1,group.end_spec2) == true) && (PSD[group.end_spec1][group.end_spec2] > 0))
return;
univ.party.out_c[i].exists = true;
univ.party.out_c[i].direction = 0;
univ.party.out_c[i].what_monst = group;
univ.party.out_c[i].which_sector = univ.party.i_w_c;
univ.party.out_c[i].m_loc = where;
if (univ.party.out_c[i].which_sector.x == 1)
univ.party.out_c[i].m_loc.x += 48;
if (univ.party.out_c[i].which_sector.y == 1)
univ.party.out_c[i].m_loc.y += 48;
l = univ.party.out_c[i].m_loc;
while ((forced == true) && (is_blocked(l)) && (j < 50)) {
l = univ.party.out_c[i].m_loc;
l.x += get_ran(1,0,2) - 1;
l.y += get_ran(1,0,2) - 1;
j++;
}
univ.party.out_c[i].m_loc = l;
i = 50;
}
i++;
}
}
location get_monst_head(short m_num)
{
location l;
l = univ.town.monst[m_num].cur_loc;
if ((univ.town.monst[m_num].direction < 4) &&
(univ.town.monst[m_num].x_width > 1))
l.x++;
return l;
}
short get_monst_picnum(m_num_t monst)
{
return scenario.scen_monsters[monst].picture_num;
}
short get_monst_pictype(m_num_t monst)
{
short type = PICT_MONST;
short n = scenario.scen_monsters[monst].picture_num;
if (n >= 1000){
type += PICT_CUSTOM;
switch(n / 1000){
case 2:
type += PICT_WIDE_MONSTER;
break;
case 3:
type += PICT_TALL_MONSTER;
break;
case 4:
type += PICT_WIDE_MONSTER + PICT_TALL_MONSTER;
break;
}
}else{
if(m_pic_index[n].x == 2) type += PICT_WIDE_MONSTER;
if(m_pic_index[n].y == 2) type += PICT_TALL_MONSTER;
}
return type;
}
void get_monst_dims(m_num_t monst,short *width, short *height)
{
*width = scenario.scen_monsters[monst].x_width;
*height = scenario.scen_monsters[monst].y_width;
}
// Used to set up monsters for outdoor wandering encounters.
void set_up_monst(short mode,m_num_t m_num)
//mode; // 0 - unfriendly 1 - friendly & fightin'
{
short which;
for (which = 0; which < univ.town->max_monst(); which++)
if (univ.town.monst[which].active == 0) {
univ.town.monst[which].number = m_num;
univ.town.monst[which] = cCreature();
univ.town.monst[which].active = 2;
univ.town.monst[which].summoned = 0;
univ.town.monst[which].attitude = mode + 1;
univ.town.monst[which].mobility = 1;
break;
}
}
void do_monsters()
{
short i,j,r1,target;
location l1,l2;
bool acted_yet = false;
if (overall_mode == MODE_TOWN)
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].active != 0) && (univ.town.monst[i].status[11] <= 0)
&& (univ.town.monst[i].status[12] <= 0)) {
// have to pick targets
if (univ.town.monst[i].active == 1)
target = 6;
else {
target = monst_pick_target(i); // will return 0 if target party
target = switch_target_to_adjacent(i,target);
if (target == 0) {
if (dist(univ.town.monst[i].cur_loc,univ.town.p_loc) > 8)
target = 6;
else target = select_active_pc();
}
if ((univ.town.monst[i].attitude % 2 != 1) && (target < 6))
target = 6;
}
univ.town.monst[i].target = target;
// sprintf((char *)debug," t: %d targets %d.",i,monst_target[i]);
// add_string_to_buf((char *) debug);
if ((univ.town.monst[i].active == 2)
|| ((univ.town.monst[i].active != 0) && (univ.town.monst[i].attitude % 2 != 1))) {
acted_yet = false;
if (((univ.town.monst[i].attitude == 0) || (univ.town.monst[i].target == 6)) && (univ.town.hostile == 0)) {
if (univ.town.monst[i].mobility == 1) { // OK, it doesn't see the party or
// isn't nasty, and the town isn't totally hostile.
