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/**
* @file monster.cpp
*
* Implementation of monster functionality, AI, actions, spawning, loading, etc.
*/
#include "monster.h"
#include <algorithm>
#include <array>
#include <climits>
5 years ago
#include <fmt/format.h>
#include "control.h"
#include "cursor.h"
#include "dead.h"
#include "drlg_l1.h"
#include "drlg_l4.h"
#include "engine/cel_header.hpp"
#include "engine/load_file.hpp"
#include "engine/random.hpp"
#include "engine/render/cl2_render.hpp"
#include "init.h"
#include "lighting.h"
#include "minitext.h"
#include "missiles.h"
#include "movie.h"
#include "options.h"
#include "spelldat.h"
#include "storm/storm.h"
#include "themes.h"
#include "towners.h"
#include "trigs.h"
#include "utils/language.h"
#ifdef _DEBUG
#include "debug.h"
#endif
namespace devilution {
#define NIGHTMARE_TO_HIT_BONUS 85
#define HELL_TO_HIT_BONUS 120
#define NIGHTMARE_AC_BONUS 50
#define HELL_AC_BONUS 80
/** Tracks which missile files are already loaded */
int MissileFileFlag;
// BUGFIX: replace monstkills[MAXMONSTERS] with monstkills[NUM_MTYPES].
/** Tracks the total number of monsters killed per monster_id. */
int monstkills[MAXMONSTERS];
int monstactive[MAXMONSTERS];
int nummonsters;
bool sgbSaveSoundOn;
MonsterStruct monster[MAXMONSTERS];
int totalmonsters;
CMonster Monsters[MAX_LVLMTYPES];
int monstimgtot;
int uniquetrans;
int nummtypes;
/* data */
// BUGFIX: MWVel velocity values are not rounded consistently. The correct
// formula for monster walk velocity is calculated as follows (for 16, 32 and 64
// pixel distances, respectively):
//
// vel16 = (16 << monsterWalkShift) / nframes
// vel32 = (32 << monsterWalkShift) / nframes
// vel64 = (64 << monsterWalkShift) / nframes
//
// The correct monster walk velocity table is as follows:
//
// int MWVel[24][3] = {
// { 256, 512, 1024 },
// { 128, 256, 512 },
// { 85, 171, 341 },
// { 64, 128, 256 },
// { 51, 102, 205 },
// { 43, 85, 171 },
// { 37, 73, 146 },
// { 32, 64, 128 },
// { 28, 57, 114 },
// { 26, 51, 102 },
// { 23, 47, 93 },
// { 21, 43, 85 },
// { 20, 39, 79 },
// { 18, 37, 73 },
// { 17, 34, 68 },
// { 16, 32, 64 },
// { 15, 30, 60 },
// { 14, 28, 57 },
// { 13, 27, 54 },
// { 13, 26, 51 },
// { 12, 24, 49 },
// { 12, 23, 47 },
// { 11, 22, 45 },
// { 11, 21, 43 }
// };
/** Maps from monster walk animation frame num to monster velocity. */
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int MWVel[24][3] = {
{ 256, 512, 1024 },
{ 128, 256, 512 },
{ 85, 170, 341 },
{ 64, 128, 256 },
{ 51, 102, 204 },
{ 42, 85, 170 },
{ 36, 73, 146 },
{ 32, 64, 128 },
{ 28, 56, 113 },
{ 26, 51, 102 },
{ 23, 46, 93 },
{ 21, 42, 85 },
{ 19, 39, 78 },
{ 18, 36, 73 },
{ 17, 34, 68 },
{ 16, 32, 64 },
{ 15, 30, 60 },
{ 14, 28, 57 },
{ 13, 26, 54 },
{ 12, 25, 51 },
{ 12, 24, 48 },
{ 11, 23, 46 },
{ 11, 22, 44 },
{ 10, 21, 42 }
};
/** Maps from monster action to monster animation letter. */
char animletter[7] = "nwahds";
/** Maps from direction to a left turn from the direction. */
Direction left[8] = { DIR_SE, DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_N, DIR_NE, DIR_E };
/** Maps from direction to a right turn from the direction. */
Direction right[8] = { DIR_SW, DIR_W, DIR_NW, DIR_N, DIR_NE, DIR_E, DIR_SE, DIR_S };
/** Maps from direction to the opposite direction. */
Direction opposite[8] = { DIR_N, DIR_NE, DIR_E, DIR_SE, DIR_S, DIR_SW, DIR_W, DIR_NW };
/** Maps from monster AI ID to monster AI function. */
void (*AiProc[])(int i) = {
&MAI_Zombie,
&MAI_Fat,
&MAI_SkelSd,
&MAI_SkelBow,
&MAI_Scav,
&MAI_Rhino,
&MAI_GoatMc,
&MAI_GoatBow,
&MAI_Fallen,
&MAI_Magma,
&MAI_SkelKing,
&MAI_Bat,
&MAI_Garg,
&MAI_Cleaver,
&MAI_Succ,
&MAI_Sneak,
&MAI_Storm,
&MAI_Fireman,
&MAI_Garbud,
&MAI_Acid,
&MAI_AcidUniq,
&MAI_Golum,
&MAI_Zhar,
&MAI_SnotSpil,
&MAI_Snake,
&MAI_Counselor,
&MAI_Mega,
&MAI_Diablo,
&MAI_Lazurus,
&MAI_Lazhelp,
&MAI_Lachdanan,
&MAI_Warlord,
&MAI_Firebat,
&MAI_Torchant,
&MAI_HorkDemon,
&MAI_Lich,
&MAI_ArchLich,
&MAI_Psychorb,
&MAI_Necromorb,
&MAI_BoneDemon
};
void InitMonsterTRN(CMonster &monst)
{
std::array<uint8_t, 256> colorTranslations;
LoadFileInMem(monst.MData->TransFile, colorTranslations);
std::replace(colorTranslations.begin(), colorTranslations.end(), 255, 0);
int n = monst.MData->has_special ? 6 : 5;
for (int i = 0; i < n; i++) {
if (i == 1 && monst.mtype >= MT_COUNSLR && monst.mtype <= MT_ADVOCATE) {
continue;
}
for (int j = 0; j < 8; j++) {
Cl2ApplyTrans(
CelGetFrame(monst.Anims[i].CMem.get(), j),
colorTranslations,
monst.Anims[i].Frames);
}
}
}
void InitLevelMonsters()
{
int i;
nummtypes = 0;
monstimgtot = 0;
MissileFileFlag = 0;
for (i = 0; i < MAX_LVLMTYPES; i++) {
Monsters[i].mPlaceFlags = 0;
}
ClrAllMonsters();
nummonsters = 0;
totalmonsters = MAXMONSTERS;
for (i = 0; i < MAXMONSTERS; i++) {
monstactive[i] = i;
}
uniquetrans = 0;
}
int AddMonsterType(_monster_id type, placeflag placeflag)
{
bool done = false;
int i;
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for (i = 0; i < nummtypes && !done; i++) {
done = Monsters[i].mtype == type;
}
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i--;
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if (!done) {
i = nummtypes;
nummtypes++;
Monsters[i].mtype = type;
monstimgtot += monsterdata[type].mImage;
InitMonsterGFX(i);
InitMonsterSND(i);
}
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Monsters[i].mPlaceFlags |= placeflag;
return i;
}
void GetLevelMTypes()
{
int i;
// this array is merged with skeltypes down below.
_monster_id typelist[MAXMONSTERS];
_monster_id skeltypes[NUM_MTYPES];
int minl; // min level
int maxl; // max level
char mamask;
const int numskeltypes = 19;
int nt; // number of types
if (gbIsSpawn)
mamask = 1; // monster availability mask
else
mamask = 3; // monster availability mask
AddMonsterType(MT_GOLEM, PLACE_SPECIAL);
if (currlevel == 16) {
AddMonsterType(MT_ADVOCATE, PLACE_SCATTER);
AddMonsterType(MT_RBLACK, PLACE_SCATTER);
AddMonsterType(MT_DIABLO, PLACE_SPECIAL);
return;
}
if (currlevel == 18)
AddMonsterType(MT_HORKSPWN, PLACE_SCATTER);
if (currlevel == 19) {
AddMonsterType(MT_HORKSPWN, PLACE_SCATTER);
AddMonsterType(MT_HORKDMN, PLACE_UNIQUE);
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}
if (currlevel == 20)
AddMonsterType(MT_DEFILER, PLACE_UNIQUE);
if (currlevel == 24) {
AddMonsterType(MT_ARCHLICH, PLACE_SCATTER);
AddMonsterType(MT_NAKRUL, PLACE_SPECIAL);
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}
if (!setlevel) {
if (QuestStatus(Q_BUTCHER))
AddMonsterType(MT_CLEAVER, PLACE_SPECIAL);
if (QuestStatus(Q_GARBUD))
AddMonsterType(UniqMonst[UMT_GARBUD].mtype, PLACE_UNIQUE);
if (QuestStatus(Q_ZHAR))
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 (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 (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 (i = 0; i < debugmonsttypes; i++)
AddMonsterType(DebugMonsters[i], PLACE_SCATTER);
} else
#endif
{
while (nt > 0 && nummtypes < MAX_LVLMTYPES && monstimgtot < 4000) {
for (i = 0; i < nt;) {
if (monsterdata[typelist[i]].mImage > 4000 - monstimgtot) {
typelist[i] = typelist[--nt];
continue;
}
i++;
}
if (nt != 0) {
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 = Monsters[monst].mtype;
int width = monsterdata[mtype].width;
for (int anim = 0; anim < 6; anim++) {
int frames = monsterdata[mtype].Frames[anim];
if (gbIsHellfire && mtype == MT_DIABLO && anim == 3)
frames = 2;
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();
Monsters[monst].Anims[anim].CMem = std::move(celData);
}
if (Monsters[monst].mtype != MT_GOLEM || (animletter[anim] != 's' && animletter[anim] != 'd')) {
for (int i = 0; i < 8; i++) {
byte *pCelStart = CelGetFrame(celBuf, i);
Monsters[monst].Anims[anim].CelSpritesForDirections[i].emplace(pCelStart, width);
}
} else {
for (int i = 0; i < 8; i++) {
Monsters[monst].Anims[anim].CelSpritesForDirections[i].emplace(celBuf, width);
}
}
}
Monsters[monst].Anims[anim].Frames = frames;
Monsters[monst].Anims[anim].Rate = monsterdata[mtype].Rate[anim];
}
Monsters[monst].mMinHP = monsterdata[mtype].mMinHP;
Monsters[monst].mMaxHP = monsterdata[mtype].mMaxHP;
if (!gbIsHellfire && mtype == MT_DIABLO) {
Monsters[monst].mMinHP -= 2000;
Monsters[monst].mMaxHP -= 2000;
}
Monsters[monst].has_special = monsterdata[mtype].has_special;
Monsters[monst].mAFNum = monsterdata[mtype].mAFNum;
Monsters[monst].MData = &monsterdata[mtype];
if (monsterdata[mtype].has_trans) {
InitMonsterTRN(Monsters[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)
{
monster[i]._mVar1 = 0;
monster[i]._mVar2 = 0;
monster[i]._mVar3 = 0;
monster[i].position.temp = { 0, 0 };
monster[i].position.offset2 = { 0, 0 };
}
