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boe.monster.cpp
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boe.monster.cpp
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#include <cstdio>
#include "boe.global.h"
#include "universe.h"
#include "boe.locutils.h"
#include "boe.monster.h"
#include "boe.text.h"
#include "boe.specials.h"
#include "boe.items.h"
#include "soundtool.hpp"
#include "boe.graphics.h"
#include "boe.newgraph.h"
#include "boe.main.h"
#include "mathutil.hpp"
#include "graphtool.hpp"
extern eGameMode overall_mode;
extern short which_combat_type;
extern short spell_caster, missile_firer,current_monst_tactic;
extern short hit_chance[21];
extern location center;
extern short boom_gr[8],futzing;
extern bool processing_fields,monsters_going;
extern cUniverse univ;
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)
return 10000;
for(i = 0; i < 7; i++)
if(univ.party.out_c[which].what_monst.monst[i] != 0)
count += univ.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,univ.out->wandering.size() - 1);
if(overall_mode == MODE_OUTDOORS) {
if(!univ.out->wandering[r1].isNull()) {
r2 = get_ran(1,0,3);
while(point_onscreen(univ.out->wandering_locs[r2], global_to_local(univ.party.p_loc)) && num_tries++ < 100)
r2 = get_ran(1,0,3);
if(!is_blocked(univ.out->wandering_locs[r2]))
place_outd_wand_monst(univ.out->wandering_locs[r2], univ.out->wandering[r1],0);
}
} else if(!univ.town->wandering[r1].isNull() && univ.town.countMonsters() <= 50
&& univ.party.m_killed[univ.town.num] < univ.town->max_num_monst) {
// won't place wandering if more than 50 monsters
r2 = get_ran(1,0,univ.town->wandering.size() - 1);
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;
// TODO: This contradicts the documentation which says only 1-2 are placed of the last monster
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 || ((i == 9) && (forced > 0))) {
if((univ.party.sd_legit(group.end_spec1,group.end_spec2)) && (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) && (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(mon_num_t monst) {
if(monst >= 10000) return univ.party.summons[monst - 10000].picture_num;
return univ.scenario.scen_monsters[monst].picture_num;
}
ePicType get_monst_pictype(mon_num_t monst) {
ePicType type = PIC_MONST;
short n;
if(monst >= 10000)
n = univ.party.summons[monst - 10000].picture_num;
else n = univ.scenario.scen_monsters[monst].picture_num;
if(n >= 1000){
type += PIC_CUSTOM;
switch(n / 1000){
case 2:
type += PIC_WIDE;
break;
case 3:
type += PIC_TALL;
break;
case 4:
type += PIC_WIDE;
type += PIC_TALL;
break;
}
}else{
if(m_pic_index[n].x == 2) type += PIC_WIDE;
if(m_pic_index[n].y == 2) type += PIC_TALL;
}
return type;
}
void get_monst_dims(mon_num_t monst,short *width, short *height) {
cMonster& the_monst = monst >= 10000 ? univ.party.summons[monst - 10000] : univ.scenario.scen_monsters[monst];
*width = the_monst.x_width;
*height = the_monst.y_width;
}
// Used to set up monsters for outdoor wandering encounters.
