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/**
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* @file monster.cpp
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*
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* Implementation of monster functionality, AI, actions, spawning, loading, etc.
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*/
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#include "monster.h"
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#include <algorithm>
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#include <array>
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#include <climits>
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#include <fmt/format.h>
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#include "control.h"
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#include "cursor.h"
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#include "dead.h"
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#include "drlg_l1.h"
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#include "drlg_l4.h"
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#include "engine/cel_header.hpp"
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#include "engine/load_file.hpp"
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#include "engine/random.hpp"
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#include "engine/render/cl2_render.hpp"
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#include "init.h"
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#include "lighting.h"
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#include "minitext.h"
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#include "missiles.h"
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#include "movie.h"
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#include "options.h"
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#include "spelldat.h"
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#include "storm/storm.h"
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#include "themes.h"
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#include "towners.h"
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#include "trigs.h"
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#include "utils/language.h"
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#ifdef _DEBUG
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#include "debug.h"
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#endif
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namespace devilution {
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namespace {
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void NewMonsterAnim(MonsterStruct& monster, int graphic, Direction md, AnimationDistributionFlags flags = AnimationDistributionFlags::None, int numSkippedFrames = 0, int distributeFramesBeforeFrame = 0)
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{
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auto &animData = monster.MType->GetAnimData(graphic);
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auto *pCelSprite = &*animData.CelSpritesForDirections[md];
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monster.AnimInfo.SetNewAnimation(pCelSprite, animData.Frames, animData.Rate, flags, numSkippedFrames, distributeFramesBeforeFrame);
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monster._mFlags &= ~(MFLAG_LOCK_ANIMATION | MFLAG_ALLOW_SPECIAL);
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monster._mdir = md;
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}
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void StartMonsterGotHit(int monsterId)
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{
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auto &monster = Monsters[monsterId];
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if (monster.MType->mtype != MT_GOLEM) {
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auto animationFlags = gGameLogicStep < GameLogicStep::ProcessMonsters ? AnimationDistributionFlags::ProcessAnimationPending : AnimationDistributionFlags::None;
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int numSkippedFrames = (gbIsHellfire && monster.MType->mtype == MT_DIABLO) ? 4 : 0;
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NewMonsterAnim(monster, MA_GOTHIT, monster._mdir, animationFlags, numSkippedFrames);
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monster._mmode = MM_GOTHIT;
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}
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monster.position.offset = { 0, 0 };
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monster.position.tile = monster.position.old;
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monster.position.future = monster.position.old;
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M_ClearSquares(monsterId);
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dMonster[monster.position.tile.x][monster.position.tile.y] = monsterId + 1;
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}
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} // namespace
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#define NIGHTMARE_TO_HIT_BONUS 85
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#define HELL_TO_HIT_BONUS 120
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#define NIGHTMARE_AC_BONUS 50
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#define HELL_AC_BONUS 80
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/** Tracks which missile files are already loaded */
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int MissileFileFlag;
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// BUGFIX: replace MonsterKillCounts[MAXMONSTERS] with MonsterKillCounts[NUM_MTYPES].
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/** Tracks the total number of monsters killed per monster_id. */
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int MonsterKillCounts[MAXMONSTERS];
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int ActiveMonsters[MAXMONSTERS];
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int ActiveMonsterCount;
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bool sgbSaveSoundOn;
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MonsterStruct Monsters[MAXMONSTERS];
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int totalmonsters;
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CMonster LevelMonsterTypes[MAX_LVLMTYPES];
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int monstimgtot;
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int uniquetrans;
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int LevelMonsterTypeCount;
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/* data */
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// BUGFIX: MWVel velocity values are not rounded consistently. The correct
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// formula for monster walk velocity is calculated as follows (for 16, 32 and 64
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// pixel distances, respectively):
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//
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// vel16 = (16 << monsterWalkShift) / nframes
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// vel32 = (32 << monsterWalkShift) / nframes
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// vel64 = (64 << monsterWalkShift) / nframes
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//
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// The correct monster walk velocity table is as follows:
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//
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// int MWVel[24][3] = {
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// { 256, 512, 1024 },
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// { 128, 256, 512 },
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// { 85, 171, 341 },
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// { 64, 128, 256 },
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// { 51, 102, 205 },
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// { 43, 85, 171 },
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// { 37, 73, 146 },
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// { 32, 64, 128 },
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// { 28, 57, 114 },
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// { 26, 51, 102 },
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// { 23, 47, 93 },
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// { 21, 43, 85 },
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// { 20, 39, 79 },
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// { 18, 37, 73 },
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// { 17, 34, 68 },
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// { 16, 32, 64 },
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// { 15, 30, 60 },
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// { 14, 28, 57 },
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// { 13, 27, 54 },
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// { 13, 26, 51 },
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// { 12, 24, 49 },
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// { 12, 23, 47 },
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// { 11, 22, 45 },
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// { 11, 21, 43 }
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// };
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/** Maps from monster walk animation frame num to monster velocity. */
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int MWVel[24][3] = {
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{ 256, 512, 1024 },
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{ 128, 256, 512 },
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{ 85, 170, 341 },
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{ 64, 128, 256 },
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{ 51, 102, 204 },
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{ 42, 85, 170 },
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{ 36, 73, 146 },
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{ 32, 64, 128 },
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{ 28, 56, 113 },
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{ 26, 51, 102 },
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{ 23, 46, 93 },
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{ 21, 42, 85 },
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{ 19, 39, 78 },
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{ 18, 36, 73 },
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{ 17, 34, 68 },
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{ 16, 32, 64 },
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{ 15, 30, 60 },
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{ 14, 28, 57 },
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{ 13, 26, 54 },
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{ 12, 25, 51 },
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{ 12, 24, 48 },
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{ 11, 23, 46 },
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{ 11, 22, 44 },
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{ 10, 21, 42 }
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};
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/** Maps from monster action to monster animation letter. */
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char animletter[7] = "nwahds";
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/** Maps from direction to a left turn from the direction. */
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Direction left[8] = { DIR_SE, DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_N, DIR_NE, DIR_E };
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/** Maps from direction to a right turn from the direction. */
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Direction right[8] = { DIR_SW, DIR_W, DIR_NW, DIR_N, DIR_NE, DIR_E, DIR_SE, DIR_S };
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/** Maps from direction to the opposite direction. */
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Direction opposite[8] = { DIR_N, DIR_NE, DIR_E, DIR_SE, DIR_S, DIR_SW, DIR_W, DIR_NW };
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/** Maps from monster AI ID to monster AI function. */
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void (*AiProc[])(int i) = {
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&MAI_Zombie,
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&MAI_Fat,
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&MAI_SkelSd,
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&MAI_SkelBow,
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&MAI_Scav,
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&MAI_Rhino,
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&MAI_GoatMc,
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&MAI_GoatBow,
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&MAI_Fallen,
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&MAI_Magma,
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&MAI_SkelKing,
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&MAI_Bat,
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&MAI_Garg,
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&MAI_Cleaver,
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&MAI_Succ,
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&MAI_Sneak,
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&MAI_Storm,
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&MAI_Fireman,
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&MAI_Garbud,
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&MAI_Acid,
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&MAI_AcidUniq,
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&MAI_Golum,
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&MAI_Zhar,
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&MAI_SnotSpil,
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&MAI_Snake,
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&MAI_Counselor,
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&MAI_Mega,
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&MAI_Diablo,
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&MAI_Lazurus,
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&MAI_Lazhelp,
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&MAI_Lachdanan,
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&MAI_Warlord,
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&MAI_Firebat,
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&MAI_Torchant,
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&MAI_HorkDemon,
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&MAI_Lich,
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&MAI_ArchLich,
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&MAI_Psychorb,
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&MAI_Necromorb,
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&MAI_BoneDemon
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};
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void InitMonsterTRN(CMonster &monst)
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{
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std::array<uint8_t, 256> colorTranslations;
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LoadFileInMem(monst.MData->TransFile, colorTranslations);
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std::replace(colorTranslations.begin(), colorTranslations.end(), 255, 0);
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int n = monst.MData->has_special ? 6 : 5;
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for (int i = 0; i < n; i++) {
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if (i == 1 && monst.mtype >= MT_COUNSLR && monst.mtype <= MT_ADVOCATE) {
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continue;
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}
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for (int j = 0; j < 8; j++) {
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Cl2ApplyTrans(
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CelGetFrame(monst.Anims[i].CMem.get(), j),
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colorTranslations,
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monst.Anims[i].Frames);
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}
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}
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}
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void InitLevelMonsters()
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{
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LevelMonsterTypeCount = 0;
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monstimgtot = 0;
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MissileFileFlag = 0;
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for (auto &levelMonsterType : LevelMonsterTypes) {
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levelMonsterType.mPlaceFlags = 0;
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}
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ClrAllMonsters();
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ActiveMonsterCount = 0;
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totalmonsters = MAXMONSTERS;
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for (int i = 0; i < MAXMONSTERS; i++) {
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ActiveMonsters[i] = i;
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}
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uniquetrans = 0;
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}
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int AddMonsterType(_monster_id type, placeflag placeflag)
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{
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bool done = false;
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int i;
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for (i = 0; i < LevelMonsterTypeCount && !done; i++) {
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done = LevelMonsterTypes[i].mtype == type;
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}
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i--;
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if (!done) {
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i = LevelMonsterTypeCount;
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LevelMonsterTypeCount++;
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LevelMonsterTypes[i].mtype = type;
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monstimgtot += MonsterData[type].mImage;
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InitMonsterGFX(i);
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InitMonsterSND(i);
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}
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LevelMonsterTypes[i].mPlaceFlags |= placeflag;
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return i;
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}
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void GetLevelMTypes()
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{
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// this array is merged with skeltypes down below.
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_monster_id typelist[MAXMONSTERS];
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_monster_id skeltypes[NUM_MTYPES];
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int minl; // min level
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int maxl; // max level
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char mamask;
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const int numskeltypes = 19;
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int nt; // number of types
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if (gbIsSpawn)
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mamask = 1; // monster availability mask
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else
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mamask = 3; // monster availability mask
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AddMonsterType(MT_GOLEM, PLACE_SPECIAL);
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if (currlevel == 16) {
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AddMonsterType(MT_ADVOCATE, PLACE_SCATTER);
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AddMonsterType(MT_RBLACK, PLACE_SCATTER);
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AddMonsterType(MT_DIABLO, PLACE_SPECIAL);
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return;
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}
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if (currlevel == 18)
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AddMonsterType(MT_HORKSPWN, PLACE_SCATTER);
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if (currlevel == 19) {
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AddMonsterType(MT_HORKSPWN, PLACE_SCATTER);
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AddMonsterType(MT_HORKDMN, PLACE_UNIQUE);
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}
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if (currlevel == 20)
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AddMonsterType(MT_DEFILER, PLACE_UNIQUE);
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if (currlevel == 24) {
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AddMonsterType(MT_ARCHLICH, PLACE_SCATTER);
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AddMonsterType(MT_NAKRUL, PLACE_SPECIAL);
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}
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if (!setlevel) {
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if (QuestStatus(Q_BUTCHER))
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AddMonsterType(MT_CLEAVER, PLACE_SPECIAL);
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if (QuestStatus(Q_GARBUD))
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AddMonsterType(UniqMonst[UMT_GARBUD].mtype, PLACE_UNIQUE);
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if (QuestStatus(Q_ZHAR))
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AddMonsterType(UniqMonst[UMT_ZHAR].mtype, PLACE_UNIQUE);
|
|
|
|
|
if (QuestStatus(Q_LTBANNER))
|
|
|
|
|
AddMonsterType(UniqMonst[UMT_SNOTSPIL].mtype, PLACE_UNIQUE);
|
|
|
|
|
if (QuestStatus(Q_VEIL))
|
|
|
|
|
AddMonsterType(UniqMonst[UMT_LACHDAN].mtype, PLACE_UNIQUE);
|
|
|
|
|
if (QuestStatus(Q_WARLORD))
|
|
|
|
|
AddMonsterType(UniqMonst[UMT_WARLORD].mtype, PLACE_UNIQUE);
|
|
|
|
|
|
|
|
|
|
if (gbIsMultiplayer && currlevel == Quests[Q_SKELKING]._qlevel) {
|
|
|
|
|
|
|
|
|
|
AddMonsterType(MT_SKING, PLACE_UNIQUE);
|
|
|
|
|
|
|
|
|
|
nt = 0;
|
|
|
|
|
for (int i = MT_WSKELAX; i <= MT_WSKELAX + numskeltypes; i++) {
|
|
|
|
|
if (IsSkel(i)) {
|
|
|
|
|
minl = 15 * MonsterData[i].mMinDLvl / 30 + 1;
|
|
|
|
|
maxl = 15 * MonsterData[i].mMaxDLvl / 30 + 1;
|
|
|
|
|
|
|
|
|
|
if (currlevel >= minl && currlevel <= maxl) {
|
|
|
|
|
if ((MonstAvailTbl[i] & mamask) != 0) {
|
|
|
|
|
skeltypes[nt++] = (_monster_id)i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
AddMonsterType(skeltypes[GenerateRnd(nt)], PLACE_SCATTER);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
nt = 0;
|
|
|
|
|
for (int i = MT_NZOMBIE; i < NUM_MTYPES; i++) {
|
|
|
|
|
minl = 15 * MonsterData[i].mMinDLvl / 30 + 1;
|
|
|
|
|
maxl = 15 * MonsterData[i].mMaxDLvl / 30 + 1;
|
|
|
|
|
|
|
|
|
|
if (currlevel >= minl && currlevel <= maxl) {
|
|
|
|
|
if ((MonstAvailTbl[i] & mamask) != 0) {
|
|
|
|
|
typelist[nt++] = (_monster_id)i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
|
if (monstdebug) {
|
|
|
|
|
for (int i = 0; i < debugmonsttypes; i++)
|
|
|
|
|
AddMonsterType(DebugMonsters[i], PLACE_SCATTER);
|
|
|
|
|
} else
|
|
|
|
|
#endif
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
while (nt > 0 && LevelMonsterTypeCount < MAX_LVLMTYPES && monstimgtot < 4000) {
|
|
|
|
|
for (int i = 0; i < nt;) {
|
|
|
|
|
if (MonsterData[typelist[i]].mImage > 4000 - monstimgtot) {
|
|
|
|
|
typelist[i] = typelist[--nt];
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (nt != 0) {
|
|
|
|
|
int i = GenerateRnd(nt);
|
|
|
|
|
AddMonsterType(typelist[i], PLACE_SCATTER);
|
|
|
|
|
typelist[i] = typelist[--nt];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
if (setlvlnum == SL_SKELKING) {
|
|
|
|
|
