Browse Source

♻️ Adds distanceToEnemy method

pull/4988/head
Cesar Canassa 4 years ago committed by Anders Jenbo
parent
commit
2c558a7aa0
  1. 219
      Source/monster.cpp
  2. 10
      Source/monster.h

219
Source/monster.cpp

@ -2018,23 +2018,19 @@ void AiAvoidance(int monsterId)
return;
}
int fx = monster.enemyPosition.x;
int fy = monster.enemyPosition.y;
int mx = monster.position.tile.x - fx;
int my = monster.position.tile.y - fy;
Direction md = GetDirection(monster.position.tile, monster.position.last);
if (monster.activeForTicks < UINT8_MAX)
MonstCheckDoors(monster);
int v = GenerateRnd(100);
if ((abs(mx) >= 2 || abs(my) >= 2) && monster.activeForTicks == UINT8_MAX && dTransVal[monster.position.tile.x][monster.position.tile.y] == dTransVal[fx][fy]) {
if (monster.goal == MonsterGoal::Move || ((abs(mx) >= 4 || abs(my) >= 4) && FlipCoin(4))) {
unsigned distanceToEnemy = monster.distanceToEnemy();
if (distanceToEnemy >= 2 && monster.activeForTicks == UINT8_MAX && dTransVal[monster.position.tile.x][monster.position.tile.y] == dTransVal[monster.enemyPosition.x][monster.enemyPosition.y]) {
if (monster.goal == MonsterGoal::Move || (distanceToEnemy >= 4 && FlipCoin(4))) {
if (monster.goal != MonsterGoal::Move) {
monster.goalVar1 = 0;
monster.goalVar2 = GenerateRnd(2);
}
monster.goal = MonsterGoal::Move;
int dist = std::max(abs(mx), abs(my));
if ((monster.goalVar1++ >= 2 * dist && DirOK(monster, md)) || dTransVal[monster.position.tile.x][monster.position.tile.y] != dTransVal[fx][fy]) {
if ((monster.goalVar1++ >= static_cast<int>(2 * distanceToEnemy) && DirOK(monster, md)) || dTransVal[monster.position.tile.x][monster.position.tile.y] != dTransVal[monster.enemyPosition.x][monster.enemyPosition.y]) {
monster.goal = MonsterGoal::Normal;
} else if (!RoundWalk(monsterId, md, &monster.goalVar2)) {
AiDelay(monster, GenerateRnd(10) + 10);
@ -2044,7 +2040,7 @@ void AiAvoidance(int monsterId)
monster.goal = MonsterGoal::Normal;
}
if (monster.goal == MonsterGoal::Normal) {
if (abs(mx) >= 2 || abs(my) >= 2) {
if (distanceToEnemy >= 2) {
if ((monster.var2 > 20 && v < 2 * monster.intelligence + 28)
|| (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways)
&& monster.var2 == 0
@ -2109,22 +2105,18 @@ void AiRanged(int monsterId)
}
if (monster.activeForTicks == UINT8_MAX || (monster.flags & MFLAG_TARGETS_MONSTER) != 0) {
int fx = monster.enemyPosition.x;
int fy = monster.enemyPosition.y;
int mx = monster.position.tile.x - fx;
int my = monster.position.tile.y - fy;
Direction md = GetMonsterDirection(monster);
if (monster.activeForTicks < UINT8_MAX)
MonstCheckDoors(monster);
monster.direction = md;
if (static_cast<MonsterMode>(monster.var1) == MonsterMode::RangedAttack) {
AiDelay(monster, GenerateRnd(20));
} else if (abs(mx) < 4 && abs(my) < 4) {
} else if (monster.distanceToEnemy() < 4) {
if (GenerateRnd(100) < 10 * (monster.intelligence + 7))
RandomWalk(monster, Opposite(md));
}
if (monster.mode == MonsterMode::Stand) {
if (LineClearMissile(monster.position.tile, { fx, fy })) {
if (LineClearMissile(monster.position.tile, monster.enemyPosition)) {
missile_id missileType = GetMissileType(monster.ai);
if (monster.ai == AI_ACIDUNIQ)
StartRangedSpecialAttack(monster, missileType, 4);
@ -2138,9 +2130,7 @@ void AiRanged(int monsterId)
}
if (monster.activeForTicks != 0) {
int fx = monster.position.last.x;
int fy = monster.position.last.y;