void InitMonster(int i, Direction rd, int mtype, Point position)
{
CMonster *monst = &Monsters[mtype];
monster[i]._mdir = rd;
monster[i].position.tile = position;
monster[i].position.future = position;
monster[i].position.old = position;
monster[i]._mMTidx = mtype;
monster[i]._mmode = MM_STAND;
monster[i].mName = _(monst->MData->mName);
monster[i].MType = monst;
monster[i].MData = monst->MData;
monster[i].AnimInfo = {};
monster[i].AnimInfo.pCelSprite = monst->Anims[MA_STAND].CelSpritesForDirections[rd] ? &*monst->Anims[MA_STAND].CelSpritesForDirections[rd] : nullptr;
monster[i].AnimInfo.TicksPerFrame = monst->Anims[MA_STAND].Rate;
monster[i].AnimInfo.TickCounterOfCurrentFrame = GenerateRnd(monster[i].AnimInfo.TicksPerFrame - 1);
monster[i].AnimInfo.NumberOfFrames = monst->Anims[MA_STAND].Frames;
monster[i].AnimInfo.CurrentFrame = GenerateRnd(monster[i].AnimInfo.NumberOfFrames - 1) + 1;
monster[i].mLevel = monst->MData->mLevel;
monster[i]._mmaxhp = (monst->mMinHP + GenerateRnd(monst->mMaxHP - monst->mMinHP + 1)) << 6;
if (monst->mtype == MT_DIABLO && !gbIsHellfire) {
monster[i]._mmaxhp /= 2;
monster[i].mLevel -= 15;
}
if (!gbIsMultiplayer) {
monster[i]._mmaxhp /= 2;
if (monster[i]._mmaxhp < 64) {
monster[i]._mmaxhp = 64;
}
}
monster[i]._mhitpoints = monster[i]._mmaxhp;
monster[i]._mAi = monst->MData->mAi;
monster[i]._mint = monst->MData->mInt;
monster[i]._mgoal = MGOAL_NORMAL;
monster[i]._mgoalvar1 = 0;
monster[i]._mgoalvar2 = 0;
monster[i]._mgoalvar3 = 0;
monster[i]._pathcount = 0;
monster[i]._mDelFlag = false;
monster[i]._uniqtype = 0;
monster[i]._msquelch = 0;
monster[i].mlid = NO_LIGHT; // BUGFIX monsters initial light id should be -1 (fixed)
monster[i]._mRndSeed = AdvanceRndSeed();
monster[i]._mAISeed = AdvanceRndSeed();
monster[i].mWhoHit = 0;
monster[i].mExp = monst->MData->mExp;
monster[i].mHit = monst->MData->mHit;
monster[i].mMinDamage = monst->MData->mMinDamage;
monster[i].mMaxDamage = monst->MData->mMaxDamage;
monster[i].mHit2 = monst->MData->mHit2;
monster[i].mMinDamage2 = monst->MData->mMinDamage2;
monster[i].mMaxDamage2 = monst->MData->mMaxDamage2;
monster[i].mArmorClass = monst->MData->mArmorClass;
monster[i].mMagicRes = monst->MData->mMagicRes;
monster[i].leader = 0;
monster[i].leaderflag = 0;
monster[i]._mFlags = monst->MData->mFlags;
monster[i].mtalkmsg = TEXT_NONE;
if (monster[i]._mAi == AI_GARG) {
monster[i].AnimInfo.pCelSprite = &*monst->Anims[MA_SPECIAL].CelSpritesForDirections[rd];
monster[i].AnimInfo.CurrentFrame = 1;
monster[i]._mFlags |= MFLAG_ALLOW_SPECIAL;
monster[i]._mmode = MM_SATTACK;
}
if (sgGameInitInfo.nDifficulty == DIFF_NIGHTMARE) {
monster[i]._mmaxhp = 3 * monster[i]._mmaxhp;
if (gbIsHellfire)
monster[i]._mmaxhp += (gbIsMultiplayer ? 100 : 50) << 6;
else
monster[i]._mmaxhp += 64;
monster[i]._mhitpoints = monster[i]._mmaxhp;
monster[i].mLevel += 15;
monster[i].mExp = 2 * (monster[i].mExp + 1000);
monster[i].mHit += NIGHTMARE_TO_HIT_BONUS;
monster[i].mMinDamage = 2 * (monster[i].mMinDamage + 2);
monster[i].mMaxDamage = 2 * (monster[i].mMaxDamage + 2);
monster[i].mHit2 += NIGHTMARE_TO_HIT_BONUS;
monster[i].mMinDamage2 = 2 * (monster[i].mMinDamage2 + 2);
monster[i].mMaxDamage2 = 2 * (monster[i].mMaxDamage2 + 2);
monster[i].mArmorClass += NIGHTMARE_AC_BONUS;
} else if (sgGameInitInfo.nDifficulty == DIFF_HELL) {
monster[i]._mmaxhp = 4 * monster[i]._mmaxhp;
if (gbIsHellfire)
monster[i]._mmaxhp += (gbIsMultiplayer ? 200 : 100) << 6;
else
monster[i]._mmaxhp += 192;
monster[i]._mhitpoints = monster[i]._mmaxhp;
monster[i].mLevel += 30;
monster[i].mExp = 4 * (monster[i].mExp + 1000);
monster[i].mHit += HELL_TO_HIT_BONUS;
monster[i].mMinDamage = 4 * monster[i].mMinDamage + 6;
monster[i].mMaxDamage = 4 * monster[i].mMaxDamage + 6;
monster[i].mHit2 += HELL_TO_HIT_BONUS;
monster[i].mMinDamage2 = 4 * monster[i].mMinDamage2 + 6;
monster[i].mMaxDamage2 = 4 * monster[i].mMaxDamage2 + 6;
monster[i].mArmorClass += HELL_AC_BONUS;
monster[i].mMagicRes = monst->MData->mMagicRes2;
}
}
void ClrAllMonsters()
{
for (int i = 0; i < MAXMONSTERS; i++) {
MonsterStruct *monst = &monster[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 = plr[monst->_menemy].position.future;
}
}
bool MonstPlace(int xp, int yp)
{
char f;
if (xp < 0 || xp >= MAXDUNX
|| yp < 0 || yp >= MAXDUNY
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|| 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 < nummonsters) {
mon = &monster[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 (Monsters[mtype].mtype == MT_NAKRUL) {
for (int j = 0; j < nummonsters; j++) {
if (monster[j]._mMTidx == mtype) {
return;
}
if (monster[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 = &monster[nummonsters];
const UniqMonstStruct *uniq = &UniqMonst[uniqindex];
if ((uniquetrans + 19) * 256 >= LIGHTSIZE) {
return;
}
int uniqtype;
for (uniqtype = 0; uniqtype < nummtypes; uniqtype++) {
if (Monsters[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 = nummonsters;
}
PlaceMonster(nummonsters, 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, &pLightTbl[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;
}
}
nummonsters++;
if ((uniq->mUnqAttr & 1) != 0) {
PlaceGroup(miniontype, bosspacksize, uniq->mUnqAttr, nummonsters - 1);
}
if (monst->_mAi != AI_GARG) {
monst->AnimInfo.pCelSprite = &*monst->MType->Anims[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 < nummtypes; mt++) {
done = (Monsters[mt].mtype == UniqMonst[u].mtype);
if (done)
break;
}
mt--;
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 < nummtypes; skeltype++) {
if (IsSkel(Monsters[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 < nummtypes; i1++) {
if (Monsters[i1].mtype == UniqMonst[UMT_NAKRUL].mtype)
break;
}
if (i1 < nummtypes) {
for (int i2 = 0; i2 < nummonsters; i2++) {
if (monster[i2]._uniqtype != 0 || monster[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) {
nummonsters--;
placed--;
dMonster[monster[nummonsters].position.tile.x][monster[nummonsters].position.tile.y] = 0;
}
int xp;
int yp;
if ((leaderf & 1) != 0) {
int offset = GenerateRnd(8);
auto position = monster[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 + nummonsters > totalmonsters) {
num = totalmonsters - nummonsters;
}
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(nummonsters, mtype, xp, yp);
if ((leaderf & 1) != 0) {
monster[nummonsters]._mmaxhp *= 2;
monster[nummonsters]._mhitpoints = monster[nummonsters]._mmaxhp;
monster[nummonsters]._mint = monster[leader]._mint;
if ((leaderf & 2) != 0) {
monster[nummonsters].leader = leader;
monster[nummonsters].leaderflag = 1;
monster[nummonsters]._mAi = monster[leader]._mAi;
}
if (monster[nummonsters]._mAi != AI_GARG) {
monster[nummonsters].AnimInfo.pCelSprite = &*monster[nummonsters].MType->Anims[MA_STAND].CelSpritesForDirections[monster[nummonsters]._mdir];
monster[nummonsters].AnimInfo.CurrentFrame = GenerateRnd(monster[nummonsters].AnimInfo.NumberOfFrames - 1) + 1;
monster[nummonsters]._mFlags &= ~MFLAG_ALLOW_SPECIAL;
monster[nummonsters]._mmode = MM_STAND;
}
}
nummonsters++;
placed++;
j++;
}
if (placed >= num) {
break;
}
}
if ((leaderf & 2) != 0) {
monster[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 (nummonsters + numplacemonsters > MAXMONSTERS - 10)
numplacemonsters = MAXMONSTERS - 10 - nummonsters;
totalmonsters = nummonsters + numplacemonsters;
int numscattypes = 0;
int scattertypes[NUM_MTYPES];
for (int i = 0; i < nummtypes; i++) {
if ((Monsters[i].mPlaceFlags & PLACE_SCATTER) != 0) {
scattertypes[numscattypes] = i;
numscattypes++;
}
}
while (nummonsters < 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(nummonsters++, mtype, i + startPosition.x + 16, j + startPosition.y + 16);
}
}
}
}
void DeleteMonster(int i)
{
nummonsters--;
monstactive[i] = monstactive[nummonsters];
}
int AddMonster(Point position, Direction dir, int mtype, bool inMap)
{
if (nummonsters < MAXMONSTERS) {
int i = monstactive[nummonsters++];
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 (!object[oi]._oSolidFlag) {
target = position;
break;
}
}
}
}
if (target != Point { 0, 0 }) {
for (int j = 0; j < MAX_LVLMTYPES; j++) {
if (Monsters[j].mtype == monster.MType->mtype) {
AddMonster(target, monster._mdir, j, true);
break;
}
}
}
}
void NewMonsterAnim(int i, AnimStruct *anim, Direction md, AnimationDistributionFlags flags = AnimationDistributionFlags::None, int numSkippedFrames = 0, int distributeFramesBeforeFrame = 0)
{
MonsterStruct *monst = &monster[i];
auto *pCelSprite = &*anim->CelSpritesForDirections[md];
monst->AnimInfo.SetNewAnimation(pCelSprite, anim->Frames, anim->Rate, flags, numSkippedFrames, distributeFramesBeforeFrame);
monst->_mFlags &= ~(MFLAG_LOCK_ANIMATION | MFLAG_ALLOW_SPECIAL);
monst->_mdir = md;