if ((univ.town.monst[i].attitude % 2 != 1) || (get_ran(1,0,1) == 0)) {
acted_yet = rand_move(i);
}
else acted_yet = seek_party(i,univ.town.monst[i].cur_loc,univ.town.p_loc);
}
}
if ((univ.town.monst[i].attitude > 0) || (univ.town.hostile == 1)) {
if ((univ.town.monst[i].mobility == 1) && (univ.town.monst[i].target != 6)) {
l1 = univ.town.monst[i].cur_loc;
l2 = (univ.town.monst[i].target <= 6) ? univ.town.p_loc : univ.town.monst[target - 100].cur_loc;
if ((univ.town.monst[i].morale < 0) && (univ.town.monst[i].spec_skill != 13)
&& (univ.town.monst[i].m_type != 8)) {
acted_yet = flee_party(i,l1,l2);
if (get_ran(1,0,10) < 6)
univ.town.monst[i].morale++;
}
else if (monst_hate_spot(i,&l2) == true)
acted_yet = seek_party(i,l1,l2);
else if (((univ.town.monst[i].mu == 0) && (univ.town.monst[i].mu == 0))
|| (can_see(l1,l2,0) > 3))
acted_yet = seek_party(i,l1,l2);
}
}
}
// Make hostile monsters active
if ((univ.town.monst[i].active == 1) && (univ.town.monst[i].attitude % 2 == 1)
&& (dist(univ.town.monst[i].cur_loc,univ.town.p_loc) <= 8)) {
r1 = get_ran(1,1,100);
r1 += (PSD[SDF_PARTY_STEALTHY] > 0) ? 46 : 0;
r1 += can_see(univ.town.monst[i].cur_loc,univ.town.p_loc,0) * 10;
if (r1 < 50) {
univ.town.monst[i].active = 2;
add_string_to_buf("Monster saw you!");
// play go active sound
switch (univ.town.monst[i].m_type) {
case 0: case 3: case 4: case 5: case 6: case 9:
play_sound(18); break;
default: play_sound(46); break;
}
}
for (j = 0; j < univ.town->max_monst(); j++)
if ((univ.town.monst[j].active == 2)
&& ((dist(univ.town.monst[i].cur_loc,univ.town.monst[j].cur_loc) <= 5) == true))
univ.town.monst[i].active = 2;
}
}
if (overall_mode == MODE_OUTDOORS) {
for (i = 0; i < 10; i++)
if (univ.party.out_c[i].exists == true) {
acted_yet = false;
l1 = univ.party.out_c[i].m_loc;
l2 = univ.party.p_loc;
r1 = get_ran(1,1,6);
if (r1 == 3)
acted_yet = rand_move(i);
else acted_yet = seek_party(i,l1,l2);
}
}
}
////
bool monst_hate_spot(short which_m,location *good_loc)
{
location prospect,loc;
loc = univ.town.monst[which_m].cur_loc;
if (univ.town.is_fire_barr(loc.x,loc.y) || univ.town.is_force_barr(loc.x,loc.y) || univ.town.is_quickfire(loc.x,loc.y)
|| univ.town.is_blade_wall(loc.x,loc.y) // hate regular fields
|| (univ.town.is_ice_wall(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 2)
&& (univ.town.monst[which_m].immunities & 32 == 0)) // hate ice wall?
|| (univ.town.is_fire_wall(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 1)
&& (univ.town.monst[which_m].immunities & 8 == 0)) // hate fire wall?
|| (univ.town.is_scloud(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 6)
&& (univ.town.monst[which_m].immunities & 3 == 0)) // hate stink cloud?
|| (univ.town.is_sleep_cloud(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 5)
&& (univ.town.monst[which_m].immunities & 3 == 0)) // hate sleep cloud?
|| (univ.town.is_force_wall(loc.x,loc.y) && (univ.town.monst[which_m].radiate_1 != 3)
&& (univ.town.monst[which_m].immunities & 3 == 0)) // hate shock cloud?
|| (((univ.town.monst[which_m].mu > 0) || (univ.town.monst[which_m].cl > 0))
&& univ.town.is_antimagic(loc.x,loc.y))) // hate antimagic
{
prospect = find_clear_spot(loc,1);
if (prospect.x > 0) {
*good_loc = prospect;
return true;
}
return false;
}
else return false;
}
short monst_pick_target(short which_m)
{
cCreature *cur_monst;
short targ_pc,targ_m;
cur_monst = &univ.town.monst[which_m];
// First, any chance target is screwed?
if (univ.town.monst[which_m].target >= 100) {
if (((cur_monst->attitude % 2 == 1) &&
(univ.town.monst[univ.town.monst[which_m].target - 100].attitude == cur_monst->attitude)) ||
((cur_monst->attitude % 2 == 0) && (univ.town.monst[univ.town.monst[which_m].target - 100].attitude % 2 == 0)))
univ.town.monst[which_m].target = 6;
else if (univ.town.monst[univ.town.monst[which_m].target - 100].active == 0)
univ.town.monst[which_m].target = 6;
}
if (univ.town.monst[which_m].target < 6)
if ((univ.party[univ.town.monst[which_m].target].main_status != 1) || (get_ran(1,0,3) == 1))
univ.town.monst[which_m].target = 6;
if ((is_combat()) && (cur_monst->attitude % 2 == 1)) {
if (spell_caster < 6)
if ((get_ran(1,1,5) < 5) && (monst_can_see(which_m,pc_pos[spell_caster]) == true)
&& (univ.party[spell_caster].main_status == 1))