Direction md = GetDirection(monster.position.tile, { fx, fy });
Direction md = GetDirection(monster.position.tile, monster.position.last);
RandomWalk(monster, md);
}
}
@ -2154,10 +2144,6 @@ void AiRangedAvoidance(int monsterId)
return;
}
int fx = monster.enemyPosition.x;
int fy = monster.enemyPosition.y;
int mx = monster.position.tile.x - fx;
int my = monster.position.tile.y - fy;
Direction md = GetDirection(monster.position.tile, monster.position.last);
if (IsAnyOf(monster.ai, AI_MAGMA, AI_STORM, AI_BONEDEMON) && monster.activeForTicks < UINT8_MAX)
MonstCheckDoors(monster);
@ -2165,18 +2151,18 @@ void AiRangedAvoidance(int monsterId)
int dam = (monster.ai == AI_DIABLO) ? 40 : 4;
missile_id missileType = GetMissileType(monster.ai);
int v = GenerateRnd(10000);
int dist = std::max(abs(mx), abs(my));
if (dist >= 2 && monster.activeForTicks == UINT8_MAX && dTransVal[monster.position.tile.x][monster.position.tile.y] == dTransVal[fx][fy]) {
if (monster.goal == MonsterGoal::Move || (dist >= 3 && FlipCoin(4 << lessmissiles))) {
unsigned distanceToEnemy = monster.distanceToEnemy();
if (distanceToEnemy >= 2 && monster.activeForTicks == UINT8_MAX && dTransVal[monster.position.tile.x][monster.position.tile.y] == dTransVal[monster.enemyPosition.x][monster.enemyPosition.y]) {
if (monster.goal == MonsterGoal::Move || (distanceToEnemy >= 3 && FlipCoin(4 << lessmissiles))) {
if (monster.goal != MonsterGoal::Move) {
monster.goalVar1 = 0;
monster.goalVar2 = GenerateRnd(2);
}
monster.goal = MonsterGoal::Move;
if (monster.goalVar1++ >= 2 * dist && DirOK(monster, md)) {
if (monster.goalVar1++ >= static_cast<int>(2 * distanceToEnemy) && DirOK(monster, md)) {
monster.goal = MonsterGoal::Normal;
} else if (v < (500 * (monster.intelligence + 1) >> lessmissiles)
&& (LineClearMissile(monster.position.tile, { fx, fy }))) {
&& (LineClearMissile(monster.position.tile, monster.enemyPosition))) {
StartRangedSpecialAttack(monster, missileType, dam);
} else {
RoundWalk(monsterId, md, &monster.goalVar2);
@ -2186,11 +2172,11 @@ void AiRangedAvoidance(int monsterId)
monster.goal = MonsterGoal::Normal;
}
if (monster.goal == MonsterGoal::Normal) {
if (((dist >= 3 && v < ((500 * (monster.intelligence + 2)) >> lessmissiles))
if (((distanceToEnemy >= 3 && v < ((500 * (monster.intelligence + 2)) >> lessmissiles))
|| v < ((500 * (monster.intelligence + 1)) >> lessmissiles))
&& LineClearMissile(monster.position.tile, { fx, fy })) {
&& LineClearMissile(monster.position.tile, monster.enemyPosition)) {
StartRangedSpecialAttack(monster, missileType, dam);
} else if (dist >= 2) {
} else if (distanceToEnemy >= 2) {
v = GenerateRnd(100);
if (v < 1000 * (monster.intelligence + 5)
|| (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways) && monster.var2 == 0 && v < 1000 * (monster.intelligence + 8))) {
@ -2248,12 +2234,10 @@ void OverlordAi(int monsterId)
return;
}
int mx = monster.position.tile.x - monster.enemyPosition.x;
int my = monster.position.tile.y - monster.enemyPosition.y;
Direction md = GetMonsterDirection(monster);
monster.direction = md;
int v = GenerateRnd(100);
if (abs(mx) >= 2 || abs(my) >= 2) {
if (monster.distanceToEnemy() >= 2) {
if ((monster.var2 > 20 && v < 4 * monster.intelligence + 20)
|| (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways)
&& monster.var2 == 0
@ -2278,11 +2262,9 @@ void SkeletonAi(int monsterId)
return;
}