}
bool M_Ranged(int i)
{
return IsAnyOf(monster[i]._mAi, AI_SKELBOW, AI_GOATBOW, AI_SUCC, AI_LAZHELP);
}
bool M_Talker(int i)
{
return IsAnyOf(monster[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 = &monster[i];
if ((monst->_mFlags & MFLAG_BERSERK) != 0 || (monst->_mFlags & MFLAG_GOLEM) == 0) {
for (int pnum = 0; pnum < MAX_PLRS; pnum++) {
if (!plr[pnum].plractive || currlevel != plr[pnum].plrlevel || plr[pnum]._pLvlChanging
|| (((plr[pnum]._pHitPoints >> 6) == 0) && gbIsMultiplayer))
continue;
bool sameroom = (dTransVal[monst->position.tile.x][monst->position.tile.y] == dTransVal[plr[pnum].position.tile.x][plr[pnum].position.tile.y]);
int dist = monst->position.tile.WalkingDistance(plr[pnum].position.tile);
if ((sameroom && !bestsameroom)
|| ((sameroom || !bestsameroom) && dist < bestDist)
|| (menemy == -1)) {
monst->_mFlags &= ~MFLAG_TARGETS_MONSTER;
menemy = pnum;
enemyx = plr[pnum].position.future.x;
enemyy = plr[pnum].position.future.y;
bestDist = dist;
bestsameroom = sameroom;
}
}
}
for (int j = 0; j < nummonsters; j++) {
int mi = monstactive[j];
if (mi == i)
continue;
if (!((monster[mi]._mhitpoints >> 6) > 0))
continue;
if (monster[mi].position.tile.x == 1 && monster[mi].position.tile.y == 0)
continue;
if (M_Talker(mi) && monster[mi].mtalkmsg != TEXT_NONE)
continue;
if ((monst->_mFlags & MFLAG_GOLEM) != 0 && (monster[mi]._mFlags & MFLAG_GOLEM) != 0) // prevent golems from fighting each other
continue;
int dist = monster[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
&& (monster[mi]._mFlags & MFLAG_GOLEM) == 0)) {
continue;
}
bool sameroom = dTransVal[monst->position.tile.x][monst->position.tile.y] == dTransVal[monster[mi].position.tile.x][monster[mi].position.tile.y];
if ((sameroom && !bestsameroom)
|| ((sameroom || !bestsameroom) && dist < bestDist)
|| (menemy == -1)) {
monst->_mFlags |= MFLAG_TARGETS_MONSTER;
menemy = mi;
enemyx = monster[mi].position.future.x;
enemyy = monster[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(monster[i].position.tile, monster[i].enemyPosition);
}
void M_StartStand(int i, Direction md)
{
ClearMVars(i);
if (monster[i].MType->mtype == MT_GOLEM)
NewMonsterAnim(i, &monster[i].MType->Anims[MA_WALK], md);
else
NewMonsterAnim(i, &monster[i].MType->Anims[MA_STAND], md);
monster[i]._mVar1 = monster[i]._mmode;
monster[i]._mVar2 = 0;
monster[i]._mmode = MM_STAND;
monster[i].position.offset = { 0, 0 };
monster[i].position.future = monster[i].position.tile;
monster[i].position.old = monster[i].position.tile;
monster[i]._mdir = md;
M_Enemy(i);
}
void M_StartDelay(int i, int len)
{
if (len <= 0) {
return;
}
if (monster[i]._mAi != AI_LAZURUS) {
monster[i]._mVar2 = len;
monster[i]._mmode = MM_DELAY;
}
}
void M_StartSpStand(int i, Direction md)
{
NewMonsterAnim(i, &monster[i].MType->Anims[MA_SPECIAL], md);
monster[i]._mmode = MM_SPSTAND;
monster[i].position.offset = { 0, 0 };
monster[i].position.future = monster[i].position.tile;
monster[i].position.old = monster[i].position.tile;
monster[i]._mdir = md;
}
void M_StartWalk(int i, int xvel, int yvel, int xadd, int yadd, Direction endDir)
{
int fx = xadd + monster[i].position.tile.x;
int fy = yadd + monster[i].position.tile.y;
dMonster[fx][fy] = -(i + 1);
monster[i]._mmode = MM_WALK;
monster[i].position.old = monster[i].position.tile;
monster[i].position.future = { fx, fy };
monster[i].position.velocity = { xvel, yvel };
monster[i]._mVar1 = xadd;
monster[i]._mVar2 = yadd;
monster[i]._mVar3 = endDir;
monster[i]._mdir = endDir;
NewMonsterAnim(i, &monster[i].MType->Anims[MA_WALK], endDir, AnimationDistributionFlags::ProcessAnimationPending, -1);
monster[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 + monster[i].position.tile.x;
int fy = yadd + monster[i].position.tile.y;
dMonster[monster[i].position.tile.x][monster[i].position.tile.y] = -(i + 1);
monster[i]._mVar1 = monster[i].position.tile.x;
monster[i]._mVar2 = monster[i].position.tile.y;
monster[i].position.old = monster[i].position.tile;
monster[i].position.tile = { fx, fy };
monster[i].position.future = { fx, fy };
dMonster[fx][fy] = i + 1;
if (monster[i].mlid != NO_LIGHT)
ChangeLightXY(monster[i].mlid, monster[i].position.tile);
monster[i].position.offset = { xoff, yoff };
monster[i]._mmode = MM_WALK2;
monster[i].position.velocity = { xvel, yvel };
monster[i]._mVar3 = endDir;
monster[i]._mdir = endDir;
NewMonsterAnim(i, &monster[i].MType->Anims[MA_WALK], endDir, AnimationDistributionFlags::ProcessAnimationPending, -1);
monster[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 + monster[i].position.tile.x;
int fy = yadd + monster[i].position.tile.y;
int x = mapx + monster[i].position.tile.x;
int y = mapy + monster[i].position.tile.y;
if (monster[i].mlid != NO_LIGHT)
ChangeLightXY(monster[i].mlid, { x, y });
dMonster[monster[i].position.tile.x][monster[i].position.tile.y] = -(i + 1);
dMonster[fx][fy] = -(i + 1);
monster[i].position.temp = { x, y };
dFlags[x][y] |= BFLAG_MONSTLR;
monster[i].position.old = monster[i].position.tile;
monster[i].position.future = { fx, fy };
monster[i].position.offset = { xoff, yoff };
monster[i]._mmode = MM_WALK3;
monster[i].position.velocity = { xvel, yvel };
monster[i]._mVar1 = fx;
monster[i]._mVar2 = fy;
monster[i]._mVar3 = endDir;
monster[i]._mdir = endDir;
NewMonsterAnim(i, &monster[i].MType->Anims[MA_WALK], endDir, AnimationDistributionFlags::ProcessAnimationPending, -1);
monster[i].position.offset2 = { 16 * xoff, 16 * yoff };
}
void M_StartAttack(int i)
{
Direction md = M_GetDir(i);
NewMonsterAnim(i, &monster[i].MType->Anims[MA_ATTACK], md, AnimationDistributionFlags::ProcessAnimationPending);
monster[i]._mmode = MM_ATTACK;
monster[i].position.offset = { 0, 0 };
monster[i].position.future = monster[i].position.tile;
monster[i].position.old = monster[i].position.tile;
monster[i]._mdir = md;
}
void M_StartRAttack(int i, missile_id missileType, int dam)
{
Direction md = M_GetDir(i);
NewMonsterAnim(i, &monster[i].MType->Anims[MA_ATTACK], md, AnimationDistributionFlags::ProcessAnimationPending);
monster[i]._mmode = MM_RATTACK;
monster[i]._mVar1 = missileType;
monster[i]._mVar2 = dam;
monster[i].position.offset = { 0, 0 };
monster[i].position.future = monster[i].position.tile;
monster[i].position.old = monster[i].position.tile;
monster[i]._mdir = md;
}
void M_StartRSpAttack(int i, missile_id missileType, int dam)
{
Direction md = M_GetDir(i);
int distributeFramesBeforeFrame = 0;
if (monster[i]._mAi == AI_MEGA)
distributeFramesBeforeFrame = monster[i].MData->mAFNum2;
NewMonsterAnim(i, &monster[i].MType->Anims[MA_SPECIAL], md, AnimationDistributionFlags::ProcessAnimationPending, 0, distributeFramesBeforeFrame);
monster[i]._mmode = MM_RSPATTACK;
monster[i]._mVar1 = missileType;
monster[i]._mVar2 = 0;
monster[i]._mVar3 = dam;
monster[i].position.offset = { 0, 0 };
monster[i].position.future = monster[i].position.tile;
monster[i].position.old = monster[i].position.tile;
monster[i]._mdir = md;
}
void M_StartSpAttack(int i)
{
Direction md = M_GetDir(i);
NewMonsterAnim(i, &monster[i].MType->Anims[MA_SPECIAL], md);
monster[i]._mmode = MM_SATTACK;
monster[i].position.offset = { 0, 0 };
monster[i].position.future = monster[i].position.tile;
monster[i].position.old = monster[i].position.tile;
monster[i]._mdir = md;
}
void M_StartEat(int i)
{
NewMonsterAnim(i, &monster[i].MType->Anims[MA_SPECIAL], monster[i]._mdir);
monster[i]._mmode = MM_SATTACK;
monster[i].position.offset = { 0, 0 };
monster[i].position.future = monster[i].position.tile;
monster[i].position.old = monster[i].position.tile;
}
void M_ClearSquares(int i)
{
int mx = monster[i].position.old.x;
int my = monster[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[monster[i]._mdir];
if (!DirOK(i, d)) {
return;
}
M_ClearSquares(i);
monster[i].position.old += d;
NewMonsterAnim(i, &monster[i].MType->Anims[MA_GOTHIT], monster[i]._mdir, gGameLogicStep < GameLogicStep::ProcessMonsters ? AnimationDistributionFlags::ProcessAnimationPending : AnimationDistributionFlags::None);
monster[i]._mmode = MM_GOTHIT;
monster[i].position.offset = { 0, 0 };
monster[i].position.tile = monster[i].position.old;
monster[i].position.future = monster[i].position.tile;
M_ClearSquares(i);
dMonster[monster[i].position.tile.x][monster[i].position.tile.y] = i + 1;
}
void M_StartHit(int i, int pnum, int dam)
{
if (pnum >= 0)
monster[i].mWhoHit |= 1 << pnum;
if (pnum == myplr) {
delta_monster_hp(i, monster[i]._mhitpoints, currlevel);
NetSendCmdMonDmg(false, i, dam);
}
PlayEffect(i, 1);
if ((monster[i].MType->mtype >= MT_SNEAK && monster[i].MType->mtype <= MT_ILLWEAV) || dam >> 6 >= monster[i].mLevel + 3) {
if (pnum >= 0) {
monster[i]._menemy = pnum;