AddMonsterType(MT_SKING, PLACE_UNIQUE);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void InitMonsterGFX(int monst)
|
|
|
|
|
{
|
|
|
|
|
int mtype = LevelMonsterTypes[monst].mtype;
|
|
|
|
|
int width = MonsterData[mtype].width;
|
|
|
|
|
|
|
|
|
|
for (int anim = 0; anim < 6; anim++) {
|
|
|
|
|
int frames = MonsterData[mtype].Frames[anim];
|
|
|
|
|
|
|
|
|
|
if ((animletter[anim] != 's' || MonsterData[mtype].has_special) && frames > 0) {
|
|
|
|
|
char strBuff[256];
|
|
|
|
|
sprintf(strBuff, MonsterData[mtype].GraphicType, animletter[anim]);
|
|
|
|
|
|
|
|
|
|
byte *celBuf;
|
|
|
|
|
{
|
|
|
|
|
auto celData = LoadFileInMem(strBuff);
|
|
|
|
|
celBuf = celData.get();
|
|
|
|
|
LevelMonsterTypes[monst].Anims[anim].CMem = std::move(celData);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (LevelMonsterTypes[monst].mtype != MT_GOLEM || (animletter[anim] != 's' && animletter[anim] != 'd')) {
|
|
|
|
|
for (int i = 0; i < 8; i++) {
|
|
|
|
|
byte *pCelStart = CelGetFrame(celBuf, i);
|
|
|
|
|
LevelMonsterTypes[monst].Anims[anim].CelSpritesForDirections[i].emplace(pCelStart, width);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
for (int i = 0; i < 8; i++) {
|
|
|
|
|
LevelMonsterTypes[monst].Anims[anim].CelSpritesForDirections[i].emplace(celBuf, width);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LevelMonsterTypes[monst].Anims[anim].Frames = frames;
|
|
|
|
|
LevelMonsterTypes[monst].Anims[anim].Rate = MonsterData[mtype].Rate[anim];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LevelMonsterTypes[monst].mMinHP = MonsterData[mtype].mMinHP;
|
|
|
|
|
LevelMonsterTypes[monst].mMaxHP = MonsterData[mtype].mMaxHP;
|
|
|
|
|
if (!gbIsHellfire && mtype == MT_DIABLO) {
|
|
|
|
|
LevelMonsterTypes[monst].mMinHP -= 2000;
|
|
|
|
|
LevelMonsterTypes[monst].mMaxHP -= 2000;
|
|
|
|
|
}
|
|
|
|
|
LevelMonsterTypes[monst].mAFNum = MonsterData[mtype].mAFNum;
|
|
|
|
|
LevelMonsterTypes[monst].MData = &MonsterData[mtype];
|
|
|
|
|
|
|
|
|
|
if (MonsterData[mtype].has_trans) {
|
|
|
|
|
InitMonsterTRN(LevelMonsterTypes[monst]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (mtype >= MT_NMAGMA && mtype <= MT_WMAGMA && (MissileFileFlag & 1) == 0) {
|
|
|
|
|
MissileFileFlag |= 1;
|
|
|
|
|
LoadMissileGFX(MFILE_MAGBALL);
|
|
|
|
|
}
|
|
|
|
|
if (mtype >= MT_STORM && mtype <= MT_MAEL && (MissileFileFlag & 2) == 0) {
|
|
|
|
|
MissileFileFlag |= 2;
|
|
|
|
|
LoadMissileGFX(MFILE_THINLGHT);
|
|
|
|
|
}
|
|
|
|
|
if (mtype == MT_SUCCUBUS && (MissileFileFlag & 4) == 0) {
|
|
|
|
|
MissileFileFlag |= 4;
|
|
|
|
|
LoadMissileGFX(MFILE_FLARE);
|
|
|
|
|
LoadMissileGFX(MFILE_FLAREEXP);
|
|
|
|
|
}
|
|
|
|
|
if (mtype >= MT_INCIN && mtype <= MT_HELLBURN && (MissileFileFlag & 8) == 0) {
|
|
|
|
|
MissileFileFlag |= 8;
|
|
|
|
|
LoadMissileGFX(MFILE_KRULL);
|
|
|
|
|
}
|
|
|
|
|
if (mtype == MT_SNOWWICH && (MissileFileFlag & 0x20) == 0) {
|
|
|
|
|
MissileFileFlag |= 0x20;
|
|
|
|
|
LoadMissileGFX(MFILE_SCUBMISB);
|
|
|
|
|
LoadMissileGFX(MFILE_SCBSEXPB);
|
|
|
|
|
}
|
|
|
|
|
if (mtype == MT_HLSPWN && (MissileFileFlag & 0x40) == 0) {
|
|
|
|
|
MissileFileFlag |= 0x40;
|
|
|
|
|
LoadMissileGFX(MFILE_SCUBMISD);
|
|
|
|
|
LoadMissileGFX(MFILE_SCBSEXPD);
|
|
|
|
|
}
|
|
|
|
|
if (mtype == MT_SOLBRNR && (MissileFileFlag & 0x80) == 0) {
|
|
|
|
|
MissileFileFlag |= 0x80;
|
|
|
|
|
LoadMissileGFX(MFILE_SCUBMISC);
|
|
|
|
|
LoadMissileGFX(MFILE_SCBSEXPC);
|
|
|
|
|
}
|
|
|
|
|
if (mtype >= MT_INCIN && mtype <= MT_HELLBURN && (MissileFileFlag & 8) == 0) {
|
|
|
|
|
MissileFileFlag |= 8;
|
|
|
|
|
LoadMissileGFX(MFILE_KRULL);
|
|
|
|
|
}
|
|
|
|
|
if (((mtype >= MT_NACID && mtype <= MT_XACID) || mtype == MT_SPIDLORD) && (MissileFileFlag & 0x10) == 0) {
|
|
|
|
|
MissileFileFlag |= 0x10;
|
|
|
|
|
LoadMissileGFX(MFILE_ACIDBF);
|
|
|
|
|
LoadMissileGFX(MFILE_ACIDSPLA);
|
|
|
|
|
LoadMissileGFX(MFILE_ACIDPUD);
|
|
|
|
|
}
|
|
|
|
|
if (mtype == MT_LICH && (MissileFileFlag & 0x100) == 0) {
|
|
|
|
|
MissileFileFlag |= 0x100;
|
|
|
|
|
LoadMissileGFX(MFILE_LICH);
|
|
|
|
|
LoadMissileGFX(MFILE_EXORA1);
|
|
|
|
|
}
|
|
|
|
|
if (mtype == MT_ARCHLICH && (MissileFileFlag & 0x200) == 0) {
|
|
|
|
|
MissileFileFlag |= 0x200;
|
|
|
|
|
LoadMissileGFX(MFILE_ARCHLICH);
|
|
|
|
|
LoadMissileGFX(MFILE_EXYEL2);
|
|
|
|
|
}
|
|
|
|
|
if ((mtype == MT_PSYCHORB || mtype == MT_BONEDEMN) && (MissileFileFlag & 0x400) == 0) {
|
|
|
|
|
MissileFileFlag |= 0x400;
|
|
|
|
|
LoadMissileGFX(MFILE_BONEDEMON);
|
|
|
|
|
}
|
|
|
|
|
if (mtype == MT_NECRMORB && (MissileFileFlag & 0x800) == 0) {
|
|
|
|
|
MissileFileFlag |= 0x800;
|
|
|
|
|
LoadMissileGFX(MFILE_NECROMORB);
|
|
|
|
|
LoadMissileGFX(MFILE_EXRED3);
|
|
|
|
|
}
|
|
|
|
|
if (mtype == MT_PSYCHORB && (MissileFileFlag & 0x1000) == 0) {
|
|
|
|
|
MissileFileFlag |= 0x1000;
|
|
|
|
|
LoadMissileGFX(MFILE_EXBL2);
|
|
|
|
|
}
|
|
|
|
|
if (mtype == MT_BONEDEMN && (MissileFileFlag & 0x2000) == 0) {
|
|
|
|
|
MissileFileFlag |= 0x2000;
|
|
|
|
|
LoadMissileGFX(MFILE_EXBL3);
|
|
|
|
|
}
|
|
|
|
|
if (mtype == MT_DIABLO) {
|
|
|
|
|
LoadMissileGFX(MFILE_FIREPLAR);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ClearMVars(int i)
|
|
|
|
|
{
|
|
|
|
|
Monsters[i]._mVar1 = 0;
|
|
|
|
|
Monsters[i]._mVar2 = 0;
|
|
|
|
|
Monsters[i]._mVar3 = 0;
|
|
|
|
|
Monsters[i].position.temp = { 0, 0 };
|
|
|
|
|
Monsters[i].position.offset2 = { 0, 0 };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void InitMonster(int i, Direction rd, int mtype, Point position)
|
|
|
|
|
{
|
|
|
|
|
CMonster *monst = &LevelMonsterTypes[mtype];
|
|
|
|
|
|
|
|
|
|
auto &animData = monst->GetAnimData(MA_STAND);
|
|
|
|
|
|
|
|
|
|
Monsters[i]._mdir = rd;
|
|
|
|
|
Monsters[i].position.tile = position;
|
|
|
|
|
Monsters[i].position.future = position;
|
|
|
|
|
Monsters[i].position.old = position;
|
|
|
|
|
Monsters[i]._mMTidx = mtype;
|
|
|
|
|
Monsters[i]._mmode = MM_STAND;
|
|
|
|
|
Monsters[i].mName = _(monst->MData->mName);
|
|
|
|
|
Monsters[i].MType = monst;
|
|
|
|
|
Monsters[i].MData = monst->MData;
|
|
|
|
|
Monsters[i].AnimInfo = {};
|
|
|
|
|
Monsters[i].AnimInfo.pCelSprite = animData.CelSpritesForDirections[rd] ? &*animData.CelSpritesForDirections[rd] : nullptr;
|
|
|
|
|
Monsters[i].AnimInfo.TicksPerFrame = animData.Rate;
|
|
|
|
|
Monsters[i].AnimInfo.TickCounterOfCurrentFrame = GenerateRnd(Monsters[i].AnimInfo.TicksPerFrame - 1);
|
|
|
|
|
Monsters[i].AnimInfo.NumberOfFrames = animData.Frames;
|
|
|
|
|
Monsters[i].AnimInfo.CurrentFrame = GenerateRnd(Monsters[i].AnimInfo.NumberOfFrames - 1) + 1;
|
|
|
|
|
|
|
|
|
|
Monsters[i].mLevel = monst->MData->mLevel;
|
|
|
|
|
Monsters[i]._mmaxhp = (monst->mMinHP + GenerateRnd(monst->mMaxHP - monst->mMinHP + 1)) << 6;
|
|
|
|
|
if (monst->mtype == MT_DIABLO && !gbIsHellfire) {
|
|
|
|
|
Monsters[i]._mmaxhp /= 2;
|
|
|
|
|
Monsters[i].mLevel -= 15;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!gbIsMultiplayer) {
|
|
|
|
|
Monsters[i]._mmaxhp /= 2;
|
|
|
|
|
if (Monsters[i]._mmaxhp < 64) {
|
|
|
|
|
Monsters[i]._mmaxhp = 64;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Monsters[i]._mhitpoints = Monsters[i]._mmaxhp;
|
|
|
|
|
Monsters[i]._mAi = monst->MData->mAi;
|
|
|
|
|
Monsters[i]._mint = monst->MData->mInt;
|
|
|
|
|
Monsters[i]._mgoal = MGOAL_NORMAL;
|
|
|
|
|
Monsters[i]._mgoalvar1 = 0;
|
|
|
|
|
Monsters[i]._mgoalvar2 = 0;
|
|
|
|
|
Monsters[i]._mgoalvar3 = 0;
|
|
|
|
|
Monsters[i]._pathcount = 0;
|
|
|
|
|
Monsters[i]._mDelFlag = false;
|
|
|
|
|
Monsters[i]._uniqtype = 0;
|
|
|
|
|
Monsters[i]._msquelch = 0;
|
|
|
|
|
Monsters[i].mlid = NO_LIGHT; // BUGFIX monsters initial light id should be -1 (fixed)
|
|
|
|
|
Monsters[i]._mRndSeed = AdvanceRndSeed();
|
|
|
|
|
Monsters[i]._mAISeed = AdvanceRndSeed();
|
|
|
|
|
Monsters[i].mWhoHit = 0;
|
|
|
|
|
Monsters[i].mExp = monst->MData->mExp;
|
|
|
|
|
Monsters[i].mHit = monst->MData->mHit;
|
|
|
|
|
Monsters[i].mMinDamage = monst->MData->mMinDamage;
|
|
|
|
|
Monsters[i].mMaxDamage = monst->MData->mMaxDamage;
|
|
|
|
|
Monsters[i].mHit2 = monst->MData->mHit2;
|
|
|
|
|
Monsters[i].mMinDamage2 = monst->MData->mMinDamage2;
|
|
|
|
|
Monsters[i].mMaxDamage2 = monst->MData->mMaxDamage2;
|
|
|
|
|
Monsters[i].mArmorClass = monst->MData->mArmorClass;
|
|
|
|
|
Monsters[i].mMagicRes = monst->MData->mMagicRes;
|
|
|
|
|
Monsters[i].leader = 0;
|
|
|
|
|
Monsters[i].leaderflag = 0;
|
|
|
|
|
Monsters[i]._mFlags = monst->MData->mFlags;
|
|
|
|
|
Monsters[i].mtalkmsg = TEXT_NONE;
|
|
|
|
|
|
|
|
|
|
if (Monsters[i]._mAi == AI_GARG) {
|
|
|
|
|
Monsters[i].AnimInfo.pCelSprite = &*monst->GetAnimData(MA_SPECIAL).CelSpritesForDirections[rd];
|
|
|
|
|
Monsters[i].AnimInfo.CurrentFrame = 1;
|
|
|
|
|
Monsters[i]._mFlags |= MFLAG_ALLOW_SPECIAL;
|
|
|
|
|
Monsters[i]._mmode = MM_SATTACK;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (sgGameInitInfo.nDifficulty == DIFF_NIGHTMARE) {
|
|
|
|
|
Monsters[i]._mmaxhp = 3 * Monsters[i]._mmaxhp;
|
|
|
|
|
if (gbIsHellfire)
|
|
|
|
|
Monsters[i]._mmaxhp += (gbIsMultiplayer ? 100 : 50) << 6;
|
|
|
|
|
else
|
|
|
|
|
Monsters[i]._mmaxhp += 64;
|
|
|
|
|
Monsters[i]._mhitpoints = Monsters[i]._mmaxhp;
|
|
|
|
|
Monsters[i].mLevel += 15;
|
|
|
|
|
Monsters[i].mExp = 2 * (Monsters[i].mExp + 1000);
|
|
|
|
|
Monsters[i].mHit += NIGHTMARE_TO_HIT_BONUS;
|
|
|
|
|
Monsters[i].mMinDamage = 2 * (Monsters[i].mMinDamage + 2);
|
|
|
|
|
Monsters[i].mMaxDamage = 2 * (Monsters[i].mMaxDamage + 2);
|
|
|
|
|
Monsters[i].mHit2 += NIGHTMARE_TO_HIT_BONUS;
|
|
|
|
|
Monsters[i].mMinDamage2 = 2 * (Monsters[i].mMinDamage2 + 2);
|
|
|
|
|
Monsters[i].mMaxDamage2 = 2 * (Monsters[i].mMaxDamage2 + 2);
|
|
|
|
|
Monsters[i].mArmorClass += NIGHTMARE_AC_BONUS;
|
|
|
|
|
} else if (sgGameInitInfo.nDifficulty == DIFF_HELL) {
|
|
|
|
|
Monsters[i]._mmaxhp = 4 * Monsters[i]._mmaxhp;
|
|
|
|
|
if (gbIsHellfire)
|
|
|
|
|
Monsters[i]._mmaxhp += (gbIsMultiplayer ? 200 : 100) << 6;
|
|
|
|
|
else
|
|
|
|
|
Monsters[i]._mmaxhp += 192;
|
|
|
|
|
Monsters[i]._mhitpoints = Monsters[i]._mmaxhp;
|
|
|
|
|
Monsters[i].mLevel += 30;
|
|
|
|
|
Monsters[i].mExp = 4 * (Monsters[i].mExp + 1000);
|
|
|
|
|
Monsters[i].mHit += HELL_TO_HIT_BONUS;
|
|
|
|
|
Monsters[i].mMinDamage = 4 * Monsters[i].mMinDamage + 6;
|
|
|
|
|
Monsters[i].mMaxDamage = 4 * Monsters[i].mMaxDamage + 6;
|
|
|
|
|
Monsters[i].mHit2 += HELL_TO_HIT_BONUS;
|
|
|
|
|
Monsters[i].mMinDamage2 = 4 * Monsters[i].mMinDamage2 + 6;
|
|
|
|
|
Monsters[i].mMaxDamage2 = 4 * Monsters[i].mMaxDamage2 + 6;
|
|
|
|
|
Monsters[i].mArmorClass += HELL_AC_BONUS;
|
|
|
|
|
Monsters[i].mMagicRes = monst->MData->mMagicRes2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ClrAllMonsters()
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < MAXMONSTERS; i++) {
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
ClearMVars(i);
|
|
|
|
|
monst->mName = "Invalid Monster";
|
|
|
|
|
monst->_mgoal = MGOAL_NONE;
|
|
|
|
|
monst->_mmode = MM_STAND;
|
|
|
|
|
monst->_mVar1 = 0;
|
|
|
|
|
monst->_mVar2 = 0;
|
|
|
|
|
monst->position.tile = { 0, 0 };
|
|
|
|
|
monst->position.future = { 0, 0 };
|
|
|
|
|
monst->position.old = { 0, 0 };
|
|
|
|
|
monst->_mdir = static_cast<Direction>(GenerateRnd(8));
|
|
|
|
|
monst->position.velocity = { 0, 0 };
|
|
|
|
|
monst->AnimInfo = {};
|
|
|
|
|
monst->_mFlags = 0;
|
|
|
|
|
monst->_mDelFlag = false;
|
|
|
|
|
monst->_menemy = GenerateRnd(gbActivePlayers);
|
|
|
|
|
monst->enemyPosition = Players[monst->_menemy].position.future;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool MonstPlace(int xp, int yp)
|
|
|
|
|
{
|
|
|
|
|
char f;
|
|
|
|
|
|
|
|
|
|
if (xp < 0 || xp >= MAXDUNX
|
|
|
|
|
|| yp < 0 || yp >= MAXDUNY
|
|
|
|
|
|| dMonster[xp][yp] != 0
|
|
|
|
|
|| dPlayer[xp][yp] != 0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
f = dFlags[xp][yp];
|
|
|
|
|
|
|
|
|
|
if ((f & BFLAG_VISIBLE) != 0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((f & BFLAG_POPULATED) != 0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return !SolidLoc({ xp, yp });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void monster_some_crypt()
|
|
|
|
|
{
|
|
|
|
|
MonsterStruct *mon;
|
|
|
|
|
int hp;
|
|
|
|
|
|
|
|
|
|
if (currlevel == 24 && UberDiabloMonsterIndex >= 0 && UberDiabloMonsterIndex < ActiveMonsterCount) {
|
|
|
|
|
mon = &Monsters[UberDiabloMonsterIndex];
|
|
|
|
|
PlayEffect(UberDiabloMonsterIndex, 2);
|
|
|
|
|
Quests[Q_NAKRUL]._qlog = false;
|
|
|
|
|
mon->mArmorClass -= 50;
|
|
|
|
|
hp = mon->_mmaxhp / 2;
|
|
|
|
|
mon->mMagicRes = 0;
|
|
|
|
|
mon->_mhitpoints = hp;
|
|
|
|
|
mon->_mmaxhp = hp;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlaceMonster(int i, int mtype, int x, int y)
|
|
|
|
|
{
|
|
|
|
|
if (LevelMonsterTypes[mtype].mtype == MT_NAKRUL) {
|
|
|
|
|
for (int j = 0; j < ActiveMonsterCount; j++) {
|
|
|
|
|
if (Monsters[j]._mMTidx == mtype) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[j].MType->mtype == MT_NAKRUL) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
dMonster[x][y] = i + 1;
|
|
|
|
|
|
|
|
|
|
auto rd = static_cast<Direction>(GenerateRnd(8));
|
|
|
|
|
InitMonster(i, rd, mtype, { x, y });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlaceUniqueMonst(int uniqindex, int miniontype, int bosspacksize)
|
|
|
|
|
{
|
|
|
|
|
MonsterStruct *monst = &Monsters[ActiveMonsterCount];
|
|
|
|
|
const UniqMonstStruct *uniq = &UniqMonst[uniqindex];
|
|
|
|
|
|
|
|
|
|
if ((uniquetrans + 19) * 256 >= LIGHTSIZE) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int uniqtype;
|
|
|
|
|
for (uniqtype = 0; uniqtype < LevelMonsterTypeCount; uniqtype++) {
|
|
|
|
|
if (LevelMonsterTypes[uniqtype].mtype == UniqMonst[uniqindex].mtype) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int count = 0;
|
|
|
|
|
int xp;
|
|
|
|
|
int yp;
|
|
|
|
|
while (true) {
|
|
|
|
|
xp = GenerateRnd(80) + 16;
|
|
|
|
|
yp = GenerateRnd(80) + 16;
|
|
|
|
|
int count2 = 0;
|
|
|
|
|
for (int x = xp - 3; x < xp + 3; x++) {
|
|
|
|
|
for (int y = yp - 3; y < yp + 3; y++) {
|
|
|
|
|
if (y >= 0 && y < MAXDUNY && x >= 0 && x < MAXDUNX && MonstPlace(x, y)) {
|
|
|
|
|
count2++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (count2 < 9) {
|
|
|
|
|
count++;
|
|
|
|
|
if (count < 1000) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (MonstPlace(xp, yp)) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (uniqindex == UMT_SNOTSPIL) {
|
|
|
|
|
xp = 2 * setpc_x + 24;
|
|
|
|
|
yp = 2 * setpc_y + 28;
|
|
|
|
|
}
|
|
|
|
|
if (uniqindex == UMT_WARLORD) {
|
|
|
|
|
xp = 2 * setpc_x + 22;
|
|
|
|
|
yp = 2 * setpc_y + 23;
|
|
|
|
|
}
|
|
|
|
|
if (uniqindex == UMT_ZHAR) {
|
|
|
|
|
for (int i = 0; i < themeCount; i++) {
|
|
|
|
|
if (i == zharlib) {
|
|
|
|
|
xp = 2 * themeLoc[i].x + 20;
|
|
|
|
|
yp = 2 * themeLoc[i].y + 20;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!gbIsMultiplayer) {
|
|
|
|
|
if (uniqindex == UMT_LAZURUS) {
|
|
|
|
|
xp = 32;
|
|
|
|
|
yp = 46;
|
|
|
|
|
}
|
|
|
|
|
if (uniqindex == UMT_RED_VEX) {
|
|
|
|
|
xp = 40;
|
|
|
|
|
yp = 45;
|
|
|
|
|
}
|
|
|
|
|
if (uniqindex == UMT_BLACKJADE) {
|
|
|
|
|
xp = 38;
|
|
|
|
|
yp = 49;
|
|
|
|
|
}
|
|
|
|
|
if (uniqindex == UMT_SKELKING) {
|
|
|
|
|
xp = 35;
|
|
|
|
|
yp = 47;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (uniqindex == UMT_LAZURUS) {
|
|
|
|
|
xp = 2 * setpc_x + 19;
|
|
|
|
|
yp = 2 * setpc_y + 22;
|
|
|
|
|
}
|
|
|
|
|
if (uniqindex == UMT_RED_VEX) {
|
|
|
|
|
xp = 2 * setpc_x + 21;
|
|
|
|
|
yp = 2 * setpc_y + 19;
|
|
|
|
|
}
|
|
|
|
|
if (uniqindex == UMT_BLACKJADE) {
|
|
|
|
|
xp = 2 * setpc_x + 21;
|
|
|
|
|
yp = 2 * setpc_y + 25;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (uniqindex == UMT_BUTCHER) {
|
|
|
|
|
bool done = false;
|
|
|
|
|
for (yp = 0; yp < MAXDUNY && !done; yp++) {
|
|
|
|
|
for (xp = 0; xp < MAXDUNX && !done; xp++) {
|
|
|
|
|
done = dPiece[xp][yp] == 367;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (uniqindex == UMT_NAKRUL) {
|
|
|
|
|
if (UberRow == 0 || UberCol == 0) {
|
|
|
|
|
UberDiabloMonsterIndex = -1;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
xp = UberRow - 2;
|
|
|
|
|
yp = UberCol;
|
|
|
|
|
UberDiabloMonsterIndex = ActiveMonsterCount;
|
|
|
|
|
}
|
|
|
|
|
PlaceMonster(ActiveMonsterCount, uniqtype, xp, yp);
|
|
|
|
|
monst->_uniqtype = uniqindex + 1;
|
|
|
|
|
|
|
|
|
|
if (uniq->mlevel != 0) {
|
|
|
|
|
monst->mLevel = 2 * uniq->mlevel;
|
|
|
|
|
} else {
|
|
|
|
|
monst->mLevel += 5;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->mExp *= 2;
|
|
|
|
|
monst->mName = _(uniq->mName);
|
|
|
|
|
monst->_mmaxhp = uniq->mmaxhp << 6;
|
|
|
|
|
|
|
|
|
|
if (!gbIsMultiplayer) {
|
|
|
|
|
monst->_mmaxhp = monst->_mmaxhp / 2;
|
|
|
|
|
if (monst->_mmaxhp < 64) {
|
|
|
|
|
monst->_mmaxhp = 64;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->_mhitpoints = monst->_mmaxhp;
|
|
|
|
|
monst->_mAi = uniq->mAi;
|
|
|
|
|
monst->_mint = uniq->mint;
|
|
|
|
|
monst->mMinDamage = uniq->mMinDamage;
|
|
|
|
|
monst->mMaxDamage = uniq->mMaxDamage;
|
|
|
|
|
monst->mMinDamage2 = uniq->mMinDamage;
|
|
|
|
|
monst->mMaxDamage2 = uniq->mMaxDamage;
|
|
|
|
|
monst->mMagicRes = uniq->mMagicRes;
|
|
|
|
|
monst->mtalkmsg = uniq->mtalkmsg;
|
|
|
|
|
if (uniqindex == UMT_HORKDMN)
|
|
|
|
|
monst->mlid = NO_LIGHT; // BUGFIX monsters initial light id should be -1 (fixed)
|
|
|
|
|
else
|
|
|
|
|
monst->mlid = AddLight(monst->position.tile, 3);
|
|
|
|
|
|
|
|
|
|
if (gbIsMultiplayer) {
|
|
|
|
|
if (monst->_mAi == AI_LAZHELP)
|
|
|
|
|
monst->mtalkmsg = TEXT_NONE;
|
|
|
|
|
if (monst->_mAi == AI_LAZURUS && Quests[Q_BETRAYER]._qvar1 > 3) {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
} else if (monst->mtalkmsg != TEXT_NONE) {
|
|
|
|
|
monst->_mgoal = MGOAL_INQUIRING;
|
|
|
|
|
}
|
|
|
|
|
} else if (monst->mtalkmsg != TEXT_NONE) {
|
|
|
|
|
monst->_mgoal = MGOAL_INQUIRING;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (sgGameInitInfo.nDifficulty == DIFF_NIGHTMARE) {
|
|
|
|
|
monst->_mmaxhp = 3 * monst->_mmaxhp;
|
|
|
|
|
if (gbIsHellfire)
|
|
|
|
|
monst->_mmaxhp += (gbIsMultiplayer ? 100 : 50) << 6;
|
|
|
|
|
else
|
|
|
|
|
monst->_mmaxhp += 64;
|
|
|
|
|
monst->mLevel += 15;
|
|
|
|
|
monst->_mhitpoints = monst->_mmaxhp;
|
|
|
|
|
monst->mExp = 2 * (monst->mExp + 1000);
|
|
|
|
|
monst->mMinDamage = 2 * (monst->mMinDamage + 2);
|
|
|
|
|
monst->mMaxDamage = 2 * (monst->mMaxDamage + 2);
|
|
|
|
|
monst->mMinDamage2 = 2 * (monst->mMinDamage2 + 2);
|
|
|
|
|
monst->mMaxDamage2 = 2 * (monst->mMaxDamage2 + 2);
|
|
|
|
|
} else if (sgGameInitInfo.nDifficulty == DIFF_HELL) {
|
|
|
|
|
monst->_mmaxhp = 4 * monst->_mmaxhp;
|
|
|
|
|
if (gbIsHellfire)
|
|
|
|
|
monst->_mmaxhp += (gbIsMultiplayer ? 200 : 100) << 6;
|
|
|
|
|
else
|
|
|
|
|
monst->_mmaxhp += 192;
|
|
|
|
|
monst->mLevel += 30;
|
|
|
|
|
monst->_mhitpoints = monst->_mmaxhp;
|
|
|
|
|
monst->mExp = 4 * (monst->mExp + 1000);
|
|
|
|
|
monst->mMinDamage = 4 * monst->mMinDamage + 6;
|
|
|
|
|
monst->mMaxDamage = 4 * monst->mMaxDamage + 6;
|
|
|
|
|
monst->mMinDamage2 = 4 * monst->mMinDamage2 + 6;
|
|
|
|
|
monst->mMaxDamage2 = 4 * monst->mMaxDamage2 + 6;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
char filestr[64];
|
|
|
|
|
sprintf(filestr, "Monsters\\Monsters\\%s.TRN", uniq->mTrnName);
|
|
|
|
|
LoadFileInMem(filestr, &LightTables[256 * (uniquetrans + 19)], 256);
|
|
|
|
|
|
|
|
|
|
monst->_uniqtrans = uniquetrans++;
|
|
|
|
|
|
|
|
|
|
if ((uniq->mUnqAttr & 4) != 0) {
|
|
|
|
|
monst->mHit = uniq->mUnqVar1;
|
|
|
|
|
monst->mHit2 = uniq->mUnqVar1;
|
|
|
|
|
|
|
|
|
|
if (sgGameInitInfo.nDifficulty == DIFF_NIGHTMARE) {
|
|
|
|
|
monst->mHit += NIGHTMARE_TO_HIT_BONUS;
|
|
|
|
|
monst->mHit2 += NIGHTMARE_TO_HIT_BONUS;
|
|
|
|
|
} else if (sgGameInitInfo.nDifficulty == DIFF_HELL) {
|
|
|
|
|
monst->mHit += HELL_TO_HIT_BONUS;
|
|
|
|
|
monst->mHit2 += HELL_TO_HIT_BONUS;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if ((uniq->mUnqAttr & 8) != 0) {
|
|
|
|
|
monst->mArmorClass = uniq->mUnqVar1;
|
|
|
|
|
|
|
|
|
|
if (sgGameInitInfo.nDifficulty == DIFF_NIGHTMARE) {
|
|
|
|
|
monst->mArmorClass += NIGHTMARE_AC_BONUS;
|
|
|
|
|
} else if (sgGameInitInfo.nDifficulty == DIFF_HELL) {
|
|
|
|
|
monst->mArmorClass += HELL_AC_BONUS;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ActiveMonsterCount++;
|
|
|
|
|
|
|
|
|
|
if ((uniq->mUnqAttr & 1) != 0) {
|
|
|
|
|
PlaceGroup(miniontype, bosspacksize, uniq->mUnqAttr, ActiveMonsterCount - 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->_mAi != AI_GARG) {
|
|
|
|
|
monst->AnimInfo.pCelSprite = &*monst->MType->GetAnimData(MA_STAND).CelSpritesForDirections[monst->_mdir];
|
|
|
|
|
monst->AnimInfo.CurrentFrame = GenerateRnd(monst->AnimInfo.NumberOfFrames - 1) + 1;
|
|
|
|
|
monst->_mFlags &= ~MFLAG_ALLOW_SPECIAL;
|
|
|
|
|
monst->_mmode = MM_STAND;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void PlaceUniques()
|
|
|
|
|
{
|
|
|
|
|
for (int u = 0; UniqMonst[u].mtype != -1; u++) {
|
|
|
|
|
if (UniqMonst[u].mlevel != currlevel)
|
|
|
|
|
continue;
|
|
|
|
|
bool done = false;
|
|
|
|
|
int mt;
|
|
|
|
|
for (mt = 0; mt < LevelMonsterTypeCount; mt++) {
|
|
|
|
|
done = (LevelMonsterTypes[mt].mtype == UniqMonst[u].mtype);
|
|
|
|
|
if (done)
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (u == UMT_GARBUD && Quests[Q_GARBUD]._qactive == QUEST_NOTAVAIL)
|
|
|
|
|
done = false;
|
|
|
|
|
if (u == UMT_ZHAR && Quests[Q_ZHAR]._qactive == QUEST_NOTAVAIL)
|
|
|
|
|
done = false;
|
|
|
|
|
if (u == UMT_SNOTSPIL && Quests[Q_LTBANNER]._qactive == QUEST_NOTAVAIL)
|
|
|
|
|
done = false;
|
|
|
|
|
if (u == UMT_LACHDAN && Quests[Q_VEIL]._qactive == QUEST_NOTAVAIL)
|
|
|
|
|
done = false;
|
|
|
|
|
if (u == UMT_WARLORD && Quests[Q_WARLORD]._qactive == QUEST_NOTAVAIL)
|
|
|
|
|
done = false;
|
|
|
|
|
if (done)
|
|
|
|
|
PlaceUniqueMonst(u, mt, 8);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlaceQuestMonsters()
|
|
|
|
|
{
|
|
|
|
|
int skeltype;
|
|
|
|
|
|
|
|
|
|
if (!setlevel) {
|
|
|
|
|
if (QuestStatus(Q_BUTCHER)) {
|
|
|
|
|
PlaceUniqueMonst(UMT_BUTCHER, 0, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (currlevel == Quests[Q_SKELKING]._qlevel && gbIsMultiplayer) {
|
|
|
|
|
skeltype = 0;
|
|
|
|
|
|
|
|
|
|
for (skeltype = 0; skeltype < LevelMonsterTypeCount; skeltype++) {
|
|
|
|
|
if (IsSkel(LevelMonsterTypes[skeltype].mtype)) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PlaceUniqueMonst(UMT_SKELKING, skeltype, 30);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (QuestStatus(Q_LTBANNER)) {
|
|
|
|
|
auto dunData = LoadFileInMem<uint16_t>("Levels\\L1Data\\Banner1.DUN");
|
|
|
|
|
SetMapMonsters(dunData.get(), Point { setpc_x, setpc_y } * 2);
|
|
|
|
|
}
|
|
|
|
|
if (QuestStatus(Q_BLOOD)) {
|
|
|
|
|
auto dunData = LoadFileInMem<uint16_t>("Levels\\L2Data\\Blood2.DUN");
|
|
|
|
|
SetMapMonsters(dunData.get(), Point { setpc_x, setpc_y } * 2);
|
|
|
|
|
}
|
|
|
|
|
if (QuestStatus(Q_BLIND)) {
|
|
|
|
|
auto dunData = LoadFileInMem<uint16_t>("Levels\\L2Data\\Blind2.DUN");
|
|
|
|
|
SetMapMonsters(dunData.get(), Point { setpc_x, setpc_y } * 2);
|
|
|
|
|
}
|
|
|
|
|
if (QuestStatus(Q_ANVIL)) {
|
|
|
|
|
auto dunData = LoadFileInMem<uint16_t>("Levels\\L3Data\\Anvil.DUN");
|
|
|
|
|
SetMapMonsters(dunData.get(), Point { setpc_x + 2, setpc_y + 2 } * 2);
|
|
|
|
|
}
|
|
|
|
|
if (QuestStatus(Q_WARLORD)) {
|
|
|
|
|
auto dunData = LoadFileInMem<uint16_t>("Levels\\L4Data\\Warlord.DUN");
|
|
|
|
|
SetMapMonsters(dunData.get(), Point { setpc_x, setpc_y } * 2);
|
|
|
|
|
AddMonsterType(UniqMonst[UMT_WARLORD].mtype, PLACE_SCATTER);
|
|
|
|
|
}
|
|
|
|
|
if (QuestStatus(Q_VEIL)) {
|
|
|
|
|
AddMonsterType(UniqMonst[UMT_LACHDAN].mtype, PLACE_SCATTER);
|
|
|
|
|
}
|
|
|
|
|
if (QuestStatus(Q_ZHAR) && zharlib == -1) {
|
|
|
|
|
Quests[Q_ZHAR]._qactive = QUEST_NOTAVAIL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (currlevel == Quests[Q_BETRAYER]._qlevel && gbIsMultiplayer) {
|
|
|
|
|
AddMonsterType(UniqMonst[UMT_LAZURUS].mtype, PLACE_UNIQUE);
|
|
|
|
|
AddMonsterType(UniqMonst[UMT_RED_VEX].mtype, PLACE_UNIQUE);
|
|
|
|
|
PlaceUniqueMonst(UMT_LAZURUS, 0, 0);
|
|
|
|
|
PlaceUniqueMonst(UMT_RED_VEX, 0, 0);
|
|
|
|
|
PlaceUniqueMonst(UMT_BLACKJADE, 0, 0);
|
|
|
|
|
auto dunData = LoadFileInMem<uint16_t>("Levels\\L4Data\\Vile1.DUN");
|
|
|
|
|
SetMapMonsters(dunData.get(), Point { setpc_x, setpc_y } * 2);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (currlevel == 24) {
|
|
|
|
|
UberDiabloMonsterIndex = -1;
|
|
|
|
|
int i1;
|
|
|
|
|
for (i1 = 0; i1 < LevelMonsterTypeCount; i1++) {
|
|
|
|
|
if (LevelMonsterTypes[i1].mtype == UniqMonst[UMT_NAKRUL].mtype)
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (i1 < LevelMonsterTypeCount) {
|
|
|
|
|
for (int i2 = 0; i2 < ActiveMonsterCount; i2++) {
|
|
|
|
|
if (Monsters[i2]._uniqtype != 0 || Monsters[i2]._mMTidx == i1) {
|
|
|
|
|
UberDiabloMonsterIndex = i2;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (UberDiabloMonsterIndex == -1)
|
|
|
|
|
PlaceUniqueMonst(UMT_NAKRUL, 0, 0);
|
|
|
|
|
}
|
|
|
|
|
} else if (setlvlnum == SL_SKELKING) {
|
|
|
|
|