int x = monster.position.tile.x - monster.enemyPosition.x;
int y = monster.position.tile.y - monster.enemyPosition.y;
Direction md = GetDirection(monster.position.tile, monster.position.last);
monster.direction = md;
if (abs(x) >= 2 || abs(y) >= 2) {
if (monster.distanceToEnemy() >= 2) {
if (static_cast<MonsterMode>(monster.var1) == MonsterMode::Delay || (GenerateRnd(100) >= 35 - 4 * monster.intelligence)) {
RandomWalk(monster, md);
} else {
@ -2308,16 +2290,13 @@ void SkeletonBowAi(int monsterId)
return;
}
int mx = monster.position.tile.x - monster.enemyPosition.x;
int my = monster.position.tile.y - monster.enemyPosition.y;
Direction md = GetMonsterDirection(monster);
monster.direction = md;
int v = GenerateRnd(100);
bool walking = false;
if (abs(mx) < 4 && abs(my) < 4) {
if (monster.distanceToEnemy() < 4) {
if ((monster.var2 > 20 && v < 2 * monster.intelligence + 13)
|| (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways)
&& monster.var2 == 0
@ -2428,23 +2407,19 @@ void RhinoAi(int monsterId)
return;
}
int fx = monster.enemyPosition.x;
int fy = monster.enemyPosition.y;
int mx = monster.position.tile.x - fx;
int my = monster.position.tile.y - fy;
Direction md = GetDirection(monster.position.tile, monster.position.last);
if (monster.activeForTicks < UINT8_MAX)
MonstCheckDoors(monster);
int v = GenerateRnd(100);
int dist = std::max(abs(mx), abs(my));
if (dist >= 2) {
if (monster.goal == MonsterGoal::Move || (dist >= 5 && !FlipCoin(4))) {
unsigned distanceToEnemy = monster.distanceToEnemy();
if (distanceToEnemy >= 2) {
if (monster.goal == MonsterGoal::Move || (distanceToEnemy >= 5 && !FlipCoin(4))) {
if (monster.goal != MonsterGoal::Move) {
monster.goalVar1 = 0;
monster.goalVar2 = GenerateRnd(2);
}
monster.goal = MonsterGoal::Move;
if (monster.goalVar1++ >= 2 * dist || dTransVal[monster.position.tile.x][monster.position.tile.y] != dTransVal[fx][fy]) {
if (monster.goalVar1++ >= static_cast<int>(2 * distanceToEnemy) || dTransVal[monster.position.tile.x][monster.position.tile.y] != dTransVal[monster.enemyPosition.x][monster.enemyPosition.y]) {
monster.goal = MonsterGoal::Normal;
} else if (!RoundWalk(monsterId, md, &monster.goalVar2)) {
AiDelay(monster, GenerateRnd(10) + 10);
@ -2454,17 +2429,17 @@ void RhinoAi(int monsterId)
monster.goal = MonsterGoal::Normal;
}
if (monster.goal == MonsterGoal::Normal) {
if (dist >= 5
if (distanceToEnemy >= 5
&& v < 2 * monster.intelligence + 43
&& LineClear([&monster](Point position) { return IsTileAvailable(monster, position); }, monster.position.tile, { fx, fy })) {
if (AddMissile(monster.position.tile, { fx, fy }, md, MIS_RHINO, TARGET_PLAYERS, monsterId, 0, 0) != nullptr) {
&& LineClear([&monster](Point position) { return IsTileAvailable(monster, position); }, monster.position.tile, monster.enemyPosition)) {
if (AddMissile(monster.position.tile, monster.enemyPosition, md, MIS_RHINO, TARGET_PLAYERS, monsterId, 0, 0) != nullptr) {
if (monster.data().snd_special)
PlayEffect(monster, 3);
dMonster[monster.position.tile.x][monster.position.tile.y] = -(monsterId + 1);
monster.mode = MonsterMode::Charge;
}
} else {
if (dist >= 2) {
if (distanceToEnemy >= 2) {
v = GenerateRnd(100);
if (v >= 2 * monster.intelligence + 33
&& (IsNoneOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways)
@ -2541,9 +2516,7 @@ void FallenAi(int monsterId)
monster.direction = static_cast<Direction>(monster.goalVar2);