return spell_caster;
if (missile_firer < 6)
if ((get_ran(1,1,5) < 3) && (monst_can_see(which_m,pc_pos[missile_firer]) == true)
&& (univ.party[missile_firer].main_status == 1))
return missile_firer;
if (univ.town.monst[which_m].target < 6)
if ((monst_can_see(which_m,pc_pos[univ.town.monst[which_m].target]) == true)
&& (univ.party[univ.town.monst[which_m].target].main_status == 1))
return univ.town.monst[which_m].target;
}
// if (monst_target[which_m] >= 100) {
// if ((can_see(cur_monst->m_loc,univ.town.monst[monst_target[which_m] - 100].m_loc,0) < 4)
// && (univ.town.monst[monst_target[which_m] - 100].active > 0))
// return monst_target[which_m];
// }
// Now pick a target pc and a target monst and see which is more attractive
targ_pc = monst_pick_target_pc(which_m,cur_monst);
targ_m = monst_pick_target_monst(cur_monst);
if ((targ_pc != 6) && (targ_m == 6))
return targ_pc;
if ((targ_pc == 6) && (targ_m != 6))
return targ_m;
if ((targ_pc == 6) && (targ_m == 6))
return 6;
if (is_town()) {
if (cur_monst->attitude % 2 == 0) {
return targ_m;
}
if ((targ_m == 6) && (cur_monst->attitude % 2 == 1))
return 0;
if (dist(cur_monst->cur_loc,univ.town.monst[targ_m - 100].cur_loc) <
dist(cur_monst->cur_loc,univ.town.p_loc))
return targ_m;
else return 0;
}
// Otherwise we're in combat
if ((dist(cur_monst->cur_loc,univ.town.monst[targ_m - 100].cur_loc) ==
dist(cur_monst->cur_loc,pc_pos[targ_pc])) && (get_ran(1,0,6) < 3))
return targ_m;
else return targ_pc;
if (dist(cur_monst->cur_loc,univ.town.monst[targ_m - 100].cur_loc) <
dist(cur_monst->cur_loc,pc_pos[targ_pc]))
return targ_m;
else return targ_pc;
}
short monst_pick_target_monst(cCreature *which_m)
{
short min_dist = 1000,i,cur_targ = 6;
for (i = 0; i < univ.town->max_monst(); i++) {
if ((univ.town.monst[i].active > 0) && // alive
(((which_m->attitude % 2 == 1) && (univ.town.monst[i].attitude % 2 == 0)) ||
((which_m->attitude % 2 == 0) && (univ.town.monst[i].attitude % 2 == 1)) ||
((which_m->attitude % 2 == 1) && (univ.town.monst[i].attitude != which_m->attitude))) && // they hate each other
((dist(which_m->cur_loc,univ.town.monst[i].cur_loc) < min_dist) ||
((dist(which_m->cur_loc,univ.town.monst[i].cur_loc) == min_dist) && (get_ran(1,0,7) < 4))) &&
(monst_can_see(i,univ.town.monst[i].cur_loc) == true) ) {
min_dist = dist(which_m->cur_loc,univ.town.monst[i].cur_loc);
cur_targ = i + 100;
}
}
return cur_targ;
}
short monst_pick_target_pc(short m_num,cCreature *which_m)////
{
short num_tries = 0,r1,store_targ = 6;
if (which_m->attitude % 2 == 0)
return 6;
if (is_town())
return 0;
// First pick any visible, nearby PC
r1 = get_ran(1,0,5);
while ((num_tries < 6) && ((univ.party[r1].main_status != 1) ||
(monst_can_see(m_num,pc_pos[r1]) == false))) {
r1 = get_ran(1,0,5);
num_tries++;
}
if (num_tries < 6)
store_targ = r1;
// Then, see if target can be replaced with someone nice and close
r1 = get_ran(1,0,5);
while ((num_tries < 6) && ((univ.party[r1].main_status != 1) ||
(dist(which_m->cur_loc,pc_pos[r1]) > 4) ||
(monst_can_see(m_num,pc_pos[r1]) == false))) {
r1 = get_ran(1,0,5);
num_tries++;
}
if (num_tries < 6)
return r1;
else return store_targ;
}
// returns 6 if no
short select_active_pc()
{
short r1, num_tries = 0;
r1 = get_ran(1,0,5);
while ((univ.party[r1].main_status != 1) && (num_tries++ < 50))
r1 = get_ran(1,0,5);
return r1;
}
short closest_pc(location where)
{
short how_close = 200,i,store = 6;
for (i = 0; i < 6; i++)
if ((univ.party[i].main_status == 1) && (dist(where,pc_pos[i]) < how_close)) {
store = i;
how_close = dist(where,pc_pos[i]);
}
return store;
}
short closest_monst(location where,short mode)
//mode; // 1 - closest hostile to PCs 2 - closest friendly to PCs
{
short how_close = 200,i,store = 6;
for (i = 0; i < univ.town->max_monst(); i++)
if ((((univ.town.monst[i].attitude % 2 == 1) && (mode == 1)) ||
((univ.town.monst[i].attitude % 2 == 0) && (mode == 2)))
&& (dist(where,univ.town.monst[i].cur_loc) < how_close)) {
store = i;
how_close = dist(where,univ.town.monst[i].cur_loc);
}
return store;
}
short switch_target_to_adjacent(short which_m,short orig_target)
{
location monst_loc;
short i,num_adj = 0;
monst_loc = univ.town.monst[which_m].cur_loc;
// First, take care of friendly monsters.