//mode; // 0 - unfriendly 1 - friendly & fightin'
void set_up_monst(short mode,mon_num_t m_num) {
short which = univ.town.monst.size();
cMonster& monst = m_num >= 10000 ? univ.party.summons[m_num - 10000] : univ.scenario.scen_monsters[m_num];
univ.town.monst.assign(which, cCreature(m_num), monst, PSD[SDF_EASY_MODE], univ.difficulty_adjust());
univ.town.monst[which].active = 2;
univ.town.monst[which].summon_time = 0;
univ.town.monst[which].attitude = mode + 1;
univ.town.monst[which].mobility = 1;
}
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.monst.size(); i++)
if(univ.town.monst[i].active != 0 && univ.town.monst[i].status[eStatus::ASLEEP] <= 0
&& univ.town.monst[i].status[eStatus::PARALYZED] <= 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].mindless
&& univ.town.monst[i].m_type != eRace::UNDEAD && univ.town.monst[i].m_type != eRace::SKELETAL) {
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))
acted_yet = seek_party(i,l1,l2);
else if(((univ.town.monst[i].mu == 0) && (univ.town.monst[i].mu == 0))
|| (can_see_light(l1,l2,sight_obscurity) > 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 += (univ.party.status[ePartyStatus::STEALTH] > 0) ? 46 : 0;
r1 += can_see_light(univ.town.monst[i].cur_loc,univ.town.p_loc,sight_obscurity) * 10;
if(r1 < 50) {
univ.town.monst[i].active = 2;
add_string_to_buf("Monster saw you!");
// play go active sound
if(isHumanoid(univ.town.monst[i].m_type) || univ.town.monst[i].m_type == eRace::GIANT)
play_sound(18);
else play_sound(46);
}
for(j = 0; j < univ.town.monst.size(); j++)
if((univ.town.monst[j].active == 2)
&& ((dist(univ.town.monst[i].cur_loc,univ.town.monst[j].cur_loc) <= 5)))
univ.town.monst[i].active = 2;
}
}
if(overall_mode == MODE_OUTDOORS) {
for(i = 0; i < 10; i++)
if(univ.party.out_c[i].exists) {
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;
bool have_radiate = univ.town.monst[which_m].abil[eMonstAbil::RADIATE].active;
eFieldType which_radiate = univ.town.monst[which_m].abil[eMonstAbil::RADIATE].radiate.type;
bool hate_spot = false;
// Hate barriers
if(univ.town.is_fire_barr(loc.x,loc.y) || univ.town.is_force_barr(loc.x,loc.y)) hate_spot = true;
// Hate quickfire
else if(univ.town.is_quickfire(loc.x,loc.y)) hate_spot = true;
// Hate blade wall?
else if(univ.town.is_blade_wall(loc.x,loc.y)) {
hate_spot = true;
if(have_radiate && which_radiate == eFieldType::WALL_BLADES) hate_spot = false;
else if(univ.town.monst[which_m].invuln) hate_spot = false;
}
// Hate ice wall?
else if(univ.town.is_ice_wall(loc.x,loc.y)) {
hate_spot = true;
if(have_radiate && which_radiate == eFieldType::WALL_ICE) hate_spot = false;
else if(univ.town.monst[which_m].cold_res == 0) hate_spot = false;
}
// Hate fire wall?
else if(univ.town.is_fire_wall(loc.x,loc.y)) {
hate_spot = true;
if(have_radiate && which_radiate == eFieldType::WALL_FIRE) hate_spot = false;
else if(univ.town.monst[which_m].fire_res == 0) hate_spot = false;
}
// Note: Monsters used to enter shock walls even if they were merely resistant to magic
// Hate shock wall?
else if(univ.town.is_force_wall(loc.x,loc.y)) {
hate_spot = true;
if(have_radiate && which_radiate == eFieldType::WALL_FORCE) hate_spot = false;
else if(univ.town.monst[which_m].magic_res == 0) hate_spot = false;
}
// Hate stink cloud?
else if(univ.town.is_scloud(loc.x,loc.y)) {
hate_spot = true;
if(have_radiate && which_radiate == eFieldType::CLOUD_STINK) hate_spot = false;
else if(univ.town.monst[which_m].magic_res <= 50) hate_spot = false;
}
// Hate sleep cloud?
else if(univ.town.is_sleep_cloud(loc.x,loc.y)) {
hate_spot = true;
if(have_radiate && which_radiate == eFieldType::CLOUD_SLEEP) hate_spot = false;
else if(univ.town.monst[which_m].magic_res <= 50) hate_spot = false;
}
// Hate antimagic?
else if(univ.town.is_antimagic(loc.x,loc.y)) {
if(univ.town.monst[which_m].mu > 0 || univ.town.monst[which_m].cl > 0)
hate_spot = true;
}
if(hate_spot) {
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 != eMainStatus::ALIVE || 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,univ.party[spell_caster].combat_pos))
&& univ.party[spell_caster].main_status == eMainStatus::ALIVE)
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.monst.size(); 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.monst.size(); 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.monst.size(); 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.monst.size(); 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(mon_num_t 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() || univ.target_there(loc,TARG_PC) == nullptr)
&& (!(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;
}
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) &&
// TODO: Don't hard-code terrain types!