RandomWalk(monster, monster.direction);
} else if (monster.goal == MonsterGoal::Attack) {
int xpos = monster.position.tile.x - monster.enemyPosition.x;
int ypos = monster.position.tile.y - monster.enemyPosition.y;
if (abs(xpos) < 2 && abs(ypos) < 2)
if (monster.distanceToEnemy() < 2)
StartAttack(monster);
else
RandomWalk(monster, GetMonsterDirection(monster));
@ -2560,23 +2533,19 @@ void LeoricAi(int monsterId)
return;
}
int fx = monster.enemyPosition.x;
int fy = monster.enemyPosition.y;
int mx = monster.position.tile.x - fx;
int my = monster.position.tile.y - fy;
Direction md = GetDirection(monster.position.tile, monster.position.last);
if (monster.activeForTicks < UINT8_MAX)
MonstCheckDoors(monster);
int v = GenerateRnd(100);
int dist = std::max(abs(mx), abs(my));
if (dist >= 2 && monster.activeForTicks == UINT8_MAX && dTransVal[monster.position.tile.x][monster.position.tile.y] == dTransVal[fx][fy]) {
if (monster.goal == MonsterGoal::Move || ((abs(mx) >= 3 || abs(my) >= 3) && FlipCoin(4))) {
unsigned distanceToEnemy = monster.distanceToEnemy();
if (distanceToEnemy >= 2 && monster.activeForTicks == UINT8_MAX && dTransVal[monster.position.tile.x][monster.position.tile.y] == dTransVal[monster.enemyPosition.x][monster.enemyPosition.y]) {
if (monster.goal == MonsterGoal::Move || (distanceToEnemy >= 3 && FlipCoin(4))) {
if (monster.goal != MonsterGoal::Move) {
monster.goalVar1 = 0;
monster.goalVar2 = GenerateRnd(2);
}
monster.goal = MonsterGoal::Move;
if ((monster.goalVar1++ >= 2 * dist && DirOK(monster, md)) || dTransVal[monster.position.tile.x][monster.position.tile.y] != dTransVal[fx][fy]) {
if ((monster.goalVar1++ >= static_cast<int>(2 * distanceToEnemy) && DirOK(monster, md)) || dTransVal[monster.position.tile.x][monster.position.tile.y] != dTransVal[monster.enemyPosition.x][monster.enemyPosition.y]) {
monster.goal = MonsterGoal::Normal;
} else if (!RoundWalk(monsterId, md, &monster.goalVar2)) {
AiDelay(monster, GenerateRnd(10) + 10);
@ -2587,15 +2556,15 @@ void LeoricAi(int monsterId)
}
if (monster.goal == MonsterGoal::Normal) {
if (!gbIsMultiplayer
&& ((dist >= 3 && v < 4 * monster.intelligence + 35) || v < 6)
&& LineClearMissile(monster.position.tile, { fx, fy })) {
&& ((distanceToEnemy >= 3 && v < 4 * monster.intelligence + 35) || v < 6)
&& LineClearMissile(monster.position.tile, monster.enemyPosition)) {
Point newPosition = monster.position.tile + md;
if (IsTileAvailable(monster, newPosition) && ActiveMonsterCount < MaxMonsters) {
SpawnSkeleton(newPosition, md);
StartSpecialStand(monster, md);
}
} else {
if (dist >= 2) {
if (distanceToEnemy >= 2) {
v = GenerateRnd(100);
if (v >= monster.intelligence + 25
&& (IsNoneOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways) || monster.var2 != 0 || (v >= monster.intelligence + 75))) {
@ -2622,8 +2591,6 @@ void BatAi(int monsterId)
return;
}
int xd = monster.position.tile.x - monster.enemyPosition.x;
int yd = monster.position.tile.y - monster.enemyPosition.y;
Direction md = GetDirection(monster.position.tile, monster.position.last);
monster.direction = md;
int v = GenerateRnd(100);
@ -2638,17 +2605,16 @@ void BatAi(int monsterId)
return;
}
int fx = monster.enemyPosition.x;
int fy = monster.enemyPosition.y;
unsigned distanceToEnemy = monster.distanceToEnemy();
if (monster.type().type == MT_GLOOM
&& (abs(xd) >= 5 || abs(yd) >= 5)
&& distanceToEnemy >= 5