if (univ.town.monst[which_m].attitude % 2 == 0) {
if (orig_target >= 100)
if ((univ.town.monst[orig_target - 100].active > 0) &&
(monst_adjacent(univ.town.monst[orig_target - 100].cur_loc,which_m) == true))
return orig_target;
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].active > 0) &&
(univ.town.monst[i].attitude % 2 == 1) &&
(monst_adjacent(univ.town.monst[i].cur_loc,which_m) == true))
return i + 100;
return orig_target;
}
// If we get here while in town, just need to check if switch to pc
if ((is_town()) && (monst_adjacent(univ.town.p_loc,which_m) == true))
return 0;
if (is_town())
return orig_target;
// If target is already adjacent, we're done here.
if ((is_combat()) && (orig_target < 6))
if ((univ.party[orig_target].main_status == 1) && (monst_adjacent(pc_pos[orig_target],which_m) == true))
return orig_target;
if (orig_target >= 100)
if ((univ.town.monst[orig_target - 100].active > 0) &&
(monst_adjacent(univ.town.monst[orig_target - 100].cur_loc,which_m) == true))
return orig_target;
// Anyone unarmored? Heh heh heh...
if (is_combat())
for (i = 0; i < 6; i++)
if ((univ.party[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == true) &&
(get_encumberance(i) < 2))
return i;
// Check for a nice, adjacent, friendly monster and maybe attack
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].active > 0) &&
(univ.town.monst[i].attitude % 2 == 0) &&
(monst_adjacent(univ.town.monst[i].cur_loc,which_m) == true) &&
(get_ran(1,0,2) < 2))
return i + 100;
// OK. Now if this monster has PCs adjacent, pick one at randomn and hack. Otherwise,
// stick with orig. target.
for (i = 0; i < 6; i++)
if ((univ.party[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == true))
num_adj++;
if (num_adj == 0)
return orig_target;
i = 0;
num_adj = get_ran(1,1,num_adj);
while ((num_adj > 1) || (univ.party[i].main_status != 1) || (monst_adjacent(pc_pos[i],which_m) == false)) {
if ((univ.party[i].main_status == 1) && (monst_adjacent(pc_pos[i],which_m) == true))
num_adj--;
i++;
}
return i;
}
bool rand_move(char i)
{
bool acted_yet = false;
short j;
location store_loc;
// first, if outdoor, just roam.
if (is_out()) {
store_loc = random_shift(univ.party.out_c[i].m_loc);
return outdoor_move_monster(i,store_loc);
}
if (univ.town.monst[i].targ_loc == univ.town.monst[i].cur_loc)
univ.town.monst[i].targ_loc.x = 0;
// FIrst, try to move to monst_targs. If it don't work, then we'll shift.
if (univ.town.monst[i].targ_loc.x > 0)
acted_yet = seek_party(i,univ.town.monst[i].cur_loc,univ.town.monst[i].targ_loc);
if (acted_yet == false) {
univ.town.monst[i].targ_loc.x = 0;
for (j = 0; j < 3; j++) {
store_loc = univ.town.monst[i].cur_loc;
store_loc.x += get_ran(1,0,24) - 12;
store_loc.y += get_ran(1,0,24) - 12;
if ((loc_off_act_area(store_loc) == false) && (can_see(univ.town.monst[i].cur_loc,store_loc,0) < 5)) {
univ.town.monst[i].targ_loc = store_loc; j = 3;
}
}
if (univ.town.monst[i].targ_loc.x == 0) {
// maybe pick a wand loc, else juist pick a loc
j = get_ran(1,0,3);
store_loc = univ.town->wandering_locs[j];
if ((loc_off_act_area(store_loc) == false) && (get_ran(1,0,1) == 1))
univ.town.monst[i].targ_loc = store_loc;
else {
store_loc = univ.town.monst[i].cur_loc;
store_loc.x += get_ran(1,0,20) - 10;
store_loc.y += get_ran(1,0,20) - 10;
if (loc_off_act_area(store_loc) == false)
univ.town.monst[i].targ_loc = store_loc;
}
}
if (univ.town.monst[i].targ_loc.x > 0)
acted_yet = seek_party(i,univ.town.monst[i].cur_loc,univ.town.monst[i].targ_loc);
}
return acted_yet;
}
bool seek_party(short i,location l1,location l2)
{
bool acted_yet = false;
short m,n;
if ((l1.x > l2.x) && (l1.y > l2.y))
acted_yet = try_move(i,l1,-1,-1);
if ((l1.x < l2.x) & (l1.y < l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,1,1);
if ((l1.x > l2.x) & (l1.y < l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,-1,1);
if ((l1.x < l2.x) & (l1.y > l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,1,-1);
if ((l1.x > l2.x) & (acted_yet == false))
acted_yet = try_move(i,l1,-1,0);
if ((l1.x < l2.x) & (acted_yet == false))
acted_yet = try_move(i,l1,1,0);
if ( (l1.y < l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,0,1);
if ( (l1.y > l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,0,-1);
if (acted_yet == false) {
futzing++;
m = get_ran(1,0,2) - 1;
n = get_ran(1,0,2) - 1;
acted_yet = try_move(i,l1,m,n);
}
return acted_yet;