((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];
bool have_radiate = which_m->abil[eMonstAbil::RADIATE].active;
eFieldType which_radiate = which_m->abil[eMonstAbil::RADIATE].radiate.type;
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;
// TODO: If the goal is to damage the monster by any fields it's on, why all the break statements?
if(univ.town.is_quickfire(where_check.x,where_check.y)) {
r1 = get_ran(2,1,8);
damage_monst(*which_m,7,r1,eDamageType::FIRE,0);
break;
}
if(univ.town.is_blade_wall(where_check.x,where_check.y)) {
r1 = get_ran(6,1,8);
if(have_radiate && which_radiate != eFieldType::WALL_BLADES)
damage_monst(*which_m,7,r1,eDamageType::WEAPON,0);
break;
}
if(univ.town.is_force_wall(where_check.x,where_check.y)) {
r1 = get_ran(3,1,6);
if(have_radiate && which_radiate != eFieldType::WALL_FORCE)
damage_monst(*which_m,7,r1,eDamageType::MAGIC,0);
break;
}
if(univ.town.is_sleep_cloud(where_check.x,where_check.y)) {
if(have_radiate && which_radiate != eFieldType::CLOUD_SLEEP)
which_m->sleep(eStatus::ASLEEP,3,0);
break;
}
if(univ.town.is_ice_wall(where_check.x,where_check.y)) {
r1 = get_ran(3,1,6);
if(have_radiate && which_radiate != eFieldType::WALL_ICE)
damage_monst(*which_m,7,r1,eDamageType::COLD,0);
break;
}
if(univ.town.is_scloud(where_check.x,where_check.y)) {
r1 = get_ran(1,2,3);
if(have_radiate && which_radiate != eFieldType::CLOUD_STINK)
which_m->curse(r1);
break;
}
if(univ.town.is_web(where_check.x,where_check.y) && which_m->m_type != eRace::BUG) {
which_m->spell_note(19);
r1 = get_ran(1,2,3);
which_m->web(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(have_radiate && which_radiate != eFieldType::WALL_FIRE)
damage_monst(*which_m,7,r1,eDamageType::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 < univ.town.items.size(); 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_m,7,r1,eDamageType::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_dir;
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_dir = univ.scenario.ter_types[ter].flag3;
if(mode > 0 && ter_abil == eTerSpec::CONVEYOR) {
if(
((ter_dir == DIR_N) && (where_check.y > from_loc.y)) ||
((ter_dir == DIR_E) && (where_check.x < from_loc.x)) ||
((ter_dir == DIR_S) && (where_check.y < from_loc.y)) ||
((ter_dir == 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->mindless)
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;
bool have_radiate = which_m->abil[eMonstAbil::RADIATE].active;
eFieldType which_radiate = which_m->abil[eMonstAbil::RADIATE].radiate.type;
if(univ.town.is_fire_wall(where_check.x,where_check.y) && !(have_radiate && which_radiate == eFieldType::WALL_FIRE)) {
if(guts < 3) return false;
}
if(univ.town.is_force_wall(where_check.x,where_check.y) && !(have_radiate && which_radiate == eFieldType::WALL_FORCE)) {
if(guts < 4) return false;
}
if(univ.town.is_ice_wall(where_check.x,where_check.y) && !(have_radiate && which_radiate == eFieldType::WALL_ICE)) {
if(guts < 5) return false;
}
if(univ.town.is_sleep_cloud(where_check.x,where_check.y) && !(have_radiate && which_radiate == eFieldType::CLOUD_SLEEP)) {
if(guts < 8) return false;
}
if(univ.town.is_blade_wall(where_check.x,where_check.y) && !(have_radiate && which_radiate == eFieldType::WALL_BLADES)) {
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) && !(have_radiate && which_radiate == eFieldType::CLOUD_STINK)) {
if(guts < 4) return false;
}
if(univ.town.is_web(where_check.x,where_check.y) && which_m->m_type != eRace::BUG
&& !(have_radiate && which_radiate == eFieldType::FIELD_WEB)) {
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))) {
// TODO: Are these barrier sounds right?
play_sound(60);
which_m->spell_note(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);
which_m->spell_note(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(where_check.x,where_check.y,false);
if(to_loc.x > 0)
univ.town.set_crate(to_loc.x,to_loc.y, true);
for(i = 0; i < univ.town.items.size(); 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(where_check.x,where_check.y,false);
if(to_loc.x > 0)
univ.town.set_barrel(to_loc.x,to_loc.y,true);