&& v < 4 * monster.intelligence + 33
&& LineClear([&monster](Point position) { return IsTileAvailable(monster, position); }, monster.position.tile, { fx, fy })) {
if (AddMissile(monster.position.tile, { fx, fy }, md, MIS_RHINO, TARGET_PLAYERS, monsterId, 0, 0) != nullptr) {
&& LineClear([&monster](Point position) { return IsTileAvailable(monster, position); }, monster.position.tile, monster.enemyPosition)) {
if (AddMissile(monster.position.tile, monster.enemyPosition, md, MIS_RHINO, TARGET_PLAYERS, monsterId, 0, 0) != nullptr) {
dMonster[monster.position.tile.x][monster.position.tile.y] = -(monsterId + 1);
monster.mode = MonsterMode::Charge;
}
} else if (abs(xd) >= 2 || abs(yd) >= 2) {
} else if (distanceToEnemy >= 2) {
if ((monster.var2 > 20 && v < monster.intelligence + 13)
|| (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways)
&& monster.var2 == 0
@ -2672,14 +2638,11 @@ void GargoyleAi(int monsterId)
assert(static_cast<size_t>(monsterId) < MaxMonsters);
auto &monster = Monsters[monsterId];
int dx = monster.position.tile.x - monster.position.last.x;
int dy = monster.position.tile.y - monster.position.last.y;
Direction md = GetMonsterDirection(monster);
unsigned distanceToEnemy = monster.distanceToEnemy();
if (monster.activeForTicks != 0 && (monster.flags & MFLAG_ALLOW_SPECIAL) != 0) {
UpdateEnemy(monster);
int mx = monster.position.tile.x - monster.enemyPosition.x;
int my = monster.position.tile.y - monster.enemyPosition.y;
if (abs(mx) < monster.intelligence + 2 && abs(my) < monster.intelligence + 2) {
if (distanceToEnemy < monster.intelligence + 2) {
monster.flags &= ~MFLAG_ALLOW_SPECIAL;
}
return;
@ -2693,7 +2656,7 @@ void GargoyleAi(int monsterId)
if ((monster.flags & MFLAG_NOHEAL) == 0)
monster.goal = MonsterGoal::Retreat;
if (monster.goal == MonsterGoal::Retreat) {
if (abs(dx) >= monster.intelligence + 2 || abs(dy) >= monster.intelligence + 2) {
if (distanceToEnemy >= monster.intelligence + 2) {
monster.goal = MonsterGoal::Normal;
StartHeal(monster);
} else if (!RandomWalk(monster, Opposite(md))) {
@ -2712,15 +2675,10 @@ void ButcherAi(int monsterId)
return;
}
int mx = monster.position.tile.x;
int my = monster.position.tile.y;
int x = mx - monster.enemyPosition.x;
int y = my - monster.enemyPosition.y;
Direction md = GetDirection({ mx, my }, monster.position.last);
Direction md = GetDirection(monster.position.tile, monster.position.last);
monster.direction = md;
if (abs(x) >= 2 || abs(y) >= 2)
if (monster.distanceToEnemy() >= 2)
RandomWalk(monster, md);
else
StartAttack(monster);
@ -2736,19 +2694,16 @@ void SneakAi(int monsterId)
if (monster.mode != MonsterMode::Stand) {
return;
}
int mx = monster.position.tile.x;
int my = monster.position.tile.y;
if (dLight[mx][my] == LightsMax) {
if (dLight[monster.position.tile.x][monster.position.tile.y] == LightsMax) {
return;
}
mx -= monster.enemyPosition.x;
my -= monster.enemyPosition.y;
int dist = 5 - monster.intelligence;
unsigned dist = 5 - monster.intelligence;
unsigned distanceToEnemy = monster.distanceToEnemy();
if (static_cast<MonsterMode>(monster.var1) == MonsterMode::HitRecovery) {
monster.goal = MonsterGoal::Retreat;
monster.goalVar1 = 0;
} else if (abs(mx) >= dist + 3 || abs(my) >= dist + 3 || monster.goalVar1 > 8) {
} else if (distanceToEnemy >= dist + 3 || monster.goalVar1 > 8) {
monster.goal = MonsterGoal::Normal;
monster.goalVar1 = 0;
}