}
bool flee_party(short i,location l1,location l2)
{
bool acted_yet = false;
if ((l1.x > l2.x) & (l1.y > l2.y))
acted_yet = try_move(i,l1,1,1);
if ((l1.x < l2.x) & (l1.y < l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,-1,-1);
if ((l1.x > l2.x) & (l1.y < l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,1,-1);
if ((l1.x < l2.x) & (l1.y > l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,-1,+1);
if ((l1.x > l2.x) & (acted_yet == false))
acted_yet = try_move(i,l1,1,0);
if ((l1.x < l2.x) & (acted_yet == false))
acted_yet = try_move(i,l1,-1,0);
if ( (l1.y < l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,0,-1);
if ( (l1.y > l2.y) & (acted_yet == false))
acted_yet = try_move(i,l1,0,1);
if (acted_yet == false) {
futzing++;
acted_yet = rand_move(i);
}
return acted_yet;
}
bool try_move(short i,location start,short x,short y)
{
location dest;
dest = start;
dest.x = dest.x + x;
dest.y = dest.y + y;
if (overall_mode == MODE_TOWN)
return town_move_monster(i,dest);
if (overall_mode == MODE_OUTDOORS)
return outdoor_move_monster(i,dest);
if (overall_mode == MODE_COMBAT)
return combat_move_monster((short) i,dest);
return 0;
}
bool combat_move_monster(short which,location destination)
{
if (monst_can_be_there(destination,which) == false)
return false;
else if (monst_check_special_terrain(destination,2,which) == false)
return false;
else {
univ.town.monst[which].direction =
set_direction(univ.town.monst[which].cur_loc, destination);
univ.town.monst[which].cur_loc = destination;
monst_inflict_fields(which);
if (point_onscreen(destination,center) == true) {
if (is_combat())
move_sound(combat_terrain[destination.x][destination.y],
(short) univ.town.monst[which].ap);
else move_sound(univ.town->terrain(destination.x,destination.y),
(short) univ.town.monst[which].ap);
}
return true;
}
return false;
}
// Looks at all spaces within 2, looking for a spot which is clear of nastiness and beings
// returns {0,0} if none found
// THIS MAKES NO ADJUSTMENTS FOR BIG MONSTERS!!!
location find_clear_spot(location from_where,short mode)
//mode; // 0 - normal 1 - prefer adjacent space
{
location loc,store_loc;
short num_tries = 0,r1;
while (num_tries < 75) {
num_tries++;
loc = from_where;
r1 = get_ran(1,-2,2);
loc.x = loc.x + r1;
r1 = get_ran(1,-2,2);
loc.y = loc.y + r1;
if ((loc_off_act_area(loc) == false) && (is_blocked(loc) == false)
&& (can_see(from_where,loc,1) == 0)
&& (!(is_combat()) || (pc_there(loc) == 6))
&& (!(is_town()) || (loc != univ.town.p_loc))
&& (!(univ.town.misc_i(loc.x,loc.y) & 248)) && // check for crate, barrel, barrier, quickfire
(!(univ.town.explored(loc.x,loc.y) & 254))) { // check for fields, clouds
if ((mode == 0) || ((mode == 1) && (adjacent(from_where,loc) == true)))
return loc;
else store_loc = loc;
}
}
return store_loc;
}
short pc_there(location where)
{
short i;
for (i = 0; i < 6; i++)
if ((where == pc_pos[i]) && (univ.party[i].main_status == 1))
return i;
return 6;
}
location random_shift(location start)
{
location store;
store = start;
store.x = store.x + get_ran(1,0,2) - 1;
store.y = store.y + get_ran(1,0,2) - 1;
return store;
}
bool outdoor_move_monster(short num,location dest)
{
if ((outd_is_blocked(dest) == false) && (outd_is_special(dest) == false) &&
(dest != univ.party.p_loc) &&
((univ.out[dest.x][dest.y] > 21) || (univ.out[dest.x][dest.y] < 5))) {
univ.party.out_c[num].direction =
set_direction(univ.party.out_c[num].m_loc, dest);
univ.party.out_c[num].m_loc = dest;
return true;
}
else return false;
}
bool town_move_monster(short num,location dest)
{
if (monst_check_special_terrain(dest,1,num) == false)
return false;
if (monst_can_be_there(dest,num) == true) {
univ.town.monst[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,0,11,3);
break;
}
if (univ.town.is_ice_wall(where_check.x,where_check.y)) {
r1 = get_ran(3,1,6);
if (univ.town.monst[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 != 12)) {
monst_spell_note(which_m->number,19);
r1 = get_ran(1,2,3);
web_monst(which_m,r1);
univ.town.set_web(where_check.x,where_check.y,false);
break;
}
if (univ.town.is_fire_wall(where_check.x,where_check.y)) {
r1 = get_ran(2,1,6);
if (univ.town.monst[which_monst].spec_skill != 22)
damage_monst(which_monst,7,r1,0,DAMAGE_FIRE,0);
break;
}
}
if (univ.town.monst[which_monst].active > 0)
for (i = 0; i < univ.town.monst[which_monst].x_width; i++)