monster[i].enemyPosition = plr[pnum].position.future;
monster[i]._mFlags &= ~MFLAG_TARGETS_MONSTER;
monster[i]._mdir = M_GetDir(i);
}
if (monster[i].MType->mtype == MT_BLINK) {
M_Teleport(i);
} else if ((monster[i].MType->mtype >= MT_NSCAV && monster[i].MType->mtype <= MT_YSCAV)
|| monster[i].MType->mtype == MT_GRAVEDIG) {
monster[i]._mgoal = MGOAL_NORMAL;
monster[i]._mgoalvar1 = 0;
monster[i]._mgoalvar2 = 0;
}
if (monster[i]._mmode != MM_STONE) {
NewMonsterAnim(i, &monster[i].MType->Anims[MA_GOTHIT], monster[i]._mdir, gGameLogicStep < GameLogicStep::ProcessMonsters ? AnimationDistributionFlags::ProcessAnimationPending : AnimationDistributionFlags::None);
monster[i]._mmode = MM_GOTHIT;
monster[i].position.offset = { 0, 0 };
monster[i].position.tile = monster[i].position.old;
monster[i].position.future = monster[i].position.old;
M_ClearSquares(i);
dMonster[monster[i].position.tile.x][monster[i].position.tile.y] = i + 1;
}
}
}
void M_DiabloDeath(int i, bool sendmsg)
{
MonsterStruct *monst = &monster[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 < nummonsters; j++) {
int k = monstactive[j];
if (k == i || monst->_msquelch == 0)
continue;
NewMonsterAnim(k, &monster[k].MType->Anims[MA_DEATH], monster[k]._mdir);
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monster[k]._mmode = MM_DEATH;
monster[k].position.offset = { 0, 0 };
monster[k]._mVar1 = 0;
monster[k].position.tile = monster[k].position.old;
monster[k].position.future = monster[k].position.tile;
M_ClearSquares(k);
dMonster[monster[k].position.tile.x][monster[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 = &monster[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);
5 years ago
} 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(monster[mid].MType != nullptr, mid);
if (i >= 0 && i < MAX_PLRS)
monster[mid].mWhoHit |= 1 << i;
delta_monster_hp(mid, monster[mid]._mhitpoints, currlevel);
NetSendCmdMonDmg(false, mid, dam);
PlayEffect(mid, 1);
if ((monster[mid].MType->mtype >= MT_SNEAK && monster[mid].MType->mtype <= MT_ILLWEAV) || dam >> 6 >= monster[mid].mLevel + 3) {
if (i >= 0)
monster[mid]._mdir = opposite[monster[i]._mdir];
if (monster[mid].MType->mtype == MT_BLINK) {
M_Teleport(mid);
} else if ((monster[mid].MType->mtype >= MT_NSCAV && monster[mid].MType->mtype <= MT_YSCAV)
|| monster[mid].MType->mtype == MT_GRAVEDIG) {
monster[mid]._mgoal = MGOAL_NORMAL;
monster[mid]._mgoalvar1 = 0;
monster[mid]._mgoalvar2 = 0;
}
if (monster[mid]._mmode != MM_STONE) {
if (monster[mid].MType->mtype != MT_GOLEM) {
NewMonsterAnim(mid, &monster[mid].MType->Anims[MA_GOTHIT], monster[mid]._mdir, gGameLogicStep < GameLogicStep::ProcessMonsters ? AnimationDistributionFlags::ProcessAnimationPending : AnimationDistributionFlags::None);
monster[mid]._mmode = MM_GOTHIT;
}
monster[mid].position.offset = { 0, 0 };
monster[mid].position.tile = monster[mid].position.old;
monster[mid].position.future = monster[mid].position.old;
M_ClearSquares(mid);
dMonster[monster[mid].position.tile.x][monster[mid].position.tile.y] = mid + 1;
}
}
}
void MonstStartKill(int i, int pnum, bool sendmsg)
{
assurance((DWORD)i < MAXMONSTERS, i);
MonsterStruct *monst = &monster[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);
monstkills[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;
monst->_mdir = md;
NewMonsterAnim(i, &monst->MType->Anims[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(monster[mid].MType != nullptr, mid); /// BUGFIX: should check `mid` (fixed)
delta_kill_monster(mid, monster[mid].position.tile, currlevel);
NetSendCmdLocParam1(false, CMD_MONSTDEATH, monster[mid].position.tile, mid);
if (i < MAX_PLRS) {
monster[mid].mWhoHit |= 1 << i;
if (mid >= MAX_PLRS)
AddPlrMonstExper(monster[mid].mLevel, monster[mid].mExp, monster[mid].mWhoHit);
}
monstkills[monster[mid].MType->mtype]++;
monster[mid]._mhitpoints = 0;
SetRndSeed(monster[mid]._mRndSeed);
SpawnLoot(mid, true);
if (monster[mid].MType->mtype == MT_DIABLO)
M_DiabloDeath(mid, true);
else
PlayEffect(mid, 2);
Direction md = opposite[monster[i]._mdir];
if (monster[mid].MType->mtype == MT_GOLEM)
md = DIR_S;
monster[mid]._mdir = md;
NewMonsterAnim(mid, &monster[mid].MType->Anims[MA_DEATH], md, gGameLogicStep < GameLogicStep::ProcessMonsters ? AnimationDistributionFlags::ProcessAnimationPending : AnimationDistributionFlags::None);
monster[mid]._mmode = MM_DEATH;
monster[mid].position.offset = { 0, 0 };
monster[mid].position.tile = monster[mid].position.old;
monster[mid].position.future = monster[mid].position.old;
M_ClearSquares(mid);
dMonster[monster[mid].position.tile.x][monster[mid].position.tile.y] = mid + 1;
CheckQuestKill(mid, true);
M_FallenFear(monster[mid].position.tile);
if (monster[mid].MType->mtype >= MT_NACID && monster[mid].MType->mtype <= MT_XACID)
AddMissile(monster[mid].position.tile, { 0, 0 }, 0, MIS_ACIDPUD, TARGET_PLAYERS, mid, monster[mid]._mint + 1, 0);
if (gbIsHellfire)
M_StartStand(i, monster[i]._mdir);
}
void M_StartKill(int i, int pnum)
{
assurance((DWORD)i < MAXMONSTERS, i);
if (myplr == pnum) {
delta_kill_monster(i, monster[i].position.tile, currlevel);
if (i != pnum) {
NetSendCmdLocParam1(false, CMD_MONSTDEATH, monster[i].position.tile, i);
} else {
NetSendCmdLocParam1(false, CMD_KILLGOLEM, monster[i].position.tile, currlevel);
}
}
MonstStartKill(i, pnum, true);
}
void M_SyncStartKill(int i, Point position, int pnum)
{
assurance((DWORD)i < MAXMONSTERS, i);
if (monster[i]._mhitpoints > 0 || monster[i]._mmode == MM_DEATH) {
return;
}
if (dMonster[position.x][position.y] == 0) {
M_ClearSquares(i);
monster[i].position.tile = position;
monster[i].position.old = position;
}
if (monster[i]._mmode == MM_STONE) {
MonstStartKill(i, pnum, false);
monster[i].Petrify();
} else {
MonstStartKill(i, pnum, false);
}
}
void M_StartFadein(int i, Direction md, bool backwards)
{
assurance((DWORD)i < MAXMONSTERS, i);
assurance(monster[i].MType != nullptr, i);
NewMonsterAnim(i, &monster[i].MType->Anims[MA_SPECIAL], md);
monster[i]._mmode = MM_FADEIN;
monster[i].position.offset = { 0, 0 };
monster[i].position.future = monster[i].position.tile;
monster[i].position.old = monster[i].position.tile;
monster[i]._mdir = md;
monster[i]._mFlags &= ~MFLAG_HIDDEN;
if (backwards) {
monster[i]._mFlags |= MFLAG_LOCK_ANIMATION;
monster[i].AnimInfo.CurrentFrame = monster[i].AnimInfo.NumberOfFrames;
}
}
void M_StartFadeout(int i, Direction md, bool backwards)
{
assurance((DWORD)i < MAXMONSTERS, i);
assurance(monster[i].MType != nullptr, i);
assurance(monster[i].MType != nullptr, i);
NewMonsterAnim(i, &monster[i].MType->Anims[MA_SPECIAL], md);
monster[i]._mmode = MM_FADEOUT;
monster[i].position.offset = { 0, 0 };
monster[i].position.future = monster[i].position.tile;
monster[i].position.old = monster[i].position.tile;
monster[i]._mdir = md;
if (backwards) {
monster[i]._mFlags |= MFLAG_LOCK_ANIMATION;
monster[i].AnimInfo.CurrentFrame = monster[i].AnimInfo.NumberOfFrames;
}
}
void M_StartHeal(int i)
{
assurance((DWORD)i < MAXMONSTERS, i);
assurance(monster[i].MType != nullptr, i);
MonsterStruct *monst = &monster[i];
monst->AnimInfo.pCelSprite = &*monst->MType->Anims[MA_SPECIAL].CelSpritesForDirections[monst->_mdir];
monst->AnimInfo.CurrentFrame = monst->MType->Anims[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 = (monster[monst].position.offset.deltaX + 2 * monster[monst].position.offset.deltaY) / 8;
int ly = (2 * monster[monst].position.offset.deltaY - monster[monst].position.offset.deltaX) / 8;
if (monster[monst].mlid != NO_LIGHT)
ChangeLightOff(monster[monst].mlid, { lx, ly });
}
bool M_DoStand(int i)
{
commitment((DWORD)i < MAXMONSTERS, i);
commitment(monster[i].MType != nullptr, i);
MonsterStruct *monst = &monster[i];
if (monst->MType->mtype == MT_GOLEM)
monst->AnimInfo.pCelSprite = &*monst->MType->Anims[MA_WALK].CelSpritesForDirections[monst->_mdir];
else
monst->AnimInfo.pCelSprite = &*monst->MType->Anims[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(monster[i].MType != nullptr, i);
//Check if we reached new tile
bool isAnimationEnd = monster[i].AnimInfo.CurrentFrame == monster[i].MType->Anims[MA_WALK].Frames;
if (isAnimationEnd) {
switch (variant) {
case MM_WALK:
dMonster[monster[i].position.tile.x][monster[i].position.tile.y] = 0;
monster[i].position.tile.x += monster[i]._mVar1;
monster[i].position.tile.y += monster[i]._mVar2;
dMonster[monster[i].position.tile.x][monster[i].position.tile.y] = i + 1;
break;
case MM_WALK2:
dMonster[monster[i]._mVar1][monster[i]._mVar2] = 0;
break;
case MM_WALK3:
dMonster[monster[i].position.tile.x][monster[i].position.tile.y] = 0;
monster[i].position.tile = { monster[i]._mVar1, monster[i]._mVar2 };
dFlags[monster[i].position.temp.x][monster[i].position.temp.y] &= ~BFLAG_MONSTLR;