@ -2765,21 +2720,21 @@ void SneakAi(int monsterId)
}
monster.direction = md;
int v = GenerateRnd(100);
if (abs(mx) < dist && abs(my) < dist && (monster.flags & MFLAG_HIDDEN) != 0) {
if (distanceToEnemy < dist && (monster.flags & MFLAG_HIDDEN) != 0) {
StartFadein(monster, md, false);
} else {
if ((abs(mx) >= dist + 1 || abs(my) >= dist + 1) && (monster.flags & MFLAG_HIDDEN) == 0) {
if ((distanceToEnemy >= dist + 1) && (monster.flags & MFLAG_HIDDEN) == 0) {
StartFadeout(monster, md, true);
} else {
if (monster.goal == MonsterGoal::Retreat
|| ((abs(mx) >= 2 || abs(my) >= 2) && ((monster.var2 > 20 && v < 4 * monster.intelligence + 14) || (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways) && monster.var2 == 0 && v < 4 * monster.intelligence + 64)))) {
|| (distanceToEnemy >= 2 && ((monster.var2 > 20 && v < 4 * monster.intelligence + 14) || (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways) && monster.var2 == 0 && v < 4 * monster.intelligence + 64)))) {
monster.goalVar1++;
RandomWalk(monster, md);
}
}
}
if (monster.mode == MonsterMode::Stand) {
if (abs(mx) >= 2 || abs(my) >= 2 || v >= 4 * monster.intelligence + 10)
if (distanceToEnemy >= 2 || v >= 4 * monster.intelligence + 10)
monster.changeAnimationData(MonsterGraphic::Stand);
else
StartAttack(monster);
@ -2882,15 +2837,12 @@ void SnakeAi(int monsterId)
char pattern[6] = { 1, 1, 0, -1, -1, 0 };
if (monster.mode != MonsterMode::Stand || monster.activeForTicks == 0)
return;
int fx = monster.enemyPosition.x;
int fy = monster.enemyPosition.y;
int mx = monster.position.tile.x - fx;
int my = monster.position.tile.y - fy;
Direction md = GetDirection(monster.position.tile, monster.position.last);
monster.direction = md;
if (abs(mx) >= 2 || abs(my) >= 2) {
if (abs(mx) < 3 && abs(my) < 3 && LineClear([&monster](Point position) { return IsTileAvailable(monster, position); }, monster.position.tile, { fx, fy }) && static_cast<MonsterMode>(monster.var1) != MonsterMode::Charge) {
if (AddMissile(monster.position.tile, { fx, fy }, md, MIS_RHINO, TARGET_PLAYERS, monsterId, 0, 0) != nullptr) {
unsigned distanceToEnemy = monster.distanceToEnemy();
if (distanceToEnemy >= 2) {
if (distanceToEnemy < 3 && LineClear([&monster](Point position) { return IsTileAvailable(monster, position); }, monster.position.tile, monster.enemyPosition) && static_cast<MonsterMode>(monster.var1) != MonsterMode::Charge) {
if (AddMissile(monster.position.tile, monster.enemyPosition, md, MIS_RHINO, TARGET_PLAYERS, monsterId, 0, 0) != nullptr) {
PlayEffect(monster, 0);
dMonster[monster.position.tile.x][monster.position.tile.y] = -(monsterId + 1);
monster.mode = MonsterMode::Charge;
@ -2942,14 +2894,11 @@ void CounselorAi(int monsterId)
if (monster.mode != MonsterMode::Stand || monster.activeForTicks == 0) {
return;
}
int fx = monster.enemyPosition.x;
int fy = monster.enemyPosition.y;
int mx = monster.position.tile.x - fx;
int my = monster.position.tile.y - fy;
Direction md = GetDirection(monster.position.tile, monster.position.last);
if (monster.activeForTicks < UINT8_MAX)
MonstCheckDoors(monster);
int v = GenerateRnd(100);
unsigned distanceToEnemy = monster.distanceToEnemy();
if (monster.goal == MonsterGoal::Retreat) {
if (monster.goalVar1++ <= 3)
RandomWalk(monster, Opposite(md));
@ -2958,9 +2907,8 @@ void CounselorAi(int monsterId)
StartFadein(monster, md, true);
}
} else if (monster.goal == MonsterGoal::Move) {