for (j = 0; j < univ.town.monst[which_monst].y_width; j++) {
where_check.x = univ.town.monst[which_monst].cur_loc.x + i;
where_check.y = univ.town.monst[which_monst].cur_loc.y + j;
if ((univ.town.is_crate(where_check.x,where_check.y)) ||
(univ.town.is_barrel(where_check.x,where_check.y)) )
for (k = 0; k < NUM_TOWN_ITEMS; k++)
if ((univ.town.items[k].variety > 0) && (univ.town.items[k].contained)
&& (univ.town.items[k].item_loc == where_check))
univ.town.items[k].contained = false;
univ.town.set_crate(where_check.x,where_check.y,false);
univ.town.set_barrel(where_check.x,where_check.y,false);
if (univ.town.is_fire_barr(where_check.x,where_check.y)) {
r1 = get_ran(2,1,10);
damage_monst(which_monst,7,r1,0,DAMAGE_FIRE,0);
}
}
}
bool monst_check_special_terrain(location where_check,short mode,short which_monst)
//mode; // 1 - town 2 - combat
{
ter_num_t ter = 0;
short r1,i,guts = 0;
bool can_enter = true,mage = false;
location from_loc,to_loc;
bool do_look = false; // If becomes true, terrain changed, so need to update what party sees
cCreature *which_m;
short ter_abil;
unsigned short ter_flag;
from_loc = univ.town.monst[which_monst].cur_loc;
switch (mode) {
case 1:
ter = univ.town->terrain(where_check.x,where_check.y);
break;
case 2:
ter = combat_terrain[where_check.x][where_check.y];
break;
}
////
which_m = &univ.town.monst[which_monst];
ter_abil = scenario.ter_types[ter].special;
ter_flag = scenario.ter_types[ter].flag3.u;
if ((mode > 0) && (ter_abil == TER_SPEC_CONVEYOR)) {
if (
((ter_flag == DIR_N) && (where_check.y > from_loc.y)) ||
((ter_flag == DIR_E) && (where_check.x < from_loc.x)) ||
((ter_flag == DIR_S) && (where_check.y < from_loc.y)) ||
((ter_flag == DIR_W) && (where_check.x > from_loc.x)) ) {
return false;
}
}
// begin determining guts, which determines how enthused the monst is about entering
// nasty barriers
if ((which_m->mu > 0) || (which_m->cl > 0))
mage = true;
if (which_m->spec_skill == 13)
guts = 20;
else guts = get_ran(1,1,(which_m->level / 2));
guts += which_m->health / 20;
if (mage == true)
guts = guts / 2;
if (which_m->attitude == 0)
guts = guts / 2;
if ((univ.town.is_antimagic(where_check.x,where_check.y)) && (mage == true))
return false;
if ((univ.town.is_fire_wall(where_check.x,where_check.y)) && (which_m->spec_skill != 22)) {
if (guts < 3) return false;
}
if (univ.town.is_force_wall(where_check.x,where_check.y)) {
if (guts < 4) return false;
}
if ((univ.town.is_ice_wall(where_check.x,where_check.y)) && (which_m->spec_skill != 23)) {
if (guts < 5) return false;
}
if (univ.town.is_sleep_cloud(where_check.x,where_check.y)) {
if (guts < 8) return false;
}
if (univ.town.is_blade_wall(where_check.x,where_check.y)) {
if (guts < 8) return false;
}
if (univ.town.is_quickfire(where_check.x,where_check.y)) {
if (guts < 8) return false;
}
if (univ.town.is_scloud(where_check.x,where_check.y)) {
if (guts < 4) return false;
}
if ((univ.town.is_web(where_check.x,where_check.y)) && (which_m->m_type != 12)) {
if (guts < 3) return false;
}
if (univ.town.is_fire_barr(where_check.x,where_check.y)) {
if ((which_m->attitude % 2 == 1) && (get_ran(1,1,100) < (which_m->mu * 10 + which_m->cl * 4))) {
play_sound(60);
add_string_to_buf("Monster breaks barrier.");
univ.town.set_fire_barr(where_check.x,where_check.y,false);
}
else {
if (guts < 6) return false;
r1 = get_ran(1,0,10);
if ((r1 < 8) || (monster_placid(which_monst)))
can_enter = false;
}
}
if (univ.town.is_force_barr(where_check.x,where_check.y)) { /// Not in big towns
if ((which_m->attitude % 2 == 1) && (get_ran(1,1,100) < (which_m->mu * 10 + which_m->cl * 4))
&& (!univ.town->strong_barriers)) {
play_sound(60);
add_string_to_buf("Monster breaks barrier.");
univ.town.set_force_barr(where_check.x,where_check.y,false);
}
else can_enter = false;
}
if (univ.town.is_crate(where_check.x,where_check.y)) {
if (monster_placid(which_monst))
can_enter = false;
else {
to_loc = push_loc(from_loc,where_check);
univ.town.set_crate((short) where_check.x,(short) where_check.y,false);
if (to_loc.x > 0)
univ.town.set_crate((short) to_loc.x,(short) to_loc.y, true);
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if ((univ.town.items[i].variety > 0) && (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 > 0) && (univ.town.items[i].item_loc == where_check)
&& (univ.town.items[i].contained))
univ.town.items[i].item_loc = to_loc;
}
}