dMonster[monster[i].position.tile.x][monster[i].position.tile.y] = i + 1;
break;
5 years ago
}
if (monster[i].mlid != NO_LIGHT)
ChangeLightXY(monster[i].mlid, monster[i].position.tile);
M_StartStand(i, monster[i]._mdir);
} else { //We didn't reach new tile so update monster's "sub-tile" position
if (monster[i].AnimInfo.TickCounterOfCurrentFrame == 0) {
if (monster[i].AnimInfo.CurrentFrame == 0 && monster[i].MType->mtype == MT_FLESTHNG)
5 years ago
PlayEffect(i, 3);
monster[i].position.offset2 += monster[i].position.velocity;
monster[i].position.offset.deltaX = monster[i].position.offset2.deltaX >> 4;
monster[i].position.offset.deltaY = monster[i].position.offset2.deltaY >> 4;
}
}
if (monster[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(monster[mid].MType != nullptr, mid);
if (monster[mid]._mhitpoints >> 6 > 0 && (monster[mid].MType->mtype != MT_ILLWEAV || monster[mid]._mgoal != MGOAL_RETREAT)) {
int hit = GenerateRnd(100);
if (monster[mid]._mmode == MM_STONE)
hit = 0;
bool unused;
if (!CheckMonsterHit(mid, &unused) && hit < hper) {
int dam = (mind + GenerateRnd(maxd - mind + 1)) << 6;
monster[mid]._mhitpoints -= dam;
if (monster[mid]._mhitpoints >> 6 <= 0) {
if (monster[mid]._mmode == MM_STONE) {
M2MStartKill(i, mid);
monster[mid].Petrify();
} else {
M2MStartKill(i, mid);
}
} else {
if (monster[mid]._mmode == MM_STONE) {
M2MStartHit(mid, i, dam);
monster[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(monster[i].MType != nullptr, i);
if ((monster[i]._mFlags & MFLAG_TARGETS_MONSTER) != 0) {
M_TryM2MHit(i, pnum, hit, minDam, maxDam);
return;
}
if (plr[pnum]._pHitPoints >> 6 <= 0 || plr[pnum]._pInvincible || (plr[pnum]._pSpellFlags & 1) != 0)
return;
if (monster[i].position.tile.WalkingDistance(plr[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 = plr[pnum]._pIBonusAC + plr[pnum]._pIAC;
if ((plr[pnum].pDamAcFlags & ISPLHF_ACDEMON) != 0 && monster[i].MData->mMonstClass == MC_DEMON)
ac += 40;
if ((plr[pnum].pDamAcFlags & ISPLHF_ACUNDEAD) != 0 && monster[i].MData->mMonstClass == MC_UNDEAD)
ac += 20;
hit += 2 * (monster[i].mLevel - plr[pnum]._pLevel)
+ 30
- ac
- plr[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 ((plr[pnum]._pmode == PM_STAND || plr[pnum]._pmode == PM_ATTACK) && plr[pnum]._pBlockFlag) {
blkper = GenerateRnd(100);
}
int blk = plr[pnum]._pDexterity
+ plr[pnum]._pBaseToBlk
- (monster[i].mLevel * 2)
+ (plr[pnum]._pLevel * 2);
if (blk < 0)
blk = 0;
if (blk > 100)
blk = 100;
if (hper >= hit)
return;
if (blkper < blk) {
Direction dir = GetDirection(plr[pnum].position.tile, monster[i].position.tile);
StartPlrBlock(pnum, dir);
if (pnum == myplr && plr[pnum].wReflections > 0) {
plr[pnum].wReflections--;
int dam = GenerateRnd((maxDam - minDam + 1) << 6) + (minDam << 6);
dam += plr[pnum]._pIGetHit << 6;
if (dam < 64)
dam = 64;
int mdam = dam * (0.01 * (GenerateRnd(10) + 20));
monster[i]._mhitpoints -= mdam;
dam -= mdam;
if (dam < 0)
dam = 0;
if (monster[i]._mhitpoints >> 6 <= 0)
M_StartKill(i, pnum);
else
M_StartHit(i, pnum, mdam);
}
return;
}
if (monster[i].MType->mtype == MT_YZOMBIE && pnum == myplr) {
int currentMissileId = -1;
for (int j = 0; j < nummissiles; j++) {
int mi = missileactive[j];
if (missile[mi]._mitype != MIS_MANASHIELD)
continue;
if (missile[mi]._misource == pnum)
currentMissileId = mi;
}
if (plr[pnum]._pMaxHP > 64) {
if (plr[pnum]._pMaxHPBase > 64) {
plr[pnum]._pMaxHP -= 64;
if (plr[pnum]._pHitPoints > plr[pnum]._pMaxHP) {
plr[pnum]._pHitPoints = plr[pnum]._pMaxHP;
if (currentMissileId >= 0)
missile[currentMissileId]._miVar1 = plr[pnum]._pHitPoints;
}
plr[pnum]._pMaxHPBase -= 64;
if (plr[pnum]._pHPBase > plr[pnum]._pMaxHPBase) {
plr[pnum]._pHPBase = plr[pnum]._pMaxHPBase;
if (currentMissileId >= 0)
missile[currentMissileId]._miVar2 = plr[pnum]._pHPBase;
}
}
}
}
int dam = (minDam << 6) + GenerateRnd((maxDam - minDam + 1) << 6);
dam += (plr[pnum]._pIGetHit << 6);
if (dam < 64)
dam = 64;
if (pnum == myplr) {
if (plr[pnum].wReflections > 0) {
plr[pnum].wReflections--;
int mdam = dam * (0.01 * (GenerateRnd(10) + 20));
monster[i]._mhitpoints -= mdam;
dam -= mdam;
if (dam < 0)
dam = 0;
if (monster[i]._mhitpoints >> 6 <= 0)
M_StartKill(i, pnum);
else
M_StartHit(i, pnum, mdam);
}
ApplyPlrDamage(pnum, 0, 0, dam);
}
if ((plr[pnum]._pIFlags & ISPL_THORNS) != 0) {
int mdam = (GenerateRnd(3) + 1) << 6;
monster[i]._mhitpoints -= mdam;
if (monster[i]._mhitpoints >> 6 <= 0)
M_StartKill(i, pnum);
else
M_StartHit(i, pnum, mdam);
}
if ((monster[i]._mFlags & MFLAG_NOLIFESTEAL) == 0 && monster[i].MType->mtype == MT_SKING && gbIsMultiplayer)
monster[i]._mhitpoints += dam;
if (plr[pnum]._pHitPoints >> 6 <= 0) {
if (gbIsHellfire)
M_StartStand(i, monster[i]._mdir);
return;
}
StartPlrHit(pnum, dam, false);
if ((monster[i]._mFlags & MFLAG_KNOCKBACK) != 0) {
if (plr[pnum]._pmode != PM_GOTHIT)
StartPlrHit(pnum, 0, true);
Point newPosition = plr[pnum].position.tile + monster[i]._mdir;
if (PosOkPlayer(pnum, newPosition)) {
plr[pnum].position.tile = newPosition;
FixPlayerLocation(pnum, plr[pnum]._pdir);
FixPlrWalkTags(pnum);
dPlayer[newPosition.x][newPosition.y] = pnum + 1;
SetPlayerOld(plr[pnum]);
}
}
}
bool M_DoAttack(int i)
{
commitment((DWORD)i < MAXMONSTERS, i);
MonsterStruct *monst = &monster[i];
commitment(monst->MType != nullptr, i);
commitment(monst->MData != nullptr, i); // BUGFIX: should check MData (fixed)
if (monster[i].AnimInfo.CurrentFrame == monster[i].MData->mAFNum) {
M_TryH2HHit(i, monster[i]._menemy, monster[i].mHit, monster[i].mMinDamage, monster[i].mMaxDamage);
if (monster[i]._mAi != AI_SNAKE)
PlayEffect(i, 0);
}
if (monster[i].MType->mtype >= MT_NMAGMA && monster[i].MType->mtype <= MT_WMAGMA && monster[i].AnimInfo.CurrentFrame == 9) {
M_TryH2HHit(i, monster[i]._menemy, monster[i].mHit + 10, monster[i].mMinDamage - 2, monster[i].mMaxDamage - 2);
PlayEffect(i, 0);
}
if (monster[i].MType->mtype >= MT_STORM && monster[i].MType->mtype <= MT_MAEL && monster[i].AnimInfo.CurrentFrame == 13) {
M_TryH2HHit(i, monster[i]._menemy, monster[i].mHit - 20, monster[i].mMinDamage + 4, monster[i].mMaxDamage + 4);
PlayEffect(i, 0);
}
if (monster[i]._mAi == AI_SNAKE && monster[i].AnimInfo.CurrentFrame == 1)
PlayEffect(i, 0);
if (monster[i].AnimInfo.CurrentFrame == monster[i].AnimInfo.NumberOfFrames) {
M_StartStand(i, monster[i]._mdir);
return true;
}
return false;
}
bool M_DoRAttack(int i)
{
commitment((DWORD)i < MAXMONSTERS, i);
commitment(monster[i].MType != nullptr, i);
commitment(monster[i].MData != nullptr, i);
if (monster[i].AnimInfo.CurrentFrame == monster[i].MData->mAFNum) {
if (monster[i]._mVar1 != -1) {
int multimissiles = 1;
5 years ago
if (monster[i]._mVar1 == MIS_CBOLT)
multimissiles = 3;
for (int mi = 0; mi < multimissiles; mi++) {
Point sourcePosition = monster[i].position.tile;
if (gbIsHellfire) {
sourcePosition += monster[i]._mdir;
}
AddMissile(
sourcePosition,
monster[i].enemyPosition,
monster[i]._mdir,
monster[i]._mVar1,
TARGET_PLAYERS,
i,
monster[i]._mVar2,
0);
}
}
PlayEffect(i, 0);
}
if (monster[i].AnimInfo.CurrentFrame == monster[i].AnimInfo.NumberOfFrames) {
M_StartStand(i, monster[i]._mdir);
return true;
}
return false;
}
bool M_DoRSpAttack(int i)
{
commitment((DWORD)i < MAXMONSTERS, i);
commitment(monster[i].MType != nullptr, i);
commitment(monster[i].MData != nullptr, i); // BUGFIX: should check MData (fixed)
if (monster[i].AnimInfo.CurrentFrame == monster[i].MData->mAFNum2 && monster[i].AnimInfo.TickCounterOfCurrentFrame == 0) {
Point sourcePosition = monster[i].position.tile;
if (gbIsHellfire) {
sourcePosition += monster[i]._mdir;
}
AddMissile(
sourcePosition,
monster[i].enemyPosition,
monster[i]._mdir,
monster[i]._mVar1,
TARGET_PLAYERS,
i,
monster[i]._mVar3,
0);
PlayEffect(i, 3);
}
if (monster[i]._mAi == AI_MEGA && monster[i].AnimInfo.CurrentFrame == monster[i].MData->mAFNum2) {
5 years ago
if (monster[i]._mVar2++ == 0) {
monster[i]._mFlags |= MFLAG_ALLOW_SPECIAL;
} else if (monster[i]._mVar2 == 15) {
monster[i]._mFlags &= ~MFLAG_ALLOW_SPECIAL;
}
}
if (monster[i].AnimInfo.CurrentFrame == monster[i].AnimInfo.NumberOfFrames) {
M_StartStand(i, monster[i]._mdir);
return true;
}
return false;
}
bool M_DoSAttack(int i)
{
commitment((DWORD)i < MAXMONSTERS, i);
commitment(monster[i].MType != nullptr, i);
commitment(monster[i].MData != nullptr, i);
if (monster[i].AnimInfo.CurrentFrame == monster[i].MData->mAFNum2)
M_TryH2HHit(i, monster[i]._menemy, monster[i].mHit2, monster[i].mMinDamage2, monster[i].mMaxDamage2);
if (monster[i].AnimInfo.CurrentFrame == monster[i].AnimInfo.NumberOfFrames) {
M_StartStand(i, monster[i]._mdir);
return true;
}
return false;
}
bool M_DoFadein(int i)
{
commitment((DWORD)i < MAXMONSTERS, i);