PlaceUniqueMonst(UMT_SKELKING, 0, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlaceGroup(int mtype, int num, int leaderf, int leader)
|
|
|
|
|
{
|
|
|
|
|
int placed = 0;
|
|
|
|
|
|
|
|
|
|
for (int try1 = 0; try1 < 10; try1++) {
|
|
|
|
|
while (placed != 0) {
|
|
|
|
|
ActiveMonsterCount--;
|
|
|
|
|
placed--;
|
|
|
|
|
dMonster[Monsters[ActiveMonsterCount].position.tile.x][Monsters[ActiveMonsterCount].position.tile.y] = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int xp;
|
|
|
|
|
int yp;
|
|
|
|
|
if ((leaderf & 1) != 0) {
|
|
|
|
|
int offset = GenerateRnd(8);
|
|
|
|
|
auto position = Monsters[leader].position.tile + static_cast<Direction>(offset);
|
|
|
|
|
xp = position.x;
|
|
|
|
|
yp = position.y;
|
|
|
|
|
} else {
|
|
|
|
|
do {
|
|
|
|
|
xp = GenerateRnd(80) + 16;
|
|
|
|
|
yp = GenerateRnd(80) + 16;
|
|
|
|
|
} while (!MonstPlace(xp, yp));
|
|
|
|
|
}
|
|
|
|
|
int x1 = xp;
|
|
|
|
|
int y1 = yp;
|
|
|
|
|
|
|
|
|
|
if (num + ActiveMonsterCount > totalmonsters) {
|
|
|
|
|
num = totalmonsters - ActiveMonsterCount;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int j = 0;
|
|
|
|
|
for (int try2 = 0; j < num && try2 < 100; xp += Displacement::fromDirection(static_cast<Direction>(GenerateRnd(8))).deltaX, yp += Displacement::fromDirection(static_cast<Direction>(GenerateRnd(8))).deltaX) { /// BUGFIX: `yp += Point.y`
|
|
|
|
|
if (!MonstPlace(xp, yp)
|
|
|
|
|
|| (dTransVal[xp][yp] != dTransVal[x1][y1])
|
|
|
|
|
|| ((leaderf & 2) != 0 && (abs(xp - x1) >= 4 || abs(yp - y1) >= 4))) {
|
|
|
|
|
try2++;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PlaceMonster(ActiveMonsterCount, mtype, xp, yp);
|
|
|
|
|
if ((leaderf & 1) != 0) {
|
|
|
|
|
Monsters[ActiveMonsterCount]._mmaxhp *= 2;
|
|
|
|
|
Monsters[ActiveMonsterCount]._mhitpoints = Monsters[ActiveMonsterCount]._mmaxhp;
|
|
|
|
|
Monsters[ActiveMonsterCount]._mint = Monsters[leader]._mint;
|
|
|
|
|
|
|
|
|
|
if ((leaderf & 2) != 0) {
|
|
|
|
|
Monsters[ActiveMonsterCount].leader = leader;
|
|
|
|
|
Monsters[ActiveMonsterCount].leaderflag = 1;
|
|
|
|
|
Monsters[ActiveMonsterCount]._mAi = Monsters[leader]._mAi;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Monsters[ActiveMonsterCount]._mAi != AI_GARG) {
|
|
|
|
|
Monsters[ActiveMonsterCount].AnimInfo.pCelSprite = &*Monsters[ActiveMonsterCount].MType->GetAnimData(MA_STAND).CelSpritesForDirections[Monsters[ActiveMonsterCount]._mdir];
|
|
|
|
|
Monsters[ActiveMonsterCount].AnimInfo.CurrentFrame = GenerateRnd(Monsters[ActiveMonsterCount].AnimInfo.NumberOfFrames - 1) + 1;
|
|
|
|
|
Monsters[ActiveMonsterCount]._mFlags &= ~MFLAG_ALLOW_SPECIAL;
|
|
|
|
|
Monsters[ActiveMonsterCount]._mmode = MM_STAND;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
ActiveMonsterCount++;
|
|
|
|
|
placed++;
|
|
|
|
|
j++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (placed >= num) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((leaderf & 2) != 0) {
|
|
|
|
|
Monsters[leader].packsize = placed;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void LoadDiabMonsts()
|
|
|
|
|
{
|
|
|
|
|
{
|
|
|
|
|
auto dunData = LoadFileInMem<uint16_t>("Levels\\L4Data\\diab1.DUN");
|
|
|
|
|
SetMapMonsters(dunData.get(), Point { diabquad1x, diabquad1y } * 2);
|
|
|
|
|
}
|
|
|
|
|
{
|
|
|
|
|
auto dunData = LoadFileInMem<uint16_t>("Levels\\L4Data\\diab2a.DUN");
|
|
|
|
|
SetMapMonsters(dunData.get(), Point { diabquad2x, diabquad2y } * 2);
|
|
|
|
|
}
|
|
|
|
|
{
|
|
|
|
|
auto dunData = LoadFileInMem<uint16_t>("Levels\\L4Data\\diab3a.DUN");
|
|
|
|
|
SetMapMonsters(dunData.get(), Point { diabquad3x, diabquad3y } * 2);
|
|
|
|
|
}
|
|
|
|
|
{
|
|
|
|
|
auto dunData = LoadFileInMem<uint16_t>("Levels\\L4Data\\diab4a.DUN");
|
|
|
|
|
SetMapMonsters(dunData.get(), Point { diabquad4x, diabquad4y } * 2);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void InitMonsters()
|
|
|
|
|
{
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
|
if (gbIsMultiplayer)
|
|
|
|
|
CheckDungeonClear();
|
|
|
|
|
#endif
|
|
|
|
|
if (!setlevel) {
|
|
|
|
|
AddMonster({ 1, 0 }, DIR_S, 0, false);
|
|
|
|
|
AddMonster({ 1, 0 }, DIR_S, 0, false);
|
|
|
|
|
AddMonster({ 1, 0 }, DIR_S, 0, false);
|
|
|
|
|
AddMonster({ 1, 0 }, DIR_S, 0, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!gbIsSpawn && !setlevel && currlevel == 16)
|
|
|
|
|
LoadDiabMonsts();
|
|
|
|
|
|
|
|
|
|
int nt = numtrigs;
|
|
|
|
|
if (currlevel == 15)
|
|
|
|
|
nt = 1;
|
|
|
|
|
for (int i = 0; i < nt; i++) {
|
|
|
|
|
for (int s = -2; s < 2; s++) {
|
|
|
|
|
for (int t = -2; t < 2; t++)
|
|
|
|
|
DoVision(trigs[i].position + Displacement { s, t }, 15, false, false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!gbIsSpawn)
|
|
|
|
|
PlaceQuestMonsters();
|
|
|
|
|
if (!setlevel) {
|
|
|
|
|
if (!gbIsSpawn)
|
|
|
|
|
PlaceUniques();
|
|
|
|
|
int na = 0;
|
|
|
|
|
for (int s = 16; s < 96; s++) {
|
|
|
|
|
for (int t = 16; t < 96; t++) {
|
|
|
|
|
if (!SolidLoc({ s, t }))
|
|
|
|
|
na++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
int numplacemonsters = na / 30;
|
|
|
|
|
if (gbIsMultiplayer)
|
|
|
|
|
numplacemonsters += numplacemonsters / 2;
|
|
|
|
|
if (ActiveMonsterCount + numplacemonsters > MAXMONSTERS - 10)
|
|
|
|
|
numplacemonsters = MAXMONSTERS - 10 - ActiveMonsterCount;
|
|
|
|
|
totalmonsters = ActiveMonsterCount + numplacemonsters;
|
|
|
|
|
int numscattypes = 0;
|
|
|
|
|
int scattertypes[NUM_MTYPES];
|
|
|
|
|
for (int i = 0; i < LevelMonsterTypeCount; i++) {
|
|
|
|
|
if ((LevelMonsterTypes[i].mPlaceFlags & PLACE_SCATTER) != 0) {
|
|
|
|
|
scattertypes[numscattypes] = i;
|
|
|
|
|
numscattypes++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
while (ActiveMonsterCount < totalmonsters) {
|
|
|
|
|
int mtype = scattertypes[GenerateRnd(numscattypes)];
|
|
|
|
|
if (currlevel == 1 || GenerateRnd(2) == 0)
|
|
|
|
|
na = 1;
|
|
|
|
|
else if (currlevel == 2 || (currlevel >= 21 && currlevel <= 24))
|
|
|
|
|
na = GenerateRnd(2) + 2;
|
|
|
|
|
else
|
|
|
|
|
na = GenerateRnd(3) + 3;
|
|
|
|
|
PlaceGroup(mtype, na, 0, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for (int i = 0; i < nt; i++) {
|
|
|
|
|
for (int s = -2; s < 2; s++) {
|
|
|
|
|
for (int t = -2; t < 2; t++)
|
|
|
|
|
DoUnVision(trigs[i].position + Displacement { s, t }, 15);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SetMapMonsters(const uint16_t *dunData, Point startPosition)
|
|
|
|
|
{
|
|
|
|
|
AddMonsterType(MT_GOLEM, PLACE_SPECIAL);
|
|
|
|
|
AddMonster({ 1, 0 }, DIR_S, 0, false);
|
|
|
|
|
AddMonster({ 1, 0 }, DIR_S, 0, false);
|
|
|
|
|
AddMonster({ 1, 0 }, DIR_S, 0, false);
|
|
|
|
|
AddMonster({ 1, 0 }, DIR_S, 0, false);
|
|
|
|
|
if (setlevel && setlvlnum == SL_VILEBETRAYER) {
|
|
|
|
|
AddMonsterType(UniqMonst[UMT_LAZURUS].mtype, PLACE_UNIQUE);
|
|
|
|
|
AddMonsterType(UniqMonst[UMT_RED_VEX].mtype, PLACE_UNIQUE);
|
|
|
|
|
AddMonsterType(UniqMonst[UMT_BLACKJADE].mtype, PLACE_UNIQUE);
|
|
|
|
|
PlaceUniqueMonst(UMT_LAZURUS, 0, 0);
|
|
|
|
|
PlaceUniqueMonst(UMT_RED_VEX, 0, 0);
|
|
|
|
|
PlaceUniqueMonst(UMT_BLACKJADE, 0, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int width = SDL_SwapLE16(dunData[0]);
|
|
|
|
|
int height = SDL_SwapLE16(dunData[1]);
|
|
|
|
|
|
|
|
|
|
int layer2Offset = 2 + width * height;
|
|
|
|
|
|
|
|
|
|
// The rest of the layers are at dPiece scale
|
|
|
|
|
width *= 2;
|
|
|
|
|
height *= 2;
|
|
|
|
|
|
|
|
|
|
const uint16_t *monsterLayer = &dunData[layer2Offset + width * height];
|
|
|
|
|
|
|
|
|
|
for (int j = 0; j < height; j++) {
|
|
|
|
|
for (int i = 0; i < width; i++) {
|
|
|
|
|
uint8_t monsterId = SDL_SwapLE16(monsterLayer[j * width + i]);
|
|
|
|
|
if (monsterId != 0) {
|
|
|
|
|
int mtype = AddMonsterType(MonstConvTbl[monsterId - 1], PLACE_SPECIAL);
|
|
|
|
|
PlaceMonster(ActiveMonsterCount++, mtype, i + startPosition.x + 16, j + startPosition.y + 16);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DeleteMonster(int i)
|
|
|
|
|
{
|
|
|
|
|
ActiveMonsterCount--;
|
|
|
|
|
ActiveMonsters[i] = ActiveMonsters[ActiveMonsterCount];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int AddMonster(Point position, Direction dir, int mtype, bool inMap)
|
|
|
|
|
{
|
|
|
|
|
if (ActiveMonsterCount < MAXMONSTERS) {
|
|
|
|
|
int i = ActiveMonsters[ActiveMonsterCount++];
|
|
|
|
|
if (inMap)
|
|
|
|
|
dMonster[position.x][position.y] = i + 1;
|
|
|
|
|
InitMonster(i, dir, mtype, position);
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddDoppelganger(MonsterStruct &monster)
|
|
|
|
|
{
|
|
|
|
|
if (monster.MType == nullptr) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Point target = { 0, 0 };
|
|
|
|
|
for (int d = 0; d < 8; d++) {
|
|
|
|
|
const Point position = monster.position.tile + static_cast<Direction>(d);
|
|
|
|
|
if (!SolidLoc(position)) {
|
|
|
|
|
if (dPlayer[position.x][position.y] == 0 && dMonster[position.x][position.y] == 0) {
|
|
|
|
|
if (dObject[position.x][position.y] == 0) {
|
|
|
|
|
target = position;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
int oi = dObject[position.x][position.y] > 0 ? dObject[position.x][position.y] - 1 : -(dObject[position.x][position.y] + 1);
|
|
|
|
|
if (!Objects[oi]._oSolidFlag) {
|
|
|
|
|
target = position;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (target != Point { 0, 0 }) {
|
|
|
|
|
for (int j = 0; j < MAX_LVLMTYPES; j++) {
|
|
|
|
|
if (LevelMonsterTypes[j].mtype == monster.MType->mtype) {
|
|
|
|
|
AddMonster(target, monster._mdir, j, true);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_Ranged(int i)
|
|
|
|
|
{
|
|
|
|
|
return IsAnyOf(Monsters[i]._mAi, AI_SKELBOW, AI_GOATBOW, AI_SUCC, AI_LAZHELP);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_Talker(int i)
|
|
|
|
|
{
|
|
|
|
|
return IsAnyOf(Monsters[i]._mAi, AI_LAZURUS, AI_WARLORD, AI_GARBUD, AI_ZHAR, AI_SNOTSPIL, AI_LACHDAN, AI_LAZHELP);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_Enemy(int i)
|
|
|
|
|
{
|
|
|
|
|
BYTE enemyx;
|
|
|
|
|
BYTE enemyy;
|
|
|
|
|
|
|
|
|
|
int menemy = -1;
|
|
|
|
|
int bestDist = -1;
|
|
|
|
|
bool bestsameroom = false;
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if ((monst->_mFlags & MFLAG_BERSERK) != 0 || (monst->_mFlags & MFLAG_GOLEM) == 0) {
|
|
|
|
|
for (int pnum = 0; pnum < MAX_PLRS; pnum++) {
|
|
|
|
|
if (!Players[pnum].plractive || currlevel != Players[pnum].plrlevel || Players[pnum]._pLvlChanging
|
|
|
|
|
|| (((Players[pnum]._pHitPoints >> 6) == 0) && gbIsMultiplayer))
|
|
|
|
|
continue;
|
|
|
|
|
bool sameroom = (dTransVal[monst->position.tile.x][monst->position.tile.y] == dTransVal[Players[pnum].position.tile.x][Players[pnum].position.tile.y]);
|
|
|
|
|
int dist = monst->position.tile.WalkingDistance(Players[pnum].position.tile);
|
|
|
|
|
if ((sameroom && !bestsameroom)
|
|
|
|
|
|| ((sameroom || !bestsameroom) && dist < bestDist)
|
|
|
|
|
|| (menemy == -1)) {
|
|
|
|
|
monst->_mFlags &= ~MFLAG_TARGETS_MONSTER;
|
|
|
|
|
menemy = pnum;
|
|
|
|
|
enemyx = Players[pnum].position.future.x;
|
|
|
|
|
enemyy = Players[pnum].position.future.y;
|
|
|
|
|
bestDist = dist;
|
|
|
|
|
bestsameroom = sameroom;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
for (int j = 0; j < ActiveMonsterCount; j++) {
|
|
|
|
|
int mi = ActiveMonsters[j];
|
|
|
|
|
if (mi == i)
|
|
|
|
|
continue;
|
|
|
|
|
if ((Monsters[mi]._mhitpoints >> 6) <= 0)
|
|
|
|
|
continue;
|
|
|
|
|
if (Monsters[mi].position.tile.x == 1 && Monsters[mi].position.tile.y == 0)
|
|
|
|
|
continue;
|
|
|
|
|
if (M_Talker(mi) && Monsters[mi].mtalkmsg != TEXT_NONE)
|
|
|
|
|
continue;
|
|
|
|
|
if ((monst->_mFlags & MFLAG_GOLEM) != 0 && (Monsters[mi]._mFlags & MFLAG_GOLEM) != 0) // prevent golems from fighting each other
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
int dist = Monsters[mi].position.tile.WalkingDistance(monst->position.tile);
|
|
|
|
|
if (((monst->_mFlags & MFLAG_GOLEM) == 0
|
|
|
|
|
&& (monst->_mFlags & MFLAG_BERSERK) == 0
|
|
|
|
|
&& dist >= 2
|
|
|
|
|
&& !M_Ranged(i))
|
|
|
|
|
|| ((monst->_mFlags & MFLAG_GOLEM) == 0
|
|
|
|
|
&& (monst->_mFlags & MFLAG_BERSERK) == 0
|
|
|
|
|
&& (Monsters[mi]._mFlags & MFLAG_GOLEM) == 0)) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
bool sameroom = dTransVal[monst->position.tile.x][monst->position.tile.y] == dTransVal[Monsters[mi].position.tile.x][Monsters[mi].position.tile.y];
|
|
|
|
|
if ((sameroom && !bestsameroom)
|
|
|
|
|
|| ((sameroom || !bestsameroom) && dist < bestDist)
|
|
|
|
|
|| (menemy == -1)) {
|
|
|
|
|
monst->_mFlags |= MFLAG_TARGETS_MONSTER;
|
|
|
|
|
menemy = mi;
|
|
|
|
|
enemyx = Monsters[mi].position.future.x;
|
|
|
|
|
enemyy = Monsters[mi].position.future.y;
|
|
|
|
|
bestDist = dist;
|
|
|
|
|
bestsameroom = sameroom;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (menemy != -1) {
|
|
|
|
|
monst->_mFlags &= ~MFLAG_NO_ENEMY;
|
|
|
|
|
monst->_menemy = menemy;
|
|
|
|
|
monst->enemyPosition = { enemyx, enemyy };
|
|
|
|
|
} else {
|
|
|
|
|
monst->_mFlags |= MFLAG_NO_ENEMY;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Direction M_GetDir(int i)
|
|
|
|
|
{
|
|
|
|
|
return GetDirection(Monsters[i].position.tile, Monsters[i].enemyPosition);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartStand(int i, Direction md)
|
|
|
|
|
{
|
|
|
|
|
ClearMVars(i);
|
|
|
|
|
if (Monsters[i].MType->mtype == MT_GOLEM)
|
|
|
|
|
NewMonsterAnim(Monsters[i], MA_WALK, md);
|
|
|
|
|
else
|
|
|
|
|
NewMonsterAnim(Monsters[i], MA_STAND, md);
|
|
|
|
|
Monsters[i]._mVar1 = Monsters[i]._mmode;
|
|
|
|
|
Monsters[i]._mVar2 = 0;
|
|
|
|
|
Monsters[i]._mmode = MM_STAND;
|
|
|
|
|
Monsters[i].position.offset = { 0, 0 };
|
|
|
|
|
Monsters[i].position.future = Monsters[i].position.tile;
|
|
|
|
|
Monsters[i].position.old = Monsters[i].position.tile;
|
|
|
|
|
M_Enemy(i);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartDelay(int i, int len)
|
|
|
|
|
{
|
|
|
|
|
if (len <= 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Monsters[i]._mAi != AI_LAZURUS) {
|
|
|
|
|
Monsters[i]._mVar2 = len;
|
|
|
|
|
Monsters[i]._mmode = MM_DELAY;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartSpStand(int i, Direction md)
|
|
|
|
|
{
|
|
|
|
|
NewMonsterAnim(Monsters[i], MA_SPECIAL, md);
|
|
|
|
|
Monsters[i]._mmode = MM_SPSTAND;
|
|
|
|
|
Monsters[i].position.offset = { 0, 0 };
|
|
|
|
|
Monsters[i].position.future = Monsters[i].position.tile;
|
|
|
|
|
Monsters[i].position.old = Monsters[i].position.tile;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartWalk(int i, int xvel, int yvel, int xadd, int yadd, Direction endDir)
|
|
|
|
|
{
|
|
|
|
|
int fx = xadd + Monsters[i].position.tile.x;
|
|
|
|
|
int fy = yadd + Monsters[i].position.tile.y;
|
|
|
|
|
|
|
|
|
|
dMonster[fx][fy] = -(i + 1);
|
|
|
|
|
Monsters[i]._mmode = MM_WALK;
|
|
|
|
|
Monsters[i].position.old = Monsters[i].position.tile;
|
|
|
|
|
Monsters[i].position.future = { fx, fy };
|
|
|
|
|
Monsters[i].position.velocity = { xvel, yvel };
|
|
|
|
|
Monsters[i]._mVar1 = xadd;
|
|
|
|
|
Monsters[i]._mVar2 = yadd;
|
|
|
|
|
Monsters[i]._mVar3 = endDir;
|
|
|
|
|
NewMonsterAnim(Monsters[i], MA_WALK, endDir, AnimationDistributionFlags::ProcessAnimationPending, -1);
|
|
|
|
|
Monsters[i].position.offset2 = { 0, 0 };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartWalk2(int i, int xvel, int yvel, int xoff, int yoff, int xadd, int yadd, Direction endDir)
|
|
|
|
|
{
|
|
|
|
|
int fx = xadd + Monsters[i].position.tile.x;
|
|
|
|
|
int fy = yadd + Monsters[i].position.tile.y;
|
|
|
|
|
|
|
|
|
|
dMonster[Monsters[i].position.tile.x][Monsters[i].position.tile.y] = -(i + 1);
|
|
|
|
|
Monsters[i]._mVar1 = Monsters[i].position.tile.x;
|
|
|
|
|
Monsters[i]._mVar2 = Monsters[i].position.tile.y;
|
|
|
|
|
Monsters[i].position.old = Monsters[i].position.tile;
|
|
|
|
|
Monsters[i].position.tile = { fx, fy };
|
|
|
|
|
Monsters[i].position.future = { fx, fy };
|
|
|
|
|
dMonster[fx][fy] = i + 1;
|
|
|
|
|
if (Monsters[i].mlid != NO_LIGHT)
|
|
|
|
|
ChangeLightXY(Monsters[i].mlid, Monsters[i].position.tile);
|
|
|
|
|
Monsters[i].position.offset = { xoff, yoff };
|
|
|
|
|
Monsters[i]._mmode = MM_WALK2;
|
|
|
|
|
Monsters[i].position.velocity = { xvel, yvel };
|
|
|
|
|
Monsters[i]._mVar3 = endDir;
|
|
|
|
|
NewMonsterAnim(Monsters[i], MA_WALK, endDir, AnimationDistributionFlags::ProcessAnimationPending, -1);
|
|
|
|
|
Monsters[i].position.offset2 = { 16 * xoff, 16 * yoff };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartWalk3(int i, int xvel, int yvel, int xoff, int yoff, int xadd, int yadd, int mapx, int mapy, Direction endDir)
|
|
|
|
|
{
|
|
|
|
|
int fx = xadd + Monsters[i].position.tile.x;
|
|
|
|
|
int fy = yadd + Monsters[i].position.tile.y;
|
|
|
|
|
int x = mapx + Monsters[i].position.tile.x;
|
|
|
|
|
int y = mapy + Monsters[i].position.tile.y;
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].mlid != NO_LIGHT)
|
|
|
|
|
ChangeLightXY(Monsters[i].mlid, { x, y });
|
|
|
|
|
|
|
|
|
|
dMonster[Monsters[i].position.tile.x][Monsters[i].position.tile.y] = -(i + 1);
|
|
|
|
|
dMonster[fx][fy] = -(i + 1);
|
|
|
|
|
Monsters[i].position.temp = { x, y };
|
|
|
|
|
dFlags[x][y] |= BFLAG_MONSTLR;
|
|
|
|
|
Monsters[i].position.old = Monsters[i].position.tile;
|
|
|
|
|
Monsters[i].position.future = { fx, fy };
|
|
|
|
|
Monsters[i].position.offset = { xoff, yoff };
|
|
|
|
|
Monsters[i]._mmode = MM_WALK3;
|
|
|
|
|
Monsters[i].position.velocity = { xvel, yvel };
|
|
|
|
|
Monsters[i]._mVar1 = fx;
|
|
|
|
|
Monsters[i]._mVar2 = fy;
|
|
|
|
|
Monsters[i]._mVar3 = endDir;
|
|
|
|
|
NewMonsterAnim(Monsters[i], MA_WALK, endDir, AnimationDistributionFlags::ProcessAnimationPending, -1);
|
|
|
|
|
Monsters[i].position.offset2 = { 16 * xoff, 16 * yoff };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartAttack(int i)
|
|
|
|
|
{
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
NewMonsterAnim(Monsters[i], MA_ATTACK, md, AnimationDistributionFlags::ProcessAnimationPending);
|
|
|
|
|
Monsters[i]._mmode = MM_ATTACK;
|
|
|
|
|
Monsters[i].position.offset = { 0, 0 };
|
|
|
|
|
Monsters[i].position.future = Monsters[i].position.tile;
|
|
|
|
|
Monsters[i].position.old = Monsters[i].position.tile;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartRAttack(int i, missile_id missileType, int dam)
|
|
|
|
|
{
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
NewMonsterAnim(Monsters[i], MA_ATTACK, md, AnimationDistributionFlags::ProcessAnimationPending);
|
|
|
|
|
Monsters[i]._mmode = MM_RATTACK;
|
|
|
|
|
Monsters[i]._mVar1 = missileType;
|
|
|
|
|
Monsters[i]._mVar2 = dam;
|
|
|
|
|
Monsters[i].position.offset = { 0, 0 };
|
|
|
|
|
Monsters[i].position.future = Monsters[i].position.tile;
|
|
|
|
|
Monsters[i].position.old = Monsters[i].position.tile;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartRSpAttack(int i, missile_id missileType, int dam)
|
|
|
|
|
{
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
int distributeFramesBeforeFrame = 0;
|
|
|
|
|
if (Monsters[i]._mAi == AI_MEGA)
|
|
|
|
|
distributeFramesBeforeFrame = Monsters[i].MData->mAFNum2;
|
|
|
|
|
NewMonsterAnim(Monsters[i], MA_SPECIAL, md, AnimationDistributionFlags::ProcessAnimationPending, 0, distributeFramesBeforeFrame);
|
|
|
|
|
Monsters[i]._mmode = MM_RSPATTACK;
|
|
|
|
|
Monsters[i]._mVar1 = missileType;
|
|
|
|
|
Monsters[i]._mVar2 = 0;
|
|
|
|
|
Monsters[i]._mVar3 = dam;
|
|
|
|
|
Monsters[i].position.offset = { 0, 0 };
|
|
|
|
|
Monsters[i].position.future = Monsters[i].position.tile;
|
|
|
|
|
Monsters[i].position.old = Monsters[i].position.tile;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartSpAttack(int i)
|
|
|
|
|
{
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
NewMonsterAnim(Monsters[i], MA_SPECIAL, md);
|
|
|
|
|
Monsters[i]._mmode = MM_SATTACK;
|
|
|
|
|
Monsters[i].position.offset = { 0, 0 };
|
|
|
|
|
Monsters[i].position.future = Monsters[i].position.tile;
|
|
|
|
|
Monsters[i].position.old = Monsters[i].position.tile;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartEat(int i)
|
|
|
|
|
{
|
|
|
|
|
NewMonsterAnim(Monsters[i], MA_SPECIAL, Monsters[i]._mdir);
|
|
|
|
|
Monsters[i]._mmode = MM_SATTACK;
|
|
|
|
|
Monsters[i].position.offset = { 0, 0 };
|
|
|
|
|
Monsters[i].position.future = Monsters[i].position.tile;
|
|
|
|
|
Monsters[i].position.old = Monsters[i].position.tile;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_ClearSquares(int i)
|
|
|
|
|
{
|
|
|
|
|
int mx = Monsters[i].position.old.x;
|
|
|
|
|
int my = Monsters[i].position.old.y;
|
|
|
|
|
int m1 = -(i + 1);
|
|
|
|
|
int m2 = i + 1;
|
|
|
|
|
|
|
|
|
|
for (int y = my - 1; y <= my + 1; y++) {
|
|
|
|
|
if (y >= 0 && y < MAXDUNY) {
|
|
|
|
|
for (int x = mx - 1; x <= mx + 1; x++) {
|
|
|
|
|
if (x >= 0 && x < MAXDUNX && (dMonster[x][y] == m1 || dMonster[x][y] == m2))
|
|
|
|
|
dMonster[x][y] = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (mx + 1 < MAXDUNX)
|
|
|
|
|
dFlags[mx + 1][my] &= ~BFLAG_MONSTLR;
|
|
|
|
|
if (my + 1 < MAXDUNY)
|
|
|
|
|
dFlags[mx][my + 1] &= ~BFLAG_MONSTLR;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_GetKnockback(int i)
|
|
|
|
|
{
|
|
|
|
|
Direction d = opposite[Monsters[i]._mdir];
|
|
|
|
|
if (!DirOK(i, d)) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
M_ClearSquares(i);
|
|
|
|
|
Monsters[i].position.old += d;
|
|
|
|
|
StartMonsterGotHit(i);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartHit(int i, int pnum, int dam)
|
|
|
|
|
{
|
|
|
|
|
if (pnum >= 0)
|
|
|
|
|
Monsters[i].mWhoHit |= 1 << pnum;
|
|
|
|
|
if (pnum == MyPlayerId) {
|
|
|
|
|
delta_monster_hp(i, Monsters[i]._mhitpoints, currlevel);
|
|
|
|
|
NetSendCmdMonDmg(false, i, dam);
|
|
|
|
|
}
|
|
|
|
|
PlayEffect(i, 1);
|
|
|
|
|
if ((Monsters[i].MType->mtype >= MT_SNEAK && Monsters[i].MType->mtype <= MT_ILLWEAV) || dam >> 6 >= Monsters[i].mLevel + 3) {
|
|
|
|
|
if (pnum >= 0) {
|
|
|
|
|
Monsters[i]._menemy = pnum;
|
|
|
|
|
Monsters[i].enemyPosition = Players[pnum].position.future;
|
|
|
|
|
Monsters[i]._mFlags &= ~MFLAG_TARGETS_MONSTER;
|
|
|
|
|
Monsters[i]._mdir = M_GetDir(i);
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[i].MType->mtype == MT_BLINK) {
|
|
|
|
|
M_Teleport(i);
|
|
|
|
|
} else if ((Monsters[i].MType->mtype >= MT_NSCAV && Monsters[i].MType->mtype <= MT_YSCAV)
|
|
|
|
|
|| Monsters[i].MType->mtype == MT_GRAVEDIG) {
|
|
|
|
|
Monsters[i]._mgoal = MGOAL_NORMAL;
|
|
|
|
|
Monsters[i]._mgoalvar1 = 0;
|
|
|
|
|
Monsters[i]._mgoalvar2 = 0;
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[i]._mmode != MM_STONE) {
|
|
|
|
|
StartMonsterGotHit(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_DiabloDeath(int i, bool sendmsg)
|
|
|
|
|
{
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
PlaySFX(USFX_DIABLOD);
|
|
|
|
|
Quests[Q_DIABLO]._qactive = QUEST_DONE;
|
|
|
|
|
if (sendmsg)
|
|
|
|
|
NetSendCmdQuest(true, Q_DIABLO);
|
|
|
|
|
sgbSaveSoundOn = gbSoundOn;
|
|
|
|
|
gbProcessPlayers = false;
|
|
|
|
|
for (int j = 0; j < ActiveMonsterCount; j++) {
|
|
|
|
|
int k = ActiveMonsters[j];
|
|
|
|
|
if (k == i || monst->_msquelch == 0)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
NewMonsterAnim(Monsters[k], MA_DEATH, Monsters[k]._mdir);
|
|
|
|
|
Monsters[k]._mmode = MM_DEATH;
|
|
|
|
|
Monsters[k].position.offset = { 0, 0 };
|
|
|
|
|
Monsters[k]._mVar1 = 0;
|
|
|
|
|
Monsters[k].position.tile = Monsters[k].position.old;
|
|
|
|
|
Monsters[k].position.future = Monsters[k].position.tile;
|
|
|
|
|
M_ClearSquares(k);
|
|
|
|
|
dMonster[Monsters[k].position.tile.x][Monsters[k].position.tile.y] = k + 1;
|
|
|
|
|
}
|
|
|
|
|
AddLight(monst->position.tile, 8);
|
|
|
|
|
DoVision(monst->position.tile, 8, false, true);
|
|
|
|
|
int dist = monst->position.tile.WalkingDistance({ ViewX, ViewY });
|
|
|
|
|
if (dist > 20)
|
|
|
|
|
dist = 20;
|
|
|
|
|
monst->_mVar3 = ViewX << 16;
|
|
|
|
|
monst->position.temp.x = ViewY << 16;
|
|
|
|
|
monst->position.temp.y = (int)((monst->_mVar3 - (monst->position.tile.x << 16)) / (double)dist);
|
|
|
|
|
monst->position.offset2.deltaX = (int)((monst->position.temp.x - (monst->position.tile.y << 16)) / (double)dist);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SpawnLoot(int i, bool sendmsg)
|
|
|
|
|
{
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (QuestStatus(Q_GARBUD) && monst->_uniqtype - 1 == UMT_GARBUD) {
|
|
|
|
|
CreateTypeItem(monst->position.tile + Displacement { 1, 1 }, true, ITYPE_MACE, IMISC_NONE, true, false);
|
|
|
|
|
} else if (monst->_uniqtype - 1 == UMT_DEFILER) {
|
|
|
|
|
if (effect_is_playing(USFX_DEFILER8))
|
|
|
|
|
stream_stop();
|
|
|
|
|
Quests[Q_DEFILER]._qlog = false;
|
|
|
|
|
SpawnMapOfDoom(monst->position.tile);
|
|
|
|
|
} else if (monst->_uniqtype - 1 == UMT_HORKDMN) {
|
|
|
|
|
if (sgGameInitInfo.bTheoQuest != 0) {
|
|
|
|
|
SpawnTheodore(monst->position.tile);
|
|
|
|
|
} else {
|
|
|
|
|
CreateAmulet(monst->position.tile, 13, false, true);
|
|
|
|
|
}
|
|
|
|
|
} else if (monst->MType->mtype == MT_HORKSPWN) {
|
|
|
|
|
} else if (monst->MType->mtype == MT_NAKRUL) {
|
|
|
|
|
int nSFX = IsUberRoomOpened ? USFX_NAKRUL4 : USFX_NAKRUL5;
|
|
|
|
|
if (sgGameInitInfo.bCowQuest != 0)
|
|
|
|
|