if (monster_placid(which_monst) && // monsters don't hop into bed when things are calm
(scenario.ter_types[ter].special == TER_SPEC_BED))
can_enter = false;
if (mode == 1 && univ.town.is_spot(where_check.x, where_check.y))
can_enter = false;
if (ter == 90) {
if ((is_combat()) && (which_combat_type == 0)) {
univ.town.monst[which_monst].active = 0;
add_string_to_buf("Monster escaped! ");
}
return false;
}
switch (ter_abil) {
// changing ter
case TER_SPEC_CHANGE_WHEN_STEP_ON:
can_enter = false;
if (!(monster_placid(which_monst))) {
univ.town->terrain(where_check.x,where_check.y) = scenario.ter_types[ter].flag1.u;
combat_terrain[where_check.x][where_check.y] = scenario.ter_types[ter].flag1.u;
do_look = true;
if (point_onscreen(center,where_check))
play_sound(scenario.ter_types[ter].flag2.u);
}
break;
case TER_SPEC_BLOCKED_TO_MONSTERS:
case TER_SPEC_TOWN_ENTRANCE:
case TER_SPEC_WATERFALL:
can_enter = false;
break;
case TER_SPEC_DAMAGING: // TODO: Update this to check other cases
if (ter_flag == DAMAGE_FIRE && univ.town.monst[which_monst].immunities & 8)
return true;
else return false;
break;
}
// Action may change terrain, so update what's been seen
if (do_look == true) {
if (is_town())
update_explored(univ.town.p_loc);
if (is_combat())
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
update_explored(pc_pos[i]);
}
return can_enter;
}
void forced_place_monster(m_num_t which,location where)
{
bool free_spot = false;
short i = 0,r1;
while ((free_spot == false) && (i < univ.town->max_monst())) {
if (univ.town.monst[i].active == 0)
free_spot = true;
i++;
}
do
r1 = get_ran(1,0,59);
while ((univ.town.monst[r1].spec1 != 0) || (univ.town.monst[r1].spec2 != 0));
if (free_spot == false)
univ.town.monst[r1].active = 0;
place_monster(which,where);
}
void magic_adjust(cCreature *which_m,short *how_much)
{
if (which_m->spec_skill == 26) {
*how_much = 0;
if(32767 - which_m->health > 3)
which_m->health = 32767;
else which_m->health += 3;
}
if (which_m->immunities & 1)
*how_much = *how_much / 2;
if (which_m->immunities & 2)
*how_much = 0;
}
void poison_monst(cCreature *which_m,short how_much)
{
if (which_m->immunities & 64)
how_much = how_much / 2;
if (which_m->immunities & 128) {
monst_spell_note(which_m->number,10);
return;
}
which_m->status[2] = min(8, which_m->status[2] + how_much);
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 4);
}
void acid_monst(cCreature *which_m,short how_much)
{
magic_adjust(which_m,&how_much);
which_m->status[13] = minmax(-8,8, which_m->status[13] + how_much);
monst_spell_note(which_m->number,31);
}
void slow_monst(cCreature *which_m,short how_much)
{
magic_adjust(which_m,&how_much);
which_m->status[3] = minmax(-8,8, which_m->status[3] - how_much);
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 2);
}
void curse_monst(cCreature *which_m,short how_much)
{
magic_adjust(which_m,&how_much);
which_m->status[1] = minmax(-8,8, which_m->status[1] - how_much);
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 5);
}
void web_monst(cCreature *which_m,short how_much)
{
magic_adjust(which_m,&how_much);
which_m->status[6] = minmax(-8,8, which_m->status[6] + how_much);
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 19);
}
void scare_monst(cCreature *which_m,short how_much)
{
magic_adjust(which_m,&how_much);
which_m->morale = which_m->morale - how_much;
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 1);
}
void disease_monst(cCreature *which_m,short how_much)
{
magic_adjust(which_m,&how_much);
which_m->status[7] = minmax(-8,8, which_m->status[7] + how_much);
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 25);
}
void dumbfound_monst(cCreature *which_m,short how_much)
{
magic_adjust(which_m,&how_much);
which_m->status[9] = minmax(-8,8, which_m->status[9] + how_much);
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 22);
}
void charm_monst(cCreature *which_m,short penalty,short which_status,short amount)
// Also used for sleep and paralyze, which_statys is 0 means charm
{
short r1;
if ((which_status == 11) &&
((which_m->m_type == 8) || (which_m->m_type == 10) || (which_m->m_type == 11)))
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 == 11)
r1 -= 25;
if (which_status == 12)
r1 -= 15;
if ((which_status == 11) && (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 == 0) {
which_m->attitude = 2;
monst_spell_note(which_m->number,23);
}