if (((monster[i]._mFlags & MFLAG_LOCK_ANIMATION) == 0 || monster[i].AnimInfo.CurrentFrame != 1)
&& ((monster[i]._mFlags & MFLAG_LOCK_ANIMATION) != 0 || monster[i].AnimInfo.CurrentFrame != monster[i].AnimInfo.NumberOfFrames)) {
return false;
}
M_StartStand(i, monster[i]._mdir);
monster[i]._mFlags &= ~MFLAG_LOCK_ANIMATION;
return true;
}
bool M_DoFadeout(int i)
{
commitment((DWORD)i < MAXMONSTERS, i);
if (((monster[i]._mFlags & MFLAG_LOCK_ANIMATION) == 0 || monster[i].AnimInfo.CurrentFrame != 1)
&& ((monster[i]._mFlags & MFLAG_LOCK_ANIMATION) != 0 || monster[i].AnimInfo.CurrentFrame != monster[i].AnimInfo.NumberOfFrames)) {
return false;
}
int mt = monster[i].MType->mtype;
if (mt < MT_INCIN || mt > MT_HELLBURN) {
monster[i]._mFlags &= ~MFLAG_LOCK_ANIMATION;
monster[i]._mFlags |= MFLAG_HIDDEN;
} else {
monster[i]._mFlags &= ~MFLAG_LOCK_ANIMATION;
}
M_StartStand(i, monster[i]._mdir);
return true;
}
bool M_DoHeal(int i)
{
commitment((DWORD)i < MAXMONSTERS, i);
MonsterStruct *monst = &monster[i];
if ((monster[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 = &monster[i];
5 years ago
M_StartStand(i, monster[i]._mdir);
monst->_mgoal = MGOAL_TALKING; // CODEFIX: apply Monst instead of monster[i] in the rest of the function
if (effect_is_playing(Texts[monster[i].mtalkmsg].sfxnr))
return false;
5 years ago
InitQTextMsg(monster[i].mtalkmsg);
if (monster[i]._uniqtype - 1 == UMT_GARBUD) {
if (monster[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 (monster[i].mtalkmsg == TEXT_GARBUD2 && (monster[i]._mFlags & MFLAG_QUEST_COMPLETE) == 0) {
SpawnItem(i, monster[i].position.tile + Displacement { 1, 1 }, true);
5 years ago
monster[i]._mFlags |= MFLAG_QUEST_COMPLETE;
}
}
if (monster[i]._uniqtype - 1 == UMT_ZHAR
5 years ago
&& monster[i].mtalkmsg == TEXT_ZHAR1
&& (monster[i]._mFlags & MFLAG_QUEST_COMPLETE) == 0) {
quests[Q_ZHAR]._qactive = QUEST_ACTIVE;
quests[Q_ZHAR]._qlog = true;
CreateTypeItem(monster[i].position.tile + Displacement { 1, 1 }, false, ITYPE_MISC, IMISC_BOOK, true, false);
5 years ago
monster[i]._mFlags |= MFLAG_QUEST_COMPLETE;
}
if (monster[i]._uniqtype - 1 == UMT_SNOTSPIL) {
if (monster[i].mtalkmsg == TEXT_BANNER10 && (monster[i]._mFlags & MFLAG_QUEST_COMPLETE) == 0) {
ObjChangeMap(setpc_x, setpc_y, (setpc_w / 2) + setpc_x + 2, (setpc_h / 2) + setpc_y - 2);
int 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;
5 years ago
monster[i]._mFlags |= MFLAG_QUEST_COMPLETE;
}
if (quests[Q_LTBANNER]._qvar1 < 2) {
app_fatal("SS Talk = %i, Flags = %i", monster[i].mtalkmsg, monster[i]._mFlags);
}
}
if (monster[i]._uniqtype - 1 == UMT_LACHDAN) {
5 years ago
if (monster[i].mtalkmsg == TEXT_VEIL9) {
quests[Q_VEIL]._qactive = QUEST_ACTIVE;
quests[Q_VEIL]._qlog = true;
}
if (monster[i].mtalkmsg == TEXT_VEIL11 && (monster[i]._mFlags & MFLAG_QUEST_COMPLETE) == 0) {
SpawnUnique(UITEM_STEELVEIL, monster[i].position.tile + DIR_S);
5 years ago
monster[i]._mFlags |= MFLAG_QUEST_COMPLETE;
}
}
if (monster[i]._uniqtype - 1 == UMT_WARLORD)
quests[Q_WARLORD]._qvar1 = 2;
if (monster[i]._uniqtype - 1 == UMT_LAZURUS && gbIsMultiplayer) {
quests[Q_BETRAYER]._qvar1 = 6;
5 years ago
monster[i]._mgoal = MGOAL_NORMAL;
monster[i]._msquelch = UINT8_MAX;
monster[i].mtalkmsg = TEXT_NONE;
}
return false;
}
void M_Teleport(int i)
{
assurance((DWORD)i < MAXMONSTERS, i);
MonsterStruct *monst = &monster[i];
if (monst->_mmode == MM_STONE)
5 years ago
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;
5 years ago
int x;
int y;
for (int j = -1; j <= 1 && !done; j++) {
for (int k = -1; k < 1 && !done; k++) {
5 years ago
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;
}
}
}
}
5 years ago
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(monster[i].MType != nullptr, i);
if (monster[i].AnimInfo.CurrentFrame == monster[i].AnimInfo.NumberOfFrames) {
M_StartStand(i, monster[i]._mdir);
return true;
}
return false;
}
void M_UpdateLeader(int i)
{
assurance((DWORD)i < MAXMONSTERS, i);
for (int j = 0; j < nummonsters; j++) {
int ma = monstactive[j];
if (monster[ma].leaderflag == 1 && monster[ma].leader == i)
monster[ma].leaderflag = 0;
}
if (monster[i].leaderflag == 1) {
monster[monster[i].leader].packsize--;
}
}
void DoEnding()
{
if (gbIsMultiplayer) {
SNetLeaveGame(LEAVE_ENDING);
}
music_stop();
if (gbIsMultiplayer) {
SDL_Delay(1000);
}
if (gbIsSpawn)
return;
if (plr[myplr]._pClass == HeroClass::Warrior || plr[myplr]._pClass == HeroClass::Barbarian) {
play_movie("gendata\\DiabVic2.smk", false);
} else if (plr[myplr]._pClass == HeroClass::Sorcerer) {
play_movie("gendata\\DiabVic1.smk", false);
} else if (plr[myplr]._pClass == HeroClass::Monk) {
play_movie("gendata\\DiabVic1.smk", false);
} else {
play_movie("gendata\\DiabVic3.smk", false);
}
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;
deathflag = false;
cineflag = true;
plr[myplr].pDiabloKillLevel = std::max(plr[myplr].pDiabloKillLevel, static_cast<uint8_t>(sgGameInitInfo.nDifficulty + 1));
for (auto &player : plr) {
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(monster[i].MType != nullptr, i);
monster[i]._mVar1++;
if (monster[i].MType->mtype == MT_DIABLO) {
if (monster[i].position.tile.x < ViewX) {
ViewX--;
} else if (monster[i].position.tile.x > ViewX) {
ViewX++;
}
if (monster[i].position.tile.y < ViewY) {
ViewY--;
} else if (monster[i].position.tile.y > ViewY) {
ViewY++;
}
5 years ago
if (monster[i]._mVar1 == 140)
PrepDoEnding();
} else if (monster[i].AnimInfo.CurrentFrame == monster[i].AnimInfo.NumberOfFrames) {
if (monster[i]._uniqtype == 0)
AddDead(monster[i].position.tile, monster[i].MType->mdeadval, monster[i]._mdir);
else
AddDead(monster[i].position.tile, monster[i]._udeadval, monster[i]._mdir);
dMonster[monster[i].position.tile.x][monster[i].position.tile.y] = 0;
monster[i]._mDelFlag = true;
M_UpdateLeader(i);
}
return false;
}
bool M_DoSpStand(int i)
{
commitment((DWORD)i < MAXMONSTERS, i);
commitment(monster[i].MType != nullptr, i);
if (monster[i].AnimInfo.CurrentFrame == monster[i].MData->mAFNum2)
PlayEffect(i, 3);
if (monster[i].AnimInfo.CurrentFrame == monster[i].AnimInfo.NumberOfFrames) {
M_StartStand(i, monster[i]._mdir);
return true;
}
return false;
}
bool M_DoDelay(int i)
{
commitment((DWORD)i < MAXMONSTERS, i);
commitment(monster[i].MType != nullptr, i);
monster[i].AnimInfo.pCelSprite = &*monster[i].MType->Anims[MA_STAND].CelSpritesForDirections[M_GetDir(i)];
if (monster[i]._mAi == AI_LAZURUS) {
if (monster[i]._mVar2 > 8 || monster[i]._mVar2 < 0)
monster[i]._mVar2 = 8;
}
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if (monster[i]._mVar2-- == 0) {
int oFrame = monster[i].AnimInfo.CurrentFrame;
M_StartStand(i, monster[i]._mdir);
monster[i].AnimInfo.CurrentFrame = oFrame;
return true;
}
return false;
}
bool M_DoStone(int i)
{
commitment((DWORD)i < MAXMONSTERS, i);
if (monster[i]._mhitpoints <= 0) {
dMonster[monster[i].position.tile.x][monster[i].position.tile.y] = 0;
monster[i]._mDelFlag = true;
}
return false;
}
void M_WalkDir(int i, Direction md)
{
assurance((DWORD)i < MAXMONSTERS, i);
int mwi = monster[i].MType->Anims[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 (monster[i].leaderflag != 0) {
leader = monster[i].leader;
bool clear = LineClearSolid(monster[i].position.tile, monster[leader].position.future);
if (clear || monster[i].leaderflag != 1) {
if (clear
&& monster[i].leaderflag == 2
&& monster[i].position.tile.WalkingDistance(monster[leader].position.future) < 4) {
monster[leader].packsize++;
monster[i].leaderflag = 1;
}
} else {
monster[leader].packsize--;
monster[i].leaderflag = 2;
}
}
if (monster[i].leaderflag == 1) {
if (monster[i]._msquelch > monster[leader]._msquelch) {
monster[leader].position.last = monster[i].position.tile;
monster[leader]._msquelch = monster[i]._msquelch - 1;
}
if (monster[leader]._mAi == AI_GARG) {
if ((monster[leader]._mFlags & MFLAG_ALLOW_SPECIAL) != 0) {
monster[leader]._mFlags &= ~MFLAG_ALLOW_SPECIAL;
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monster[leader]._mmode = MM_SATTACK;
}
}
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} else if (monster[i]._uniqtype != 0) {
if ((UniqMonst[monster[i]._uniqtype - 1].mUnqAttr & 2) != 0) {
for (int j = 0; j < nummonsters; j++) {
int m = monstactive[j];
if (monster[m].leaderflag == 1 && monster[m].leader == i) {
if (monster[i]._msquelch > monster[m]._msquelch) {
monster[m].position.last = monster[i].position.tile;
monster[m]._msquelch = monster[i]._msquelch - 1;
}
if (monster[m]._mAi == AI_GARG) {
if ((monster[m]._mFlags & MFLAG_ALLOW_SPECIAL) != 0) {
monster[m]._mFlags &= ~MFLAG_ALLOW_SPECIAL;
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monster[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 ((monster[i]._mFlags & MFLAG_CAN_OPEN_DOOR) == 0)