nSFX = USFX_NAKRUL6;
|
|
|
|
|
if (effect_is_playing(nSFX))
|
|
|
|
|
stream_stop();
|
|
|
|
|
Quests[Q_NAKRUL]._qlog = false;
|
|
|
|
|
UberDiabloMonsterIndex = -2;
|
|
|
|
|
CreateMagicWeapon(monst->position.tile, ITYPE_SWORD, ICURS_GREAT_SWORD, false, true);
|
|
|
|
|
CreateMagicWeapon(monst->position.tile, ITYPE_STAFF, ICURS_WAR_STAFF, false, true);
|
|
|
|
|
CreateMagicWeapon(monst->position.tile, ITYPE_BOW, ICURS_LONG_WAR_BOW, false, true);
|
|
|
|
|
CreateSpellBook(monst->position.tile, SPL_APOCA, false, true);
|
|
|
|
|
} else if (i > MAX_PLRS - 1) { // Golems should not spawn loot
|
|
|
|
|
SpawnItem(i, monst->position.tile, sendmsg);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M2MStartHit(int mid, int i, int dam)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)mid < MAXMONSTERS, mid);
|
|
|
|
|
assurance(Monsters[mid].MType != nullptr, mid);
|
|
|
|
|
|
|
|
|
|
if (i >= 0 && i < MAX_PLRS)
|
|
|
|
|
Monsters[mid].mWhoHit |= 1 << i;
|
|
|
|
|
|
|
|
|
|
delta_monster_hp(mid, Monsters[mid]._mhitpoints, currlevel);
|
|
|
|
|
NetSendCmdMonDmg(false, mid, dam);
|
|
|
|
|
PlayEffect(mid, 1);
|
|
|
|
|
|
|
|
|
|
if ((Monsters[mid].MType->mtype >= MT_SNEAK && Monsters[mid].MType->mtype <= MT_ILLWEAV) || dam >> 6 >= Monsters[mid].mLevel + 3) {
|
|
|
|
|
if (i >= 0)
|
|
|
|
|
Monsters[mid]._mdir = opposite[Monsters[i]._mdir];
|
|
|
|
|
|
|
|
|
|
if (Monsters[mid].MType->mtype == MT_BLINK) {
|
|
|
|
|
M_Teleport(mid);
|
|
|
|
|
} else if ((Monsters[mid].MType->mtype >= MT_NSCAV && Monsters[mid].MType->mtype <= MT_YSCAV)
|
|
|
|
|
|| Monsters[mid].MType->mtype == MT_GRAVEDIG) {
|
|
|
|
|
Monsters[mid]._mgoal = MGOAL_NORMAL;
|
|
|
|
|
Monsters[mid]._mgoalvar1 = 0;
|
|
|
|
|
Monsters[mid]._mgoalvar2 = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Monsters[mid]._mmode != MM_STONE) {
|
|
|
|
|
StartMonsterGotHit(mid);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MonstStartKill(int i, int pnum, bool sendmsg)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
assurance(monst->MType != nullptr, i);
|
|
|
|
|
|
|
|
|
|
if (pnum >= 0)
|
|
|
|
|
monst->mWhoHit |= 1 << pnum;
|
|
|
|
|
if (pnum < MAX_PLRS && i >= MAX_PLRS) /// BUGFIX: i >= MAX_PLRS (fixed)
|
|
|
|
|
AddPlrMonstExper(monst->mLevel, monst->mExp, monst->mWhoHit);
|
|
|
|
|
MonsterKillCounts[monst->MType->mtype]++;
|
|
|
|
|
monst->_mhitpoints = 0;
|
|
|
|
|
SetRndSeed(monst->_mRndSeed);
|
|
|
|
|
SpawnLoot(i, sendmsg);
|
|
|
|
|
if (monst->MType->mtype == MT_DIABLO)
|
|
|
|
|
M_DiabloDeath(i, true);
|
|
|
|
|
else
|
|
|
|
|
PlayEffect(i, 2);
|
|
|
|
|
|
|
|
|
|
Direction md = pnum >= 0 ? M_GetDir(i) : monst->_mdir;
|
|
|
|
|
NewMonsterAnim(*monst, MA_DEATH, md, gGameLogicStep < GameLogicStep::ProcessMonsters ? AnimationDistributionFlags::ProcessAnimationPending : AnimationDistributionFlags::None);
|
|
|
|
|
monst->_mmode = MM_DEATH;
|
|
|
|
|
monst->_mgoal = MGOAL_NONE;
|
|
|
|
|
monst->position.offset = { 0, 0 };
|
|
|
|
|
monst->_mVar1 = 0;
|
|
|
|
|
monst->position.tile = monst->position.old;
|
|
|
|
|
monst->position.future = monst->position.old;
|
|
|
|
|
M_ClearSquares(i);
|
|
|
|
|
dMonster[monst->position.tile.x][monst->position.tile.y] = i + 1;
|
|
|
|
|
CheckQuestKill(i, sendmsg);
|
|
|
|
|
M_FallenFear(monst->position.tile);
|
|
|
|
|
if ((monst->MType->mtype >= MT_NACID && monst->MType->mtype <= MT_XACID) || monst->MType->mtype == MT_SPIDLORD)
|
|
|
|
|
AddMissile(monst->position.tile, { 0, 0 }, 0, MIS_ACIDPUD, TARGET_PLAYERS, i, monst->_mint + 1, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M2MStartKill(int i, int mid)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
assurance((DWORD)mid < MAXMONSTERS, mid);
|
|
|
|
|
assurance(Monsters[mid].MType != nullptr, mid); /// BUGFIX: should check `mid` (fixed)
|
|
|
|
|
|
|
|
|
|
delta_kill_monster(mid, Monsters[mid].position.tile, currlevel);
|
|
|
|
|
NetSendCmdLocParam1(false, CMD_MONSTDEATH, Monsters[mid].position.tile, mid);
|
|
|
|
|
|
|
|
|
|
if (i < MAX_PLRS) {
|
|
|
|
|
Monsters[mid].mWhoHit |= 1 << i;
|
|
|
|
|
if (mid >= MAX_PLRS)
|
|
|
|
|
AddPlrMonstExper(Monsters[mid].mLevel, Monsters[mid].mExp, Monsters[mid].mWhoHit);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MonsterKillCounts[Monsters[mid].MType->mtype]++;
|
|
|
|
|
Monsters[mid]._mhitpoints = 0;
|
|
|
|
|
SetRndSeed(Monsters[mid]._mRndSeed);
|
|
|
|
|
|
|
|
|
|
SpawnLoot(mid, true);
|
|
|
|
|
|
|
|
|
|
if (Monsters[mid].MType->mtype == MT_DIABLO)
|
|
|
|
|
M_DiabloDeath(mid, true);
|
|
|
|
|
else
|
|
|
|
|
PlayEffect(mid, 2);
|
|
|
|
|
|
|
|
|
|
Direction md = opposite[Monsters[i]._mdir];
|
|
|
|
|
if (Monsters[mid].MType->mtype == MT_GOLEM)
|
|
|
|
|
md = DIR_S;
|
|
|
|
|
|
|
|
|
|
NewMonsterAnim(Monsters[mid], MA_DEATH, md, gGameLogicStep < GameLogicStep::ProcessMonsters ? AnimationDistributionFlags::ProcessAnimationPending : AnimationDistributionFlags::None);
|
|
|
|
|
Monsters[mid]._mmode = MM_DEATH;
|
|
|
|
|
Monsters[mid].position.offset = { 0, 0 };
|
|
|
|
|
Monsters[mid].position.tile = Monsters[mid].position.old;
|
|
|
|
|
Monsters[mid].position.future = Monsters[mid].position.old;
|
|
|
|
|
M_ClearSquares(mid);
|
|
|
|
|
dMonster[Monsters[mid].position.tile.x][Monsters[mid].position.tile.y] = mid + 1;
|
|
|
|
|
CheckQuestKill(mid, true);
|
|
|
|
|
M_FallenFear(Monsters[mid].position.tile);
|
|
|
|
|
if (Monsters[mid].MType->mtype >= MT_NACID && Monsters[mid].MType->mtype <= MT_XACID)
|
|
|
|
|
AddMissile(Monsters[mid].position.tile, { 0, 0 }, 0, MIS_ACIDPUD, TARGET_PLAYERS, mid, Monsters[mid]._mint + 1, 0);
|
|
|
|
|
|
|
|
|
|
if (gbIsHellfire)
|
|
|
|
|
M_StartStand(i, Monsters[i]._mdir);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartKill(int i, int pnum)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
if (MyPlayerId == pnum) {
|
|
|
|
|
delta_kill_monster(i, Monsters[i].position.tile, currlevel);
|
|
|
|
|
if (i != pnum) {
|
|
|
|
|
NetSendCmdLocParam1(false, CMD_MONSTDEATH, Monsters[i].position.tile, i);
|
|
|
|
|
} else {
|
|
|
|
|
NetSendCmdLocParam1(false, CMD_KILLGOLEM, Monsters[i].position.tile, currlevel);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MonstStartKill(i, pnum, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_SyncStartKill(int i, Point position, int pnum)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
if (Monsters[i]._mhitpoints > 0 || Monsters[i]._mmode == MM_DEATH) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dMonster[position.x][position.y] == 0) {
|
|
|
|
|
M_ClearSquares(i);
|
|
|
|
|
Monsters[i].position.tile = position;
|
|
|
|
|
Monsters[i].position.old = position;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Monsters[i]._mmode == MM_STONE) {
|
|
|
|
|
MonstStartKill(i, pnum, false);
|
|
|
|
|
Monsters[i].Petrify();
|
|
|
|
|
} else {
|
|
|
|
|
MonstStartKill(i, pnum, false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartFadein(int i, Direction md, bool backwards)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
assurance(Monsters[i].MType != nullptr, i);
|
|
|
|
|
|
|
|
|
|
NewMonsterAnim(Monsters[i], MA_SPECIAL, md);
|
|
|
|
|
Monsters[i]._mmode = MM_FADEIN;
|
|
|
|
|
Monsters[i].position.offset = { 0, 0 };
|
|
|
|
|
Monsters[i].position.future = Monsters[i].position.tile;
|
|
|
|
|
Monsters[i].position.old = Monsters[i].position.tile;
|
|
|
|
|
Monsters[i]._mFlags &= ~MFLAG_HIDDEN;
|
|
|
|
|
if (backwards) {
|
|
|
|
|
Monsters[i]._mFlags |= MFLAG_LOCK_ANIMATION;
|
|
|
|
|
Monsters[i].AnimInfo.CurrentFrame = Monsters[i].AnimInfo.NumberOfFrames;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartFadeout(int i, Direction md, bool backwards)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
assurance(Monsters[i].MType != nullptr, i);
|
|
|
|
|
assurance(Monsters[i].MType != nullptr, i);
|
|
|
|
|
|
|
|
|
|
NewMonsterAnim(Monsters[i], MA_SPECIAL, md);
|
|
|
|
|
Monsters[i]._mmode = MM_FADEOUT;
|
|
|
|
|
Monsters[i].position.offset = { 0, 0 };
|
|
|
|
|
Monsters[i].position.future = Monsters[i].position.tile;
|
|
|
|
|
Monsters[i].position.old = Monsters[i].position.tile;
|
|
|
|
|
if (backwards) {
|
|
|
|
|
Monsters[i]._mFlags |= MFLAG_LOCK_ANIMATION;
|
|
|
|
|
Monsters[i].AnimInfo.CurrentFrame = Monsters[i].AnimInfo.NumberOfFrames;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_StartHeal(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
assurance(Monsters[i].MType != nullptr, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
monst->AnimInfo.pCelSprite = &*monst->MType->GetAnimData(MA_SPECIAL).CelSpritesForDirections[monst->_mdir];
|
|
|
|
|
monst->AnimInfo.CurrentFrame = monst->MType->GetAnimData(MA_SPECIAL).Frames;
|
|
|
|
|
monst->_mFlags |= MFLAG_LOCK_ANIMATION;
|
|
|
|
|
monst->_mmode = MM_HEAL;
|
|
|
|
|
monst->_mVar1 = monst->_mmaxhp / (16 * (GenerateRnd(5) + 4));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_ChangeLightOffset(int monst)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)monst < MAXMONSTERS, monst);
|
|
|
|
|
|
|
|
|
|
int lx = (Monsters[monst].position.offset.deltaX + 2 * Monsters[monst].position.offset.deltaY) / 8;
|
|
|
|
|
int ly = (2 * Monsters[monst].position.offset.deltaY - Monsters[monst].position.offset.deltaX) / 8;
|
|
|
|
|
|
|
|
|
|
if (Monsters[monst].mlid != NO_LIGHT)
|
|
|
|
|
ChangeLightOff(Monsters[monst].mlid, { lx, ly });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DoStand(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
commitment(Monsters[i].MType != nullptr, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->MType->mtype == MT_GOLEM)
|
|
|
|
|
monst->AnimInfo.pCelSprite = &*monst->MType->GetAnimData(MA_WALK).CelSpritesForDirections[monst->_mdir];
|
|
|
|
|
else
|
|
|
|
|
monst->AnimInfo.pCelSprite = &*monst->MType->GetAnimData(MA_STAND).CelSpritesForDirections[monst->_mdir];
|
|
|
|
|
|
|
|
|
|
if (monst->AnimInfo.CurrentFrame == monst->AnimInfo.NumberOfFrames)
|
|
|
|
|
M_Enemy(i);
|
|
|
|
|
|
|
|
|
|
monst->_mVar2++;
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Continue movement towards new tile
|
|
|
|
|
*/
|
|
|
|
|
bool M_DoWalk(int i, int variant)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
commitment(Monsters[i].MType != nullptr, i);
|
|
|
|
|
|
|
|
|
|
//Check if we reached new tile
|
|
|
|
|
bool isAnimationEnd = Monsters[i].AnimInfo.CurrentFrame == Monsters[i].AnimInfo.NumberOfFrames;
|
|
|
|
|
if (isAnimationEnd) {
|
|
|
|
|
switch (variant) {
|
|
|
|
|
case MM_WALK:
|
|
|
|
|
dMonster[Monsters[i].position.tile.x][Monsters[i].position.tile.y] = 0;
|
|
|
|
|
Monsters[i].position.tile.x += Monsters[i]._mVar1;
|
|
|
|
|
Monsters[i].position.tile.y += Monsters[i]._mVar2;
|
|
|
|
|
dMonster[Monsters[i].position.tile.x][Monsters[i].position.tile.y] = i + 1;
|
|
|
|
|
break;
|
|
|
|
|
case MM_WALK2:
|
|
|
|
|
dMonster[Monsters[i]._mVar1][Monsters[i]._mVar2] = 0;
|
|
|
|
|
break;
|
|
|
|
|
case MM_WALK3:
|
|
|
|
|
dMonster[Monsters[i].position.tile.x][Monsters[i].position.tile.y] = 0;
|
|
|
|
|
Monsters[i].position.tile = { Monsters[i]._mVar1, Monsters[i]._mVar2 };
|
|
|
|
|
dFlags[Monsters[i].position.temp.x][Monsters[i].position.temp.y] &= ~BFLAG_MONSTLR;
|
|
|
|
|
dMonster[Monsters[i].position.tile.x][Monsters[i].position.tile.y] = i + 1;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[i].mlid != NO_LIGHT)
|
|
|
|
|
ChangeLightXY(Monsters[i].mlid, Monsters[i].position.tile);
|
|
|
|
|
M_StartStand(i, Monsters[i]._mdir);
|
|
|
|
|
} else { //We didn't reach new tile so update monster's "sub-tile" position
|
|
|
|
|
if (Monsters[i].AnimInfo.TickCounterOfCurrentFrame == 0) {
|
|
|
|
|
if (Monsters[i].AnimInfo.CurrentFrame == 0 && Monsters[i].MType->mtype == MT_FLESTHNG)
|
|
|
|
|
PlayEffect(i, 3);
|
|
|
|
|
Monsters[i].position.offset2 += Monsters[i].position.velocity;
|
|
|
|
|
Monsters[i].position.offset.deltaX = Monsters[i].position.offset2.deltaX >> 4;
|
|
|
|
|
Monsters[i].position.offset.deltaY = Monsters[i].position.offset2.deltaY >> 4;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].mlid != NO_LIGHT) // BUGFIX: change uniqtype check to mlid check like it is in all other places (fixed)
|
|
|
|
|
M_ChangeLightOffset(i);
|
|
|
|
|
|
|
|
|
|
return isAnimationEnd;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_TryM2MHit(int i, int mid, int hper, int mind, int maxd)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)mid < MAXMONSTERS, mid);
|
|
|
|
|
assurance(Monsters[mid].MType != nullptr, mid);
|
|
|
|
|
|
|
|
|
|
if (Monsters[mid]._mhitpoints >> 6 > 0 && (Monsters[mid].MType->mtype != MT_ILLWEAV || Monsters[mid]._mgoal != MGOAL_RETREAT)) {
|
|
|
|
|
int hit = GenerateRnd(100);
|
|
|
|
|
if (Monsters[mid]._mmode == MM_STONE)
|
|
|
|
|
hit = 0;
|
|
|
|
|
bool unused;
|
|
|
|
|
if (!CheckMonsterHit(mid, &unused) && hit < hper) {
|
|
|
|
|
int dam = (mind + GenerateRnd(maxd - mind + 1)) << 6;
|
|
|
|
|
Monsters[mid]._mhitpoints -= dam;
|
|
|
|
|
if (Monsters[mid]._mhitpoints >> 6 <= 0) {
|
|
|
|
|
if (Monsters[mid]._mmode == MM_STONE) {
|
|
|
|
|
M2MStartKill(i, mid);
|
|
|
|
|
Monsters[mid].Petrify();
|
|
|
|
|
} else {
|
|
|
|
|
M2MStartKill(i, mid);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (Monsters[mid]._mmode == MM_STONE) {
|
|
|
|
|
M2MStartHit(mid, i, dam);
|
|
|
|
|
Monsters[mid].Petrify();
|
|
|
|
|
} else {
|
|
|
|
|
M2MStartHit(mid, i, dam);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_TryH2HHit(int i, int pnum, int hit, int minDam, int maxDam)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
assurance(Monsters[i].MType != nullptr, i);
|
|
|
|
|
|
|
|
|
|
if ((Monsters[i]._mFlags & MFLAG_TARGETS_MONSTER) != 0) {
|
|
|
|
|
M_TryM2MHit(i, pnum, hit, minDam, maxDam);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if (Players[pnum]._pHitPoints >> 6 <= 0 || Players[pnum]._pInvincible || (Players[pnum]._pSpellFlags & 1) != 0)
|
|
|
|
|
return;
|
|
|
|
|
if (Monsters[i].position.tile.WalkingDistance(Players[pnum].position.tile) >= 2)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
int hper = GenerateRnd(100);
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
|
if (debug_mode_dollar_sign || debug_mode_key_inverted_v)
|
|
|
|
|
hper = 1000;
|
|
|
|
|
#endif
|
|
|
|
|
int ac = Players[pnum]._pIBonusAC + Players[pnum]._pIAC;
|
|
|
|
|
if ((Players[pnum].pDamAcFlags & ISPLHF_ACDEMON) != 0 && Monsters[i].MData->mMonstClass == MC_DEMON)
|
|
|
|
|
ac += 40;
|
|
|
|
|
if ((Players[pnum].pDamAcFlags & ISPLHF_ACUNDEAD) != 0 && Monsters[i].MData->mMonstClass == MC_UNDEAD)
|
|
|
|
|
ac += 20;
|
|
|
|
|
hit += 2 * (Monsters[i].mLevel - Players[pnum]._pLevel)
|
|
|
|
|
+ 30
|
|
|
|
|
- ac
|
|
|
|
|
- Players[pnum]._pDexterity / 5;
|
|
|
|
|
if (hit < 15)
|
|
|
|
|
hit = 15;
|
|
|
|
|
if (currlevel == 14 && hit < 20)
|
|
|
|
|
hit = 20;
|
|
|
|
|
if (currlevel == 15 && hit < 25)
|
|
|
|
|
hit = 25;
|
|
|
|
|
if (currlevel == 16 && hit < 30)
|
|
|
|
|
hit = 30;
|
|
|
|
|
int blkper = 100;
|
|
|
|
|
if ((Players[pnum]._pmode == PM_STAND || Players[pnum]._pmode == PM_ATTACK) && Players[pnum]._pBlockFlag) {
|
|
|
|
|
blkper = GenerateRnd(100);
|
|
|
|
|
}
|
|
|
|
|
int blk = Players[pnum]._pDexterity
|
|
|
|
|
+ Players[pnum]._pBaseToBlk
|
|
|
|
|
- (Monsters[i].mLevel * 2)
|
|
|
|
|
+ (Players[pnum]._pLevel * 2);
|
|
|
|
|
if (blk < 0)
|
|
|
|
|
blk = 0;
|
|
|
|
|
if (blk > 100)
|
|
|
|
|
blk = 100;
|
|
|
|
|
if (hper >= hit)
|
|
|
|
|
return;
|
|
|
|
|
if (blkper < blk) {
|
|
|
|
|
Direction dir = GetDirection(Players[pnum].position.tile, Monsters[i].position.tile);
|
|
|
|
|
StartPlrBlock(pnum, dir);
|
|
|
|
|
if (pnum == MyPlayerId && Players[pnum].wReflections > 0) {
|
|
|
|
|
Players[pnum].wReflections--;
|
|
|
|
|
int dam = GenerateRnd((maxDam - minDam + 1) << 6) + (minDam << 6);
|
|
|
|
|
dam += Players[pnum]._pIGetHit << 6;
|
|
|
|
|
if (dam < 64)
|
|
|
|
|
dam = 64;
|
|
|
|
|
int mdam = dam * (GenerateRnd(10) + 20L) / 100;
|
|
|
|
|
Monsters[i]._mhitpoints -= mdam;
|
|
|
|
|
dam -= mdam;
|
|
|
|
|
if (dam < 0)
|
|
|
|
|
dam = 0;
|
|
|
|
|
if (Monsters[i]._mhitpoints >> 6 <= 0)
|
|
|
|
|
M_StartKill(i, pnum);
|
|
|
|
|
else
|
|
|
|
|
M_StartHit(i, pnum, mdam);
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[i].MType->mtype == MT_YZOMBIE && pnum == MyPlayerId) {
|
|
|
|
|
int currentMissileId = -1;
|
|
|
|
|
for (int j = 0; j < ActiveMissileCount; j++) {
|
|
|
|
|
int mi = ActiveMissiles[j];
|
|
|
|
|
if (Missiles[mi]._mitype != MIS_MANASHIELD)
|
|
|
|
|
continue;
|
|
|
|
|
if (Missiles[mi]._misource == pnum)
|
|
|
|
|
currentMissileId = mi;
|
|
|
|
|
}
|
|
|
|
|
if (Players[pnum]._pMaxHP > 64) {
|
|
|
|
|
if (Players[pnum]._pMaxHPBase > 64) {
|
|
|
|
|
Players[pnum]._pMaxHP -= 64;
|
|
|
|
|
if (Players[pnum]._pHitPoints > Players[pnum]._pMaxHP) {
|
|
|
|
|
Players[pnum]._pHitPoints = Players[pnum]._pMaxHP;
|
|
|
|
|
if (currentMissileId >= 0)
|
|
|
|
|
Missiles[currentMissileId]._miVar1 = Players[pnum]._pHitPoints;
|
|
|
|
|
}
|
|
|
|
|
Players[pnum]._pMaxHPBase -= 64;
|
|
|
|
|
if (Players[pnum]._pHPBase > Players[pnum]._pMaxHPBase) {
|
|
|
|
|
Players[pnum]._pHPBase = Players[pnum]._pMaxHPBase;
|
|
|
|
|
if (currentMissileId >= 0)
|
|
|
|
|
Missiles[currentMissileId]._miVar2 = Players[pnum]._pHPBase;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
int dam = (minDam << 6) + GenerateRnd((maxDam - minDam + 1) << 6);
|
|
|
|
|
dam += (Players[pnum]._pIGetHit << 6);
|
|
|
|
|
if (dam < 64)
|
|
|
|
|
dam = 64;
|
|
|
|
|
if (pnum == MyPlayerId) {
|
|
|
|
|
if (Players[pnum].wReflections > 0) {
|
|
|
|
|
Players[pnum].wReflections--;
|
|
|
|
|
int mdam = dam * (GenerateRnd(10) + 20L) / 100;
|
|
|
|
|
Monsters[i]._mhitpoints -= mdam;
|
|
|
|
|
dam -= mdam;
|
|
|
|
|
if (dam < 0)
|
|
|
|
|
dam = 0;
|
|
|
|
|
if (Monsters[i]._mhitpoints >> 6 <= 0)
|
|
|
|
|
M_StartKill(i, pnum);
|
|
|
|
|
else
|
|
|
|
|
M_StartHit(i, pnum, mdam);
|
|
|
|
|
}
|
|
|
|
|
ApplyPlrDamage(pnum, 0, 0, dam);
|
|
|
|
|
}
|
|
|
|
|
if ((Players[pnum]._pIFlags & ISPL_THORNS) != 0) {
|
|
|
|
|
int mdam = (GenerateRnd(3) + 1) << 6;
|
|
|
|
|
Monsters[i]._mhitpoints -= mdam;
|
|
|
|
|
if (Monsters[i]._mhitpoints >> 6 <= 0)
|
|
|
|
|
M_StartKill(i, pnum);
|
|
|
|
|
else
|
|
|
|
|
M_StartHit(i, pnum, mdam);
|
|
|
|
|
}
|
|
|
|
|
if ((Monsters[i]._mFlags & MFLAG_NOLIFESTEAL) == 0 && Monsters[i].MType->mtype == MT_SKING && gbIsMultiplayer)
|
|
|
|
|
Monsters[i]._mhitpoints += dam;
|
|
|
|
|
if (Players[pnum]._pHitPoints >> 6 <= 0) {
|
|
|
|
|
if (gbIsHellfire)
|
|
|
|
|
M_StartStand(i, Monsters[i]._mdir);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
StartPlrHit(pnum, dam, false);
|
|
|
|
|
if ((Monsters[i]._mFlags & MFLAG_KNOCKBACK) != 0) {
|
|
|
|
|
if (Players[pnum]._pmode != PM_GOTHIT)
|
|
|
|
|
StartPlrHit(pnum, 0, true);
|
|
|
|
|
|
|
|
|
|
Point newPosition = Players[pnum].position.tile + Monsters[i]._mdir;
|
|
|
|
|
if (PosOkPlayer(pnum, newPosition)) {
|
|
|
|
|
Players[pnum].position.tile = newPosition;
|
|
|
|
|
FixPlayerLocation(pnum, Players[pnum]._pdir);
|
|
|
|
|
FixPlrWalkTags(pnum);
|
|
|
|
|
dPlayer[newPosition.x][newPosition.y] = pnum + 1;
|
|
|
|
|
SetPlayerOld(Players[pnum]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DoAttack(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
commitment(monst->MType != nullptr, i);
|
|
|
|
|
commitment(monst->MData != nullptr, i); // BUGFIX: should check MData (fixed)
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].AnimInfo.CurrentFrame == Monsters[i].MData->mAFNum) {
|
|
|
|
|
M_TryH2HHit(i, Monsters[i]._menemy, Monsters[i].mHit, Monsters[i].mMinDamage, Monsters[i].mMaxDamage);
|
|
|
|
|
if (Monsters[i]._mAi != AI_SNAKE)
|
|
|
|
|
PlayEffect(i, 0);
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[i].MType->mtype >= MT_NMAGMA && Monsters[i].MType->mtype <= MT_WMAGMA && Monsters[i].AnimInfo.CurrentFrame == 9) {
|
|
|
|
|
M_TryH2HHit(i, Monsters[i]._menemy, Monsters[i].mHit + 10, Monsters[i].mMinDamage - 2, Monsters[i].mMaxDamage - 2);
|
|
|
|
|
PlayEffect(i, 0);
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[i].MType->mtype >= MT_STORM && Monsters[i].MType->mtype <= MT_MAEL && Monsters[i].AnimInfo.CurrentFrame == 13) {
|
|
|
|
|
M_TryH2HHit(i, Monsters[i]._menemy, Monsters[i].mHit - 20, Monsters[i].mMinDamage + 4, Monsters[i].mMaxDamage + 4);
|
|
|
|
|
PlayEffect(i, 0);
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[i]._mAi == AI_SNAKE && Monsters[i].AnimInfo.CurrentFrame == 1)
|
|
|
|
|
PlayEffect(i, 0);
|
|
|
|
|
if (Monsters[i].AnimInfo.CurrentFrame == Monsters[i].AnimInfo.NumberOfFrames) {
|
|
|
|
|
M_StartStand(i, Monsters[i]._mdir);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DoRAttack(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
commitment(Monsters[i].MType != nullptr, i);
|
|
|
|
|
commitment(Monsters[i].MData != nullptr, i);
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].AnimInfo.CurrentFrame == Monsters[i].MData->mAFNum) {
|
|
|
|
|
if (Monsters[i]._mVar1 != -1) {
|
|
|
|
|
int multimissiles = 1;
|
|
|
|
|
if (Monsters[i]._mVar1 == MIS_CBOLT)
|
|
|
|
|
multimissiles = 3;
|
|
|
|
|
for (int mi = 0; mi < multimissiles; mi++) {
|
|
|
|
|
Point sourcePosition = Monsters[i].position.tile;
|
|
|
|
|
if (gbIsHellfire) {
|
|
|
|
|
sourcePosition += Monsters[i]._mdir;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AddMissile(
|
|
|
|
|
sourcePosition,
|
|
|
|
|
Monsters[i].enemyPosition,
|
|
|
|
|
Monsters[i]._mdir,
|
|
|
|
|
Monsters[i]._mVar1,
|
|
|
|
|
TARGET_PLAYERS,
|
|
|
|
|
i,
|
|
|
|
|
Monsters[i]._mVar2,
|
|
|
|
|
0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
PlayEffect(i, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].AnimInfo.CurrentFrame == Monsters[i].AnimInfo.NumberOfFrames) {
|
|
|
|
|
M_StartStand(i, Monsters[i]._mdir);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DoRSpAttack(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
commitment(Monsters[i].MType != nullptr, i);
|
|
|
|
|
commitment(Monsters[i].MData != nullptr, i); // BUGFIX: should check MData (fixed)
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].AnimInfo.CurrentFrame == Monsters[i].MData->mAFNum2 && Monsters[i].AnimInfo.TickCounterOfCurrentFrame == 0) {
|
|
|
|
|
Point sourcePosition = Monsters[i].position.tile;
|
|
|
|
|
if (gbIsHellfire) {
|
|
|
|
|
sourcePosition += Monsters[i]._mdir;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AddMissile(
|
|
|
|
|
sourcePosition,
|
|
|
|
|
Monsters[i].enemyPosition,
|
|
|
|
|
Monsters[i]._mdir,
|
|
|
|
|
Monsters[i]._mVar1,
|
|
|
|
|
TARGET_PLAYERS,
|
|
|
|
|
i,
|
|
|
|
|
Monsters[i]._mVar3,
|
|
|
|
|
0);
|
|
|
|
|
PlayEffect(i, 3);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Monsters[i]._mAi == AI_MEGA && Monsters[i].AnimInfo.CurrentFrame == Monsters[i].MData->mAFNum2) {
|
|
|
|
|
if (Monsters[i]._mVar2++ == 0) {
|
|
|
|
|
Monsters[i]._mFlags |= MFLAG_ALLOW_SPECIAL;
|
|
|
|
|
} else if (Monsters[i]._mVar2 == 15) {
|
|
|
|
|
Monsters[i]._mFlags &= ~MFLAG_ALLOW_SPECIAL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].AnimInfo.CurrentFrame == Monsters[i].AnimInfo.NumberOfFrames) {
|
|
|
|
|
M_StartStand(i, Monsters[i]._mdir);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DoSAttack(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
commitment(Monsters[i].MType != nullptr, i);
|
|
|
|
|
commitment(Monsters[i].MData != nullptr, i);
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].AnimInfo.CurrentFrame == Monsters[i].MData->mAFNum2)
|
|
|
|
|
M_TryH2HHit(i, Monsters[i]._menemy, Monsters[i].mHit2, Monsters[i].mMinDamage2, Monsters[i].mMaxDamage2);
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].AnimInfo.CurrentFrame == Monsters[i].AnimInfo.NumberOfFrames) {
|
|
|
|
|
M_StartStand(i, Monsters[i]._mdir);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DoFadein(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
if (((Monsters[i]._mFlags & MFLAG_LOCK_ANIMATION) == 0 || Monsters[i].AnimInfo.CurrentFrame != 1)
|
|
|
|
|
&& ((Monsters[i]._mFlags & MFLAG_LOCK_ANIMATION) != 0 || Monsters[i].AnimInfo.CurrentFrame != Monsters[i].AnimInfo.NumberOfFrames)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
M_StartStand(i, Monsters[i]._mdir);
|
|
|
|
|
Monsters[i]._mFlags &= ~MFLAG_LOCK_ANIMATION;
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DoFadeout(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
if (((Monsters[i]._mFlags & MFLAG_LOCK_ANIMATION) == 0 || Monsters[i].AnimInfo.CurrentFrame != 1)
|
|
|
|
|
&& ((Monsters[i]._mFlags & MFLAG_LOCK_ANIMATION) != 0 || Monsters[i].AnimInfo.CurrentFrame != Monsters[i].AnimInfo.NumberOfFrames)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int mt = Monsters[i].MType->mtype;
|
|
|
|
|
if (mt < MT_INCIN || mt > MT_HELLBURN) {
|
|
|
|
|
Monsters[i]._mFlags &= ~MFLAG_LOCK_ANIMATION;
|
|
|
|
|
Monsters[i]._mFlags |= MFLAG_HIDDEN;
|
|
|
|
|
} else {
|
|
|
|
|
Monsters[i]._mFlags &= ~MFLAG_LOCK_ANIMATION;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
M_StartStand(i, Monsters[i]._mdir);
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DoHeal(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if ((Monsters[i]._mFlags & MFLAG_NOHEAL) != 0) {