else {
which_m->status[which_status] = amount;
if (which_status == 11)
monst_spell_note(which_m->number,28);
if (which_status == 12)
monst_spell_note(which_m->number,30);
}
//one_sound(53);
}
}
void record_monst(cCreature *which_m)
{
short r1;
char str[60];
r1 = get_ran(1,1,100);
r1 = (r1 * 7) / 10;
if ((which_m->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 == 3)) {
monst_spell_note(which_m->number,10);
play_sound(68);
}
else {
monst_spell_note(which_m->number,24);
r1 = get_ran(1,0,3);
if (univ.party.imprisoned_monst[r1] == 0)
univ.party.imprisoned_monst[r1] = which_m->number;
else {
r1 = get_ran(1,0,3);
univ.party.imprisoned_monst[r1] = which_m->number;
}
ASB("Capture Soul: Success!");
sprintf((char *)str," Caught in slot %d.",r1 + 1);
add_string_to_buf((char *)str);
play_sound(53);
}
}
// returns 90 is no placement, OW returns # of spot
////
short place_monster(m_num_t which,location where)
{
short i = 0;
while ((i < univ.town->max_monst()) && ((univ.town.monst[i].active != 0) ||
(univ.town.monst[i].spec_enc_code > 0))) {
i++;
}
if (i < univ.town->max_monst()) {
univ.town.monst[i].number = which;
univ.town.monst[i] = cCreature();
univ.town.monst[i].attitude = scenario.scen_monsters[which].default_attitude;
if (univ.town.monst[i].attitude % 2 == 0)
univ.town.monst[i].attitude = 1;
univ.town.monst[i].mobility = 1;
univ.town.monst[i].active = 2;
univ.town.monst[i].cur_loc = where;
univ.town.monst[i].summoned = 0;
univ.town.monst[i].target = 6;
univ.town.set_crate(where.x,where.y,false);
univ.town.set_barrel(where.x,where.y,false);
return i;
}
return 90;
}
// returns true if placement was successful
bool summon_monster(m_num_t which,location where,short duration,short given_attitude)
//which; // if in town, this is caster loc., if in combat, this is where to try
// to put monster
{
location loc;
short which_m,spot;
if ((is_town()) || (monsters_going)) {
// Ooooh ... mondo kludge. Need to find caster's attitude to give it to monst.
which_m = monst_there(where);
// if (pc_there(where) < 6)
// which_att = 2;
// else if (which_m == 90)
// which_att = 1;
// else which_att = univ.town.monst[which_m].attitude;
loc = find_clear_spot(where,0);
if (loc.x == 0)
return false;
}
else {
// pc may be summoning using item, in which case where will be pc's space, so fix
if (pc_there(where) < 6) {
where = find_clear_spot(where,0);
if (where.x == 0)
return false;
}
if ((univ.town.is_barrel(where.x,where.y)) || (univ.town.is_crate(where.x,where.y)))
return false;
loc = where;
}
spot = place_monster(which,loc);
if (spot >= univ.town->max_monst()) {
if (duration < 100)
add_string_to_buf(" Too many monsters.");
//ASB(" Monster fails to summon monster.");
return false;
}
//play_sound(61);
// if (duration < 100)
univ.town.monst[spot].attitude = given_attitude;
// else univ.town.monst[spot].attitude = which_att;
if (which > 0) {//monster here for good
univ.town.monst[spot].summoned = duration;
monst_spell_note(which,21);
}
else univ.town.monst[spot].summoned = 0;
return true;
}
void activate_monsters(short code,short attitude)
{
short i;
if (code == 0)
return;
for (i = 0; i < univ.town->max_monst(); i++)
if (univ.town.monst[i].spec_enc_code == code)
{
univ.town.monst[i] = univ.town->creatures(i);
univ.town.monst[i].spec_enc_code = 0;
univ.town.monst[i].active = 2; // TODO: Can thes be commented out? \/
//univ.town.monst[i].attitude = univ.town->creatures(i).start_attitude;
univ.town.monst[i].summoned = 0;
//univ.town.monst[i].cur_loc = univ.town->creatures(i).start_loc;
univ.town.monst[i].target = 6;
univ.town.set_crate(univ.town.monst[i].cur_loc.x,univ.town.monst[i].cur_loc.y,false);
univ.town.set_barrel(univ.town.monst[i].cur_loc.x,univ.town.monst[i].cur_loc.y,false);
}
}
short get_encumberance(short pc_num)
{
short store = 0,i,what_val;
for (i = 0; i < 24; i++)
if (univ.party[pc_num].equip[i] == true) {
what_val = univ.party[pc_num].items[i].awkward;
if ((what_val == 1) && (get_ran(1,0,130) < hit_chance[univ.party[pc_num].skills[8]]))
what_val--;
if ((what_val > 1) && (get_ran(1,0,70) < hit_chance[univ.party[pc_num].skills[8]]))
what_val--;
store += what_val;
}
return store;
}
m_num_t get_summon_monster(short summon_class)
{
short i,j;
for (i = 0; i < 200; i++) {
j = get_ran(1,0,255);
if (scenario.scen_monsters[j].summon_type == summon_class) {
return j;
}
}
ASB(" Summon failed.");
return 0;
}