check = PosOkMonst;
if (FindPath(check, i, monster[i].position.tile.x, monster[i].position.tile.y, monster[i].enemyPosition.x, monster[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 = &monster[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 = &monster[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 = &monster[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 = &monster[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 = &monster[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 = &monster[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);
7 years ago
MonsterStruct *monst = &monster[i];
if (monst->_mmode != MM_STAND || monst->_msquelch == 0) {
return;
}
7 years ago
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 = &monster[i];
if (monst->_mmode != MM_STAND) {
return;
}
int mx = monst->position.tile.x;
int my = monst->position.tile.y;
if (dLight[mx][my] == lightmax) {
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, monster[monst->_menemy].position.tile);
else
md = GetDirection(monst->position.tile, plr[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->Anims[MA_STAND].CelSpritesForDirections[md];
else
M_StartAttack(i);
}
}
void MAI_Fireman(int i)
{
assurance((DWORD)i < MAXMONSTERS, i);
MonsterStruct *monst = &monster[i];
if (monster[i]._mmode != MM_STAND || monst->_msquelch == 0)
return;
int pnum = monster[i]._menemy;
int fx = monster[i].enemyPosition.x;
int fy = monster[i].enemyPosition.y;
int xd = monster[i].position.tile.x - fx;
int yd = monster[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;
GenerateRnd(100);
if (monst->_mmode != MM_STAND)
return;
if (abs(xd) < 2 && abs(yd) < 2 && monst->_mgoal == MGOAL_NORMAL) {
M_TryH2HHit(i, monster[i]._menemy, monster[i].mHit, monster[i].mMinDamage, monster[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 = &monster[i];
if (monst->_mgoal == MGOAL_ATTACK2) {
if (monst->_mgoalvar1 != 0)
monst->_mgoalvar1--;
5 years ago
else
monst->_mgoal = MGOAL_NORMAL;
5 years ago
}
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->_mdir]);
}
}
if (monst->AnimInfo.CurrentFrame == monst->AnimInfo.NumberOfFrames) {
if (GenerateRnd(4) != 0) {
return;
}
if ((monster[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 (monster[m]._mAi == AI_FALLEN) {
5 years ago
monster[m]._mgoal = MGOAL_ATTACK2;
monster[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;
5 years ago
if (abs(xpos) < 2 && abs(ypos) < 2)
M_StartAttack(i);
5 years ago
else
M_CallWalk(i, M_GetDir(i));
} else
MAI_SkelSd(i);
}
void MAI_Cleaver(int i)
{
assurance((DWORD)i < MAXMONSTERS, i);
MonsterStruct *monst = &monster[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 = &monster[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 (monster[i]._mmode != MM_STAND) {
return;
}
MonsterStruct *monst = &monster[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->AnimInfo.pCelSprite = &*monst->MType->Anims[MA_STAND].CelSpritesForDirections[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 = &monster[i];
if (monster[i]._mmode != MM_STAND)
return;
if (monst->_mhitpoints < (monst->_mmaxhp / 2) && monst->_mgoal != MGOAL_HEALING) {
if (monst->leaderflag != 0) {
monster[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 = &monster[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 = &monster[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 = &monster[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 = &monster[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 = (monster[i]._mFlags & MFLAG_NO_ENEMY) == 0;
if (monst->_mmode == MM_ATTACK) {
return;
}
int menemy = monster[i]._menemy;
int mex = monster[i].position.tile.x - monster[menemy].position.future.x;
int mey = monster[i].position.tile.y - monster[menemy].position.future.y;
Direction md = GetDirection(monster[i].position.tile, monster[menemy].position.tile);
monster[i]._mdir = md;
if (abs(mex) < 2 && abs(mey) < 2 && haveEnemy) {
menemy = monster[i]._menemy;
monster[i].enemyPosition = monster[menemy].position.tile;
if (monster[menemy]._msquelch == 0) {
monster[menemy]._msquelch = UINT8_MAX;
monster[monster[i]._menemy].position.last = monster[i].position.tile;
for (int j = 0; j < 5; j++) {
for (int k = 0; k < 5; k++) {
menemy = dMonster[monster[i].position.tile.x + k - 2][monster[i].position.tile.y + j - 2]; // BUGFIX: Check if indexes are between 0 and 112
if (menemy > 0)
monster[menemy - 1]._msquelch = UINT8_MAX; // BUGFIX: should be `monster[_menemy-1]`, not monster[_menemy]. (fixed)
}
}
}
M_StartAttack(i);
return;
}
if (haveEnemy && MAI_Path(i))
return;
monster[i]._pathcount++;
if (monster[i]._pathcount > 8)
monster[i]._pathcount = 5;
bool ok = M_CallWalk(i, plr[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 = &monster[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) && nummonsters < 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 = &monster[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 = &monster[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) && nummonsters < 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 = &monster[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 = &monster[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);
monster[i]._mdir = md;
monst->CheckStandAnimationIsLoaded(md);
}
void MAI_Zhar(int i)
{
assurance((DWORD)i < MAXMONSTERS, i);
MonsterStruct *monst = &monster[i];
if (monster[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->_mdir = md;
monst->CheckStandAnimationIsLoaded(md);
}
void MAI_SnotSpil(int i)
{
assurance((DWORD)i < MAXMONSTERS, i);
MonsterStruct *monst = &monster[i];
if (monster[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->_mdir = md;
monst->CheckStandAnimationIsLoaded(md);
}
void MAI_Lazurus(int i)
{
assurance((DWORD)i < MAXMONSTERS, i);
MonsterStruct *monst = &monster[i];
if (monster[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 && plr[myplr].position.tile.x == 35 && plr[myplr].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->_mdir = md;
monst->CheckStandAnimationIsLoaded(md);
}
void MAI_Lazhelp(int i)
{
assurance((DWORD)i < MAXMONSTERS, i);
if (monster[i]._mmode != MM_STAND)
return;
MonsterStruct *monst = &monster[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->_mdir = md;
monst->CheckStandAnimationIsLoaded(md);
}
void MAI_Lachdanan(int i)
{
assurance((DWORD)i < MAXMONSTERS, i);
MonsterStruct *monst = &monster[i];
if (monster[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 && monster[i]._mgoal == MGOAL_TALKING) {
monst->mtalkmsg = TEXT_VEIL10;
monster[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->_mdir = md;
monst->CheckStandAnimationIsLoaded(md);
}
void MAI_Warlord(int i)
{
assurance((DWORD)i < MAXMONSTERS, i);
MonsterStruct *monst = &monster[i];
if (monster[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->_mdir = md;
monst->CheckStandAnimationIsLoaded(monst->_mdir);
}
void DeleteMonsterList()
{
for (int i = 0; i < MAX_PLRS; i++) {
if (monster[i]._mDelFlag) {
monster[i].position.tile = { 1, 0 };
monster[i].position.future = { 0, 0 };
monster[i].position.old = { 0, 0 };
monster[i]._mDelFlag = false;
}
}
for (int i = MAX_PLRS; i < nummonsters;) {
if (monster[monstactive[i]]._mDelFlag) {
DeleteMonster(i);
} else {
i++;
}
}
}
void ProcessMonsters()
{
DeleteMonsterList();
7 years ago
assert((DWORD)nummonsters <= MAXMONSTERS);
for (int i = 0; i < nummonsters; i++) {
int mi = monstactive[i];
MonsterStruct *monst = &monster[mi];
bool raflag = false;
if (gbIsMultiplayer) {
SetRndSeed(monst->_mAISeed);
monst->_mAISeed = AdvanceRndSeed();
7 years ago
}
if ((monster[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);
7 years ago
}
int menemy;
if ((monst->_mFlags & MFLAG_TARGETS_MONSTER) != 0) {
menemy = monst->_menemy;
assurance((DWORD)menemy < MAXMONSTERS, menemy);
monst->position.last = monster[monst->_menemy].position.future;
monst->enemyPosition = monst->position.last;
} else {
menemy = monst->_menemy;
assurance((DWORD)menemy < MAX_PLRS, menemy);
monst->enemyPosition = plr[monst->_menemy].position.future;
if ((dFlags[mx][my] & BFLAG_VISIBLE) != 0) {
monst->_msquelch = UINT8_MAX;
monst->position.last = plr[monst->_menemy].position.future;
} else if (monst->_msquelch != 0 && monst->MType->mtype != MT_DIABLO) { /// BUGFIX: change '_mAi' to 'MType->mtype'
monst->_msquelch--;
}
7 years ago
}
do {
if ((monst->_mFlags & MFLAG_SEARCH) == 0) {
AiProc[monst->_mAi](mi);
} else if (!MAI_Path(mi)) {
AiProc[monst->_mAi](mi);
}
switch (monst->_mmode) {
case MM_STAND:
7 years ago
raflag = M_DoStand(mi);
break;
case MM_WALK:
case MM_WALK2:
case MM_WALK3:
raflag = M_DoWalk(mi, monst->_mmode);
7 years ago
break;
case MM_ATTACK:
7 years ago
raflag = M_DoAttack(mi);
break;
case MM_GOTHIT:
7 years ago
raflag = M_DoGotHit(mi);
break;
case MM_DEATH:
7 years ago
raflag = M_DoDeath(mi);
break;
case MM_SATTACK:
7 years ago
raflag = M_DoSAttack(mi);
break;
case MM_FADEIN:
7 years ago
raflag = M_DoFadein(mi);
break;
case MM_FADEOUT:
7 years ago
raflag = M_DoFadeout(mi);
break;
case MM_RATTACK:
7 years ago
raflag = M_DoRAttack(mi);
break;
case MM_SPSTAND:
7 years ago
raflag = M_DoSpStand(mi);
break;
case MM_RSPATTACK:
7 years ago
raflag = M_DoRSpAttack(mi);
break;
case MM_DELAY:
7 years ago
raflag = M_DoDelay(mi);
break;
case MM_CHARGE:
raflag = false;
7 years ago
break;
case MM_STONE:
7 years ago
raflag = M_DoStone(mi);
break;
case MM_HEAL:
7 years ago
raflag = M_DoHeal(mi);
break;
case MM_TALK:
7 years ago
raflag = M_DoTalk(mi);
break;
}
if (raflag) {
7 years ago
GroupUnity(mi);
}
} while (raflag);
if (monst->_mmode != MM_STONE) {
monst->AnimInfo.ProcessAnimation((monst->_mFlags & MFLAG_LOCK_ANIMATION) != 0, (monst->_mFlags & MFLAG_ALLOW_SPECIAL) != 0);
}
7 years ago
}
DeleteMonsterList();
}
void FreeMonsters()
{
for (int i = 0; i < nummtypes; i++) {
int mtype = Monsters[i].mtype;
for (int j = 0; j < 6; j++) {
if (animletter[j] != 's' || monsterdata[mtype].has_special) {
Monsters[i].Anims[j].CMem = nullptr;
}
}
}
FreeMissiles2();
}
bool DirOK(int i, Direction mdir)
{
commitment((DWORD)i < MAXMONSTERS, i);
Point position = monster[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;
7 years ago
if (mdir == DIR_E) {
if (SolidLoc(position + DIR_SE) || (dFlags[position.x + 1][position.y] & BFLAG_MONSTLR) != 0)
return false;
5 years ago
} else if (mdir == DIR_W) {
if (SolidLoc(position + DIR_SW) || (dFlags[position.x][position.y + 1] & BFLAG_MONSTLR) != 0)
return false;
5 years ago
} else if (mdir == DIR_N) {
if (SolidLoc(position + DIR_NE) || SolidLoc(position + DIR_NW))
return false;
5 years ago
} else if (mdir == DIR_S)
if (SolidLoc(position + DIR_SW) || SolidLoc(position + DIR_SE))
return false;
7 years ago
if (monster[i].leaderflag == 1) {
return futurePosition.WalkingDistance(monster[monster[i].leader].position.future) < 4;
7 years ago
}
if (monster[i]._uniqtype == 0 || (UniqMonst[monster[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++) {
7 years ago
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.
7 years ago
if (monster[mi].leaderflag == 1
&& monster[mi].leader == i
&& monster[mi].position.future == Point { x, y }) {
7 years ago
mcount++;
}
7 years ago
}
}
7 years ago
return mcount == monster[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);
monster[i].MType = &Monsters[monster[i]._mMTidx];
monster[i].MData = Monsters[monster[i]._mMTidx].MData;
if (monster[i]._uniqtype != 0)
monster[i].mName = _(UniqMonst[monster[i]._uniqtype - 1].mName);
else
monster[i].mName = _(monster[i].MData->mName);
int mdir = monster[i]._mdir;
int graphic = MA_STAND;
switch (monster[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;
monster[i].AnimInfo.CurrentFrame = 1;
monster[i].AnimInfo.NumberOfFrames = monster[i].MType->Anims[MA_ATTACK].Frames;
break;
default:
monster[i].AnimInfo.CurrentFrame = 1;
monster[i].AnimInfo.NumberOfFrames = monster[i].MType->Anims[MA_STAND].Frames;
break;
}
if (monster[i].MType->Anims[graphic].CelSpritesForDirections[mdir])
monster[i].AnimInfo.pCelSprite = &*monster[i].MType->Anims[graphic].CelSpritesForDirections[mdir];
else
monster[i].AnimInfo.pCelSprite = nullptr;
}
void M_FallenFear(Point position)
{
for (int i = 0; i < nummonsters; i++) {
MonsterStruct *m = &monster[monstactive[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->_mdir = GetDirection(position, m->position.tile);
}
}
}
const char *GetMonsterTypeText(const MonsterData &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]), monstkills[mt]).c_str());
} else {
strcpy(tempstr, fmt::format(_("Total kills: {:d}"), monstkills[mt]).c_str());
}
AddPanelString(tempstr);
if (monstkills[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 (monstkills[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(*monster[pcursmonst].MData)).c_str());
AddPanelString(tempstr);
}
int res = monster[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 = &missile[i];
int m = miss->_misource;
assurance((DWORD)m < MAXMONSTERS, m);
MonsterStruct *monst = &monster[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 (plr[pnum]._pmode != PM_GOTHIT && plr[pnum]._pmode != PM_DEATH)
StartPlrHit(pnum, 0, true);
Point newPosition = oldPosition + monst->_mdir;
if (PosOkPlayer(pnum, newPosition)) {
plr[pnum].position.tile = newPosition;
FixPlayerLocation(pnum, plr[pnum]._pdir);
FixPlrWalkTags(pnum);
dPlayer[newPosition.x][newPosition.y] = pnum + 1;
SetPlayerOld(plr[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--;
monster[m].position.tile = newPosition;
monster[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)
{
int mi = dMissile[position.x][position.y];
if (mi == 0 || i < 0) {
return true;
}
bool fire = false;
bool lightning = false;
if (mi > 0) {
if (missile[mi - 1]._mitype == MIS_FIREWALL) { // BUGFIX: Change 'mi' to 'mi - 1' (fixed)
fire = true;
} else if (missile[mi - 1]._mitype == MIS_LIGHTWALL) { // BUGFIX: Change 'mi' to 'mi - 1' (fixed)
lightning = true;
}
} else {
for (int j = 0; j < nummissiles; j++) {
mi = missileactive[j];
if (missile[mi].position.tile == position) {
if (missile[mi]._mitype == MIS_FIREWALL) {
fire = true;
break;
}
if (missile[mi]._mitype == MIS_LIGHTWALL) {
lightning = true;
break;
}
}
}
}
if (fire && ((monster[i].mMagicRes & IMMUNE_FIRE) == 0 || monster[i].MType->mtype == MT_DIABLO))
return false;
if (lightning && ((monster[i].mMagicRes & IMMUNE_LIGHTNING) == 0 || monster[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 (object[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(object[oi]._otype, OBJ_L1LDOOR, OBJ_L1RDOOR, OBJ_L2LDOOR, OBJ_L2RDOOR, OBJ_L3LDOOR, OBJ_L3RDOOR);
if (object[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 < nummtypes; i++) {
if (IsSkel(Monsters[i].mtype))
j++;
}
if (j == 0) {
return -1;
}
int skeltypes = GenerateRnd(j);
int m = 0;
for (int i = 0; m < nummtypes && i <= skeltypes; m++) {
if (IsSkel(Monsters[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;
monster[i].position.tile = { x, y };
monster[i].position.future = { x, y };
monster[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 = &monster[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 (plr[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 (plr[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;
monster[i].position.tile = position;
monster[i].position.future = position;
monster[i].position.old = position;
monster[i]._pathcount = 0;
monster[i]._mmaxhp = 2 * (320 * missile[mi]._mispllvl + plr[i]._pMaxMana / 3);
monster[i]._mhitpoints = monster[i]._mmaxhp;
monster[i].mArmorClass = 25;
monster[i].mHit = 5 * (missile[mi]._mispllvl + 8) + 2 * plr[i]._pLevel;
monster[i].mMinDamage = 2 * (missile[mi]._mispllvl + 4);
monster[i].mMaxDamage = 2 * (missile[mi]._mispllvl + 8);
monster[i]._mFlags |= MFLAG_GOLEM;
M_StartSpStand(i, DIR_S);
M_Enemy(i);
if (i == myplr) {
NetSendCmdGolem(
monster[i].position.tile.x,
monster[i].position.tile.y,
monster[i]._mdir,
monster[i]._menemy,
monster[i]._mhitpoints,
currlevel);
}
}
bool CanTalkToMonst(int m)
{
commitment((DWORD)m < MAXMONSTERS, m);
if (monster[m]._mgoal == MGOAL_INQUIRING) {
return true;
}
return monster[m]._mgoal == MGOAL_TALKING;
}
bool CheckMonsterHit(int m, bool *ret)
{
commitment((DWORD)m < MAXMONSTERS, m);
if (monster[m]._mAi == AI_GARG && (monster[m]._mFlags & MFLAG_ALLOW_SPECIAL) != 0) {
monster[m]._mFlags &= ~MFLAG_ALLOW_SPECIAL;
monster[m]._mmode = MM_SATTACK;
*ret = true;
return true;
}
if (monster[m].MType->mtype >= MT_COUNSLR && monster[m].MType->mtype <= MT_ADVOCATE) {
if (monster[m]._mgoal != MGOAL_NORMAL) {
*ret = false;
return true;
}
}
return false;
}
int encode_enemy(int m)
{
if ((monster[m]._mFlags & MFLAG_TARGETS_MONSTER) != 0)
return monster[m]._menemy + MAX_PLRS;
return monster[m]._menemy;
}
void decode_enemy(int m, int enemy)
{
7 years ago
if (enemy < MAX_PLRS) {
monster[m]._mFlags &= ~MFLAG_TARGETS_MONSTER;
monster[m]._menemy = enemy;
monster[m].enemyPosition = plr[enemy].position.future;
} else {
monster[m]._mFlags |= MFLAG_TARGETS_MONSTER;
7 years ago
enemy -= MAX_PLRS;
monster[m]._menemy = enemy;
monster[m].enemyPosition = monster[enemy].position.future;
}
}
void MonsterStruct::CheckStandAnimationIsLoaded(int mdir)
{
if (_mmode == MM_STAND || _mmode == MM_TALK)
AnimInfo.pCelSprite = &*MType->Anims[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