|
|
|
|
|
monst->_mFlags &= ~MFLAG_ALLOW_SPECIAL;
|
|
|
|
|
monst->_mmode = MM_SATTACK;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->AnimInfo.CurrentFrame == 1) {
|
|
|
|
|
monst->_mFlags &= ~MFLAG_LOCK_ANIMATION;
|
|
|
|
|
monst->_mFlags |= MFLAG_ALLOW_SPECIAL;
|
|
|
|
|
if (monst->_mVar1 + monst->_mhitpoints < monst->_mmaxhp) {
|
|
|
|
|
monst->_mhitpoints = monst->_mVar1 + monst->_mhitpoints;
|
|
|
|
|
} else {
|
|
|
|
|
monst->_mhitpoints = monst->_mmaxhp;
|
|
|
|
|
monst->_mFlags &= ~MFLAG_ALLOW_SPECIAL;
|
|
|
|
|
monst->_mmode = MM_SATTACK;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DoTalk(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
M_StartStand(i, Monsters[i]._mdir);
|
|
|
|
|
monst->_mgoal = MGOAL_TALKING; // CODEFIX: apply Monst instead of monster[i] in the rest of the function
|
|
|
|
|
if (effect_is_playing(Texts[Monsters[i].mtalkmsg].sfxnr))
|
|
|
|
|
return false;
|
|
|
|
|
InitQTextMsg(Monsters[i].mtalkmsg);
|
|
|
|
|
if (Monsters[i]._uniqtype - 1 == UMT_GARBUD) {
|
|
|
|
|
if (Monsters[i].mtalkmsg == TEXT_GARBUD1) {
|
|
|
|
|
Quests[Q_GARBUD]._qactive = QUEST_ACTIVE;
|
|
|
|
|
Quests[Q_GARBUD]._qlog = true; // BUGFIX: (?) for other quests qactive and qlog go together, maybe this should actually go into the if above (fixed)
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[i].mtalkmsg == TEXT_GARBUD2 && (Monsters[i]._mFlags & MFLAG_QUEST_COMPLETE) == 0) {
|
|
|
|
|
SpawnItem(i, Monsters[i].position.tile + Displacement { 1, 1 }, true);
|
|
|
|
|
Monsters[i]._mFlags |= MFLAG_QUEST_COMPLETE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[i]._uniqtype - 1 == UMT_ZHAR
|
|
|
|
|
&& Monsters[i].mtalkmsg == TEXT_ZHAR1
|
|
|
|
|
&& (Monsters[i]._mFlags & MFLAG_QUEST_COMPLETE) == 0) {
|
|
|
|
|
Quests[Q_ZHAR]._qactive = QUEST_ACTIVE;
|
|
|
|
|
Quests[Q_ZHAR]._qlog = true;
|
|
|
|
|
CreateTypeItem(Monsters[i].position.tile + Displacement { 1, 1 }, false, ITYPE_MISC, IMISC_BOOK, true, false);
|
|
|
|
|
Monsters[i]._mFlags |= MFLAG_QUEST_COMPLETE;
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[i]._uniqtype - 1 == UMT_SNOTSPIL) {
|
|
|
|
|
if (Monsters[i].mtalkmsg == TEXT_BANNER10 && (Monsters[i]._mFlags & MFLAG_QUEST_COMPLETE) == 0) {
|
|
|
|
|
ObjChangeMap(setpc_x, setpc_y, (setpc_w / 2) + setpc_x + 2, (setpc_h / 2) + setpc_y - 2);
|
|
|
|
|
auto tren = TransVal;
|
|
|
|
|
TransVal = 9;
|
|
|
|
|
DRLG_MRectTrans(setpc_x, setpc_y, (setpc_w / 2) + setpc_x + 4, setpc_y + (setpc_h / 2));
|
|
|
|
|
TransVal = tren;
|
|
|
|
|
Quests[Q_LTBANNER]._qvar1 = 2;
|
|
|
|
|
if (Quests[Q_LTBANNER]._qactive == QUEST_INIT)
|
|
|
|
|
Quests[Q_LTBANNER]._qactive = QUEST_ACTIVE;
|
|
|
|
|
Monsters[i]._mFlags |= MFLAG_QUEST_COMPLETE;
|
|
|
|
|
}
|
|
|
|
|
if (Quests[Q_LTBANNER]._qvar1 < 2) {
|
|
|
|
|
app_fatal("SS Talk = %i, Flags = %i", Monsters[i].mtalkmsg, Monsters[i]._mFlags);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[i]._uniqtype - 1 == UMT_LACHDAN) {
|
|
|
|
|
if (Monsters[i].mtalkmsg == TEXT_VEIL9) {
|
|
|
|
|
Quests[Q_VEIL]._qactive = QUEST_ACTIVE;
|
|
|
|
|
Quests[Q_VEIL]._qlog = true;
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[i].mtalkmsg == TEXT_VEIL11 && (Monsters[i]._mFlags & MFLAG_QUEST_COMPLETE) == 0) {
|
|
|
|
|
SpawnUnique(UITEM_STEELVEIL, Monsters[i].position.tile + DIR_S);
|
|
|
|
|
Monsters[i]._mFlags |= MFLAG_QUEST_COMPLETE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[i]._uniqtype - 1 == UMT_WARLORD)
|
|
|
|
|
Quests[Q_WARLORD]._qvar1 = 2;
|
|
|
|
|
if (Monsters[i]._uniqtype - 1 == UMT_LAZURUS && gbIsMultiplayer) {
|
|
|
|
|
Quests[Q_BETRAYER]._qvar1 = 6;
|
|
|
|
|
Monsters[i]._mgoal = MGOAL_NORMAL;
|
|
|
|
|
Monsters[i]._msquelch = UINT8_MAX;
|
|
|
|
|
Monsters[i].mtalkmsg = TEXT_NONE;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_Teleport(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mmode == MM_STONE)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
int mx = monst->enemyPosition.x;
|
|
|
|
|
int my = monst->enemyPosition.y;
|
|
|
|
|
int rx = 2 * GenerateRnd(2) - 1;
|
|
|
|
|
int ry = 2 * GenerateRnd(2) - 1;
|
|
|
|
|
|
|
|
|
|
bool done = false;
|
|
|
|
|
|
|
|
|
|
int x;
|
|
|
|
|
int y;
|
|
|
|
|
for (int j = -1; j <= 1 && !done; j++) {
|
|
|
|
|
for (int k = -1; k < 1 && !done; k++) {
|
|
|
|
|
if (j != 0 || k != 0) {
|
|
|
|
|
x = mx + rx * j;
|
|
|
|
|
y = my + ry * k;
|
|
|
|
|
if (y >= 0 && y < MAXDUNY && x >= 0 && x < MAXDUNX && x != monst->position.tile.x && y != monst->position.tile.y) {
|
|
|
|
|
if (PosOkMonst(i, { x, y }))
|
|
|
|
|
done = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (done) {
|
|
|
|
|
M_ClearSquares(i);
|
|
|
|
|
dMonster[monst->position.tile.x][monst->position.tile.y] = 0;
|
|
|
|
|
dMonster[x][y] = i + 1;
|
|
|
|
|
monst->position.old = { x, y };
|
|
|
|
|
monst->_mdir = M_GetDir(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DoGotHit(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
commitment(Monsters[i].MType != nullptr, i);
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].AnimInfo.CurrentFrame == Monsters[i].AnimInfo.NumberOfFrames) {
|
|
|
|
|
M_StartStand(i, Monsters[i]._mdir);
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_UpdateLeader(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
for (int j = 0; j < ActiveMonsterCount; j++) {
|
|
|
|
|
int ma = ActiveMonsters[j];
|
|
|
|
|
if (Monsters[ma].leaderflag == 1 && Monsters[ma].leader == i)
|
|
|
|
|
Monsters[ma].leaderflag = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].leaderflag == 1) {
|
|
|
|
|
Monsters[Monsters[i].leader].packsize--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DoEnding()
|
|
|
|
|
{
|
|
|
|
|
if (gbIsMultiplayer) {
|
|
|
|
|
SNetLeaveGame(LEAVE_ENDING);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
music_stop();
|
|
|
|
|
|
|
|
|
|
if (gbIsMultiplayer) {
|
|
|
|
|
SDL_Delay(1000);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gbIsSpawn)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
switch (Players[MyPlayerId]._pClass) {
|
|
|
|
|
case HeroClass::Sorcerer:
|
|
|
|
|
case HeroClass::Monk:
|
|
|
|
|
play_movie("gendata\\DiabVic1.smk", false);
|
|
|
|
|
break;
|
|
|
|
|
case HeroClass::Warrior:
|
|
|
|
|
case HeroClass::Barbarian:
|
|
|
|
|
play_movie("gendata\\DiabVic2.smk", false);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
play_movie("gendata\\DiabVic3.smk", false);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
play_movie("gendata\\Diabend.smk", false);
|
|
|
|
|
|
|
|
|
|
bool bMusicOn = gbMusicOn;
|
|
|
|
|
gbMusicOn = true;
|
|
|
|
|
|
|
|
|
|
int musicVolume = sound_get_or_set_music_volume(1);
|
|
|
|
|
sound_get_or_set_music_volume(0);
|
|
|
|
|
|
|
|
|
|
music_start(TMUSIC_L2);
|
|
|
|
|
loop_movie = true;
|
|
|
|
|
play_movie("gendata\\loopdend.smk", true);
|
|
|
|
|
loop_movie = false;
|
|
|
|
|
music_stop();
|
|
|
|
|
|
|
|
|
|
sound_get_or_set_music_volume(musicVolume);
|
|
|
|
|
gbMusicOn = bMusicOn;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PrepDoEnding()
|
|
|
|
|
{
|
|
|
|
|
gbSoundOn = sgbSaveSoundOn;
|
|
|
|
|
gbRunGame = false;
|
|
|
|
|
MyPlayerIsDead = false;
|
|
|
|
|
cineflag = true;
|
|
|
|
|
|
|
|
|
|
Players[MyPlayerId].pDiabloKillLevel = std::max(Players[MyPlayerId].pDiabloKillLevel, static_cast<uint8_t>(sgGameInitInfo.nDifficulty + 1));
|
|
|
|
|
|
|
|
|
|
for (auto &player : Players) {
|
|
|
|
|
player._pmode = PM_QUIT;
|
|
|
|
|
player._pInvincible = true;
|
|
|
|
|
if (gbIsMultiplayer) {
|
|
|
|
|
if (player._pHitPoints >> 6 == 0)
|
|
|
|
|
player._pHitPoints = 64;
|
|
|
|
|
if (player._pMana >> 6 == 0)
|
|
|
|
|
player._pMana = 64;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DoDeath(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
commitment(Monsters[i].MType != nullptr, i);
|
|
|
|
|
|
|
|
|
|
Monsters[i]._mVar1++;
|
|
|
|
|
if (Monsters[i].MType->mtype == MT_DIABLO) {
|
|
|
|
|
if (Monsters[i].position.tile.x < ViewX) {
|
|
|
|
|
ViewX--;
|
|
|
|
|
} else if (Monsters[i].position.tile.x > ViewX) {
|
|
|
|
|
ViewX++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].position.tile.y < ViewY) {
|
|
|
|
|
ViewY--;
|
|
|
|
|
} else if (Monsters[i].position.tile.y > ViewY) {
|
|
|
|
|
ViewY++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Monsters[i]._mVar1 == 140)
|
|
|
|
|
PrepDoEnding();
|
|
|
|
|
} else if (Monsters[i].AnimInfo.CurrentFrame == Monsters[i].AnimInfo.NumberOfFrames) {
|
|
|
|
|
if (Monsters[i]._uniqtype == 0)
|
|
|
|
|
AddDead(Monsters[i].position.tile, Monsters[i].MType->mdeadval, Monsters[i]._mdir);
|
|
|
|
|
else
|
|
|
|
|
AddDead(Monsters[i].position.tile, Monsters[i]._udeadval, Monsters[i]._mdir);
|
|
|
|
|
|
|
|
|
|
dMonster[Monsters[i].position.tile.x][Monsters[i].position.tile.y] = 0;
|
|
|
|
|
Monsters[i]._mDelFlag = true;
|
|
|
|
|
|
|
|
|
|
M_UpdateLeader(i);
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DoSpStand(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
commitment(Monsters[i].MType != nullptr, i);
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].AnimInfo.CurrentFrame == Monsters[i].MData->mAFNum2)
|
|
|
|
|
PlayEffect(i, 3);
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].AnimInfo.CurrentFrame == Monsters[i].AnimInfo.NumberOfFrames) {
|
|
|
|
|
M_StartStand(i, Monsters[i]._mdir);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DoDelay(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
commitment(Monsters[i].MType != nullptr, i);
|
|
|
|
|
|
|
|
|
|
Monsters[i].AnimInfo.pCelSprite = &*Monsters[i].MType->GetAnimData(MA_STAND).CelSpritesForDirections[M_GetDir(i)];
|
|
|
|
|
if (Monsters[i]._mAi == AI_LAZURUS) {
|
|
|
|
|
if (Monsters[i]._mVar2 > 8 || Monsters[i]._mVar2 < 0)
|
|
|
|
|
Monsters[i]._mVar2 = 8;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Monsters[i]._mVar2-- == 0) {
|
|
|
|
|
int oFrame = Monsters[i].AnimInfo.CurrentFrame;
|
|
|
|
|
M_StartStand(i, Monsters[i]._mdir);
|
|
|
|
|
Monsters[i].AnimInfo.CurrentFrame = oFrame;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DoStone(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
if (Monsters[i]._mhitpoints <= 0) {
|
|
|
|
|
dMonster[Monsters[i].position.tile.x][Monsters[i].position.tile.y] = 0;
|
|
|
|
|
Monsters[i]._mDelFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_WalkDir(int i, Direction md)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
int mwi = Monsters[i].MType->GetAnimData(MA_WALK).Frames - 1;
|
|
|
|
|
switch (md) {
|
|
|
|
|
case DIR_N:
|
|
|
|
|
M_StartWalk(i, 0, -MWVel[mwi][1], -1, -1, DIR_N);
|
|
|
|
|
break;
|
|
|
|
|
case DIR_NE:
|
|
|
|
|
M_StartWalk(i, MWVel[mwi][1], -MWVel[mwi][0], 0, -1, DIR_NE);
|
|
|
|
|
break;
|
|
|
|
|
case DIR_E:
|
|
|
|
|
M_StartWalk3(i, MWVel[mwi][2], 0, -32, -16, 1, -1, 1, 0, DIR_E);
|
|
|
|
|
break;
|
|
|
|
|
case DIR_SE:
|
|
|
|
|
M_StartWalk2(i, MWVel[mwi][1], MWVel[mwi][0], -32, -16, 1, 0, DIR_SE);
|
|
|
|
|
break;
|
|
|
|
|
case DIR_S:
|
|
|
|
|
M_StartWalk2(i, 0, MWVel[mwi][1], 0, -32, 1, 1, DIR_S);
|
|
|
|
|
break;
|
|
|
|
|
case DIR_SW:
|
|
|
|
|
M_StartWalk2(i, -MWVel[mwi][1], MWVel[mwi][0], 32, -16, 0, 1, DIR_SW);
|
|
|
|
|
break;
|
|
|
|
|
case DIR_W:
|
|
|
|
|
M_StartWalk3(i, -MWVel[mwi][2], 0, 32, -16, -1, 1, 0, 1, DIR_W);
|
|
|
|
|
break;
|
|
|
|
|
case DIR_NW:
|
|
|
|
|
M_StartWalk(i, -MWVel[mwi][1], -MWVel[mwi][0], -1, 0, DIR_NW);
|
|
|
|
|
break;
|
|
|
|
|
case DIR_OMNI:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GroupUnity(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
int leader;
|
|
|
|
|
if (Monsters[i].leaderflag != 0) {
|
|
|
|
|
leader = Monsters[i].leader;
|
|
|
|
|
bool clear = LineClearSolid(Monsters[i].position.tile, Monsters[leader].position.future);
|
|
|
|
|
if (clear || Monsters[i].leaderflag != 1) {
|
|
|
|
|
if (clear
|
|
|
|
|
&& Monsters[i].leaderflag == 2
|
|
|
|
|
&& Monsters[i].position.tile.WalkingDistance(Monsters[leader].position.future) < 4) {
|
|
|
|
|
Monsters[leader].packsize++;
|
|
|
|
|
Monsters[i].leaderflag = 1;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
Monsters[leader].packsize--;
|
|
|
|
|
Monsters[i].leaderflag = 2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].leaderflag == 1) {
|
|
|
|
|
if (Monsters[i]._msquelch > Monsters[leader]._msquelch) {
|
|
|
|
|
Monsters[leader].position.last = Monsters[i].position.tile;
|
|
|
|
|
Monsters[leader]._msquelch = Monsters[i]._msquelch - 1;
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[leader]._mAi == AI_GARG) {
|
|
|
|
|
if ((Monsters[leader]._mFlags & MFLAG_ALLOW_SPECIAL) != 0) {
|
|
|
|
|
Monsters[leader]._mFlags &= ~MFLAG_ALLOW_SPECIAL;
|
|
|
|
|
Monsters[leader]._mmode = MM_SATTACK;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (Monsters[i]._uniqtype != 0) {
|
|
|
|
|
if ((UniqMonst[Monsters[i]._uniqtype - 1].mUnqAttr & 2) != 0) {
|
|
|
|
|
for (int j = 0; j < ActiveMonsterCount; j++) {
|
|
|
|
|
int m = ActiveMonsters[j];
|
|
|
|
|
if (Monsters[m].leaderflag == 1 && Monsters[m].leader == i) {
|
|
|
|
|
if (Monsters[i]._msquelch > Monsters[m]._msquelch) {
|
|
|
|
|
Monsters[m].position.last = Monsters[i].position.tile;
|
|
|
|
|
Monsters[m]._msquelch = Monsters[i]._msquelch - 1;
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[m]._mAi == AI_GARG) {
|
|
|
|
|
if ((Monsters[m]._mFlags & MFLAG_ALLOW_SPECIAL) != 0) {
|
|
|
|
|
Monsters[m]._mFlags &= ~MFLAG_ALLOW_SPECIAL;
|
|
|
|
|
Monsters[m]._mmode = MM_SATTACK;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_CallWalk(int i, Direction md)
|
|
|
|
|
{
|
|
|
|
|
Direction mdtemp = md;
|
|
|
|
|
bool ok = DirOK(i, md);
|
|
|
|
|
if (GenerateRnd(2) != 0)
|
|
|
|
|
ok = ok || (md = left[mdtemp], DirOK(i, md)) || (md = right[mdtemp], DirOK(i, md));
|
|
|
|
|
else
|
|
|
|
|
ok = ok || (md = right[mdtemp], DirOK(i, md)) || (md = left[mdtemp], DirOK(i, md));
|
|
|
|
|
if (GenerateRnd(2) != 0) {
|
|
|
|
|
ok = ok
|
|
|
|
|
|| (md = right[right[mdtemp]], DirOK(i, md))
|
|
|
|
|
|| (md = left[left[mdtemp]], DirOK(i, md));
|
|
|
|
|
} else {
|
|
|
|
|
ok = ok
|
|
|
|
|
|| (md = left[left[mdtemp]], DirOK(i, md))
|
|
|
|
|
|| (md = right[right[mdtemp]], DirOK(i, md));
|
|
|
|
|
}
|
|
|
|
|
if (ok)
|
|
|
|
|
M_WalkDir(i, md);
|
|
|
|
|
return ok;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_PathWalk(int i)
|
|
|
|
|
{
|
|
|
|
|
int8_t path[MAX_PATH_LENGTH];
|
|
|
|
|
bool (*check)(int, Point);
|
|
|
|
|
|
|
|
|
|
/** Maps from walking path step to facing direction. */
|
|
|
|
|
const Direction plr2monst[9] = { DIR_S, DIR_NE, DIR_NW, DIR_SE, DIR_SW, DIR_N, DIR_E, DIR_S, DIR_W };
|
|
|
|
|
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
check = PosOkMonst3;
|
|
|
|
|
if ((Monsters[i]._mFlags & MFLAG_CAN_OPEN_DOOR) == 0)
|
|
|
|
|
check = PosOkMonst;
|
|
|
|
|
|
|
|
|
|
if (FindPath(check, i, Monsters[i].position.tile.x, Monsters[i].position.tile.y, Monsters[i].enemyPosition.x, Monsters[i].enemyPosition.y, path) == 0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
M_CallWalk(i, plr2monst[path[0]]);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_CallWalk2(int i, Direction md)
|
|
|
|
|
{
|
|
|
|
|
Direction mdtemp = md;
|
|
|
|
|
bool ok = DirOK(i, md); // Can we continue in the same direction
|
|
|
|
|
if (GenerateRnd(2) != 0) { // Randomly go left or right
|
|
|
|
|
ok = ok || (mdtemp = left[md], DirOK(i, left[md])) || (mdtemp = right[md], DirOK(i, right[md]));
|
|
|
|
|
} else {
|
|
|
|
|
ok = ok || (mdtemp = right[md], DirOK(i, right[md])) || (mdtemp = left[md], DirOK(i, left[md]));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (ok)
|
|
|
|
|
M_WalkDir(i, mdtemp);
|
|
|
|
|
|
|
|
|
|
return ok;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_DumbWalk(int i, Direction md)
|
|
|
|
|
{
|
|
|
|
|
bool ok = DirOK(i, md);
|
|
|
|
|
if (ok)
|
|
|
|
|
M_WalkDir(i, md);
|
|
|
|
|
|
|
|
|
|
return ok;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static Direction Turn(Direction direction, bool turnLeft)
|
|
|
|
|
{
|
|
|
|
|
return turnLeft ? left[direction] : right[direction];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool M_RoundWalk(int i, Direction direction, int *dir)
|
|
|
|
|
{
|
|
|
|
|
Direction turn45deg = Turn(direction, *dir != 0);
|
|
|
|
|
Direction turn90deg = Turn(turn45deg, *dir != 0);
|
|
|
|
|
|
|
|
|
|
if (DirOK(i, turn90deg)) {
|
|
|
|
|
// Turn 90 degrees
|
|
|
|
|
M_WalkDir(i, turn90deg);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (DirOK(i, turn45deg)) {
|
|
|
|
|
// Only do a small turn
|
|
|
|
|
M_WalkDir(i, turn45deg);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (DirOK(i, direction)) {
|
|
|
|
|
// Continue straight
|
|
|
|
|
M_WalkDir(i, direction);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Try 90 degrees in the opposite than desired direction
|
|
|
|
|
*dir = (*dir == 0) ? 1 : 0;
|
|
|
|
|
return M_CallWalk(i, opposite[turn90deg]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Zombie(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mmode != MM_STAND) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int mx = monst->position.tile.x;
|
|
|
|
|
int my = monst->position.tile.y;
|
|
|
|
|
if ((dFlags[mx][my] & BFLAG_VISIBLE) == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (GenerateRnd(100) < 2 * monst->_mint + 10) {
|
|
|
|
|
int dist = monst->enemyPosition.WalkingDistance({ mx, my });
|
|
|
|
|
if (dist >= 2) {
|
|
|
|
|
if (dist >= 2 * monst->_mint + 4) {
|
|
|
|
|
Direction md = monst->_mdir;
|
|
|
|
|
if (GenerateRnd(100) < 2 * monst->_mint + 20) {
|
|
|
|
|
md = static_cast<Direction>(GenerateRnd(8));
|
|
|
|
|
}
|
|
|
|
|
M_DumbWalk(i, md);
|
|
|
|
|
} else {
|
|
|
|
|
M_CallWalk(i, M_GetDir(i));
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(monst->_mdir);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_SkelSd(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int x = monst->position.tile.x - monst->enemyPosition.x;
|
|
|
|
|
int y = monst->position.tile.y - monst->enemyPosition.y;
|
|
|
|
|
Direction md = GetDirection(monst->position.tile, monst->position.last);
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
if (abs(x) >= 2 || abs(y) >= 2) {
|
|
|
|
|
if (monst->_mVar1 == MM_DELAY || (GenerateRnd(100) >= 35 - 4 * monst->_mint)) {
|
|
|
|
|
M_CallWalk(i, md);
|
|
|
|
|
} else {
|
|
|
|
|
M_StartDelay(i, 15 - 2 * monst->_mint + GenerateRnd(10));
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (monst->_mVar1 == MM_DELAY || (GenerateRnd(100) < 2 * monst->_mint + 20)) {
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
} else {
|
|
|
|
|
M_StartDelay(i, 2 * (5 - monst->_mint) + GenerateRnd(10));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(md);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool MAI_Path(int i)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->MType->mtype != MT_GOLEM) {
|
|
|
|
|
if (monst->_msquelch == 0)
|
|
|
|
|
return false;
|
|
|
|
|
if (monst->_mmode != MM_STAND)
|
|
|
|
|
return false;
|
|
|
|
|
if (monst->_mgoal != MGOAL_NORMAL && monst->_mgoal != MGOAL_MOVE && monst->_mgoal != MGOAL_ATTACK2)
|
|
|
|
|
return false;
|
|
|
|
|
if (monst->position.tile.x == 1 && monst->position.tile.y == 0)
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool clear = LineClear(
|
|
|
|
|
PosOkMonst2,
|
|
|
|
|
i,
|
|
|
|
|
monst->position.tile,
|
|
|
|
|
monst->enemyPosition);
|
|
|
|
|
if (!clear || (monst->_pathcount >= 5 && monst->_pathcount < 8)) {
|
|
|
|
|
if ((monst->_mFlags & MFLAG_CAN_OPEN_DOOR) != 0)
|
|
|
|
|
MonstCheckDoors(i);
|
|
|
|
|
monst->_pathcount++;
|
|
|
|
|
if (monst->_pathcount < 5)
|
|
|
|
|
return false;
|
|
|
|
|
if (M_PathWalk(i))
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->MType->mtype != MT_GOLEM)
|
|
|
|
|
monst->_pathcount = 0;
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Snake(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
char pattern[6] = { 1, 1, 0, -1, -1, 0 };
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
int pnum = monst->_menemy;
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0)
|
|
|
|
|
return;
|
|
|
|
|
int fx = monst->enemyPosition.x;
|
|
|
|
|
int fy = monst->enemyPosition.y;
|
|
|
|
|
int mx = monst->position.tile.x - fx;
|
|
|
|
|
int my = monst->position.tile.y - fy;
|
|
|
|
|
Direction md = GetDirection(monst->position.tile, monst->position.last);
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
if (abs(mx) >= 2 || abs(my) >= 2) {
|
|
|
|
|
if (abs(mx) < 3 && abs(my) < 3 && LineClear(PosOkMonst, i, monst->position.tile, { fx, fy }) && monst->_mVar1 != MM_CHARGE) {
|
|
|
|
|
if (AddMissile(monst->position.tile, { fx, fy }, md, MIS_RHINO, pnum, i, 0, 0) != -1) {
|
|
|
|
|
PlayEffect(i, 0);
|
|
|
|
|
dMonster[monst->position.tile.x][monst->position.tile.y] = -(i + 1);
|
|
|
|
|
monst->_mmode = MM_CHARGE;
|
|
|
|
|
}
|
|
|
|
|
} else if (monst->_mVar1 == MM_DELAY || GenerateRnd(100) >= 35 - 2 * monst->_mint) {
|
|
|
|
|
if (pattern[monst->_mgoalvar1] == -1)
|
|
|
|
|
md = left[md];
|
|
|
|
|
else if (pattern[monst->_mgoalvar1] == 1)
|
|
|
|
|
md = right[md];
|
|
|
|
|
|
|
|
|
|
monst->_mgoalvar1++;
|
|
|
|
|
if (monst->_mgoalvar1 > 5)
|
|
|
|
|
monst->_mgoalvar1 = 0;
|
|
|
|
|
|
|
|
|
|
if (md != monst->_mgoalvar2) {
|
|
|
|
|
int drift = md - monst->_mgoalvar2;
|
|
|
|
|
if (drift < 0)
|
|
|
|
|
drift += 8;
|
|
|
|
|
|
|
|
|
|
if (drift < 4)
|
|
|
|
|
md = right[monst->_mgoalvar2];
|
|
|
|
|
else if (drift > 4)
|
|
|
|
|
md = left[monst->_mgoalvar2];
|
|
|
|
|
monst->_mgoalvar2 = md;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!M_DumbWalk(i, md))
|
|
|
|
|
M_CallWalk2(i, monst->_mdir);
|
|
|
|
|
} else {
|
|
|
|
|
M_StartDelay(i, 15 - monst->_mint + GenerateRnd(10));
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (monst->_mVar1 == MM_DELAY
|
|
|
|
|
|| monst->_mVar1 == MM_CHARGE
|
|
|
|
|
|| (GenerateRnd(100) < monst->_mint + 20)) {
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
} else
|
|
|
|
|
M_StartDelay(i, 10 - monst->_mint + GenerateRnd(10));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(monst->_mdir);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Bat(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
int pnum = monst->_menemy;
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int xd = monst->position.tile.x - monst->enemyPosition.x;
|
|
|
|
|
int yd = monst->position.tile.y - monst->enemyPosition.y;
|
|
|
|
|
Direction md = GetDirection(monst->position.tile, monst->position.last);
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
int v = GenerateRnd(100);
|
|
|
|
|
if (monst->_mgoal == MGOAL_RETREAT) {
|
|
|
|
|
if (monst->_mgoalvar1 == 0) {
|
|
|
|
|
M_CallWalk(i, opposite[md]);
|
|
|
|
|
monst->_mgoalvar1++;
|
|
|
|
|
} else {
|
|
|
|
|
if (GenerateRnd(2) != 0)
|
|
|
|
|
M_CallWalk(i, left[md]);
|
|
|
|
|
else
|
|
|
|
|
M_CallWalk(i, right[md]);
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int fx = monst->enemyPosition.x;
|
|
|
|
|
int fy = monst->enemyPosition.y;
|
|
|
|
|
if (monst->MType->mtype == MT_GLOOM
|
|
|
|
|
&& (abs(xd) >= 5 || abs(yd) >= 5)
|
|
|
|
|
&& v < 4 * monst->_mint + 33
|
|
|
|
|
&& LineClear(PosOkMonst, i, monst->position.tile, { fx, fy })) {
|
|
|
|
|
if (AddMissile(monst->position.tile, { fx, fy }, md, MIS_RHINO, pnum, i, 0, 0) != -1) {
|
|
|
|
|
dMonster[monst->position.tile.x][monst->position.tile.y] = -(i + 1);
|
|
|
|
|
monst->_mmode = MM_CHARGE;
|
|
|
|
|
}
|
|
|
|
|
} else if (abs(xd) >= 2 || abs(yd) >= 2) {
|
|
|
|
|
if ((monst->_mVar2 > 20 && v < monst->_mint + 13)
|
|
|
|
|
|| ((monst->_mVar1 == MM_WALK || monst->_mVar1 == MM_WALK2 || monst->_mVar1 == MM_WALK3)
|
|
|
|
|
&& monst->_mVar2 == 0
|
|
|
|
|
&& v < monst->_mint + 63)) {
|
|
|
|
|
M_CallWalk(i, md);
|
|
|
|
|
}
|
|
|
|
|
} else if (v < 4 * monst->_mint + 8) {
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
monst->_mgoal = MGOAL_RETREAT;
|
|
|
|
|
monst->_mgoalvar1 = 0;
|
|
|
|
|
if (monst->MType->mtype == MT_FAMILIAR) {
|
|
|
|
|
AddMissile(monst->enemyPosition, { monst->enemyPosition.x + 1, 0 }, -1, MIS_LIGHTNING, TARGET_PLAYERS, i, GenerateRnd(10) + 1, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(md);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_SkelBow(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int mx = monst->position.tile.x - monst->enemyPosition.x;
|
|
|
|
|
int my = monst->position.tile.y - monst->enemyPosition.y;
|
|
|
|
|
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
int v = GenerateRnd(100);
|
|
|
|
|
|
|
|
|
|
bool walking = false;
|
|
|
|
|
|
|
|
|
|
if (abs(mx) < 4 && abs(my) < 4) {
|
|
|
|
|
if ((monst->_mVar2 > 20 && v < 2 * monst->_mint + 13)
|
|
|
|
|
|| ((monst->_mVar1 == MM_WALK || monst->_mVar1 == MM_WALK2 || monst->_mVar1 == MM_WALK3)
|
|
|
|
|
&& monst->_mVar2 == 0
|
|
|
|
|
&& v < 2 * monst->_mint + 63)) {
|
|
|
|
|
walking = M_DumbWalk(i, opposite[md]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!walking) {
|
|
|
|
|
if (GenerateRnd(100) < 2 * monst->_mint + 3) {
|
|
|
|
|
if (LineClearMissile(monst->position.tile, monst->enemyPosition))
|
|
|
|
|