int dist = std::max(abs(mx), abs(my));
if (dist >= 2 && monster.activeForTicks == UINT8_MAX && dTransVal[monster.position.tile.x][monster.position.tile.y] == dTransVal[fx][fy]) {
if (monster.goalVar1++ < 2 * dist || !DirOK(monster, md)) {
if (distanceToEnemy >= 2 && monster.activeForTicks == UINT8_MAX && dTransVal[monster.position.tile.x][monster.position.tile.y] == dTransVal[monster.enemyPosition.x][monster.enemyPosition.y]) {
if (monster.goalVar1++ < static_cast<int>(2 * distanceToEnemy) || !DirOK(monster, md)) {
RoundWalk(monsterId, md, &monster.goalVar2);
} else {
monster.goal = MonsterGoal::Normal;
@ -2971,8 +2919,8 @@ void CounselorAi(int monsterId)
StartFadein(monster, md, true);
}
} else if (monster.goal == MonsterGoal::Normal) {
if (abs(mx) >= 2 || abs(my) >= 2) {
if (v < 5 * (monster.intelligence + 10) && LineClearMissile(monster.position.tile, { fx, fy })) {
if (distanceToEnemy >= 2) {
if (v < 5 * (monster.intelligence + 10) && LineClearMissile(monster.position.tile, monster.enemyPosition)) {
constexpr missile_id MissileTypes[4] = { MIS_FIREBOLT, MIS_CBOLT, MIS_LIGHTCTRL, MIS_FIREBALL };
StartRangedAttack(monster, MissileTypes[monster.intelligence], monster.minDamage + GenerateRnd(monster.maxDamage - monster.minDamage + 1));
} else if (GenerateRnd(100) < 30) {
@ -3037,9 +2985,8 @@ void MegaAi(int monsterId)
assert(static_cast<size_t>(monsterId) < MaxMonsters);
auto &monster = Monsters[monsterId];
int mx = monster.position.tile.x - monster.enemyPosition.x;
int my = monster.position.tile.y - monster.enemyPosition.y;
if (abs(mx) >= 5 || abs(my) >= 5) {
unsigned distanceToEnemy = monster.distanceToEnemy();
if (distanceToEnemy >= 5) {
SkeletonAi(monsterId);
return;
}
@ -3048,24 +2995,19 @@ void MegaAi(int monsterId)
return;
}
int fx = monster.enemyPosition.x;
int fy = monster.enemyPosition.y;
mx = monster.position.tile.x - fx;
my = monster.position.tile.y - fy;
Direction md = GetDirection(monster.position.tile, monster.position.last);
if (monster.activeForTicks < UINT8_MAX)
MonstCheckDoors(monster);
int v = GenerateRnd(100);
int dist = std::max(abs(mx), abs(my));
if (dist >= 2 && monster.activeForTicks == UINT8_MAX && dTransVal[monster.position.tile.x][monster.position.tile.y] == dTransVal[fx][fy]) {
if (monster.goal == MonsterGoal::Move || dist >= 3) {
if (distanceToEnemy >= 2 && monster.activeForTicks == UINT8_MAX && dTransVal[monster.position.tile.x][monster.position.tile.y] == dTransVal[monster.enemyPosition.x][monster.enemyPosition.y]) {
if (monster.goal == MonsterGoal::Move || distanceToEnemy >= 3) {
if (monster.goal != MonsterGoal::Move) {
monster.goalVar1 = 0;
monster.goalVar2 = GenerateRnd(2);
}
monster.goal = MonsterGoal::Move;
monster.goalVar3 = 4;
if (monster.goalVar1++ < 2 * dist || !DirOK(monster, md)) {
if (monster.goalVar1++ < static_cast<int>(2 * distanceToEnemy) || !DirOK(monster, md)) {
if (v < 5 * (monster.intelligence + 16))
RoundWalk(monsterId, md, &monster.goalVar2);
} else
@ -3075,9 +3017,9 @@ void MegaAi(int monsterId)
monster.goal = MonsterGoal::Normal;
}
if (monster.goal == MonsterGoal::Normal) {
if (((dist >= 3 && v < 5 * (monster.intelligence + 2)) || v < 5 * (monster.intelligence + 1) || monster.goalVar3 == 4) && LineClearMissile(monster.position.tile, { fx, fy })) {
if (((distanceToEnemy >= 3 && v < 5 * (monster.intelligence + 2)) || v < 5 * (monster.intelligence + 1) || monster.goalVar3 == 4) && LineClearMissile(monster.position.tile, monster.enemyPosition)) {