M_StartRAttack(i, MIS_ARROW, 4);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(md);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Fat(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int mx = monst->position.tile.x - monst->enemyPosition.x;
|
|
|
|
|
int my = monst->position.tile.y - monst->enemyPosition.y;
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
int v = GenerateRnd(100);
|
|
|
|
|
if (abs(mx) >= 2 || abs(my) >= 2) {
|
|
|
|
|
if ((monst->_mVar2 > 20 && v < 4 * monst->_mint + 20)
|
|
|
|
|
|| ((monst->_mVar1 == MM_WALK || monst->_mVar1 == MM_WALK2 || monst->_mVar1 == MM_WALK3)
|
|
|
|
|
&& monst->_mVar2 == 0
|
|
|
|
|
&& v < 4 * monst->_mint + 70)) {
|
|
|
|
|
M_CallWalk(i, md);
|
|
|
|
|
}
|
|
|
|
|
} else if (v < 4 * monst->_mint + 15) {
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
} else if (v < 4 * monst->_mint + 20) {
|
|
|
|
|
M_StartSpAttack(i);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(md);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Sneak(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mmode != MM_STAND) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
int mx = monst->position.tile.x;
|
|
|
|
|
int my = monst->position.tile.y;
|
|
|
|
|
if (dLight[mx][my] == LightsMax) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
mx -= monst->enemyPosition.x;
|
|
|
|
|
my -= monst->enemyPosition.y;
|
|
|
|
|
|
|
|
|
|
int dist = 5 - monst->_mint;
|
|
|
|
|
if (monst->_mVar1 == MM_GOTHIT) {
|
|
|
|
|
monst->_mgoal = MGOAL_RETREAT;
|
|
|
|
|
monst->_mgoalvar1 = 0;
|
|
|
|
|
} else if (abs(mx) >= dist + 3 || abs(my) >= dist + 3 || monst->_mgoalvar1 > 8) {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
monst->_mgoalvar1 = 0;
|
|
|
|
|
}
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
if (monst->_mgoal == MGOAL_RETREAT && (monst->_mFlags & MFLAG_NO_ENEMY) == 0) {
|
|
|
|
|
if ((monst->_mFlags & MFLAG_TARGETS_MONSTER) != 0)
|
|
|
|
|
md = GetDirection(monst->position.tile, Monsters[monst->_menemy].position.tile);
|
|
|
|
|
else
|
|
|
|
|
md = GetDirection(monst->position.tile, Players[monst->_menemy].position.last);
|
|
|
|
|
md = opposite[md];
|
|
|
|
|
if (monst->MType->mtype == MT_UNSEEN) {
|
|
|
|
|
if (GenerateRnd(2) != 0)
|
|
|
|
|
md = left[md];
|
|
|
|
|
else
|
|
|
|
|
md = right[md];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
int v = GenerateRnd(100);
|
|
|
|
|
if (abs(mx) < dist && abs(my) < dist && (monst->_mFlags & MFLAG_HIDDEN) != 0) {
|
|
|
|
|
M_StartFadein(i, md, false);
|
|
|
|
|
} else {
|
|
|
|
|
if ((abs(mx) >= dist + 1 || abs(my) >= dist + 1) && (monst->_mFlags & MFLAG_HIDDEN) == 0) {
|
|
|
|
|
M_StartFadeout(i, md, true);
|
|
|
|
|
} else {
|
|
|
|
|
if (monst->_mgoal == MGOAL_RETREAT
|
|
|
|
|
|| ((abs(mx) >= 2 || abs(my) >= 2) && ((monst->_mVar2 > 20 && v < 4 * monst->_mint + 14) || ((monst->_mVar1 == MM_WALK || monst->_mVar1 == MM_WALK2 || monst->_mVar1 == MM_WALK3) && monst->_mVar2 == 0 && v < 4 * monst->_mint + 64)))) {
|
|
|
|
|
monst->_mgoalvar1++;
|
|
|
|
|
M_CallWalk(i, md);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (monst->_mmode == MM_STAND) {
|
|
|
|
|
if (abs(mx) >= 2 || abs(my) >= 2 || v >= 4 * monst->_mint + 10)
|
|
|
|
|
monst->AnimInfo.pCelSprite = &*monst->MType->GetAnimData(MA_STAND).CelSpritesForDirections[md];
|
|
|
|
|
else
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Fireman(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (Monsters[i]._mmode != MM_STAND || monst->_msquelch == 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
int pnum = Monsters[i]._menemy;
|
|
|
|
|
int fx = Monsters[i].enemyPosition.x;
|
|
|
|
|
int fy = Monsters[i].enemyPosition.y;
|
|
|
|
|
int xd = Monsters[i].position.tile.x - fx;
|
|
|
|
|
int yd = Monsters[i].position.tile.y - fy;
|
|
|
|
|
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
if (monst->_mgoal == MGOAL_NORMAL) {
|
|
|
|
|
if (LineClearMissile(monst->position.tile, { fx, fy })
|
|
|
|
|
&& AddMissile(monst->position.tile, { fx, fy }, md, MIS_FIREMAN, pnum, i, 0, 0) != -1) {
|
|
|
|
|
monst->_mmode = MM_CHARGE;
|
|
|
|
|
monst->_mgoal = MGOAL_ATTACK2;
|
|
|
|
|
monst->_mgoalvar1 = 0;
|
|
|
|
|
}
|
|
|
|
|
} else if (monst->_mgoal == MGOAL_ATTACK2) {
|
|
|
|
|
if (monst->_mgoalvar1 == 3) {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
M_StartFadeout(i, md, true);
|
|
|
|
|
} else if (LineClearMissile(monst->position.tile, { fx, fy })) {
|
|
|
|
|
M_StartRAttack(i, MIS_KRULL, 4);
|
|
|
|
|
monst->_mgoalvar1++;
|
|
|
|
|
} else {
|
|
|
|
|
M_StartDelay(i, GenerateRnd(10) + 5);
|
|
|
|
|
monst->_mgoalvar1++;
|
|
|
|
|
}
|
|
|
|
|
} else if (monst->_mgoal == MGOAL_RETREAT) {
|
|
|
|
|
M_StartFadein(i, md, false);
|
|
|
|
|
monst->_mgoal = MGOAL_ATTACK2;
|
|
|
|
|
}
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
AdvanceRndSeed();
|
|
|
|
|
if (monst->_mmode != MM_STAND)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (abs(xd) < 2 && abs(yd) < 2 && monst->_mgoal == MGOAL_NORMAL) {
|
|
|
|
|
M_TryH2HHit(i, Monsters[i]._menemy, Monsters[i].mHit, Monsters[i].mMinDamage, Monsters[i].mMaxDamage);
|
|
|
|
|
monst->_mgoal = MGOAL_RETREAT;
|
|
|
|
|
if (!M_CallWalk(i, opposite[md])) {
|
|
|
|
|
M_StartFadein(i, md, false);
|
|
|
|
|
monst->_mgoal = MGOAL_ATTACK2;
|
|
|
|
|
}
|
|
|
|
|
} else if (!M_CallWalk(i, md) && (monst->_mgoal == MGOAL_NORMAL || monst->_mgoal == MGOAL_RETREAT)) {
|
|
|
|
|
M_StartFadein(i, md, false);
|
|
|
|
|
monst->_mgoal = MGOAL_ATTACK2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Fallen(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mgoal == MGOAL_ATTACK2) {
|
|
|
|
|
if (monst->_mgoalvar1 != 0)
|
|
|
|
|
monst->_mgoalvar1--;
|
|
|
|
|
else
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
}
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->_mgoal == MGOAL_RETREAT) {
|
|
|
|
|
if (monst->_mgoalvar1-- == 0) {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
M_StartStand(i, opposite[monst->_mgoalvar2]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->AnimInfo.CurrentFrame == monst->AnimInfo.NumberOfFrames) {
|
|
|
|
|
if (GenerateRnd(4) != 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if ((Monsters[i]._mFlags & MFLAG_NOHEAL) == 0) { // CODEFIX: - change to Monst-> in devilutionx
|
|
|
|
|
M_StartSpStand(i, monst->_mdir);
|
|
|
|
|
if (monst->_mmaxhp - (2 * monst->_mint + 2) >= monst->_mhitpoints)
|
|
|
|
|
monst->_mhitpoints += 2 * monst->_mint + 2;
|
|
|
|
|
else
|
|
|
|
|
monst->_mhitpoints = monst->_mmaxhp;
|
|
|
|
|
}
|
|
|
|
|
int rad = 2 * monst->_mint + 4;
|
|
|
|
|
for (int y = -rad; y <= rad; y++) {
|
|
|
|
|
for (int x = -rad; x <= rad; x++) {
|
|
|
|
|
int xpos = monst->position.tile.x + x;
|
|
|
|
|
int ypos = monst->position.tile.y + y;
|
|
|
|
|
if (y >= 0 && y < MAXDUNY && x >= 0 && x < MAXDUNX) {
|
|
|
|
|
int m = dMonster[xpos][ypos];
|
|
|
|
|
if (m > 0) {
|
|
|
|
|
m--;
|
|
|
|
|
if (Monsters[m]._mAi == AI_FALLEN) {
|
|
|
|
|
Monsters[m]._mgoal = MGOAL_ATTACK2;
|
|
|
|
|
Monsters[m]._mgoalvar1 = 30 * monst->_mint + 105;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (monst->_mgoal == MGOAL_RETREAT) {
|
|
|
|
|
M_CallWalk(i, monst->_mdir);
|
|
|
|
|
} else if (monst->_mgoal == MGOAL_ATTACK2) {
|
|
|
|
|
int xpos = monst->position.tile.x - monst->enemyPosition.x;
|
|
|
|
|
int ypos = monst->position.tile.y - monst->enemyPosition.y;
|
|
|
|
|
if (abs(xpos) < 2 && abs(ypos) < 2)
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
else
|
|
|
|
|
M_CallWalk(i, M_GetDir(i));
|
|
|
|
|
} else
|
|
|
|
|
MAI_SkelSd(i);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Cleaver(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int mx = monst->position.tile.x;
|
|
|
|
|
int my = monst->position.tile.y;
|
|
|
|
|
int x = mx - monst->enemyPosition.x;
|
|
|
|
|
int y = my - monst->enemyPosition.y;
|
|
|
|
|
|
|
|
|
|
Direction md = GetDirection({ mx, my }, monst->position.last);
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
|
|
|
|
|
if (abs(x) >= 2 || abs(y) >= 2)
|
|
|
|
|
M_CallWalk(i, md);
|
|
|
|
|
else
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(md);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Round(int i, bool special)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int fx = monst->enemyPosition.x;
|
|
|
|
|
int fy = monst->enemyPosition.y;
|
|
|
|
|
int mx = monst->position.tile.x - fx;
|
|
|
|
|
int my = monst->position.tile.y - fy;
|
|
|
|
|
Direction md = GetDirection(monst->position.tile, monst->position.last);
|
|
|
|
|
if (monst->_msquelch < UINT8_MAX)
|
|
|
|
|
MonstCheckDoors(i);
|
|
|
|
|
int v = GenerateRnd(100);
|
|
|
|
|
if ((abs(mx) >= 2 || abs(my) >= 2) && monst->_msquelch == UINT8_MAX && dTransVal[monst->position.tile.x][monst->position.tile.y] == dTransVal[fx][fy]) {
|
|
|
|
|
if (monst->_mgoal == MGOAL_MOVE || ((abs(mx) >= 4 || abs(my) >= 4) && GenerateRnd(4) == 0)) {
|
|
|
|
|
if (monst->_mgoal != MGOAL_MOVE) {
|
|
|
|
|
monst->_mgoalvar1 = 0;
|
|
|
|
|
monst->_mgoalvar2 = GenerateRnd(2);
|
|
|
|
|
}
|
|
|
|
|
monst->_mgoal = MGOAL_MOVE;
|
|
|
|
|
int dist = std::max(abs(mx), abs(my));
|
|
|
|
|
if ((monst->_mgoalvar1++ >= 2 * dist && DirOK(i, md)) || dTransVal[monst->position.tile.x][monst->position.tile.y] != dTransVal[fx][fy]) {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
} else if (!M_RoundWalk(i, md, &monst->_mgoalvar2)) {
|
|
|
|
|
M_StartDelay(i, GenerateRnd(10) + 10);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
}
|
|
|
|
|
if (monst->_mgoal == MGOAL_NORMAL) {
|
|
|
|
|
if (abs(mx) >= 2 || abs(my) >= 2) {
|
|
|
|
|
if ((monst->_mVar2 > 20 && v < 2 * monst->_mint + 28)
|
|
|
|
|
|| ((monst->_mVar1 == MM_WALK || monst->_mVar1 == MM_WALK2 || monst->_mVar1 == MM_WALK3)
|
|
|
|
|
&& monst->_mVar2 == 0
|
|
|
|
|
&& v < 2 * monst->_mint + 78)) {
|
|
|
|
|
M_CallWalk(i, md);
|
|
|
|
|
}
|
|
|
|
|
} else if (v < 2 * monst->_mint + 23) {
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
if (special && monst->_mhitpoints < (monst->_mmaxhp / 2) && GenerateRnd(2) != 0)
|
|
|
|
|
M_StartSpAttack(i);
|
|
|
|
|
else
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(md);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_GoatMc(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_Round(i, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Ranged(int i, missile_id missileType, bool special)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
if (Monsters[i]._mmode != MM_STAND) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_msquelch == UINT8_MAX || (monst->_mFlags & MFLAG_TARGETS_MONSTER) != 0) {
|
|
|
|
|
int fx = monst->enemyPosition.x;
|
|
|
|
|
int fy = monst->enemyPosition.y;
|
|
|
|
|
int mx = monst->position.tile.x - fx;
|
|
|
|
|
int my = monst->position.tile.y - fy;
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
if (monst->_msquelch < UINT8_MAX)
|
|
|
|
|
MonstCheckDoors(i);
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
if (monst->_mVar1 == MM_RATTACK) {
|
|
|
|
|
M_StartDelay(i, GenerateRnd(20));
|
|
|
|
|
} else if (abs(mx) < 4 && abs(my) < 4) {
|
|
|
|
|
if (GenerateRnd(100) < 10 * (monst->_mint + 7))
|
|
|
|
|
M_CallWalk(i, opposite[md]);
|
|
|
|
|
}
|
|
|
|
|
if (monst->_mmode == MM_STAND) {
|
|
|
|
|
if (LineClearMissile(monst->position.tile, { fx, fy })) {
|
|
|
|
|
if (special)
|
|
|
|
|
M_StartRSpAttack(i, missileType, 4);
|
|
|
|
|
else
|
|
|
|
|
M_StartRAttack(i, missileType, 4);
|
|
|
|
|
} else {
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(md);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->_msquelch != 0) {
|
|
|
|
|
int fx = monst->position.last.x;
|
|
|
|
|
int fy = monst->position.last.y;
|
|
|
|
|
Direction md = GetDirection(monst->position.tile, { fx, fy });
|
|
|
|
|
M_CallWalk(i, md);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_GoatBow(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_Ranged(i, MIS_ARROW, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Succ(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_Ranged(i, MIS_FLARE, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Lich(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_Ranged(i, MIS_LICH, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_ArchLich(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_Ranged(i, MIS_ARCHLICH, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Psychorb(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_Ranged(i, MIS_PSYCHORB, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Necromorb(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_Ranged(i, MIS_NECROMORB, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_AcidUniq(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_Ranged(i, MIS_ACID, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Firebat(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_Ranged(i, MIS_FIREBOLT, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Torchant(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_Ranged(i, MIS_FIREBALL, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Scav(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (Monsters[i]._mmode != MM_STAND)
|
|
|
|
|
return;
|
|
|
|
|
if (monst->_mhitpoints < (monst->_mmaxhp / 2) && monst->_mgoal != MGOAL_HEALING) {
|
|
|
|
|
if (monst->leaderflag != 0) {
|
|
|
|
|
Monsters[monst->leader].packsize--;
|
|
|
|
|
monst->leaderflag = 0;
|
|
|
|
|
}
|
|
|
|
|
monst->_mgoal = MGOAL_HEALING;
|
|
|
|
|
monst->_mgoalvar3 = 10;
|
|
|
|
|
}
|
|
|
|
|
if (monst->_mgoal == MGOAL_HEALING && monst->_mgoalvar3 != 0) {
|
|
|
|
|
monst->_mgoalvar3--;
|
|
|
|
|
if (dDead[monst->position.tile.x][monst->position.tile.y] != 0) {
|
|
|
|
|
M_StartEat(i);
|
|
|
|
|
if ((monst->_mFlags & MFLAG_NOHEAL) == 0) {
|
|
|
|
|
if (gbIsHellfire) {
|
|
|
|
|
int mMaxHP = monst->_mmaxhp; // BUGFIX use _mmaxhp or we loose health when difficulty isn't normal (fixed)
|
|
|
|
|
monst->_mhitpoints += mMaxHP / 8;
|
|
|
|
|
if (monst->_mhitpoints > monst->_mmaxhp)
|
|
|
|
|
monst->_mhitpoints = monst->_mmaxhp;
|
|
|
|
|
if (monst->_mgoalvar3 <= 0 || monst->_mhitpoints == monst->_mmaxhp)
|
|
|
|
|
dDead[monst->position.tile.x][monst->position.tile.y] = 0;
|
|
|
|
|
} else {
|
|
|
|
|
monst->_mhitpoints += 64;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
int targetHealth = monst->_mmaxhp;
|
|
|
|
|
if (!gbIsHellfire)
|
|
|
|
|
targetHealth = (monst->_mmaxhp / 2) + (monst->_mmaxhp / 4);
|
|
|
|
|
if (monst->_mhitpoints >= targetHealth) {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
monst->_mgoalvar1 = 0;
|
|
|
|
|
monst->_mgoalvar2 = 0;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (monst->_mgoalvar1 == 0) {
|
|
|
|
|
bool done = false;
|
|
|
|
|
int x;
|
|
|
|
|
int y;
|
|
|
|
|
if (GenerateRnd(2) != 0) {
|
|
|
|
|
for (y = -4; y <= 4 && !done; y++) {
|
|
|
|
|
for (x = -4; x <= 4 && !done; x++) {
|
|
|
|
|
// BUGFIX: incorrect check of offset against limits of the dungeon
|
|
|
|
|
if (y < 0 || y >= MAXDUNY || x < 0 || x >= MAXDUNX)
|
|
|
|
|
continue;
|
|
|
|
|
done = dDead[monst->position.tile.x + x][monst->position.tile.y + y] != 0
|
|
|
|
|
&& LineClearSolid(
|
|
|
|
|
monst->position.tile,
|
|
|
|
|
monst->position.tile + Displacement { x, y });
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
x--;
|
|
|
|
|
y--;
|
|
|
|
|
} else {
|
|
|
|
|
for (y = 4; y >= -4 && !done; y--) {
|
|
|
|
|
for (x = 4; x >= -4 && !done; x--) {
|
|
|
|
|
// BUGFIX: incorrect check of offset against limits of the dungeon
|
|
|
|
|
if (y < 0 || y >= MAXDUNY || x < 0 || x >= MAXDUNX)
|
|
|
|
|
continue;
|
|
|
|
|
done = dDead[monst->position.tile.x + x][monst->position.tile.y + y] != 0
|
|
|
|
|
&& LineClearSolid(
|
|
|
|
|
monst->position.tile,
|
|
|
|
|
monst->position.tile + Displacement { x, y });
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
x++;
|
|
|
|
|
y++;
|
|
|
|
|
}
|
|
|
|
|
if (done) {
|
|
|
|
|
monst->_mgoalvar1 = x + monst->position.tile.x + 1;
|
|
|
|
|
monst->_mgoalvar2 = y + monst->position.tile.y + 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (monst->_mgoalvar1 != 0) {
|
|
|
|
|
int x = monst->_mgoalvar1 - 1;
|
|
|
|
|
int y = monst->_mgoalvar2 - 1;
|
|
|
|
|
monst->_mdir = GetDirection(monst->position.tile, { x, y });
|
|
|
|
|
M_CallWalk(i, monst->_mdir);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->_mmode == MM_STAND)
|
|
|
|
|
MAI_SkelSd(i);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Garg(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
int dx = monst->position.tile.x - monst->position.last.x;
|
|
|
|
|
int dy = monst->position.tile.y - monst->position.last.y;
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
if (monst->_msquelch != 0 && (monst->_mFlags & MFLAG_ALLOW_SPECIAL) != 0) {
|
|
|
|
|
M_Enemy(i);
|
|
|
|
|
int mx = monst->position.tile.x - monst->enemyPosition.x;
|
|
|
|
|
int my = monst->position.tile.y - monst->enemyPosition.y;
|
|
|
|
|
if (abs(mx) < monst->_mint + 2 && abs(my) < monst->_mint + 2) {
|
|
|
|
|
monst->_mFlags &= ~MFLAG_ALLOW_SPECIAL;
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->_mhitpoints < (monst->_mmaxhp / 2))
|
|
|
|
|
if ((monst->_mFlags & MFLAG_NOHEAL) == 0)
|
|
|
|
|
monst->_mgoal = MGOAL_RETREAT;
|
|
|
|
|
if (monst->_mgoal == MGOAL_RETREAT) {
|
|
|
|
|
if (abs(dx) >= monst->_mint + 2 || abs(dy) >= monst->_mint + 2) {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
M_StartHeal(i);
|
|
|
|
|
} else if (!M_CallWalk(i, opposite[md])) {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
MAI_Round(i, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_RoundRanged(int i, missile_id missileType, bool checkdoors, int dam, int lessmissiles)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int fx = monst->enemyPosition.x;
|
|
|
|
|
int fy = monst->enemyPosition.y;
|
|
|
|
|
int mx = monst->position.tile.x - fx;
|
|
|
|
|
int my = monst->position.tile.y - fy;
|
|
|
|
|
Direction md = GetDirection(monst->position.tile, monst->position.last);
|
|
|
|
|
if (checkdoors && monst->_msquelch < UINT8_MAX)
|
|
|
|
|
MonstCheckDoors(i);
|
|
|
|
|
int v = GenerateRnd(10000);
|
|
|
|
|
int dist = std::max(abs(mx), abs(my));
|
|
|
|
|
if (dist >= 2 && monst->_msquelch == UINT8_MAX && dTransVal[monst->position.tile.x][monst->position.tile.y] == dTransVal[fx][fy]) {
|
|
|
|
|
if (monst->_mgoal == MGOAL_MOVE || (dist >= 3 && GenerateRnd(4 << lessmissiles) == 0)) {
|
|
|
|
|
if (monst->_mgoal != MGOAL_MOVE) {
|
|
|
|
|
monst->_mgoalvar1 = 0;
|
|
|
|
|
monst->_mgoalvar2 = GenerateRnd(2);
|
|
|
|
|
}
|
|
|
|
|
monst->_mgoal = MGOAL_MOVE;
|
|
|
|
|
if (monst->_mgoalvar1++ >= 2 * dist && DirOK(i, md)) {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
} else if (v < (500 * (monst->_mint + 1) >> lessmissiles)
|
|
|
|
|
&& (LineClearMissile(monst->position.tile, { fx, fy }))) {
|
|
|
|
|
M_StartRSpAttack(i, missileType, dam);
|
|
|
|
|
} else {
|
|
|
|
|
M_RoundWalk(i, md, &monst->_mgoalvar2);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
}
|
|
|
|
|
if (monst->_mgoal == MGOAL_NORMAL) {
|
|
|
|
|
if (((dist >= 3 && v < ((500 * (monst->_mint + 2)) >> lessmissiles))
|
|
|
|
|
|| v < ((500 * (monst->_mint + 1)) >> lessmissiles))
|
|
|
|
|
&& LineClearMissile(monst->position.tile, { fx, fy })) {
|
|
|
|
|
M_StartRSpAttack(i, missileType, dam);
|
|
|
|
|
} else if (dist >= 2) {
|
|
|
|
|
v = GenerateRnd(100);
|
|
|
|
|
if (v < 1000 * (monst->_mint + 5)
|
|
|
|
|
|| ((monst->_mVar1 == MM_WALK || monst->_mVar1 == MM_WALK2 || monst->_mVar1 == MM_WALK3) && monst->_mVar2 == 0 && v < 1000 * (monst->_mint + 8))) {
|
|
|
|
|
M_CallWalk(i, md);
|
|
|
|
|
}
|
|
|
|
|
} else if (v < 1000 * (monst->_mint + 6)) {
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (monst->_mmode == MM_STAND) {
|
|
|
|
|
M_StartDelay(i, GenerateRnd(10) + 5);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Magma(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_RoundRanged(i, MIS_MAGMABALL, true, 4, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Storm(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_RoundRanged(i, MIS_LIGHTCTRL2, true, 4, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_BoneDemon(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_RoundRanged(i, MIS_BONEDEMON, true, 4, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Acid(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_RoundRanged(i, MIS_ACID, false, 4, 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Diablo(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_RoundRanged(i, MIS_DIABAPOCA, false, 40, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_RR2(int i, missile_id mistype, int dam)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
int mx = monst->position.tile.x - monst->enemyPosition.x;
|
|
|
|
|
int my = monst->position.tile.y - monst->enemyPosition.y;
|
|
|
|
|
if (abs(mx) >= 5 || abs(my) >= 5) {
|
|
|
|
|
MAI_SkelSd(i);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int fx = monst->enemyPosition.x;
|
|
|
|
|
int fy = monst->enemyPosition.y;
|
|
|
|
|
mx = monst->position.tile.x - fx;
|
|
|
|
|
my = monst->position.tile.y - fy;
|
|
|
|
|
Direction md = GetDirection(monst->position.tile, monst->position.last);
|
|
|
|
|
if (monst->_msquelch < UINT8_MAX)
|
|
|
|
|
MonstCheckDoors(i);
|
|
|
|
|
int v = GenerateRnd(100);
|
|
|
|
|
int dist = std::max(abs(mx), abs(my));
|
|
|
|
|
if (dist >= 2 && monst->_msquelch == UINT8_MAX && dTransVal[monst->position.tile.x][monst->position.tile.y] == dTransVal[fx][fy]) {
|
|
|
|
|
if (monst->_mgoal == MGOAL_MOVE || dist >= 3) {
|
|
|
|
|
if (monst->_mgoal != MGOAL_MOVE) {
|
|
|
|
|
monst->_mgoalvar1 = 0;
|
|
|
|
|
monst->_mgoalvar2 = GenerateRnd(2);
|
|
|
|
|
}
|
|
|
|
|
monst->_mgoal = MGOAL_MOVE;
|
|
|
|
|
monst->_mgoalvar3 = 4;
|
|
|
|
|
if (monst->_mgoalvar1++ < 2 * dist || !DirOK(i, md)) {
|
|
|
|
|
if (v < 5 * (monst->_mint + 16))
|
|
|
|
|
M_RoundWalk(i, md, &monst->_mgoalvar2);
|
|
|
|
|
} else
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
}
|
|
|
|
|
if (monst->_mgoal == MGOAL_NORMAL) {
|
|
|
|
|
if (((dist >= 3 && v < 5 * (monst->_mint + 2)) || v < 5 * (monst->_mint + 1) || monst->_mgoalvar3 == 4) && LineClearMissile(monst->position.tile, { fx, fy })) {
|
|
|
|
|
M_StartRSpAttack(i, mistype, dam);
|
|
|
|
|
} else if (dist >= 2) {
|
|
|
|
|
v = GenerateRnd(100);
|
|
|
|
|
if (v < 2 * (5 * monst->_mint + 25)
|
|
|
|
|
|| ((monst->_mVar1 == MM_WALK || monst->_mVar1 == MM_WALK2 || monst->_mVar1 == MM_WALK3)
|
|
|
|
|
&& monst->_mVar2 == 0
|
|
|
|
|
&& v < 2 * (5 * monst->_mint + 40))) {
|
|
|
|
|
M_CallWalk(i, md);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (GenerateRnd(100) < 10 * (monst->_mint + 4)) {
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
if (GenerateRnd(2) != 0)
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
else
|
|
|
|
|
M_StartRSpAttack(i, mistype, dam);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
monst->_mgoalvar3 = 1;
|
|
|
|
|
}
|
|
|
|
|
if (monst->_mmode == MM_STAND) {
|
|
|
|
|
M_StartDelay(i, GenerateRnd(10) + 5);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Mega(int i)
|
|
|
|
|
{
|
|
|
|
|
MAI_RR2(i, MIS_FLAMEC, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Golum(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->position.tile.x == 1 && monst->position.tile.y == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->_mmode == MM_DEATH
|
|
|
|
|
|| monst->_mmode == MM_SPSTAND
|
|
|
|
|
|| (monst->_mmode >= MM_WALK && monst->_mmode <= MM_WALK3)) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((monst->_mFlags & MFLAG_TARGETS_MONSTER) == 0)
|
|
|
|
|
M_Enemy(i);
|
|
|
|
|
|
|
|
|
|
bool haveEnemy = (Monsters[i]._mFlags & MFLAG_NO_ENEMY) == 0;
|
|
|
|
|
|
|
|
|
|
if (monst->_mmode == MM_ATTACK) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int menemy = Monsters[i]._menemy;
|
|
|
|
|
|
|
|
|
|
int mex = Monsters[i].position.tile.x - Monsters[menemy].position.future.x;
|
|
|
|
|
int mey = Monsters[i].position.tile.y - Monsters[menemy].position.future.y;
|
|
|
|
|
Direction md = GetDirection(Monsters[i].position.tile, Monsters[menemy].position.tile);
|
|
|
|
|
Monsters[i]._mdir = md;
|
|
|
|
|
if (abs(mex) < 2 && abs(mey) < 2 && haveEnemy) {
|
|
|
|
|
menemy = Monsters[i]._menemy;
|
|
|
|
|
Monsters[i].enemyPosition = Monsters[menemy].position.tile;
|
|
|
|
|
if (Monsters[menemy]._msquelch == 0) {
|
|
|
|
|
Monsters[menemy]._msquelch = UINT8_MAX;
|
|
|
|
|
Monsters[Monsters[i]._menemy].position.last = Monsters[i].position.tile;
|
|
|
|
|
for (int j = 0; j < 5; j++) {
|
|
|
|
|
for (int k = 0; k < 5; k++) {
|
|
|
|
|
menemy = dMonster[Monsters[i].position.tile.x + k - 2][Monsters[i].position.tile.y + j - 2]; // BUGFIX: Check if indexes are between 0 and 112
|
|
|
|
|
if (menemy > 0)
|
|
|
|
|
Monsters[menemy - 1]._msquelch = UINT8_MAX; // BUGFIX: should be `Monsters[_menemy-1]`, not Monsters[_menemy]. (fixed)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (haveEnemy && MAI_Path(i))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
Monsters[i]._pathcount++;
|
|
|
|
|
if (Monsters[i]._pathcount > 8)
|
|
|
|
|
Monsters[i]._pathcount = 5;
|
|
|
|
|
|
|
|
|
|
bool ok = M_CallWalk(i, Players[i]._pdir);
|
|
|
|
|
if (ok)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
md = left[md];
|
|
|
|
|
for (int j = 0; j < 8 && !ok; j++) {
|
|
|
|
|
md = right[md];
|
|
|
|
|
ok = DirOK(i, md);
|
|
|
|
|
}
|
|
|
|
|
if (ok)
|
|
|
|
|
M_WalkDir(i, md);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_SkelKing(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int fx = monst->enemyPosition.x;
|
|
|
|
|
int fy = monst->enemyPosition.y;
|
|
|
|
|
int mx = monst->position.tile.x - fx;
|
|
|
|
|
int my = monst->position.tile.y - fy;
|
|
|
|
|
Direction md = GetDirection(monst->position.tile, monst->position.last);
|
|
|
|
|
if (monst->_msquelch < UINT8_MAX)
|
|
|
|
|
MonstCheckDoors(i);
|
|
|
|
|
int v = GenerateRnd(100);
|
|
|
|
|
int dist = std::max(abs(mx), abs(my));
|
|
|
|
|
if (dist >= 2 && monst->_msquelch == UINT8_MAX && dTransVal[monst->position.tile.x][monst->position.tile.y] == dTransVal[fx][fy]) {
|
|
|
|
|
if (monst->_mgoal == MGOAL_MOVE || ((abs(mx) >= 3 || abs(my) >= 3) && GenerateRnd(4) == 0)) {
|
|
|
|
|
if (monst->_mgoal != MGOAL_MOVE) {
|
|
|
|
|
monst->_mgoalvar1 = 0;
|
|
|
|
|
monst->_mgoalvar2 = GenerateRnd(2);
|
|
|
|
|
}
|
|
|
|
|
monst->_mgoal = MGOAL_MOVE;
|
|
|
|
|
if ((monst->_mgoalvar1++ >= 2 * dist && DirOK(i, md)) || dTransVal[monst->position.tile.x][monst->position.tile.y] != dTransVal[fx][fy]) {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
} else if (!M_RoundWalk(i, md, &monst->_mgoalvar2)) {
|
|
|
|
|
M_StartDelay(i, GenerateRnd(10) + 10);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
}
|
|
|
|
|
if (monst->_mgoal == MGOAL_NORMAL) {
|
|
|
|
|
if (!gbIsMultiplayer
|
|
|
|
|
&& ((dist >= 3 && v < 4 * monst->_mint + 35) || v < 6)
|
|
|
|
|
&& LineClearMissile(monst->position.tile, { fx, fy })) {
|
|
|
|
|
Point newPosition = monst->position.tile + md;
|
|
|
|
|
if (PosOkMonst(i, newPosition) && ActiveMonsterCount < MAXMONSTERS) {
|
|
|
|
|
M_SpawnSkel(newPosition, md);
|
|
|
|
|
M_StartSpStand(i, md);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (dist >= 2) {
|
|
|
|
|
v = GenerateRnd(100);
|
|
|
|
|
if (v >= monst->_mint + 25
|
|
|
|
|
&& ((monst->_mVar1 != MM_WALK && monst->_mVar1 != MM_WALK2 && monst->_mVar1 != MM_WALK3) || monst->_mVar2 != 0 || (v >= monst->_mint + 75))) {
|
|
|
|
|
M_StartDelay(i, GenerateRnd(10) + 10);
|
|
|
|
|
} else {
|
|
|
|
|
M_CallWalk(i, md);
|
|
|
|
|
}
|
|
|
|
|
} else if (v < monst->_mint + 20) {
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(md);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Rhino(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int fx = monst->enemyPosition.x;
|
|
|
|
|
int fy = monst->enemyPosition.y;
|
|
|
|
|
int mx = monst->position.tile.x - fx;
|
|
|
|
|
int my = monst->position.tile.y - fy;
|
|
|
|
|
Direction md = GetDirection(monst->position.tile, monst->position.last);
|
|
|
|
|
if (monst->_msquelch < UINT8_MAX)
|
|
|
|
|
MonstCheckDoors(i);
|
|
|
|
|
int v = GenerateRnd(100);
|
|
|
|
|
int dist = std::max(abs(mx), abs(my));
|
|
|
|
|
if (dist >= 2) {
|
|
|
|
|
if (monst->_mgoal == MGOAL_MOVE || (dist >= 5 && GenerateRnd(4) != 0)) {
|
|
|
|
|
if (monst->_mgoal != MGOAL_MOVE) {
|
|
|
|
|
monst->_mgoalvar1 = 0;
|
|
|
|
|
monst->_mgoalvar2 = GenerateRnd(2);
|
|
|
|
|
}
|
|
|
|
|
monst->_mgoal = MGOAL_MOVE;
|
|
|
|
|
if (monst->_mgoalvar1++ >= 2 * dist || dTransVal[monst->position.tile.x][monst->position.tile.y] != dTransVal[fx][fy]) {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
} else if (!M_RoundWalk(i, md, &monst->_mgoalvar2)) {
|
|
|
|
|
M_StartDelay(i, GenerateRnd(10) + 10);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
}
|
|
|
|
|
if (monst->_mgoal == MGOAL_NORMAL) {
|
|
|
|
|
if (dist >= 5
|
|
|
|
|
&& v < 2 * monst->_mint + 43
|
|
|
|
|
&& LineClear(PosOkMonst, i, monst->position.tile, { fx, fy })) {
|
|
|
|
|
if (AddMissile(monst->position.tile, { fx, fy }, md, MIS_RHINO, monst->_menemy, i, 0, 0) != -1) {
|
|
|
|
|
if (monst->MData->snd_special)
|
|
|
|
|
PlayEffect(i, 3);
|
|
|
|
|
dMonster[monst->position.tile.x][monst->position.tile.y] = -(i + 1);
|
|
|
|
|
monst->_mmode = MM_CHARGE;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (dist >= 2) {
|
|
|
|
|
v = GenerateRnd(100);
|
|
|
|
|
if (v >= 2 * monst->_mint + 33
|
|
|
|
|
&& ((monst->_mVar1 != MM_WALK && monst->_mVar1 != MM_WALK2 && monst->_mVar1 != MM_WALK3)
|
|
|
|
|
|| monst->_mVar2 != 0
|
|
|
|
|
|| v >= 2 * monst->_mint + 83)) {
|
|
|
|
|
M_StartDelay(i, GenerateRnd(10) + 10);
|
|
|
|
|
} else {
|
|
|
|
|
M_CallWalk(i, md);
|
|
|
|
|
}
|
|
|
|
|
} else if (v < 2 * monst->_mint + 28) {
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(monst->_mdir);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_HorkDemon(int i)
|
|
|
|
|
{
|
|
|
|
|
if ((DWORD)i >= MAXMONSTERS) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int fx = monst->enemyPosition.x;
|
|
|
|
|
int fy = monst->enemyPosition.y;
|
|
|
|
|
int mx = monst->position.tile.x - fx;
|
|
|
|
|
int my = monst->position.tile.y - fy;
|
|
|
|
|
Direction md = GetDirection(monst->position.tile, monst->position.last);
|
|
|
|
|
|
|
|
|
|
if (monst->_msquelch < 255) {
|
|
|
|
|
MonstCheckDoors(i);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int v = GenerateRnd(100);
|
|
|
|
|
|
|
|
|
|
if (abs(mx) < 2 && abs(my) < 2) {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
} else if (monst->_mgoal == 4 || ((abs(mx) >= 5 || abs(my) >= 5) && GenerateRnd(4) != 0)) {
|
|
|
|
|
if (monst->_mgoal != 4) {
|
|
|
|
|
monst->_mgoalvar1 = 0;
|
|
|
|
|
monst->_mgoalvar2 = GenerateRnd(2);
|
|
|
|
|
}
|
|
|
|
|
monst->_mgoal = MGOAL_MOVE;
|
|
|
|
|
int dist = std::max(abs(mx), abs(my));
|
|
|
|
|
if (monst->_mgoalvar1++ >= 2 * dist || dTransVal[monst->position.tile.x][monst->position.tile.y] != dTransVal[fx][fy]) {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
} else if (!M_RoundWalk(i, md, &monst->_mgoalvar2)) {
|
|
|
|
|
M_StartDelay(i, GenerateRnd(10) + 10);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->_mgoal == 1) {
|
|
|
|
|
if ((abs(mx) >= 3 || abs(my) >= 3) && v < 2 * monst->_mint + 43) {
|
|
|
|
|
Point position = monst->position.tile + monst->_mdir;
|
|
|
|
|
if (PosOkMonst(i, position) && ActiveMonsterCount < MAXMONSTERS) {
|
|
|
|
|
M_StartRSpAttack(i, MIS_HORKDMN, 0);
|
|
|
|
|
}
|
|
|
|
|
} else if (abs(mx) < 2 && abs(my) < 2) {
|
|
|
|
|
if (v < 2 * monst->_mint + 28) {
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
M_StartAttack(i);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
v = GenerateRnd(100);
|
|
|
|
|
if (v < 2 * monst->_mint + 33
|
|
|
|
|
|| ((monst->_mVar1 == MM_WALK || monst->_mVar1 == MM_WALK2 || monst->_mVar1 == MM_WALK3) && monst->_mVar2 == 0 && v < 2 * monst->_mint + 83)) {
|
|
|
|
|
M_CallWalk(i, md);
|
|
|
|
|
} else {
|
|
|
|
|
M_StartDelay(i, GenerateRnd(10) + 10);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(monst->_mdir);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Counselor(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
int fx = monst->enemyPosition.x;
|
|
|
|
|
int fy = monst->enemyPosition.y;
|
|
|
|
|
int mx = monst->position.tile.x - fx;
|
|
|
|
|
int my = monst->position.tile.y - fy;
|
|
|
|
|
Direction md = GetDirection(monst->position.tile, monst->position.last);
|
|
|
|
|
if (monst->_msquelch < UINT8_MAX)
|
|
|
|
|
MonstCheckDoors(i);
|
|
|
|
|
int v = GenerateRnd(100);
|
|
|
|
|
if (monst->_mgoal == MGOAL_RETREAT) {
|
|
|
|
|
if (monst->_mgoalvar1++ <= 3)
|
|
|
|
|
M_CallWalk(i, opposite[md]);
|
|
|
|
|
else {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
M_StartFadein(i, md, true);
|
|
|
|
|
}
|
|
|
|
|
} else if (monst->_mgoal == MGOAL_MOVE) {
|
|
|
|
|
int dist = std::max(abs(mx), abs(my));
|
|
|
|
|
if (dist >= 2 && monst->_msquelch == UINT8_MAX && dTransVal[monst->position.tile.x][monst->position.tile.y] == dTransVal[fx][fy]) {
|
|
|
|
|
if (monst->_mgoalvar1++ < 2 * dist || !DirOK(i, md)) {
|
|
|
|
|
M_RoundWalk(i, md, &monst->_mgoalvar2);
|
|
|
|
|
} else {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
M_StartFadein(i, md, true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else if (monst->_mgoal == MGOAL_NORMAL) {
|
|
|
|
|
if (abs(mx) >= 2 || abs(my) >= 2) {
|
|
|
|
|
if (v < 5 * (monst->_mint + 10) && LineClearMissile(monst->position.tile, { fx, fy })) {
|
|
|
|
|
constexpr missile_id MissileTypes[4] = { MIS_FIREBOLT, MIS_CBOLT, MIS_LIGHTCTRL, MIS_FIREBALL };
|
|
|
|
|
M_StartRAttack(i, MissileTypes[monst->_mint], monst->mMinDamage + GenerateRnd(monst->mMaxDamage - monst->mMinDamage + 1));
|
|
|
|
|
} else if (GenerateRnd(100) < 30) {
|
|
|
|
|
monst->_mgoal = MGOAL_MOVE;
|
|
|
|
|
monst->_mgoalvar1 = 0;
|
|
|
|
|
M_StartFadeout(i, md, false);
|
|
|
|
|
} else
|
|
|
|
|
M_StartDelay(i, GenerateRnd(10) + 2 * (5 - monst->_mint));
|
|
|
|
|
} else {
|
|
|
|
|
monst->_mdir = md;
|
|
|
|
|
if (monst->_mhitpoints < (monst->_mmaxhp / 2)) {
|
|
|
|
|
monst->_mgoal = MGOAL_RETREAT;
|
|
|
|
|
monst->_mgoalvar1 = 0;
|
|
|
|
|
M_StartFadeout(i, md, false);
|
|
|
|
|
} else if (monst->_mVar1 == MM_DELAY
|
|
|
|
|
|| GenerateRnd(100) < 2 * monst->_mint + 20) {
|
|
|
|
|
M_StartRAttack(i, MIS_NULL, 0);
|
|
|
|
|
AddMissile(monst->position.tile, { 0, 0 }, monst->_mdir, MIS_FLASH, TARGET_PLAYERS, i, 4, 0);
|
|
|
|
|
AddMissile(monst->position.tile, { 0, 0 }, monst->_mdir, MIS_FLASH2, TARGET_PLAYERS, i, 4, 0);
|
|
|
|
|
} else
|
|
|
|
|
M_StartDelay(i, GenerateRnd(10) + 2 * (5 - monst->_mint));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (monst->_mmode == MM_STAND) {
|
|
|
|
|
M_StartDelay(i, GenerateRnd(10) + 5);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Garbud(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (monst->_mmode != MM_STAND) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int mx = monst->position.tile.x;
|
|
|
|
|
int my = monst->position.tile.y;
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
|
|
|
|
|
if (monst->mtalkmsg >= TEXT_GARBUD1
|
|
|
|
|
&& monst->mtalkmsg <= TEXT_GARBUD3
|
|
|
|
|
&& (dFlags[mx][my] & BFLAG_VISIBLE) == 0
|
|
|
|
|
&& monst->_mgoal == MGOAL_TALKING) {
|
|
|
|
|
monst->_mgoal = MGOAL_INQUIRING;
|
|
|
|
|
switch (monst->mtalkmsg) {
|
|
|
|
|
case TEXT_GARBUD1:
|
|
|
|
|
monst->mtalkmsg = TEXT_GARBUD2;
|
|
|
|
|
break;
|
|
|
|
|
case TEXT_GARBUD2:
|
|
|
|
|
monst->mtalkmsg = TEXT_GARBUD3;
|
|
|
|
|
break;
|
|
|
|
|
case TEXT_GARBUD3:
|
|
|
|
|
monst->mtalkmsg = TEXT_GARBUD4;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((dFlags[mx][my] & BFLAG_VISIBLE) != 0) {
|
|
|
|
|
if (monst->mtalkmsg == TEXT_GARBUD4) {
|
|
|
|
|
if (!effect_is_playing(USFX_GARBUD4) && monst->_mgoal == MGOAL_TALKING) {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
monst->_msquelch = UINT8_MAX;
|
|
|
|
|
monst->mtalkmsg = TEXT_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->_mgoal == MGOAL_NORMAL || monst->_mgoal == MGOAL_MOVE)
|
|
|
|
|
MAI_Round(i, true);
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(md);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Zhar(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (Monsters[i]._mmode != MM_STAND) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int mx = monst->position.tile.x;
|
|
|
|
|
int my = monst->position.tile.y;
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
if (monst->mtalkmsg == TEXT_ZHAR1 && (dFlags[mx][my] & BFLAG_VISIBLE) == 0 && monst->_mgoal == MGOAL_TALKING) {
|
|
|
|
|
monst->mtalkmsg = TEXT_ZHAR2;
|
|
|
|
|
monst->_mgoal = MGOAL_INQUIRING;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((dFlags[mx][my] & BFLAG_VISIBLE) != 0) {
|
|
|
|
|
if (monst->mtalkmsg == TEXT_ZHAR2) {
|
|
|
|
|
if (!effect_is_playing(USFX_ZHAR2) && monst->_mgoal == MGOAL_TALKING) {
|
|
|
|
|
monst->_msquelch = UINT8_MAX;
|
|
|
|
|
monst->mtalkmsg = TEXT_NONE;
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->_mgoal == MGOAL_NORMAL || monst->_mgoal == MGOAL_RETREAT || monst->_mgoal == MGOAL_MOVE)
|
|
|
|
|
MAI_Counselor(i);
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(md);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_SnotSpil(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (Monsters[i]._mmode != MM_STAND) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int mx = monst->position.tile.x;
|
|
|
|
|
int my = monst->position.tile.y;
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
|
|
|
|
|
if (monst->mtalkmsg == TEXT_BANNER10 && (dFlags[mx][my] & BFLAG_VISIBLE) == 0 && monst->_mgoal == MGOAL_TALKING) {
|
|
|
|
|
monst->mtalkmsg = TEXT_BANNER11;
|
|
|
|
|
monst->_mgoal = MGOAL_INQUIRING;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->mtalkmsg == TEXT_BANNER11 && Quests[Q_LTBANNER]._qvar1 == 3) {
|
|
|
|
|
monst->mtalkmsg = TEXT_NONE;
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((dFlags[mx][my] & BFLAG_VISIBLE) != 0) {
|
|
|
|
|
if (monst->mtalkmsg == TEXT_BANNER12) {
|
|
|
|
|
if (!effect_is_playing(USFX_SNOT3) && monst->_mgoal == MGOAL_TALKING) {
|
|
|
|
|
ObjChangeMap(setpc_x, setpc_y, setpc_x + setpc_w + 1, setpc_y + setpc_h + 1);
|
|
|
|
|
Quests[Q_LTBANNER]._qvar1 = 3;
|
|
|
|
|
RedoPlayerVision();
|
|
|
|
|
monst->_msquelch = UINT8_MAX;
|
|
|
|
|
monst->mtalkmsg = TEXT_NONE;
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (Quests[Q_LTBANNER]._qvar1 == 3) {
|
|
|
|
|
if (monst->_mgoal == MGOAL_NORMAL || monst->_mgoal == MGOAL_ATTACK2)
|
|
|
|
|
MAI_Fallen(i);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(md);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Lazurus(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (Monsters[i]._mmode != MM_STAND) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int mx = monst->position.tile.x;
|
|
|
|
|
int my = monst->position.tile.y;
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
if ((dFlags[mx][my] & BFLAG_VISIBLE) != 0) {
|
|
|
|
|
if (!gbIsMultiplayer) {
|
|
|
|
|
if (monst->mtalkmsg == TEXT_VILE13 && monst->_mgoal == MGOAL_INQUIRING && Players[MyPlayerId].position.tile.x == 35 && Players[MyPlayerId].position.tile.y == 46) {
|
|
|
|
|
PlayInGameMovie("gendata\\fprst3.smk");
|
|
|
|
|
monst->_mmode = MM_TALK;
|
|
|
|
|
Quests[Q_BETRAYER]._qvar1 = 5;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->mtalkmsg == TEXT_VILE13 && !effect_is_playing(USFX_LAZ1) && monst->_mgoal == MGOAL_TALKING) {
|
|
|
|
|
ObjChangeMapResync(1, 18, 20, 24);
|
|
|
|
|
RedoPlayerVision();
|
|
|
|
|
Quests[Q_BETRAYER]._qvar1 = 6;
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
monst->_msquelch = UINT8_MAX;
|
|
|
|
|
monst->mtalkmsg = TEXT_NONE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gbIsMultiplayer && monst->mtalkmsg == TEXT_VILE13 && monst->_mgoal == MGOAL_INQUIRING && Quests[Q_BETRAYER]._qvar1 <= 3) {
|
|
|
|
|
monst->_mmode = MM_TALK;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->_mgoal == MGOAL_NORMAL || monst->_mgoal == MGOAL_RETREAT || monst->_mgoal == MGOAL_MOVE) {
|
|
|
|
|
if (!gbIsMultiplayer && Quests[Q_BETRAYER]._qvar1 == 4 && monst->mtalkmsg == TEXT_NONE) { // Fix save games affected by teleport bug
|
|
|
|
|
ObjChangeMapResync(1, 18, 20, 24);
|
|
|
|
|
RedoPlayerVision();
|
|
|
|
|
Quests[Q_BETRAYER]._qvar1 = 6;
|
|
|
|
|
}
|
|
|
|
|
monst->mtalkmsg = TEXT_NONE;
|
|
|
|
|
MAI_Counselor(i);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(md);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Lazhelp(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
if (Monsters[i]._mmode != MM_STAND)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
int mx = monst->position.tile.x;
|
|
|
|
|
int my = monst->position.tile.y;
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
|
|
|
|
|
if ((dFlags[mx][my] & BFLAG_VISIBLE) != 0) {
|
|
|
|
|
if (!gbIsMultiplayer) {
|
|
|
|
|
if (Quests[Q_BETRAYER]._qvar1 <= 5) {
|
|
|
|
|
monst->_mgoal = MGOAL_INQUIRING;
|
|
|
|
|
} else {
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
monst->mtalkmsg = TEXT_NONE;
|
|
|
|
|
}
|
|
|
|
|
} else
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
}
|
|
|
|
|
if (monst->_mgoal == MGOAL_NORMAL)
|
|
|
|
|
MAI_Succ(i);
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(md);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Lachdanan(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (Monsters[i]._mmode != MM_STAND) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int mx = monst->position.tile.x;
|
|
|
|
|
int my = monst->position.tile.y;
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
|
|
|
|
|
if (monst->mtalkmsg == TEXT_VEIL9 && (dFlags[mx][my] & BFLAG_VISIBLE) == 0 && Monsters[i]._mgoal == MGOAL_TALKING) {
|
|
|
|
|
monst->mtalkmsg = TEXT_VEIL10;
|
|
|
|
|
Monsters[i]._mgoal = MGOAL_INQUIRING;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((dFlags[mx][my] & BFLAG_VISIBLE) != 0) {
|
|
|
|
|
if (monst->mtalkmsg == TEXT_VEIL11) {
|
|
|
|
|
if (!effect_is_playing(USFX_LACH3) && monst->_mgoal == MGOAL_TALKING) {
|
|
|
|
|
monst->mtalkmsg = TEXT_NONE;
|
|
|
|
|
Quests[Q_VEIL]._qactive = QUEST_DONE;
|
|
|
|
|
M_StartKill(i, -1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(md);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MAI_Warlord(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
if (Monsters[i]._mmode != MM_STAND) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int mx = monst->position.tile.x;
|
|
|
|
|
int my = monst->position.tile.y;
|
|
|
|
|
Direction md = M_GetDir(i);
|
|
|
|
|
if ((dFlags[mx][my] & BFLAG_VISIBLE) != 0) {
|
|
|
|
|
if (monst->mtalkmsg == TEXT_WARLRD9 && monst->_mgoal == MGOAL_INQUIRING)
|
|
|
|
|
monst->_mmode = MM_TALK;
|
|
|
|
|
if (monst->mtalkmsg == TEXT_WARLRD9 && !effect_is_playing(USFX_WARLRD1) && monst->_mgoal == MGOAL_TALKING) {
|
|
|
|
|
monst->_msquelch = UINT8_MAX;
|
|
|
|
|
monst->mtalkmsg = TEXT_NONE;
|
|
|
|
|
monst->_mgoal = MGOAL_NORMAL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (monst->_mgoal == MGOAL_NORMAL)
|
|
|
|
|
MAI_SkelSd(i);
|
|
|
|
|
|
|
|
|
|
monst->CheckStandAnimationIsLoaded(monst->_mdir);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DeleteMonsterList()
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < MAX_PLRS; i++) {
|
|
|
|
|
if (Monsters[i]._mDelFlag) {
|
|
|
|
|
Monsters[i].position.tile = { 1, 0 };
|
|
|
|
|
Monsters[i].position.future = { 0, 0 };
|
|
|
|
|
Monsters[i].position.old = { 0, 0 };
|
|
|
|
|
Monsters[i]._mDelFlag = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = MAX_PLRS; i < ActiveMonsterCount;) {
|
|
|
|
|
if (Monsters[ActiveMonsters[i]]._mDelFlag) {
|
|
|
|
|
DeleteMonster(i);
|
|
|
|
|
} else {
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ProcessMonsters()
|
|
|
|
|
{
|
|
|
|
|
DeleteMonsterList();
|
|
|
|
|
|
|
|
|
|
assert((DWORD)ActiveMonsterCount <= MAXMONSTERS);
|
|
|
|
|
for (int i = 0; i < ActiveMonsterCount; i++) {
|
|
|
|
|
int mi = ActiveMonsters[i];
|
|
|
|
|
MonsterStruct *monst = &Monsters[mi];
|
|
|
|
|
bool raflag = false;
|
|
|
|
|
if (gbIsMultiplayer) {
|
|
|
|
|
SetRndSeed(monst->_mAISeed);
|
|
|
|
|
monst->_mAISeed = AdvanceRndSeed();
|
|
|
|
|
}
|
|
|
|
|
if ((Monsters[mi]._mFlags & MFLAG_NOHEAL) == 0 && monst->_mhitpoints < monst->_mmaxhp && monst->_mhitpoints >> 6 > 0) {
|
|
|
|
|
if (monst->mLevel > 1) {
|
|
|
|
|
monst->_mhitpoints += monst->mLevel / 2;
|
|
|
|
|
} else {
|
|
|
|
|
monst->_mhitpoints += monst->mLevel;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
int mx = monst->position.tile.x;
|
|
|
|
|
int my = monst->position.tile.y;
|
|
|
|
|
|
|
|
|
|
if ((dFlags[mx][my] & BFLAG_VISIBLE) != 0 && monst->_msquelch == 0) {
|
|
|
|
|
if (monst->MType->mtype == MT_CLEAVER) {
|
|
|
|
|
PlaySFX(USFX_CLEAVER);
|
|
|
|
|
}
|
|
|
|
|
if (monst->MType->mtype == MT_NAKRUL) {
|
|
|
|
|
if (sgGameInitInfo.bCowQuest != 0) {
|
|
|
|
|
PlaySFX(USFX_NAKRUL6);
|
|
|
|
|
} else {
|
|
|
|
|
if (IsUberRoomOpened)
|
|
|
|
|
PlaySFX(USFX_NAKRUL4);
|
|
|
|
|
else
|
|
|
|
|
PlaySFX(USFX_NAKRUL5);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (monst->MType->mtype == MT_DEFILER)
|
|
|
|
|
PlaySFX(USFX_DEFILER8);
|
|
|
|
|
M_Enemy(mi);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int menemy;
|
|
|
|
|
if ((monst->_mFlags & MFLAG_TARGETS_MONSTER) != 0) {
|
|
|
|
|
menemy = monst->_menemy;
|
|
|
|
|
assurance((DWORD)menemy < MAXMONSTERS, menemy);
|
|
|
|
|
monst->position.last = Monsters[monst->_menemy].position.future;
|
|
|
|
|
monst->enemyPosition = monst->position.last;
|
|
|
|
|
} else {
|
|
|
|
|
menemy = monst->_menemy;
|
|
|
|
|
assurance((DWORD)menemy < MAX_PLRS, menemy);
|
|
|
|
|
monst->enemyPosition = Players[monst->_menemy].position.future;
|
|
|
|
|
if ((dFlags[mx][my] & BFLAG_VISIBLE) != 0) {
|
|
|
|
|
monst->_msquelch = UINT8_MAX;
|
|
|
|
|
monst->position.last = Players[monst->_menemy].position.future;
|
|
|
|
|
} else if (monst->_msquelch != 0 && monst->MType->mtype != MT_DIABLO) { /// BUGFIX: change '_mAi' to 'MType->mtype'
|
|
|
|
|
monst->_msquelch--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
do {
|
|
|
|
|
if ((monst->_mFlags & MFLAG_SEARCH) == 0 || !MAI_Path(mi)) {
|
|
|
|
|
AiProc[monst->_mAi](mi);
|
|
|
|
|
}
|
|
|
|
|
switch (monst->_mmode) {
|
|
|
|
|
case MM_STAND:
|
|
|
|
|
raflag = M_DoStand(mi);
|
|
|
|
|
break;
|
|
|
|
|
case MM_WALK:
|
|
|
|
|
case MM_WALK2:
|
|
|
|
|
case MM_WALK3:
|
|
|
|
|
raflag = M_DoWalk(mi, monst->_mmode);
|
|
|
|
|
break;
|
|
|
|
|
case MM_ATTACK:
|
|
|
|
|
raflag = M_DoAttack(mi);
|
|
|
|
|
break;
|
|
|
|
|
case MM_GOTHIT:
|
|
|
|
|
raflag = M_DoGotHit(mi);
|
|
|
|
|
break;
|
|
|
|
|
case MM_DEATH:
|
|
|
|
|
raflag = M_DoDeath(mi);
|
|
|
|
|
break;
|
|
|
|
|
case MM_SATTACK:
|
|
|
|
|
raflag = M_DoSAttack(mi);
|
|
|
|
|
break;
|
|
|
|
|
case MM_FADEIN:
|
|
|
|
|
raflag = M_DoFadein(mi);
|
|
|
|
|
break;
|
|
|
|
|
case MM_FADEOUT:
|
|
|
|
|
raflag = M_DoFadeout(mi);
|
|
|
|
|
break;
|
|
|
|
|
case MM_RATTACK:
|
|
|
|
|
raflag = M_DoRAttack(mi);
|
|
|
|
|
break;
|
|
|
|
|
case MM_SPSTAND:
|
|
|
|
|
raflag = M_DoSpStand(mi);
|
|
|
|
|
break;
|
|
|
|
|
case MM_RSPATTACK:
|
|
|
|
|
raflag = M_DoRSpAttack(mi);
|
|
|
|
|
break;
|
|
|
|
|
case MM_DELAY:
|
|
|
|
|
raflag = M_DoDelay(mi);
|
|
|
|
|
break;
|
|
|
|
|
case MM_CHARGE:
|
|
|
|
|
raflag = false;
|
|
|
|
|
break;
|
|
|
|
|
case MM_STONE:
|
|
|
|
|
raflag = M_DoStone(mi);
|
|
|
|
|
break;
|
|
|
|
|
case MM_HEAL:
|
|
|
|
|
raflag = M_DoHeal(mi);
|
|
|
|
|
break;
|
|
|
|
|
case MM_TALK:
|
|
|
|
|
raflag = M_DoTalk(mi);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (raflag) {
|
|
|
|
|
GroupUnity(mi);
|
|
|
|
|
}
|
|
|
|
|
} while (raflag);
|
|
|
|
|
if (monst->_mmode != MM_STONE) {
|
|
|
|
|
monst->AnimInfo.ProcessAnimation((monst->_mFlags & MFLAG_LOCK_ANIMATION) != 0, (monst->_mFlags & MFLAG_ALLOW_SPECIAL) != 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DeleteMonsterList();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FreeMonsters()
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < LevelMonsterTypeCount; i++) {
|
|
|
|
|
int mtype = LevelMonsterTypes[i].mtype;
|
|
|
|
|
for (int j = 0; j < 6; j++) {
|
|
|
|
|
if (animletter[j] != 's' || MonsterData[mtype].has_special) {
|
|
|
|
|
LevelMonsterTypes[i].Anims[j].CMem = nullptr;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FreeMissiles2();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool DirOK(int i, Direction mdir)
|
|
|
|
|
{
|
|
|
|
|
commitment((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
Point position = Monsters[i].position.tile;
|
|
|
|
|
Point futurePosition = position + mdir;
|
|
|
|
|
if (futurePosition.y < 0 || futurePosition.y >= MAXDUNY || futurePosition.x < 0 || futurePosition.x >= MAXDUNX || !PosOkMonst(i, futurePosition))
|
|
|
|
|
return false;
|
|
|
|
|
if (mdir == DIR_E) {
|
|
|
|
|
if (SolidLoc(position + DIR_SE) || (dFlags[position.x + 1][position.y] & BFLAG_MONSTLR) != 0)
|
|
|
|
|
return false;
|
|
|
|
|
} else if (mdir == DIR_W) {
|
|
|
|
|
if (SolidLoc(position + DIR_SW) || (dFlags[position.x][position.y + 1] & BFLAG_MONSTLR) != 0)
|
|
|
|
|
return false;
|
|
|
|
|
} else if (mdir == DIR_N) {
|
|
|
|
|
if (SolidLoc(position + DIR_NE) || SolidLoc(position + DIR_NW))
|
|
|
|
|
return false;
|
|
|
|
|
} else if (mdir == DIR_S)
|
|
|
|
|
if (SolidLoc(position + DIR_SW) || SolidLoc(position + DIR_SE))
|
|
|
|
|
return false;
|
|
|
|
|
if (Monsters[i].leaderflag == 1) {
|
|
|
|
|
return futurePosition.WalkingDistance(Monsters[Monsters[i].leader].position.future) < 4;
|
|
|
|
|
}
|
|
|
|
|
if (Monsters[i]._uniqtype == 0 || (UniqMonst[Monsters[i]._uniqtype - 1].mUnqAttr & 2) == 0)
|
|
|
|
|
return true;
|
|
|
|
|
int mcount = 0;
|
|
|
|
|
for (int x = futurePosition.x - 3; x <= futurePosition.x + 3; x++) {
|
|
|
|
|
for (int y = futurePosition.y - 3; y <= futurePosition.y + 3; y++) {
|
|
|
|
|
if (y < 0 || y >= MAXDUNY || x < 0 || x >= MAXDUNX)
|
|
|
|
|
continue;
|
|
|
|
|
int mi = dMonster[x][y];
|
|
|
|
|
if (mi < 0)
|
|
|
|
|
mi = -mi;
|
|
|
|
|
if (mi != 0)
|
|
|
|
|
mi--;
|
|
|
|
|
// BUGFIX: should only run pack member check if mi was non-zero prior to executing the body of the above if-statement.