StartRangedSpecialAttack(monster, MIS_FLAMEC, 0);
} else if (dist >= 2) {
} else if (distanceToEnemy >= 2) {
v = GenerateRnd(100);
if (v < 2 * (5 * monster.intelligence + 25)
|| (IsAnyOf(static_cast<MonsterMode>(monster.var1), MonsterMode::MoveNorthwards, MonsterMode::MoveSouthwards, MonsterMode::MoveSideways)
@ -3239,10 +3181,6 @@ void HorkDemonAi(int monsterId)
return;
}
int fx = monster.enemyPosition.x;
int fy = monster.enemyPosition.y;
int mx = monster.position.tile.x - fx;
int my = monster.position.tile.y - fy;
Direction md = GetDirection(monster.position.tile, monster.position.last);
if (monster.activeForTicks < 255) {
@ -3251,16 +3189,16 @@ void HorkDemonAi(int monsterId)
int v = GenerateRnd(100);
if (abs(mx) < 2 && abs(my) < 2) {
unsigned distanceToEnemy = monster.distanceToEnemy();
if (distanceToEnemy < 2) {
monster.goal = MonsterGoal::Normal;
} else if (monster.goal == MonsterGoal::Move || ((abs(mx) >= 5 || abs(my) >= 5) && !FlipCoin(4))) {
} else if (monster.goal == MonsterGoal::Move || (distanceToEnemy >= 5 && !FlipCoin(4))) {
if (monster.goal != MonsterGoal::Move) {
monster.goalVar1 = 0;
monster.goalVar2 = GenerateRnd(2);
}
monster.goal = MonsterGoal::Move;
int dist = std::max(abs(mx), abs(my));
if (monster.goalVar1++ >= 2 * dist || dTransVal[monster.position.tile.x][monster.position.tile.y] != dTransVal[fx][fy]) {
if (monster.goalVar1++ >= static_cast<int>(2 * distanceToEnemy) || dTransVal[monster.position.tile.x][monster.position.tile.y] != dTransVal[monster.enemyPosition.x][monster.enemyPosition.y]) {
monster.goal = MonsterGoal::Normal;
} else if (!RoundWalk(monsterId, md, &monster.goalVar2)) {
AiDelay(monster, GenerateRnd(10) + 10);
@ -3268,12 +3206,12 @@ void HorkDemonAi(int monsterId)
}
if (monster.goal == MonsterGoal::Normal) {
if ((abs(mx) >= 3 || abs(my) >= 3) && v < 2 * monster.intelligence + 43) {
if ((distanceToEnemy >= 3) && v < 2 * monster.intelligence + 43) {
Point position = monster.position.tile + monster.direction;
if (IsTileAvailable(monster, position) && ActiveMonsterCount < MaxMonsters) {
StartRangedSpecialAttack(monster, MIS_HORKDMN, 0);
}
} else if (abs(mx) < 2 && abs(my) < 2) {
} else if (distanceToEnemy < 2) {
if (v < 2 * monster.intelligence + 28) {
monster.direction = md;
StartAttack(monster);
@ -4878,6 +4816,13 @@ void Monster::setLeader(const Monster *leader)
ai = leader->ai;
}
[[nodiscard]] unsigned Monster::distanceToEnemy() const
{
int mx = position.tile.x - enemyPosition.x;
int my = position.tile.y - enemyPosition.y;
return std::max(std::abs(mx), std::abs(my));
}
void Monster::checkStandAnimationIsLoaded(Direction mdir)
{
if (IsAnyOf(mode, MonsterMode::Stand, MonsterMode::Talk)) {

10
Source/monster.h

@ -300,6 +300,16 @@ struct Monster { // note: missing field _mAFNum
return isUnique() && UniqueMonstersData[static_cast<size_t>(uniqueType)].monsterPack == UniqueMonsterPack::Leashed;
}
/**
* @brief Calculates the distance in tiles between this monster and its current target
*
* The distance is not calculated as the euclidean distance, but rather as
* the longest number of tiles in the coordinate system.
*
* @return The distance in tiles
*/
[[nodiscard]] unsigned distanceToEnemy() const;
/**
* @brief Is the monster currently walking?
*/

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