|
|
|
|
|
if (Monsters[mi].leaderflag == 1
|
|
|
|
|
&& Monsters[mi].leader == i
|
|
|
|
|
&& Monsters[mi].position.future == Point { x, y }) {
|
|
|
|
|
mcount++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return mcount == Monsters[i].packsize;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool PosOkMissile(int /*entity*/, Point position)
|
|
|
|
|
{
|
|
|
|
|
return !nMissileTable[dPiece[position.x][position.y]] && (dFlags[position.x][position.y] & BFLAG_MONSTLR) == 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool CheckNoSolid(int /*entity*/, Point position)
|
|
|
|
|
{
|
|
|
|
|
return !nSolidTable[dPiece[position.x][position.y]];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool LineClearSolid(Point startPoint, Point endPoint)
|
|
|
|
|
{
|
|
|
|
|
return LineClear(CheckNoSolid, 0, startPoint, endPoint);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool LineClearMissile(Point startPoint, Point endPoint)
|
|
|
|
|
{
|
|
|
|
|
return LineClear(PosOkMissile, 0, startPoint, endPoint);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool LineClear(bool (*clear)(int, Point), int entity, Point startPoint, Point endPoint)
|
|
|
|
|
{
|
|
|
|
|
Point position = startPoint;
|
|
|
|
|
|
|
|
|
|
int dx = endPoint.x - position.x;
|
|
|
|
|
int dy = endPoint.y - position.y;
|
|
|
|
|
if (abs(dx) > abs(dy)) {
|
|
|
|
|
if (dx < 0) {
|
|
|
|
|
std::swap(position, endPoint);
|
|
|
|
|
dx = -dx;
|
|
|
|
|
dy = -dy;
|
|
|
|
|
}
|
|
|
|
|
int d;
|
|
|
|
|
int yincD;
|
|
|
|
|
int dincD;
|
|
|
|
|
int dincH;
|
|
|
|
|
if (dy > 0) {
|
|
|
|
|
d = 2 * dy - dx;
|
|
|
|
|
dincD = 2 * dy;
|
|
|
|
|
dincH = 2 * (dy - dx);
|
|
|
|
|
yincD = 1;
|
|
|
|
|
} else {
|
|
|
|
|
d = 2 * dy + dx;
|
|
|
|
|
dincD = 2 * dy;
|
|
|
|
|
dincH = 2 * (dx + dy);
|
|
|
|
|
yincD = -1;
|
|
|
|
|
}
|
|
|
|
|
bool done = false;
|
|
|
|
|
while (!done && position != endPoint) {
|
|
|
|
|
if ((d <= 0) ^ (yincD < 0)) {
|
|
|
|
|
d += dincD;
|
|
|
|
|
} else {
|
|
|
|
|
d += dincH;
|
|
|
|
|
position.y += yincD;
|
|
|
|
|
}
|
|
|
|
|
position.x++;
|
|
|
|
|
done = position != startPoint && !clear(entity, position);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (dy < 0) {
|
|
|
|
|
std::swap(position, endPoint);
|
|
|
|
|
dy = -dy;
|
|
|
|
|
dx = -dx;
|
|
|
|
|
}
|
|
|
|
|
int d;
|
|
|
|
|
int xincD;
|
|
|
|
|
int dincD;
|
|
|
|
|
int dincH;
|
|
|
|
|
if (dx > 0) {
|
|
|
|
|
d = 2 * dx - dy;
|
|
|
|
|
dincD = 2 * dx;
|
|
|
|
|
dincH = 2 * (dx - dy);
|
|
|
|
|
xincD = 1;
|
|
|
|
|
} else {
|
|
|
|
|
d = 2 * dx + dy;
|
|
|
|
|
dincD = 2 * dx;
|
|
|
|
|
dincH = 2 * (dy + dx);
|
|
|
|
|
xincD = -1;
|
|
|
|
|
}
|
|
|
|
|
bool done = false;
|
|
|
|
|
while (!done && position != endPoint) {
|
|
|
|
|
if ((d <= 0) ^ (xincD < 0)) {
|
|
|
|
|
d += dincD;
|
|
|
|
|
} else {
|
|
|
|
|
d += dincH;
|
|
|
|
|
position.x += xincD;
|
|
|
|
|
}
|
|
|
|
|
position.y++;
|
|
|
|
|
done = position != startPoint && !clear(entity, position);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return position == endPoint;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SyncMonsterAnim(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS || i < 0, i);
|
|
|
|
|
Monsters[i].MType = &LevelMonsterTypes[Monsters[i]._mMTidx];
|
|
|
|
|
Monsters[i].MData = LevelMonsterTypes[Monsters[i]._mMTidx].MData;
|
|
|
|
|
if (Monsters[i]._uniqtype != 0)
|
|
|
|
|
Monsters[i].mName = _(UniqMonst[Monsters[i]._uniqtype - 1].mName);
|
|
|
|
|
else
|
|
|
|
|
Monsters[i].mName = _(Monsters[i].MData->mName);
|
|
|
|
|
int mdir = Monsters[i]._mdir;
|
|
|
|
|
|
|
|
|
|
int graphic = MA_STAND;
|
|
|
|
|
|
|
|
|
|
switch (Monsters[i]._mmode) {
|
|
|
|
|
case MM_STAND:
|
|
|
|
|
case MM_DELAY:
|
|
|
|
|
case MM_TALK:
|
|
|
|
|
break;
|
|
|
|
|
case MM_WALK:
|
|
|
|
|
case MM_WALK2:
|
|
|
|
|
case MM_WALK3:
|
|
|
|
|
graphic = MA_WALK;
|
|
|
|
|
break;
|
|
|
|
|
case MM_ATTACK:
|
|
|
|
|
case MM_RATTACK:
|
|
|
|
|
graphic = MA_ATTACK;
|
|
|
|
|
break;
|
|
|
|
|
case MM_GOTHIT:
|
|
|
|
|
graphic = MA_GOTHIT;
|
|
|
|
|
break;
|
|
|
|
|
case MM_DEATH:
|
|
|
|
|
graphic = MA_DEATH;
|
|
|
|
|
break;
|
|
|
|
|
case MM_SATTACK:
|
|
|
|
|
case MM_FADEIN:
|
|
|
|
|
case MM_FADEOUT:
|
|
|
|
|
case MM_SPSTAND:
|
|
|
|
|
case MM_RSPATTACK:
|
|
|
|
|
case MM_HEAL:
|
|
|
|
|
graphic = MA_SPECIAL;
|
|
|
|
|
break;
|
|
|
|
|
case MM_CHARGE:
|
|
|
|
|
graphic = MA_ATTACK;
|
|
|
|
|
Monsters[i].AnimInfo.CurrentFrame = 1;
|
|
|
|
|
Monsters[i].AnimInfo.NumberOfFrames = Monsters[i].MType->GetAnimData(MA_ATTACK).Frames;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
Monsters[i].AnimInfo.CurrentFrame = 1;
|
|
|
|
|
Monsters[i].AnimInfo.NumberOfFrames = Monsters[i].MType->GetAnimData(MA_STAND).Frames;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Monsters[i].MType->GetAnimData(graphic).CelSpritesForDirections[mdir])
|
|
|
|
|
Monsters[i].AnimInfo.pCelSprite = &*Monsters[i].MType->GetAnimData(graphic).CelSpritesForDirections[mdir];
|
|
|
|
|
else
|
|
|
|
|
Monsters[i].AnimInfo.pCelSprite = nullptr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void M_FallenFear(Point position)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < ActiveMonsterCount; i++) {
|
|
|
|
|
MonsterStruct *m = &Monsters[ActiveMonsters[i]];
|
|
|
|
|
|
|
|
|
|
int rundist;
|
|
|
|
|
switch (m->MType->mtype) {
|
|
|
|
|
case MT_RFALLSP:
|
|
|
|
|
case MT_RFALLSD:
|
|
|
|
|
rundist = 7;
|
|
|
|
|
break;
|
|
|
|
|
case MT_DFALLSP:
|
|
|
|
|
case MT_DFALLSD:
|
|
|
|
|
rundist = 5;
|
|
|
|
|
break;
|
|
|
|
|
case MT_YFALLSP:
|
|
|
|
|
case MT_YFALLSD:
|
|
|
|
|
rundist = 3;
|
|
|
|
|
break;
|
|
|
|
|
case MT_BFALLSP:
|
|
|
|
|
case MT_BFALLSD:
|
|
|
|
|
rundist = 2;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
if (m->_mAi == AI_FALLEN
|
|
|
|
|
&& position.WalkingDistance(m->position.tile) < 5
|
|
|
|
|
&& m->_mhitpoints >> 6 > 0) {
|
|
|
|
|
m->_mgoal = MGOAL_RETREAT;
|
|
|
|
|
m->_mgoalvar1 = rundist;
|
|
|
|
|
m->_mgoalvar2 = GetDirection(position, m->position.tile);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const char *GetMonsterTypeText(const MonsterDataStruct &monsterData)
|
|
|
|
|
{
|
|
|
|
|
switch (monsterData.mMonstClass) {
|
|
|
|
|
case MC_ANIMAL:
|
|
|
|
|
return _("Animal");
|
|
|
|
|
case MC_DEMON:
|
|
|
|
|
return _("Demon");
|
|
|
|
|
case MC_UNDEAD:
|
|
|
|
|
return _("Undead");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
app_fatal("Unknown mMonstClass %i", monsterData.mMonstClass);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PrintMonstHistory(int mt)
|
|
|
|
|
{
|
|
|
|
|
if (sgOptions.Gameplay.bShowMonsterType) {
|
|
|
|
|
strcpy(tempstr, fmt::format(_("Type: {:s} Kills: {:d}"), GetMonsterTypeText(MonsterData[mt]), MonsterKillCounts[mt]).c_str());
|
|
|
|
|
} else {
|
|
|
|
|
strcpy(tempstr, fmt::format(_("Total kills: {:d}"), MonsterKillCounts[mt]).c_str());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AddPanelString(tempstr);
|
|
|
|
|
if (MonsterKillCounts[mt] >= 30) {
|
|
|
|
|
int minHP = MonsterData[mt].mMinHP;
|
|
|
|
|
int maxHP = MonsterData[mt].mMaxHP;
|
|
|
|
|
if (!gbIsHellfire && mt == MT_DIABLO) {
|
|
|
|
|
minHP -= 2000;
|
|
|
|
|
maxHP -= 2000;
|
|
|
|
|
}
|
|
|
|
|
if (!gbIsMultiplayer) {
|
|
|
|
|
minHP /= 2;
|
|
|
|
|
maxHP /= 2;
|
|
|
|
|
}
|
|
|
|
|
if (minHP < 1)
|
|
|
|
|
minHP = 1;
|
|
|
|
|
if (maxHP < 1)
|
|
|
|
|
maxHP = 1;
|
|
|
|
|
|
|
|
|
|
int hpBonusNightmare = 1;
|
|
|
|
|
int hpBonusHell = 3;
|
|
|
|
|
if (gbIsHellfire) {
|
|
|
|
|
hpBonusNightmare = (!gbIsMultiplayer ? 50 : 100);
|
|
|
|
|
hpBonusHell = (!gbIsMultiplayer ? 100 : 200);
|
|
|
|
|
}
|
|
|
|
|
if (sgGameInitInfo.nDifficulty == DIFF_NIGHTMARE) {
|
|
|
|
|
minHP = 3 * minHP + hpBonusNightmare;
|
|
|
|
|
maxHP = 3 * maxHP + hpBonusNightmare;
|
|
|
|
|
} else if (sgGameInitInfo.nDifficulty == DIFF_HELL) {
|
|
|
|
|
minHP = 4 * minHP + hpBonusHell;
|
|
|
|
|
maxHP = 4 * maxHP + hpBonusHell;
|
|
|
|
|
}
|
|
|
|
|
strcpy(tempstr, fmt::format(_("Hit Points: {:d}-{:d}"), minHP, maxHP).c_str());
|
|
|
|
|
AddPanelString(tempstr);
|
|
|
|
|
}
|
|
|
|
|
if (MonsterKillCounts[mt] >= 15) {
|
|
|
|
|
int res = (sgGameInitInfo.nDifficulty != DIFF_HELL) ? MonsterData[mt].mMagicRes : MonsterData[mt].mMagicRes2;
|
|
|
|
|
if ((res & (RESIST_MAGIC | RESIST_FIRE | RESIST_LIGHTNING | IMMUNE_MAGIC | IMMUNE_FIRE | IMMUNE_LIGHTNING)) == 0) {
|
|
|
|
|
strcpy(tempstr, _("No magic resistance"));
|
|
|
|
|
AddPanelString(tempstr);
|
|
|
|
|
} else {
|
|
|
|
|
if ((res & (RESIST_MAGIC | RESIST_FIRE | RESIST_LIGHTNING)) != 0) {
|
|
|
|
|
strcpy(tempstr, _("Resists: "));
|
|
|
|
|
if ((res & RESIST_MAGIC) != 0)
|
|
|
|
|
strcat(tempstr, _("Magic "));
|
|
|
|
|
if ((res & RESIST_FIRE) != 0)
|
|
|
|
|
strcat(tempstr, _("Fire "));
|
|
|
|
|
if ((res & RESIST_LIGHTNING) != 0)
|
|
|
|
|
strcat(tempstr, _("Lightning "));
|
|
|
|
|
tempstr[strlen(tempstr) - 1] = '\0';
|
|
|
|
|
AddPanelString(tempstr);
|
|
|
|
|
}
|
|
|
|
|
if ((res & (IMMUNE_MAGIC | IMMUNE_FIRE | IMMUNE_LIGHTNING)) != 0) {
|
|
|
|
|
strcpy(tempstr, _("Immune: "));
|
|
|
|
|
if ((res & IMMUNE_MAGIC) != 0)
|
|
|
|
|
strcat(tempstr, _("Magic "));
|
|
|
|
|
if ((res & IMMUNE_FIRE) != 0)
|
|
|
|
|
strcat(tempstr, _("Fire "));
|
|
|
|
|
if ((res & IMMUNE_LIGHTNING) != 0)
|
|
|
|
|
strcat(tempstr, _("Lightning "));
|
|
|
|
|
tempstr[strlen(tempstr) - 1] = '\0';
|
|
|
|
|
AddPanelString(tempstr);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
pinfoflag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PrintUniqueHistory()
|
|
|
|
|
{
|
|
|
|
|
if (sgOptions.Gameplay.bShowMonsterType) {
|
|
|
|
|
strcpy(tempstr, fmt::format(_("Type: {:s}"), GetMonsterTypeText(*Monsters[pcursmonst].MData)).c_str());
|
|
|
|
|
AddPanelString(tempstr);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int res = Monsters[pcursmonst].mMagicRes & (RESIST_MAGIC | RESIST_FIRE | RESIST_LIGHTNING | IMMUNE_MAGIC | IMMUNE_FIRE | IMMUNE_LIGHTNING);
|
|
|
|
|
if (res == 0) {
|
|
|
|
|
strcpy(tempstr, _("No resistances"));
|
|
|
|
|
AddPanelString(tempstr);
|
|
|
|
|
strcpy(tempstr, _("No Immunities"));
|
|
|
|
|
} else {
|
|
|
|
|
if ((res & (RESIST_MAGIC | RESIST_FIRE | RESIST_LIGHTNING)) != 0)
|
|
|
|
|
strcpy(tempstr, _("Some Magic Resistances"));
|
|
|
|
|
else
|
|
|
|
|
strcpy(tempstr, _("No resistances"));
|
|
|
|
|
AddPanelString(tempstr);
|
|
|
|
|
if ((res & (IMMUNE_MAGIC | IMMUNE_FIRE | IMMUNE_LIGHTNING)) != 0) {
|
|
|
|
|
strcpy(tempstr, _("Some Magic Immunities"));
|
|
|
|
|
} else {
|
|
|
|
|
strcpy(tempstr, _("No Immunities"));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
AddPanelString(tempstr);
|
|
|
|
|
pinfoflag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MissToMonst(int i, Point position)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMISSILES, i);
|
|
|
|
|
|
|
|
|
|
MissileStruct *miss = &Missiles[i];
|
|
|
|
|
int m = miss->_misource;
|
|
|
|
|
|
|
|
|
|
assurance((DWORD)m < MAXMONSTERS, m);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[m];
|
|
|
|
|
Point oldPosition = miss->position.tile;
|
|
|
|
|
dMonster[position.x][position.y] = m + 1;
|
|
|
|
|
monst->_mdir = static_cast<Direction>(miss->_mimfnum);
|
|
|
|
|
monst->position.tile = position;
|
|
|
|
|
M_StartStand(m, monst->_mdir);
|
|
|
|
|
if (monst->MType->mtype < MT_INCIN || monst->MType->mtype > MT_HELLBURN) {
|
|
|
|
|
if ((monst->_mFlags & MFLAG_TARGETS_MONSTER) == 0)
|
|
|
|
|
M_StartHit(m, -1, 0);
|
|
|
|
|
else
|
|
|
|
|
M2MStartHit(m, -1, 0);
|
|
|
|
|
} else {
|
|
|
|
|
M_StartFadein(m, monst->_mdir, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((monst->_mFlags & MFLAG_TARGETS_MONSTER) == 0) {
|
|
|
|
|
int pnum = dPlayer[oldPosition.x][oldPosition.y] - 1;
|
|
|
|
|
if (dPlayer[oldPosition.x][oldPosition.y] > 0) {
|
|
|
|
|
if (monst->MType->mtype != MT_GLOOM && (monst->MType->mtype < MT_INCIN || monst->MType->mtype > MT_HELLBURN)) {
|
|
|
|
|
M_TryH2HHit(m, dPlayer[oldPosition.x][oldPosition.y] - 1, 500, monst->mMinDamage2, monst->mMaxDamage2);
|
|
|
|
|
if (pnum == dPlayer[oldPosition.x][oldPosition.y] - 1 && (monst->MType->mtype < MT_NSNAKE || monst->MType->mtype > MT_GSNAKE)) {
|
|
|
|
|
if (Players[pnum]._pmode != PM_GOTHIT && Players[pnum]._pmode != PM_DEATH)
|
|
|
|
|
StartPlrHit(pnum, 0, true);
|
|
|
|
|
Point newPosition = oldPosition + monst->_mdir;
|
|
|
|
|
if (PosOkPlayer(pnum, newPosition)) {
|
|
|
|
|
Players[pnum].position.tile = newPosition;
|
|
|
|
|
FixPlayerLocation(pnum, Players[pnum]._pdir);
|
|
|
|
|
FixPlrWalkTags(pnum);
|
|
|
|
|
dPlayer[newPosition.x][newPosition.y] = pnum + 1;
|
|
|
|
|
SetPlayerOld(Players[pnum]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dMonster[oldPosition.x][oldPosition.y] > 0) {
|
|
|
|
|
if (monst->MType->mtype != MT_GLOOM && (monst->MType->mtype < MT_INCIN || monst->MType->mtype > MT_HELLBURN)) {
|
|
|
|
|
M_TryM2MHit(m, dMonster[oldPosition.x][oldPosition.y] - 1, 500, monst->mMinDamage2, monst->mMaxDamage2);
|
|
|
|
|
if (monst->MType->mtype < MT_NSNAKE || monst->MType->mtype > MT_GSNAKE) {
|
|
|
|
|
Point newPosition = oldPosition + monst->_mdir;
|
|
|
|
|
if (PosOkMonst(dMonster[oldPosition.x][oldPosition.y] - 1, newPosition)) {
|
|
|
|
|
m = dMonster[oldPosition.x][oldPosition.y];
|
|
|
|
|
dMonster[newPosition.x][newPosition.y] = m;
|
|
|
|
|
dMonster[oldPosition.x][oldPosition.y] = 0;
|
|
|
|
|
m--;
|
|
|
|
|
Monsters[m].position.tile = newPosition;
|
|
|
|
|
Monsters[m].position.future = newPosition;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool PosOkMonst(int i, Point position)
|
|
|
|
|
{
|
|
|
|
|
if (dPlayer[position.x][position.y] != 0 || dMonster[position.x][position.y] != 0)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
return PosOkMonst2(i, position);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool monster_posok(int i, Point position)
|
|
|
|
|
{
|
|
|
|
|
int8_t mi = dMissile[position.x][position.y];
|
|
|
|
|
if (mi == 0 || i < 0) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool fire = false;
|
|
|
|
|
bool lightning = false;
|
|
|
|
|
if (mi > 0) {
|
|
|
|
|
if (Missiles[mi - 1]._mitype == MIS_FIREWALL) { // BUGFIX: Change 'mi' to 'mi - 1' (fixed)
|
|
|
|
|
fire = true;
|
|
|
|
|
} else if (Missiles[mi - 1]._mitype == MIS_LIGHTWALL) { // BUGFIX: Change 'mi' to 'mi - 1' (fixed)
|
|
|
|
|
lightning = true;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
for (int j = 0; j < ActiveMissileCount; j++) {
|
|
|
|
|
mi = ActiveMissiles[j];
|
|
|
|
|
if (Missiles[mi].position.tile == position) {
|
|
|
|
|
if (Missiles[mi]._mitype == MIS_FIREWALL) {
|
|
|
|
|
fire = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (Missiles[mi]._mitype == MIS_LIGHTWALL) {
|
|
|
|
|
lightning = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (fire && ((Monsters[i].mMagicRes & IMMUNE_FIRE) == 0 || Monsters[i].MType->mtype == MT_DIABLO))
|
|
|
|
|
return false;
|
|
|
|
|
if (lightning && ((Monsters[i].mMagicRes & IMMUNE_LIGHTNING) == 0 || Monsters[i].MType->mtype == MT_DIABLO))
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool PosOkMonst2(int i, Point position)
|
|
|
|
|
{
|
|
|
|
|
if (SolidLoc(position))
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if (dObject[position.x][position.y] != 0) {
|
|
|
|
|
int oi = dObject[position.x][position.y] > 0 ? dObject[position.x][position.y] - 1 : -(dObject[position.x][position.y] + 1);
|
|
|
|
|
if (Objects[oi]._oSolidFlag)
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return monster_posok(i, position);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool PosOkMonst3(int i, Point position)
|
|
|
|
|
{
|
|
|
|
|
bool isdoor = false;
|
|
|
|
|
if (dObject[position.x][position.y] != 0) {
|
|
|
|
|
int oi = dObject[position.x][position.y] > 0 ? dObject[position.x][position.y] - 1 : -(dObject[position.x][position.y] + 1);
|
|
|
|
|
isdoor = IsAnyOf(Objects[oi]._otype, OBJ_L1LDOOR, OBJ_L1RDOOR, OBJ_L2LDOOR, OBJ_L2RDOOR, OBJ_L3LDOOR, OBJ_L3RDOOR);
|
|
|
|
|
if (Objects[oi]._oSolidFlag && !isdoor)
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((SolidLoc(position) && !isdoor) || dPlayer[position.x][position.y] != 0 || dMonster[position.x][position.y] != 0)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
return monster_posok(i, position);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool IsSkel(int mt)
|
|
|
|
|
{
|
|
|
|
|
return (mt >= MT_WSKELAX && mt <= MT_XSKELAX)
|
|
|
|
|
|| (mt >= MT_WSKELBW && mt <= MT_XSKELBW)
|
|
|
|
|
|| (mt >= MT_WSKELSD && mt <= MT_XSKELSD);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool IsGoat(int mt)
|
|
|
|
|
{
|
|
|
|
|
return (mt >= MT_NGOATMC && mt <= MT_GGOATMC)
|
|
|
|
|
|| (mt >= MT_NGOATBW && mt <= MT_GGOATBW);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static int AddSkeleton(Point position, Direction dir, bool inMap)
|
|
|
|
|
{
|
|
|
|
|
int j = 0;
|
|
|
|
|
for (int i = 0; i < LevelMonsterTypeCount; i++) {
|
|
|
|
|
if (IsSkel(LevelMonsterTypes[i].mtype))
|
|
|
|
|
j++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (j == 0) {
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int skeltypes = GenerateRnd(j);
|
|
|
|
|
int m = 0;
|
|
|
|
|
for (int i = 0; m < LevelMonsterTypeCount && i <= skeltypes; m++) {
|
|
|
|
|
if (IsSkel(LevelMonsterTypes[m].mtype))
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
return AddMonster(position, dir, m - 1, inMap);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int M_SpawnSkel(Point position, Direction dir)
|
|
|
|
|
{
|
|
|
|
|
int skel = AddSkeleton(position, dir, true);
|
|
|
|
|
if (skel != -1)
|
|
|
|
|
M_StartSpStand(skel, dir);
|
|
|
|
|
|
|
|
|
|
return skel;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActivateSpawn(int i, int x, int y, Direction dir)
|
|
|
|
|
{
|
|
|
|
|
dMonster[x][y] = i + 1;
|
|
|
|
|
Monsters[i].position.tile = { x, y };
|
|
|
|
|
Monsters[i].position.future = { x, y };
|
|
|
|
|
Monsters[i].position.old = { x, y };
|
|
|
|
|
M_StartSpStand(i, dir);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool SpawnSkeleton(int ii, Point position)
|
|
|
|
|
{
|
|
|
|
|
if (ii == -1)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if (PosOkMonst(-1, position)) {
|
|
|
|
|
Direction dir = GetDirection(position, position); // TODO useless calculation
|
|
|
|
|
ActivateSpawn(ii, position.x, position.y, dir);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool monstok[3][3];
|
|
|
|
|
|
|
|
|
|
bool savail = false;
|
|
|
|
|
int yy = 0;
|
|
|
|
|
for (int j = position.y - 1; j <= position.y + 1; j++) {
|
|
|
|
|
int xx = 0;
|
|
|
|
|
for (int k = position.x - 1; k <= position.x + 1; k++) {
|
|
|
|
|
monstok[xx][yy] = PosOkMonst(-1, { k, j });
|
|
|
|
|
savail = savail || monstok[xx][yy];
|
|
|
|
|
xx++;
|
|
|
|
|
}
|
|
|
|
|
yy++;
|
|
|
|
|
}
|
|
|
|
|
if (!savail) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int rs = GenerateRnd(15) + 1;
|
|
|
|
|
int x2 = 0;
|
|
|
|
|
int y2 = 0;
|
|
|
|
|
while (rs > 0) {
|
|
|
|
|
if (monstok[x2][y2])
|
|
|
|
|
rs--;
|
|
|
|
|
if (rs > 0) {
|
|
|
|
|
x2++;
|
|
|
|
|
if (x2 == 3) {
|
|
|
|
|
x2 = 0;
|
|
|
|
|
y2++;
|
|
|
|
|
if (y2 == 3)
|
|
|
|
|
y2 = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int dx = position.x - 1 + x2;
|
|
|
|
|
int dy = position.y - 1 + y2;
|
|
|
|
|
Direction dir = GetDirection({ dx, dy }, position);
|
|
|
|
|
ActivateSpawn(ii, dx, dy, dir);
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int PreSpawnSkeleton()
|
|
|
|
|
{
|
|
|
|
|
int skel = AddSkeleton({ 0, 0 }, DIR_S, false);
|
|
|
|
|
if (skel != -1)
|
|
|
|
|
M_StartStand(skel, DIR_S);
|
|
|
|
|
|
|
|
|
|
return skel;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void TalktoMonster(int i)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
MonsterStruct *monst = &Monsters[i];
|
|
|
|
|
int pnum = monst->_menemy;
|
|
|
|
|
monst->_mmode = MM_TALK;
|
|
|
|
|
if (monst->_mAi != AI_SNOTSPIL && monst->_mAi != AI_LACHDAN) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (QuestStatus(Q_LTBANNER) && Quests[Q_LTBANNER]._qvar1 == 2) {
|
|
|
|
|
if (Players[pnum].TryRemoveInvItemById(IDI_BANNER)) {
|
|
|
|
|
Quests[Q_LTBANNER]._qactive = QUEST_DONE;
|
|
|
|
|
monst->mtalkmsg = TEXT_BANNER12;
|
|
|
|
|
monst->_mgoal = MGOAL_INQUIRING;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (QuestStatus(Q_VEIL) && monst->mtalkmsg >= TEXT_VEIL9) {
|
|
|
|
|
if (Players[pnum].TryRemoveInvItemById(IDI_GLDNELIX)) {
|
|
|
|
|
monst->mtalkmsg = TEXT_VEIL11;
|
|
|
|
|
monst->_mgoal = MGOAL_INQUIRING;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void SpawnGolum(int i, Point position, int mi)
|
|
|
|
|
{
|
|
|
|
|
assurance((DWORD)i < MAXMONSTERS, i);
|
|
|
|
|
|
|
|
|
|
dMonster[position.x][position.y] = i + 1;
|
|
|
|
|
Monsters[i].position.tile = position;
|
|
|
|
|
Monsters[i].position.future = position;
|
|
|
|
|
Monsters[i].position.old = position;
|
|
|
|
|
Monsters[i]._pathcount = 0;
|
|
|
|
|
Monsters[i]._mmaxhp = 2 * (320 * Missiles[mi]._mispllvl + Players[i]._pMaxMana / 3);
|
|
|
|
|
Monsters[i]._mhitpoints = Monsters[i]._mmaxhp;
|
|
|
|
|
Monsters[i].mArmorClass = 25;
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Monsters[i].mHit = 5 * (Missiles[mi]._mispllvl + 8) + 2 * Players[i]._pLevel;
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Monsters[i].mMinDamage = 2 * (Missiles[mi]._mispllvl + 4);
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Monsters[i].mMaxDamage = 2 * (Missiles[mi]._mispllvl + 8);
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Monsters[i]._mFlags |= MFLAG_GOLEM;
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M_StartSpStand(i, DIR_S);
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M_Enemy(i);
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if (i == MyPlayerId) {
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NetSendCmdGolem(
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Monsters[i].position.tile.x,
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Monsters[i].position.tile.y,
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Monsters[i]._mdir,
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Monsters[i]._menemy,
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Monsters[i]._mhitpoints,
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currlevel);
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}
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}
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bool CanTalkToMonst(int m)
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{
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commitment((DWORD)m < MAXMONSTERS, m);
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if (Monsters[m]._mgoal == MGOAL_INQUIRING) {
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return true;
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}
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return Monsters[m]._mgoal == MGOAL_TALKING;
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}
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bool CheckMonsterHit(int m, bool *ret)
|
|
|
|
|
{
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|
|
commitment((DWORD)m < MAXMONSTERS, m);
|
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|
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if (Monsters[m]._mAi == AI_GARG && (Monsters[m]._mFlags & MFLAG_ALLOW_SPECIAL) != 0) {
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|
|
Monsters[m]._mFlags &= ~MFLAG_ALLOW_SPECIAL;
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|
|
Monsters[m]._mmode = MM_SATTACK;
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|
|
*ret = true;
|
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|
|
return true;
|
|
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|
|
}
|
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|
|
if (Monsters[m].MType->mtype >= MT_COUNSLR && Monsters[m].MType->mtype <= MT_ADVOCATE) {
|
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|
|
|
if (Monsters[m]._mgoal != MGOAL_NORMAL) {
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|
|
*ret = false;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
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|
|
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|
|
return false;
|
|
|
|
|
}
|
|
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|
|
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|
|
int encode_enemy(int m)
|
|
|
|
|
{
|
|
|
|
|
if ((Monsters[m]._mFlags & MFLAG_TARGETS_MONSTER) != 0)
|
|
|
|
|
return Monsters[m]._menemy + MAX_PLRS;
|
|
|
|
|
|
|
|
|
|
return Monsters[m]._menemy;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void decode_enemy(int m, int enemy)
|
|
|
|
|
{
|
|
|
|
|
if (enemy < MAX_PLRS) {
|
|
|
|
|
Monsters[m]._mFlags &= ~MFLAG_TARGETS_MONSTER;
|
|
|
|
|
Monsters[m]._menemy = enemy;
|
|
|
|
|
Monsters[m].enemyPosition = Players[enemy].position.future;
|
|
|
|
|
} else {
|
|
|
|
|
Monsters[m]._mFlags |= MFLAG_TARGETS_MONSTER;
|
|
|
|
|
enemy -= MAX_PLRS;
|
|
|
|
|
Monsters[m]._menemy = enemy;
|
|
|
|
|
Monsters[m].enemyPosition = Monsters[enemy].position.future;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MonsterStruct::CheckStandAnimationIsLoaded(Direction mdir)
|
|
|
|
|
{
|
|
|
|
|
if (_mmode == MM_STAND || _mmode == MM_TALK) {
|
|
|
|
|
_mdir = mdir;
|
|
|
|
|
AnimInfo.pCelSprite = &*MType->GetAnimData(MA_STAND).CelSpritesForDirections[mdir];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MonsterStruct::Petrify()
|
|
|
|
|
{
|
|
|
|
|
_mmode = MM_STONE;
|
|
|
|
|
AnimInfo.IsPetrified = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool MonsterStruct::IsWalking() const
|
|
|
|
|
{
|
|
|
|
|
switch (_mmode) {
|
|
|
|
|
case MM_WALK:
|
|
|
|
|
case MM_WALK2:
|
|
|
|
|
case MM_WALK3:
|
|
|
|
|
return true;
|
|
|
|
|
default:
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|